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-rw-r--r--src/Items/ItemFishingRod.h370
1 files changed, 209 insertions, 161 deletions
diff --git a/src/Items/ItemFishingRod.h b/src/Items/ItemFishingRod.h
index 48568ed69..8817c8c38 100644
--- a/src/Items/ItemFishingRod.h
+++ b/src/Items/ItemFishingRod.h
@@ -63,197 +63,245 @@ public:
+
+
virtual bool OnItemUse(
- cWorld * a_World, cPlayer * a_Player, cBlockPluginInterface & a_PluginInterface, const cItem & a_Item,
- int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace
+ cWorld * a_World,
+ cPlayer * a_Player,
+ cBlockPluginInterface & a_PluginInterface,
+ const cItem & a_HeldItem,
+ const Vector3i a_ClickedBlockPos,
+ eBlockFace a_ClickedBlockFace
) override
{
- if (a_BlockFace != BLOCK_FACE_NONE)
+ if (a_ClickedBlockFace != BLOCK_FACE_NONE)
{
return false;
}
- auto & Random = GetRandomProvider();
-
if (a_Player->IsFishing())
{
- cFloaterCallback FloaterInfo;
- a_World->DoWithEntityByID(a_Player->GetFloaterID(), FloaterInfo);
- a_Player->SetIsFishing(false);
-
- if (FloaterInfo.IsAttached())
+ ReelIn(*a_World, *a_Player);
+ }
+ else
+ {
+ // Cast a hook:
+ auto & Random = GetRandomProvider();
+ auto CountDownTime = Random.RandInt(100, 900) - static_cast<int>(a_Player->GetEquippedItem().m_Enchantments.GetLevel(cEnchantments::enchLure) * 100);
+ auto Floater = cpp14::make_unique<cFloater>(
+ a_Player->GetEyePosition(), a_Player->GetLookVector() * 15,
+ a_Player->GetUniqueID(),
+ CountDownTime
+ );
+ auto FloaterPtr = Floater.get();
+ if (!FloaterPtr->Initialize(std::move(Floater), *a_World))
{
- a_World->DoWithEntityByID(FloaterInfo.GetAttachedMobID(), [=](cEntity & a_Entity)
- {
- Vector3d Speed = a_Player->GetPosition() - a_Entity.GetPosition();
- a_Entity.AddSpeed(Speed);
- return true;
- }
- );
- a_Player->UseEquippedItem(5);
+ return false;
}
- else if (FloaterInfo.CanPickup())
+ a_Player->SetIsFishing(true, FloaterPtr->GetUniqueID());
+ }
+ return true;
+ }
+
+
+
+
+
+ /** Reels back the fishing line, reeling any attached mob, or creating fished loot, or just breaking the fishing rod. */
+ void ReelIn(cWorld & a_World, cPlayer & a_Player)
+ {
+ cFloaterCallback FloaterInfo;
+ a_World.DoWithEntityByID(a_Player.GetFloaterID(), FloaterInfo);
+ a_Player.SetIsFishing(false);
+
+ // If attached to an entity, reel it in:
+ if (FloaterInfo.IsAttached())
+ {
+ ReelInEntity(a_World, a_Player, FloaterInfo.GetAttachedMobID());
+ return;
+ }
+
+ // If loot can be caught, get it:
+ if (FloaterInfo.CanPickup())
+ {
+ ReelInLoot(a_World, a_Player, FloaterInfo.GetBitePos());
+ return;
+ }
+
+ // Empty fishing rod, just damage it:
+ auto BlockType = a_World.GetBlock(FloaterInfo.GetPos() - Vector3d(0, 0.1, 0));
+ if ((BlockType != E_BLOCK_AIR) && !IsBlockWater(BlockType))
+ {
+ a_Player.UseEquippedItem(2);
+ }
+ }
+
+
+
+
+ /** Reels back the entity, specified by the ID, and damages the fishing rod accordingly. */
+ void ReelInEntity(cWorld & a_World, cPlayer & a_Player, UInt32 a_EntityID)
+ {
