mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-28 23:06:24 +02:00
cff70406f1
* 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
331 lines
12 KiB
C++
331 lines
12 KiB
C++
#define VCMI_DLL
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#include "../stdafx.h"
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#include "CArtHandler.h"
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#include "CLodHandler.h"
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#include "CGeneralTextHandler.h"
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#include <boost/assign/std/vector.hpp>
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#include <boost/assign/list_of.hpp>
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#include "../lib/VCMI_Lib.h"
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extern CLodHandler *bitmaph;
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using namespace boost::assign;
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/*
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* CArtHandler.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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const std::string & CArtifact::Name() const
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{
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if(name.size())
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return name;
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else
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return VLC->generaltexth->artifNames[id];
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}
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const std::string & CArtifact::Description() const
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{
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if(description.size())
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return description;
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else
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return VLC->generaltexth->artifDescriptions[id];
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}
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CArtHandler::CArtHandler()
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{
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VLC->arth = this;
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}
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void CArtHandler::loadArtifacts(bool onlyTxt)
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{
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std::vector<ui16> slots;
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slots += 17, 16, 15,14,13, 18, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0;
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std::map<char, CArtifact::EartClass> classes =
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map_list_of('S',CArtifact::ART_SPECIAL)('T',CArtifact::ART_TREASURE)('N',CArtifact::ART_MINOR)('J',CArtifact::ART_MAJOR)('R',CArtifact::ART_RELIC);
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std::string buf = bitmaph->getTextFile("ARTRAITS.TXT"), dump, pom;
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int it=0;
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for(int i=0; i<2; ++i)
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{
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loadToIt(dump,buf,it,3);
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}
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VLC->generaltexth->artifNames.resize(ARTIFACTS_QUANTITY);
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VLC->generaltexth->artifDescriptions.resize(ARTIFACTS_QUANTITY);
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for (int i=0; i<ARTIFACTS_QUANTITY; i++)
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{
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CArtifact nart;
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nart.id=i;
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loadToIt(VLC->generaltexth->artifNames[i],buf,it,4);
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loadToIt(pom,buf,it,4);
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nart.price=atoi(pom.c_str());
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for(int j=0;j<slots.size();j++)
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{
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loadToIt(pom,buf,it,4);
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if(pom[0]=='x')
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nart.possibleSlots.push_back(slots[j]);
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}
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loadToIt(pom,buf,it,4);
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nart.aClass = classes[pom[0]];
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//load description and remove quotation marks
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std::string &desc = VLC->generaltexth->artifDescriptions[i];
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loadToIt(desc,buf,it,3);
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if(desc[0] == '\"' && desc[desc.size()-1] == '\"')
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desc = desc.substr(1,desc.size()-2);
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if(!onlyTxt)
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artifacts.push_back(nart);
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}
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sortArts();
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if(!onlyTxt)
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addBonuses();
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}
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int CArtHandler::convertMachineID(int id, bool creToArt )
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{
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int dif = 142;
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if(creToArt)
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{
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switch (id)
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{
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case 147:
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dif--;
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break;
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case 148:
