Пример #1
0
P_ITEM cChar::getShield()
{
	P_ITEM pi=GetItemOnLayer(2);
	if (pi && IsShield(pi->id()) )
		return pi;
	else
		return NULL;
}
Пример #2
0
// this is a q&d fix for 'sell price higher than buy price' bug (Duke, 30.3.2001)
static bool items_match(P_ITEM pi1, P_ITEM pi2)
{
	if (pi1 && pi2 && pi1->id()==pi2->id() &&
		pi1->type==pi2->type &&
		!(pi1->id()==0x14F0 && (pi1->morex!=pi2->morex)) &&			// house deeds only differ by morex
		!(IsShield(pi1->id()) && pi1->name2 == pi2->name2) &&	// magic shields only differ by name2
		!(IsMetalArmour(pi1->id()) && pi1->color != pi2->color) )	// color checking for armour
		return true;
	return false;
}
Пример #3
0
void CItemArmor::addModifier(CModifier* modifier)
{
    if (IsShield() && modifier->getModID() == MOD_DEF)
    {
        // reduction calc source: www.bluegartr.com/threads/84830-Shield-Asstery

		int16 pdt = modifier->getModAmount() / 2;

		switch(m_shieldSize)
        {
			case 1: pdt += 22; break; // Bucker 22%
			case 2: pdt += 40; break; // Round  40%
			case 3: pdt += 50; break; // Kite   50%
			case 4: pdt += 55; break; // Tower  55%
			case 5: pdt += 60; break; // Aegis  60%
		}
        m_absorption = dsp_min(pdt,100);
    }
    modList.push_back(modifier);
}
Пример #4
0
void Player::AttackAnimationTimerFinished()
{
	if (IsBow())
	{
	}
	else if (IsBoomerang())
	{
		vec3 boomerangSpawnPosition = GetCenter() + (m_forward*0.75f) + (GetRightVector()*-0.4f) + (GetUpVector()*0.5f);

		float cameraModification = (m_cameraForward.y*17.5f);
		if (m_cameraForward.y < 0.0f)
		{
			cameraModification = (m_cameraForward.y*5.0f);
		}

		vec3 boomerangTarget = boomerangSpawnPosition + m_forward*15.0f + (vec3(0.0f, 1.0f, 0.0f) * cameraModification);
		if (m_pTargetEnemy != NULL)
		{
			boomerangTarget = m_pTargetEnemy->GetProjectileHitboxCenter();
			if (m_pTargetEnemy->IsMoving())
			{
				boomerangTarget += m_pTargetEnemy->GetForwardVector() * (m_pTargetEnemy->GetMovementSpeed() / 3.0f);
			}
		}

		float curveTime = length(boomerangTarget - boomerangSpawnPosition) / 15.0f;
		if (curveTime <= 0.4f)
			curveTime = 0.4f;

		Projectile* pProjectile = m_pProjectileManager->CreateProjectile(boomerangSpawnPosition, vec3(0.0f, 0.0f, 0.0f), 0.0f, "media/gamedata/weapons/Boomerang/BoomerangThrown.weapon", 0.05f);
		pProjectile->SetProjectileType(true, false, false);
		pProjectile->SetOwner(this, NULL, NULL);
		pProjectile->SetGravityMultiplier(0.0f);
		pProjectile->SetReturnToPlayer(true);
		pProjectile->SetProjectileCurveParams(m_forward, boomerangTarget, curveTime);
		pProjectile->SetWorldCollisionEnabled(true);

		m_pVoxelCharacter->SetRenderRightWeapon(false);
	}
	else if (IsStaff())
	{
		float powerAmount = 25.0f;
		float cameraMultiplier = 25.0f;

		vec3 spellSpawnPosition = GetCenter() + (m_forward*1.25f) + (GetUpVector()*0.25f);

		if (VoxGame::GetInstance()->GetCameraMode() == CameraMode_FirstPerson)
		{
			cameraMultiplier = 30.0f;
			spellSpawnPosition.y += 0.75f;
		}

		vec3 spellSpawnVelocity = m_forward * powerAmount + vec3(0.0f, 1.0f, 0.0f) * (m_cameraForward.y*cameraMultiplier);

		if (m_pTargetEnemy != NULL)
		{
			vec3 toTarget = m_pTargetEnemy->GetProjectileHitboxCenter() - GetCenter();
			spellSpawnVelocity = (normalize(toTarget) * powerAmount);
		}