+ auto PlayerPos = a_Player.GetPosition();
+ a_World.DoWithEntityByID(a_EntityID, [=](cEntity & a_Entity)
{
- UInt32 LotSLevel = std::min(a_Player->GetEquippedItem().m_Enchantments.GetLevel(cEnchantments::enchLuckOfTheSea), 3u);
+ auto Speed = PlayerPos - a_Entity.GetPosition();
+ a_Entity.AddSpeed(Speed);
+ return true;
+ }
+ );
+ a_Player.UseEquippedItem(5);
+ }
+
+
+
+
- // Chances for getting an item from the category for each level of Luck of the Sea (0 - 3)
- const int TreasureChances[] = {50, 71, 92, 113}; // 5% | 7.1% | 9.2% | 11.3%
- const int JunkChances[] = {100, 81, 61, 42}; // 10% | 8.1% | 6.1% | 4.2%
+ void ReelInLoot(cWorld & a_World, cPlayer & a_Player, const Vector3d a_FloaterBitePos)
+ {
+ auto LotSLevel = std::min(a_Player.GetEquippedItem().m_Enchantments.GetLevel(cEnchantments::enchLuckOfTheSea), 3u);
+
+ // Chances for getting an item from the category for each level of Luck of the Sea (0 - 3)
+ const int TreasureChances[] = {50, 71, 92, 113}; // 5% | 7.1% | 9.2% | 11.3%
+ const int JunkChances[] = {100, 81, 61, 42}; // 10% | 8.1% | 6.1% | 4.2%
- cItems Drops;
- int ItemCategory = Random.RandInt(999);
- if (ItemCategory < TreasureChances[LotSLevel])
+ cItems Drops;
+ auto & Random = GetRandomProvider();
+ int ItemCategory = Random.RandInt(999);
+ if (ItemCategory < TreasureChances[LotSLevel])
+ {
+ switch (Random.RandInt(5)) // Each piece of treasure has an equal chance of 1 / 6
+ {
+ case 0:
{
- switch (Random.RandInt(5)) // Each piece of treasure has an equal chance of 1 / 6
- {
- case 0:
- {
- cItem Bow(E_ITEM_BOW, 1, Random.RandInt<short>(50));
- Bow.EnchantByXPLevels(Random.RandInt(22, 30));
- Drops.Add(Bow);
- break;
- }
- case 1:
- {
- cItem Book(E_ITEM_BOOK);
- Book.EnchantByXPLevels(30);
- Drops.Add(Book);
- break;
- }
- case 2:
- {
- cItem Rod(E_ITEM_FISHING_ROD, 1, Random.RandInt<short>(50));
- Rod.EnchantByXPLevels(Random.RandInt(22, 30));
- Drops.Add(Rod);
- break;
- }
- case 3:
- {
- Drops.Add(cItem(E_ITEM_NAME_TAG));
- break;
- }
- case 4:
- {
- Drops.Add(cItem(E_ITEM_SADDLE));
- break;
- }
- case 5:
- {
- Drops.Add(cItem(E_BLOCK_LILY_PAD));
- break;
- }
- }
-
- a_Player->GetStatManager().AddValue(statTreasureFished, 1);
+ cItem Bow(E_ITEM_BOW, 1, Random.RandInt<short>(50));
+ Bow.EnchantByXPLevels(Random.RandInt(22, 30));
+ Drops.Add(Bow);
+ break;
}
- else if (ItemCategory < JunkChances[LotSLevel])
+ case 1:
{
- int Junk = Random.RandInt(82);
- if (Junk < 10) // 10 / 83 chance of spawning a bowl
- {
- Drops.Add(cItem(E_ITEM_BOWL));
- }
- else if (Junk < 12) // 2 / 83 chance of spawning a fishing rod
- {
- // Fishing Rods caught from the Junk category will be 10%-100% damaged, and always unenchanted.
- Drops.Add(cItem(E_ITEM_FISHING_ROD, 1, Random.RandInt<short>(7, 65)));
- }
- else if (Junk < 22) // 10 / 83 chance of spawning leather
- {
- Drops.Add(cItem(E_ITEM_LEATHER));
- }
- else if (Junk < 32) // 10 / 83 chance of spawning leather boots
- {
- // Leather boots caught from the Junk category will be 10%-100% damaged, and always unenchanted.
