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

101 lines
2.2 KiB
C++

#pragma once
#include "../Entities/ArrowEntity.h"
#include "ItemHandler.h"
class cItemBowHandler final:
public cItemHandler
{
using Super = cItemHandler;
public:
using Super::Super;
virtual bool OnItemUse(
cWorld * a_World,
cPlayer * a_Player,
cBlockPluginInterface & a_PluginInterface,
const cItem & a_HeldItem,
const Vector3i a_ClickedBlockPos,
eBlockFace a_ClickedBlockFace
) const override
{
ASSERT(a_Player != nullptr);
// 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, const Vector3i a_BlockPos, eBlockFace a_BlockFace) const override
{
// Actual shot - produce the arrow with speed based on the number of ticks that the bow was charged
UNUSED(a_BlockPos);
ASSERT(a_Player != nullptr);
int BowCharge = a_Player->FinishChargingBow();
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;
}
Force = std::min(Force, 1.0);
// Does the player have an arrow?
if (!a_Player->IsGameModeCreative() && !a_Player->GetInventory().HasItems(cItem(E_ITEM_ARROW)))
{
return;
}
// Create the arrow entity:
auto Arrow = std::make_unique<cArrowEntity>(*a_Player, Force * 2);
auto ArrowPtr = Arrow.get();
if (!ArrowPtr->Initialize(std::move(Arrow), *a_Player->GetWorld()))
{
return;
}
a_Player->GetWorld()->BroadcastSoundEffect(
"entity.arrow.shoot",
a_Player->GetPosition(),
0.5,
static_cast<float>(Force)
);
if (!a_Player->IsGameModeCreative())
{
if (a_Player->GetEquippedItem().m_Enchantments.GetLevel(cEnchantments::enchInfinity) == 0)
{
a_Player->GetInventory().RemoveItem(cItem(E_ITEM_ARROW));
}
else
{
ArrowPtr->SetPickupState(cArrowEntity::psNoPickup);
}
a_Player->UseEquippedItem();
}
if (a_Player->GetEquippedItem().m_Enchantments.GetLevel(cEnchantments::enchFlame) > 0)
{
ArrowPtr->StartBurning(100);
}
}
} ;