/** * \brief This function is called when this carried item collides an enemy. * \param enemy the enemy */ void CarriedItem::notify_collision_with_enemy(Enemy &enemy) { if (is_throwing && !can_explode() && get_damage_on_enemies() > 0) { enemy.try_hurt(EnemyAttack::THROWN_ITEM, *this, nullptr); } }
/** * @brief This function is called when this carried item collides an enemy. * @param enemy the enemy */ void CarriedItem::notify_collision_with_enemy(Enemy &enemy) { if (is_throwing && !can_explode() && get_damage_on_enemies() > 0) { enemy.try_hurt(ATTACK_THROWN_ITEM, *this, NULL); } }
/** * \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); } } } }
/** * \copydoc Detector::notify_action_command_pressed */ bool 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) && get_weight() != -1 && !is_being_cut && !is_waiting_for_regeneration() && !is_regenerating) { if (get_equipment().has_ability(Ability::LIFT, get_weight())) { uint32_t explosion_date = get_can_explode() ? System::now() + 6000 : 0; get_hero().start_lifting(std::make_shared<CarriedItem>( get_hero(), *this, get_animation_set_id(), get_destruction_sound(), get_damage_on_enemies(), explosion_date) ); // Play the sound. Sound::play("lift"); // Create the pickable treasure. create_treasure(); if (!get_can_regenerate()) { // Remove this destructible from the map. remove_from_map(); } else { // The item can actually regenerate. play_destroy_animation(); } // Notify Lua. get_lua_context().destructible_on_lifting(*this); } else { // Cannot lift the object. get_hero().start_grabbing(); get_lua_context().destructible_on_looked(*this); } return true; } return false; }