- Drops.Add(cItem(E_ITEM_LEATHER_BOOTS, 1, Random.RandInt<short>(7, 66)));
- }
- else if (Junk < 42) // 10 / 83 chance of spawning rotten flesh
- {
- Drops.Add(cItem(E_ITEM_ROTTEN_FLESH));
- }
- else if (Junk < 47) // 5 / 83 chance of spawning a stick
- {
- Drops.Add(cItem(E_ITEM_STICK));
- }
- else if (Junk < 52) // 5 / 83 chance of spawning string
- {
- Drops.Add(cItem(E_ITEM_STRING));
- }
- else if (Junk < 62) // 10 / 83 chance of spawning a water bottle
- {
- Drops.Add(cItem(E_ITEM_POTION));
- }
- else if (Junk < 72) // 10 / 83 chance of spawning a bone
- {
- Drops.Add(cItem(E_ITEM_BONE));
- }
- else if (Junk < 73) // 1 / 83 chance of spawning an ink sac
- {
- Drops.Add(cItem(E_ITEM_DYE));
- }
- else // 10 / 83 chance of spawning a tripwire hook
- {
- Drops.Add(cItem(E_BLOCK_TRIPWIRE_HOOK));
- }
-
- a_Player->GetStatManager().AddValue(statJunkFished, 1);
+ cItem Book(E_ITEM_BOOK);
+ Book.EnchantByXPLevels(30);
+ Drops.Add(Book);
+ break;
}
- else
+ case 2:
{
- int FishType = Random.RandInt(99);
- if (FishType <= 1) // Clownfish has a 2% chance of spawning
- {
- Drops.Add(cItem(E_ITEM_RAW_FISH, 1, E_META_RAW_FISH_CLOWNFISH));
- }
- else if (FishType <= 12) // Pufferfish has a 13% chance of spawning
- {
- Drops.Add(cItem(E_ITEM_RAW_FISH, 1, E_META_RAW_FISH_PUFFERFISH));
- }
- else if (FishType <= 24) // Raw salmon has a 25% chance of spawning
- {
- Drops.Add(cItem(E_ITEM_RAW_FISH, 1, E_META_RAW_FISH_SALMON));
- }
- else // Raw fish has a 60% chance of spawning
- {
- Drops.Add(cItem(E_ITEM_RAW_FISH, 1, E_META_RAW_FISH_FISH));
- }
-
- a_Player->GetStatManager().AddValue(statFishCaught, 1);
+ cItem Rod(E_ITEM_FISHING_ROD, 1, Random.RandInt<short>(50));
+ Rod.EnchantByXPLevels(Random.RandInt(22, 30));
+ Drops.Add(Rod);
+ break;
}
-
- if (cRoot::Get()->GetPluginManager()->CallHookPlayerFishing(*a_Player, Drops))
+ case 3:
{
- return true;
+ Drops.Add(cItem(E_ITEM_NAME_TAG));
+ break;
}
- Vector3d FloaterPos = FloaterInfo.GetBitePos();
- FloaterPos.y += 0.5f;
- const float FISH_SPEED_MULT = 2.25f;
-
- Vector3d FlyDirection = (a_Player->GetEyePosition() - FloaterPos).addedY(1.0f) * FISH_SPEED_MULT;
- a_World->SpawnItemPickups(Drops, FloaterPos, FlyDirection);
- a_World->SpawnExperienceOrb(a_Player->GetPosition(), Random.RandInt(1, 6));
- a_Player->UseEquippedItem(1);
- cRoot::Get()->GetPluginManager()->CallHookPlayerFished(*a_Player, Drops);
- }
- else
- {
- BLOCKTYPE Block = a_World->GetBlock(FloaterInfo.GetPos() - Vector3d(0, 0.1, 0));
- if ((Block != E_BLOCK_AIR) && !IsBlockWater(Block))
+ case 4:
+ {
+ Drops.Add(cItem(E_ITEM_SADDLE));
+ break;
+ }
+ case 5:
{
- a_Player->UseEquippedItem(2);
+ Drops.Add(cItem(E_BLOCK_LILY_PAD));
+ break;
}
}
+
+ a_Player.GetStatManager().AddValue(statTreasureFished, 1);
+ }
+ else if (ItemCategory < JunkChances[LotSLevel])
+ {
+ int Junk = Random.RandInt(82);
+ if (Junk < 10) // 10 / 83 chance of spawning a bowl
+ {
+ Drops.Add(cItem(E_ITEM_BOWL));
+ }
+ else if (Junk < 12) // 2 / 83 chance of spawning a fishing rod
+ {
+ // Fishing Rods caught from the Junk category will be 10% .. 100% damaged, and always unenchanted.
