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authorErik Schilling <ablu.erikschilling@googlemail.com>2013-04-06 21:36:50 +0200
committerErik Schilling <ablu.erikschilling@googlemail.com>2013-04-11 13:43:00 +0200
commitaa04597c5f8bb806996d604699fc8ebff6d53bdd (patch)
tree20e6a79a873605b62c80011fd5c80351f60df6fb /src/game-server/character.cpp
parentd95fccfca8575d8fb06988e558a338e37776961a (diff)
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Converted the Character class into a component
A CharacterData was created as a proxy class in order to allow using the old serialization method.
Diffstat (limited to 'src/game-server/character.cpp')
-rw-r--r--src/game-server/character.cpp318
1 files changed, 153 insertions, 165 deletions
diff --git a/src/game-server/character.cpp b/src/game-server/character.cpp
index e52747fd..63621491 100644
--- a/src/game-server/character.cpp
+++ b/src/game-server/character.cpp
@@ -49,30 +49,29 @@
#include <limits.h>
// Experience curve related values
-const float Character::EXPCURVE_EXPONENT = 3.0f;
-const float Character::EXPCURVE_FACTOR = 10.0f;
-const float Character::LEVEL_SKILL_PRECEDENCE_FACTOR = 0.75f;
-const float Character::EXP_LEVEL_FLEXIBILITY = 1.0f;
+const float CharacterComponent::EXPCURVE_EXPONENT = 3.0f;
+const float CharacterComponent::EXPCURVE_FACTOR = 10.0f;
+const float CharacterComponent::LEVEL_SKILL_PRECEDENCE_FACTOR = 0.75f;
+const float CharacterComponent::EXP_LEVEL_FLEXIBILITY = 1.0f;
-Script::Ref Character::mDeathCallback;
-Script::Ref Character::mDeathAcceptedCallback;
-Script::Ref Character::mLoginCallback;
+Script::Ref CharacterComponent::mDeathCallback;
+Script::Ref CharacterComponent::mDeathAcceptedCallback;
+Script::Ref CharacterComponent::mLoginCallback;
-static bool executeCallback(Script::Ref function, Character *character)
+static bool executeCallback(Script::Ref function, Entity &entity)
{
if (!function.isValid())
return false;
Script *script = ScriptManager::currentState();
script->prepare(function);
- script->push(character);
- script->execute(character->getMap());
+ script->push(&entity);
+ script->execute(entity.getMap());
return true;
}
-Character::Character(MessageIn &msg):
- Being(OBJECT_CHARACTER),
+CharacterComponent::CharacterComponent(Entity &entity, MessageIn &msg):
mClient(NULL),
mConnected(true),
mTransactionHandler(NULL),
@@ -88,29 +87,35 @@ Character::Character(MessageIn &msg):
mTransaction(TRANS_NONE),
mTalkNpcId(0),
mNpcThread(0),
- mKnuckleAttackInfo(0)
+ mKnuckleAttackInfo(0),
+ mBaseEntity(&entity)
{
- const AttributeManager::AttributeScope &attr =
+ // Temporary until all dependencies are in a component
+ Being &being = static_cast<Being &>(entity);
+
+ mCharacterData = new CharacterData(&being, this);
+
+ const AttributeManager::AttributeScope &attributes =
attributeManager->getAttributeScope(CharacterScope);
LOG_DEBUG("Character creation: initialisation of "
- << attr.size() << " attributes.");
- for (AttributeManager::AttributeScope::const_iterator it1 = attr.begin(),
- it1_end = attr.end(); it1 != it1_end; ++it1)
- mAttributes.insert(std::make_pair(it1->first, Attribute(*it1->second)));
+ << attributes.size() << " attributes.");
+ for (auto attributeScope : attributes)
+ being.createAttribute(attributeScope.first, *attributeScope.second);
+
- setWalkMask(Map::BLOCKMASK_WALL);
- setBlockType(BLOCKTYPE_CHARACTER);
+ being.setWalkMask(Map::BLOCKMASK_WALL);
+ being.setBlockType(BLOCKTYPE_CHARACTER);
- CombatComponent *combatcomponent = new CombatComponent(*this);
- addComponent(combatcomponent);
+ CombatComponent *combatcomponent = new CombatComponent(being);
+ entity.addComponent(combatcomponent);
combatcomponent->getAttacks().attack_added.connect(
- sigc::mem_fun(this, &Character::attackAdded));
+ sigc::mem_fun(this, &CharacterComponent::attackAdded));
combatcomponent->getAttacks().attack_removed.connect(
- sigc::mem_fun(this, &Character::attackRemoved));
+ sigc::mem_fun(this, &CharacterComponent::attackRemoved));
// Default knuckle attack
- int damageBase = this->getModifiedAttribute(ATTR_STR);
+ int damageBase = being.getModifiedAttribute(ATTR_STR);
int damageDelta = damageBase / 2;
Damage knuckleDamage;
knuckleDamage.skill = skillManager->getDefaultSkillId();
@@ -126,34 +131,38 @@ Character::Character(MessageIn &msg):
// Get character data.
