summaryrefslogblamecommitdiffstats
path: root/source/Items/ItemBow.h
blob: 845192ef72e66e88e14e5866f552dd41b6632fb4 (plain) (tree)















































































                                                                                                                                                         

// ItemBow.h

// Declares the cItemBowHandler class representing the itemhandler for bows





#pragma once

#include "../Entities/ProjectileEntity.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, char 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, char 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;
		Force = (Force * Force + 2 * Force) / 3;  // This formula is used by the 1.6.2 client
		if (Force < 0.1)
		{
			// Too little force, ignore the shot
			return;
		}
		if (Force > 1)
		{
			Force = 1;
		}
		
		// Create the arrow entity:
		cArrowEntity * Arrow = new cArrowEntity(*a_Player, Force * 2);
		if (Arrow == NULL)
		{
			return;
		}
		if (!Arrow->Initialize(a_Player->GetWorld()))
		{
			delete Arrow;
			return;
		}
		a_Player->GetWorld()->BroadcastSpawnEntity(*Arrow);
	}
} ;