Files
LegacyRenouveau/Minecraft.World/Wolf.h
T
Anaël d8d65bcd49 game loop: Refactor the tooltips loop
Moved the whole logic to a new file (TooltipManager.cpp), and rewrote most of the logic to profit from object oriented programming. The side-effect is that the changes are scattered across entities, tiles and items because moving everything to OOP requires to add the tooltip to every .cpp file for every tile/item/entities (or their class, on plants for example which all use the tooltip IDS_TOOLTIPS_PLANT)

The issue with the default tooltips loop written by 4J is that:

    Its running in the main Minecraft::tick loop and is more than a thousand lines long, polluting the function.
    Not using C++'s full potential with object oriented programming, 4J decided to use a big switch case (probably because it could run better on hardware without branch prediction like the WiiU or Xbox 360 ?)
    And seems to be better off in its own file than in the main Minecraft.cpp file
2026-10-04 20:54:24 +02:00

97 lines
2.6 KiB
C++

#pragma once
using namespace std;
#include "TamableAnimal.h"
class DamageSource;
class Wolf : public TamableAnimal
{
public:
eINSTANCEOF GetType() { return eTYPE_WOLF; }
static Entity *create(Level *level) { return new Wolf(level); }
private:
// synch health in a separate field to show tame wolves' health
static const int DATA_HEALTH_ID = 18;
static const int DATA_INTERESTED_ID = 19;
static const int DATA_COLLAR_COLOR = 20;
static const int START_HEALTH = 8;
static const int MAX_HEALTH = 20;
static const int TAME_HEALTH = 20;
float interestedAngle, interestedAngleO;
bool m_isWet, isShaking;
float shakeAnim, shakeAnimO;
public:
Wolf(Level *level);
protected:
virtual void registerAttributes();
public:
virtual bool useNewAi();
virtual void setTarget(shared_ptr<LivingEntity> target);
protected:
virtual void serverAiMobStep();
virtual void defineSynchedData();
virtual void playStepSound(int xt, int yt, int zt, int t);
public:
virtual void addAdditonalSaveData(CompoundTag *tag);
virtual void readAdditionalSaveData(CompoundTag *tag);
protected:
virtual int getAmbientSound();
virtual int getHurtSound();
virtual int getDeathSound();
virtual float getSoundVolume();
virtual int getDeathLoot();
public:
virtual void aiStep();
virtual void tick();
bool isWet();
float getWetShade(float a);
float getBodyRollAngle(float a, float offset);
float getHeadRollAngle(float a);
float getHeadHeight();
int getMaxHeadXRot();
virtual bool hurt(DamageSource *source, float dmg);
virtual bool doHurtTarget(shared_ptr<Entity> target);
virtual void setTame(bool value);
virtual bool mobInteract(shared_ptr<Player> player);
virtual void handleEntityEvent(byte id);
float getTailAngle();
virtual bool isFood(shared_ptr<ItemInstance> item);
virtual int getMaxSpawnClusterSize();
bool isAngry();
void setAngry(bool value);
int getCollarColor();
void setCollarColor(int color);
void tame(const wstring &wsOwnerUUID, bool bDisplayTamingParticles, bool bSetSitting);
// For tooltips
int GetSynchedHealth();
protected:
virtual shared_ptr<AgableMob> getBreedOffspring(shared_ptr<AgableMob> target);
public:
virtual void setIsInterested(bool isInterested);
virtual bool canMate(shared_ptr<Animal> animal);
bool isInterested();
virtual int getAttackTooltipId(std::shared_ptr<Player> player);
virtual int getInteractTooltipId(Level *level,
std::shared_ptr<Player> player,
std::shared_ptr<ItemInstance> heldItem);
protected:
virtual bool removeWhenFarAway();
public:
virtual bool wantsToAttack(shared_ptr<LivingEntity> target, shared_ptr<LivingEntity> owner);
};