Files
oboe/osx/classes/pc.cpp
2014-12-14 02:51:01 -05:00

435 lines
11 KiB
C++

/*
* pc.cpp
* BoE
*
* Created by Celtic Minstrel on 24/04/09.
*
*/
#include <string>
#include <vector>
#include <map>
#include <set>
#include <sstream>
#include "classes.h"
#include "oldstructs.h"
cPlayer& cPlayer::operator = (legacy::pc_record_type old){
int i;
main_status = (eMainStatus) old.main_status;
name = old.name;
for(i = 0; i < 19; i++) {
eSkill skill = eSkill(i);
skills[skill] = old.skills[i];
}
max_health = old.max_health;
cur_health = old.cur_health;
max_sp = old.max_sp;
cur_sp = old.cur_sp;
experience = old.experience;
skill_pts = old.skill_pts;
level = old.level;
// TODO: Why are advan and exp_adj commented out?
for(i = 0; i < 15; i++){
status[(eStatus) i] = old.status[i];
//advan[i] = old.advan[i];
eTrait trait = eTrait(i);
traits[trait] = old.traits[i];
}
for(i = 0; i < 24; i++){
items[i] = old.items[i];
equip[i] = old.equip[i];
}
for(i = 0; i < 62; i++){
priest_spells[i] = old.priest_spells[i];
mage_spells[i] = old.mage_spells[i];
}
which_graphic = old.which_graphic;
weap_poisoned = old.weap_poisoned;
race = (eRace) old.race;
//exp_adj = old.exp_adj;
direction = old.direction;
return *this;
}
short cPlayer::get_tnl(){
short tnl = 100,store_per = 100;
// Omitting a race from this list gives it a value of 0, thanks to the defaulting implementation of operator[]
// TODO: Vahnatai, pacifist
static std::map<const eRace, const int> rp = {{eRace::NEPHIL,12},{eRace::SLITH,20}};
static std::map<const eTrait, const short> ap = {
{eTrait::TOUGHNESS,10}, {eTrait::MAGICALLY_APT,20}, {eTrait::AMBIDEXTROUS,8}, {eTrait::NIMBLE,10}, {eTrait::CAVE_LORE,4},
{eTrait::WOODSMAN,6}, {eTrait::GOOD_CONST,10}, {eTrait::HIGHLY_ALERT,7}, {eTrait::STRENGTH,12}, {eTrait::RECUPERATION,15},
{eTrait::SLUGGISH,-10}, {eTrait::MAGICALLY_INEPT,-8}, {eTrait::FRAIL,-8}, {eTrait::CHRONIC_DISEASE,-20}, {eTrait::BAD_BACK,-8},
{eTrait::PACIFIST,-40},
};
tnl = (tnl * (100 + rp[race])) / 100;
for(int i = 0; i < 15; i++) {
eTrait trait = eTrait(i);
if(traits[trait])
store_per = store_per + ap[trait];
}
tnl = (tnl * store_per) / 100;
return tnl;
}
cPlayer::cPlayer(){
short i;
main_status = eMainStatus::ABSENT;
name = "\n";
skills[eSkill::STRENGTH] = 1;
skills[eSkill::DEXTERITY] = 1;
skills[eSkill::INTELLIGENCE] = 1;
cur_health = 6;
max_health = 6;
cur_sp = 0;
max_sp = 0;
experience = 0;
skill_pts = 60;
level = 1;
for (i = 0; i < 24; i++)
items[i] = cItemRec();
for (i = 0; i < 24; i++)
equip[i] = false;
for (i = 0; i < 62; i++) {
priest_spells[i] = (i < 30) ? true : false;
mage_spells[i] = (i < 30) ? true : false;
}
which_graphic = 0;
weap_poisoned = 24;
race = eRace::HUMAN;
//exp_adj = 100;
direction = 0;
}
cPlayer::cPlayer(long key,short slot){
short i;
main_status = eMainStatus::ALIVE;
if(key == 'dbug'){
switch (slot) {
case 0:
name = "Gunther";
break;
case 1:
name = "Yanni";
break;
case 2:
name = "Mandolin";
break;
case 3:
name = "Pete";
break;
case 4:
name = "Vraiment";
break;
case 5:
name = "Goo";
break;
}
skills[eSkill::STRENGTH] = 20;
skills[eSkill::DEXTERITY] = 20;
skills[eSkill::INTELLIGENCE] = 20;
for (i = 3; i < 19; i++) {
eSkill skill = eSkill(i);
skills[skill] = 8;
}
cur_health = 60;
max_health = 60;
cur_sp = 90;
max_sp = 90;
experience = 0;
skill_pts = 60;
level = 1;
for (i = 0; i < 24; i++)
items[i] = cItemRec();
for (i = 0; i < 24; i++)
equip[i] = false;
for (i = 0; i < 62; i++) {
priest_spells[i] = true;
mage_spells[i] = true;
}
//which_graphic = num * 3 + 1; // 1, 4, 7, 10, 13, 16
