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- #include "Axe.h"
- #include "Game.h"
- AxeToolItemType::AxeToolItemType() // TODO: add broken Axe
- : BasicToolItemType(ItemTypeEnum::AXE,
- "Axe",
- new AxeToolLevelUpRule(),
- 0,
- ModelInfo("tools.m3/axe", "tools.ltdb/stoneaxe.png", 1))
- {}
- Item* AxeToolItemType::createItem() const
- {
- return new BasicToolItem(ItemTypeEnum::AXE, "Axe");
- }
- ItemSkill* AxeToolItemType::createDefaultItemSkill() const
- {
- return new AxeToolSkill();
- }
- void AxeToolItemType::loadSuperItemSkill(
- ItemSkill* zSkill, Framework::StreamReader* zReader) const
- {
- AxeToolSkill* skill = dynamic_cast<AxeToolSkill*>(zSkill);
- zReader->lese((char*)&skill->level, 4);
- zReader->lese((char*)&skill->xp, 4);
- zReader->lese((char*)&skill->maxXP, 4);
- }
- void AxeToolItemType::saveSuperItemSkill(
- const ItemSkill* zSkill, Framework::StreamWriter* zWriter) const
- {
- const AxeToolSkill* skill = dynamic_cast<const AxeToolSkill*>(zSkill);
- zWriter->schreibe((char*)&skill->level, 4);
- zWriter->schreibe((char*)&skill->xp, 4);
- zWriter->schreibe((char*)&skill->maxXP, 4);
- }
- AxeToolLevelUpRule::AxeToolLevelUpRule()
- : ItemSkillLevelUpRule()
- {}
- void AxeToolLevelUpRule::applyOn(ItemSkill* zSkill)
- {
- AxeToolSkill* skill = dynamic_cast<AxeToolSkill*>(zSkill);
- if (skill->xp >= skill->maxXP)
- {
- skill->level++;
- skill->xp = 0;
- skill->maxXP = skill->maxXP * 2;
- }
- }
- AxeToolSkill::AxeToolSkill()
- : ItemSkill(ItemTypeEnum::AXE),
- level(1),
- xp(0.f),
- maxXP(10.f)
- {}
- void AxeToolSkill::use(Entity* zActor, Item* zUsedItem, Block* zTarget)
- {
- if (zActor->getStamina() > 0.0001f)
- {
- if (zTarget->zBlockType()->getId() == BlockTypeEnum::WOOD_BEECH
- || zTarget->zBlockType()->getId() == BlockTypeEnum::WOOD_BIRCH
- || zTarget->zBlockType()->getId() == BlockTypeEnum::WOOD_OAK
- || zTarget->zBlockType()->getId() == BlockTypeEnum::WOOD_PINE)
- {
- float damage
- = (1 + ((float)level / 10.f)) / (zTarget->getHardness() + 1);
- zTarget->setHP(zTarget->getHP() - damage);
- xp += damage / 20;
- zActor->setStamina(zActor->getStamina() - 0.0001f);
- zUsedItem->setHp(zUsedItem->getHp() - damage / 50);
- }
- else
- {
- zActor->setStamina(zActor->getStamina() - 0.0001f);
- zUsedItem->setHp(zUsedItem->getHp() - 0.001f);
- }
- }
- }
- void AxeToolSkill::use(Entity* zActor, Item* zUsedItem, Entity* zTarget)
- {
- // an Axe can not be used on an entity
- }
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