1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-28 23:06:24 +02:00
vcmi/hch/CArtHandler.cpp
Michał W. Urbańczyk cff70406f1 * enter can be used to open window with selected hero/town
* fixed slider behavior when showing less maps/games than available slots
* added a few missing sounds for creatures
* fixed problems with artifacts info caused by bug in serialization
* fixed bug in Scholar's serializetion
* all stacks features will be serialized (should fix problems with missing premies from artifacts)
* proper serialization of HeroBonus, fixes some problems/crashes
* resource silos won't give resources on the first day
* fixed problems with removing artifacts when all visiblebackpack slots are full
2009-05-30 16:00:26 +00:00

331 lines
12 KiB
C++

#define VCMI_DLL
#include "../stdafx.h"
#include "CArtHandler.h"
#include "CLodHandler.h"
#include "CGeneralTextHandler.h"
#include <boost/assign/std/vector.hpp>
#include <boost/assign/list_of.hpp>
#include "../lib/VCMI_Lib.h"
extern CLodHandler *bitmaph;
using namespace boost::assign;
/*
* CArtHandler.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
*
*/
const std::string & CArtifact::Name() const
{
if(name.size())
return name;
else
return VLC->generaltexth->artifNames[id];
}
const std::string & CArtifact::Description() const
{
if(description.size())
return description;
else
return VLC->generaltexth->artifDescriptions[id];
}
CArtHandler::CArtHandler()
{
VLC->arth = this;
}
void CArtHandler::loadArtifacts(bool onlyTxt)
{
std::vector<ui16> slots;
slots += 17, 16, 15,14,13, 18, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0;
std::map<char, CArtifact::EartClass> classes =
map_list_of('S',CArtifact::ART_SPECIAL)('T',CArtifact::ART_TREASURE)('N',CArtifact::ART_MINOR)('J',CArtifact::ART_MAJOR)('R',CArtifact::ART_RELIC);
std::string buf = bitmaph->getTextFile("ARTRAITS.TXT"), dump, pom;
int it=0;
for(int i=0; i<2; ++i)
{
loadToIt(dump,buf,it,3);
}
VLC->generaltexth->artifNames.resize(ARTIFACTS_QUANTITY);
VLC->generaltexth->artifDescriptions.resize(ARTIFACTS_QUANTITY);
for (int i=0; i<ARTIFACTS_QUANTITY; i++)
{
CArtifact nart;
nart.id=i;
loadToIt(VLC->generaltexth->artifNames[i],buf,it,4);
loadToIt(pom,buf,it,4);
nart.price=atoi(pom.c_str());
for(int j=0;j<slots.size();j++)
{
loadToIt(pom,buf,it,4);
if(pom[0]=='x')
nart.possibleSlots.push_back(slots[j]);
}
loadToIt(pom,buf,it,4);
nart.aClass = classes[pom[0]];
//load description and remove quotation marks
std::string &desc = VLC->generaltexth->artifDescriptions[i];
loadToIt(desc,buf,it,3);
if(desc[0] == '\"' && desc[desc.size()-1] == '\"')
desc = desc.substr(1,desc.size()-2);
if(!onlyTxt)
artifacts.push_back(nart);
}
sortArts();
if(!onlyTxt)
addBonuses();
}
int CArtHandler::convertMachineID(int id, bool creToArt )
{
int dif = 142;
if(creToArt)
{
switch (id)
{
case 147:
dif--;
break;
case 148:
dif++;
break;
}
dif = -dif;
}
else
{
switch (id)
{
case 6:
dif--;
break;
case 5:
dif++;
break;
}
}
return id + dif;
