Shooting a bow kinda works.
The arrow is released, but sometimes hits wrong blocks or disappears completely.
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6677a5e8ca
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@ -2239,6 +2239,10 @@
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RelativePath="..\source\items\ItemBed.h"
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>
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</File>
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<File
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RelativePath="..\source\Items\ItemBow.h"
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>
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</File>
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<File
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RelativePath="..\source\Items\ItemBrewingStand.h"
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>
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@ -367,7 +367,9 @@ enum ENUM_ITEM_ID
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// Keep these two as the last values of the disc list, without a number - they will get their correct number assigned automagically by C++
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// IsValidItem() depends on this!
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E_ITEM_LAST_DISC_PLUS_ONE, ///< Useless, really, but needs to be present for the following value
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E_ITEM_LAST_DISC = E_ITEM_LAST_DISC_PLUS_ONE - 1 ///< Maximum disc itemtype number used
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E_ITEM_LAST_DISC = E_ITEM_LAST_DISC_PLUS_ONE - 1, ///< Maximum disc itemtype number used
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E_ITEM_LAST = E_ITEM_LAST_DISC, ///< Maximum valid ItemType
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};
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@ -576,8 +576,8 @@ void cClientHandle::HandleLeftClick(int a_BlockX, int a_BlockY, int a_BlockZ, ch
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// A plugin doesn't agree with the action. The plugin itself is responsible for handling the consequences (possible inventory mismatch)
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return;
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}
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ItemHandler->OnItemShoot(m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
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}
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LOGINFO("%s: Status SHOOT not implemented", __FUNCTION__);
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return;
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}
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@ -790,16 +790,16 @@ void cClientHandle::HandleRightClick(int a_BlockX, int a_BlockY, int a_BlockZ, c
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BLOCKTYPE BlockType;
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NIBBLETYPE BlockMeta;
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World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, BlockType, BlockMeta);
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cBlockHandler * Handler = cBlockHandler::GetBlockHandler(BlockType);
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cBlockHandler * BlockHandler = cBlockHandler::GetBlockHandler(BlockType);
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if (Handler->IsUseable() && !m_Player->IsCrouched())
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if (BlockHandler->IsUseable() && !m_Player->IsCrouched())
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{
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if (PlgMgr->CallHookPlayerUsingBlock(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, BlockType, BlockMeta))
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{
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// A plugin doesn't agree with using the block, abort
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return;
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}
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Handler->OnUse(World, m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ);
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BlockHandler->OnUse(World, m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ);
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PlgMgr->CallHookPlayerUsedBlock(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, BlockType, BlockMeta);
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return;
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}
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@ -64,6 +64,8 @@ cPlayer::cPlayer(cClientHandle* a_Client, const AString & a_PlayerName)
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, m_IsSwimming(false)
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, m_IsSubmerged(false)
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, m_EatingFinishTick(-1)
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, m_IsChargingBow(false)
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, m_BowCharge(0)
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{
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LOGD("Created a player object for \"%s\" @ \"%s\" at %p, ID %d",
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a_PlayerName.c_str(), a_Client->GetIPString().c_str(),
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@ -214,6 +216,13 @@ void cPlayer::Tick(float a_Dt, cChunk & a_Chunk)
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// Handle air drowning stuff
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HandleAir();
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// Handle charging the bow:
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if (m_IsChargingBow)
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{
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m_BowCharge += 1;
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LOGD("Player \"%s\" charging bow: %d", m_PlayerName.c_str(), m_BowCharge);
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}
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if (m_bDirtyPosition)
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{
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// Apply food exhaustion from movement:
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@ -253,6 +262,41 @@ void cPlayer::Tick(float a_Dt, cChunk & a_Chunk)
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void cPlayer::StartChargingBow(void)
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{
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LOGD("Player \"%s\" started charging their bow", m_PlayerName.c_str());