		Projectile* pProjectile = m_pProjectileManager->CreateProjectile(spellSpawnPosition, spellSpawnVelocity, 0.0f, "media/gamedata/items/Fireball/Fireball.item", 0.05f);
		pProjectile->SetProjectileType(true, false, false);
		pProjectile->SetOwner(this, NULL, NULL);
		pProjectile->SetGravityMultiplier(0.0f);
	}
	else if (IsWand())
	{
	}
	else if (IsBomb())
	{
		vec3 bombSpawnPosition = GetCenter() + (m_forward*0.75f) + (GetUpVector()*0.5f);

		float liftAmount = 8.0f;
		float powerAmount = 30.0f;
		float cameraMultiplier = 25.0f;

		if (VoxGame::GetInstance()->GetCameraMode() == CameraMode_FirstPerson)
		{
			cameraMultiplier = 30.0f;
		}

		vec3 bombSpawnVelocity;
		if (m_pTargetEnemy)
		{
			// Enemy target
			vec3 toTarget = m_pTargetEnemy->GetCenter() - GetCenter();
			float toTargetDistance = length(toTarget);
			liftAmount += toTargetDistance * 0.04f;
			bombSpawnVelocity = (normalize(toTarget) * powerAmount) + vec3(0.0f, liftAmount, 0.0f);
		}
		else
		{
			bombSpawnVelocity = (m_forward * powerAmount) + (GetUpVector() * liftAmount) + vec3(0.0f, 1.0f, 0.0f) * (m_cameraForward.y*cameraMultiplier);
		}

		Projectile* pProjectile = m_pProjectileManager->CreateProjectile(bombSpawnPosition, bombSpawnVelocity, 0.0f, "media/gamedata/items/Bomb/BombThrown.item", 0.05f);
		pProjectile->SetProjectileType(true, false, false);
		pProjectile->SetOwner(this, NULL, NULL);
		pProjectile->SetGravityMultiplier(3.5f);
		float explodeRadius = 3.5f - (GetRandomNumber(-150, 0, 2) * 0.01f);
		pProjectile->SetExplodingProjectile(true, explodeRadius);

		//m_pVoxelCharacter->SetRenderRightWeapon(false);

		InventoryItem* pItem = m_pInventoryManager->GetInventoryItemForEquipSlot(EquipSlot_RightHand);
		if (pItem != NULL)
		{
			if (pItem->m_quantity != -1)
			{
				pItem->m_quantity -= 1;
			}
			if (pItem->m_quantity == 0)
			{
				// Remove this item from the manager, and remove it from the inventory and GUI
				UnequipItem(EquipSlot_RightHand, false, false);
				m_pInventoryManager->RemoveInventoryItem(EquipSlot_RightHand);
				m_pActionBar->RemoveInventoryItemFromActionBar(pItem->m_title);
			}
		}
	}
	else if (IsConsumable())
	{
	}
	else if (IsDagger())
	{
	}
	else if (IsHammer())
	{
	}
	else if (IsMace())
	{
	}
	else if (IsSickle())
	{
	}
	else if (IsPickaxe())
	{
		Item* pInteractItem = VoxGame::GetInstance()->GetInteractItem();
		if (pInteractItem != NULL)
		{
			pInteractItem->Interact();
		}
		else
		{
			DestroyBlock();
		}
	}
	else if (IsAxe())
	{
	}
	else if (Is2HandedSword())
	{
	}
	else if (IsSword())
	{
	}
	else if (IsBlockPlacing())
	{
	}
	else if (IsItemPlacing())
	{
	}
	else if (IsSceneryPlacing())
	{
	}
	else if (IsSpellHands())
	{
		float powerAmount = 25.0f;
		float cameraMultiplier = 25.0f;

		vec3 spellSpawnPosition = GetCenter() + (m_forward*0.5f) + (GetUpVector()*0.0f);

