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authorErik Schilling <ablu.erikschilling@googlemail.com>2012-06-10 15:11:01 +0200
committerErik Schilling <ablu.erikschilling@googlemail.com>2013-01-08 16:58:57 +0100
commit6f287f239e9d94707735b183d6c6b89eea9fef20 (patch)
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Work on (Auto)Attack system.
During the implementation bjorn and I agreed to limit the number of attacks that can be used in the same tick to one. This makes a lot of stuff easier and the client cannot display two frames at the same time Things done: - Implemented setting of attacks when equipping/unequipping items - Single place where the xml attack node is parsed - Finished attack logic - Unified the attack handling of monsters and characters - Added a global cooldown after attack use (not only for next use of same attack) - Removed the temponary attributes for the monster attack values - Priorities for all attacks - Rewrote the attack core: - Attacks now have this attributes: - warmup -> time a attack needs after starting it to actually deal the damage - cooldown -> time a attack needs after dealing damage before another attack can be used - reuse -> time before the same attack can be used again - If no attack is performed at the moment the following is done: - make a list with all ready attacks - check for attack that has the necessarily range and highest priority - start this attack (inform client about it) - when warmup is finished -> trigger damage - when cooldown is finished -> allow to use other (or the same if reusetimer allows) attacks TODO: - sync client with this to allow better timed animations
Diffstat (limited to 'src/game-server/skillmanager.h')
-rw-r--r--src/game-server/skillmanager.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/game-server/skillmanager.h b/src/game-server/skillmanager.h
index 36e2485e..f296e192 100644
--- a/src/game-server/skillmanager.h
+++ b/src/game-server/skillmanager.h
@@ -60,6 +60,8 @@ class SkillManager
const std::string getSkillName(unsigned int id) const;
const std::string getSetName(unsigned int id) const;
+ bool exists(unsigned id) const;
+
unsigned int getDefaultSkillId() const
{ return mDefaultSkillId; }
private: