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// ItemBow.h
// Declares the cItemBowHandler class representing the itemhandler for bows
#pragma once
#include "../Entities/ProjectileArrow.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;
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);
a_Player->GetWorld()->BroadcastSoundEffect("random.bow", (int)a_Player->GetPosX() * 8, (int)a_Player->GetPosY() * 8, (int)a_Player->GetPosZ() * 8, 0.5, (float)Force);
if (!a_Player->IsGameModeCreative())
{
a_Player->UseEquippedItem();
}
}
} ;
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