}
void CArtHandler::sortArts()
{
for(int i=0;i<144;i++) //do 144, bo nie chcemy bzdurek
{
switch (artifacts[i].aClass)
{
case CArtifact::ART_TREASURE:
treasures.push_back(&(artifacts[i]));
break;
case CArtifact::ART_MINOR:
minors.push_back(&(artifacts[i]));
break;
case CArtifact::ART_MAJOR:
majors.push_back(&(artifacts[i]));
break;
case CArtifact::ART_RELIC:
relics.push_back(&(artifacts[i]));
break;
}
}
}
void CArtHandler::giveArtBonus( int aid, HeroBonus::BonusType type, int val, int subtype )
{
artifacts[aid].bonuses.push_back(HeroBonus(HeroBonus::PERMANENT,type,HeroBonus::ARTIFACT,val,aid,subtype));
}
void CArtHandler::addBonuses()
{
#define ART_PRIM_SKILL(ID, whichSkill, val) giveArtBonus(ID,HeroBonus::PRIMARY_SKILL,val,whichSkill)
#define ART_MORALE(ID, val) giveArtBonus(ID,HeroBonus::MORALE,val)
#define ART_LUCK(ID, val) giveArtBonus(ID,HeroBonus::LUCK,val)
#define ART_MORALE_AND_LUCK(ID, val) giveArtBonus(ID,HeroBonus::MORALE_AND_LUCK,val)
#define ART_ALL_PRIM_SKILLS(ID, val) ART_PRIM_SKILL(ID,0,val); ART_PRIM_SKILL(ID,1,val); ART_PRIM_SKILL(ID,2,val); ART_PRIM_SKILL(ID,3,val)
#define ART_ATTACK_AND_DEFENSE(ID, val) ART_PRIM_SKILL(ID,0,val); ART_PRIM_SKILL(ID,1,val)
#define ART_POWER_AND_KNOWLEDGE(ID, val) ART_PRIM_SKILL(ID,2,val); ART_PRIM_SKILL(ID,3,val)
//Attack bonus artifacts (Weapons)
ART_PRIM_SKILL(7,0,+2); //Centaur Axe
ART_PRIM_SKILL(8,0,+3);
ART_PRIM_SKILL(9,0,+4);
ART_PRIM_SKILL(10,0,+5);
ART_PRIM_SKILL(11,0,+6);
ART_PRIM_SKILL(12,0,+12);
ART_PRIM_SKILL(12,1,-3);
//Defense bonus artifacts (Shields)
ART_PRIM_SKILL(13,1,+2); //Shield of the Dwarven Lords
ART_PRIM_SKILL(14,1,+3);
ART_PRIM_SKILL(15,1,+4);
ART_PRIM_SKILL(16,1,+5);
ART_PRIM_SKILL(17,1,+6);
ART_PRIM_SKILL(18,1,+12);
ART_PRIM_SKILL(18,0,-3);
//Knowledge bonus artifacts (Helmets)
ART_PRIM_SKILL(19,3,+1); //Helm of the Alabaster Unicorn
ART_PRIM_SKILL(20,3,+2);
ART_PRIM_SKILL(21,3,+3);
ART_PRIM_SKILL(22,3,+4);
ART_PRIM_SKILL(23,3,+5);
ART_PRIM_SKILL(24,3,+10);
ART_PRIM_SKILL(24,2,-2);
//Spell power bonus artifacts (Armours)
ART_PRIM_SKILL(25,2,+1); //Breastplate of Petrified Wood
ART_PRIM_SKILL(26,2,+2);
ART_PRIM_SKILL(27,2,+3);
ART_PRIM_SKILL(28,2,+4);
ART_PRIM_SKILL(29,2,+5);
ART_PRIM_SKILL(30,2,+10);
ART_PRIM_SKILL(30,3,-2);
//All primary skills (various)
ART_ALL_PRIM_SKILLS(31,+1); //Armor of Wonder
ART_ALL_PRIM_SKILLS(32,+2);
ART_ALL_PRIM_SKILLS(33,+3);
ART_ALL_PRIM_SKILLS(34,+4);
ART_ALL_PRIM_SKILLS(35,+5);
ART_ALL_PRIM_SKILLS(36,+6); //Helm of Heavenly Enlightenment
//Attack and Defense (various)
ART_ATTACK_AND_DEFENSE(37,+1); //Quiet Eye of the Dragon
ART_ATTACK_AND_DEFENSE(38,+2);
ART_ATTACK_AND_DEFENSE(39,+3);
ART_ATTACK_AND_DEFENSE(40,+4);
//Spell power and Knowledge (various)
ART_POWER_AND_KNOWLEDGE(41,+1); //Dragonbone Greaves
ART_POWER_AND_KNOWLEDGE(42,+2);
ART_POWER_AND_KNOWLEDGE(43,+3);
ART_POWER_AND_KNOWLEDGE(44,+4);
//Luck and morale
ART_MORALE(45,+1); //Still Eye of the Dragon
ART_LUCK(45,+1); //Still Eye of the Dragon