mDatabaseID = msg.readInt32();
- setName(msg.readString());
- deserializeCharacterData(*this, msg);
- mOld = getPosition();
- Inventory(this).initialize();
- modifiedAllAttribute();
- setSize(16);
+ being.setName(msg.readString());
+
+ deserializeCharacterData(*mCharacterData, msg);
+
+ Inventory(&being, mPossessions).initialize();
+ modifiedAllAttributes(entity);
+ being.setSize(16);
+
+ being.signal_attribute_changed.connect(sigc::mem_fun(
+ this, &CharacterComponent::attributeChanged));
}
-Character::~Character()
+CharacterComponent::~CharacterComponent()
{
delete mNpcThread;
delete mKnuckleAttackInfo;
}
-void Character::update()
+void CharacterComponent::update(Entity &entity)
{
- // First, deal with being generic updates
- Being::update();
+ // Temporary until all dependencies are available as component
+ Being &being = static_cast<Being &>(entity);
// Update character level if needed.
if (mRecalculateLevel)
{
mRecalculateLevel = false;
- recalculateLevel();
+ recalculateLevel(entity);
}
// Dead character: don't regenerate anything else
- if (getAction() == DEAD)
+ if (being.getAction() == DEAD)
return;
// Update special recharge
@@ -169,9 +178,9 @@ void Character::update()
{
Script *script = ScriptManager::currentState();
script->prepare(s.specialInfo->rechargedCallback);
- script->push(this);
+ script->push(&entity);
script->push(s.specialInfo->id);
- script->execute(getMap());
+ script->execute(entity.getMap());
}
}
}
@@ -181,53 +190,46 @@ void Character::update()
sendSpecialUpdate();
mSpecialUpdateNeeded = false;
}
-
- mStatusEffects.clear();
- StatusEffects::iterator it = mStatus.begin();
- while (it != mStatus.end())
- {
- mStatusEffects[it->first] = it->second.time;
- it++;
- }
}
-void Character::died()
+void CharacterComponent::characterDied(Being *being)
{
- Being::died();
- executeCallback(mDeathCallback, this);
+ executeCallback(mDeathCallback, *being);
}
-void Character::respawn()
+void CharacterComponent::respawn(Entity &entity)
{
- if (mAction != DEAD)
+ // Temporary until all dependencies are available as component
+ Being &being = static_cast<Being &>(entity);
+
+ if (being.getAction() != DEAD)
{
- LOG_WARN("Character \"" << getName()
+ LOG_WARN("Character \"" << being.getName()
<< "\" tried to respawn without being dead");
return;
}
// Make it alive again
- setAction(STAND);
+ being.setAction(STAND);
// Reset target
- getComponent<CombatComponent>()->clearTarget();
+ entity.getComponent<CombatComponent>()->clearTarget();
// Execute respawn callback when set
- if (executeCallback(mDeathAcceptedCallback, this))
+ if (executeCallback(mDeathAcceptedCallback, entity))
return;
// No script respawn callback set - fall back to hardcoded logic
- mAttributes[ATTR_HP].setBase(mAttributes[ATTR_MAX_HP].getModifiedAttribute());
- updateDerivedAttributes(ATTR_HP);
+ being.setAttribute(ATTR_HP, being.getModifiedAttribute(ATTR_MAX_HP));
// 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(this, MapManager::getMap(spawnMap),
+ GameState::enqueueWarp(&being, MapManager::getMap(spawnMap),
Point(spawnX, spawnY));
}
-bool Character::specialUseCheck(SpecialMap::iterator it)
+bool CharacterComponent::specialUseCheck(SpecialMap::iterator it)
{
if (it == mSpecials.end())
{