+ Drops.Add(cItem(E_ITEM_FISHING_ROD, 1, Random.RandInt<short>(7, 65)));
+ }
+ else if (Junk < 22) // 10 / 83 chance of spawning leather
+ {
+ Drops.Add(cItem(E_ITEM_LEATHER));
+ }
+ else if (Junk < 32) // 10 / 83 chance of spawning leather boots
+ {
+ // Leather boots caught from the Junk category will be 10% .. 100% damaged, and always unenchanted.
+ Drops.Add(cItem(E_ITEM_LEATHER_BOOTS, 1, Random.RandInt<short>(7, 66)));
+ }
+ else if (Junk < 42) // 10 / 83 chance of spawning rotten flesh
+ {
+ Drops.Add(cItem(E_ITEM_ROTTEN_FLESH));
+ }
+ else if (Junk < 47) // 5 / 83 chance of spawning a stick
+ {
+ Drops.Add(cItem(E_ITEM_STICK));
+ }
+ else if (Junk < 52) // 5 / 83 chance of spawning string
+ {
+ Drops.Add(cItem(E_ITEM_STRING));
+ }
+ else if (Junk < 62) // 10 / 83 chance of spawning a water bottle
+ {
+ Drops.Add(cItem(E_ITEM_POTION));
+ }
+ else if (Junk < 72) // 10 / 83 chance of spawning a bone
+ {
+ Drops.Add(cItem(E_ITEM_BONE));
+ }
+ else if (Junk < 73) // 1 / 83 chance of spawning an ink sac
+ {
+ Drops.Add(cItem(E_ITEM_DYE));
+ }
+ else // 10 / 83 chance of spawning a tripwire hook
+ {
+ Drops.Add(cItem(E_BLOCK_TRIPWIRE_HOOK));
+ }
+
+ a_Player.GetStatManager().AddValue(statJunkFished, 1);
}
else
{
- auto Floater = cpp14::make_unique<cFloater>(a_Player->GetEyePosition(), a_Player->GetLookVector() * 15, a_Player->GetUniqueID(), (Random.RandInt(100, 900) - static_cast<int>(a_Player->GetEquippedItem().m_Enchantments.GetLevel(cEnchantments::enchLure) * 100)));
- auto FloaterPtr = Floater.get();
- if (!FloaterPtr->Initialize(std::move(Floater), *a_World))
+ int FishType = Random.RandInt(99);
+ if (FishType <= 1) // Clownfish has a 2% chance of spawning
{
- return false;
+ Drops.Add(cItem(E_ITEM_RAW_FISH, 1, E_META_RAW_FISH_CLOWNFISH));
}
- a_Player->SetIsFishing(true, FloaterPtr->GetUniqueID());
+ else if (FishType <= 12) // Pufferfish has a 13% chance of spawning
+ {
+ Drops.Add(cItem(E_ITEM_RAW_FISH, 1, E_META_RAW_FISH_PUFFERFISH));
+ }
+ else if (FishType <= 24) // Raw salmon has a 25% chance of spawning
+ {
+ Drops.Add(cItem(E_ITEM_RAW_FISH, 1, E_META_RAW_FISH_SALMON));
+ }
+ else // Raw fish has a 60% chance of spawning
+ {
+ Drops.Add(cItem(E_ITEM_RAW_FISH, 1, E_META_RAW_FISH_FISH));
+ }
+
+ a_Player.GetStatManager().AddValue(statFishCaught, 1);
}
- return true;
+
+ // Check with plugins if this loot is acceptable:
+ if (cRoot::Get()->GetPluginManager()->CallHookPlayerFishing(a_Player, Drops))
+ {
+ return;
+ }
+
+ // Spawn the loot and the experience orb:
+ auto FloaterPos = a_FloaterBitePos.addedY(0.5);
+ const float FISH_SPEED_MULT = 2.25f;
+ Vector3d FlyDirection = (a_Player.GetEyePosition() - FloaterPos).addedY(1.0f) * FISH_SPEED_MULT;
+ a_World.SpawnItemPickups(Drops, FloaterPos, FlyDirection);
+ a_World.SpawnExperienceOrb(a_Player.GetPosition(), Random.RandInt(1, 6));
+ a_Player.UseEquippedItem(1);
+
+ // Notify plugins
+ cRoot::Get()->GetPluginManager()->CallHookPlayerFished(a_Player, Drops);
}
} ;