2013-08-30 08:24:03 -04:00
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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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2014-04-27 20:03:06 -04:00
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#include "../Entities/ArrowEntity.h"
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2013-08-30 08:24:03 -04:00
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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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2014-02-04 13:59:05 -05:00
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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, eBlockFace a_Dir) override
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2013-08-30 08:24:03 -04:00
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{
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2014-10-20 16:55:07 -04:00
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ASSERT(a_Player != nullptr);
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2013-08-30 08:24:03 -04:00
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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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2013-11-10 15:48:12 -05:00
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2013-08-30 08:24:03 -04:00
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a_Player->StartChargingBow();
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return true;
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}
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2014-02-04 13:59:05 -05:00
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virtual void OnItemShoot(cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace) override
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2013-08-30 08:24:03 -04:00
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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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2014-10-20 16:55:07 -04:00
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ASSERT(a_Player != nullptr);
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2014-06-16 16:57:13 -04:00
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2013-08-30 08:24:03 -04:00
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int BowCharge = a_Player->FinishChargingBow();
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2014-06-16 16:57:13 -04:00
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double Force = (double)BowCharge / 20.0;
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Force = (Force * Force + 2.0 * Force) / 3.0; // This formula is used by the 1.6.2 client
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2013-08-30 08:24:03 -04:00
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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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2014-07-09 17:04:26 -04:00
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Force = std::min(Force, 1.0);
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2014-06-16 16:57:13 -04:00
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2014-08-04 16:30:13 -04:00
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// Does the player have an arrow?
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2014-08-04 15:48:33 -04:00
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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;
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}
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2013-08-30 08:24:03 -04:00
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// Create the arrow entity:
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cArrowEntity * Arrow = new cArrowEntity(*a_Player, Force * 2);
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2014-10-20 16:55:07 -04:00
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if (Arrow == nullptr)
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2013-08-30 08:24:03 -04:00
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{
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return;
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}
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2014-06-08 15:58:08 -04:00
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if (!Arrow->Initialize(*a_Player->GetWorld()))
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2013-08-30 08:24:03 -04:00
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{
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delete Arrow;
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2014-10-20 16:55:07 -04:00
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Arrow = nullptr;
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2013-08-30 08:24:03 -04:00
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return;
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}
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2014-07-12 20:08:02 -04:00
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a_Player->GetWorld()->BroadcastSoundEffect("random.bow", a_Player->GetPosX(), a_Player->GetPosY(), a_Player->GetPosZ(), 0.5, (float)Force);
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2013-11-02 12:01:40 -04:00
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if (!a_Player->IsGameModeCreative())
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{
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2014-08-04 15:48:33 -04:00
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if (a_Player->GetEquippedItem().m_Enchantments.GetLevel(cEnchantments::enchInfinity) == 0)
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{
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a_Player->GetInventory().RemoveItem(cItem(E_ITEM_ARROW));
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}
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2014-08-19 06:38:15 -04:00
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else
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{
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2014-08-19 11:57:32 -04:00
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Arrow->SetPickupState(cArrowEntity::psNoPickup);
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2014-08-19 06:38:15 -04:00
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}
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2013-11-02 12:01:40 -04:00
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a_Player->UseEquippedItem();
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}
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2014-08-19 06:38:15 -04:00
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if (a_Player->GetEquippedItem().m_Enchantments.GetLevel(cEnchantments::enchFlame) > 0)
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{
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Arrow->StartBurning(100);
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}
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2013-08-30 08:24:03 -04:00
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}
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} ;
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