static void strikeSpeak(Entity * io) { if(!StrikeAimtime()) { return; } const std::string * str; EntityHandle equiped = player.equiped[EQUIP_SLOT_WEAPON]; if(ValidIONum(equiped) && !entities[equiped]->strikespeech.empty()) { str = &entities[equiped]->strikespeech; } else if(!io->strikespeech.empty()) { str = &io->strikespeech; } else { return; } ARX_SPEECH_AddSpeech(io, *str, ANIM_TALK_NEUTRAL, ARX_SPEECH_FLAG_NOTEXT); }
void ManageCombatModeAnimations() { arx_assert(entities.player()); Entity * const io = entities.player(); AnimLayer & layer1 = io->animlayer[1]; ANIM_HANDLE ** alist=io->anims; WeaponType weapontype = ARX_EQUIPMENT_GetPlayerWeaponType(); if(weapontype == WEAPON_BARE && LAST_WEAPON_TYPE != weapontype) { if(layer1.cur_anim != alist[ANIM_BARE_WAIT]) { changeAnimation(io, 1, alist[ANIM_BARE_WAIT]); AimTime = 0; } } switch(weapontype) { case WEAPON_BARE: // BARE HANDS PLAYER MANAGEMENT if(layer1.cur_anim == alist[ANIM_BARE_WAIT]) { AimTime = 0; if(eeMousePressed1()) { changeAnimation(io, 1, alist[ANIM_BARE_STRIKE_LEFT_START + CurrFightPos * 3]); io->isHit = false; } } // Now go for strike cycle... for(long j = 0; j < 4; j++) { if(layer1.cur_anim == alist[ANIM_BARE_STRIKE_LEFT_START+j*3] && (layer1.flags & EA_ANIMEND)) { changeAnimation(io, 1, alist[ANIM_BARE_STRIKE_LEFT_CYCLE + j * 3], EA_LOOP); AimTime = (unsigned long)(arxtime); } else if(layer1.cur_anim == alist[ANIM_BARE_STRIKE_LEFT_CYCLE+j*3] && !eeMousePressed1()) { changeAnimation(io, 1, alist[ANIM_BARE_STRIKE_LEFT + j * 3]); strikeSpeak(io); SendIOScriptEvent(io, SM_STRIKE, "bare"); PlayerWeaponBlocked = -1; CurrFightPos = 0; AimTime = 0; } else if(layer1.cur_anim == alist[ANIM_BARE_STRIKE_LEFT+j*3]) { if(layer1.flags & EA_ANIMEND) { changeAnimation(io, 1, alist[ANIM_BARE_WAIT], EA_LOOP); CurrFightPos = 0; AimTime = (unsigned long)(arxtime); PlayerWeaponBlocked = -1; } else if(layer1.ctime > layer1.cur_anim->anims[layer1.altidx_cur]->anim_time * 0.2f && layer1.ctime < layer1.cur_anim->anims[layer1.altidx_cur]->anim_time * 0.8f && PlayerWeaponBlocked == -1 ) { long id = -1; if(layer1.cur_anim == alist[ANIM_BARE_STRIKE_LEFT]) { id = io->obj->fastaccess.left_attach; } else { // Strike Right id = io->obj->fastaccess.primary_attach; } if(id != -1) { Sphere sphere; sphere.origin = io->obj->vertexlist3[id].v; sphere.radius = 25.f; EntityHandle num; if(CheckAnythingInSphere(sphere, PlayerEntityHandle, 0, &num)) { float dmgs = (player.m_miscFull.damages + 1) * STRIKE_AIMTIME; if(ARX_DAMAGES_TryToDoDamage(io->obj->vertexlist3[id].v, dmgs, 40, PlayerEntityHandle)) { PlayerWeaponBlocked = layer1.ctime; } ARX_PARTICLES_Spawn_Spark(sphere.origin, int(dmgs), 2); if(ValidIONum(num)) { ARX_SOUND_PlayCollision(entities[num]->material, MATERIAL_FLESH, 1.f, 1.f, sphere.origin, NULL); } } } } } } break; case