		// For right hand
		spellSpawnPosition += -(GetRightVector()*0.4f);

		if (VoxGame::GetInstance()->GetCameraMode() == CameraMode_FirstPerson)
		{
			cameraMultiplier = 30.0f;
			spellSpawnPosition.y += 0.75f;
		}

		vec3 spellSpawnVelocity = m_forward * powerAmount + vec3(0.0f, 1.0f, 0.0f) * (m_cameraForward.y*cameraMultiplier);

		if (m_pTargetEnemy != NULL)
		{
			vec3 toTarget = m_pTargetEnemy->GetProjectileHitboxCenter() - GetCenter();
			spellSpawnVelocity = (normalize(toTarget) * powerAmount);
		}

		Projectile* pProjectile = m_pProjectileManager->CreateProjectile(spellSpawnPosition, spellSpawnVelocity, 0.0f, "media/gamedata/items/Fireball/FireballBlue.item", 0.05f);
		pProjectile->SetProjectileType(true, false, false);
		pProjectile->SetOwner(this, NULL, NULL);
		pProjectile->SetGravityMultiplier(0.0f);
	}
	else if (IsShield())
	{
	}
	else if (IsTorch())
	{
	}
}
Пример #5
0
// Combat
void Player::PressAttack()
{
	if (IsDead())
	{
		return;
	}

	if (IsBow())
	{
		if (m_bowAttackDelay <= 0.0f)
		{
			if (m_bIsChargingAttack == false)
			{
				m_bIsChargingAttack = true;
				m_chargeAmount = 0.0f;

				LoadWeapon(false, "media/gamedata/items/Arrow/ArrowHold.item");

				if (VoxGame::GetInstance()->GetCameraMode() == CameraMode_FirstPerson)
				{
					// Make sure we set arrow alpha if we are in first person mode
					m_pVoxelCharacter->SetMeshAlpha(0.45f, true);
				}

				if (m_bIsIdle)
				{
					m_pVoxelCharacter->BlendIntoAnimation(AnimationSections_FullBody, false, AnimationSections_FullBody, "BowCharge", 0.2f);
				}
				else
				{
					m_pVoxelCharacter->BlendIntoAnimation(AnimationSections_Head_Body, false, AnimationSections_Head_Body, "BowCharge", 0.2f);
					m_pVoxelCharacter->BlendIntoAnimation(AnimationSections_Left_Arm_Hand, false, AnimationSections_Left_Arm_Hand, "BowCharge", 0.2f);
					m_pVoxelCharacter->BlendIntoAnimation(AnimationSections_Right_Arm_Hand, false, AnimationSections_Right_Arm_Hand, "BowCharge", 0.2f);
				}

				VoxGame::GetInstance()->PlaySoundEffect(eSoundEffect_BowDraw);
			}
		}
	}
	else if (IsBoomerang())
	{
		if (CanAttackRight())
		{
			if (m_bCanThrowWeapon)
			{
				m_pVoxelCharacter->BlendIntoAnimation(AnimationSections_FullBody, true, AnimationSections_FullBody, "SwordAttack1", 0.01f);
				m_pVoxelCharacter->BlendIntoAnimation(AnimationSections_Right_Arm_Hand, false, AnimationSections_Right_Arm_Hand, "SwordAttack1", 0.01f);

				Interpolator::GetInstance()->AddFloatInterpolation(&m_animationTimer, 0.0f, 0.22f, 0.22f, 0.0f, NULL, _AttackAnimationTimerFinished, this);

				m_bCanAttackRight = false;
				m_bCanThrowWeapon = false;

