1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253 |
- #include "ItemEntity.h"
- #include "Game.h"
- #include "EntityChangedUpdate.h"
- ItemEntity::ItemEntity( Framework::Vec3<float> location, int dimensionId, int entityId )
- : Entity( ItemEntityType::INSTANCE, location, dimensionId, entityId )
- {
- ItemSlot* slot = new ItemSlot( __INT32_MAX__, 0, 0, 0, ANY_DIRECTION, 0 );
- addSlot( slot );
- faceOffset = { 0.f, 0.f, 0.f };
- maxHP = 10;
- currentHP = 10;
- stamina = 10;
- maxStamina = 10;
- hunger = 10;
- maxHunger = 10;
- thirst = 10;
- maxThirst = 10;
- targetDistanceLimit = 4;
- }
- void ItemEntity::tick( const Dimension* zDimension )
- {
- Framework::Vec3<float> pos = location;
- // TODO: add speed to next entity with free inventory
- Entity::tick( zDimension );
- if( pos != location )
- {
- Game::INSTANCE->requestWorldUpdate( new EntityChangedUpdate( id, (Framework::Vec3<int>)location, currentDimensionId ) );
- }
- }
- void ItemEntity::api( Framework::StreamReader* zRequest, NetworkResponse* zResponse )
- {
- }
- void ItemEntity::onFall( float collisionSpeed )
- {
- if( collisionSpeed >= 50.f )
- this->currentHP = 0;
- }
- ItemEntityType::ItemEntityType()
- : EntityType( ID )
- {}
- Entity* ItemEntityType::createEntity( Framework::Vec3<float> position, int dimensionId, int entityId ) const
- {
- return new ItemEntity( position, dimensionId, entityId );
- }
|