bool Game::combatChangeHealth(CombatType_t combatType, Creature* attacker, Creature* target, int32_t healthChange,
MagicEffect_t hitEffect/* = MAGIC_EFFECT_UNKNOWN*/, Color_t hitColor/* = COLOR_UNKNOWN*/, bool force/* = false*/)
{
if (attacker->getMonster() && target->getMonster()) {
return 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)
{...
bool Game::combatChangeHealth(CombatType_t combatType, Creature* attacker, Creature* target, int32_t healthChange,
MagicEffect_t hitEffect/* = MAGIC_EFFECT_UNKNOWN*/, Color_t hitColor/* = COLOR_UNKNOWN*/, bool force/* = false*/)
{
if (attacker->getMonster() && target->getMonster()) {
return 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, COLOR_GREEN, 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(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, COLOR_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);
Color_t textColor = COLOR_NONE;
MagicEffect_t magicEffect = MAGIC_EFFECT_NONE;
switch(combatType)
{
case COMBAT_PHYSICALDAMAGE:
{
Item* splash = NULL;
switch(target->getRace())
{
case RACE_VENOM:
textColor = COLOR_LIGHTGREEN;
magicEffect = MAGIC_EFFECT_POISON;
splash = Item::CreateItem(ITEM_SMALLSPLASH, FLUID_GREEN);
break;
case RACE_BLOOD:
textColor = COLOR_RED;
magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
splash = Item::CreateItem(ITEM_SMALLSPLASH, FLUID_BLOOD);
break;
case RACE_UNDEAD:
textColor = COLOR_GREY;
magicEffect = MAGIC_EFFECT_HIT_AREA;
break;
case RACE_FIRE:
textColor = COLOR_ORANGE;
magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
break;
case RACE_ENERGY:
textColor = COLOR_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 = COLOR_PURPLE;
magicEffect = MAGIC_EFFECT_ENERGY_DAMAGE;
break;
}
case COMBAT_EARTHDAMAGE:
{
textColor = COLOR_LIGHTGREEN;
magicEffect = MAGIC_EFFECT_POISON_RINGS;
break;
}
case COMBAT_DROWNDAMAGE:
{
textColor = COLOR_LIGHTBLUE;
magicEffect = MAGIC_EFFECT_LOSE_ENERGY;
break;
}
case COMBAT_FIREDAMAGE:
{
textColor = COLOR_ORANGE;
magicEffect = MAGIC_EFFECT_HITBY_FIRE;
break;
}
case COMBAT_ICEDAMAGE:
{
textColor = COLOR_TEAL;
magicEffect = MAGIC_EFFECT_ICEATTACK;
break;
}
case COMBAT_HOLYDAMAGE:
{
textColor = COLOR_YELLOW;
magicEffect = MAGIC_EFFECT_HOLYDAMAGE;
break;
}
case COMBAT_DEATHDAMAGE:
{
textColor = COLOR_DARKRED;
magicEffect = MAGIC_EFFECT_SMALLCLOUDS;
break;
}
case COMBAT_LIFEDRAIN:
{
textColor = COLOR_RED;
magicEffect = MAGIC_EFFECT_WRAPS_RED;
break;
}
default:
break;
}
if(hitEffect != MAGIC_EFFECT_UNKNOWN)
magicEffect = hitEffect;
if(hitColor != COLOR_UNKNOWN)
textColor = hitColor;
if(textColor < COLOR_NONE && magicEffect < MAGIC_EFFECT_NONE)
{
char buffer[20];
sprintf(buffer, "%d", damage);
addMagicEffect(list, targetPos, magicEffect);
addAnimatedText(list, targetPos, textColor, buffer);
}
}
}
}
return true;
}
in game.cpp
this will return false if both attacker and the creature are monsters, so it wont change healthC++:bool Game::combatChangeHealth(CombatType_t combatType, Creature* attacker, Creature* target, int32_t healthChange, MagicEffect_t hitEffect/* = MAGIC_EFFECT_UNKNOWN*/, Color_t hitColor/* = COLOR_UNKNOWN*/, bool force/* = false*/) { if (attacker->getMonster() && target->getMonster()) { return 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, COLOR_GREEN, 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(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, COLOR_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); Color_t textColor = COLOR_NONE; MagicEffect_t magicEffect = MAGIC_EFFECT_NONE; switch(combatType) { case COMBAT_PHYSICALDAMAGE: { Item* splash = NULL; switch(target->getRace()) { case RACE_VENOM: textColor = COLOR_LIGHTGREEN; magicEffect = MAGIC_EFFECT_POISON; splash = Item::CreateItem(ITEM_SMALLSPLASH, FLUID_GREEN); break; case RACE_BLOOD: textColor = COLOR_RED; magicEffect = MAGIC_EFFECT_DRAW_BLOOD; splash = Item::CreateItem(ITEM_SMALLSPLASH, FLUID_BLOOD); break; case RACE_UNDEAD: textColor = COLOR_GREY; magicEffect = MAGIC_EFFECT_HIT_AREA; break; case RACE_FIRE: textColor = COLOR_ORANGE; magicEffect = MAGIC_EFFECT_DRAW_BLOOD; break; case RACE_ENERGY: textColor = COLOR_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 = COLOR_PURPLE; magicEffect = MAGIC_EFFECT_ENERGY_DAMAGE; break; } case COMBAT_EARTHDAMAGE: { textColor = COLOR_LIGHTGREEN; magicEffect = MAGIC_EFFECT_POISON_RINGS; break; } case COMBAT_DROWNDAMAGE: { textColor = COLOR_LIGHTBLUE; magicEffect = MAGIC_EFFECT_LOSE_ENERGY; break; } case COMBAT_FIREDAMAGE: { textColor = COLOR_ORANGE; magicEffect = MAGIC_EFFECT_HITBY_FIRE; break; } case COMBAT_ICEDAMAGE: { textColor = COLOR_TEAL; magicEffect = MAGIC_EFFECT_ICEATTACK; break; } case COMBAT_HOLYDAMAGE: { textColor = COLOR_YELLOW; magicEffect = MAGIC_EFFECT_HOLYDAMAGE; break; } case COMBAT_DEATHDAMAGE: { textColor = COLOR_DARKRED; magicEffect = MAGIC_EFFECT_SMALLCLOUDS; break; } case COMBAT_LIFEDRAIN: { textColor = COLOR_RED; magicEffect = MAGIC_EFFECT_WRAPS_RED; break; } default: break; } if(hitEffect != MAGIC_EFFECT_UNKNOWN) magicEffect = hitEffect; if(hitColor != COLOR_UNKNOWN) textColor = hitColor; if(textColor < COLOR_NONE && magicEffect < MAGIC_EFFECT_NONE) { char buffer[20]; sprintf(buffer, "%d", damage); addMagicEffect(list, targetPos, magicEffect); addAnimatedText(list, targetPos, textColor, buffer); } } } } return true; }