예제 #1
0
void ManaGauge::updateInput(const Vec2f & mousePos) {
	if(!(player.Interface & INTER_COMBATMODE)) {
		if(m_rect.contains(mousePos)) {
			if(eeMouseDown1()) {
				std::stringstream ss;
				ss << checked_range_cast<int>(player.manaPool.current);
				ARX_SPEECH_Add(ss.str());
			}
		}
	}
}
예제 #2
0
void PrecastSpellsGui::PrecastSpellIconSlot::updateInput() {
	if(m_rect.contains(Vec2f(DANAEMouse))) {
		cursorSetInteraction();
		
		if(eeMouseUp1()) {
			if(Precast[m_precastIndex.handleData()].typ >= 0) {
				ARX_SPEECH_Add(spellicons[Precast[m_precastIndex.handleData()].typ].name);
			}
		}
		
		if(eeMouseDoubleClick1()) {
			ARX_SPELLS_Precast_Launch(m_precastIndex);
		}
	}
}
예제 #3
0
void ActiveSpellsGui::ActiveSpellIconSlot::updateInput(const Vec2f & mousePos) {
	
	if(!m_abortable)
		return;
	
	if(m_rect.contains(mousePos)) {
		cursorSetInteraction();
		
		if(eeMouseUp1()) {
			if(spells[spellIndex]->m_type >= 0) {
				ARX_SPEECH_Add(spellicons[spells[spellIndex]->m_type].name);
			}
		}
		
		if(eeMouseDoubleClick1()) {
			ARX_SOUND_PlaySFX(SND_MAGIC_FIZZLE);
			spells.endSpell(spells[spellIndex]);
		}
	}
}
예제 #4
0
void ApplySPMax() {

	MakeCoolFx(player.pos);
	sp_max=~sp_max;

	if (sp_max)
	{
		MakeSpCol();
		sp_max_ch = "!!!_FaNt0mAc1e_!!!";
		sp_max_start=arxtime.get_updated();

			player.skin=4;

			ARX_EQUIPMENT_RecreatePlayerMesh();

		ARX_PLAYER_Rune_Add_All();
		std::string text = "!!!!!!! FanTomAciE !!!!!!!";
		ARX_SPEECH_Add(text);
		player.Attribute_Redistribute+=10;
		player.Skill_Redistribute+=50;
		player.level=std::max((int)player.level,10);
		player.xp=GetXPforLevel(10);
	}
	else
	{
		TextureContainer * tcm;
		tcm = TextureContainer::Load("graph/obj3d/textures/npc_human_cm_hero_head");
		if(tcm) {
			delete tcm;
			player.heads[0]
				= TextureContainer::Load("graph/obj3d/textures/npc_human_base_hero_head");
			player.heads[1]
				= TextureContainer::Load("graph/obj3d/textures/npc_human_base_hero2_head");
			player.heads[2]
				= TextureContainer::Load("graph/obj3d/textures/npc_human_base_hero3_head");
			ARX_EQUIPMENT_RecreatePlayerMesh();
		}
	}
}