bool Game::combatChangeHealth(CombatType_t combatType, Creature* attacker, Creature* target, int32_t healthChange,
MagicEffect_t hitEffect/* = MAGIC_EFFECT_UNKNOWN*/, TextColor_t hitColor/* = TEXTCOLOR_UNKNOWN*/, bool force/* = false*/)
{
const Position& targetPos = target->getPosition();
if(healthChange > 0)
{
if(!force && target->getHealth() <= 0)
return false;
bool deny = false;
CreatureEventList statsChangeEvents = target->getCreatureEvents(CREATURE_EVENT_STATSCHANGE);
for(CreatureEventList::iterator it = statsChangeEvents.begin(); it != statsChangeEvents.end(); ++it)
{
if(!(*it)->executeStatsChange(target, attacker, STATSCHANGE_HEALTHGAIN, combatType, healthChange))
deny = true;
}
if(deny)
return false;
target->gainHealth(attacker, healthChange);
if(g_config.getBool(ConfigManager::SHOW_HEALING_DAMAGE) && !target->isGhost() &&
(g_config.getBool(ConfigManager::SHOW_HEALING_DAMAGE_MONSTER) || !target->getMonster()))
{
char buffer[20];
sprintf(buffer, "+%d", healthChange);
const SpectatorVec& list = getSpectators(targetPos);
if(combatType != COMBAT_HEALING)
addMagicEffect(list, targetPos, MAGIC_EFFECT_WRAPS_BLUE);
addAnimatedText(list, targetPos, g_config.getNumber(ConfigManager::HEALTH_HEALING_COLOR), buffer);
}
}
else
{
const SpectatorVec& list = getSpectators(targetPos);
if(!target->isAttackable() || Combat::canDoCombat(attacker, target) != RET_NOERROR)
{
addMagicEffect(list, targetPos, MAGIC_EFFECT_POFF);
return true;
}
int32_t damage = -healthChange;
if(damage != 0)
{
if(!combatType == COMBAT_PHYSICALDAMAGE && target && target->getPlayer())
{
double damageChange = 0;
int32_t skillFish = target->getPlayer()->getSkill(SKILL_FISH, SKILL_LEVEL);
if(skillFish >= 10)
damageChange = std::ceil(skillFish * 0.1 * damage / 100);
if((int32_t)damageChange != 0)
{
damage -= (int32_t)damageChange;
char buffer[150];
sprintf(buffer, "%d hitpoint%s has been absorbed by your resistance.", (int32_t)damageChange, ((int32_t)damageChange == 1 ? "" : "s"));
target->getPlayer()->addSkillAdvance(SKILL_FISH, 1, true);
target->getPlayer()->sendTextMessage(MSG_EVENT_DEFAULT, buffer);
}
}
if(target->hasCondition(CONDITION_MANASHIELD) && combatType != COMBAT_UNDEFINEDDAMAGE)
{
int32_t manaDamage = std::min(target->getMana(), damage);
damage = std::max((int32_t)0, damage - manaDamage);
if(manaDamage != 0)
{
bool deny = false;
CreatureEventList statsChangeEvents = target->getCreatureEvents(CREATURE_EVENT_STATSCHANGE);
for(CreatureEventList::iterator it = statsChangeEvents.begin(); it != statsChangeEvents.end(); ++it)
{
if(!(*it)->executeStatsChange(target, attacker, STATSCHANGE_MANALOSS, combatType, manaDamage))
deny = true;
}
if(deny)
return false;
target->drainMana(attacker, combatType, manaDamage);
char buffer[20];
sprintf(buffer, "%d", manaDamage);
