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vcmi/hch/CSpellHandler.cpp
DjWarmonger 55925e0eea 1.Fixes for RazeStructures net packs.
2.Support for Pyramid. Unfortunately untested entirely as combats won't work on my system.
2009-09-24 17:54:02 +00:00

298 lines
6.9 KiB
C++

#define VCMI_DLL
#include "../stdafx.h"
#include "CSpellHandler.h"
#include "CLodHandler.h"
#include "CSoundBase.h"
#include "../lib/VCMI_Lib.h"
#include <boost/algorithm/string/replace.hpp>
#include <cctype>
extern CLodHandler *bitmaph;
/*
* CSpellHandler.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
namespace SRSLPraserHelpers
{
static int XYToHex(int x, int y)
{
return x + 17 * y;
}
static int XYToHex(std::pair<int, int> xy)
{
return XYToHex(xy.first, xy.second);
}
static int hexToY(int battleFieldPosition)
{
return battleFieldPosition/17;
}
static int hexToX(int battleFieldPosition)
{
int pos = battleFieldPosition - hexToY(battleFieldPosition) * 17;
return pos;
}
static std::pair<int, int> hexToPair(int battleFieldPosition)
{
return std::make_pair(hexToX(battleFieldPosition), hexToY(battleFieldPosition));
}
//moves hex by one hex in given direction
//0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left
static std::pair<int, int> gotoDir(int x, int y, int direction)
{
switch(direction)
{
case 0: //top left
return std::make_pair(y%2 ? x-1 : x, y-1);
case 1: //top right
return std::make_pair(y%2 ? x : x+1, y-1);
case 2: //right
return std::make_pair(x+1, y);
case 3: //right bottom
return std::make_pair(y%2 ? x : x+1, y+1);
case 4: //left bottom
return std::make_pair(y%2 ? x-1 : x, y+1);
case 5: //left
return std::make_pair(x-1, y);
default:
throw std::string("Disaster: wrong direction in SRSLPraserHelpers::gotoDir!\n");
}
}
static std::pair<int, int> gotoDir(std::pair<int, int> xy, int direction)
{
return gotoDir(xy.first, xy.second, direction);
}
static bool isGoodHex(std::pair<int, int> xy)
{
return xy.first >=0 && xy.first < 17 && xy.second >= 0 && xy.second < 11;
}
//helper fonction for std::set<ui16> CSpell::rangeInHexes(unsigned int centralHex, ui8 schoolLvl ) const
static std::set<ui16> getInRange(unsigned int center, int low, int high)
{
std::set<ui16> ret;
if(low == 0)
{
ret.insert(center);
}
std::pair<int, int> mainPointForLayer[6]; //A, B, C, D, E, F points
for(int b=0; b<6; ++b)
mainPointForLayer[b] = hexToPair(center);
for(int it=1; it<=high; ++it) //it - distance to the center
{
for(int b=0; b<6; ++b)
mainPointForLayer[b] = gotoDir(mainPointForLayer[b], b);
if(it>=low)
{
std::pair<int, int> curHex;
//adding lines (A-b, B-c, C-d, etc)
for(int v=0; v<6; ++v)
{
curHex = mainPointForLayer[v];
for(int h=0; h<it; ++h)
{
if(isGoodHex(curHex))
ret.insert(XYToHex(curHex));
curHex = gotoDir(curHex, (v+2)%6);
}
}
} //if(it>=low)
}
return ret;
}
}
using namespace SRSLPraserHelpers;
CSpellHandler::CSpellHandler()
{
VLC->spellh = this;
}
std::set<ui16> CSpell::rangeInHexes(unsigned int centralHex, ui8 schoolLvl ) const
{
std::set<ui16> ret;
std::string rng = range[schoolLvl] + ','; //copy + artificial comma for easier handling
if(rng.size() >= 1 && rng[0] != 'X') //there is at lest one hex in range
{
std::string number1, number2;
int beg, end;
bool readingFirst = true;
for(int it=0; it<rng.size(); ++it)
{
if( std::isdigit(rng[it]) ) //reading numer
{
if(readingFirst)
number1 += rng[it];
else
number2 += rng[it];
}
else if(rng[it] == ',') //comma
{
//calculating variables
if(readingFirst)
{
beg = atoi(number1.c_str());
number1 = "";
}
else
{
end = atoi(number2.c_str());
number2 = "";
}
//obtaining new hexes
std::set<ui16> curLayer;
if(readingFirst)
{
curLayer = getInRange(centralHex, beg, beg);
}
else
{
curLayer = getInRange(centralHex, beg, end);
readingFirst = true;
}
//adding abtained hexes
for(std::set<ui16>::iterator it = curLayer.begin(); it != curLayer.end(); ++it)
{
ret.insert(*it);
}
}
else if(rng[it] == '-') //dash
{
beg = atoi(number1.c_str());
number1 = "";
readingFirst = false;
}
}
}
return ret;
}
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;
nsp.mainEffectAnim = -1;
nsp.soundID = soundBase::invalid;
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<60; ++i) ast>>dump;
//reading exact info
int spellID;
ast>>spellID;
while(spellID != -1)
{
int buf;
ast >> buf;
spells[spellID].positiveness = buf;
ast >> buf;
spells[spellID].mainEffectAnim = buf;
spells[spellID].range.resize(4);
for(int g=0; g<4; ++g)
ast>>spells[spellID].range[g];
ast>>spellID;
}
}
}