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enemy.cc
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128 lines (99 loc) · 2.31 KB
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#include <ctype.h>
#include <sys/types.h>
#include <stdio.h>
#include <syslog.h>
#include "define.h"
#include "struct.h"
/*
* ENEMY_DATA CLASS
*/
Enemy_Data :: Enemy_Data( )
: damage(0)
{
record_new( sizeof( enemy_data ), MEM_ENEMY );
}
Enemy_Data :: ~Enemy_Data( )
{
record_delete( sizeof( enemy_data ), MEM_ENEMY );
}
/*
* GENERIC ROUTINES
*/
bool is_enemy( char_data* ch, char_data* victim )
{
// Note: this includes switched mobs for now.
// Not sure if that's right.
if( !victim->pcdata )
return false;
for( const enemy_data *enemy = ch->enemy; enemy; enemy = enemy->next )
if( enemy->pfile == victim->pcdata->pfile )
return true;
return false;
}
int damage_done( char_data* ch, char_data* victim )
{
for( const enemy_data *enemy = victim->enemy; enemy; enemy = enemy->next )
if( enemy->pfile == ch->pcdata->pfile )
return enemy->damage;
return -1;
}
/*
* DELETION ROUTINES
*/
void clear_enemies( char_data* victim )
{
if( !victim->pcdata )
return;
for( int i = 0; i < mob_list; ++i ) {
mob_data *ch = mob_list[i];
if( !ch->Is_Valid( ) )
continue;
for( enemy_data *enemy = ch->enemy; enemy; enemy = enemy->next ) {
if( enemy->pfile == victim->pcdata->pfile ) {
remove( ch->enemy, enemy );
delete enemy;
break;
}
}
}
}
/*
* CREATION ROUTINES
*/
void share_enemies( char_data* ch1, char_data* ch2 )
{
if( !is_set( ch2->species->act_flags, ACT_ASSIST_GROUP ) )
return;
for( enemy_data *e1 = ch1->enemy; e1; e1 = e1->next ) {
for( enemy_data *e2 = ch2->enemy; ; e2 = e2->next ) {
if( !e2 ) {
e2 = new enemy_data;
e2->pfile = e1->pfile;
e2->next = ch2->enemy;
ch2->enemy = e2;
break;
}
if( e2->pfile == e1->pfile )
break;
}
}
}
void record_damage( char_data* victim, char_data* ch, int damage )
{
if( !victim
|| !victim->species
|| !ch
|| !ch->pcdata )
return;
for( enemy_data *enemy = victim->enemy; enemy; enemy = enemy->next ) {
if( enemy->pfile == ch->pcdata->pfile ) {
enemy->damage += damage;
return;
}
}
enemy_data *enemy = new enemy_data;
enemy->pfile = ch->pcdata->pfile;
enemy->damage = damage;
enemy->next = victim->enemy;
victim->enemy = enemy;
}