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cuberite-2a/src/Mobs/Cow.cpp
Alexander Harkness cdc452916e
Replace buckets to the selected hotbar slot, rather than the first available. (#4580)
* Replace buckets to the selected hotbar slot, rather than the first available.

Replicates vanilla behaviour, as well as being more logical.

* Refactor cInventory::AddItem. Behaviour is now documented

* Add new cInventory::ReplaceOneEquippedItem and ::SetEquippedItem methods

* Return empty potion to the same slot after drinking

* Replace buckets correctly in other situations, not simply water and lava

Uses the new ReplaceOneEquippedItem method

* Correct collecting water from source block with bottle

* Add cPlayer::ReplaceOneEquippedItemTossRest method

* Handle stacked filled buckets (in theory)

Use new cPlayer::ReplaceOneEquippedItemTossRest method
2020-04-02 12:42:15 +00:00

54 lines
1.0 KiB
C++

#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Cow.h"
#include "../Entities/Player.h"
cCow::cCow(void) :
super("Cow", mtCow, "entity.cow.hurt", "entity.cow.death", "entity.cow.ambient", 0.9, 1.3)
{
}
void cCow::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
if (IsBaby())
{
return; // Babies don't drop items
}
unsigned int LootingLevel = 0;
if (a_Killer != nullptr)
{
LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
}
AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_LEATHER);
AddRandomDropItem(a_Drops, 1, 3 + LootingLevel, IsOnFire() ? E_ITEM_STEAK : E_ITEM_RAW_BEEF);
}
void cCow::OnRightClicked(cPlayer & a_Player)
{
super::OnRightClicked(a_Player);
short HeldItem = a_Player.GetEquippedItem().m_ItemType;
if (HeldItem == E_ITEM_BUCKET)
{
// Milk the cow.
if (!a_Player.IsGameModeCreative())
{
a_Player.ReplaceOneEquippedItemTossRest(cItem(E_ITEM_MILK));
}
}
}