Beispiel #1
0
/**
 * @brief Notifies this entity that another sprite is overlapping it.
 *
 * This function is called by check_collision(MapEntity*, Sprite*) when another entity's
 * sprite overlaps a sprite of this detector.
 *
 * @param other_entity the entity overlapping this detector
 * @param other_sprite the sprite of other_entity that is overlapping this detector
 * @param this_sprite the sprite of this detector that is overlapping the other entity's sprite
 */
void Destructible::notify_collision(MapEntity& other_entity,
    Sprite& other_sprite, Sprite& this_sprite) {

  if (features[subtype].can_be_cut
      && !is_being_cut
      && !is_disabled()
      && !is_regenerating
      && other_entity.is_hero()
      && other_sprite.contains("sword")) {

    Hero& hero = static_cast<Hero&>(other_entity);
    if (hero.is_striking_with_sword(*this)) {

      play_destroy_animation();
      hero.check_position(); // to update the ground under the hero
      create_pickable();

      if (can_explode()) {
        explode();
      }
    }
  }

  // TODO use dynamic dispatch
  if (other_entity.get_type() == EXPLOSION
      && can_explode()
      && !is_being_cut
      && !is_disabled()
      && !is_regenerating) {

    play_destroy_animation();
    create_pickable();
    explode();
  }
}
Beispiel #2
0
/**
 * \brief Notifies this detector that the player is interacting with it by
 * pressing the action command.
 *
 * This function is called when the player presses the action command
 * while the hero is facing this detector, and the action command effect lets
 * him do this.
 */
void Destructible::notify_action_command_pressed() {

  KeysEffect::ActionKeyEffect effect = get_keys_effect().get_action_key_effect();

  if ((effect == KeysEffect::ACTION_KEY_LIFT || effect == KeysEffect::ACTION_KEY_LOOK)
      && features[subtype].can_be_lifted
      && !is_being_cut
      && !is_disabled()
      && !is_regenerating) {

    int weight = features[subtype].weight;

    if (get_equipment().has_ability("lift", weight)) {

      uint32_t explosion_date = can_explode() ? System::now() + 6000 : 0;
      get_hero().start_lifting(new CarriedItem(
          get_hero(),
          *this,
          get_animation_set_id(),
          get_destruction_sound_id(),
          get_damage_on_enemies(),
          explosion_date)
      );

      // play the sound
      Sound::play("lift");

      // create the pickable item
      create_pickable();

      // remove the item from the map
      if (!features[subtype].can_regenerate) {
        destruction_callback();
        remove_from_map();
      }
      else {
        // the item can actually regenerate
        play_destroy_animation();
      }
    }
    else {
      if (features[subtype].can_be_cut
          && !features[subtype].can_explode
          && !get_equipment().has_ability("sword", 1)) {
        get_game().start_dialog("_cannot_lift_should_cut", LUA_REFNIL);
      }
      else if (!get_equipment().has_ability("lift", 1)) {
        get_game().start_dialog("_cannot_lift_too_heavy", LUA_REFNIL);
      }
      else {
        get_game().start_dialog("_cannot_lift_still_too_heavy", LUA_REFNIL);
      }
    }
  }
}