which_graphic = slot + 4; // 4, 5, 6, 7, 8, 9
weap_poisoned = 24; // was 16, as an E2 relic
for (i = 0; i < 10; i++) {
eTrait trait = eTrait(i);
traits[trait] = true;
}
race = eRace::HUMAN;
//exp_adj = 100;
direction = 0;
}else if(key == 'dflt'){
// TODO: The duplication of std::map<eSkill,short> shouldn't be needed here
static std::map<eSkill, short> pc_stats[6] = {
std::map<eSkill,short>{
{eSkill::STRENGTH,8}, {eSkill::DEXTERITY,6}, {eSkill::INTELLIGENCE,2},
{eSkill::EDGED_WEAPONS,6}, {eSkill::ITEM_LORE,1}, {eSkill::ASSASSINATION,2},
}, std::map<eSkill,short>{
{eSkill::STRENGTH,8}, {eSkill::DEXTERITY,7}, {eSkill::INTELLIGENCE,2},
{eSkill::POLE_WEAPONS,6}, {eSkill::THROWN_MISSILES,3}, {eSkill::DEFENSE,3},
{eSkill::POISON,2},
}, std::map<eSkill,short>{
{eSkill::STRENGTH,8}, {eSkill::DEXTERITY,6}, {eSkill::INTELLIGENCE,2},
{eSkill::EDGED_WEAPONS,3}, {eSkill::BASHING_WEAPONS,3}, {eSkill::ARCHERY,2},
{eSkill::DISARM_TRAPS,4}, {eSkill::LOCKPICKING,4}, {eSkill::POISON,2}, {eSkill::LUCK,1},
}, std::map<eSkill,short>{
{eSkill::STRENGTH,3}, {eSkill::DEXTERITY,2}, {eSkill::INTELLIGENCE,6},
{eSkill::EDGED_WEAPONS,2}, {eSkill::THROWN_MISSILES,2},
{eSkill::MAGE_SPELLS,3}, {eSkill::MAGE_LORE,3}, {eSkill::ITEM_LORE,1},
}, std::map<eSkill,short>{
{eSkill::STRENGTH,2}, {eSkill::DEXTERITY,2}, {eSkill::INTELLIGENCE,6},
{eSkill::EDGED_WEAPONS,3}, {eSkill::THROWN_MISSILES,2},
{eSkill::MAGE_SPELLS,2}, {eSkill::PRIEST_SPELLS,1}, {eSkill::MAGE_LORE,4},
{eSkill::LUCK,1},
}, std::map<eSkill,short>{
{eSkill::STRENGTH,2}, {eSkill::DEXTERITY,2}, {eSkill::INTELLIGENCE,6},
{eSkill::BASHING_WEAPONS,2}, {eSkill::THROWN_MISSILES,2}, {eSkill::DEFENSE,1},
{eSkill::PRIEST_SPELLS,3}, {eSkill::MAGE_LORE,3}, {eSkill::ALCHEMY,2},
},
};
static const short pc_health[6] = {22,24,24,16,16,18};
static const short pc_sp[6] = {0,0,0,20,20,21};
static const short pc_graphics[6] = {3,32,29,16,23,14};
static const short pc_race[6] = {0,2,1,0,0,0};
// TODO: The duplication of std::set<eTrait> should not be necessary here
static const std::set<eTrait> pc_t[6] = {
std::set<eTrait>{eTrait::AMBIDEXTROUS, eTrait::GOOD_CONST, eTrait::MAGICALLY_INEPT},
std::set<eTrait>{eTrait::TOUGHNESS, eTrait::WOODSMAN, eTrait::SLUGGISH},
std::set<eTrait>{eTrait::NIMBLE, eTrait::FRAIL},
std::set<eTrait>{eTrait::MAGICALLY_APT},
std::set<eTrait>{eTrait::CAVE_LORE, eTrait::GOOD_CONST, eTrait::HIGHLY_ALERT, eTrait::BAD_BACK},
std::set<eTrait>{eTrait::MAGICALLY_APT},
};
main_status = eMainStatus::ALIVE;
switch (slot) {
case 0:
name = "Jenneke";
break;
case 1:
name = "Thissa";
break;
case 2:
name = "Frrrrrr";
break;
case 3:
name = "Adrianna";
break;
case 4:
name = "Feodoric";
break;
case 5:
name = "Michael";
break;
}
for (i = 0; i < 19; i++) {
eSkill skill = eSkill(i);
skills[skill] = pc_stats[slot][skill];
}
cur_health = pc_health[slot];
max_health = pc_health[slot];
experience = 0;
skill_pts = 0;
level = 1;
for (i = 0; i < 24; i++)
items[i] = cItemRec();
for (i = 0; i < 24; i++)
equip[i] = false;
cur_sp = pc_sp[slot];
max_sp = pc_sp[slot];
for (i = 0; i < 62; i++) {
priest_spells[i] = (i < 30) ? true : false;
mage_spells[i] = (i < 30) ? true : false;
}
for (i = 0; i < 15; i++) {
eTrait trait = eTrait(i);
traits[trait] = pc_t[slot].count(trait);
//advan[i] = false;
}
race = (eRace) pc_race[slot];
//exp_adj = 100;
direction = 0;
which_graphic = pc_graphics[slot];
}
}
void operator += (eMainStatus& stat, eMainStatus othr){
if(othr == eMainStatus::SPLIT)
stat = (eMainStatus) (10 + (int)stat);
else if(stat == eMainStatus::SPLIT)