WEAPON_DAGGER: // DAGGER PLAYER MANAGEMENT // Waiting and receiving Strike Impulse if(layer1.cur_anim == alist[ANIM_DAGGER_WAIT]) { AimTime = 0; if(eeMousePressed1()) { changeAnimation(io, 1, alist[ANIM_DAGGER_STRIKE_LEFT_START + CurrFightPos * 3]); io->isHit = false; } } // Now go for strike cycle... for(long j = 0; j < 4; j++) { if(layer1.cur_anim == alist[ANIM_DAGGER_STRIKE_LEFT_START+j*3] && (layer1.flags & EA_ANIMEND)) { changeAnimation(io, 1, alist[ANIM_DAGGER_STRIKE_LEFT_CYCLE + j * 3], EA_LOOP); AimTime = (unsigned long)(arxtime); } else if(layer1.cur_anim == alist[ANIM_DAGGER_STRIKE_LEFT_CYCLE+j*3] && !eeMousePressed1()) { changeAnimation(io, 1, alist[ANIM_DAGGER_STRIKE_LEFT + j * 3]); strikeSpeak(io); SendIOScriptEvent(io, SM_STRIKE, "dagger"); CurrFightPos = 0; AimTime = 0; } else if(layer1.cur_anim == alist[ANIM_DAGGER_STRIKE_LEFT+j*3]) { if(layer1.ctime > layer1.cur_anim->anims[layer1.altidx_cur]->anim_time * 0.3f && layer1.ctime < layer1.cur_anim->anims[layer1.altidx_cur]->anim_time * 0.7f) { Entity * weapon = entities[player.equiped[EQUIP_SLOT_WEAPON]]; if(PlayerWeaponBlocked == -1 && ARX_EQUIPMENT_Strike_Check(io, weapon, STRIKE_AIMTIME, 0)) { PlayerWeaponBlocked = layer1.ctime; } } if(layer1.flags & EA_ANIMEND) { changeAnimation(io, 1, alist[ANIM_DAGGER_WAIT], EA_LOOP); layer1.flags &= ~(EA_PAUSED | EA_REVERSE); CurrFightPos = 0; AimTime = (unsigned long)(arxtime); PlayerWeaponBlocked = -1; } if(PlayerWeaponBlocked != -1 && layer1.ctime < layer1.cur_anim->anims[layer1.altidx_cur]->anim_time * 0.9f) { Entity * weapon = entities[player.equiped[EQUIP_SLOT_WEAPON]]; ARX_EQUIPMENT_Strike_Check(io, weapon, STRIKE_AIMTIME, 1); } } } break; case WEAPON_1H: // 1HANDED PLAYER MANAGEMENT // Waiting and Received Strike Impulse if(layer1.cur_anim == alist[ANIM_1H_WAIT]) { AimTime = 0; if(eeMousePressed1()) { changeAnimation(io, 1, alist[ANIM_1H_STRIKE_LEFT_START + CurrFightPos * 3]); io->isHit = false; } } // Now go for strike cycle... for(long j = 0; j < 4; j++) { if(layer1.cur_anim == alist[ANIM_1H_STRIKE_LEFT_START+j*3] && (layer1.flags & EA_ANIMEND)) { changeAnimation(io, 1, alist[ANIM_1H_STRIKE_LEFT_CYCLE + j * 3], EA_LOOP); AimTime = (unsigned long)(arxtime); } else if(layer1.cur_anim == alist[ANIM_1H_STRIKE_LEFT_CYCLE+j*3] && !eeMousePressed1()) { changeAnimation(io, 1, alist[ANIM_1H_STRIKE_LEFT + j * 3]); strikeSpeak(io); SendIOScriptEvent(io, SM_STRIKE, "1h"); CurrFightPos = 0; AimTime = 0; } else if(layer1.cur_anim == alist[ANIM_1H_STRIKE_LEFT+j*3]) { if(layer1.ctime > layer1.cur_anim->anims[layer1.altidx_cur]->anim_time * 0.3f && layer1.ctime < layer1.cur_anim->anims[layer1.altidx_cur]->anim_time * 0.7f) { Entity * weapon = entities[player.equiped[EQUIP_SLOT_WEAPON]]; if(PlayerWeaponBlocked == -1 && ARX_EQUIPMENT_Strike_Check(io, weapon, STRIKE_AIMTIME, 