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Merge pull request #449 from mc-server/Fishing_Rod

Fishing rod
This commit is contained in:
Mattes D 2013-12-19 13:51:21 -08:00
commit 03ec64aee1
8 changed files with 194 additions and 0 deletions

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@ -1358,6 +1358,14 @@
RelativePath="..\src\Entities\FallingBlock.h"
>
</File>
<File
RelativePath="..\src\Entities\Floater.cpp"
>
</File>
<File
RelativePath="..\src\Entities\Floater.h"
>
</File>
<File
RelativePath="..\src\Entities\Minecart.cpp"
>
@ -2566,6 +2574,10 @@
RelativePath="..\src\items\ItemDye.h"
>
</File>
<File
RelativePath="..\src\Items\ItemFishingRod.h"
>
</File>
<File
RelativePath="..\src\Items\ItemFlowerPot.h"
>

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@ -75,6 +75,7 @@ public:
etTNT,
etProjectile,
etExpOrb,
etFloater,
// Common variations
etMob = etMonster, // DEPRECATED, use etMonster instead!
@ -129,6 +130,8 @@ public:
bool IsBoat (void) const { return (m_EntityType == etBoat); }
bool IsTNT (void) const { return (m_EntityType == etTNT); }
bool IsProjectile (void) const { return (m_EntityType == etProjectile); }
bool IsExpOrb (void) const { return (m_EntityType == etExpOrb); }
bool IsFloater (void) const { return (m_EntityType == etFloater); }
/// Returns true if the entity is of the specified class or a subclass (cPawn's IsA("cEntity") returns true)
virtual bool IsA(const char * a_ClassName) const;

58
src/Entities/Floater.cpp Normal file
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@ -0,0 +1,58 @@
#include "Globals.h"
#include "Floater.h"
#include "Player.h"
#include "../ClientHandle.h"
cFloater::cFloater(double a_X, double a_Y, double a_Z, Vector3d a_Speed, int a_PlayerID) :
cEntity(etFloater, a_X, a_Y, a_Z, 0.98, 0.98),
m_PlayerID(a_PlayerID),
m_CanPickupItem(false),
m_PickupCountDown(0)
{
SetSpeed(a_Speed);
}
void cFloater::SpawnOn(cClientHandle & a_Client)
{
a_Client.SendSpawnObject(*this, 90, m_PlayerID, 0, 0);
}
void cFloater::Tick(float a_Dt, cChunk & a_Chunk)
{
HandlePhysics(a_Dt, a_Chunk);
if (IsBlockWater(m_World->GetBlock((int) GetPosX(), (int) GetPosY(), (int) GetPosZ())))
{
if (m_World->GetTickRandomNumber(100) == 0)
{
SetPosY(GetPosY() - 1);
m_CanPickupItem = true;
m_PickupCountDown = 20;
LOGD("Floater %i can be picked up", GetUniqueID());
}
else
{
SetSpeedY(1);
}
}
SetSpeedX(GetSpeedX() * 0.95);
SetSpeedZ(GetSpeedZ() * 0.95);
if (CanPickup())
{
m_PickupCountDown--;
if (m_PickupCountDown == 0)
{
m_CanPickupItem = false;
LOGD("The fish is gone. Floater %i can not pick an item up.", GetUniqueID());
}
}
BroadcastMovementUpdate();
}

29
src/Entities/Floater.h Normal file
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@ -0,0 +1,29 @@
#pragma once
#include "Entity.h"
class cFloater :
public cEntity
{
typedef cFloater super;
public:
cFloater(double a_X, double a_Y, double a_Z, Vector3d a_Speed, int a_PlayerID);
virtual void SpawnOn(cClientHandle & a_Client) override;
virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
bool CanPickup(void) const { return m_CanPickupItem; }
protected:
Vector3d m_Speed;
int m_PickupCountDown;
int m_PlayerID;
bool m_CanPickupItem;
} ;

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@ -65,6 +65,8 @@ cPlayer::cPlayer(cClientHandle* a_Client, const AString & a_PlayerName)
, m_IsSubmerged(false)
, m_IsFlying(false)
, m_CanFly(false)
, m_IsFishing(false)
, m_FloaterID(-1)
, m_EatingFinishTick(-1)
, m_IsChargingBow(false)
, m_BowCharge(0)

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@ -253,6 +253,14 @@ public:
/// Returns true if the player is currently flying.
bool IsFlying(void) const { return m_IsFlying; }
/// returns true if the player has thrown out a floater.
bool IsFishing(void) const { return m_IsFishing; }
void SetIsFishing(bool a_IsFishing, int a_FloaterID = -1) { m_IsFishing = a_IsFishing; m_FloaterID = a_FloaterID; }
int GetFloaterID(void) const { return m_FloaterID; }
// tolua_end
/// Starts eating the currently equipped item. Resets the eating timer and sends the proper animation packet
@ -429,6 +437,7 @@ protected:
bool m_IsFlying;
bool m_IsSwimming;
bool m_IsSubmerged;
bool m_IsFishing;
bool m_CanFly; // If this is true the player can fly. Even if he is not in creative.
@ -445,6 +454,7 @@ protected:
bool m_IsChargingBow;
int m_BowCharge;
int m_FloaterID;
virtual void Destroyed(void);

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@ -0,0 +1,78 @@
// ItemFishingRod.h
// Declares the various fishing rod ItemHandlers
#pragma once
#include "../Entities/Floater.h"
#include "../Entities/Entity.h"
#include "../Item.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 cFloaterCallback :
public cEntityCallback
{
public:
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
{
m_CanPickup = ((cFloater *)a_Entity)->CanPickup();
m_Pos = Vector3d(a_Entity->GetPosX(), a_Entity->GetPosY(), a_Entity->GetPosZ());
a_Entity->Destroy(true);
return true;
}
protected:
bool m_CanPickup;
Vector3d m_Pos;
} Callbacks;
a_World->DoWithEntityByID(a_Player->GetFloaterID(), Callbacks);
a_Player->SetIsFishing(false);
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
{
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());
}
return true;
}
} ;

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@ -17,6 +17,7 @@
#include "ItemComparator.h"
#include "ItemDoor.h"
#include "ItemDye.h"
#include "ItemFishingRod.h"
#include "ItemFlowerPot.h"
#include "ItemFood.h"
#include "ItemHoe.h"
@ -100,6 +101,7 @@ cItemHandler *cItemHandler::CreateItemHandler(int a_ItemType)
case E_ITEM_EGG: return new cItemEggHandler();
case E_ITEM_ENDER_PEARL: return new cItemEnderPearlHandler();
case E_ITEM_FIREWORK_ROCKET: return new cItemFireworkHandler();
case E_ITEM_FISHING_ROD: return new cItemFishingRodHandler(a_ItemType);
case E_ITEM_FLINT_AND_STEEL: return new cItemLighterHandler(a_ItemType);
case E_ITEM_FLOWER_POT: return new cItemFlowerPotHandler(a_ItemType);
case E_ITEM_NETHER_WART: return new cItemNetherWartHandler(a_ItemType);