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#pragma once
#include "PassiveMonster.h"
#include "../UI/WindowOwner.h"
class cHorse : public cPassiveMonster,
public cEntityWindowOwner
{
using Super = cPassiveMonster;
public:
cHorse(int Type, int Color, int Style, int TameTimes);
CLASS_PROTODEF(cHorse)
virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = nullptr) override;
virtual void InStateIdle(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
virtual void HandleSpeedFromAttachee(float a_Forward, float a_Sideways) override;
virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
virtual void OnRemoveFromWorld(cWorld & a_World) override;
virtual void OnRightClicked(cPlayer & a_Player) override;
bool IsSaddled(void) const { return !m_Saddle.IsEmpty(); }
bool IsChested(void) const { return m_bHasChest; }
bool IsEating(void) const { return m_bIsEating; }
bool IsRearing(void) const { return m_bIsRearing; }
bool IsMthOpen(void) const { return m_bIsMouthOpen; }
bool IsTame(void) const override { return m_bIsTame; }
int GetHorseType(void) const { return m_Type; }
int GetHorseColor(void) const { return m_Color; }
int GetHorseStyle(void) const { return m_Style; }
int GetHorseArmour(void) const;
/** Set the horse's saddle to the given item.
@param a_SaddleItem should be either a saddle or empty. */
void SetHorseSaddle(cItem a_SaddleItem);
/** Set the horse's armor slot to the given item.
@param a_SaddleItem should be either a type of horse armor or empty. */
void SetHorseArmor(cItem a_ArmorItem);
const cItem & GetHorseSaddle() const { return m_Saddle; }
const cItem & GetHorseArmorItem() const { return m_Armor; }
virtual void GetBreedingItems(cItems & a_Items) override
{
a_Items.Add(E_ITEM_GOLDEN_CARROT);
a_Items.Add(E_ITEM_GOLDEN_APPLE);
}
void PlayerOpenWindow(cPlayer & a_Player);
private:
bool m_bHasChest, m_bIsEating, m_bIsRearing, m_bIsMouthOpen, m_bIsTame;
int m_Type, m_Color, m_Style, m_TimesToTame, m_TameAttemptTimes, m_RearTickCount;
float m_MaxSpeed;
cItem m_Saddle;
cItem m_Armor;
};
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