Example #1
0
void Player::Respawn()
{
	if (IsDead() == false)
	{
		return;
	}

	m_position = m_respawnPosition;
	
	// Make sure we create a chunk in the respawn position
	UpdateGridPosition();
	m_pChunkManager->CreateNewChunk(GetGridX(), GetGridY(), GetGridZ());

	m_health = m_maxHealth;

	VoxGame::GetInstance()->GetHUD()->UpdatePlayerData();

	// Also go through all the equipped items and equip them
	for (int i = 0; i < EquipSlot_NumSlots; i++)
	{
		InventoryItem* pItem = m_pInventoryManager->GetInventoryItemForEquipSlot((EquipSlot)i);
		if (pItem != NULL)
		{
			EquipItem(pItem, true);
		}
	}

	m_dead = false;
}
Example #2
0
void Character::MoveByDelta ( Real ForwardDelta, Real SideDelta)
{
	if(Health <= 0)
	{
		EquipItem(9);
		return;
	}

	Position NewLocation = Location;
	
	if(ForwardDelta != 0)
	{
		NewLocation.x += ( -ForwardDelta ) * (float)(*m_cos)(Location.Yaw + RADIAN(90));
		NewLocation.z += ( ForwardDelta ) * (float)(*m_sin)(Location.Yaw + RADIAN(90));
	}

	if(SideDelta != 0)
	{
		NewLocation.x += ( SideDelta ) * (float)(*m_cos)(Location.Yaw );
		NewLocation.z += ( -SideDelta ) * (float)(*m_sin)(Location.Yaw );
	}

	if(ForwardDelta !=0 || SideDelta != 0)
	{
		TargetVelocity.x = NewLocation.x - Location.x;
		TargetVelocity.z = NewLocation.z - Location.z;
	}


}
Example #3
0
ZCharacterItem::ZCharacterItem()
{
	//memset(&m_Items, 0, sizeof(m_Items));
	m_nSelectedWeapon = MMCIP_END;

	// 우선 임의로 아이템 지급

#ifndef _PUBLISH
	EquipItem(MMCIP_MELEE,		2);				// knife
	EquipItem(MMCIP_PRIMARY,	4);				// rifle
	EquipItem(MMCIP_SECONDARY,	7);
	EquipItem(MMCIP_CUSTOM1,	11);			// grenade

//	SelectWeapon(MMCIP_PRIMARY);

	m_Items[MMCIP_PRIMARY].InitBullet(999, 999);
	m_Items[MMCIP_SECONDARY].InitBullet(999, 999);
	m_Items[MMCIP_CUSTOM1].InitBullet(10, 10);

#endif
}
Example #4
0
uint32_t MoveEvent::fireEquip(Player* player, Item* item, slots_t slot, bool boolean)
{
    if (scripted) {
        if (getEventType() == MOVE_EVENT_EQUIP) {
            EquipItem(this, player, item, slot, boolean);
        } else if (getEventType() == MOVE_EVENT_DEEQUIP) {
            DeEquipItem(this, player, item, slot, boolean);
        }
        return executeEquip(player, item, slot);
    } else {
        return equipFunction(this, player, item, slot, boolean);
    }
}
void LuaManager::LuaLoadGame()
{
    //PRE: save game data, stored in the luasavegamedata struct
    //POST: loads this data into the lua script.
    //get the function name from lua
    lua_getglobal( VM, "loadgame" );

    //call the function, currently with 0 arguments and 19 result
    lua_call( VM, 0, 19 );