@@ -257,7 +259,7 @@ bool Character::specialUseCheck(SpecialMap::iterator it)
return true;
}
-void Character::useSpecialOnBeing(int id, Being *b)
+void CharacterComponent::useSpecialOnBeing(Entity &user, int id, Being *b)
{
SpecialMap::iterator it = mSpecials.find(id);
if (!specialUseCheck(it))
@@ -270,13 +272,13 @@ void Character::useSpecialOnBeing(int id, Being *b)
//tell script engine to cast the spell
Script *script = ScriptManager::currentState();
script->prepare(special.specialInfo->useCallback);
- script->push(this);
+ script->push(&user);
script->push(b);
script->push(special.specialInfo->id);
- script->execute(getMap());
+ script->execute(user.getMap());
}
-void Character::useSpecialOnPoint(int id, int x, int y)
+void CharacterComponent::useSpecialOnPoint(Entity &user, int id, int x, int y)
{
SpecialMap::iterator it = mSpecials.find(id);
if (!specialUseCheck(it))
@@ -289,14 +291,14 @@ void Character::useSpecialOnPoint(int id, int x, int y)
//tell script engine to cast the spell
Script *script = ScriptManager::currentState();
script->prepare(special.specialInfo->useCallback);
- script->push(this);
+ script->push(&user);
script->push(x);
script->push(y);
script->push(special.specialInfo->id);
- script->execute(getMap());
+ script->execute(user.getMap());
}
-bool Character::giveSpecial(int id, int currentMana)
+bool CharacterComponent::giveSpecial(int id, int currentMana)
{
if (mSpecials.find(id) == mSpecials.end())
{
@@ -315,7 +317,7 @@ bool Character::giveSpecial(int id, int currentMana)
return false;
}
-bool Character::setSpecialMana(int id, int mana)
+bool CharacterComponent::setSpecialMana(int id, int mana)
{
SpecialMap::iterator it = mSpecials.find(id);
if (it != mSpecials.end())
@@ -327,7 +329,7 @@ bool Character::setSpecialMana(int id, int mana)
return false;
}
-bool Character::setSpecialRechargeSpeed(int id, int speed)
+bool CharacterComponent::setSpecialRechargeSpeed(int id, int speed)
{
SpecialMap::iterator it = mSpecials.find(id);
if (it != mSpecials.end())
@@ -339,7 +341,7 @@ bool Character::setSpecialRechargeSpeed(int id, int speed)
return false;
}
-void Character::sendSpecialUpdate()
+void CharacterComponent::sendSpecialUpdate()
{
//GPMSG_SPECIAL_STATUS = 0x0293,
// { B specialID, L current, L max, L recharge }
@@ -353,20 +355,10 @@ void Character::sendSpecialUpdate()
msg.writeInt32(it->second.specialInfo->neededMana);
msg.writeInt32(it->second.rechargeSpeed);
}
- gameHandler->sendTo(this, msg);
+ gameHandler->sendTo(mClient, msg);
}
-int Character::getMapId() const
-{
- return getMap()->getID();
-}
-
-void Character::setMapId(int id)
-{
- setMap(MapManager::getMap(id));
-}
-
-void Character::cancelTransaction()
+void CharacterComponent::cancelTransaction()
{
TransactionType t = mTransaction;
mTransaction = TRANS_NONE;
@@ -383,19 +375,19 @@ void Character::cancelTransaction()
}
}
-Trade *Character::getTrading() const
+Trade *CharacterComponent::getTrading() const
{
return mTransaction == TRANS_TRADE
? static_cast< Trade * >(mTransactionHandler) : NULL;
}
-BuySell *Character::getBuySell() const
+BuySell *CharacterComponent::getBuySell() const
{
return mTransaction == TRANS_BUYSELL
? static_cast< BuySell * >(mTransactionHandler) : NULL;
}
-void Character::setTrading(Trade *t)
