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authorErik Schilling <ablu.erikschilling@googlemail.com>2013-03-30 09:29:08 +0100
committerErik Schilling <ablu.erikschilling@googlemail.com>2013-04-02 13:19:11 +0200
commit585a33e221a7ee392791f4fd5a5ec9214b8fe868 (patch)
tree3aa60a57ff7cdd8f57761d620352fd2ad4d0dd6f /src/game-server/buysell.cpp
parent4dfc82415691fe298f21bb2f81fed5c168ee14e5 (diff)
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Moved fighting code into a component
All damage dealing is now handeled via CombatComponent. Monsters use a derived MonsterCombatComponent since they can have a damage mutation and have a seperate script callback. The wirering with Being is still not optional since most of the stuff does not exist as components. Things done: - Seperated the fighting code from Being and only let Characters and Monsters add the Component (less overhead for npcs) - Added a getter for Attribute values to prevent searching it all the time in non Being members - Fixed the type if the damage mutation to double (no idea why it was int) I did not want to copy it over incorrectly - Removed the addAttack/removeAttack overrides in Character and made the knuckleAttack being added based on newly added signals Future TODOS: - Remove depedency on Being as soon all needed dependencies are available as components of Entity - Move the monster script callback into the general combatcomponent and make it usuable for characters too
Diffstat (limited to 'src/game-server/buysell.cpp')
-rw-r--r--src/game-server/buysell.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/game-server/buysell.cpp b/src/game-server/buysell.cpp
index 1a0d8d91..ed6d92e4 100644
--- a/src/game-server/buysell.cpp
+++ b/src/game-server/buysell.cpp
@@ -154,15 +154,15 @@ void BuySell::perform(int id, int amount)
{
amount -= inv.remove(id, amount);
mChar->setAttribute(mCurrencyId,
- mChar->getAttribute(mCurrencyId) +
+ mChar->getAttributeBase(mCurrencyId) +
amount * i->cost);
}
else
{
- amount = std::min(amount, ((int) mChar->getAttribute(mCurrencyId)) / i->cost);
+ amount = std::min(amount, ((int) mChar->getAttributeBase(mCurrencyId)) / i->cost);
amount -= inv.insert(id, amount);
mChar->setAttribute(mCurrencyId,
- mChar->getAttribute(mCurrencyId) -
+ mChar->getAttributeBase(mCurrencyId) -
amount * i->cost);
}
if (i->amount)