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Split TossItem into three Toss functions (Held, Equipped and Pickup)

This commit is contained in:
Mike Hunsinger
2014-01-23 00:27:39 -07:00
parent 9c93ab15ab
commit 41b05416c7
5 changed files with 105 additions and 60 deletions

View File

@@ -1342,59 +1342,68 @@ AString cPlayer::GetColor(void) const
void cPlayer::TossItem(
bool a_bDraggingItem,
char a_Amount /* = 1 */,
short a_CreateType /* = 0 */,
short a_CreateHealth /* = 0 */
)
void cPlayer::TossEquippedItem(char a_Amount)
{
cItems Drops;
if (a_CreateType != 0)
{
// Just create item without touching the inventory (used in creative mode)
Drops.push_back(cItem(a_CreateType, a_Amount, a_CreateHealth));
}
else
{
// Drop an item from the inventory:
if (a_bDraggingItem)
{
cItem & Item = GetDraggingItem();
if (!Item.IsEmpty())
{
char OriginalItemAmount = Item.m_ItemCount;
Item.m_ItemCount = std::min(OriginalItemAmount, a_Amount);
Drops.push_back(Item);
if (OriginalItemAmount > a_Amount)
{
Item.m_ItemCount = OriginalItemAmount - (char)a_Amount;
}
else
{
Item.Empty();
}
}
}
else
{
// Else drop equipped item
cItem DroppedItem(GetInventory().GetEquippedItem());
if (!DroppedItem.IsEmpty())
{
char NewAmount = a_Amount;
if (NewAmount > GetInventory().GetEquippedItem().m_ItemCount)
{
NewAmount = GetInventory().GetEquippedItem().m_ItemCount; // Drop only what's there
}
cItem DroppedItem(GetInventory().GetEquippedItem());
if (!DroppedItem.IsEmpty())
{
char NewAmount = a_Amount;
if (NewAmount > GetInventory().GetEquippedItem().m_ItemCount)
{
NewAmount = GetInventory().GetEquippedItem().m_ItemCount; // Drop only what's there
}
GetInventory().GetHotbarGrid().ChangeSlotCount(GetInventory().GetEquippedSlotNum() /* Returns hotbar subslot, which HotbarGrid takes */, -a_Amount);
GetInventory().GetHotbarGrid().ChangeSlotCount(GetInventory().GetEquippedSlotNum() /* Returns hotbar subslot, which HotbarGrid takes */, -a_Amount);
DroppedItem.m_ItemCount = NewAmount;
Drops.push_back(DroppedItem);
}
double vX = 0, vY = 0, vZ = 0;
EulerToVector(-GetYaw(), GetPitch(), vZ, vX, vY);
vY = -vY * 2 + 1.f;
m_World->SpawnItemPickups(Drops, GetPosX(), GetEyeHeight(), GetPosZ(), vX * 3, vY * 3, vZ * 3, true); // 'true' because created by player
}
void cPlayer::TossHeldItem(char a_Amount)
{
cItems Drops;
cItem & Item = GetDraggingItem();
if (!Item.IsEmpty())
{
char OriginalItemAmount = Item.m_ItemCount;
Item.m_ItemCount = std::min(OriginalItemAmount, a_Amount);
Drops.push_back(Item);
if (OriginalItemAmount > a_Amount)
{
Item.m_ItemCount = OriginalItemAmount - a_Amount;
}
else
{
Item.Empty();
}
}
double vX = 0, vY = 0, vZ = 0;
EulerToVector(-GetYaw(), GetPitch(), vZ, vX, vY);
vY = -vY * 2 + 1.f;
m_World->SpawnItemPickups(Drops, GetPosX(), GetEyeHeight(), GetPosZ(), vX * 3, vY * 3, vZ * 3, true); // 'true' because created by player
}
void cPlayer::TossPickup(const cItem & a_Item)
{
cItems Drops;
Drops.push_back(a_Item);
DroppedItem.m_ItemCount = NewAmount;
Drops.push_back(DroppedItem);
}
}
}
double vX = 0, vY = 0, vZ = 0;
EulerToVector(-GetYaw(), GetPitch(), vZ, vX, vY);
vY = -vY * 2 + 1.f;