1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
|
// ItemBow.h
// Declares the cItemBowHandler class representing the itemhandler for bows
#pragma once
#include "../Entities/ArrowEntity.h"
class cItemBowHandler :
public cItemHandler
{
typedef cItemHandler super;
public:
cItemBowHandler(void) :
super(E_ITEM_BOW)
{
}
virtual bool OnItemUse(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_Dir) /*override*/
{
ASSERT(a_Player != NULL);
// Check if the player has an arrow in the inventory, or is in Creative:
if (!(a_Player->IsGameModeCreative() || a_Player->GetInventory().HasItems(cItem(E_ITEM_ARROW))))
{
return false;
}
a_Player->StartChargingBow();
return true;
}
virtual void OnItemShoot(cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace) /*override*/
{
// Actual shot - produce the arrow with speed based on the ticks that the bow was charged
ASSERT(a_Player != NULL);
int BowCharge = a_Player->FinishChargingBow();
double Force = (double)BowCharge / 20.0;
Force = (Force * Force + 2.0 * Force) / 3.0; // This formula is used by the 1.6.2 client
if (Force < 0.1)
{
// Too little force, ignore the shot
return;
}
Force = std::min(Force, 1.0);
// Does the player have an arrow?
if (!a_Player->IsGameModeCreative() && !a_Player->GetInventory().HasItems(cItem(E_ITEM_ARROW)))
{
return;
}
// Create the arrow entity:
cArrowEntity * Arrow = new cArrowEntity(*a_Player, Force * 2);
if (Arrow == NULL)
{
return;
}
if (!Arrow->Initialize(*a_Player->GetWorld()))
{
delete Arrow;
Arrow = NULL;
return;
}
a_Player->GetWorld()->BroadcastSoundEffect("random.bow", a_Player->GetPosX(), a_Player->GetPosY(), a_Player->GetPosZ(), 0.5, (float)Force);
if (!a_Player->IsGameModeCreative())
{
if (a_Player->GetEquippedItem().m_Enchantments.GetLevel(cEnchantments::enchInfinity) == 0)
{
a_Player->GetInventory().RemoveItem(cItem(E_ITEM_ARROW));
}
else
{
Arrow->SetPickupState(cArrowEntity::psNoPickup);
}
a_Player->UseEquippedItem();
}
if (a_Player->GetEquippedItem().m_Enchantments.GetLevel(cEnchantments::enchFlame) > 0)
{
Arrow->StartBurning(100);
}
}
} ;
|