+void CharacterComponent::setTrading(Trade *t)
{
if (t)
{
@@ -410,7 +402,7 @@ void Character::setTrading(Trade *t)
}
}
-void Character::setBuySell(BuySell *t)
+void CharacterComponent::setBuySell(BuySell *t)
{
if (t)
{
@@ -425,18 +417,21 @@ void Character::setBuySell(BuySell *t)
}
}
-void Character::sendStatus()
+void CharacterComponent::sendStatus(Entity &entity)
{
+ // Temporary until all dependencies are available as components
+ Being &being = static_cast<Being &>(entity);
+
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(getAttributeBase(attr) * 256);
- attribMsg.writeInt32(getModifiedAttribute(attr) * 256);
+ attribMsg.writeInt32(being.getAttributeBase(attr) * 256);
+ attribMsg.writeInt32(being.getModifiedAttribute(attr) * 256);
}
- if (attribMsg.getLength() > 2) gameHandler->sendTo(this, attribMsg);
+ if (attribMsg.getLength() > 2) gameHandler->sendTo(mClient, attribMsg);
mModifiedAttributes.clear();
MessageOut expMsg(GPMSG_PLAYER_EXP_CHANGE);
@@ -449,7 +444,7 @@ void Character::sendStatus()
expMsg.writeInt32(getExpNeeded(skill));
expMsg.writeInt16(levelForExp(getExperience(skill)));
}
- if (expMsg.getLength() > 2) gameHandler->sendTo(this, expMsg);
+ if (expMsg.getLength() > 2) gameHandler->sendTo(mClient, expMsg);
mModifiedExperience.clear();
if (mUpdateLevelProgress)
@@ -457,73 +452,52 @@ void Character::sendStatus()
mUpdateLevelProgress = false;
MessageOut progressMessage(GPMSG_LEVEL_PROGRESS);
progressMessage.writeInt8(mLevelProgress);
- gameHandler->sendTo(this, progressMessage);
+ gameHandler->sendTo(mClient, progressMessage);
}
}
-void Character::modifiedAllAttribute()
+void CharacterComponent::modifiedAllAttributes(Entity &entity)
{
+ // Temporary until all dependencies are available as components
+ Being &being = static_cast<Being &>(entity);
+
LOG_DEBUG("Marking all attributes as changed, requiring recalculation.");
- for (AttributeMap::iterator it = mAttributes.begin(),
- it_end = mAttributes.end();
- it != it_end; ++it)
+ for (auto attribute : being.getAttributes())
{
- recalculateBaseAttribute(it->first);
- updateDerivedAttributes(it->first);
+ being.recalculateBaseAttribute(attribute.first);
+ mModifiedAttributes.insert(attribute.first);
}
}
-void Character::recalculateBaseAttribute(unsigned attr)
+void CharacterComponent::attributeChanged(Being *being, unsigned attr)
{
- // `attr' may or may not have changed. Recalculate the base value.
- LOG_DEBUG("Received update attribute recalculation request at Character "
- "for " << attr << ".");
- if (!mAttributes.count(attr))
- return;
+ // Inform the client of this attribute modification.
+ accountHandler->updateAttributes(getDatabaseID(), attr,
+ being->getAttributeBase(attr),
+ being->getModifiedAttribute(attr));
+ mModifiedAttributes.insert(attr);
+ // Update the knuckle Attack if required
if (attr == ATTR_STR && mKnuckleAttackInfo)
{
// TODO: dehardcode this
Damage &knuckleDamage = mKnuckleAttackInfo->getDamage();
- knuckleDamage.base = getModifiedAttribute(ATTR_STR);
+ knuckleDamage.base = being->getModifiedAttribute(ATTR_STR);
knuckleDamage.delta = knuckleDamage.base / 2;
}
- Being::recalculateBaseAttribute(attr);
-
-}
-
-
-void Character::updateDerivedAttributes(unsigned attr)
-{
- /*
- * `attr' has changed, perform updates accordingly.
