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authorErik Schilling <ablu.erikschilling@googlemail.com>2013-04-10 23:04:42 +0200
committerErik Schilling <ablu.erikschilling@googlemail.com>2013-04-11 13:47:17 +0200
commitd7fa7ea64f6bb0bc0b097e4bf1ceb4bd9620d0da (patch)
tree1b4d200ba66c6afcdb7763951980476756339cf1 /src/game-server/character.cpp
parentaa04597c5f8bb806996d604699fc8ebff6d53bdd (diff)
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Converted Being into a Component
I did not really care too much about staying consistent with the use of static_casts to Actors since they are only temporary anyway until Actor is a component too.
Diffstat (limited to 'src/game-server/character.cpp')
-rw-r--r--src/game-server/character.cpp90
1 files changed, 43 insertions, 47 deletions
diff --git a/src/game-server/character.cpp b/src/game-server/character.cpp
index 63621491..8f35fef4 100644
--- a/src/game-server/character.cpp
+++ b/src/game-server/character.cpp
@@ -91,16 +91,19 @@ CharacterComponent::CharacterComponent(Entity &entity, MessageIn &msg):
mBaseEntity(&entity)
{
// Temporary until all dependencies are in a component
- Being &being = static_cast<Being &>(entity);
+ Actor &being = static_cast<Actor &>(entity);
mCharacterData = new CharacterData(&being, this);
+ auto *beingComponent = entity.getComponent<BeingComponent>();
+
const AttributeManager::AttributeScope &attributes =
attributeManager->getAttributeScope(CharacterScope);
LOG_DEBUG("Character creation: initialisation of "
<< attributes.size() << " attributes.");
for (auto attributeScope : attributes)
- being.createAttribute(attributeScope.first, *attributeScope.second);
+ beingComponent->createAttribute(attributeScope.first,
+ *attributeScope.second);
being.setWalkMask(Map::BLOCKMASK_WALL);
@@ -115,7 +118,7 @@ CharacterComponent::CharacterComponent(Entity &entity, MessageIn &msg):
sigc::mem_fun(this, &CharacterComponent::attackRemoved));
// Default knuckle attack
- int damageBase = being.getModifiedAttribute(ATTR_STR);
+ int damageBase = beingComponent->getModifiedAttribute(ATTR_STR);
int damageDelta = damageBase / 2;
Damage knuckleDamage;
knuckleDamage.skill = skillManager->getDefaultSkillId();
@@ -131,7 +134,7 @@ CharacterComponent::CharacterComponent(Entity &entity, MessageIn &msg):
// Get character data.
mDatabaseID = msg.readInt32();
- being.setName(msg.readString());
+ beingComponent->setName(msg.readString());
deserializeCharacterData(*mCharacterData, msg);
@@ -139,7 +142,7 @@ CharacterComponent::CharacterComponent(Entity &entity, MessageIn &msg):
modifiedAllAttributes(entity);
being.setSize(16);
- being.signal_attribute_changed.connect(sigc::mem_fun(
+ beingComponent->signal_attribute_changed.connect(sigc::mem_fun(
this, &CharacterComponent::attributeChanged));
}
@@ -151,9 +154,6 @@ CharacterComponent::~CharacterComponent()
void CharacterComponent::update(Entity &entity)
{
- // Temporary until all dependencies are available as component
- Being &being = static_cast<Being &>(entity);
-
// Update character level if needed.
