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55925e0eea
2.Support for Pyramid. Unfortunately untested entirely as combats won't work on my system.
298 lines
6.9 KiB
C++
298 lines
6.9 KiB
C++
#define VCMI_DLL
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#include "../stdafx.h"
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#include "CSpellHandler.h"
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#include "CLodHandler.h"
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#include "CSoundBase.h"
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#include "../lib/VCMI_Lib.h"
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#include <boost/algorithm/string/replace.hpp>
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#include <cctype>
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extern CLodHandler *bitmaph;
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/*
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* CSpellHandler.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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namespace SRSLPraserHelpers
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{
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static int XYToHex(int x, int y)
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{
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return x + 17 * y;
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}
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static int XYToHex(std::pair<int, int> xy)
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{
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return XYToHex(xy.first, xy.second);
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}
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static int hexToY(int battleFieldPosition)
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{
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return battleFieldPosition/17;
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}
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static int hexToX(int battleFieldPosition)
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{
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int pos = battleFieldPosition - hexToY(battleFieldPosition) * 17;
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return pos;
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}
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static std::pair<int, int> hexToPair(int battleFieldPosition)
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{
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return std::make_pair(hexToX(battleFieldPosition), hexToY(battleFieldPosition));
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}
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//moves hex by one hex in given direction
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//0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left
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static std::pair<int, int> gotoDir(int x, int y, int direction)
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{
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switch(direction)
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{
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case 0: //top left
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return std::make_pair(y%2 ? x-1 : x, y-1);
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case 1: //top right
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return std::make_pair(y%2 ? x : x+1, y-1);
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case 2: //right
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return std::make_pair(x+1, y);
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case 3: //right bottom
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return std::make_pair(y%2 ? x : x+1, y+1);
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case 4: //left bottom
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return std::make_pair(y%2 ? x-1 : x, y+1);
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case 5: //left
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return std::make_pair(x-1, y);
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default:
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throw std::string("Disaster: wrong direction in SRSLPraserHelpers::gotoDir!\n");
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}
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}
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static std::pair<int, int> gotoDir(std::pair<int, int> xy, int direction)
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{
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return gotoDir(xy.first, xy.second, direction);
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}
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static bool isGoodHex(std::pair<int, int> xy)
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{
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return xy.first >=0 && xy.first < 17 && xy.second >= 0 && xy.second < 11;
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}
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//helper fonction for std::set<ui16> CSpell::rangeInHexes(unsigned int centralHex, ui8 schoolLvl ) const
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static std::set<ui16> getInRange(unsigned int center, int low, int high)
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{
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std::set<ui16> ret;
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if(low == 0)
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{
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ret.insert(center);
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}
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std::pair<int, int> mainPointForLayer[6]; //A, B, C, D, E, F points
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for(int b=0; b<6; ++b)
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mainPointForLayer[b] = hexToPair(center);
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for(int it=1; it<=high; ++it) //it - distance to the center
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{
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for(int b=0; b<6; ++b)
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mainPointForLayer[b] = gotoDir(mainPointForLayer[b], b);
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if(it>=low)
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{
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std::pair<int, int> curHex;
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//adding lines (A-b, B-c, C-d, etc)
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for(int v=0; v<6; ++v)
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{
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curHex = mainPointForLayer[v];
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for(int h=0; h<it; ++h)
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{
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if(isGoodHex(curHex))
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ret.insert(XYToHex(curHex));
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curHex = gotoDir(curHex, (v+2)%6);
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}
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}
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} //if(it>=low)
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}
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return ret;
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}
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}
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using namespace SRSLPraserHelpers;
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CSpellHandler::CSpellHandler()
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{
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VLC->spellh = this;
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}
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std::set<ui16> CSpell::rangeInHexes(unsigned int centralHex, ui8 schoolLvl ) const
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{
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std::set<ui16> ret;
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std::string rng = range[schoolLvl] + ','; //copy + artificial comma for easier handling
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if(rng.size() >= 1 && rng[0] != 'X') //there is at lest one hex in range
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{
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std::string number1, number2;
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int beg, end;
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bool readingFirst = true;
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for(int it=0; it<rng.size(); ++it)
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{
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if( std::isdigit(rng[it]) ) //reading numer
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{
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if(readingFirst)
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number1 += rng[it];
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else
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number2 += rng[it];
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}
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else if(rng[it] == ',') //comma
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{
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//calculating variables
