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path: root/src/Items/ItemFishingRod.h
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// ItemFishingRod.h

// Declares the various fishing rod ItemHandlers





#pragma once

#include "../Entities/Floater.h"
#include "../Entities/Entity.h"
#include "../Item.h"




class cItemFishingRodHandler :
	public cItemHandler
{
	typedef cItemHandler super;
	
public:
	cItemFishingRodHandler(int a_ItemType) :
		super(a_ItemType)
	{
	}

	virtual bool OnItemUse(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Dir) override
	{
		if (a_Dir != BLOCK_FACE_NONE)
		{
			return false;
		}

		if (a_Player->IsFishing())
		{
			class cFloaterCallback :
				public cEntityCallback
			{
			public:
				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
				{
					m_CanPickup = ((cFloater *)a_Entity)->CanPickup();
					m_Pos = Vector3d(a_Entity->GetPosX(), a_Entity->GetPosY(), a_Entity->GetPosZ());
					a_Entity->Destroy(true);
					return true;
				}
			protected:
				bool m_CanPickup;
				Vector3d m_Pos;
			} Callbacks;
			a_World->DoWithEntityByID(a_Player->GetFloaterID(), Callbacks);
			a_Player->SetIsFishing(false);

			if (Callbacks.CanPickup())
			{
				cItems Drops;
				int ItemCategory = a_World->GetTickRandomNumber(99);
				if (ItemCategory <= 4) // Treasures 5%
				{
					int Treasure = a_World->GetTickRandomNumber(5);
					switch (Treasure)
					{
						case 0:
						{
							Drops.Add(cItem(E_ITEM_BOW)); // TODO: Enchantments
							break;
						}
						case 1:
						{
							Drops.Add(cItem(E_ITEM_BOOK)); // TODO: Enchanted book
							break;
						}
						case 2:
						{
							Drops.Add(cItem(E_ITEM_FISHING_ROD, 1, a_World->GetTickRandomNumber(50))); // Fishing rod with durability. TODO: Enchantments on it
							break;
						}
						case 3:
						{
							Drops.Add(cItem(E_ITEM_NAME_TAG));
							break;
						}
						case 4:
						{
							Drops.Add(cItem(E_ITEM_SADDLE));
							break;
						}
						case 5:
						{
							Drops.Add(cItem(E_BLOCK_LILY_PAD));
							break;
						}
					}
				}
				else if (ItemCategory <= 14)  // Junk 10%
				{
					int Junk = a_World->GetTickRandomNumber(70);
					if (Junk <= 1)
					{
						Drops.Add(cItem(E_ITEM_DYE, 10, 0));
					}
					else if (Junk <= 4)
					{
						Drops.Add(cItem(E_ITEM_BOW, 1, a_World->GetTickRandomNumber(64)));
					}
					else if (Junk <= 9)
					{
						Drops.Add(cItem(E_ITEM_STICK));
					}
					else if (Junk <= 14)
					{
						Drops.Add(cItem(E_ITEM_STRING));
					}
					else if (Junk <= 22)
					{
						Drops.Add(cItem(E_ITEM_BOWL));
					}
					else if (Junk <= 30)
					{
						Drops.Add(cItem(E_ITEM_LEATHER));
					}
					else if (Junk <= 38)
					{
						Drops.Add(cItem(E_ITEM_LEATHER_BOOTS));
					}
					else if (Junk <= 46)
					{
						Drops.Add(cItem(E_ITEM_ROTTEN_FLESH));
					}
					else if (Junk <= 54)
					{
						Drops.Add(cItem(E_ITEM_POTIONS));
					}
					else if (Junk <= 62)
					{
						Drops.Add(cItem(E_ITEM_BONE));
					}
					else if (Junk <= 70)
					{
						Drops.Add(cItem(E_BLOCK_TRIPWIRE_HOOK));
					}
				}
				else  // Fish
				{
					int FishType = a_World->GetTickRandomNumber(99);
					if (FishType <= 1)  // Clownfish has a 2% chance of spawning
					{
						Drops.Add(cItem(E_ITEM_RAW_FISH, 1, E_META_RAW_FISH_CLOWNFISH));
					} 
					else if (FishType <= 12)  // Pufferfish has a 13% chance of spawning
					{
						Drops.Add(cItem(E_ITEM_RAW_FISH, 1, E_META_RAW_FISH_CLOWNFISH));
					}
					else if (FishType <= 24)
					{
						Drops.Add(cItem(E_ITEM_RAW_FISH, 1, E_META_RAW_FISH_SALMON));
					}
					else
					{
						Drops.Add(cItem(E_ITEM_RAW_FISH, 1, E_META_RAW_FISH_FISH));
					}
				}

				
				Vector3d FloaterPos = Callbacks.GetPos();
				Vector3d FlyDirection = a_Player->GetEyePosition() - FloaterPos;
				a_World->SpawnItemPickups(Drops, FloaterPos.x, FloaterPos.y, FloaterPos.z, FlyDirection.x, FlyDirection.y + 1, FlyDirection.z);
			}
		}
		else
		{
			cFloater * Floater = new cFloater(a_Player->GetPosX(), a_Player->GetStance(), a_Player->GetPosZ(), a_Player->GetLookVector() * 15, a_Player->GetUniqueID(), 100 + a_World->GetTickRandomNumber(800));  // TODO: for each lure level do 100 ticks less.
			Floater->Initialize(a_World);
			a_Player->SetIsFishing(true, Floater->GetUniqueID());
		}
		return true;
	}
} ;