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authorYohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer>2011-05-26 23:41:01 +0200
committerYohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer>2011-05-26 23:42:10 +0200
commitb35aef2d924f03d85eb44a2465be5a745444eafd (patch)
tree5de5dc327397f9e970ce1bdfacf850a16da02241 /src/being.h
parentb02081c00450d274c23b7198620ee7748756bd72 (diff)
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Added effects support in monsters attacks.
This is provided through the use of the 'effect-id' property of the <attack> tag. Note that the 'particle-effect' support has been removed as it was redundant, but can be kept for backward compatibility. Now, on both Manaserv and tA, only the attack id 1 is supported, i.e: <monster> ... <attack id="1" effect-id="11" action="attack" /> </monster> More to come with re-enabling of the attack type support. I had to fix a crash in the Being::takeDamage() function when there were no attacker (in Manaserv), and add rotation support to the effectManager to achieve this. Reviwed-by: Jaxad0127.
Diffstat (limited to 'src/being.h')
-rw-r--r--src/being.h5
1 files changed, 2 insertions, 3 deletions
diff --git a/src/being.h b/src/being.h
index f380e0b8..9ac014e0 100644
--- a/src/being.h
+++ b/src/being.h
@@ -172,9 +172,9 @@ class Being : public ActorSprite, public EventListener
*
* @param victim the victim being
* @param damage the amount of damage dealt (0 means miss)
- * @param type the attack type
+ * @param attackId the attack id
*/
- virtual void handleAttack(Being *victim, int damage, AttackType type);
+ virtual void handleAttack(Being *victim, int damage, int attackId = 1);
const ItemInfo *getEquippedWeapon() const
{ return mEquippedWeapon; }
@@ -471,7 +471,6 @@ class Being : public ActorSprite, public EventListener
/** Time until the last speech sentence disappears */
int mSpeechTime;
- int mAttackType;
int mAttackSpeed; /**< Attack speed */
Action mAction; /**< Action the being is performing */