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