// 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; } } ;