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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/character.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/character.cpp')
-rw-r--r--src/game-server/character.cpp55
1 files changed, 33 insertions, 22 deletions
diff --git a/src/game-server/character.cpp b/src/game-server/character.cpp
index 8cc0e65a..994e3311 100644
--- a/src/game-server/character.cpp
+++ b/src/game-server/character.cpp
@@ -22,8 +22,10 @@
#include "common/configuration.h"
#include "game-server/accountconnection.h"
+#include "game-server/attack.h"
#include "game-server/attributemanager.h"
#include "game-server/buysell.h"
+#include "game-server/combatcomponent.h"
#include "game-server/inventory.h"
#include "game-server/item.h"
#include "game-server/itemmanager.h"
@@ -99,14 +101,13 @@ Character::Character(MessageIn &msg):
setWalkMask(Map::BLOCKMASK_WALL);
setBlockType(BLOCKTYPE_CHARACTER);
- // Get character data.
- mDatabaseID = msg.readInt32();
- setName(msg.readString());
- deserializeCharacterData(*this, msg);
- mOld = getPosition();
- Inventory(this).initialize();
- modifiedAllAttribute();
- setSize(16);
+
+ CombatComponent *combatcomponent = new CombatComponent(*this);
+ addComponent(combatcomponent);
+ combatcomponent->getAttacks().attack_added.connect(
+ sigc::mem_fun(this, &Character::attackAdded));
+ combatcomponent->getAttacks().attack_removed.connect(
+ sigc::mem_fun(this, &Character::attackRemoved));
// Default knuckle attack
int damageBase = this->getModifiedAttribute(ATTR_STR);
@@ -121,7 +122,16 @@ Character::Character(MessageIn &msg):
knuckleDamage.range = DEFAULT_TILE_LENGTH;
mKnuckleAttackInfo = new AttackInfo(0, knuckleDamage, 7, 3, 0);
- addAttack(mKnuckleAttackInfo);
+ combatcomponent->addAttack(mKnuckleAttackInfo);
+
+ // Get character data.
+ mDatabaseID = msg.readInt32();
+ setName(msg.readString());
+ deserializeCharacterData(*this, msg);
+ mOld = getPosition();
+ Inventory(this).initialize();
+ modifiedAllAttribute();
+ setSize(16);
}
Character::~Character()
@@ -199,7 +209,7 @@ void Character::respawn()
// Make it alive again
setAction(STAND);
// Reset target
- mTarget = NULL;
+ getComponent<CombatComponent>()->clearTarget();
// Execute respawn callback when set
if (executeCallback(mDeathAcceptedCallback, this))
@@ -422,7 +432,7 @@ void Character::sendStatus()
{
int attr = *i;
attribMsg.writeInt16(attr);
- attribMsg.writeInt32(getAttribute(attr) * 256);
+ attribMsg.writeInt32(getAttributeBase(attr) * 256);
attribMsg.writeInt32(getModifiedAttribute(attr) * 256);
}
if (attribMsg.getLength() > 2) gameHandler->sendTo(this, attribMsg);
@@ -497,7 +507,7 @@ void Character::flagAttribute(int attr)
{
// Inform the client of this attribute modification.
accountHandler->updateAttributes(getDatabaseID(), attr,
- getAttribute(attr),
+ getAttributeBase(attr),
getModifiedAttribute(attr));
mModifiedAttributes.insert(attr);
}
@@ -655,7 +665,7 @@ AttribmodResponseCode Character::useCharacterPoint(size_t attribute)
return ATTRIBMOD_NO_POINTS_LEFT;
--mCharacterPoints;
- setAttribute(attribute, getAttribute(attribute) + 1);
+ setAttribute(attribute, getAttributeBase(attribute) + 1);
updateDerivedAttributes(attribute);
return ATTRIBMOD_OK;
}
@@ -666,12 +676,12 @@ AttribmodResponseCode Character::useCorrectionPoint(size_t attribute)
return ATTRIBMOD_INVALID_ATTRIBUTE;
if (!mCorrectionPoints)
return ATTRIBMOD_NO_POINTS_LEFT;
- if (getAttribute(attribute) <= 1)
+ if (getAttributeBase(attribute) <= 1)
return ATTRIBMOD_DENIED;
--mCorrectionPoints;
++mCharacterPoints;
- setAttribute(attribute, getAttribute(attribute) - 1);
+ setAttribute(attribute, getAttributeBase(attribute) - 1);
updateDerivedAttributes(attribute);
return ATTRIBMOD_OK;
}
@@ -704,19 +714,20 @@ void Character::resumeNpcThread()
}
}
-void Character::addAttack(AttackInfo *attackInfo)
+void Character::attackAdded(Attack &attack)
{
// Remove knuckle attack
- Being::addAttack(attackInfo);
- Being::removeAttack(mKnuckleAttackInfo);
+ if (attack.getAttackInfo() != mKnuckleAttackInfo)
+ getComponent<CombatComponent>()->removeAttack(mKnuckleAttackInfo);
}
-void Character::removeAttack(AttackInfo *attackInfo)
+void Character::attackRemoved(Attack &attack)
{
- Being::removeAttack(attackInfo);
// Add knuckle attack
- if (mAttacks.getNumber() == 0)
- Being::addAttack(mKnuckleAttackInfo);
+ CombatComponent *combatComponent = getComponent<CombatComponent>();
+ // 1 since the attack is not really removed yet.
+ if (combatComponent->getAttacks().getNumber() == 1)
+ combatComponent->addAttack(mKnuckleAttackInfo);
}
void Character::disconnected()