if (mRecalculateLevel)
{
@@ -162,7 +162,7 @@ void CharacterComponent::update(Entity &entity)
}
// Dead character: don't regenerate anything else
- if (being.getAction() == DEAD)
+ if (entity.getComponent<BeingComponent>()->getAction() == DEAD)
return;
// Update special recharge
@@ -192,25 +192,24 @@ void CharacterComponent::update(Entity &entity)
}
}
-void CharacterComponent::characterDied(Being *being)
+void CharacterComponent::characterDied(Entity *being)
{
executeCallback(mDeathCallback, *being);
}
void CharacterComponent::respawn(Entity &entity)
{
- // Temporary until all dependencies are available as component
- Being &being = static_cast<Being &>(entity);
+ auto *beingComponent = entity.getComponent<BeingComponent>();
- if (being.getAction() != DEAD)
+ if (beingComponent->getAction() != DEAD)
{
- LOG_WARN("Character \"" << being.getName()
+ LOG_WARN("Character \"" << beingComponent->getName()
<< "\" tried to respawn without being dead");
return;
}
// Make it alive again
- being.setAction(STAND);
+ beingComponent->setAction(entity, STAND);
// Reset target
entity.getComponent<CombatComponent>()->clearTarget();
@@ -219,13 +218,14 @@ void CharacterComponent::respawn(Entity &entity)
return;
// No script respawn callback set - fall back to hardcoded logic
- being.setAttribute(ATTR_HP, being.getModifiedAttribute(ATTR_MAX_HP));
+ const double maxHp = beingComponent->getModifiedAttribute(ATTR_MAX_HP);
+ beingComponent->setAttribute(entity, ATTR_HP, maxHp);
// Warp back to spawn point.
int spawnMap = Configuration::getValue("char_respawnMap", 1);
int spawnX = Configuration::getValue("char_respawnX", 1024);
int spawnY = Configuration::getValue("char_respawnY", 1024);
- GameState::enqueueWarp(&being, MapManager::getMap(spawnMap),
+ GameState::enqueueWarp(&entity, MapManager::getMap(spawnMap),
Point(spawnX, spawnY));
}
@@ -259,7 +259,7 @@ bool CharacterComponent::specialUseCheck(SpecialMap::iterator it)
return true;
}
-void CharacterComponent::useSpecialOnBeing(Entity &user, int id, Being *b)
+void CharacterComponent::useSpecialOnBeing(Entity &user, int id, Entity *b)
{
SpecialMap::iterator it = mSpecials.find(id);
if (!specialUseCheck(it))
@@ -419,17 +419,15 @@ void CharacterComponent::setBuySell(BuySell *t)
void CharacterComponent::sendStatus(Entity &entity)
{
- // Temporary until all dependencies are available as components
- Being &being = static_cast<Being &>(entity);
-
+ auto *beingComponent = entity.getComponent<BeingComponent>();
MessageOut attribMsg(GPMSG_PLAYER_ATTRIBUTE_CHANGE);
for (std::set<size_t>::const_iterator i = mModifiedAttributes.begin(),
i_end = mModifiedAttributes.end(); i != i_end; ++i)
{
int attr = *i;
attribMsg.writeInt16(attr);
- attribMsg.writeInt32(being.getAttributeBase(attr) * 256);
- attribMsg.writeInt32(being.getModifiedAttribute(attr) * 256);
+ attribMsg.writeInt32(beingComponent->getAttributeBase(attr) * 256);
+ attribMsg.writeInt32(beingComponent->getModifiedAttribute(attr) * 256);
}
if (attribMsg.getLength() > 2) gameHandler->sendTo(mClient, attribMsg);
mModifiedAttributes.clear();
@@ -458,23 +456,24 @@ void CharacterComponent::sendStatus(Entity &entity)
void CharacterComponent::modifiedAllAttributes(Entity &entity)
{
- // Temporary until all dependencies are available as components
- Being &being = static_cast<Being &>(entity);
+ auto *beingComponent = entity.getComponent<BeingComponent>();
LOG_DEBUG("Marking all attributes as changed, requiring recalculation.");
- for (auto attribute : being.getAttributes())
+ for (auto attribute : beingComponent->getAttributes())
{
- being.recalculateBaseAttribute(attribute.first);
+ beingComponent->recalculateBaseAttribute(entity, attribute.first);
mModifiedAttributes.insert(attribute.first);
}
}
-void CharacterComponent::attributeChanged(Being *being, unsigned attr)
+void CharacterComponent::attributeChanged(Entity *entity, unsigned attr)
{
+ auto *beingComponent = entity->getComponent<BeingComponent>();
+
// Inform the client of this attribute modification.