addMagicEffect(list, targetPos, MAGIC_EFFECT_LOSE_ENERGY);
addAnimatedText(list, targetPos, TEXTCOLOR_BLUE, buffer);
}
}
damage = std::min(target->getHealth(), damage);
if(damage > 0)
{
bool deny = false;
CreatureEventList statsChangeEvents = target->getCreatureEvents(CREATURE_EVENT_STATSCHANGE);
for(CreatureEventList::iterator it = statsChangeEvents.begin(); it != statsChangeEvents.end(); ++it)
{
if(!(*it)->executeStatsChange(target, attacker, STATSCHANGE_HEALTHLOSS, combatType, damage))
deny = true;
}
if(deny)
return false;
target->drainHealth(attacker, combatType, damage);
addCreatureHealth(list, target);
TextColor_t textColor = TEXTCOLOR_NONE;
MagicEffect_t magicEffect = MAGIC_EFFECT_NONE;
switch(combatType)
{
case COMBAT_PHYSICALDAMAGE:
{
Item* splash = NULL;
switch(target->getRace())
{
case RACE_VENOM:
textColor = TEXTCOLOR_LIGHTGREEN;
magicEffect = MAGIC_EFFECT_POISON;
splash = Item::CreateItem(ITEM_SMALLSPLASH, FLUID_GREEN);
break;
case RACE_BLOOD:
textColor = TEXTCOLOR_RED;
magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
splash = Item::CreateItem(ITEM_SMALLSPLASH, FLUID_BLOOD);
break;
case RACE_UNDEAD:
textColor = TEXTCOLOR_GREY;
magicEffect = MAGIC_EFFECT_HIT_AREA;
break;
case RACE_FIRE:
textColor = TEXTCOLOR_ORANGE;
magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
break;
case RACE_ENERGY:
textColor = TEXTCOLOR_PURPLE;
magicEffect = MAGIC_EFFECT_PURPLEENERGY;
break;
default:
break;
}
if(splash)
{
internalAddItem(NULL, target->getTile(), splash, INDEX_WHEREEVER, FLAG_NOLIMIT);
startDecay(splash);
}
break;
}
case COMBAT_ENERGYDAMAGE:
{
textColor = TEXTCOLOR_PURPLE;
magicEffect = MAGIC_EFFECT_ENERGY_DAMAGE;
break;
}
case COMBAT_EARTHDAMAGE:
{
textColor = TEXTCOLOR_LIGHTGREEN;
magicEffect = MAGIC_EFFECT_POISON_RINGS;
break;
}
case COMBAT_DROWNDAMAGE:
{
textColor = TEXTCOLOR_LIGHTBLUE;
magicEffect = MAGIC_EFFECT_LOSE_ENERGY;
break;
}
case COMBAT_FIREDAMAGE:
{
textColor = TEXTCOLOR_ORANGE;
magicEffect = MAGIC_EFFECT_HITBY_FIRE;
break;
}
case COMBAT_ICEDAMAGE:
{
textColor = TEXTCOLOR_TEAL;
magicEffect = MAGIC_EFFECT_ICEATTACK;
break;
}
case COMBAT_HOLYDAMAGE:
{
textColor = TEXTCOLOR_YELLOW;
magicEffect = MAGIC_EFFECT_HOLYDAMAGE;
break;
}
case COMBAT_DEATHDAMAGE:
{
textColor = TEXTCOLOR_DARKRED;
magicEffect = MAGIC_EFFECT_SMALLCLOUDS;
break;
}
case COMBAT_LIFEDRAIN:
{
textColor = TEXTCOLOR_RED;
magicEffect = MAGIC_EFFECT_WRAPS_RED;
break;
}
default:
break;
}
if(hitEffect != MAGIC_EFFECT_UNKNOWN)
magicEffect = hitEffect;
if(hitColor != TEXTCOLOR_UNKNOWN)
textColor = hitColor;
if(textColor < TEXTCOLOR_NONE && magicEffect < MAGIC_EFFECT_NONE)
{
char buffer[20];
sprintf(buffer, "%d", damage);
addMagicEffect(list, targetPos, magicEffect);
addAnimatedText(list, targetPos, textColor, buffer);
}
}
}
}
return true;
}