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authorYohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer>2010-07-29 20:20:51 +0200
committerYohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer>2010-07-29 20:20:51 +0200
commitae898aa1a5175b2b08f7248e4cd89bf61bc8e4be (patch)
tree041646a78229772ae7bb55222659fc4826325c43 /src/statuseffect.h
parent2b1c0dcf269d617de1f6c203df547166661f089e (diff)
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Changed the items loading to handle a new 'attack-action' parameter.
The old behaviour was to load the weapon-type value and do many unnecessary checks and transformation on it: The weapon-type was transformed using hard-coded values into an integer enum value. The exact same thing was done on the opposite side in the animation files before comparing the two. As both data were string values, I simplified all of it by using the value taken in items.xml to call the corresponding action. This now also permit to set up new attack animation in items.xml and in the playerset.xml without having the need to modify the client code. Last but not least, the weapon-type value was used by both the skills and the actions and avoided the possibility to set up a definite action for a weapon-type. Note: The weapon-type parameter will become deprecated for the server in favor of a 'skill' parameter to reflect more it's actual use. This patch is the first step to fix Manasource issue: #157.
Diffstat (limited to 'src/statuseffect.h')
-rw-r--r--src/statuseffect.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/statuseffect.h b/src/statuseffect.h
index fc0e7336..3f715a16 100644
--- a/src/statuseffect.h
+++ b/src/statuseffect.h
@@ -56,9 +56,9 @@ public:
AnimatedSprite *getIcon();
/**
- * Retrieves an action to perform, or ACTION_INVALID
+ * Retrieves an action to perform, or SpriteAction::INVALID
*/
- SpriteAction getAction();
+ std::string getAction();
/**
* Determines whether the particle effect should be restarted when the