- */
- flagAttribute(attr);
-
-
- Being::updateDerivedAttributes(attr);
}
-void Character::flagAttribute(int attr)
-{
- // Inform the client of this attribute modification.
- accountHandler->updateAttributes(getDatabaseID(), attr,
- getAttributeBase(attr),
- getModifiedAttribute(attr));
- mModifiedAttributes.insert(attr);
-}
-
-int Character::expForLevel(int level)
+int CharacterComponent::expForLevel(int level)
{
return int(pow(level, EXPCURVE_EXPONENT) * EXPCURVE_FACTOR);
}
-int Character::levelForExp(int exp)
+int CharacterComponent::levelForExp(int exp)
{
return int(pow(float(exp) / EXPCURVE_FACTOR, 1.0f / EXPCURVE_EXPONENT));
}
-void Character::receiveExperience(int skill, int experience, int optimalLevel)
+void CharacterComponent::receiveExperience(int skill, int experience, int optimalLevel)
{
// reduce experience when skill is over optimal level
int levelOverOptimum = levelForExp(getExperience(skill)) - optimalLevel;
@@ -562,7 +536,7 @@ void Character::receiveExperience(int skill, int experience, int optimalLevel)
mRecalculateLevel = true;
}
-void Character::incrementKillCount(int monsterType)
+void CharacterComponent::incrementKillCount(int monsterType)
{
std::map<int, int>::iterator i = mKillCount.find(monsterType);
if (i == mKillCount.end())
@@ -577,7 +551,7 @@ void Character::incrementKillCount(int monsterType)
}
}
-int Character::getKillCount(int monsterType) const
+int CharacterComponent::getKillCount(int monsterType) const
{
std::map<int, int>::const_iterator i = mKillCount.find(monsterType);
if (i != mKillCount.end())
@@ -586,7 +560,7 @@ int Character::getKillCount(int monsterType) const
}
-void Character::recalculateLevel()
+void CharacterComponent::recalculateLevel(Entity &entity)
{
std::list<float> levels;
std::map<int, int>::const_iterator a;
@@ -618,7 +592,7 @@ void Character::recalculateLevel()
while (mLevel < level)
{
- levelup();
+ levelup(entity);
}
int levelProgress = int((level - floor(level)) * 100);
@@ -629,20 +603,23 @@ void Character::recalculateLevel()
}
}
-int Character::getExpNeeded(size_t skill) const
+int CharacterComponent::getExpNeeded(size_t skill) const
{
int level = levelForExp(getExperience(skill));
- return Character::expForLevel(level + 1) - expForLevel(level);
+ return CharacterComponent::expForLevel(level + 1) - expForLevel(level);
}
-int Character::getExpGot(size_t skill) const
+int CharacterComponent::getExpGot(size_t skill) const
{
int level = levelForExp(getExperience(skill));
- return mExperience.at(skill) - Character::expForLevel(level);
+ return mExperience.at(skill) - CharacterComponent::expForLevel(level);
}
-void Character::levelup()
+void CharacterComponent::levelup(Entity &entity)
{
+ // Temporary until all dependencies are available as Component
+ Being &being = static_cast<Being &>(entity);
+
mLevel++;
mCharacterPoints += CHARPOINTS_PER_LEVELUP;
@@ -654,40 +631,47 @@ void Character::levelup()
levelupMsg.writeInt16(mLevel);
levelupMsg.writeInt16(mCharacterPoints);
levelupMsg.writeInt16(mCorrectionPoints);
- gameHandler->sendTo(this, levelupMsg);
- LOG_INFO(getName()<<" reached level "<<mLevel);
+ gameHandler->sendTo(mClient, levelupMsg);
+ LOG_INFO(being.getName() << " reached level " << mLevel);
}
-AttribmodResponseCode Character::useCharacterPoint(size_t attribute)
+AttribmodResponseCode CharacterComponent::useCharacterPoint(Entity &entity,
+ size_t attribute)
{
+ // Temporary until all dependencies are available as Component