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dif++;
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break;
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}
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dif = -dif;
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}
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else
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{
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switch (id)
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{
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case 6:
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dif--;
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break;
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case 5:
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dif++;
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break;
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}
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}
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return id + dif;
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}
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void CArtHandler::sortArts()
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{
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for(int i=0;i<144;i++) //do 144, bo nie chcemy bzdurek
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{
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switch (artifacts[i].aClass)
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{
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case CArtifact::ART_TREASURE:
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treasures.push_back(&(artifacts[i]));
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break;
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case CArtifact::ART_MINOR:
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minors.push_back(&(artifacts[i]));
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break;
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case CArtifact::ART_MAJOR:
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majors.push_back(&(artifacts[i]));
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break;
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case CArtifact::ART_RELIC:
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relics.push_back(&(artifacts[i]));
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break;
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}
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}
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}
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void CArtHandler::giveArtBonus( int aid, HeroBonus::BonusType type, int val, int subtype )
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{
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artifacts[aid].bonuses.push_back(HeroBonus(HeroBonus::PERMANENT,type,HeroBonus::ARTIFACT,val,aid,subtype));
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}
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void CArtHandler::addBonuses()
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{
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#define ART_PRIM_SKILL(ID, whichSkill, val) giveArtBonus(ID,HeroBonus::PRIMARY_SKILL,val,whichSkill)
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#define ART_MORALE(ID, val) giveArtBonus(ID,HeroBonus::MORALE,val)
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#define ART_LUCK(ID, val) giveArtBonus(ID,HeroBonus::LUCK,val)
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#define ART_MORALE_AND_LUCK(ID, val) giveArtBonus(ID,HeroBonus::MORALE_AND_LUCK,val)
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#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)
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#define ART_ATTACK_AND_DEFENSE(ID, val) ART_PRIM_SKILL(ID,0,val); ART_PRIM_SKILL(ID,1,val)
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#define ART_POWER_AND_KNOWLEDGE(ID, val) ART_PRIM_SKILL(ID,2,val); ART_PRIM_SKILL(ID,3,val)
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//Attack bonus artifacts (Weapons)
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ART_PRIM_SKILL(7,0,+2); //Centaur Axe
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ART_PRIM_SKILL(8,0,+3);
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ART_PRIM_SKILL(9,0,+4);
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ART_PRIM_SKILL(10,0,+5);
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ART_PRIM_SKILL(11,0,+6);
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ART_PRIM_SKILL(12,0,+12);
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ART_PRIM_SKILL(12,1,-3);
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//Defense bonus artifacts (Shields)
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ART_PRIM_SKILL(13,1,+2); //Shield of the Dwarven Lords
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ART_PRIM_SKILL(14,1,+3);
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ART_PRIM_SKILL(15,1,+4);
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ART_PRIM_SKILL(16,1,+5);
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ART_PRIM_SKILL(17,1,+6);
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ART_PRIM_SKILL(18,1,+12);
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ART_PRIM_SKILL(18,0,-3);
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//Knowledge bonus artifacts (Helmets)
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ART_PRIM_SKILL(19,3,+1); //Helm of the Alabaster Unicorn
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ART_PRIM_SKILL(20,3,+2);
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ART_PRIM_SKILL(21,3,+3);
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ART_PRIM_SKILL(22,3,+4);
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ART_PRIM_SKILL(23,3,+5);
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ART_PRIM_SKILL(24,3,+10);
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ART_PRIM_SKILL(24,2,-2);
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//Spell power bonus artifacts (Armours)
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ART_PRIM_SKILL(25,2,+1); //Breastplate of Petrified Wood
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ART_PRIM_SKILL(26,2,+2);
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ART_PRIM_SKILL(27,2,+3);
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ART_PRIM_SKILL(28,2,+4);
