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#pragma once
#include "ItemHandler.h"
#include "../World.h"
#include "../Entities/Player.h"
class cItemAxeHandler :
public cItemHandler
{
typedef cItemHandler super;
public:
cItemAxeHandler(int a_ItemType)
: cItemHandler(a_ItemType)
{
}
virtual float GetBlockBreakingStrength(BLOCKTYPE a_Block)
{
if (!IsBlockMaterialWood(a_Block) && !IsBlockMaterialPlants(a_Block) && !IsBlockMaterialVine(a_Block))
{
return super::GetBlockBreakingStrength(a_Block);
}
else
{
switch (m_ItemType)
{
case E_ITEM_WOODEN_AXE: return 2.0f;
case E_ITEM_STONE_AXE: return 4.0f;
case E_ITEM_IRON_AXE: return 6.0f;
case E_ITEM_GOLD_AXE: return 12.0f;
case E_ITEM_DIAMOND_AXE: return 8.0f;
}
}
ASSERT(!"Something is wrong here... Maybe they are axes out of a new material?");
return 1.0f;
}
} ;
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