summaryrefslogtreecommitdiffstats
path: root/src/Items/ItemBow.h
blob: a8fac13cce918150f396872a2adb2ed09cdefc99 (plain) (blame)
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

// 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::max(Force, 1.0);

		// 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;
		}

		cFastRandom Random;
		a_Player->GetWorld()->BroadcastSpawnEntity(*Arrow);
		a_Player->GetWorld()->BroadcastSoundEffect("random.bow", (int)std::floor(a_Player->GetPosX() * 8.0), (int)std::floor(a_Player->GetPosY() * 8.0), (int)std::floor(a_Player->GetPosZ() * 8.0), 1.0F, 1.0F / (Random.NextFloat(1.0F) * 0.4F + 1.2F) + (float)Force * 0.5F);

		if (!a_Player->IsGameModeCreative())
		{
			a_Player->UseEquippedItem();
		}
	}
} ;