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if(readingFirst)
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{
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beg = atoi(number1.c_str());
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number1 = "";
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}
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else
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{
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end = atoi(number2.c_str());
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number2 = "";
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}
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//obtaining new hexes
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std::set<ui16> curLayer;
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if(readingFirst)
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{
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curLayer = getInRange(centralHex, beg, beg);
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}
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else
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{
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curLayer = getInRange(centralHex, beg, end);
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readingFirst = true;
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}
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//adding abtained hexes
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for(std::set<ui16>::iterator it = curLayer.begin(); it != curLayer.end(); ++it)
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{
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ret.insert(*it);
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}
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}
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else if(rng[it] == '-') //dash
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{
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beg = atoi(number1.c_str());
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number1 = "";
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readingFirst = false;
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}
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}
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}
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return ret;
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}
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void CSpellHandler::loadSpells()
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{
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std::string buf = bitmaph->getTextFile("SPTRAITS.TXT"), pom;
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int andame = buf.size(), i=0; //buf iterator
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for(int z=0; z<5; ++z)
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loadToIt(pom,buf,i,3);
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bool combSpells=false; //true, if we are reading combat spells
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bool creatureAbility=false; //if true, only creature can use this spell
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int ifHit = 0;
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while(i<andame)
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{
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if(spells.size()==81)
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break;
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CSpell nsp; //new currently being read spell
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loadToIt(nsp.name,buf,i,4);
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if(nsp.name == std::string(""))
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{
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if(ifHit == 0)
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{
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combSpells = true;
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}
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if(ifHit == 1)
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{
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creatureAbility = true;
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}
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for(int z=0; z<3; ++z)
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loadToIt(pom,buf,i,3);
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loadToIt(nsp.name,buf,i,4);
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++ifHit;
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}
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loadToIt(nsp.abbName,buf,i,4);
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loadToIt(nsp.level,buf,i,4);
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loadToIt(pom,buf,i,4);
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nsp.earth = pom[0]=='x' ? true : false;
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loadToIt(pom,buf,i,4);
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nsp.water = pom[0]=='x' ? true : false;
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loadToIt(pom,buf,i,4);
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nsp.fire = pom[0]=='x' ? true : false;
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loadToIt(pom,buf,i,4);
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nsp.air = pom[0]=='x' ? true : false;
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nsp.costs.resize(4);
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for (int z = 0; z < 4 ; z++)
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loadToIt(nsp.costs[z],buf,i,4);
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loadToIt(nsp.power,buf,i,4);
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nsp.powers.resize(4);
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for (int z = 0; z < 4 ; z++)
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loadToIt(nsp.powers[z],buf,i,4);
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nsp.probabilities.resize(9);
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for (int z = 0; z < 9 ; z++)
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loadToIt(nsp.probabilities[z],buf,i,4);
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nsp.AIVals.resize(4);
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for (int z = 0; z < 4 ; z++)
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loadToIt(nsp.AIVals[z],buf,i,4);
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nsp.descriptions.resize(4);
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for (int z = 0; z < 4 ; z++)
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{
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loadToIt(nsp.descriptions[z],buf,i,4);
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boost::algorithm::replace_all(nsp.descriptions[z],"\"","");
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}
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loadToIt(nsp.attributes,buf,i,3);
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nsp.id = spells.size();
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nsp.combatSpell = combSpells;
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nsp.creatureAbility = creatureAbility;
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nsp.mainEffectAnim = -1;
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nsp.soundID = soundBase::invalid;
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spells.push_back(nsp);
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}
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//loading of additional spell traits
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std::ifstream ast;
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ast.open("config/spell_info.txt", std::ios::binary);
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if(!ast.is_open())
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{
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tlog1<<"lack of config/spell_info.txt file!"<<std::endl;
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}
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else
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{
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//reading header
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std::string dump;
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for(int i=0; i<60; ++i) ast>>dump;
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//reading exact info
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int spellID;
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ast>>spellID;
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while(spellID != -1)
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{
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int buf;
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ast >> buf;
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spells[spellID].positiveness = buf;
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ast >> buf;
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spells[spellID].mainEffectAnim = buf;
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spells[spellID].range.resize(4);
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for(int g=0; g<4; ++g)
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ast>>spells[spellID].range[g];
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ast>>spellID;
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}
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}
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}
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