0)) { PlayerWeaponBlocked = layer1.ctime; } } if(layer1.flags & EA_ANIMEND) { changeAnimation(io, 1, alist[ANIM_1H_WAIT], EA_LOOP); layer1.flags &= ~(EA_PAUSED | EA_REVERSE); CurrFightPos = 0; AimTime = 0; PlayerWeaponBlocked = -1; } if(PlayerWeaponBlocked != -1 && layer1.ctime < layer1.cur_anim->anims[layer1.altidx_cur]->anim_time * 0.9f) { Entity * weapon = entities[player.equiped[EQUIP_SLOT_WEAPON]]; ARX_EQUIPMENT_Strike_Check(io, weapon, STRIKE_AIMTIME, 1); } } } break; case WEAPON_2H: // 2HANDED PLAYER MANAGEMENT // Waiting and Receiving Strike Impulse if(layer1.cur_anim == alist[ANIM_2H_WAIT]) { AimTime = 0; if(eeMousePressed1()) { changeAnimation(io, 1, alist[ANIM_2H_STRIKE_LEFT_START + CurrFightPos * 3]); io->isHit = false; } } // Now go for strike cycle... for(long j = 0; j < 4; j++) { if(layer1.cur_anim == alist[ANIM_2H_STRIKE_LEFT_START+j*3] && (layer1.flags & EA_ANIMEND)) { changeAnimation(io, 1, alist[ANIM_2H_STRIKE_LEFT_CYCLE + j * 3], EA_LOOP); AimTime = (unsigned long)(arxtime); } else if(layer1.cur_anim == alist[ANIM_2H_STRIKE_LEFT_CYCLE+j*3] && !eeMousePressed1()) { changeAnimation(io, 1, alist[ANIM_2H_STRIKE_LEFT + j * 3]); strikeSpeak(io); SendIOScriptEvent(io, SM_STRIKE, "2h"); CurrFightPos = 0; AimTime = 0; } else if(layer1.cur_anim == alist[ANIM_2H_STRIKE_LEFT+j*3]) { if(layer1.ctime > layer1.cur_anim->anims[layer1.altidx_cur]->anim_time * 0.3f && layer1.ctime < layer1.cur_anim->anims[layer1.altidx_cur]->anim_time * 0.7f) { Entity * weapon = entities[player.equiped[EQUIP_SLOT_WEAPON]]; if(PlayerWeaponBlocked == -1 && ARX_EQUIPMENT_Strike_Check(io, weapon, STRIKE_AIMTIME, 0)) { PlayerWeaponBlocked = layer1.ctime; } } if(layer1.flags & EA_ANIMEND) { changeAnimation(io, 1, alist[ANIM_2H_WAIT], EA_LOOP); layer1.flags &= ~(EA_PAUSED | EA_REVERSE); CurrFightPos = 0; AimTime = 0; PlayerWeaponBlocked = -1; } if(PlayerWeaponBlocked != -1 && layer1.ctime < layer1.cur_anim->anims[layer1.altidx_cur]->anim_time * 0.9f) { Entity * weapon = entities[player.equiped[EQUIP_SLOT_WEAPON]]; ARX_EQUIPMENT_Strike_Check(io, weapon, STRIKE_AIMTIME, 1); } } } break; case WEAPON_BOW: // MISSILE PLAYER MANAGEMENT if(layer1.cur_anim == alist[ANIM_MISSILE_STRIKE_CYCLE]) { if(GLOBAL_SLOWDOWN != 1.f) BOW_FOCAL += Original_framedelay; else BOW_FOCAL += framedelay; if(BOW_FOCAL > 710) BOW_FOCAL = 710; } // Waiting and Receiving Strike Impulse if(layer1.cur_anim == alist[ANIM_MISSILE_WAIT]) { AimTime = (unsigned long)(arxtime); if(eeMousePressed1() && Player_Arrow_Count() > 0) { changeAnimation(io, 1, alist[ANIM_MISSILE_STRIKE_PART_1]); io->isHit = false; } } if(layer1.cur_anim == alist[ANIM_MISSILE_STRIKE_PART_1] && (layer1.flags & EA_ANIMEND)) { AimTime = 0; changeAnimation(io, 1, alist[ANIM_MISSILE_STRIKE_PART_2]); EERIE_LINKEDOBJ_LinkObjectToObject(io->obj, arrowobj, "left_attach", "attach", NULL); } // Now