#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Horse.h"
#include "../World.h"
#include "../EffectID.h"
#include "../Entities/Player.h"
#include "../UI/HorseWindow.h"
cHorse::cHorse(int Type, int Color, int Style, int TameTimes) :
Super("Horse", mtHorse, "entity.horse.hurt", "entity.horse.death", "entity.horse.ambient", 1.4f, 1.6f),
cEntityWindowOwner(this),
m_bHasChest(false),
m_bIsEating(false),
m_bIsRearing(false),
m_bIsMouthOpen(false),
m_bIsTame(false),
m_Type(Type),
m_Color(Color),
m_Style(Style),
m_TimesToTame(TameTimes),
m_TameAttemptTimes(0),
m_RearTickCount(0),
m_MaxSpeed(14.0)
{
}
void cHorse::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
Super::Tick(a_Dt, a_Chunk);
if (!IsTicking())
{
// The base class tick destroyed us
return;
}
bool MetadataDirty = false;
auto & Random = GetRandomProvider();
if (!m_bIsMouthOpen)
{
if (Random.RandBool(0.02))
{
MetadataDirty = true;
m_bIsMouthOpen = true;
}
}
else
{
if (Random.RandBool(0.10))
{
MetadataDirty = true;
m_bIsMouthOpen = false;
}
}
if ((m_Attachee != nullptr) && (!m_bIsTame))
{
if (m_TameAttemptTimes < m_TimesToTame)
{
if (Random.RandBool(0.02))
{
m_World->BroadcastSoundParticleEffect(
EffectID::PARTICLE_SMOKE,
GetPosition().Floor(),
int(SmokeDirection::SOUTH_EAST)
);
m_World->BroadcastSoundParticleEffect(
EffectID::PARTICLE_SMOKE,
GetPosition().Floor(),
int(SmokeDirection::SOUTH_WEST)
);
m_World->BroadcastSoundParticleEffect(
EffectID::PARTICLE_SMOKE,
GetPosition().Floor(),
int(SmokeDirection::NORTH_EAST)
);
m_World->BroadcastSoundParticleEffect(
EffectID::PARTICLE_SMOKE,
GetPosition().Floor(),
int(SmokeDirection::NORTH_WEST)
);
m_World->BroadcastSoundEffect("entity.horse.angry", GetPosition(), 1.0f, 1.0f);
m_Attachee->Detach();
MetadataDirty = true;
m_bIsRearing = true;
}
}
else
{
m_World->BroadcastParticleEffect("heart", static_cast<Vector3f>(GetPosition()), Vector3f {}, 0, 5);
MetadataDirty = true;
m_bIsTame = true;
}
}
if (m_bIsRearing)
{
if (m_RearTickCount == 20)
{
MetadataDirty = true;
m_bIsRearing = false;
m_RearTickCount = 0;
}
else
{
m_RearTickCount++;
}
}
if (MetadataDirty)
{
m_World->BroadcastEntityMetadata(*this);
}
}
void cHorse::OnRemoveFromWorld(cWorld & a_World)
{
const auto Window = GetWindow();
if (Window != nullptr)
{
Window->OwnerDestroyed();
}
Super::OnRemoveFromWorld(a_World);
}
void cHorse::OnRightClicked(cPlayer & a_Player)
{
Super::OnRightClicked(a_Player);
if (m_bIsTame)
{
if (a_Player.IsCrouched())
{
PlayerOpenWindow(a_Player);
return;
}
auto EquipedItemType = a_Player.GetEquippedItem().m_ItemType;
if (!IsSaddled() && ((EquipedItemType == E_ITEM_SADDLE) || ItemCategory::IsHorseArmor(EquipedItemType)))
{
// Player is holding a horse inventory item, open the window:
PlayerOpenWindow(a_Player);
}
else
{
a_Player.AttachTo(*this);
}
}
else if (a_Player.GetEquippedItem().IsEmpty())
{
// Check if leashed / unleashed to player before try to ride
if (!m_IsLeashActionJustDone)
{
if (m_Attachee != nullptr)
{
if (m_Attachee->GetUniqueID() == a_Player.GetUniqueID())
{
a_Player.Detach();
return;
}
if (m_Attachee->IsPlayer())
{
return;
}
m_Attachee->Detach();
}
m_TameAttemptTimes++;
a_Player.AttachTo(*this);
}
}
else
{
m_bIsRearing = true;
m_RearTickCount = 0;
m_World->BroadcastSoundEffect("entity.horse.angry", GetPosition(), 1.0f, 0.8f);
}
}
void cHorse::SetHorseSaddle(cItem a_Saddle)
{
if (a_Saddle.m_ItemType == E_ITEM_SADDLE)
{
m_World->BroadcastSoundEffect("entity.horse.saddle", GetPosition(), 1.0f, 0.8f);
}
else if (!a_Saddle.IsEmpty())
{
return; // Invalid item
}
m_Saddle = std::move(a_Saddle);
m_World->BroadcastEntityMetadata(*this);
}
void cHorse::SetHorseArmor(cItem a_Armor)
{
if (ItemCategory::IsHorseArmor(a_Armor.m_ItemType))
{
m_World->BroadcastSoundEffect("entity.horse.armor", GetPosition(), 1.0f, 0.8f);
}
else if (!a_Armor.IsEmpty())
{
return; // Invalid item
}
m_Armor = std::move(a_Armor);
m_World->BroadcastEntityMetadata(*this);
}
int cHorse::GetHorseArmour(void) const
{
switch (m_Armor.m_ItemType)
{
case E_ITEM_EMPTY: return 0;
case E_ITEM_IRON_HORSE_ARMOR: return 1;
case E_ITEM_GOLD_HORSE_ARMOR: return 2;
case E_ITEM_DIAMOND_HORSE_ARMOR: return 3;
default:
{
LOGWARN("cHorse::GetHorseArmour: Invalid armour item (%d)", m_Armor.m_ItemType);
return 0;
}
}
}
void cHorse::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
if (IsBaby())
{
return; // Babies don't drop items
}
unsigned int LootingLevel = 0;
if (a_Killer != nullptr)
{
LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
}
AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_LEATHER);
if (IsSaddled())
{
a_Drops.push_back(m_Saddle);
}
if (!m_Armor.IsEmpty())
{
a_Drops.push_back(m_Armor);
}
}
void cHorse::InStateIdle(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
// If horse is tame and someone is sitting on it, don't walk around
if ((!m_bIsTame) || (m_Attachee == nullptr))
{
Super::InStateIdle(a_Dt, a_Chunk);
}
}
void cHorse::HandleSpeedFromAttachee(float a_Forward, float a_Sideways)
{
if ((m_bIsTame) && IsSaddled())
{
Super::HandleSpeedFromAttachee(a_Forward * m_MaxSpeed, a_Sideways * m_MaxSpeed);
}
}
void cHorse::PlayerOpenWindow(cPlayer & a_Player)
{
auto Window = GetWindow();
if (Window == nullptr)
{
Window = new cHorseWindow(*this);
OpenWindow(Window);
}
a_Player.OpenWindow(*Window);
}