From 17ad4c2610f2c33d5b4a8b42b7d4b8fbda9ade32 Mon Sep 17 00:00:00 2001 From: madmaxoft Date: Fri, 30 Aug 2013 14:24:03 +0200 Subject: Shooting a bow kinda works. The arrow is released, but sometimes hits wrong blocks or disappears completely. --- source/Items/ItemBow.h | 80 ++++++++++++++++++++++++++++++++++++++++++++ source/Items/ItemHandler.cpp | 22 ++++++++---- source/Items/ItemHandler.h | 9 +++-- 3 files changed, 101 insertions(+), 10 deletions(-) create mode 100644 source/Items/ItemBow.h (limited to 'source/Items') diff --git a/source/Items/ItemBow.h b/source/Items/ItemBow.h new file mode 100644 index 000000000..845192ef7 --- /dev/null +++ b/source/Items/ItemBow.h @@ -0,0 +1,80 @@ + +// ItemBow.h + +// Declares the cItemBowHandler class representing the itemhandler for bows + + + + + +#pragma once + +#include "../Entities/ProjectileEntity.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, char 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, char 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; + Force = (Force * Force + 2 * Force) / 3; // This formula is used by the 1.6.2 client + if (Force < 0.1) + { + // Too little force, ignore the shot + return; + } + if (Force > 1) + { + Force = 1; + } + + // 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; + } + a_Player->GetWorld()->BroadcastSpawnEntity(*Arrow); + } +} ; + + + + + diff --git a/source/Items/ItemHandler.cpp b/source/Items/ItemHandler.cpp index 66d36e1a6..c0de4a6ec 100644 --- a/source/Items/ItemHandler.cpp +++ b/source/Items/ItemHandler.cpp @@ -8,6 +8,7 @@ // Handlers: #include "ItemBed.h" +#include "ItemBow.h" #include "ItemBrewingStand.h" #include "ItemBucket.h" #include "ItemCauldron.h" @@ -47,18 +48,24 @@ cItemHandler * cItemHandler::m_ItemHandler[2268]; -cItemHandler *cItemHandler::GetItemHandler(int a_ItemType) +cItemHandler * cItemHandler::GetItemHandler(int a_ItemType) { - if(a_ItemType < 0) a_ItemType = 0; + if (a_ItemType < 0) + { + ASSERT(!"Bad item type"); + a_ItemType = 0; + } - if(!m_HandlerInitialized) - { //We have to initialize + if (!m_HandlerInitialized) + { + // We need to initialize memset(m_ItemHandler, 0, sizeof(m_ItemHandler)); m_HandlerInitialized = true; } - if(m_ItemHandler[a_ItemType]) - return m_ItemHandler[a_ItemType]; - m_ItemHandler[a_ItemType] = CreateItemHandler(a_ItemType); + if (m_ItemHandler[a_ItemType] == NULL) + { + m_ItemHandler[a_ItemType] = CreateItemHandler(a_ItemType); + } return m_ItemHandler[a_ItemType]; } @@ -77,6 +84,7 @@ cItemHandler *cItemHandler::CreateItemHandler(int a_ItemType) case E_BLOCK_SAPLING: return new cItemSaplingHandler(a_ItemType); case E_BLOCK_WOOL: return new cItemClothHandler(a_ItemType); case E_ITEM_BED: return new cItemBedHandler(a_ItemType); + case E_ITEM_BOW: return new cItemBowHandler; case E_ITEM_BREWING_STAND: return new cItemBrewingStandHandler(a_ItemType); case E_ITEM_CAULDRON: return new cItemCauldronHandler(a_ItemType); case E_ITEM_DYE: return new cItemDyeHandler(a_ItemType); diff --git a/source/Items/ItemHandler.h b/source/Items/ItemHandler.h index 44d43e8f7..e39bb054b 100644 --- a/source/Items/ItemHandler.h +++ b/source/Items/ItemHandler.h @@ -21,8 +21,11 @@ class cItemHandler public: cItemHandler(int a_ItemType); - /// Called when the player tries to use the item. Return false to make the item unusable. DEFAULT: False - 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 + /// Called when the player tries to use the item (right mouse button). Return false to make the item unusable. DEFAULT: False + 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); + + /// Called when the client sends the SHOOT status in the lclk packet + virtual void OnItemShoot(cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace) {} /// Called while the player diggs a block using this item 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); @@ -88,7 +91,7 @@ protected: int m_ItemType; static cItemHandler *CreateItemHandler(int m_ItemType); - static cItemHandler *m_ItemHandler[2268]; + static cItemHandler * m_ItemHandler[E_ITEM_LAST + 1]; static bool m_HandlerInitialized; //used to detect if the itemhandlers are initialized }; -- cgit v1.2.3