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/*
* The Mana Server
* Copyright (C) 2004-2010 The Mana World Development Team
* Copyright (C) 2012 The Mana Developers
*
* This file is part of The Mana Server.
*
* The Mana Server is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* The Mana Server is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with The Mana Server. If not, see <http://www.gnu.org/licenses/>.
*/
#include "game-server/effect.h"
#include "game-server/being.h"
#include "game-server/entity.h"
#include "game-server/state.h"
const ComponentType EffectComponent::type;
void EffectComponent::update(Entity &entity)
{
if (mHasBeenShown)
GameState::enqueueRemove(static_cast<Actor*>(&entity));
}
namespace Effects
{
void show(int id, MapComposite *map, const Point &pos)
{
Actor *effect = new Actor(OBJECT_EFFECT);
effect->addComponent(new EffectComponent(id));
effect->setMap(map);
effect->setPosition(pos);
GameState::enqueueInsert(effect);
}
void show(int id, Being *b)
{
EffectComponent *effectComponent = new EffectComponent(id);
effectComponent->setBeing(b);
Actor *effect = new Actor(OBJECT_EFFECT);
effect->addComponent(effectComponent);
effect->setMap(b->getMap());
effect->setPosition(b->getPosition());
GameState::enqueueInsert(effect);
}
}
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