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https://github.com/vcmi/vcmi.git
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99691b0f11
* 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
106 lines
2.5 KiB
C++
106 lines
2.5 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 "../lib/VCMI_Lib.h"
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#include <boost/algorithm/string/replace.hpp>
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extern CLodHandler *bitmaph;
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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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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<42; ++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>>spellID;
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}
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}
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}
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