    lua_pushnumber(VM, LuaSaveGameData.count );
    lua_pushnumber(VM, LuaSaveGameData.getinitialitemscounter );
    lua_pushnumber(VM, LuaSaveGameData.flipper );
    lua_pushnumber(VM, LuaSaveGameData.sammichcount);
    lua_pushnumber(VM, LuaSaveGameData.flsammichcount);
    lua_pushnumber(VM, LuaSaveGameData.gbsammichcount);
    lua_pushstring( VM, LuaSaveGameData.poesammichtype.c_str());
    //lua_pushstring( VM, LuaSaveGameData.head.c_str() );
    //lua_pushstring( VM, LuaSaveGameData.chest.c_str() );
    //lua_pushstring( VM, LuaSaveGameData.arms.c_str() );
    //lua_pushstring( VM, LuaSaveGameData.legs.c_str() );
    //lua_pushstring( VM, LuaSaveGameData.feet.c_str() );
    //lua_pushstring( VM, LuaSaveGameData.hands.c_str() );
    EquipItem(LuaSaveGameData.head.c_str());
    EquipItem(LuaSaveGameData.chest.c_str());
    EquipItem(LuaSaveGameData.arms.c_str());
    EquipItem(LuaSaveGameData.legs.c_str());
    EquipItem(LuaSaveGameData.feet.c_str());
    EquipItem(LuaSaveGameData.hands.c_str());
    lua_pushnumber(VM, LuaSaveGameData.health );
    lua_pushnumber(VM, LuaSaveGameData.maxhealth);
    lua_pushnumber(VM, LuaSaveGameData.attack );
    lua_pushnumber(VM, LuaSaveGameData.defense );
    lua_pushnumber(VM, LuaSaveGameData.damage );
    lua_pushnumber(VM, LuaSaveGameData.armor );

}
Example #6
0
void GStateScene::ShopInputEvent(GnInterface* pInterface, GnIInputEvent* pEvent)
{
	if( pEvent->GetEventType() == GnIInputEvent::PUSH )
	{
		if( pInterface->GetTegID() == GInterfaceLayer::LISTITEM_SHOP )
		{
			if( ViewItemExplain( mpCurrentShopItem, pInterface ) )
			{
				if( mpCurrentInvenItem )
					mpCurrentInvenItem->SetVisibleExplain( false );
				if( mpCurrentEquipItem )
					mpCurrentEquipItem->SetVisibleExplain( false );
			}
		}
		else if( pInterface->GetTegID() == GInterfaceLayer::LISTITEM_INVEN )
		{
			if( ViewItemExplain( mpCurrentInvenItem, pInterface ) )
			{
				if( mpCurrentShopItem )
					mpCurrentShopItem->SetVisibleExplain( false );
				if( mpCurrentEquipItem )
					mpCurrentEquipItem->SetVisibleExplain( false );
			}
		}
		else
		{
			if( ViewItemExplain( mpCurrentEquipItem, pInterface ) )
			{
				if( mpCurrentShopItem )
					mpCurrentShopItem->SetVisibleExplain( false );
				if( mpCurrentInvenItem )
					mpCurrentInvenItem->SetVisibleExplain( false );	
			}
		}
	}
	else if( pEvent->GetEventType() == GnIInputEvent::PUSHUP )
	{
		GStateUILayer* interfaceLayer = (GStateUILayer*)mpInterfaceLayer;
		switch( pInterface->GetTegID() )
		{
			case GInterfaceLayer::BT_BUY_ITEM:
				BuyItem( interfaceLayer->GetInventoryListCtrl(), interfaceLayer->GetEquipListCtrl()
					, interfaceLayer->GetMoneyLabel(), mpCurrentShopItem );
				break;
			case GInterfaceLayer::BT_SELL_ITEM:
				if( SellItem( interfaceLayer->GetInventoryListCtrl(), interfaceLayer->GetEquipListCtrl()
					, interfaceLayer->GetMoneyLabel(), mpCurrentInvenItem ) == 0 )
				{
					if( mpCurrentInvenItem )
					{
						mpCurrentInvenItem->SetVisibleExplain( false );
						mpCurrentInvenItem = NULL;
					}
				}
				break;
			case GInterfaceLayer::BT_EQUIP_ITEM:
				EquipItem( interfaceLayer->GetInventoryListCtrl(), interfaceLayer->GetEquipListCtrl()
					, mpCurrentInvenItem );
//				if( mpCurrentInvenItem )
//				{
//					mpCurrentInvenItem->SetVisibleExplain( false );
//					mpCurrentInvenItem = NULL;
//				}
				break;
			case GInterfaceLayer::BT_UNEQUIP_ITEM:
				UnEquipItem( interfaceLayer->GetInventoryListCtrl(), interfaceLayer->GetEquipListCtrl()
					, mpCurrentEquipItem );
				if( mpCurrentEquipItem )
				{
					mpCurrentEquipItem->SetVisibleExplain( false );
					mpCurrentEquipItem = NULL;
				}
				break;
		}	
	}
}
void RPG_InventoryHandler::EquipWeapon(int inventorySlot)
{
  EquipItem(ES_Weapon, inventorySlot);
}
void RPG_InventoryHandler::EquipArmor(RPG_EquipmentSlot_e armorSlot, int inventorySlot)
{
  EquipItem(armorSlot, inventorySlot);
}
int Inventory::AddSlotItem(CREItem* item, int slot, int slottype)
{
	int twohanded = item->Flags&IE_INV_ITEM_TWOHANDED;
	if (slot >= 0) {
		if ((unsigned)slot >= Slots.size()) {
			InvalidSlot(slot);
			return ASI_FAILED;
		}