ART_LUCK(46,+1); //Clover of Fortune
ART_LUCK(47,+1); //Cards of Prophecy
ART_LUCK(48,+1); //Ladybird of Luck
ART_MORALE(49,+1); //Badge of Courage
ART_MORALE(50,+1); //Crest of Valor
ART_MORALE(51,+1); //Glyph of Gallantry
giveArtBonus(52,HeroBonus::SIGHT_RADIOUS,+1);//Speculum
giveArtBonus(53,HeroBonus::SIGHT_RADIOUS,+1);//Spyglass
//necromancy bonus
giveArtBonus(54,HeroBonus::SECONDARY_SKILL_PREMY,+5,12);//Amulet of the Undertaker
giveArtBonus(55,HeroBonus::SECONDARY_SKILL_PREMY,+10,12);//Vampire's Cowl
giveArtBonus(56,HeroBonus::SECONDARY_SKILL_PREMY,+15,12);//Dead Man's Boots
giveArtBonus(57,HeroBonus::MAGIC_RESISTANCE,+5);//Garniture of Interference
giveArtBonus(58,HeroBonus::MAGIC_RESISTANCE,+10);//Surcoat of Counterpoise
giveArtBonus(59,HeroBonus::MAGIC_RESISTANCE,+15);//Boots of Polarity
//archery bonus
giveArtBonus(60,HeroBonus::SECONDARY_SKILL_PREMY,+5,1);//Bow of Elven Cherrywood
giveArtBonus(61,HeroBonus::SECONDARY_SKILL_PREMY,+10,1);//Bowstring of the Unicorn's Mane
giveArtBonus(62,HeroBonus::SECONDARY_SKILL_PREMY,+15,1);//Angel Feather Arrows
//eagle eye bonus
giveArtBonus(63,HeroBonus::SECONDARY_SKILL_PREMY,+5,11);//Bird of Perception
giveArtBonus(64,HeroBonus::SECONDARY_SKILL_PREMY,+10,11);//Stoic Watchman
giveArtBonus(65,HeroBonus::SECONDARY_SKILL_PREMY,+15,11);//Emblem of Cognizance
//reducing cost of surrendering
giveArtBonus(66,HeroBonus::SURRENDER_DISCOUNT,+10);//Statesman's Medal
giveArtBonus(67,HeroBonus::SURRENDER_DISCOUNT,+10);//Diplomat's Ring
giveArtBonus(68,HeroBonus::SURRENDER_DISCOUNT,+10);//Ambassador's Sash
giveArtBonus(69,HeroBonus::STACKS_SPEED,+1);//Ring of the Wayfarer
giveArtBonus(70,HeroBonus::LAND_MOVEMENT,+300);//Equestrian's Gloves
giveArtBonus(71,HeroBonus::SEA_MOVEMENT,+1000);//Necklace of Ocean Guidance
giveArtBonus(72,HeroBonus::FLYING_MOVEMENT,+1);//Angel Wings
giveArtBonus(73,HeroBonus::MANA_REGENERATION,+1);//Charm of Mana
giveArtBonus(74,HeroBonus::MANA_REGENERATION,+2);//Talisman of Mana
giveArtBonus(75,HeroBonus::MANA_REGENERATION,+3);//Mystic Orb of Mana
giveArtBonus(76,HeroBonus::SPELL_DURATION,+1);//Collar of Conjuring
giveArtBonus(77,HeroBonus::SPELL_DURATION,+2);//Ring of Conjuring
giveArtBonus(78,HeroBonus::SPELL_DURATION,+3);//Cape of Conjuring
giveArtBonus(79,HeroBonus::AIR_SPELL_DMG_PREMY,+50);//Orb of the Firmament
giveArtBonus(80,HeroBonus::EARTH_SPELL_DMG_PREMY,+50);//Orb of Silt
giveArtBonus(81,HeroBonus::FIRE_SPELL_DMG_PREMY,+50);//Orb of Tempestuous Fire
giveArtBonus(82,HeroBonus::WATER_SPELL_DMG_PREMY,+50);//Orb of Driving Rain
giveArtBonus(83,HeroBonus::BLOCK_SPELLS_ABOVE_LEVEL,3);//Recanter's Cloak
giveArtBonus(84,HeroBonus::BLOCK_MORALE,0);//Spirit of Oppression
giveArtBonus(85,HeroBonus::BLOCK_LUCK,0);//Hourglass of the Evil Hour
giveArtBonus(86,HeroBonus::FIRE_SPELLS,0);//Tome of Fire Magic
giveArtBonus(87,HeroBonus::AIR_SPELLS,0);//Tome of Air Magic
giveArtBonus(88,HeroBonus::WATER_SPELLS,0);//Tome of Water Magic
