// ItemFishingRod.h // Declares the various fishing rod ItemHandlers #pragma once #include "../Entities/Floater.h" #include "../Entities/Entity.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_Player->IsFishing()) { class Callbacks : public cEntityCallback { public: bool CanPickup; virtual bool Item(cEntity * a_Entity) override { CanPickup = ((cFloater *)a_Entity)->CanPickup(); a_Entity->Destroy(true); return true; } Callbacks(void) : CanPickup(false) {} } Callback; a_World->DoWithEntityByID(a_Player->GetFloaterID(), Callback); a_Player->SetIsFishing(false); if (Callback.CanPickup) { a_Player->SendMessage("TODO: Spawn Items."); // TODO: Pickups if fishing went correct. } } else { cFloater * Floater = new cFloater(a_Player->GetPosX(), a_Player->GetStance(), a_Player->GetPosZ(), a_Player->GetLookVector() * 5, a_Player->GetUniqueID()); Floater->Initialize(a_World); a_Player->SetIsFishing(true, Floater->GetUniqueID()); } return true; } } ;