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// ItemFishingRod.h
// Declares the various fishing rod ItemHandlers
#pragma once
#include "../Entities/Floater.h"
#include "../Entities/Entity.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_Player->IsFishing())
{
class Callbacks : public cEntityCallback
{
public:
bool CanPickup;
virtual bool Item(cEntity * a_Entity) override
{
CanPickup = ((cFloater *)a_Entity)->CanPickup();
a_Entity->Destroy(true);
return true;
}
Callbacks(void) : CanPickup(false) {}
} Callback;
a_World->DoWithEntityByID(a_Player->GetFloaterID(), Callback);
a_Player->SetIsFishing(false);
if (Callback.CanPickup)
{
a_Player->SendMessage("TODO: Spawn Items.");
// TODO: Pickups if fishing went correct.
}
}
else
{
cFloater * Floater = new cFloater(a_Player->GetPosX(), a_Player->GetStance(), a_Player->GetPosZ(), a_Player->GetLookVector() * 5, a_Player->GetUniqueID());
Floater->Initialize(a_World);
a_Player->SetIsFishing(true, Floater->GetUniqueID());
}
return true;
}
} ;
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