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