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. movementFlags |= MovementFlags::ROTATE_TO_FACE | MovementFlags::FLYING;
  32. if (slot->zStack() == 0 && !removed) throw "Illegal State exception";
  33. Entity* zOther = Game::INSTANCE->zNearestEntity(
  34. dimensionId, location, [this](Entity* zOther) {
  35. return zOther != this
  36. && zOther->numberOfAddableItems(
  37. slot->zStack()->zItem(), NO_DIRECTION)
  38. && (!this->slot->isFull()
  39. || zOther->zType()->getId() != EntityTypeEnum::ITEM);
  40. });
  41. if (zOther)
  42. {
  43. faceDir = zOther->getPosition() - getPosition();
  44. movementFlags |= MovementFlags::WALK_FORWARD;
  45. if (getPosition().z < zOther->getPosition().z)
  46. {
  47. movementFlags |= MovementFlags::JUMPING;
  48. movementFlags &= ~MovementFlags::SNEAKING;
  49. }
  50. else if (getPosition().z > zOther->getPosition().z)
  51. {
  52. movementFlags |= MovementFlags::SNEAKING;
  53. movementFlags &= ~MovementFlags::JUMPING;
  54. }
  55. }
  56. else
  57. {
  58. movementFlags &= ~MovementFlags::WALK_FORWARD;
  59. movementFlags &= ~MovementFlags::JUMPING;
  60. movementFlags &= ~MovementFlags::SNEAKING;
  61. }
  62. Entity::prepareTick(zDimension, seconds);
  63. }
  64. void ItemEntity::tick(const Dimension* zDimension, double seconds)
  65. {
  66. Entity* zOther = Game::INSTANCE->zNearestEntity(
  67. dimensionId, location, [this](Entity* zOther) {
  68. return zOther != this
  69. && zOther->numberOfAddableItems(
  70. slot->zStack()->zItem(), NO_DIRECTION)
  71. && (!this->slot->isFull()
  72. || zOther->zType()->getId() != EntityTypeEnum::ITEM);
  73. });
  74. if (zOther)
  75. {
  76. float d = location.abstand(zOther->getPosition());
  77. if (d < 0.5f)
  78. {
  79. // add items of this entity to the other entity
  80. zOther->interactWith(this, NO_DIRECTION)
  81. .pullItems(slot->getNumberOfItems(), 0);
  82. if (slot->getNumberOfItems() == 0) onDeath(0, 0, 0);
  83. }
  84. }
  85. Entity::tick(zDimension, seconds);
  86. }
  87. void ItemEntity::onFall(float collisionSpeed)
  88. {
  89. if (collisionSpeed >= 50.f) this->setHP(0, 0, 0, 0.f);
  90. }
  91. bool ItemEntity::hasDefaultModel() const
  92. {
  93. return 0;
  94. }
  95. ModelInfo* ItemEntity::zSpecialModel() const
  96. {
  97. const ItemType* zItemType = 0;
  98. if (!slot->isEmpty()) zItemType = slot->zStack()->zItem()->zItemType();
  99. return !zItemType ? 0 : zItemType->zModel();
  100. }
  101. ItemEntityType::ItemEntityType()
  102. : EntityType()
  103. {
  104. setName("Item");
  105. }
  106. Entity* ItemEntityType::createEntity(
  107. Framework::Vec3<float> position, int dimensionId, int entityId) const
  108. {
  109. return new ItemEntity(position, dimensionId, entityId);
  110. }