Files
MinecraftConsoles/Minecraft.World/LivingEntity.h
Loki Rautio 087b7e7abf Revert "Project modernization (#630)"
This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.

This reverts commit a9be52c41a.
2026-03-07 21:12:22 -06:00

324 lines
8.0 KiB
C++

#pragma once
using namespace std;
#include "Entity.h"
#include "MobType.h"
#include "GoalSelector.h"
#include "SharedConstants.h"
class CombatTracker;
class AttributeInstance;
class AttributeModifier;
class MobEffectInstance;
class BaseAttributeMap;
class Team;
class Attribute;
class MobEffect;
class HitResult;
class Vec3;
class LivingEntity : public Entity
{
friend class MobSpawner;
protected:
// 4J - added for common ctor code
void _init();
public:
// 4J-PB - added to replace (e instanceof Type), avoiding dynamic casts
eINSTANCEOF GetType() { return eTYPE_LIVINGENTITY;}
static Entity *create(Level *level) { return NULL; }
private:
static AttributeModifier *SPEED_MODIFIER_SPRINTING;
public:
static const int SLOT_WEAPON = 0;
static const int SLOT_BOOTS = 1;
static const int SLOT_LEGGINGS = 2;
static const int SLOT_CHEST = 3;
static const int SLOT_HELM = 4;
static const int SWING_DURATION = 6;
static const int PLAYER_HURT_EXPERIENCE_TIME = SharedConstants::TICKS_PER_SECOND * 5;
private:
static const double MIN_MOVEMENT_DISTANCE;
public:
static const int DATA_HEALTH_ID = 6;
static const int DATA_EFFECT_COLOR_ID = 7;
static const int DATA_EFFECT_AMBIENCE_ID = 8;
static const int DATA_ARROW_COUNT_ID = 9;
private:
BaseAttributeMap *attributes;
CombatTracker *combatTracker;
unordered_map<int, MobEffectInstance *> activeEffects;
ItemInstanceArray lastEquipment;
public:
bool swinging;
int swingTime;
int removeArrowTime;
float lastHealth;
int hurtTime;
int hurtDuration;
float hurtDir;
int deathTime;
int attackTime;
float oAttackAnim, attackAnim;
float walkAnimSpeedO;
float walkAnimSpeed;
float walkAnimPos;
int invulnerableDuration;
float oTilt, tilt;
float timeOffs;
float rotA;
float yBodyRot, yBodyRotO;
float yHeadRot, yHeadRotO;
float flyingSpeed;
protected:
shared_ptr<Player> lastHurtByPlayer;
int lastHurtByPlayerTime;
bool dead;
int noActionTime;
float oRun, run;
float animStep, animStepO;
float rotOffs;
int deathScore;
float lastHurt;
bool jumping;
public:
float xxa;
float yya;
protected:
float yRotA;
int lSteps;
double lx, ly, lz, lyr, lxr;
private:
bool effectsDirty;
shared_ptr<LivingEntity> lastHurtByMob;
int lastHurtByMobTimestamp;
shared_ptr<LivingEntity> lastHurtMob;
int lastHurtMobTimestamp;
float speed;
protected:
int noJumpDelay;
private:
float absorptionAmount;
public:
LivingEntity(Level* level);
virtual ~LivingEntity();
protected:
virtual void defineSynchedData();
virtual void registerAttributes();
virtual void checkFallDamage(double ya, bool onGround);
public:
virtual bool isWaterMob();
virtual void baseTick();
virtual bool isBaby();
protected:
virtual void tickDeath();
virtual int decreaseAirSupply(int currentSupply);
virtual int getExperienceReward(shared_ptr<Player> killedBy);
virtual bool isAlwaysExperienceDropper();
public:
virtual Random *getRandom();
virtual shared_ptr<LivingEntity> getLastHurtByMob();
virtual int getLastHurtByMobTimestamp();
virtual void setLastHurtByMob(shared_ptr<LivingEntity> hurtBy);
virtual shared_ptr<LivingEntity> getLastHurtMob();
virtual int getLastHurtMobTimestamp();
virtual void setLastHurtMob(shared_ptr<Entity> target);
virtual int getNoActionTime();
virtual void addAdditonalSaveData(CompoundTag *entityTag);
virtual void readAdditionalSaveData(CompoundTag *tag);
protected:
virtual void tickEffects();
public:
virtual void removeAllEffects();
virtual vector<MobEffectInstance *> *getActiveEffects();
virtual bool hasEffect(int id);
virtual bool hasEffect(MobEffect *effect);
virtual MobEffectInstance *getEffect(MobEffect *effect);
virtual void addEffect(MobEffectInstance *newEffect);
virtual void addEffectNoUpdate(MobEffectInstance *newEffect); // 4J added
virtual bool canBeAffected(MobEffectInstance *newEffect);
virtual bool isInvertedHealAndHarm();
virtual void removeEffectNoUpdate(int effectId);