go for strike cycle... if(layer1.cur_anim == alist[ANIM_MISSILE_STRIKE_PART_2] && (layer1.flags & EA_ANIMEND)) { changeAnimation(io, 1, alist[ANIM_MISSILE_STRIKE_CYCLE], EA_LOOP); AimTime = (unsigned long)(arxtime); } else if(layer1.cur_anim == alist[ANIM_MISSILE_STRIKE_CYCLE] && !eeMousePressed1()) { EERIE_LINKEDOBJ_UnLinkObjectFromObject(io->obj, arrowobj); changeAnimation(io, 1, alist[ANIM_MISSILE_STRIKE]); SendIOScriptEvent(io, SM_STRIKE, "bow"); StrikeAimtime(); STRIKE_AIMTIME = (float)(BOW_FOCAL)/710.f; Entity * quiver = Player_Arrow_Count_Decrease(); float poisonous = 0.f; if(quiver) { poisonous = quiver->poisonous; if(quiver->poisonous_count > 0) { quiver->poisonous_count--; if(quiver->poisonous_count <= 0) quiver->poisonous = 0; } ARX_DAMAGES_DurabilityLoss(quiver, 1.f); // TODO is this needed ?, quivers seem to self destruct via script, but maybe not all if(ValidIOAddress(quiver) && quiver->durability <= 0.f) { ARX_INTERACTIVE_DestroyIOdelayed(quiver); } } float aimratio = STRIKE_AIMTIME; if(sp_max && poisonous < 3.f) poisonous = 3.f; Vec3f orgPos = player.pos + Vec3f(0.f, 40.f, 0.f); if(io->obj->fastaccess.left_attach >= 0) { orgPos = io->obj->vertexlist3[io->obj->fastaccess.left_attach].v; } Anglef orgAngle = player.angle; PlayerLaunchArrow_Test(aimratio, poisonous, orgPos, orgAngle); if(sp_max) { Anglef angle; Vec3f pos = player.pos + Vec3f(0.f, 40.f, 0.f); angle.setYaw(player.angle.getYaw()); angle.setPitch(player.angle.getPitch() + 8); angle.setRoll(player.angle.getRoll()); PlayerLaunchArrow_Test(aimratio, poisonous, pos, angle); angle.setYaw(player.angle.getYaw()); angle.setPitch(player.angle.getPitch() - 8); PlayerLaunchArrow_Test(aimratio, poisonous, pos, angle); angle.setYaw(player.angle.getYaw()); angle.setPitch(player.angle.getPitch() + 4.f); PlayerLaunchArrow_Test(aimratio, poisonous, pos, angle); angle.setYaw(player.angle.getYaw()); angle.setPitch(player.angle.getPitch() - 4.f); PlayerLaunchArrow_Test(aimratio, poisonous, pos, angle); } AimTime = 0; } else if(layer1.cur_anim == alist[ANIM_MISSILE_STRIKE]) { BOW_FOCAL -= Original_framedelay; if(BOW_FOCAL < 0) BOW_FOCAL = 0; if(layer1.flags & EA_ANIMEND) { BOW_FOCAL = 0; changeAnimation(io, 1, alist[ANIM_MISSILE_WAIT], EA_LOOP); AimTime = 0; PlayerWeaponBlocked = -1; EERIE_LINKEDOBJ_UnLinkObjectFromObject(io->obj, arrowobj); } } break; } LAST_WEAPON_TYPE = weapontype; }
