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You can get fish from fishing :D. Only one type of fish though.

This commit is contained in:
STRWarrior 2013-12-19 22:16:15 +01:00
parent 4a02898683
commit 018c65b4e3

View File

@ -11,7 +11,7 @@
#include "../Entities/Floater.h" #include "../Entities/Floater.h"
#include "../Entities/Entity.h" #include "../Entities/Entity.h"
#include "../Item.h"
@ -31,30 +31,45 @@ public:
{ {
if (a_Player->IsFishing()) if (a_Player->IsFishing())
{ {
class Callbacks : public cEntityCallback class cFloaterCallback :
public cEntityCallback
{ {
public: public:
bool CanPickup; 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 virtual bool Item(cEntity * a_Entity) override
{ {
CanPickup = ((cFloater *)a_Entity)->CanPickup(); m_CanPickup = ((cFloater *)a_Entity)->CanPickup();
m_Pos = Vector3d(a_Entity->GetPosX(), a_Entity->GetPosY(), a_Entity->GetPosZ());
a_Entity->Destroy(true); a_Entity->Destroy(true);
return true; return true;
} }
Callbacks(void) : CanPickup(false) {} protected:
} Callback; bool m_CanPickup;
a_World->DoWithEntityByID(a_Player->GetFloaterID(), Callback); Vector3d m_Pos;
} Callbacks;
a_World->DoWithEntityByID(a_Player->GetFloaterID(), Callbacks);
a_Player->SetIsFishing(false); a_Player->SetIsFishing(false);
if (Callback.CanPickup)
{
a_Player->SendMessage("TODO: Spawn Items.");
// TODO: Pickups if fishing went correct.
}
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.y, FlyDirection.z);
// TODO: More types of pickups.
}
} }
else else
{ {
cFloater * Floater = new cFloater(a_Player->GetPosX(), a_Player->GetStance(), a_Player->GetPosZ(), a_Player->GetLookVector() * 5, a_Player->GetUniqueID()); cFloater * Floater = new cFloater(a_Player->GetPosX(), a_Player->GetStance(), a_Player->GetPosZ(), a_Player->GetLookVector() * 7, a_Player->GetUniqueID());
Floater->Initialize(a_World); Floater->Initialize(a_World);
a_Player->SetIsFishing(true, Floater->GetUniqueID()); a_Player->SetIsFishing(true, Floater->GetUniqueID());
} }