// 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, cBlockPluginInterface & a_PluginInterface, const cItem & a_Item,
int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace
) override
{
ASSERT(a_Player != nullptr);
// 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 != nullptr);
int BowCharge = a_Player->FinishChargingBow();
double Force = static_cast<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:
auto ArrowPtr = cpp14::make_unique<cArrowEntity>(*a_Player, Force * 2);
auto Arrow = ArrowPtr.get();
if (!Arrow->Initialize(std::move(ArrowPtr), *a_Player->GetWorld()))
{
return;
}
a_Player->GetWorld()->BroadcastSoundEffect(
"random.bow",
a_Player->GetPosX(),
a_Player->GetPosY(),
a_Player->GetPosZ(),
0.5,
static_cast<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);
}
}
} ;