void ManageCombatModeAnimations() { arx_assert(entities.player()); if(player.m_aimTime > 0) { player.m_aimTime += g_platformTime.lastFrameDuration(); } Entity * const io = entities.player(); AnimLayer & layer1 = io->animlayer[1]; ANIM_HANDLE ** alist = io->anims; WeaponType weapontype = ARX_EQUIPMENT_GetPlayerWeaponType(); if(weapontype == WEAPON_BARE && LAST_WEAPON_TYPE != weapontype) { if(layer1.cur_anim != alist[ANIM_BARE_WAIT]) { changeAnimation(io, 1, alist[ANIM_BARE_WAIT]); player.m_aimTime = 0; } } switch(weapontype) { case WEAPON_BARE: { // BARE HANDS PLAYER MANAGEMENT if(layer1.cur_anim == alist[ANIM_BARE_WAIT]) { player.m_aimTime = 0; if(eeMousePressed1()) { changeAnimation(io, 1, alist[ANIM_BARE_STRIKE_LEFT_START + player.m_strikeDirection * 3]); io->isHit = false; } } // Now go for strike cycle... for(long j = 0; j < 4; j++) { if(layer1.cur_anim == alist[ANIM_BARE_STRIKE_LEFT_START + j * 3] && (layer1.flags & EA_ANIMEND)) { changeAnimation(io, 1, alist[ANIM_BARE_STRIKE_LEFT_CYCLE + j * 3], EA_LOOP); player.m_aimTime = PlatformDuration::ofRaw(1); } else if(layer1.cur_anim == alist[ANIM_BARE_STRIKE_LEFT_CYCLE + j * 3] && !eeMousePressed1()) { changeAnimation(io, 1, alist[ANIM_BARE_STRIKE_LEFT + j * 3]); strikeSpeak(io); SendIOScriptEvent(NULL, io, SM_STRIKE, "bare"); player.m_weaponBlocked = AnimationDuration::ofRaw(-1); // TODO inband signaling AnimationDuration player.m_strikeDirection = 0; player.m_aimTime = 0; } else if(layer1.cur_anim == alist[ANIM_BARE_STRIKE_LEFT + j * 3]) { if(layer1.flags & EA_ANIMEND) { changeAnimation(io, 1, alist[ANIM_BARE_WAIT], EA_LOOP); player.m_strikeDirection = 0; player.m_aimTime = PlatformDuration::ofRaw(1); player.m_weaponBlocked = AnimationDuration::ofRaw(-1); } else if( layer1.ctime > layer1.currentAltAnim()->anim_time * 0.2f && layer1.ctime < layer1.currentAltAnim()->anim_time * 0.8f && player.m_weaponBlocked == AnimationDuration::ofRaw(-1)) { ActionPoint id = ActionPoint(); if(layer1.cur_anim == alist[ANIM_BARE_STRIKE_LEFT]) { id = io->obj->fastaccess.left_attach; } else { // Strike Right id = io->obj->fastaccess.primary_attach; } if(id != ActionPoint()) { Sphere sphere; sphere.origin = actionPointPosition(io->obj, id); sphere.radius = 25.f; EntityHandle num; if(CheckAnythingInSphere(sphere, EntityHandle_Player, 0, &num)) { float dmgs = (player.m_miscFull.damages + 1) * player.m_strikeAimRatio; if(ARX_DAMAGES_TryToDoDamage(actionPointPosition(io->obj, id), dmgs, 40, EntityHandle_Player)) { player.m_weaponBlocked = layer1.ctime; } ParticleSparkSpawnContinous(sphere.origin, unsigned(dmgs), SpawnSparkType_Success); if(ValidIONum(num)) { static PlatformInstant lastHit = 0; PlatformInstant now = g_platformTime.frameStart(); if(now - lastHit > toPlatformDuration(layer1.ctime)) { ARX_SOUND_PlayCollision(entities[num]->material, MATERIAL_FLESH, 1.f, 1.f, sphere.origin, NULL); lastHit = now; } } } } } } } break; } case WEAPON_DAGGER: { // DAGGER PLAYER MANAGEMENT // Waiting and receiving Strike Impulse if(layer1.cur_anim == alist[ANIM_DAGGER_WAIT]) { player.m_aimTime = 0; if(eeMousePressed1()) { changeAnimation(io, 1, alist[ANIM_DAGGER_STRIKE_LEFT_START + player.m_strikeDirection * 3]); io->isHit = false; } } // Now