accountHandler->updateAttributes(getDatabaseID(), attr,
- being->getAttributeBase(attr),
- being->getModifiedAttribute(attr));
+ beingComponent->getAttributeBase(attr),
+ beingComponent->getModifiedAttribute(attr));
mModifiedAttributes.insert(attr);
// Update the knuckle Attack if required
@@ -482,7 +481,7 @@ void CharacterComponent::attributeChanged(Being *being, unsigned attr)
{
// TODO: dehardcode this
Damage &knuckleDamage = mKnuckleAttackInfo->getDamage();
- knuckleDamage.base = being->getModifiedAttribute(ATTR_STR);
+ knuckleDamage.base = beingComponent->getModifiedAttribute(ATTR_STR);
knuckleDamage.delta = knuckleDamage.base / 2;
}
}
@@ -617,9 +616,6 @@ int CharacterComponent::getExpGot(size_t skill) const
void CharacterComponent::levelup(Entity &entity)
{
- // Temporary until all dependencies are available as Component
- Being &being = static_cast<Being &>(entity);
-
mLevel++;
mCharacterPoints += CHARPOINTS_PER_LEVELUP;
@@ -632,14 +628,14 @@ void CharacterComponent::levelup(Entity &entity)
levelupMsg.writeInt16(mCharacterPoints);
levelupMsg.writeInt16(mCorrectionPoints);
gameHandler->sendTo(mClient, levelupMsg);
- LOG_INFO(being.getName() << " reached level " << mLevel);
+ LOG_INFO(entity.getComponent<BeingComponent>()->getName()
+ << " reached level " << mLevel);
}
AttribmodResponseCode CharacterComponent::useCharacterPoint(Entity &entity,
size_t attribute)
{
- // Temporary until all dependencies are available as Component
- Being &being = static_cast<Being &>(entity);
+ auto *beingComponent = entity.getComponent<BeingComponent>();
if (!attributeManager->isAttributeDirectlyModifiable(attribute))
return ATTRIBMOD_INVALID_ATTRIBUTE;
@@ -647,27 +643,30 @@ AttribmodResponseCode CharacterComponent::useCharacterPoint(Entity &entity,
return ATTRIBMOD_NO_POINTS_LEFT;
--mCharacterPoints;
- being.setAttribute(attribute, being.getAttributeBase(attribute) + 1);
- being.updateDerivedAttributes(attribute);
+
+ const double base = beingComponent->getAttributeBase(attribute);
+ beingComponent->setAttribute(entity, attribute, base + 1);
+ beingComponent->updateDerivedAttributes(entity, attribute);
return ATTRIBMOD_OK;
}
AttribmodResponseCode CharacterComponent::useCorrectionPoint(Entity &entity,
size_t attribute)
{
- // Temporary until all dependencies are available as Component
- Being &being = static_cast<Being &>(entity);
+ auto *beingComponent = entity.getComponent<BeingComponent>();
if (!attributeManager->isAttributeDirectlyModifiable(attribute))
return ATTRIBMOD_INVALID_ATTRIBUTE;
if (!mCorrectionPoints)
return ATTRIBMOD_NO_POINTS_LEFT;
- if (being.getAttributeBase(attribute) <= 1)
+ if (beingComponent->getAttributeBase(attribute) <= 1)
return ATTRIBMOD_DENIED;
--mCorrectionPoints;
++mCharacterPoints;
- being.setAttribute(attribute, being.getAttributeBase(attribute) - 1);
+
+ const double base = beingComponent->getAttributeBase(attribute);
+ beingComponent->setAttribute(entity, attribute, base - 1);
return ATTRIBMOD_OK;
}
@@ -718,13 +717,10 @@ void CharacterComponent::attackRemoved(CombatComponent *combatComponent,
void CharacterComponent::disconnected(Entity &entity)
{
- // Temporary until all dependencies are available as a Component
- Being &being = static_cast<Being &>(entity);
-
mConnected = false;
// Make the dead characters respawn, even in case of disconnection.
- if (being.getAction() == DEAD)
+ if (entity.getComponent<BeingComponent>()->getAction() == DEAD)
respawn(entity);
else
GameState::remove(&entity);