				// Start weapon trails
				if (m_pVoxelCharacter->GetRightWeapon())
				{
					if (m_pVoxelCharacter->IsRightWeaponLoaded())
					{
						m_pVoxelCharacter->GetRightWeapon()->StartWeaponTrails();
					}
				}
			}
		}
	}
	else if (IsStaff())
	{
		if (m_magic >= 10.0f)
		{
			if (CanAttackRight())
			{
				m_pVoxelCharacter->BlendIntoAnimation(AnimationSections_Right_Arm_Hand, false, AnimationSections_Right_Arm_Hand, "StaffAttack", 0.01f);
				m_pVoxelCharacter->BlendIntoAnimation(AnimationSections_Left_Arm_Hand, false, AnimationSections_Left_Arm_Hand, "StaffAttack", 0.01f);
				m_pVoxelCharacter->BlendIntoAnimation(AnimationSections_Head_Body, false, AnimationSections_Head_Body, "StaffAttack", 0.01f);

				m_bCanInteruptCombatAnim = false;

				Interpolator::GetInstance()->AddFloatInterpolation(&m_animationTimer, 0.0f, 0.2f, 0.2f, 0.0f, NULL, _AttackAnimationTimerFinished, this);

				m_magic -= 10.0f;
				VoxGame::GetInstance()->GetHUD()->UpdatePlayerData();

				m_bCanAttackRight = false;
			}

			VoxGame::GetInstance()->PlaySoundEffect(eSoundEffect_FireballCast, 0.5f);
		}
	}
	else if (IsWand())
	{
	}
	else if (IsBomb())
	{
		if (CanAttackRight())
		{
			m_pVoxelCharacter->BlendIntoAnimation(AnimationSections_FullBody, true, AnimationSections_FullBody, "SwordAttack2", 0.01f);
			m_pVoxelCharacter->BlendIntoAnimation(AnimationSections_Right_Arm_Hand, false, AnimationSections_Right_Arm_Hand, "SwordAttack2", 0.01f);

			Interpolator::GetInstance()->AddFloatInterpolation(&m_animationTimer, 0.0f, 0.25f, 0.25f, 0.0f, NULL, _AttackAnimationTimerFinished, this);

			m_bCanAttackRight = false;
		}
	}
	else if (IsConsumable())
	{
	}
	else if (IsDagger())
	{
		InventoryItem* pRightHand = m_pInventoryManager->GetInventoryItemForEquipSlot(EquipSlot_RightHand);
		InventoryItem* pLeftHand = m_pInventoryManager->GetInventoryItemForEquipSlot(EquipSlot_LeftHand);

		if (pRightHand != NULL && pRightHand->m_itemType == InventoryType_Weapon_Dagger && CanAttackRight())
		{
			m_pVoxelCharacter->BlendIntoAnimation(AnimationSections_Right_Arm_Hand, false, AnimationSections_Right_Arm_Hand, "SwordAttack2", 0.01f);

			Interpolator::GetInstance()->AddFloatInterpolation(&m_animationTimer, 0.0f, 0.3f, 0.3f, 0.0f, NULL, _AttackAnimationTimerFinished, this);

			m_bCanInteruptCombatAnim = true;

			m_attackEnabledDelayTimer = 0.0f;
			m_attackSegmentAngle = 0.75f;
			float attackTime = 0.4f;
			float startRotation = -10.0f;
			float endRotation = -10.0f;
			float easingRotation = 0.0f;

			m_attackEnabled = true;
			m_attackEnabledTimer = 0.0f;
			m_attackRotation = startRotation;
			Interpolator::GetInstance()->AddFloatInterpolation(&m_attackEnabledTimer, 0.0f, attackTime, attackTime, 0.0f, NULL, _AttackEnabledTimerFinished, this);
			Interpolator::GetInstance()->AddFloatInterpolation(&m_attackEnabledDelayTimer, m_attackEnabledDelayTimer, 0.0f, m_attackEnabledDelayTimer, 0.0f, NULL, _AttackEnabledDelayTimerFinished, this);
			Interpolator::GetInstance()->AddFloatInterpolation(&m_attackRotation, startRotation, endRotation, attackTime, easingRotation);

			m_bCanAttackRight = false;
		}
		else if (pLeftHand != NULL && pLeftHand->m_itemType == InventoryType_Weapon_Dagger && CanAttackLeft())
		{
			m_pVoxelCharacter->BlendIntoAnimation(AnimationSections_Left_Arm_Hand, false, AnimationSections_Left_Arm_Hand, "SwordAttack2", 0.01f);