go for strike cycle... for(long j = 0; j < 4; j++) { if(layer1.cur_anim == alist[ANIM_DAGGER_STRIKE_LEFT_START + j * 3] && (layer1.flags & EA_ANIMEND)) { changeAnimation(io, 1, alist[ANIM_DAGGER_STRIKE_LEFT_CYCLE + j * 3], EA_LOOP); player.m_aimTime = PlatformDuration::ofRaw(1); } else if(layer1.cur_anim == alist[ANIM_DAGGER_STRIKE_LEFT_CYCLE + j * 3] && !eeMousePressed1()) { changeAnimation(io, 1, alist[ANIM_DAGGER_STRIKE_LEFT + j * 3]); strikeSpeak(io); SendIOScriptEvent(NULL, io, SM_STRIKE, "dagger"); player.m_strikeDirection = 0; player.m_aimTime = 0; } else if(layer1.cur_anim == alist[ANIM_DAGGER_STRIKE_LEFT + j * 3]) { if( layer1.ctime > layer1.currentAltAnim()->anim_time * 0.3f && layer1.ctime < layer1.currentAltAnim()->anim_time * 0.7f ) { Entity * weapon = entities[player.equiped[EQUIP_SLOT_WEAPON]]; if(player.m_weaponBlocked == AnimationDuration::ofRaw(-1) && ARX_EQUIPMENT_Strike_Check(io, weapon, player.m_strikeAimRatio, 0)) { player.m_weaponBlocked = layer1.ctime; } } if(layer1.flags & EA_ANIMEND) { changeAnimation(io, 1, alist[ANIM_DAGGER_WAIT], EA_LOOP); layer1.flags &= ~(EA_PAUSED | EA_REVERSE); player.m_strikeDirection = 0; player.m_aimTime = PlatformDuration::ofRaw(1); player.m_weaponBlocked = AnimationDuration::ofRaw(-1); } if( player.m_weaponBlocked != AnimationDuration::ofRaw(-1) && layer1.ctime < layer1.currentAltAnim()->anim_time * 0.9f ) { Entity * weapon = entities[player.equiped[EQUIP_SLOT_WEAPON]]; ARX_EQUIPMENT_Strike_Check(io, weapon, player.m_strikeAimRatio, 1); } } } break; } case WEAPON_1H: { // 1HANDED PLAYER MANAGEMENT // Waiting and Received Strike Impulse if(layer1.cur_anim == alist[ANIM_1H_WAIT]) { player.m_aimTime = 0; if(eeMousePressed1()) { changeAnimation(io, 1, alist[ANIM_1H_STRIKE_LEFT_START + player.m_strikeDirection * 3]); io->isHit = false; } } // Now go for strike cycle... for(long j = 0; j < 4; j++) { if(layer1.cur_anim == alist[ANIM_1H_STRIKE_LEFT_START + j * 3] && (layer1.flags & EA_ANIMEND)) { changeAnimation(io, 1, alist[ANIM_1H_STRIKE_LEFT_CYCLE + j * 3], EA_LOOP); player.m_aimTime = PlatformDuration::ofRaw(1); } else if(layer1.cur_anim == alist[ANIM_1H_STRIKE_LEFT_CYCLE + j * 3] && !eeMousePressed1()) { changeAnimation(io, 1, alist[ANIM_1H_STRIKE_LEFT + j * 3]); strikeSpeak(io); SendIOScriptEvent(NULL, io, SM_STRIKE, "1h"); player.m_strikeDirection = 0; player.m_aimTime = 0; } else if(layer1.cur_anim == alist[ANIM_1H_STRIKE_LEFT + j * 3]) { if( layer1.ctime > layer1.currentAltAnim()->anim_time * 0.3f && layer1.ctime < layer1.currentAltAnim()->anim_time * 0.7f ) { Entity * weapon = entities[player.equiped[EQUIP_SLOT_WEAPON]]; if(player.m_weaponBlocked == AnimationDuration::ofRaw(-1) && ARX_EQUIPMENT_Strike_Check(io, weapon, player.m_strikeAimRatio, 0)) { player.m_weaponBlocked = layer1.ctime; } } if(layer1.flags & EA_ANIMEND) { changeAnimation(io, 1, alist[ANIM_1H_WAIT], EA_LOOP); layer1.flags &= ~(EA_PAUSED | EA_REVERSE); player.m_strikeDirection = 0; player.m_aimTime = 0; player.m_weaponBlocked = AnimationDuration::ofRaw(-1); } if( player.m_weaponBlocked != AnimationDuration::ofRaw(-1) && layer1.ctime < layer1.currentAltAnim()->anim_time * 0.9f ) { Entity * weapon = entities[player.equiped[EQUIP_SLOT_WEAPON]]; ARX_EQUIPMENT_Strike_Check(io, weapon, player.m_strikeAimRatio, 1); } } } break; } case WEAPON_2H: { // 2HANDED PLAYER MANAGEMENT // Waiting and Receiving Strike Impulse if(layer1.cur_anim == alist[ANIM_2H_WAIT]) { player.m_aimTime = 0; if(eeMousePressed1()) { changeAnimation(io, 1, alist[ANIM_2H_STRIKE_LEFT_START + player.m_strikeDirection * 3]); io->isHit = false; } } // Now go for strike cycle... for(long j = 0; j < 4; j++) { if(layer1.cur_anim == alist[ANIM_2H_STRIKE_LEFT_START + j * 3] && (layer1.flags & EA_ANIMEND)) { changeAnimation(io, 1, alist[ANIM_2H_STRIKE_LEFT_CYCLE + j * 3], EA_LOOP); player.m_aimTime = PlatformDuration::ofRaw(1); } else if(layer1.cur_anim == alist[ANIM_2H_STRIKE_LEFT_CYCLE + j * 3] && !eeMousePressed1()) { changeAnimation(io, 1, alist[ANIM_2H_STRIKE_LEFT + j * 3]); strikeSpeak(io); SendIOScriptEvent(NULL, io, SM_STRIKE, "2h"); player.m_strikeDirection = 0; player.m_aimTime = 0; } else if(layer1.cur_anim == alist[ANIM_2H_STRIKE_LEFT + j * 3]) { if( layer1.ctime > layer1.currentAltAnim()->anim_time * 0.3f && layer1.ctime < layer1.currentAltAnim()->anim_time * 0.7f ) { Entity * weapon = entities[player.equiped[EQUIP_SLOT_WEAPON]]; if(player.m_weaponBlocked == AnimationDuration::ofRaw(-1) && ARX_EQUIPMENT_Strike_Check(io, weapon, player.m_strikeAimRatio, 0)) { player.m_weaponBlocked = layer1.ctime; } } if(layer1.flags & EA_ANIMEND) { changeAnimation(io, 1, alist[ANIM_2H_WAIT], EA_LOOP); layer1.flags &= ~(EA_PAUSED | EA_REVERSE); player.m_strikeDirection = 0; player.m_aimTime = 0; player.m_weaponBlocked = AnimationDuration::ofRaw(-1); } if( player.m_weaponBlocked != AnimationDuration::ofRaw(-1) && layer1.ctime < layer1.currentAltAnim()->anim_time * 0.9f ) { Entity * weapon = entities[player.equiped[EQUIP_SLOT_WEAPON]]; ARX_EQUIPMENT_Strike_Check(io, weapon, player.m_strikeAimRatio, 1); } } } break; } case WEAPON_BOW: { // MISSILE PLAYER MANAGEMENT if(layer1.cur_anim == alist[ANIM_MISSILE_STRIKE_CYCLE]) { player.m_bowAimRatio += bowZoomFromDuration(toMs(g_platformTime.lastFrameDuration())); if(player.m_bowAimRatio > 1.f) player.m_bowAimRatio = 1.f; } // Waiting and Receiving Strike Impulse if(layer1.cur_anim == alist[ANIM_MISSILE_WAIT]) { player.m_aimTime = PlatformDuration::ofRaw(1); if(eeMousePressed1() && Player_Arrow_Count() > 0) { changeAnimation(io, 1, alist[ANIM_MISSILE_STRIKE_PART_1]); io->isHit = false; } } if(layer1.cur_anim == alist[ANIM_MISSILE_STRIKE_PART_1] && (layer1.flags & EA_ANIMEND)) { player.m_aimTime = 0; changeAnimation(io, 1, alist[ANIM_MISSILE_STRIKE_PART_2]); EERIE_LINKEDOBJ_LinkObjectToObject(io->obj, arrowobj, "left_attach", "attach", NULL); } // Now go for strike cycle... if(layer1.cur_anim == alist[ANIM_MISSILE_STRIKE_PART_2] && (layer1.flags & EA_ANIMEND)) { changeAnimation(io, 1, alist[ANIM_MISSILE_STRIKE_CYCLE], EA_LOOP); player.m_aimTime = PlatformDuration::ofRaw(1); } else if(layer1.cur_anim == alist[ANIM_MISSILE_STRIKE_CYCLE] && !eeMousePressed1()) { EERIE_LINKEDOBJ_UnLinkObjectFromObject(io->obj, arrowobj); changeAnimation(io, 1, alist[ANIM_MISSILE_STRIKE]); SendIOScriptEvent(NULL, io, SM_STRIKE, "bow"); StrikeAimtime(); player.m_strikeAimRatio = player.m_bowAimRatio; Entity * quiver = Player_Arrow_Count_Decrease(); float poisonous = 0.f; if(quiver) { poisonous = quiver->poisonous; if(quiver->poisonous_count > 0) { quiver->poisonous_count--; if(quiver->poisonous_count <= 0) quiver->poisonous = 0; } ARX_DAMAGES_DurabilityLoss(quiver, 1.f); // TODO is this needed ?, quivers seem to self destruct via script, but maybe not all if(ValidIOAddress(quiver) && quiver->durability <= 0.f) { ARX_INTERACTIVE_DestroyIOdelayed(quiver); } } float aimratio = player.m_strikeAimRatio; if(sp_max && poisonous < 3.f) poisonous = 3.f; Vec3f orgPos = player.pos + Vec3f(0.f, 40.f, 0.f); if(io->obj->fastaccess.left_attach != ActionPoint()) { orgPos = actionPointPosition(io->obj, io->obj->fastaccess.left_attach); } Anglef orgAngle = player.angle; PlayerLaunchArrow_Test(aimratio, poisonous, orgPos, orgAngle); if(sp_max) { Anglef angle; Vec3f pos = player.pos + Vec3f(0.f, 40.f, 0.f); angle.setPitch(player.angle.getPitch()); angle.setYaw(player.angle.getYaw() + 8); angle.setRoll(player.angle.getRoll()); PlayerLaunchArrow_Test(aimratio, poisonous, pos, angle); angle.setPitch(player.angle.getPitch()); angle.setYaw(player.angle.getYaw() - 8); PlayerLaunchArrow_Test(aimratio, poisonous, pos, angle); angle.setPitch(player.angle.getPitch()); angle.setYaw(player.angle.getYaw() + 4.f); PlayerLaunchArrow_Test(aimratio, poisonous, pos, angle); angle.setPitch(player.angle.getPitch()); angle.setYaw(player.angle.getYaw() - 4.f); PlayerLaunchArrow_Test(aimratio, poisonous, pos, angle); } player.m_aimTime = 0; } else if(layer1.cur_anim == alist[ANIM_MISSILE_STRIKE]) { player.m_bowAimRatio -= bowZoomFromDuration(toMs(g_platformTime.lastFrameDuration())); if(player.m_bowAimRatio < 0) player.m_bowAimRatio = 0; if(layer1.flags & EA_ANIMEND) { player.m_bowAimRatio = 0; changeAnimation(io, 1, alist[ANIM_MISSILE_WAIT], EA_LOOP); player.m_aimTime = 0; player.m_weaponBlocked = AnimationDuration::ofRaw(-1); EERIE_LINKEDOBJ_UnLinkObjectFromObject(io->obj, arrowobj); } } break; } } LAST_WEAPON_TYPE = weapontype; }