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author | Philipp Sehmisch <tmw@crushnet.org> | 2008-03-09 20:41:27 +0000 |
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committer | Philipp Sehmisch <tmw@crushnet.org> | 2008-03-09 20:41:27 +0000 |
commit | 4e2ced304a2013808b2481cceb7622848b073e5b (patch) | |
tree | 2cc2c6cbc3f6e17842919530d583f91256dc86e1 /src/monster.cpp | |
parent | 15014d358424bf5f74a2d9b7afd08692b591a448 (diff) | |
download | mana-4e2ced304a2013808b2481cceb7622848b073e5b.tar.gz mana-4e2ced304a2013808b2481cceb7622848b073e5b.tar.bz2 mana-4e2ced304a2013808b2481cceb7622848b073e5b.tar.xz mana-4e2ced304a2013808b2481cceb7622848b073e5b.zip |
Implemented possibility to rotate particle emitters. Implemented interpretation of the attacktype parameter of attack messages and visualize monster attacks other than id 1 with a particle effect. Prepared to get attack particle effects and animation types from the monster database.
Diffstat (limited to 'src/monster.cpp')
-rw-r--r-- | src/monster.cpp | 27 |
1 files changed, 24 insertions, 3 deletions
diff --git a/src/monster.cpp b/src/monster.cpp index ae749017..5fbcfaea 100644 --- a/src/monster.cpp +++ b/src/monster.cpp @@ -25,6 +25,7 @@ #include "animatedsprite.h" #include "game.h" +#include "particle.h" #include "sound.h" #include "resources/monsterdb.h" @@ -50,9 +51,11 @@ Monster::getType() const } void -Monster::setAction(Action action) +Monster::setAction(Action action, int attackType) { SpriteAction currentAction = ACTION_INVALID; + int rotation = 0; + std::string particleEffect; switch (action) { @@ -64,8 +67,26 @@ Monster::setAction(Action action) sound.playSfx(getInfo().getSound(MONSTER_EVENT_DIE)); break; case ATTACK: - currentAction = ACTION_ATTACK; - mSprites[BASE_SPRITE]->reset(); + currentAction = getInfo().getAttackAction(attackType); + + //attack particle effect + particleEffect = getInfo().getAttackParticleEffect(attackType); + if (particleEffect != "") + { + switch (mDirection) + { + case DOWN: rotation = 0; break; + case LEFT: rotation = 90; break; + case UP: rotation = 180; break; + case RIGHT: rotation = 270; break; + default: break; + } + mSprites[BASE_SPRITE]->reset(); + Particle *p; + p = particleEngine->addEffect( + particleEffect, 0, 0, rotation); + controlParticle(p); + } break; case STAND: currentAction = ACTION_STAND; |