		//check for equipping weapons 
		if (WhyCantEquip(slot,twohanded)) {
			return ASI_FAILED;
		}

		if (!Slots[slot]) {
			item->Flags |= IE_INV_ITEM_ACQUIRED;
			SetSlotItem(item, slot);
			EquipItem(slot);
			return ASI_SUCCESS;
		}

		CREItem *myslot = Slots[slot];
		if (ItemsAreCompatible( myslot, item )) {
 			//calculate with the max movable stock
			int chunk = item->Usages[0];
			int newamount = myslot->Usages[0]+chunk;
			if (newamount>myslot->StackAmount) {
				newamount=myslot->StackAmount;
				chunk = item->Usages[0]-newamount;
			}
			if (!chunk) {
				return -1;
			}
			myslot->Flags |= IE_INV_ITEM_ACQUIRED;
			myslot->Usages[0] = (ieWord) (myslot->Usages[0] + chunk);
			item->Usages[0] = (ieWord) (item->Usages[0] - chunk);
			Changed = true;
			EquipItem(slot);
			if (item->Usages[0] == 0) {
				delete item;
				return ASI_SUCCESS;
			}
			return ASI_PARTIAL;
		}
		return ASI_FAILED;
	}

	bool which;
	if (slot==SLOT_AUTOEQUIP) {
		which=true;
	} else {
		which=false;
	}
	int res = ASI_FAILED;
	int max = (int) Slots.size();
	for (int i = 0;i<max;i++) {
		//never autoequip in the magic slot!
		if (i==SLOT_MAGIC)
			continue;
		if ((i<SLOT_INV || i>LAST_INV)!=which)
			continue;
		if (!(core->QuerySlotType(i)&slottype))
			continue;
		//the slot has been disabled for this actor
		if (i>=SLOT_MELEE && i<=LAST_MELEE) {
			if (Owner->GetQuickSlot(i-SLOT_MELEE)==0xffff) {
				continue;
			}
		}
		int part_res = AddSlotItem (item, i);
		if (part_res == ASI_SUCCESS) return ASI_SUCCESS;
		else if (part_res == ASI_PARTIAL) res = ASI_PARTIAL;
	}

	return res;
}
void Inventory::KillSlot(unsigned int index)
{
	if (InventoryType==INVENTORY_HEAP) {
		Slots.erase(Slots.begin()+index);
		return;
	}
	CREItem *item = Slots[index];
	if (!item) {
		return;
	}

	//the used up item vanishes from the quickslot bar
	if (Owner->InParty) {
		core->SetEventFlag( EF_ACTION );
	}

	Slots[index] = NULL;
 	int effect = core->QuerySlotEffects( index );
	if (!effect) {
		return;
	}
	RemoveSlotEffects( index );
	Item *itm = gamedata->GetItem(item->ItemResRef);
	//this cannot happen, but stuff happens!
	if (!itm) {
		return;
	}
	ItemExcl &= ~itm->ItemExcl;