			Interpolator::GetInstance()->AddFloatInterpolation(&m_animationTimer, 0.0f, 0.3f, 0.3f, 0.0f, NULL, _AttackAnimationTimerFinished_Alternative, this);

			m_bCanInteruptCombatAnim = true;

			m_attackEnabledDelayTimer = 0.0f;
			m_attackSegmentAngle = 0.75f;
			float attackTime = 0.4f;
			float startRotation = -10.0f;
			float endRotation = -10.0f;
			float easingRotation = 0.0f;

			m_attackEnabled = true;
			m_attackEnabledTimer = 0.0f;
			m_attackRotation = startRotation;
			Interpolator::GetInstance()->AddFloatInterpolation(&m_attackEnabledTimer, 0.0f, attackTime, attackTime, 0.0f, NULL, _AttackEnabledTimerFinished, this);
			Interpolator::GetInstance()->AddFloatInterpolation(&m_attackEnabledDelayTimer, m_attackEnabledDelayTimer, 0.0f, m_attackEnabledDelayTimer, 0.0f, NULL, _AttackEnabledDelayTimerFinished, this);
			Interpolator::GetInstance()->AddFloatInterpolation(&m_attackRotation, startRotation, endRotation, attackTime, easingRotation);

			m_bCanAttackLeft = false;
		}
	}
	else if (IsHammer())
	{
	}
	else if (IsMace())
	{
	}
	else if (IsSickle())
	{
	}
	else if (IsPickaxe())
	{
		if (CanAttackRight())
		{
			m_pVoxelCharacter->BlendIntoAnimation(AnimationSections_FullBody, true, AnimationSections_FullBody, "Mine", 0.01f);
			m_pVoxelCharacter->BlendIntoAnimation(AnimationSections_Right_Arm_Hand, false, AnimationSections_Right_Arm_Hand, "Mine", 0.01f);

			m_bCanInteruptCombatAnim = false;

			Interpolator::GetInstance()->AddFloatInterpolation(&m_animationTimer, 0.0f, 0.4f, 0.4f, 0.0f, NULL, _AttackAnimationTimerFinished, this);

			m_bCanAttackRight = false;
		}
	}
	else if (IsAxe())
	{
	}
	else if (Is2HandedSword())
	{
		if (CanAttackRight())
		{
			m_pVoxelCharacter->BlendIntoAnimation(AnimationSections_FullBody, true, AnimationSections_FullBody, "2HandedSwordAttack", 0.01f);
			m_pVoxelCharacter->BlendIntoAnimation(AnimationSections_Right_Arm_Hand, false, AnimationSections_Right_Arm_Hand, "2HandedSwordAttack", 0.01f);
			m_pVoxelCharacter->BlendIntoAnimation(AnimationSections_Left_Arm_Hand, false, AnimationSections_Left_Arm_Hand, "2HandedSwordAttack", 0.01f);

			m_bCanInteruptCombatAnim = false;

			m_attackEnabledDelayTimer = 0.175f;
			m_attackSegmentAngle = 0.60f;
			float attackTime = 0.6f;
			float startRotation = 240.0f;
			float endRotation = -60.0f;
			float easingRotation = -50.0f;

			m_attackEnabled = true;
			m_attackEnabledTimer = 0.0f;
			m_attackRotation = startRotation;
			Interpolator::GetInstance()->AddFloatInterpolation(&m_attackEnabledTimer, 0.0f, attackTime, attackTime, 0.0f, NULL, _AttackEnabledTimerFinished, this);
			Interpolator::GetInstance()->AddFloatInterpolation(&m_attackEnabledDelayTimer, m_attackEnabledDelayTimer, 0.0f, m_attackEnabledDelayTimer, 0.0f, NULL, _AttackEnabledDelayTimerFinished, this);
			Interpolator::GetInstance()->AddFloatInterpolation(&m_attackRotation, startRotation, endRotation, attackTime, easingRotation);

