From e99b6aaeb119feabfa2f7c3c49908625981e9708 Mon Sep 17 00:00:00 2001 From: Bjørn Lindeijer Date: Tue, 20 Feb 2007 20:55:37 +0000 Subject: Now different sounds can play when a monster misses the player. --- src/monster.cpp | 18 ++++++++++++++++-- 1 file changed, 16 insertions(+), 2 deletions(-) (limited to 'src/monster.cpp') diff --git a/src/monster.cpp b/src/monster.cpp index 68e9d6ba..c20e12d0 100644 --- a/src/monster.cpp +++ b/src/monster.cpp @@ -73,11 +73,10 @@ Monster::setAction(Uint8 action) break; case DEAD: currentAction = ACTION_DEAD; - sound.playSfx(MonsterDB::get(mJob - 1002).getSound(EVENT_DIE)); + sound.playSfx(getInfo().getSound(EVENT_DIE)); break; case ATTACK: currentAction = ACTION_ATTACK; - sound.playSfx(MonsterDB::get(mJob - 1002).getSound(EVENT_HIT)); mSprites[BASE_SPRITE]->reset(); break; case STAND: @@ -94,3 +93,18 @@ Monster::setAction(Uint8 action) mAction = action; } } + +void +Monster::handleAttack(Being *victim, int damage) +{ + Being::handleAttack(victim, damage); + + const MonsterInfo &mi = getInfo(); + sound.playSfx(mi.getSound((damage > 0) ? EVENT_HIT : EVENT_MISS)); +} + +const MonsterInfo& +Monster::getInfo() const +{ + return MonsterDB::get(mJob - 1002); +} -- cgit v1.2.3-60-g2f50