+ Being &being = static_cast<Being &>(entity);
+
if (!attributeManager->isAttributeDirectlyModifiable(attribute))
return ATTRIBMOD_INVALID_ATTRIBUTE;
if (!mCharacterPoints)
return ATTRIBMOD_NO_POINTS_LEFT;
--mCharacterPoints;
- setAttribute(attribute, getAttributeBase(attribute) + 1);
- updateDerivedAttributes(attribute);
+ being.setAttribute(attribute, being.getAttributeBase(attribute) + 1);
+ being.updateDerivedAttributes(attribute);
return ATTRIBMOD_OK;
}
-AttribmodResponseCode Character::useCorrectionPoint(size_t attribute)
+AttribmodResponseCode CharacterComponent::useCorrectionPoint(Entity &entity,
+ size_t attribute)
{
+ // Temporary until all dependencies are available as Component
+ Being &being = static_cast<Being &>(entity);
+
if (!attributeManager->isAttributeDirectlyModifiable(attribute))
return ATTRIBMOD_INVALID_ATTRIBUTE;
if (!mCorrectionPoints)
return ATTRIBMOD_NO_POINTS_LEFT;
- if (getAttributeBase(attribute) <= 1)
+ if (being.getAttributeBase(attribute) <= 1)
return ATTRIBMOD_DENIED;
--mCorrectionPoints;
++mCharacterPoints;
- setAttribute(attribute, getAttributeBase(attribute) - 1);
- updateDerivedAttributes(attribute);
+ being.setAttribute(attribute, being.getAttributeBase(attribute) - 1);
return ATTRIBMOD_OK;
}
-void Character::startNpcThread(Script::Thread *thread, int npcId)
+void CharacterComponent::startNpcThread(Script::Thread *thread, int npcId)
{
if (mNpcThread)
delete mNpcThread;
@@ -698,7 +682,7 @@ void Character::startNpcThread(Script::Thread *thread, int npcId)
resumeNpcThread();
}
-void Character::resumeNpcThread()
+void CharacterComponent::resumeNpcThread()
{
Script *script = ScriptManager::currentState();
@@ -708,43 +692,47 @@ void Character::resumeNpcThread()
{
MessageOut msg(GPMSG_NPC_CLOSE);
msg.writeInt16(mTalkNpcId);
- gameHandler->sendTo(this, msg);
+ gameHandler->sendTo(mClient, msg);
mTalkNpcId = 0;
mNpcThread = 0;
}
}
-void Character::attackAdded(Attack &attack)
+void CharacterComponent::attackAdded(CombatComponent *combatComponent,
+ Attack &attack)
{
// Remove knuckle attack
if (attack.getAttackInfo() != mKnuckleAttackInfo)
- getComponent<CombatComponent>()->removeAttack(mKnuckleAttackInfo);
+ combatComponent->removeAttack(mKnuckleAttackInfo);
}
-void Character::attackRemoved(Attack &attack)
+void CharacterComponent::attackRemoved(CombatComponent *combatComponent,
+ Attack &attack)
{
// Add knuckle attack
- CombatComponent *combatComponent = getComponent<CombatComponent>();
// 1 since the attack is not really removed yet.
if (combatComponent->getAttacks().getNumber() == 1)
combatComponent->addAttack(mKnuckleAttackInfo);
}
-void Character::disconnected()
+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 (getAction() == DEAD)
- respawn();
+ if (being.getAction() == DEAD)
+ respawn(entity);
else
- GameState::remove(this);
+ GameState::remove(&entity);
- signal_disconnected.emit(this);
+ signal_disconnected.emit(entity);
}
-bool Character::takeSpecial(int id)
+bool CharacterComponent::takeSpecial(int id)
{
SpecialMap::iterator i = mSpecials.find(id);
if (i != mSpecials.end())
@@ -756,12 +744,12 @@ bool Character::takeSpecial(int id)
return false;
}
-void Character::clearSpecials()
+void CharacterComponent::clearSpecials()
{
mSpecials.clear();
}
-void Character::triggerLoginCallback()
+void CharacterComponent::triggerLoginCallback(Entity &entity)
{
- executeCallback(mLoginCallback, this);
+ executeCallback(mLoginCallback, entity);
}