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
101 lines
2.4 KiB
C++
101 lines
2.4 KiB
C++
#pragma once
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#include "TamableAnimal.h"
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#include "AvoidPlayerGoal.h"
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class TemptGoal;
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class Ocelot : public TamableAnimal
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{
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friend class OcelotSitOnTileGoal;
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public:
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eINSTANCEOF GetType() { return eTYPE_OCELOT; }
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static Entity *create(Level *level) { return new Ocelot(level); }
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public:
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static const double SNEAK_SPEED_MOD;
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static const double WALK_SPEED_MOD;
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static const double FOLLOW_SPEED_MOD;
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static const double SPRINT_SPEED_MOD;
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private:
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static const int DATA_TYPE_ID;
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public:
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enum
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{
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TYPE_OCELOT,
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TYPE_BLACK,
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TYPE_RED,
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TYPE_SIAMESE,
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};
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private:
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TemptGoal *temptGoal;
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AvoidPlayerGoal *avoidPlayerGoal;
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public:
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Ocelot(Level *level);
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protected:
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virtual void defineSynchedData();
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public:
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virtual void serverAiMobStep();
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virtual void reassessTameGoals();
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virtual void setTame(bool tame);
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protected:
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virtual bool removeWhenFarAway();
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public:
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virtual bool useNewAi();
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protected:
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virtual void registerAttributes();
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virtual void causeFallDamage(float distance);
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public:
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virtual void addAdditonalSaveData(CompoundTag *tag);
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virtual void readAdditionalSaveData(CompoundTag *tag);
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protected:
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virtual int getAmbientSound();
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virtual int getHurtSound();
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virtual int getDeathSound();
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virtual float getSoundVolume();
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virtual int getDeathLoot();
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public:
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virtual bool doHurtTarget(shared_ptr<Entity> target);
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virtual bool hurt(DamageSource *source, float dmg);
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// protected:
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// virtual void dropDeathLoot(bool wasKilledByPlayer, int playerBonusLevel);
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public:
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virtual bool mobInteract(shared_ptr<Player> player);
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virtual shared_ptr<AgableMob> getBreedOffspring(shared_ptr<AgableMob> target);
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virtual bool isFood(shared_ptr<ItemInstance> itemInstance);
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virtual bool canMate(shared_ptr<Animal> animal);
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virtual int getCatType();
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virtual void setCatType(int type);
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virtual bool canSpawn();
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//virtual bool checkSpawnObstruction(); TODO when blockstates will be merged.
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virtual wstring getAName();
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virtual MobGroupData *finalizeMobSpawn(MobGroupData *groupData, int extraData = 0); // 4J Added extraData param
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// 4J-JEV: Added for tooltips, is cat annoying player by sitting on chest or furnace.
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private:
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void setSittingOnTile(bool val);
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public:
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bool isSittingOnTile();
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virtual int getAttackTooltipId(std::shared_ptr<Player> player);
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virtual int getInteractTooltipId(Level *level,
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std::shared_ptr<Player> player,
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std::shared_ptr<ItemInstance> heldItem);
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};
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