ItemEntity.cpp 3.4 KB

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  1. #include "ItemEntity.h"
  2. #include "Game.h"
  3. #include "ItemSlot.h"
  4. #include "ItemStack.h"
  5. #include "ItemType.h"
  6. #ifdef _WINDOWS
  7. # define __INT32_MAX__ 0x7FFFFFFF
  8. #endif
  9. ItemEntity::ItemEntity(
  10. Framework::Vec3<float> location, int dimensionId, int entityId)
  11. : Entity(EntityTypeEnum::ITEM, location, dimensionId, entityId)
  12. {
  13. slot = new ItemSlot("Inventory", __INT32_MAX__, 0, 0, 0, ANY_DIRECTION, 0);
  14. addSlot(slot);
  15. faceOffset = {0.f, 0.f, 0.f};
  16. maxHP = 10;
  17. maxStamina = 10;
  18. maxHunger = 10;
  19. maxThirst = 10;
  20. setHP(0, 0, 0, 10.f);
  21. setStamina(10);
  22. setHunger(10);
  23. setThirst(10);
  24. targetDistanceLimit = 4;
  25. maxMovementSpeed = 1;
  26. movementFlags |= MovementFlags::ROTATE_TO_FACE | MovementFlags::FLYING;
  27. }
  28. void ItemEntity::prepareTick(const Dimension* zDimension, double seconds)
  29. {
  30. if (slot->zStack() == 0 && !removed) throw "Illegal State exception";
  31. Entity* zOther = Game::INSTANCE->zNearestEntity(
  32. dimensionId, location, [this](Entity* zOther) {
  33. return zOther != this
  34. && zOther->numberOfAddableItems(
  35. slot->zStack()->zItem(), NO_DIRECTION)
  36. && (!this->slot->isFull()
  37. || zOther->zType()->getId() != EntityTypeEnum::ITEM);
  38. });
  39. if (zOther)
  40. {
  41. faceDir = zOther->getPosition() - getPosition();
  42. movementFlags |= MovementFlags::WALK_FORWARD;
  43. if (getPosition().z < zOther->getPosition().z)
  44. {
  45. movementFlags |= MovementFlags::JUMPING;
  46. movementFlags &= ~MovementFlags::SNEAKING;
  47. }
  48. else if (getPosition().z > zOther->getPosition().z)
  49. {
  50. movementFlags |= MovementFlags::SNEAKING;
  51. movementFlags &= ~MovementFlags::JUMPING;
  52. }
  53. }
  54. else
  55. {
  56. movementFlags &= ~MovementFlags::WALK_FORWARD;
  57. movementFlags &= ~MovementFlags::JUMPING;
  58. movementFlags &= ~MovementFlags::SNEAKING;
  59. }
  60. Entity::prepareTick(zDimension, seconds);
  61. }
  62. void ItemEntity::tick(const Dimension* zDimension, double seconds)
  63. {
  64. Entity* zOther = Game::INSTANCE->zNearestEntity(
  65. dimensionId, location, [this](Entity* zOther) {
  66. return zOther != this
  67. && zOther->numberOfAddableItems(
  68. slot->zStack()->zItem(), NO_DIRECTION)
  69. && (!this->slot->isFull()
  70. || zOther->zType()->getId() != EntityTypeEnum::ITEM);
  71. });
  72. if (zOther)
  73. {
  74. float d = location.abstand(zOther->getPosition());
  75. if (d < 0.5f)
  76. {
  77. // add items of this entity to the other entity
  78. zOther->interactWith(this, NO_DIRECTION)
  79. .pullItems(slot->getNumberOfItems(), 0);
  80. if (slot->getNumberOfItems() == 0) onDeath(0, 0, 0);
  81. }
  82. }
  83. Entity::tick(zDimension, seconds);
  84. }
  85. void ItemEntity::onFall(float collisionSpeed)
  86. {
  87. if (collisionSpeed >= 50.f) this->setHP(0, 0, 0, 0.f);
  88. }
  89. bool ItemEntity::hasDefaultModel() const
  90. {
  91. return 0;
  92. }
  93. ModelInfo* ItemEntity::zSpecialModel() const
  94. {
  95. const ItemType* zItemType = 0;
  96. if (!slot->isEmpty()) zItemType = slot->zStack()->zItem()->zItemType();
  97. return !zItemType ? 0 : zItemType->zModel();
  98. }
  99. ItemEntityType::ItemEntityType()
  100. : EntityType()
  101. {
  102. setName("Item");
  103. }
  104. Entity* ItemEntityType::createEntity(
  105. Framework::Vec3<float> position, int dimensionId, int entityId) const
  106. {
  107. return new ItemEntity(position, dimensionId, entityId);
  108. }