	switch (effect) {
		case SLOT_EFFECT_LEFT:
			UpdateShieldAnimation(0);
			break;
		case SLOT_EFFECT_MISSILE:
			//getting a new projectile of the same type
			if (Equipped + SLOT_MELEE == (int) index) {
				if (Equipped < 0) {
					//always get the projectile weapon header (this quiver was equipped)
					ITMExtHeader *header = itm->GetWeaponHeader(true);
					Equipped = FindRangedProjectile(header->ProjectileQualifier);
					if (Equipped!=IW_NO_EQUIPPED) {
						EquipItem(Equipped+SLOT_MELEE);
					} else {
						EquipItem(SLOT_FIST);
					}
				}
			}
			UpdateWeaponAnimation();
			break;
		case SLOT_EFFECT_MELEE:
			// reset Equipped if it was the removed item
			if (Equipped+SLOT_MELEE == (int)index)
				Equipped = IW_NO_EQUIPPED;
			else if (Equipped < 0) {
				//always get the projectile weapon header (this is a bow, because Equipped is negative)
				ITMExtHeader *header = itm->GetWeaponHeader(true);
				if (header) {
					//find the equipped type
					int type = header->ProjectileQualifier;
					int weaponslot = FindTypedRangedWeapon(type);
					CREItem *item2 = Slots[weaponslot];
					if (item2) {
						Item *itm2 = gamedata->GetItem(item2->ItemResRef);
						if (itm2) {
							if (type == header->ProjectileQualifier) {
								Equipped = FindRangedProjectile(header->ProjectileQualifier);
								if (Equipped!=IW_NO_EQUIPPED) {
									EquipItem(Equipped+SLOT_MELEE);
								} else {
									EquipItem(SLOT_FIST);
								}
							}
							gamedata->FreeItem(itm2, item2->ItemResRef, false);
						}
					}
				}
			}
			// reset Equipped if it is a ranged weapon slot
			// but not magic weapon slot!

			UpdateWeaponAnimation();      
			break;
		case SLOT_EFFECT_HEAD:
			Owner->SetUsedHelmet("");
			break;
		case SLOT_EFFECT_ITEM:
			//remove the armor type only if this item is responsible for it
			if ((ieDword) (itm->AnimationType[0]-'1') == Owner->GetBase(IE_ARMOR_TYPE)) {
				Owner->SetBase(IE_ARMOR_TYPE, 0);
			}
			break;
	}
	gamedata->FreeItem(itm, item->ItemResRef, false);
}
void Inventory::EquipBestWeapon(int flags)
{
	int i;
	int damage = -1;
	ieDword best_slot = SLOT_FIST;
	ITMExtHeader *header;
	CREItem *Slot;
	char AnimationType[2]={0,0};
	ieWord MeleeAnimation[3]={100,0,0};

	//cannot change equipment when holding magic weapons
	if (Equipped == SLOT_MAGIC-SLOT_MELEE) {
		return;
	}

	if (flags&EQUIP_RANGED) {
		for(i=SLOT_RANGED;i<LAST_RANGED;i++) {
			const Item *itm = GetItemPointer(i, Slot);
			if (!itm) continue;
 			//best ranged
			int tmp = itm->GetDamagePotential(true, header);
			if (tmp>damage) {
				best_slot = i;
				damage = tmp;
				memcpy(AnimationType,itm->AnimationType,sizeof(AnimationType) );
				memcpy(MeleeAnimation,header->MeleeAnimation,sizeof(MeleeAnimation) );
			}
			gamedata->FreeItem( itm, Slot->ItemResRef, false );
		}

		//ranged melee weapons like throwing daggers (not bows!)
		for(i=SLOT_MELEE;i<=LAST_MELEE;i++) {
			const Item *itm = GetItemPointer(i, Slot);
			if (!itm) continue;
			//best ranged
			int tmp = itm->GetDamagePotential(true, header);
			if (tmp>damage) {
				best_slot = i;
				damage = tmp;
				memcpy(AnimationType,itm->AnimationType,sizeof(AnimationType) );
				memcpy(MeleeAnimation,header->MeleeAnimation,sizeof(MeleeAnimation) );
			}
			gamedata->FreeItem( itm, Slot->ItemResRef, false );
		}
	}

	if (flags&EQUIP_MELEE) {
		for(i=SLOT_MELEE;i<=LAST_MELEE;i++) {
			const Item *itm = GetItemPointer(i, Slot);
			if (!itm) continue;
			//the Slot flag is enough for this
			//though we need animation type/damagepotential anyway
			if (Slot->Flags&IE_INV_ITEM_BOW) continue;
			//best melee
			int tmp = itm->GetDamagePotential(false, header);
			if (tmp>damage) {
				best_slot = i;
				damage = tmp;
				memcpy(AnimationType,itm->AnimationType,sizeof(AnimationType) );
				memcpy(MeleeAnimation,header->MeleeAnimation,sizeof(MeleeAnimation) );
			}
			gamedata->FreeItem( itm, Slot->ItemResRef, false );
		}
	}

	EquipItem(best_slot);
	UpdateWeaponAnimation();
}
void UAREquipmentComponent::ServerEquipItem_Implementation(FARDragDropInfo ItemIn)
{
	EquipItem(ItemIn);
}