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m_IsChargingBow = true;
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m_BowCharge = 0;
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}
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int cPlayer::FinishChargingBow(void)
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{
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LOGD("Player \"%s\" finished charging their bow at a charge of %d", m_PlayerName.c_str(), m_BowCharge);
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int res = m_BowCharge;
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m_IsChargingBow = false;
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m_BowCharge = 0;
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return res;
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}
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void cPlayer::CancelChargingBow(void)
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{
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LOGD("Player \"%s\" cancelled charging their bow at a charge of %d", m_PlayerName.c_str(), m_BowCharge);
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m_IsChargingBow = false;
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m_BowCharge = 0;
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}
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void cPlayer::SetTouchGround(bool a_bTouchGround)
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{
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// If just
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@ -63,6 +63,18 @@ public:
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/// Returns the currently equipped boots; empty item if none
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virtual cItem GetEquippedBoots(void) const override { return m_Inventory.GetEquippedBoots(); }
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/// Starts charging the equipped bow
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void StartChargingBow(void);
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/// Finishes charging the current bow. Returns the number of ticks for which the bow has been charged
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int FinishChargingBow(void);
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/// Cancels the current bow charging
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void CancelChargingBow(void);
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/// Returns true if the player is currently charging the bow
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bool IsChargingBox(void) const { return m_IsChargingBow; }
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void SetTouchGround( bool a_bTouchGround );
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inline void SetStance( const double a_Stance ) { m_Stance = a_Stance; }
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double GetEyeHeight(void) const; // tolua_export
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@ -352,6 +364,9 @@ protected:
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/// The world tick in which eating will be finished. -1 if not eating
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Int64 m_EatingFinishTick;
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bool m_IsChargingBow;
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int m_BowCharge;
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virtual void Destroyed(void);
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/// Filters out damage for creative mode
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@ -229,6 +229,47 @@ cArrowEntity::cArrowEntity(cEntity * a_Creator, double a_X, double a_Y, double a
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cArrowEntity::cArrowEntity(cPlayer & a_Player, double a_Force) :
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super(pkArrow, &a_Player, PosFromPlayerPos(a_Player), SpeedFromPlayerLook(a_Player, a_Force), 0.5, 0.5),
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m_PickupState(psInSurvivalOrCreative),
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m_DamageCoeff(2)
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{
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}
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Vector3d cArrowEntity::PosFromPlayerPos(const cPlayer & a_Player)
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{
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Vector3d res = a_Player.GetEyePosition();
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// Adjust the position to be just outside the player's bounding box:
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res.x += 0.16 * cos(a_Player.GetPitch());
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res.y += -0.1;
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res.z += 0.16 * sin(a_Player.GetPitch());
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return res;
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}
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Vector3d cArrowEntity::SpeedFromPlayerLook(const cPlayer & a_Player, double a_Force)
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{
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Vector3d res = a_Player.GetLookVector();
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res.Normalize();
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// TODO: Add a slight random change (+-0.0075 in each direction)
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return res * a_Force * 1.5 * 20;
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}
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bool cArrowEntity::CanPickup(const cPlayer & a_Player) const
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{
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switch (m_PickupState)
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@ -103,8 +103,17 @@ public:
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/// Creates a new arrow with psNoPickup state and default damage modifier coeff
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cArrowEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d a_Speed);
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/// Creates a new arrow as shot by a player, initializes it from the player object
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cArrowEntity(cPlayer & a_Player, double a_Force);
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// tolua_begin
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/// Returns the initial arrow position, as defined by the player eye position + adjustment.
