ItemEntity.cpp 3.5 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. setJumpSpeed(5.f);
  25. targetDistanceLimit = 4;
  26. maxMovementSpeed = 1;
  27. movementFlags |= MovementFlags::ROTATE_TO_FACE | MovementFlags::FLYING;
  28. }
  29. void ItemEntity::prepareTick(const Dimension* zDimension, double seconds)
  30. {
  31. if (slot->zStack() == 0 && !removed) throw "Illegal State exception";
  32. Entity* zOther = Game::INSTANCE->zNearestEntity(
  33. dimensionId, location, [this](Entity* zOther) {
  34. return zOther != this
  35. && zOther->numberOfAddableItems(
  36. slot->zStack()->zItem(), NO_DIRECTION)
  37. && (!this->slot->isFull()
  38. || zOther->zType()->getId() != EntityTypeEnum::ITEM);
  39. });
  40. if (zOther)
  41. {
  42. faceDir = zOther->getPosition() - getPosition();
  43. movementFlags |= MovementFlags::WALK_FORWARD;
  44. if (getPosition().z < zOther->getPosition().z)
  45. {
  46. movementFlags |= MovementFlags::JUMPING;
  47. movementFlags &= ~MovementFlags::SNEAKING;
  48. }
  49. else if (getPosition().z > zOther->getPosition().z)
  50. {
  51. movementFlags |= MovementFlags::SNEAKING;
  52. movementFlags &= ~MovementFlags::JUMPING;
  53. }
  54. }
  55. else
  56. {
  57. movementFlags &= ~MovementFlags::WALK_FORWARD;
  58. movementFlags &= ~MovementFlags::JUMPING;
  59. movementFlags &= ~MovementFlags::SNEAKING;
  60. }
  61. Entity::prepareTick(zDimension, seconds);
  62. }
  63. void ItemEntity::tick(const Dimension* zDimension, double seconds)
  64. {
  65. Entity* zOther = Game::INSTANCE->zNearestEntity(
  66. dimensionId, location, [this](Entity* zOther) {
  67. return zOther != this
  68. && zOther->numberOfAddableItems(
  69. slot->zStack()->zItem(), NO_DIRECTION)
  70. && (!this->slot->isFull()
  71. || zOther->zType()->getId() != EntityTypeEnum::ITEM);
  72. });
  73. if (zOther)
  74. {
  75. float d = location.abstand(zOther->getPosition());
  76. if (d < 0.5f)
  77. {
  78. // add items of this entity to the other entity
  79. zOther->interactWith(this, NO_DIRECTION)
  80. .pullItems(slot->getNumberOfItems(), 0);
  81. if (slot->getNumberOfItems() == 0) onDeath(0, 0, 0);
  82. }
  83. }
  84. Entity::tick(zDimension, seconds);
  85. }
  86. void ItemEntity::onFall(float collisionSpeed)
  87. {
  88. if (collisionSpeed >= 50.f) this->setHP(0, 0, 0, 0.f);
  89. }
  90. bool ItemEntity::hasDefaultModel() const
  91. {
  92. return 0;
  93. }
  94. ModelInfo* ItemEntity::zSpecialModel() const
  95. {
  96. const ItemType* zItemType = 0;
  97. if (!slot->isEmpty()) zItemType = slot->zStack()->zItem()->zItemType();
  98. return !zItemType ? 0 : zItemType->zModel();
  99. }
  100. ItemEntityType::ItemEntityType()
  101. : EntityType()
  102. {
  103. setName("Item");
  104. }
  105. Entity* ItemEntityType::createEntity(
  106. Framework::Vec3<float> position, int dimensionId, int entityId) const
  107. {
  108. return new ItemEntity(position, dimensionId, entityId);
  109. }