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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/scripting
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/scripting')
-rw-r--r--src/scripting/lua.cpp5
1 files changed, 3 insertions, 2 deletions
diff --git a/src/scripting/lua.cpp b/src/scripting/lua.cpp
index d443899..cbdb088 100644
--- a/src/scripting/lua.cpp
+++ b/src/scripting/lua.cpp
@@ -33,6 +33,7 @@ extern "C" {
#include "game-server/buysell.h"
#include "game-server/character.h"
#include "game-server/collisiondetection.h"
+#include "game-server/combatcomponent.h"
#include "game-server/effect.h"
#include "game-server/gamehandler.h"
#include "game-server/inventory.h"
@@ -1417,7 +1418,7 @@ static int being_damage(lua_State *s)
{
dmg.skill = checkSkill(s, 8);
}
- being->damage(source, dmg);
+ being->getComponent<CombatComponent>()->damage(*being, source, dmg);
return 0;
}
@@ -1692,7 +1693,7 @@ static int being_get_base_attribute(lua_State *s)
int attr = luaL_checkint(s, 2);
luaL_argcheck(s, attr > 0, 2, "invalid attribute id");
- lua_pushinteger(s, being->getAttribute(attr));
+ lua_pushinteger(s, being->getAttributeBase(attr));
return 1;
}