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static Vector3d PosFromPlayerPos(const cPlayer & a_Player);
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/// Returns the initial arrow speed, as defined by the player look vector and the force coefficient
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static Vector3d SpeedFromPlayerLook(const cPlayer & a_Player, double a_Force);
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/// Returns whether the arrow can be picked up by players
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ePickupState GetPickupState(void) const { return m_PickupState; }
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80
source/Items/ItemBow.h
Normal file
80
source/Items/ItemBow.h
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@ -0,0 +1,80 @@
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// ItemBow.h
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// Declares the cItemBowHandler class representing the itemhandler for bows
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#pragma once
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#include "../Entities/ProjectileEntity.h"
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class cItemBowHandler :
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public cItemHandler
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{
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typedef cItemHandler super;
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public:
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cItemBowHandler(void) :
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super(E_ITEM_BOW)
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{
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}
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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
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{
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ASSERT(a_Player != NULL);
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// Check if the player has an arrow in the inventory, or is in Creative:
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if (!(a_Player->IsGameModeCreative() || a_Player->GetInventory().HasItems(cItem(E_ITEM_ARROW))))
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{
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return false;
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}
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a_Player->StartChargingBow();
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return true;
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}
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virtual void OnItemShoot(cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace) override
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{
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// Actual shot - produce the arrow with speed based on the ticks that the bow was charged
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ASSERT(a_Player != NULL);
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int BowCharge = a_Player->FinishChargingBow();
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double Force = (double)BowCharge / 20;
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Force = (Force * Force + 2 * Force) / 3; // This formula is used by the 1.6.2 client
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if (Force < 0.1)
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{
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// Too little force, ignore the shot
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return;
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}
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if (Force > 1)
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{
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Force = 1;
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}
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// Create the arrow entity:
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cArrowEntity * Arrow = new cArrowEntity(*a_Player, Force * 2);
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if (Arrow == NULL)
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{
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return;
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}
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if (!Arrow->Initialize(a_Player->GetWorld()))
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{
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delete Arrow;
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return;
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}
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a_Player->GetWorld()->BroadcastSpawnEntity(*Arrow);
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}
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} ;
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@ -8,6 +8,7 @@
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// Handlers:
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#include "ItemBed.h"
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#include "ItemBow.h"
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#include "ItemBrewingStand.h"
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#include "ItemBucket.h"
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#include "ItemCauldron.h"
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@ -49,16 +50,22 @@ cItemHandler * cItemHandler::m_ItemHandler[2268];
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cItemHandler * cItemHandler::GetItemHandler(int a_ItemType)
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{
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if(a_ItemType < 0) a_ItemType = 0;
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if (a_ItemType < 0)
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{
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ASSERT(!"Bad item type");
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a_ItemType = 0;
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}
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if (!m_HandlerInitialized)
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{ //We have to initialize
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{
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// We need to initialize
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memset(m_ItemHandler, 0, sizeof(m_ItemHandler));
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m_HandlerInitialized = true;
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}
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if(m_ItemHandler[a_ItemType])
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return m_ItemHandler[a_ItemType];
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if (m_ItemHandler[a_ItemType] == NULL)
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{
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m_ItemHandler[a_ItemType] = CreateItemHandler(a_ItemType);
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}
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return m_ItemHandler[a_ItemType];
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}
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@ -77,6 +84,7 @@ cItemHandler *cItemHandler::CreateItemHandler(int a_ItemType)
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case E_BLOCK_SAPLING: return new cItemSaplingHandler(a_ItemType);
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case E_BLOCK_WOOL: return new cItemClothHandler(a_ItemType);
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case E_ITEM_BED: return new cItemBedHandler(a_ItemType);
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case E_ITEM_BOW: return new cItemBowHandler;
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case E_ITEM_BREWING_STAND: return new cItemBrewingStandHandler(a_ItemType);
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case E_ITEM_CAULDRON: return new cItemCauldronHandler(a_ItemType);
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case E_ITEM_DYE: return new cItemDyeHandler(a_ItemType);
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@ -21,8 +21,11 @@ class cItemHandler
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public:
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cItemHandler(int a_ItemType);
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/// Called when the player tries to use the item. Return false to make the item unusable. DEFAULT: False
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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); //eg for fishing or hoes
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/// Called when the player tries to use the item (right mouse button). Return false to make the item unusable. DEFAULT: False
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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);
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/// Called when the client sends the SHOOT status in the lclk packet
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virtual void OnItemShoot(cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace) {}
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/// Called while the player diggs a block using this item
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virtual bool OnDiggingBlock(cWorld * a_World, cPlayer * a_Player, const cItem & a_HeldItem, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace);
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@ -88,7 +91,7 @@ protected:
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int m_ItemType;
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static cItemHandler *CreateItemHandler(int m_ItemType);
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static cItemHandler *m_ItemHandler[2268];
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static cItemHandler * m_ItemHandler[E_ITEM_LAST + 1];
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static bool m_HandlerInitialized; //used to detect if the itemhandlers are initialized
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};
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