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ART_PRIM_SKILL(29,2,+5);
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ART_PRIM_SKILL(30,2,+10);
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ART_PRIM_SKILL(30,3,-2);
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//All primary skills (various)
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ART_ALL_PRIM_SKILLS(31,+1); //Armor of Wonder
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ART_ALL_PRIM_SKILLS(32,+2);
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ART_ALL_PRIM_SKILLS(33,+3);
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ART_ALL_PRIM_SKILLS(34,+4);
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ART_ALL_PRIM_SKILLS(35,+5);
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ART_ALL_PRIM_SKILLS(36,+6); //Helm of Heavenly Enlightenment
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//Attack and Defense (various)
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ART_ATTACK_AND_DEFENSE(37,+1); //Quiet Eye of the Dragon
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ART_ATTACK_AND_DEFENSE(38,+2);
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ART_ATTACK_AND_DEFENSE(39,+3);
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ART_ATTACK_AND_DEFENSE(40,+4);
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//Spell power and Knowledge (various)
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ART_POWER_AND_KNOWLEDGE(41,+1); //Dragonbone Greaves
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ART_POWER_AND_KNOWLEDGE(42,+2);
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ART_POWER_AND_KNOWLEDGE(43,+3);
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ART_POWER_AND_KNOWLEDGE(44,+4);
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//Luck and morale
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ART_MORALE(45,+1); //Still Eye of the Dragon
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ART_LUCK(45,+1); //Still Eye of the Dragon
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ART_LUCK(46,+1); //Clover of Fortune
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ART_LUCK(47,+1); //Cards of Prophecy
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ART_LUCK(48,+1); //Ladybird of Luck
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ART_MORALE(49,+1); //Badge of Courage
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ART_MORALE(50,+1); //Crest of Valor
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ART_MORALE(51,+1); //Glyph of Gallantry
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giveArtBonus(52,HeroBonus::SIGHT_RADIOUS,+1);//Speculum
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giveArtBonus(53,HeroBonus::SIGHT_RADIOUS,+1);//Spyglass
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//necromancy bonus
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giveArtBonus(54,HeroBonus::SECONDARY_SKILL_PREMY,+5,12);//Amulet of the Undertaker
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giveArtBonus(55,HeroBonus::SECONDARY_SKILL_PREMY,+10,12);//Vampire's Cowl
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giveArtBonus(56,HeroBonus::SECONDARY_SKILL_PREMY,+15,12);//Dead Man's Boots
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giveArtBonus(57,HeroBonus::MAGIC_RESISTANCE,+5);//Garniture of Interference
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giveArtBonus(58,HeroBonus::MAGIC_RESISTANCE,+10);//Surcoat of Counterpoise
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giveArtBonus(59,HeroBonus::MAGIC_RESISTANCE,+15);//Boots of Polarity
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//archery bonus
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giveArtBonus(60,HeroBonus::SECONDARY_SKILL_PREMY,+5,1);//Bow of Elven Cherrywood
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giveArtBonus(61,HeroBonus::SECONDARY_SKILL_PREMY,+10,1);//Bowstring of the Unicorn's Mane
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giveArtBonus(62,HeroBonus::SECONDARY_SKILL_PREMY,+15,1);//Angel Feather Arrows
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//eagle eye bonus
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giveArtBonus(63,HeroBonus::SECONDARY_SKILL_PREMY,+5,11);//Bird of Perception
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giveArtBonus(64,HeroBonus::SECONDARY_SKILL_PREMY,+10,11);//Stoic Watchman
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giveArtBonus(65,HeroBonus::SECONDARY_SKILL_PREMY,+15,11);//Emblem of Cognizance
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//reducing cost of surrendering
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giveArtBonus(66,HeroBonus::SURRENDER_DISCOUNT,+10);//Statesman's Medal
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giveArtBonus(67,HeroBonus::SURRENDER_DISCOUNT,+10);//Diplomat's Ring
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giveArtBonus(68,HeroBonus::SURRENDER_DISCOUNT,+10);//Ambassador's Sash
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giveArtBonus(69,HeroBonus::STACKS_SPEED,+1);//Ring of the Wayfarer
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giveArtBonus(70,HeroBonus::LAND_MOVEMENT,+300);//Equestrian's Gloves
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giveArtBonus(71,HeroBonus::SEA_MOVEMENT,+1000);//Necklace of Ocean Guidance
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giveArtBonus(72,HeroBonus::FLYING_MOVEMENT,+1);//Angel Wings
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giveArtBonus(73,HeroBonus::MANA_REGENERATION,+1);//Charm of Mana
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giveArtBonus(74,HeroBonus::MANA_REGENERATION,+2);//Talisman of Mana
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giveArtBonus(75,HeroBonus::MANA_REGENERATION,+3);//Mystic Orb of Mana
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giveArtBonus(76,HeroBonus::SPELL_DURATION,+1);//Collar of Conjuring
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giveArtBonus(77,HeroBonus::SPELL_DURATION,+2);//Ring of Conjuring
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giveArtBonus(78,HeroBonus::SPELL_DURATION,+3);//Cape of Conjuring
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giveArtBonus(79,HeroBonus::AIR_SPELL_DMG_PREMY,+50);//Orb of the Firmament
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giveArtBonus(80,HeroBonus::EARTH_SPELL_DMG_PREMY,+50);//Orb of Silt
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giveArtBonus(81,HeroBonus::FIRE_SPELL_DMG_PREMY,+50);//Orb of Tempestuous Fire
