You can get fish from fishing :D. Only one type of fish though.
This commit is contained in:
parent
4a02898683
commit
018c65b4e3
@ -11,7 +11,7 @@
|
||||
|
||||
#include "../Entities/Floater.h"
|
||||
#include "../Entities/Entity.h"
|
||||
|
||||
#include "../Item.h"
|
||||
|
||||
|
||||
|
||||
@ -31,30 +31,45 @@ public:
|
||||
{
|
||||
if (a_Player->IsFishing())
|
||||
{
|
||||
class Callbacks : public cEntityCallback
|
||||
class cFloaterCallback :
|
||||
public cEntityCallback
|
||||
{
|
||||
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
|
||||
{
|
||||
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);
|
||||
return true;
|
||||
}
|
||||
Callbacks(void) : CanPickup(false) {}
|
||||
} Callback;
|
||||
a_World->DoWithEntityByID(a_Player->GetFloaterID(), Callback);
|
||||
protected:
|
||||
bool m_CanPickup;
|
||||
Vector3d m_Pos;
|
||||
} Callbacks;
|
||||
a_World->DoWithEntityByID(a_Player->GetFloaterID(), Callbacks);
|
||||
a_Player->SetIsFishing(false);
|
||||
if (Callback.CanPickup)
|
||||
|
||||
if (Callbacks.CanPickup())
|
||||
{
|
||||
a_Player->SendMessage("TODO: Spawn Items.");
|
||||
// TODO: Pickups if fishing went correct.
|
||||
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
|
||||
{
|
||||
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);
|
||||
a_Player->SetIsFishing(true, Floater->GetUniqueID());
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user