- Creature save data - Outdoor wandering encounters - Fix crash when entering outdoor combat after loading - Stop using char types in cItemRec - Move all pending attributes from cMonster to cCreature
384 lines
8.4 KiB
C++
384 lines
8.4 KiB
C++
/*
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* pc.cpp
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* BoE
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*
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* Created by Celtic Minstrel on 24/04/09.
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*
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*/
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#include <string>
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#include <vector>
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#include <map>
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#include <sstream>
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#include "classes.h"
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#include "oldstructs.h"
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cPlayer& cPlayer::operator = (legacy::pc_record_type old){
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int i;
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main_status = (eMainStatus) old.main_status;
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name = old.name;
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for(i = 0; i < 20; i++)
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skills[i] = old.skills[i];
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max_health = old.max_health;
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cur_health = old.cur_health;
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max_sp = old.max_sp;
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cur_sp = old.cur_sp;
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experience = old.experience;
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skill_pts = old.skill_pts;
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level = old.level;
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for(i = 0; i < 15; i++){
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status[i] = old.status[i];
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//advan[i] = old.advan[i];
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traits[i] = old.traits[i];
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}
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for(i = 0; i < 24; i++){
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items[i] = old.items[i];
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equip[i] = old.equip[i];
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}
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for(i = 0; i < 62; i++){
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priest_spells[i] = old.priest_spells[i];
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mage_spells[i] = old.mage_spells[i];
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}
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which_graphic = old.which_graphic;
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weap_poisoned = old.weap_poisoned;
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race = (eRace) old.race;
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//exp_adj = old.exp_adj;
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direction = old.direction;
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return *this;
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}
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short cPlayer::get_tnl(){
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short tnl = 100,i,store_per = 100;
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static const short rp[3] = {0,12,20};
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static const short ap[15] = {10,20,8,10,4, 6,10,7,12,15, -10,-8,-8,-20,-8};
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tnl = (tnl * (100 + rp[race])) / 100;
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for (i = 0; i < 15; i++)
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if (traits[i])
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store_per = store_per + ap[i];
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tnl = (tnl * store_per) / 100;
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return tnl;
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}
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cPlayer::cPlayer(){
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short i;
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main_status = MAIN_STATUS_ABSENT;
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name = "\n";
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for (i = 0; i < 30; i++)
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skills[i] = (i < 3) ? 1 : 0;
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cur_health = 6;
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max_health = 6;
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cur_sp = 0;
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max_sp = 0;
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experience = 0;
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skill_pts = 60;
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level = 1;
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for (i = 0; i < 15; i++)
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status[i] = 0;
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for (i = 0; i < 24; i++)
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items[i] = cItemRec();
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for (i = 0; i < 24; i++)
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equip[i] = false;
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for (i = 0; i < 62; i++) {
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priest_spells[i] = (i < 30) ? true : false;
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mage_spells[i] = (i < 30) ? true : false;
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}
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which_graphic = 0;
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weap_poisoned = 24;
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for (i = 0; i < 15; i++) {
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//advan[i] = false;
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traits[i] = false;
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}
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race = RACE_HUMAN;
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//exp_adj = 100;
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direction = 0;
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}
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cPlayer::cPlayer(long key,short slot){
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short i;
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main_status = MAIN_STATUS_ALIVE;
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if(key == 'dbug'){
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switch (slot) {
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case 0:
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name = "Gunther";
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break;
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case 1:
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name = "Yanni";
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break;
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case 2:
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name = "Mandolin";
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break;
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case 3:
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name = "Pete";
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break;
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case 4:
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name = "Vraiment";
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break;
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case 5:
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name = "Goo";
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break;
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}
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for (i = 0; i < 30; i++)
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skills[i] = (i < 3) ? 20 : 8;
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cur_health = 60;
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max_health = 60;
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cur_sp = 90;
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max_sp = 90;
