diff options
author | Erik Schilling <ablu.erikschilling@googlemail.com> | 2013-04-27 21:09:23 +0200 |
---|---|---|
committer | Erik Schilling <ablu.erikschilling@googlemail.com> | 2013-05-08 14:02:51 +0200 |
commit | cec65058123f710643290c13b7f2b0512b878381 (patch) | |
tree | 8130d69617e8da8f1920ae5538a0b5a2d8d1bfd5 /src/game-server/gamehandler.cpp | |
parent | 0a1332f04b841bc32e09552665e5cd611fa23ca8 (diff) | |
download | manaserv-cec65058123f710643290c13b7f2b0512b878381.tar.gz manaserv-cec65058123f710643290c13b7f2b0512b878381.tar.xz manaserv-cec65058123f710643290c13b7f2b0512b878381.zip |
[Abilities] Removed the old autoattack system
As a side effect i had to remove the monster attack AI for now. I will
readd this as next thing.
Diffstat (limited to 'src/game-server/gamehandler.cpp')
-rw-r--r-- | src/game-server/gamehandler.cpp | 23 |
1 files changed, 1 insertions, 22 deletions
diff --git a/src/game-server/gamehandler.cpp b/src/game-server/gamehandler.cpp index b1a87a2..e9890c6 100644 --- a/src/game-server/gamehandler.cpp +++ b/src/game-server/gamehandler.cpp @@ -27,7 +27,6 @@ #include "common/transaction.h" #include "game-server/accountconnection.h" #include "game-server/buysell.h" -#include "game-server/combatcomponent.h" #include "game-server/commandhandler.h" #include "game-server/emotemanager.h" #include "game-server/inventory.h" @@ -254,10 +253,6 @@ void GameHandler::processMessage(NetComputer *computer, MessageIn &message) handleMoveItem(client, message); break; - case PGMSG_ATTACK: - handleAttack(client, message); - break; - case PGMSG_USE_ABILITY_ON_BEING: handleUseAbilityOnBeing(client, message); break; @@ -671,22 +666,6 @@ void GameHandler::handleMoveItem(GameClient &client, MessageIn &message) TRANS_ITEM_MOVE, str.str()); } -void GameHandler::handleAttack(GameClient &client, MessageIn &message) -{ - int id = message.readInt16(); - const int publicId = - client.character->getComponent<ActorComponent>()->getPublicID(); - LOG_DEBUG("Character " << publicId << " attacked being " << id); - - Entity *being = findBeingNear(client.character, id); - if (being && being->getType() != OBJECT_NPC) - { - client.character->getComponent<CombatComponent>()->setTarget(being); - client.character->getComponent<BeingComponent>()->setAction( - *client.character, ATTACK); - } -} - void GameHandler::handleUseAbilityOnBeing(GameClient &client, MessageIn &message) { if (client.character->getComponent<BeingComponent>()->getAction() == DEAD) @@ -719,7 +698,7 @@ void GameHandler::handleUseAbilityOnPoint(GameClient &client, MessageIn &message const int publicId = client.character->getComponent<ActorComponent>()->getPublicID(); LOG_DEBUG("Character " << publicId - << " tries to use his ability attack " << abilityID); + << " tries to use his ability " << abilityID); auto *abilityComponent = client.character ->getComponent<AbilityComponent>(); abilityComponent->useAbilityOnPoint(*client.character, abilityID, x, y); |