Пример #1
0
void Combat::doCombat(Creature* caster, const Position& position) const
{
	//area combat callback function
	if (params.combatType != COMBAT_NONE) {
		CombatDamage damage = getCombatDamage(caster, nullptr);
		if (damage.primary.type != COMBAT_MANADRAIN) {
			doCombatHealth(caster, position, area, damage, params);
		} else {
			doCombatMana(caster, position, area, damage, params);
		}
	} else {
		CombatFunc(caster, position, area, params, CombatnullptrFunc, nullptr);
	}
}
Пример #2
0
void Combat::doCombat(Creature* caster, Creature* target) const
{
	//target combat callback function
	if (params.combatType != COMBAT_NONE) {
		CombatDamage damage = getCombatDamage(caster, target);
		if (damage.primary.type != COMBAT_MANADRAIN) {
			doCombatHealth(caster, target, damage, params);
		} else {
			doCombatMana(caster, target, damage, params);
		}
	} else {
		doCombatDefault(caster, target, params);
	}
}
Пример #3
0
void Combat::doCombat(const CreatureP& caster, const Position& pos) const
{
	//area combat callback function
	if(params.combatType != COMBAT_NONE)
	{
		int32_t minChange = 0, maxChange = 0;
		getMinMaxValues(caster, nullptr, minChange, maxChange);
		if(params.combatType != COMBAT_MANADRAIN)
			doCombatHealth(caster, pos, area, minChange, maxChange, params);
		else
			doCombatMana(caster, pos, area, minChange, maxChange, params);
	}
	else
		CombatFunc(caster, pos, area, params, CombatNullFunc, nullptr);
}
Пример #4
0
void Combat::doCombat(const CreatureP& caster, const CreatureP& target) const
{
	//target combat callback function
	if(params.combatType != COMBAT_NONE)
	{
		int32_t minChange = 0, maxChange = 0;
		getMinMaxValues(caster, target, minChange, maxChange);
		if(params.combatType != COMBAT_MANADRAIN)
			doCombatHealth(caster, target, minChange, maxChange, params);
		else
			doCombatMana(caster, target, minChange, maxChange, params);
	}
	else
		doCombatDefault(caster, target, params);
}
Пример #5
0
void Combat::doCombat(Creature* caster, const Position& pos) const
{
	//area combat callback function

	if(params.combatType != COMBAT_NONE){
		int32_t minChange = 0;
		int32_t maxChange = 0;
		getMinMaxValues(caster, NULL, minChange, maxChange);

		if(params.combatType != COMBAT_MANADRAIN){
			doCombatHealth(caster, pos, area, minChange, maxChange, params);
		}
		else{
			doCombatMana(caster, pos, area, minChange, maxChange, params);
		}
	}
	else{
		CombatFunc(caster, pos, area, params, CombatNullFunc, NULL);
	}
}
Пример #6
0
void Combat::doCombat(Creature* caster, Creature* target) const
{
	//target combat callback function
	if(params.combatType != COMBAT_NONE)
	{
		if(params.isAggressive && (caster == target || Combat::canDoCombat(caster, target, true) != RET_NOERROR))
			return;

		int32_t minChange = 0, maxChange = 0;
		CombatParams _params = params;

		getMinMaxValues(caster, target, _params, minChange, maxChange);
		if(params.combatType != COMBAT_MANADRAIN)
			doCombatHealth(caster, target, minChange, maxChange, _params, false);
		else
			doCombatMana(caster, target, minChange, maxChange, _params, false);
	}
	else
		doCombatDefault(caster, target, params);
}