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cuberite-2a/src/Items/ItemBow.h

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// ItemBow.h
// Declares the cItemBowHandler class representing the itemhandler for bows
#pragma once
#include "../Entities/ArrowEntity.h"
class cItemBowHandler :
public cItemHandler
{
typedef cItemHandler super;
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public:
cItemBowHandler(void) :
super(E_ITEM_BOW)
{
}
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virtual bool OnItemUse(
cWorld * a_World, cPlayer * a_Player, cBlockPluginInterface & a_PluginInterface, const cItem & a_Item,
int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace
) override
{
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ASSERT(a_Player != nullptr);
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// 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;
}
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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
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ASSERT(a_Player != nullptr);
int BowCharge = a_Player->FinishChargingBow();
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double Force = static_cast<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;
}
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Force = std::min(Force, 1.0);
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// Does the player have an arrow?
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if (!a_Player->IsGameModeCreative() && !a_Player->GetInventory().HasItems(cItem(E_ITEM_ARROW)))
{
return;
}
// Create the arrow entity:
auto Arrow = cpp14::make_unique<cArrowEntity>(*a_Player, Force * 2);
auto ArrowPtr = Arrow.get();
if (!ArrowPtr->Initialize(std::move(Arrow), *a_Player->GetWorld()))
{
return;
}
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a_Player->GetWorld()->BroadcastSoundEffect(
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"entity.arrow.shoot",
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a_Player->GetPosX(),
a_Player->GetPosY(),
a_Player->GetPosZ(),
0.5,
static_cast<float>(Force)
);
if (!a_Player->IsGameModeCreative())
{
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if (a_Player->GetEquippedItem().m_Enchantments.GetLevel(cEnchantments::enchInfinity) == 0)
{
a_Player->GetInventory().RemoveItem(cItem(E_ITEM_ARROW));
}
else
{
ArrowPtr->SetPickupState(cArrowEntity::psNoPickup);
}
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a_Player->UseEquippedItem();
}
if (a_Player->GetEquippedItem().m_Enchantments.GetLevel(cEnchantments::enchFlame) > 0)
{
ArrowPtr->StartBurning(100);
}
}
} ;