			m_bCanAttackRight = false;
		}
	}
	else if (IsSword())
	{
		if (CanAttackRight())
		{
			float attackTime = 0.0f;
			float startRotation = 0.0f;
			float endRotation = 0.0f;
			float easingRotation = 0.0f;

			int randomAttack = GetRandomNumber(1, 3);
			if (randomAttack == 1)
			{
				m_pVoxelCharacter->BlendIntoAnimation(AnimationSections_FullBody, true, AnimationSections_FullBody, "SwordAttack1", 0.01f);
				m_pVoxelCharacter->BlendIntoAnimation(AnimationSections_Head_Body, false, AnimationSections_Head_Body, "SwordAttack1", 0.01f);
				m_pVoxelCharacter->BlendIntoAnimation(AnimationSections_Right_Arm_Hand, false, AnimationSections_Right_Arm_Hand, "SwordAttack1", 0.01f);
				m_pVoxelCharacter->BlendIntoAnimation(AnimationSections_Left_Arm_Hand, false, AnimationSections_Left_Arm_Hand, "SwordAttack1", 0.01f);

				m_bCanInteruptCombatAnim = false;

				m_attackEnabledDelayTimer = 0.1f;
				m_attackSegmentAngle = 0.75f;
				attackTime = 0.4f;
				startRotation = -20.0f;
				endRotation = -20.0f;
				easingRotation = 0.0f;
			}
			else if (randomAttack == 2)
			{
				m_pVoxelCharacter->BlendIntoAnimation(AnimationSections_FullBody, true, AnimationSections_FullBody, "SwordAttack2", 0.01f);
				m_pVoxelCharacter->BlendIntoAnimation(AnimationSections_Head_Body, false, AnimationSections_Head_Body, "SwordAttack2", 0.01f);
				m_pVoxelCharacter->BlendIntoAnimation(AnimationSections_Right_Arm_Hand, false, AnimationSections_Right_Arm_Hand, "SwordAttack2", 0.01f);
				m_pVoxelCharacter->BlendIntoAnimation(AnimationSections_Left_Arm_Hand, false, AnimationSections_Left_Arm_Hand, "SwordAttack1", 0.01f);

				m_bCanInteruptCombatAnim = false;

				m_attackEnabledDelayTimer = 0.2f;
				m_attackSegmentAngle = 0.75f;
				attackTime = 0.4f;
				startRotation = -10.0f;
				endRotation = -10.0f;
				easingRotation = 0.0f;
			}
			else if (randomAttack == 3)
			{
				m_pVoxelCharacter->BlendIntoAnimation(AnimationSections_FullBody, false, AnimationSections_FullBody, "SwordAttack3", 0.01f);

				m_bCanInteruptCombatAnim = false;

				m_attackEnabledDelayTimer = 0.0f;
				m_attackSegmentAngle = 0.60f;
				attackTime = 0.6f;
				startRotation = 360.0f;
				endRotation = -45.0f;
				easingRotation = -75.0f;
			}

			m_bCanAttackRight = false;

			m_attackEnabled = true;
			m_attackEnabledTimer = 0.0f;
			m_attackRotation = startRotation;
			Interpolator::GetInstance()->AddFloatInterpolation(&m_attackEnabledTimer, 0.0f, attackTime, attackTime, 0.0f, NULL, _AttackEnabledTimerFinished, this);
			Interpolator::GetInstance()->AddFloatInterpolation(&m_attackEnabledDelayTimer, m_attackEnabledDelayTimer, 0.0f, m_attackEnabledDelayTimer, 0.0f, NULL, _AttackEnabledDelayTimerFinished, this);
			Interpolator::GetInstance()->AddFloatInterpolation(&m_attackRotation, startRotation, endRotation, attackTime, easingRotation);
		}
	}
	else if (IsBlockPlacing())
	{
	}
	else if (IsItemPlacing())
	{
	}
	else if (IsSceneryPlacing())
	{
	}
	else if (IsSpellHands())
	{
		if (m_magic >= 5.0f)
		{
			InventoryItem* pRightHand = m_pInventoryManager->GetInventoryItemForEquipSlot(EquipSlot_RightHand);
			InventoryItem* pLeftHand = m_pInventoryManager->GetInventoryItemForEquipSlot(EquipSlot_LeftHand);

			if (pRightHand != NULL && pRightHand->m_itemType == InventoryType_Weapon_SpellHands && CanAttackRight())
			{
				m_pVoxelCharacter->BlendIntoAnimation(AnimationSections_Right_Arm_Hand, false, AnimationSections_Right_Arm_Hand, "HandSpellCastRight", 0.01f);

