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#pragma once
#include "AgableMob.h"
#include "Creature.h"
class Level;
class CompoundTag;
class DamageSource;
class Animal : public AgableMob, public Creature
{
private:
static const int DATA_IN_LOVE = 13; // 4J added
// int inLove; // 4J removed - now synched data
int loveTime;
weak_ptr<Player> loveCause;
public:
Animal(Level *level);
protected:
virtual void defineSynchedData();
virtual void serverAiMobStep();
public:
virtual void aiStep();
protected:
virtual void checkHurtTarget(shared_ptr<Entity> target, float d);
private:
virtual void breedWith(shared_ptr<Animal> target);
public:
virtual float getWalkTargetValue(int x, int y, int z);
public:
virtual bool hurt(DamageSource *source, float dmg);
virtual void addAdditonalSaveData(CompoundTag *tag);
virtual void readAdditionalSaveData(CompoundTag *tag);
protected:
virtual shared_ptr<Entity> findAttackTarget();
public:
virtual bool canSpawn();
virtual int getAmbientSoundInterval();
protected:
virtual bool removeWhenFarAway();
virtual int getExperienceReward(shared_ptr<Player> killedBy);
public:
virtual bool isFood(shared_ptr<ItemInstance> itemInstance);
virtual bool mobInteract(shared_ptr<Player> player);
protected:
int getInLoveValue(); // 4J added
public:
void setInLoveValue(int value); // 4J added
void setInLove(shared_ptr<Player> player); // 4J added, then modified to match latest Java for XboxOne achievements
virtual void setInLove();
shared_ptr<Player> getLoveCause();
bool isInLove();
void resetLove();
virtual bool canMate(shared_ptr<Animal> partner);
virtual void handleEntityEvent(byte id);
// 4J added for determining whether animals are enclosed or not
private:
bool m_isDespawnProtected;
static const int MAX_WANDER_DISTANCE = 20; // Maximum distance that the entity can wander before being considered as not enclosed & therefore not protected (in tiles)
short m_minWanderX, m_maxWanderX; // Bounding x values that this has moved since last being set to protected ( in tiles )
short m_minWanderZ, m_maxWanderZ; // Bounding z values that this has moved since last being set to protected ( in tiles )
void updateDespawnProtectedState();
public:
virtual bool isDespawnProtected();
virtual void setDespawnProtected();
};
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