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author | Chuck Miller <shadowmil@gmail.com> | 2010-02-10 23:46:49 -0500 |
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committer | Chuck Miller <shadowmil@gmail.com> | 2010-02-10 23:50:23 -0500 |
commit | 85e7f2a79477712bf3082cb82e6a73c51361abb0 (patch) | |
tree | c8a42adb06e0c5ba416bd30fcd1808c1e4f26ddc /src/resources/monsterinfo.cpp | |
parent | 3a761a242436e521c7fa8ef3746551ac7b746308 (diff) | |
download | mana-85e7f2a79477712bf3082cb82e6a73c51361abb0.tar.gz mana-85e7f2a79477712bf3082cb82e6a73c51361abb0.tar.bz2 mana-85e7f2a79477712bf3082cb82e6a73c51361abb0.tar.xz mana-85e7f2a79477712bf3082cb82e6a73c51361abb0.zip |
Adds missile-particle attribute to items and monster attacks
To use simply add something like: missile-particle="graphics/particles/arrow.particle.xml"
to the item's or monster's xml entry
This will only work on equipped weapons, and on specified monster attacks.
This patch also fixes a memory leak with target particles
Diffstat (limited to 'src/resources/monsterinfo.cpp')
-rw-r--r-- | src/resources/monsterinfo.cpp | 12 |
1 files changed, 11 insertions, 1 deletions
diff --git a/src/resources/monsterinfo.cpp b/src/resources/monsterinfo.cpp index 2d788a72..fbb93ec1 100644 --- a/src/resources/monsterinfo.cpp +++ b/src/resources/monsterinfo.cpp @@ -62,6 +62,14 @@ const std::string &MonsterInfo::getAttackParticleEffect(int attackType) const return (i == mMonsterAttacks.end()) ? empty : (*i).second->particleEffect; } +const std::string &MonsterInfo::getAttackMissileParticle(int attackType) const +{ + static std::string empty(""); + std::map<int, MonsterAttack*>::const_iterator i = + mMonsterAttacks.find(attackType); + return (i == mMonsterAttacks.end()) ? empty : (*i).second->missileParticle; +} + SpriteAction MonsterInfo::getAttackAction(int attackType) const { std::map<int, MonsterAttack*>::const_iterator i = @@ -71,10 +79,12 @@ SpriteAction MonsterInfo::getAttackAction(int attackType) const void MonsterInfo::addMonsterAttack(int id, const std::string &particleEffect, - SpriteAction action) + SpriteAction action, + const std::string &missileParticle) { MonsterAttack *a = new MonsterAttack; a->particleEffect = particleEffect; + a->missileParticle = missileParticle; a->action = action; mMonsterAttacks[id] = a; } |