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authorErik Schilling <ablu.erikschilling@googlemail.com>2013-04-19 15:36:18 +0200
committerErik Schilling <ablu.erikschilling@googlemail.com>2013-08-26 22:56:46 +0200
commit1fdbc0af01b9e515a8610b20c4e0cb760a3635eb (patch)
treee88082ebd9431a3dccafe2d32bafcb72be4841d5 /src/game-server/character.h
parent3598685c0fcbb9b5fdbcdbbaee258e2b55d5c98a (diff)
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[Abilities] Made the rechargespeed depending on attributes
This allows a lot more flexibility and makes stuff like magical items a lot easier to implement. We will also use this for the attack system in the future. So a attack (abilitiy) would simply depend on some value like Agility (or a derived attribute from it). Which sets the recharge speed. The recharge speed is the modified value of the attribute per game tick.
Diffstat (limited to 'src/game-server/character.h')
-rw-r--r--src/game-server/character.h10
1 files changed, 1 insertions, 9 deletions
diff --git a/src/game-server/character.h b/src/game-server/character.h
index 9b179693..6c2e31e8 100644
--- a/src/game-server/character.h
+++ b/src/game-server/character.h
@@ -51,12 +51,10 @@ struct AbilityValue
AbilityValue(unsigned currentMana,
const AbilityManager::AbilityInfo *abilityInfo)
: currentPoints(currentMana)
- , rechargeSpeed(abilityInfo->defaultRechargeSpeed)
, abilityInfo(abilityInfo)
{}
unsigned currentPoints;
- unsigned rechargeSpeed;
const AbilityManager::AbilityInfo *abilityInfo;
};
@@ -188,12 +186,6 @@ class CharacterComponent : public Component
*/
AbilityMap::iterator findAbility(int id)
{ return mAbilities.find(id); }
-
- /**
- * Sets recharge speed of a ability
- */
- bool setAbilityRechargeSpeed(int id, int speed);
-
/**
* Removes all abilities from character
*/
@@ -511,7 +503,7 @@ class CharacterComponent : public Component
/**
* Informs the client about his characters abilities charge status
*/
- void sendAbilityUpdate();
+ void sendAbilityUpdate(Entity &entity);
enum TransactionType
{ TRANS_NONE, TRANS_TRADE, TRANS_BUYSELL };