virtual void removeEffect(int effectId);
protected:
virtual void onEffectAdded(MobEffectInstance *effect);
virtual void onEffectUpdated(MobEffectInstance *effect, bool doRefreshAttributes);
virtual void onEffectRemoved(MobEffectInstance *effect);
public:
virtual void heal(float heal);
virtual float getHealth();
virtual void setHealth(float health);
virtual bool hurt(DamageSource *source, float dmg);
virtual void breakItem(shared_ptr<ItemInstance> itemInstance);
virtual void die(DamageSource *source);
protected:
virtual void dropEquipment(bool byPlayer, int playerBonusLevel);
public:
virtual void knockback(shared_ptr<Entity> source, float dmg, double xd, double zd);
protected:
virtual int getHurtSound();
virtual int getDeathSound();
protected:
virtual void dropRareDeathLoot(int rareLootLevel);
virtual void dropDeathLoot(bool wasKilledByPlayer, int playerBonusLevel);
public:
virtual bool onLadder();
virtual bool isShootable();
virtual bool isAlive();
virtual void causeFallDamage(float distance);
virtual void animateHurt();
virtual int getArmorValue();
protected:
virtual void hurtArmor(float damage);
virtual float getDamageAfterArmorAbsorb(DamageSource *damageSource, float damage);
virtual float getDamageAfterMagicAbsorb(DamageSource *damageSource, float damage);
virtual void actuallyHurt(DamageSource *source, float dmg);
public:
virtual CombatTracker *getCombatTracker();
virtual shared_ptr<LivingEntity> getKillCredit();
virtual float getMaxHealth();
virtual int getArrowCount();
virtual void setArrowCount(int count);
private:
int getCurrentSwingDuration();
public:
virtual void swing();
virtual void handleEntityEvent(byte id);
protected:
virtual void outOfWorld();
virtual void updateSwingTime();
public:
virtual AttributeInstance *getAttribute(Attribute *attribute);
virtual BaseAttributeMap *getAttributes();
virtual MobType getMobType();
virtual shared_ptr<ItemInstance> getCarriedItem() = 0;
virtual shared_ptr<ItemInstance> getCarried(int slot) = 0;
virtual shared_ptr<ItemInstance> getArmor(int pos) = 0;
virtual void setEquippedSlot(int slot, shared_ptr<ItemInstance> item) = 0;
virtual void setSprinting(bool value);
virtual ItemInstanceArray getEquipmentSlots() = 0;
virtual Icon *getItemInHandIcon(shared_ptr<ItemInstance> item, int layer);
protected:
virtual float getSoundVolume();
virtual float getVoicePitch();
virtual bool isImmobile();
public:
virtual void teleportTo(double x, double y, double z);
protected:
virtual void findStandUpPosition(shared_ptr<Entity> vehicle);
public:
virtual bool shouldShowName();
protected:
virtual void jumpFromGround();
public:
virtual void travel(float xa, float ya);
virtual int getLightColor(float a); // 4J - added
protected:
virtual bool useNewAi();
public:
virtual float getSpeed();
virtual void setSpeed(float speed);
virtual bool doHurtTarget(shared_ptr<Entity> target);
virtual bool isSleeping();
virtual void tick();
protected:
virtual float tickHeadTurn(float yBodyRotT, float walkSpeed);
public:
virtual void aiStep();
protected:
virtual void newServerAiStep();
virtual void pushEntities();
virtual void doPush(shared_ptr<Entity> e);
public:
virtual void rideTick();
virtual void lerpTo(double x, double y, double z, float yRot, float xRot, int steps);
protected:
virtual void serverAiMobStep();
virtual void serverAiStep();
public:
virtual void setJumping(bool jump);
virtual void take(shared_ptr<Entity> e, int orgCount);
virtual bool canSee(shared_ptr<Entity> target);
public:
virtual Vec3 *getLookAngle();
virtual Vec3 *getViewVector(float a);
virtual float getAttackAnim(float a);
virtual Vec3 *getPos(float a);
virtual HitResult *pick(double range, float a);
virtual bool isEffectiveAi();
virtual bool isPickable();
virtual bool isPushable();
virtual float getHeadHeight();
protected:
virtual void markHurt();
public:
virtual float getYHeadRot();
virtual void setYHeadRot(float yHeadRot);
virtual float getAbsorptionAmount();
virtual void setAbsorptionAmount(float absorptionAmount);
virtual Team *getTeam();
virtual bool isAlliedTo(shared_ptr<LivingEntity> other);
virtual bool isAlliedTo(Team *other);
};