/** * @brief Plays the animation destroy of this item. */ void Destructible::play_destroy_animation() { is_being_cut = true; Sound::play(get_destruction_sound_id()); get_sprite().set_current_animation("destroy"); if (!is_drawn_in_y_order()) { get_entities().bring_to_front(this); // show animation destroy to front } }
/** * \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); } } } }
/** * \brief Plays the animation destroy of this item. */ void Destructible::play_destroy_animation() { is_being_cut = true; modified_ground = GROUND_EMPTY; Sound::play(get_destruction_sound_id()); get_sprite().set_current_animation("destroy"); if (!is_drawn_in_y_order()) { get_entities().bring_to_front(this); // show animation destroy to front } update_ground_observers(); // The ground (if any) has just disappeared. }