stat = (eMainStatus) (10 + (int)othr);
}
void operator -= (eMainStatus& stat, eMainStatus othr){
if(othr == eMainStatus::SPLIT)
stat = (eMainStatus) (-10 + (int)stat);
else if(stat == eMainStatus::SPLIT)
stat = (eMainStatus) (-10 + (int)othr);
}
void cPlayer::writeTo(std::ostream& file){
file << "STATUS -1 " << main_status << '\n';
file << "NAME " << name << '\n';
file << "SKILL 19 " << max_health << '\n';
file << "SKILL 20 " << max_sp << '\n';
for(int i = 0; i < 19; i++) {
eSkill skill = eSkill(i);
if(skills[skill] > 0)
file << "SKILL " << i << ' ' << skills[skill] << '\n';
}
file << "HEALTH " << cur_health << '\n';
file << "MANA " << cur_sp << '\n';
file << "EXPERIENCE " << experience << '\n';
file << "SKILLPTS " << skill_pts << '\n';
file << "LEVEL " << level << '\n';
for(int i = 0; i < 15; i++) {
eStatus stat = (eStatus) i;
if(status[stat] != 0)
file << "STATUS " << i << ' ' << status[stat] << '\n';
}
for(int i = 0; i < 24; i++)
if(equip[i])
file << "EQUIP " << i << '\n';
for(int i = 0; i < 62; i++)
if(mage_spells[i])
file << "MAGE " << i << '\n';
for(int i = 0; i < 62; i++)
if(priest_spells[i])
file << "PRIEST " << i << '\n';
for(int i = 0; i < 62; i++) {
eTrait trait = eTrait(i);
if(traits[trait])
file << "TRAIT " << i << '\n';
}
file << "ICON " << which_graphic << '\n';
file << "RACE " << race << '\n';
file << "DIRECTION " << direction << '\n';
file << "POISON " << weap_poisoned << '\n';
file << '\f';
for(int i; i < 24; i++)
if(items[i].variety != eItemType::NO_ITEM){
file << "ITEM " << i << '\n';
items[i].writeTo(file);
file << '\f';
}
}
void cPlayer::readFrom(std::istream& file){
std::istringstream bin, sin;
std::string cur;
getline(file, cur, '\f');
bin.str(cur);
while(bin) { // continue as long as no error, such as eof, occurs
getline(bin, cur);
printf("Parsing line in pcN.txt: %s\n", cur.c_str());
sin.str(cur);
sin >> cur;
if(cur == "STATUS"){
eStatus i;
sin >> i;
if(i == eStatus::MAIN) sin >> main_status;
else sin >> status[i];
}else if(cur == "NAME")
sin >> name;
else if(cur == "SKILL"){
int i;
sin >> i;
switch(i){
case -1:
case 20:
sin >> max_sp;
break;
case -2:
case 19:
sin >> max_health;
break;
default:
if(i < 0 || i >= 19) break;
eSkill skill = eSkill(i);
sin >> skills[skill];
}
}else if(cur == "HEALTH")
sin >> cur_health;
else if(cur == "MANA")
sin >> cur_sp;
else if(cur == "EXPERIENCE")
sin >> experience;
else if(cur == "SKILLPTS")
sin >> skill_pts;
else if(cur == "LEVEL")
sin >> level;
else if(cur == "STATUS"){
eStatus i;
sin >> i;
sin >> status[i];
}else if(cur == "EQUIP"){
int i;
sin >> i;
equip[i] = true;
}else if(cur == "MAGE"){
int i;
sin >> i;
mage_spells[i] = true;
}else if(cur == "PRIEST"){
int i;
sin >> i;
priest_spells[i] = true;
}else if(cur == "TRAIT"){
int i;
sin >> i;
if(i < 0 || i > 15) continue;
eTrait trait = eTrait(i);
traits[trait] = true;
}else if(cur == "ICON")
sin >> which_graphic;
else if(cur == "DIRECTION")
sin >> direction;
else if(cur == "RACE")
sin >> race;
else if(cur == "POISON")
sin >> weap_poisoned;
sin.clear();
}
bin.clear();
while(file) {
getline(file, cur, '\f');
bin.str(cur);
bin >> cur;
if(cur == "ITEM") {
int i;
bin >> i;
items[i].readFrom(bin);
}
bin.clear();
}
}
std::ostream& operator << (std::ostream& out, eMainStatus& e){
return out << (int) e;
}
// TODO: This should probably understand symbolic names as well as the numbers?
std::istream& operator >> (std::istream& in, eMainStatus& e){
int i;
in >> i;
if(i > 0 && i < 18 && i !=8 && i != 9)
e = (eMainStatus) i;
else e = eMainStatus::ABSENT;
return in;
}