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authorPhilipp Sehmisch <mana@crushnet.org>2011-03-14 20:56:40 +0100
committerPhilipp Sehmisch <mana@crushnet.org>2011-03-15 18:23:37 +0100
commit91e2779891973cdbefc6e07ca3dee7a432a05112 (patch)
tree7b594b3aead19f6550d66384c342a3d3668ec086 /src/net/manaserv/effecthandler.h
parent25a2abd09e3b76115ed0b6b1a02cdddc6c1c5bfc (diff)
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Implemented a screen shake effect system in the viewport class.
The screen can either be "nudged" in a random direction with a specific intensity or you can define an exact x and y intensity, decay factor and duration. On a tmwAthena server an effect is triggered when the player character dies. A method for stopping all shake effects is also implemented, but not used yet. I added a netcode message for Manaserv to trigger an effect server-sided. Because our protocol has currently no way to transport floating point values, the decay is transported as a fixed point value with 4 decimals which is entirely sufficient for this purpose.
Diffstat (limited to 'src/net/manaserv/effecthandler.h')
-rw-r--r--src/net/manaserv/effecthandler.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/net/manaserv/effecthandler.h b/src/net/manaserv/effecthandler.h
index a0445aad..d31c3421 100644
--- a/src/net/manaserv/effecthandler.h
+++ b/src/net/manaserv/effecthandler.h
@@ -36,6 +36,7 @@ class EffectHandler : public MessageHandler
private:
void handleCreateEffectPos(Net::MessageIn &msg);
void handleCreateEffectBeing(Net::MessageIn &msg);
+ void handleShake(Net::MessageIn &msg);
};
} // namespace ManaServ