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giveArtBonus(82,HeroBonus::WATER_SPELL_DMG_PREMY,+50);//Orb of Driving Rain
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giveArtBonus(83,HeroBonus::BLOCK_SPELLS_ABOVE_LEVEL,3);//Recanter's Cloak
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giveArtBonus(84,HeroBonus::BLOCK_MORALE,0);//Spirit of Oppression
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giveArtBonus(85,HeroBonus::BLOCK_LUCK,0);//Hourglass of the Evil Hour
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giveArtBonus(86,HeroBonus::FIRE_SPELLS,0);//Tome of Fire Magic
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giveArtBonus(87,HeroBonus::AIR_SPELLS,0);//Tome of Air Magic
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giveArtBonus(88,HeroBonus::WATER_SPELLS,0);//Tome of Water Magic
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giveArtBonus(89,HeroBonus::EARTH_SPELLS,0);//Tome of Earth Magic
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giveArtBonus(90,HeroBonus::WATER_WALKING,0);//Boots of Levitation
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giveArtBonus(91,HeroBonus::NO_SHOTING_PENALTY,0);//Golden Bow
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giveArtBonus(92,HeroBonus::SPELL_IMMUNITY,35);//Sphere of Permanence
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giveArtBonus(93,HeroBonus::NEGATE_ALL_NATURAL_IMMUNITIES,0);//Orb of Vulnerability
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giveArtBonus(94,HeroBonus::STACK_HEALTH,+1);//Ring of Vitality
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giveArtBonus(95,HeroBonus::STACK_HEALTH,+1);//Ring of Life
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giveArtBonus(96,HeroBonus::STACK_HEALTH,+2);//Vial of Lifeblood
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giveArtBonus(97,HeroBonus::STACKS_SPEED,+1);//Necklace of Swiftness
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giveArtBonus(98,HeroBonus::LAND_MOVEMENT,+600);//Boots of Speed
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giveArtBonus(99,HeroBonus::STACKS_SPEED,+2);//Cape of Velocity
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giveArtBonus(100,HeroBonus::SPELL_IMMUNITY,59);//Pendant of Dispassion
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giveArtBonus(101,HeroBonus::SPELL_IMMUNITY,62);//Pendant of Second Sight
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giveArtBonus(102,HeroBonus::SPELL_IMMUNITY,42);//Pendant of Holiness
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giveArtBonus(103,HeroBonus::SPELL_IMMUNITY,24);//Pendant of Life
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giveArtBonus(104,HeroBonus::SPELL_IMMUNITY,25);//Pendant of Death
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giveArtBonus(105,HeroBonus::SPELL_IMMUNITY,60);//Pendant of Free Will
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giveArtBonus(106,HeroBonus::SPELL_IMMUNITY,17);//Pendant of Negativity
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giveArtBonus(107,HeroBonus::SPELL_IMMUNITY,61);//Pendant of Total Recall
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giveArtBonus(108,HeroBonus::MORALE_AND_LUCK,+3);//Pendant of Courage
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giveArtBonus(109,HeroBonus::GENERATE_RESOURCE,+1,4); //Everflowing Crystal Cloak
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giveArtBonus(110,HeroBonus::GENERATE_RESOURCE,+1,5); //Ring of Infinite Gems
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giveArtBonus(111,HeroBonus::GENERATE_RESOURCE,+1,1); //Everpouring Vial of Mercury
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giveArtBonus(112,HeroBonus::GENERATE_RESOURCE,+1,2); //Inexhaustible Cart of Ore
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giveArtBonus(113,HeroBonus::GENERATE_RESOURCE,+1,3); //Eversmoking Ring of Sulfur
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giveArtBonus(114,HeroBonus::GENERATE_RESOURCE,+1,0); //Inexhaustible Cart of Lumber
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giveArtBonus(115,HeroBonus::GENERATE_RESOURCE,+1000,6); //Endless Sack of Gold
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giveArtBonus(116,HeroBonus::GENERATE_RESOURCE,+750,6); //Endless Bag of Gold
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giveArtBonus(117,HeroBonus::GENERATE_RESOURCE,+500,6); //Endless Purse of Gold
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giveArtBonus(118,HeroBonus::CREATURE_GROWTH,+5,2); //Legs of Legion
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giveArtBonus(119,HeroBonus::CREATURE_GROWTH,+4,3); //Loins of Legion
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giveArtBonus(120,HeroBonus::CREATURE_GROWTH,+3,4); //Torso of Legion
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giveArtBonus(121,HeroBonus::CREATURE_GROWTH,+2,5); //Arms of Legion
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giveArtBonus(122,HeroBonus::CREATURE_GROWTH,+1,6); //Head of Legion
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//Sea Captain's Hat
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giveArtBonus(123,HeroBonus::WHIRLPOOL_PROTECTION,0);
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giveArtBonus(123,HeroBonus::SEA_MOVEMENT,+500);
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giveArtBonus(123,HeroBonus::SPELL,3,0);
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giveArtBonus(123,HeroBonus::SPELL,3,1);
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giveArtBonus(124,HeroBonus::SPELLS_OF_LEVEL,3,1); //Spellbinder's Hat
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giveArtBonus(125,HeroBonus::ENEMY_CANT_ESCAPE,0); //Shackles of War
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giveArtBonus(126,HeroBonus::BLOCK_SPELLS_ABOVE_LEVEL,0);//Orb of Inhibition
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}
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void CArtHandler::clear()
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{
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artifacts.clear();
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treasures.clear();
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minors.clear();
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majors.clear();
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relics.clear();
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} |