giveArtBonus(89,HeroBonus::EARTH_SPELLS,0);//Tome of Earth Magic
giveArtBonus(90,HeroBonus::WATER_WALKING,0);//Boots of Levitation
giveArtBonus(91,HeroBonus::NO_SHOTING_PENALTY,0);//Golden Bow
giveArtBonus(92,HeroBonus::SPELL_IMMUNITY,35);//Sphere of Permanence
giveArtBonus(93,HeroBonus::NEGATE_ALL_NATURAL_IMMUNITIES,0);//Orb of Vulnerability
giveArtBonus(94,HeroBonus::STACK_HEALTH,+1);//Ring of Vitality
giveArtBonus(95,HeroBonus::STACK_HEALTH,+1);//Ring of Life
giveArtBonus(96,HeroBonus::STACK_HEALTH,+2);//Vial of Lifeblood
giveArtBonus(97,HeroBonus::STACKS_SPEED,+1);//Necklace of Swiftness
giveArtBonus(98,HeroBonus::LAND_MOVEMENT,+600);//Boots of Speed
giveArtBonus(99,HeroBonus::STACKS_SPEED,+2);//Cape of Velocity
giveArtBonus(100,HeroBonus::SPELL_IMMUNITY,59);//Pendant of Dispassion
giveArtBonus(101,HeroBonus::SPELL_IMMUNITY,62);//Pendant of Second Sight
giveArtBonus(102,HeroBonus::SPELL_IMMUNITY,42);//Pendant of Holiness
giveArtBonus(103,HeroBonus::SPELL_IMMUNITY,24);//Pendant of Life
giveArtBonus(104,HeroBonus::SPELL_IMMUNITY,25);//Pendant of Death
giveArtBonus(105,HeroBonus::SPELL_IMMUNITY,60);//Pendant of Free Will
giveArtBonus(106,HeroBonus::SPELL_IMMUNITY,17);//Pendant of Negativity
giveArtBonus(107,HeroBonus::SPELL_IMMUNITY,61);//Pendant of Total Recall
giveArtBonus(108,HeroBonus::MORALE_AND_LUCK,+3);//Pendant of Courage
giveArtBonus(109,HeroBonus::GENERATE_RESOURCE,+1,4); //Everflowing Crystal Cloak
giveArtBonus(110,HeroBonus::GENERATE_RESOURCE,+1,5); //Ring of Infinite Gems
giveArtBonus(111,HeroBonus::GENERATE_RESOURCE,+1,1); //Everpouring Vial of Mercury
giveArtBonus(112,HeroBonus::GENERATE_RESOURCE,+1,2); //Inexhaustible Cart of Ore
giveArtBonus(113,HeroBonus::GENERATE_RESOURCE,+1,3); //Eversmoking Ring of Sulfur
giveArtBonus(114,HeroBonus::GENERATE_RESOURCE,+1,0); //Inexhaustible Cart of Lumber
giveArtBonus(115,HeroBonus::GENERATE_RESOURCE,+1000,6); //Endless Sack of Gold
giveArtBonus(116,HeroBonus::GENERATE_RESOURCE,+750,6); //Endless Bag of Gold
giveArtBonus(117,HeroBonus::GENERATE_RESOURCE,+500,6); //Endless Purse of Gold
giveArtBonus(118,HeroBonus::CREATURE_GROWTH,+5,2); //Legs of Legion
giveArtBonus(119,HeroBonus::CREATURE_GROWTH,+4,3); //Loins of Legion
giveArtBonus(120,HeroBonus::CREATURE_GROWTH,+3,4); //Torso of Legion
giveArtBonus(121,HeroBonus::CREATURE_GROWTH,+2,5); //Arms of Legion
giveArtBonus(122,HeroBonus::CREATURE_GROWTH,+1,6); //Head of Legion
//Sea Captain's Hat
giveArtBonus(123,HeroBonus::WHIRLPOOL_PROTECTION,0);
giveArtBonus(123,HeroBonus::SEA_MOVEMENT,+500);
giveArtBonus(123,HeroBonus::SPELL,3,0);
giveArtBonus(123,HeroBonus::SPELL,3,1);
giveArtBonus(124,HeroBonus::SPELLS_OF_LEVEL,3,1); //Spellbinder's Hat
giveArtBonus(125,HeroBonus::ENEMY_CANT_ESCAPE,0); //Shackles of War
giveArtBonus(126,HeroBonus::BLOCK_SPELLS_ABOVE_LEVEL,0);//Orb of Inhibition
}
void CArtHandler::clear()
{
artifacts.clear();
treasures.clear();
minors.clear();
majors.clear();
relics.clear();
}