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vcmi/hch/CSpellHandler.cpp
mateuszb 99691b0f11 * fixed compilation error
* added frenzy spell
* repaired order in stack queue in case a unit has waited (it should work correctly now)
* added spell positiveness info, positive spells cannot be cast on hostile stacks and vice versa
2008-12-20 17:08:51 +00:00

106 lines
2.5 KiB
C++

#define VCMI_DLL
#include "../stdafx.h"
#include "CSpellHandler.h"
#include "CLodHandler.h"
#include "../lib/VCMI_Lib.h"
#include <boost/algorithm/string/replace.hpp>
extern CLodHandler *bitmaph;
void CSpellHandler::loadSpells()
{
std::string buf = bitmaph->getTextFile("SPTRAITS.TXT"), pom;
int andame = buf.size(), i=0; //buf iterator
for(int z=0; z<5; ++z)
loadToIt(pom,buf,i,3);
bool combSpells=false; //true, if we are reading combat spells
bool creatureAbility=false; //if true, only creature can use this spell
int ifHit = 0;
while(i<andame)
{
if(spells.size()==81)
break;
CSpell nsp; //new currently being read spell
loadToIt(nsp.name,buf,i,4);
if(nsp.name == std::string(""))
{
if(ifHit == 0)
{
combSpells = true;
}
if(ifHit == 1)
{
creatureAbility = true;
}
for(int z=0; z<3; ++z)
loadToIt(pom,buf,i,3);
loadToIt(nsp.name,buf,i,4);
++ifHit;
}
loadToIt(nsp.abbName,buf,i,4);
loadToIt(nsp.level,buf,i,4);
loadToIt(pom,buf,i,4);
nsp.earth = pom[0]=='x' ? true : false;
loadToIt(pom,buf,i,4);
nsp.water = pom[0]=='x' ? true : false;
loadToIt(pom,buf,i,4);
nsp.fire = pom[0]=='x' ? true : false;
loadToIt(pom,buf,i,4);
nsp.air = pom[0]=='x' ? true : false;
nsp.costs.resize(4);
for (int z = 0; z < 4 ; z++)
loadToIt(nsp.costs[z],buf,i,4);
loadToIt(nsp.power,buf,i,4);
nsp.powers.resize(4);
for (int z = 0; z < 4 ; z++)
loadToIt(nsp.powers[z],buf,i,4);
nsp.probabilities.resize(9);
for (int z = 0; z < 9 ; z++)
loadToIt(nsp.probabilities[z],buf,i,4);
nsp.AIVals.resize(4);
for (int z = 0; z < 4 ; z++)
loadToIt(nsp.AIVals[z],buf,i,4);
nsp.descriptions.resize(4);
for (int z = 0; z < 4 ; z++)
{
loadToIt(nsp.descriptions[z],buf,i,4);
boost::algorithm::replace_all(nsp.descriptions[z],"\"","");
}
loadToIt(nsp.attributes,buf,i,3);
nsp.id = spells.size();
nsp.combatSpell = combSpells;
nsp.creatureAbility = creatureAbility;
spells.push_back(nsp);
}
//loading of additional spell traits
std::ifstream ast;
ast.open("config/spell_info.txt", std::ios::binary);
if(!ast.is_open())
{
tlog1<<"lack of config/spell_info.txt file!"<<std::endl;
}
else
{
//reading header
std::string dump;
for(int i=0; i<42; ++i) ast>>dump;
//reading exact info
int spellID;
ast>>spellID;
while(spellID != -1)
{
int buf;
ast>>buf;
spells[spellID].positiveness = buf;
ast>>spellID;
}
}
}