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#pragma once
#include "../Entities/Floater.h"
#include "../Entities/Entity.h"
#include "../Item.h"
#include "../Root.h"
////////////////////////////////////////////////////////////////////////////////
// cFloaterCallback
class cFloaterCallback
{
public:
cFloaterCallback(void) :
m_CanPickup(false),
m_AttachedMobID(cEntity::INVALID_ID)
{
}
bool operator () (cEntity & a_Entity)
{
auto & Floater = static_cast<cFloater &>(a_Entity);
m_CanPickup = Floater.CanPickup();
m_Pos = Floater.GetPosition();
m_BitePos = Floater.GetBitePos();
m_AttachedMobID = Floater.GetAttachedMobID();
Floater.Destroy(true);
return true;
}
bool CanPickup(void) const { return m_CanPickup; }
bool IsAttached(void) const { return (m_AttachedMobID != cEntity::INVALID_ID); }
UInt32 GetAttachedMobID(void) const { return m_AttachedMobID; }
Vector3d GetPos(void) const { return m_Pos; }
Vector3d GetBitePos(void) const { return m_BitePos; }
protected:
bool m_CanPickup;
UInt32 m_AttachedMobID;
Vector3d m_Pos;
Vector3d m_BitePos;
} ;
class cItemFishingRodHandler :
public cItemHandler
{
typedef cItemHandler super;
public:
cItemFishingRodHandler(int a_ItemType) :
super(a_ItemType)
{
}
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
) override
{
if (a_BlockFace != 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())
{
a_World->DoWithEntityByID(FloaterInfo.GetAttachedMobID(), [=](cEntity & a_Entity)
{
Vector3d Speed = a_Player->GetPosition() - a_Entity.GetPosition();
a_Entity.AddSpeed(Speed);
return true;
}
);
}
else if (FloaterInfo.CanPickup())
{
cItems Drops;
int ItemCategory = Random.RandInt(99);
if (ItemCategory <= 4) // Treasures 5%
{
int Treasure = Random.RandInt(5);
switch (Treasure)
{
case 0:
{
Drops.Add(cItem(E_ITEM_BOW)); // TODO: Enchantments
break;
}
case 1:
{
Drops.Add(cItem(E_ITEM_BOOK)); // TODO: Enchanted book
break;
}
case 2:
{
Drops.Add(cItem(E_ITEM_FISHING_ROD, 1, Random.RandInt<short>(50))); // Fishing rod with durability. TODO: Enchantments on it
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);
}
else if (ItemCategory <= 14) // Junk 10%
{
int Junk = Random.RandInt(70);
if (Junk <= 1)
{
Drops.Add(cItem(E_ITEM_DYE, 10, 0));
}
else if (Junk <= 4)
{
Drops.Add(cItem(E_ITEM_BOW, 1, Random.RandInt<short>(64)));
}
else if (Junk <= 9)
{
Drops.Add(cItem(E_ITEM_STICK));
}
else if (Junk <= 14)
{
Drops.Add(cItem(E_ITEM_STRING));
}
else if (Junk <= 22)
{
Drops.Add(cItem(E_ITEM_BOWL));
}
else if (Junk <= 30)
{
Drops.Add(cItem(E_ITEM_LEATHER));
}
else if (Junk <= 38)
{
Drops.Add(cItem(E_ITEM_LEATHER_BOOTS));
}
else if (Junk <= 46)
{
Drops.Add(cItem(E_ITEM_ROTTEN_FLESH));
}
else if (Junk <= 54)
{
Drops.Add(cItem(E_ITEM_POTIONS));
}
else if (Junk <= 62)
{
Drops.Add(cItem(E_ITEM_BONE));
}
else if (Junk <= 70)
{
Drops.Add(cItem(E_BLOCK_TRIPWIRE_HOOK));
}
a_Player->GetStatManager().AddValue(statJunkFished, 1);
}
else // Fish
{
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_CLOWNFISH));
}
else if (FishType <= 24)
{
Drops.Add(cItem(E_ITEM_RAW_FISH, 1, E_META_RAW_FISH_SALMON));
}
else
{
Drops.Add(cItem(E_ITEM_RAW_FISH, 1, E_META_RAW_FISH_FISH));
}
a_Player->GetStatManager().AddValue(statFishCaught, 1);
}
if (cRoot::Get()->GetPluginManager()->CallHookPlayerFishing(*a_Player, Drops))
{
return true;
}
Vector3d FloaterPos = FloaterInfo.GetBitePos();
FloaterPos.y += 0.5f;
const float FISH_SPEED_MULT = 2.25f;
Vector3d FlyDirection = a_Player->GetEyePosition() - FloaterPos;
a_World->SpawnItemPickups(Drops, FloaterPos.x, FloaterPos.y, FloaterPos.z, FlyDirection.x * FISH_SPEED_MULT, (FlyDirection.y + 1.0f) * FISH_SPEED_MULT, FlyDirection.z * FISH_SPEED_MULT);
cRoot::Get()->GetPluginManager()->CallHookPlayerFished(*a_Player, Drops);
}
}
else
{
auto Floater = cpp14::make_unique<cFloater>(a_Player->GetPosX(), a_Player->GetStance(), a_Player->GetPosZ(), 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))
{
return false;
}
a_Player->SetIsFishing(true, FloaterPtr->GetUniqueID());
}
return true;
}
} ;
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