From 675b4aa878f16291ce33fced48a2bc7425f635ae Mon Sep 17 00:00:00 2001 From: Alexander Harkness Date: Sun, 24 Nov 2013 14:19:41 +0000 Subject: Moved source to src --- src/Items/ItemBow.h | 87 +++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 87 insertions(+) create mode 100644 src/Items/ItemBow.h (limited to 'src/Items/ItemBow.h') diff --git a/src/Items/ItemBow.h b/src/Items/ItemBow.h new file mode 100644 index 000000000..d533c21fd --- /dev/null +++ b/src/Items/ItemBow.h @@ -0,0 +1,87 @@ + +// 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); + 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(); + } + } +} ; + + + + + -- cgit v1.2.3