You are now able to get different items from fishing.
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7eaf7342d4
commit
f244dbfb12
@ -65,11 +65,117 @@ public:
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if (Callbacks.CanPickup())
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{
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cItems Drops;
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Drops.Add(cItem(E_ITEM_RAW_FISH));
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int ItemCategory(a_World->GetTickRandomNumber(99));
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if (ItemCategory <= 4) // Treasures 5%
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{
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int Treasure(a_World->GetTickRandomNumber(5));
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switch (Treasure)
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{
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case 0:
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{
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Drops.Add(cItem(E_ITEM_BOW)); // TODO: Enchantments
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break;
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}
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case 1:
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{
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Drops.Add(cItem(E_ITEM_BOOK)); // TODO: Enchanted book
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break;
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}
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case 2:
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{
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Drops.Add(cItem(E_ITEM_FISHING_ROD, 1, a_World->GetTickRandomNumber(50))); // Fishing rod with durability. TODO: Enchantments on it
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break;
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}
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case 3:
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{
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Drops.Add(cItem(E_ITEM_NAME_TAG));
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break;
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}
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case 4:
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{
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Drops.Add(cItem(E_ITEM_SADDLE));
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break;
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}
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case 5:
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{
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Drops.Add(cItem(E_BLOCK_LILY_PAD));
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break;
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}
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}
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}
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else if (ItemCategory <= 14) // Junk 10%
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{
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int Junk(a_World->GetTickRandomNumber(70));
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if (Junk <= 1)
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{
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Drops.Add(cItem(E_ITEM_DYE, 10, 0));
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}
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else if (Junk <= 4)
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{
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Drops.Add(cItem(E_ITEM_BOW, 1, a_World->GetTickRandomNumber(64)));
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}
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else if (Junk <= 9)
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{
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Drops.Add(cItem(E_ITEM_STICK));
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}
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else if (Junk <= 14)
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{
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Drops.Add(cItem(E_ITEM_STRING));
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}
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else if (Junk <= 22)
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{
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Drops.Add(cItem(E_ITEM_BOWL));
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}
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else if (Junk <= 30)
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{
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Drops.Add(cItem(E_ITEM_LEATHER));
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}
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else if (Junk <= 38)
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{
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Drops.Add(cItem(E_ITEM_LEATHER_BOOTS));
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}
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else if (Junk <= 46)
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{
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Drops.Add(cItem(E_ITEM_ROTTEN_FLESH));
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}
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else if (Junk <= 54)
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{
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Drops.Add(cItem(E_ITEM_POTIONS));
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}
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else if (Junk <= 62)
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{
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Drops.Add(cItem(E_ITEM_BONE));
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}
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else if (Junk <= 70)
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{
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Drops.Add(cItem(E_BLOCK_TRIPWIRE_HOOK));
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}
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}
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else // Fish
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{
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int FishType(a_World->GetTickRandomNumber(99));
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if (FishType <= 1) // Clownfish has a 2% chance of spawning
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{
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Drops.Add(cItem(E_ITEM_RAW_FISH, 1, E_META_RAW_FISH_CLOWNFISH));
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}
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else if (FishType <= 12) // Pufferfish has a 13% chance of spawning
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{
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Drops.Add(cItem(E_ITEM_RAW_FISH, 1, E_META_RAW_FISH_CLOWNFISH));
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}
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else if (FishType <= 24)
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{
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Drops.Add(cItem(E_ITEM_RAW_FISH, 1, E_META_RAW_FISH_SALMON));
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}
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else
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{
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Drops.Add(cItem(E_ITEM_RAW_FISH, 1, E_META_RAW_FISH_FISH));
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}
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}
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Vector3d FloaterPos(Callbacks.GetPos());
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Vector3d FlyDirection(a_Player->GetPosition() - FloaterPos);
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a_World->SpawnItemPickups(Drops, FloaterPos.x, FloaterPos.y, FloaterPos.z, FlyDirection.x, FlyDirection.Length() / (FlyDirection.y * 2), FlyDirection.z);
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// TODO: More types of pickups.
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}
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}
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else
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