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-rw-r--r--src/Entities/Player.cpp93
1 files changed, 51 insertions, 42 deletions
diff --git a/src/Entities/Player.cpp b/src/Entities/Player.cpp
index e5def0156..377194efc 100644
--- a/src/Entities/Player.cpp
+++ b/src/Entities/Player.cpp
@@ -1420,59 +1420,68 @@ 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)
+ cItem DroppedItem(GetInventory().GetEquippedItem());
+ if (!DroppedItem.IsEmpty())
{
- // Just create item without touching the inventory (used in creative mode)
- Drops.push_back(cItem(a_CreateType, a_Amount, a_CreateHealth));
+ 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);
+
+ DroppedItem.m_ItemCount = NewAmount;
+ Drops.push_back(DroppedItem);
}
- else
+
+ 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())
{
- // Drop an item from the inventory:
- if (a_bDraggingItem)
+ char OriginalItemAmount = Item.m_ItemCount;
+ Item.m_ItemCount = std::min(OriginalItemAmount, a_Amount);
+ Drops.push_back(Item);
+ if (OriginalItemAmount > a_Amount)
{
- 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();
- }
- }
+ Item.m_ItemCount = OriginalItemAmount - a_Amount;
}
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
- }
-
- GetInventory().GetHotbarGrid().ChangeSlotCount(GetInventory().GetEquippedSlotNum() /* Returns hotbar subslot, which HotbarGrid takes */, -a_Amount);
-
- DroppedItem.m_ItemCount = NewAmount;
- Drops.push_back(DroppedItem);
- }
+ 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);
+
double vX = 0, vY = 0, vZ = 0;
EulerToVector(-GetYaw(), GetPitch(), vZ, vX, vY);
vY = -vY * 2 + 1.f;