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// ItemFishingRod.h
// Declares the various fishing rod ItemHandlers
#pragma once
#include "../Entities/Floater.h"
#include "../Entities/Entity.h"
#include "../Item.h"
class cItemFishingRodHandler :
public cItemHandler
{
typedef cItemHandler super;
public:
cItemFishingRodHandler(int a_ItemType) :
super(a_ItemType)
{
}
virtual bool OnItemUse(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Dir) override
{
if (a_Dir != BLOCK_FACE_NONE)
{
return false;
}
if (a_Player->IsFishing())
{
class cFloaterCallback :
public cEntityCallback
{
public:
cFloaterCallback(void) :
m_CanPickup(false)
{
}
bool CanPickup(void) const { return m_CanPickup; }
Vector3d GetPos(void) const { return m_Pos; }
virtual bool Item(cEntity * a_Entity) override
{
m_CanPickup = ((cFloater *)a_Entity)->CanPickup();
m_Pos = Vector3d(a_Entity->GetPosX(), a_Entity->GetPosY(), a_Entity->GetPosZ());
a_Entity->Destroy(true);
return true;
}
protected:
bool m_CanPickup;
Vector3d m_Pos;
} Callbacks;
a_World->DoWithEntityByID(a_Player->GetFloaterID(), Callbacks);
a_Player->SetIsFishing(false);
if (Callbacks.CanPickup())
{
cItems Drops;
Drops.Add(cItem(E_ITEM_RAW_FISH));
Vector3d FloaterPos(Callbacks.GetPos());
Vector3d FlyDirection(a_Player->GetPosition() - FloaterPos);
a_World->SpawnItemPickups(Drops, FloaterPos.x, FloaterPos.y, FloaterPos.z, FlyDirection.x, FlyDirection.Length() / (FlyDirection.y * 2), FlyDirection.z);
// TODO: More types of pickups.
}
}
else
{
cFloater * Floater = new cFloater(a_Player->GetPosX(), a_Player->GetStance(), a_Player->GetPosZ(), a_Player->GetLookVector() * 15, a_Player->GetUniqueID());
Floater->Initialize(a_World);
a_Player->SetIsFishing(true, Floater->GetUniqueID());
}
return true;
}
} ;
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