From d8d9232a67a03548b827bdb0515fe7a620a488f8 Mon Sep 17 00:00:00 2001 From: Jared Adams Date: Sun, 15 Aug 2010 21:28:10 -0600 Subject: Move more to the event system Most of Net::InventoryHandler is now done through events. The ActorSpriteManager was also replaced by events. A few odds and ends were taken care of too. Reviewed-by: Bertram --- src/actorsprite.cpp | 20 +++----------------- 1 file changed, 3 insertions(+), 17 deletions(-) (limited to 'src/actorsprite.cpp') diff --git a/src/actorsprite.cpp b/src/actorsprite.cpp index cdc23dc6..ff12822c 100644 --- a/src/actorsprite.cpp +++ b/src/actorsprite.cpp @@ -19,7 +19,6 @@ */ #include "actorsprite.h" -#include "actorspritelistener.h" #include "client.h" #include "effectmanager.h" @@ -61,13 +60,10 @@ ActorSprite::~ActorSprite() mUsedTargetCursor = NULL; - if (player_node && player_node->getTarget() == this) - player_node->setTarget(NULL); - // Notify listeners of the destruction. - for (ActorSpriteListenerIterator iter = mActorSpriteListeners.begin(), - end = mActorSpriteListeners.end(); iter != end; ++iter) - (*iter)->actorSpriteDestroyed(*this); + Mana::Event event("Destroyed"); + event.setActor("source", this); + event.trigger("ActorSprite"); } bool ActorSprite::draw(Graphics *graphics, int offsetX, int offsetY) const @@ -378,16 +374,6 @@ void ActorSprite::unload() loaded = false; } -void ActorSprite::addActorSpriteListener(ActorSpriteListener *listener) -{ - mActorSpriteListeners.push_front(listener); -} - -void ActorSprite::removeActorSpriteListener(ActorSpriteListener *listener) -{ - mActorSpriteListeners.remove(listener); -} - static const char *cursorType(int type) { switch (type) -- cgit v1.2.3-60-g2f50