				Interpolator::GetInstance()->AddFloatInterpolation(&m_animationTimer, 0.0f, 0.3f, 0.3f, 0.0f, NULL, _AttackAnimationTimerFinished, this);

				m_magic -= 5.0f;
				VoxGame::GetInstance()->GetHUD()->UpdatePlayerData();

				m_bCanAttackRight = false;
			}
			else if (pLeftHand != NULL && pLeftHand->m_itemType == InventoryType_Weapon_SpellHands && CanAttackLeft())
			{
				m_pVoxelCharacter->BlendIntoAnimation(AnimationSections_Left_Arm_Hand, false, AnimationSections_Left_Arm_Hand, "HandSpellCastLeft", 0.01f);

				Interpolator::GetInstance()->AddFloatInterpolation(&m_animationTimer, 0.0f, 0.3f, 0.3f, 0.0f, NULL, _AttackAnimationTimerFinished_Alternative, this);

				m_magic -= 5.0f;
				VoxGame::GetInstance()->GetHUD()->UpdatePlayerData();

				m_bCanAttackLeft = false;
			}

			VoxGame::GetInstance()->PlaySoundEffect(eSoundEffect_FireballCast, 0.5f);
		}
	}
	else if (IsShield())
	{
	}
	else if (IsTorch())
	{
	}
}
Пример #6
0
void Player::AttackAnimationTimerFinished_Alternative()
{
	if (IsBow())
	{
	}
	else if (IsBoomerang())
	{
	}
	else if (IsStaff())
	{
	}
	else if (IsWand())
	{
	}
	else if (IsBomb())
	{
	}
	else if (IsConsumable())
	{
	}
	else if (IsDagger())
	{
	}
	else if (IsHammer())
	{
	}
	else if (IsMace())
	{
	}
	else if (IsSickle())
	{
	}
	else if (IsPickaxe())
	{
	}
	else if (IsAxe())
	{
	}
	else if (Is2HandedSword())
	{
	}
	else if (IsSword())
	{
	}
	else if (IsBlockPlacing())
	{
	}
	else if (IsItemPlacing())
	{
	}
	else if (IsSceneryPlacing())
	{
	}
	else if (IsSpellHands())
	{
		float powerAmount = 25.0f;
		float cameraMultiplier = 25.0f;

		vec3 spellSpawnPosition = GetCenter() + (m_forward*0.5f) + (GetUpVector()*0.0f);

		// For left hand
		spellSpawnPosition += (GetRightVector()*0.4f);

		if (VoxGame::GetInstance()->GetCameraMode() == CameraMode_FirstPerson)
		{
			cameraMultiplier = 30.0f;
			spellSpawnPosition.y += 0.75f;
		}

		vec3 spellSpawnVelocity = m_forward * powerAmount + vec3(0.0f, 1.0f, 0.0f) * (m_cameraForward.y*cameraMultiplier);

		if (m_pTargetEnemy != NULL)
		{
			vec3 toTarget = m_pTargetEnemy->GetProjectileHitboxCenter() - GetCenter();
			spellSpawnVelocity = (normalize(toTarget) * powerAmount);
		}

		Projectile* pProjectile = m_pProjectileManager->CreateProjectile(spellSpawnPosition, spellSpawnVelocity, 0.0f, "media/gamedata/items/Fireball/FireballBlue.item", 0.05f);
		pProjectile->SetProjectileType(true, false, false);
		pProjectile->SetOwner(this, NULL, NULL);
		pProjectile->SetGravityMultiplier(0.0f);
	}
	else if (IsShield())
	{
	}
	else if (IsTorch())
	{
	}
}