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#pragma once

#include "PassiveAggressiveMonster.h"


class cEntity;



class cWolf :
	public cPassiveAggressiveMonster
{
	typedef cPassiveAggressiveMonster super;

public:
	cWolf(void);

	CLASS_PROTODEF(cWolf)

	void NotifyAlliesOfFight(cPawn * a_Opponent);
	virtual bool DoTakeDamage(TakeDamageInfo & a_TDI) override;
	virtual void OnRightClicked(cPlayer & a_Player) override;
	virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
	virtual void TickFollowPlayer();
	virtual bool Attack(std::chrono::milliseconds a_Dt) override;

	// Get functions
	bool    IsSitting     (void) const override { return m_IsSitting; }
	bool    IsTame        (void) const override { return m_IsTame; }
	bool    IsBegging     (void) const { return m_IsBegging; }
	bool    IsAngry       (void) const { return m_IsAngry; }
	AString GetOwnerName  (void) const { return m_OwnerName; }
	AString GetOwnerUUID  (void) const { return m_OwnerUUID; }
	int     GetCollarColor(void) const { return m_CollarColor; }

	// Set functions
	void SetIsSitting  (bool a_IsSitting)   { m_IsSitting = a_IsSitting; }
	void SetIsTame     (bool a_IsTame)      { m_IsTame = a_IsTame; }
	void SetIsBegging  (bool a_IsBegging)   { m_IsBegging = a_IsBegging; }
	void SetIsAngry    (bool a_IsAngry)     { m_IsAngry = a_IsAngry; }
	void SetCollarColor(int a_CollarColor)  { m_CollarColor = a_CollarColor; }
	void SetOwner      (const AString & a_NewOwnerName, const AString & a_NewOwnerUUID)
	{
		m_OwnerName = a_NewOwnerName;
		m_OwnerUUID = a_NewOwnerUUID;
	}

	/** Notfies the wolf of a nearby fight.
	The wolf may then decide to attack a_Opponent.
	If a_IsPlayer is true, then the player whose ID is a_PlayerID is fighting a_Opponent
	If false, then a wolf owned by the player whose ID is a_PlayerID is fighting a_Opponent
	@param a_PlayerID The ID of the fighting player, or the ID of the owner whose wolf is fighting.
	@param a_Opponent The opponent who is being faught.
	@param a_IsPlayerInvolved Whether the fighter a player or a wolf. */
	void ReceiveNearbyFightInfo(AString a_PlayerID, cPawn * a_Opponent, bool a_IsPlayerInvolved);

	virtual void InStateIdle(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;

protected:

	bool    m_IsSitting;
	bool    m_IsTame;
	bool    m_IsBegging;
	bool    m_IsAngry;
	AString m_OwnerName;
	AString m_OwnerUUID;
	int     m_CollarColor;
	int     m_NotificationCooldown;
} ;