Esempio n. 1
0
void Weapon::internalUseWeapon(Player* player, Item* item, Tile* tile) const
{
	if (m_scripted) {
		LuaVariant var;
		var.type = VARIANT_TARGETPOSITION;
		var.pos = tile->getPosition();
		executeUseWeapon(player, var);
	} else {
		Combat::postCombatEffects(player, tile->getPosition(), params);
		g_game.addMagicEffect(tile->getPosition(), CONST_ME_POFF);
	}

	onUsedWeapon(player, item, tile);
}
Esempio n. 2
0
bool Weapon::internalUseWeapon(Player* player, Item* item, Creature* target, int32_t damageModifier) const
{
	if (m_scripted) {
		LuaVariant var;
		var.type = VARIANT_NUMBER;
		var.number = target->getID();
		executeUseWeapon(player, var);
	} else {
		int32_t damage = (getWeaponDamage(player, target, item) * damageModifier) / 100;
		Combat::doCombatHealth(player, target, damage, damage, params);
	}

	onUsedAmmo(player, item, target->getTile());
	onUsedWeapon(player, item, target->getTile());
	return true;
}
Esempio n. 3
0
void Weapon::internalUseWeapon(Player* player, Item* item, Creature* target, int32_t damageModifier) const
{
	if (m_scripted) {
		LuaVariant var;
		var.type = VARIANT_NUMBER;
		var.number = target->getID();
		executeUseWeapon(player, var);
	} else {
		CombatDamage damage;
		WeaponType_t weaponType = item->getWeaponType();
		if (weaponType == WEAPON_AMMO || weaponType == WEAPON_DISTANCE) {
			damage.origin = ORIGIN_RANGED;
		} else {
			damage.origin = ORIGIN_MELEE;
		}
		damage.primary.type = params.combatType;
		damage.primary.value = (getWeaponDamage(player, target, item) * damageModifier) / 100;
		damage.secondary.type = getElementType();
		damage.secondary.value = getElementDamage(player, target, item);
		Combat::doCombatHealth(player, target, damage, params);
	}

	onUsedWeapon(player, item, target->getTile());
}