81 lines
1.5 KiB
C++
81 lines
1.5 KiB
C++
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// ItemBow.h
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// Declares the cItemBowHandler class representing the itemhandler for bows
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#pragma once
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#include "../Entities/ProjectileEntity.h"
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class cItemBowHandler :
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public cItemHandler
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{
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typedef cItemHandler super;
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public:
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cItemBowHandler(void) :
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super(E_ITEM_BOW)
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{
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}
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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
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{
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ASSERT(a_Player != NULL);
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// Check if the player has an arrow in the inventory, or is in Creative:
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if (!(a_Player->IsGameModeCreative() || a_Player->GetInventory().HasItems(cItem(E_ITEM_ARROW))))
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{
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return false;
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}
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a_Player->StartChargingBow();
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return true;
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}
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virtual void OnItemShoot(cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace) override
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{
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// Actual shot - produce the arrow with speed based on the ticks that the bow was charged
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ASSERT(a_Player != NULL);
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int BowCharge = a_Player->FinishChargingBow();
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double Force = (double)BowCharge / 20;
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Force = (Force * Force + 2 * Force) / 3; // This formula is used by the 1.6.2 client
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if (Force < 0.1)
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{
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// Too little force, ignore the shot
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return;
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}
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if (Force > 1)
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{
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Force = 1;
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}
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// Create the arrow entity:
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cArrowEntity * Arrow = new cArrowEntity(*a_Player, Force * 2);
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if (Arrow == NULL)
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{
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return;
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}
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if (!Arrow->Initialize(a_Player->GetWorld()))
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{
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delete Arrow;
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return;
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}
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a_Player->GetWorld()->BroadcastSpawnEntity(*Arrow);
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}
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} ;
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