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experience = 0;
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skill_pts = 60;
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level = 1;
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for (i = 0; i < 15; i++)
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status[i] = 0;
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for (i = 0; i < 24; i++)
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items[i] = cItemRec();
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for (i = 0; i < 24; i++)
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equip[i] = false;
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for (i = 0; i < 62; i++) {
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priest_spells[i] = true;
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mage_spells[i] = true;
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}
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//which_graphic = num * 3 + 1; // 1, 4, 7, 10, 13, 16
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which_graphic = slot + 4; // 4, 5, 6, 7, 8, 9
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weap_poisoned = 24; // was 16, as an E2 relic
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for (i = 0; i < 15; i++) {
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//advan[i] = false;
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traits[i] = false;
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}
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race = RACE_HUMAN;
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//exp_adj = 100;
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direction = 0;
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}else if(key == 'dflt'){
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static const short pc_stats[6][19] = {
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{8,6,2, 6,0,0,0,0,0, 0,0,0,0,1, 0,0,2,0,0},
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{8,7,2, 0,0,6,3,0,3, 0,0,0,0,0, 0,0,0,2,0},
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{8,6,2, 3,3,0,0,2,0, 0,0,0,0,0, 4,4,0,2,1},
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{3,2,6, 2,0,0,2,0,0, 3,0,3,0,1, 0,0,0,0,0},
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{2,2,6, 3,0,0,2,0,0, 2,1,4,0,0, 0,0,0,0,1},
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{2,2,6, 0,2,0,2,0,1, 0,3,3,2,0, 0,0,0,0,0}
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};
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static const short pc_health[6] = {22,24,24,16,16,18};
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static const short pc_sp[6] = {0,0,0,20,20,21};
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static const short pc_graphics[6] = {3,32,29,16,23,14};
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static const short pc_race[6] = {0,2,1,0,0,0};
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static const short pc_t[6][15] = {
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{0,0,1,0,0, 0,1,0,0,0, 0,1,0,0,0},
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{1,0,0,0,0, 1,0,0,0,0, 1,0,0,0,0},
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{0,0,0,1,0, 0,0,0,0,0, 0,0,1,0,0},
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{0,1,0,0,0, 0,0,0,0,0, 0,0,0,0,0},
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{0,0,0,0,1, 0,1,1,0,0, 0,0,0,0,1},
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{0,1,0,0,0, 0,0,0,0,0, 0,0,0,0,0}
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};
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main_status = MAIN_STATUS_ALIVE;
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switch (slot) {
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case 0:
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name = "Jenneke";
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break;
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case 1:
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name = "Thissa";
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break;
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case 2:
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name = "Frrrrrr";
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break;
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case 3:
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name = "Adrianna";
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break;
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case 4:
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name = "Feodoric";
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break;
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case 5:
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name = "Michael";
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break;
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}
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for (i = 0; i < 19; i++)
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skills[i] = pc_stats[slot][i];
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cur_health = pc_health[slot];
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max_health = pc_health[slot];
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experience = 0;
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skill_pts = 0;
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level = 1;
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for (i = 0; i < 15; i++)
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status[i] = 0;
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for (i = 0; i < 24; i++)
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items[i] = cItemRec();
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for (i = 0; i < 24; i++)
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equip[i] = false;
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cur_sp = pc_sp[slot];
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max_sp = pc_sp[slot];
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for (i = 0; i < 62; i++) {
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priest_spells[i] = (i < 30) ? true : false;
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mage_spells[i] = (i < 30) ? true : false;
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}
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for (i = 0; i < 15; i++) {
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traits[i] = pc_t[slot][i];
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//advan[i] = false;
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}
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race = (eRace) pc_race[slot];
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//exp_adj = 100;
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direction = 0;
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which_graphic = pc_graphics[slot];
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}
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}
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void operator += (eMainStatus& stat, eMainStatus othr){
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if(othr == MAIN_STATUS_SPLIT)
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stat = (eMainStatus) (10 + stat);
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}
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void operator -= (eMainStatus& stat, eMainStatus othr){
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if(othr == MAIN_STATUS_SPLIT)
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stat = (eMainStatus) (-10 + stat);
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}
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void cPlayer::writeTo(std::ostream& file){
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file << "STATUS -1 " << main_status << '\n';
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file << "NAME " << name << '\n';
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file << "SKILL -2 " << max_health << '\n';
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file << "SKILL -1 " << max_sp << '\n';
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for(int i = 0; i < 30; i++)
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if(skills[i] > 0)
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file << "SKILL " << i << ' ' << skills[i] << '\n';
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file << "HEALTH " << cur_health << '\n';
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file << "MANA " << cur_sp << '\n';
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file << "EXPERIENCE " << experience << '\n';
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file << "SKILLPTS " << skill_pts << '\n';
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file << "LEVEL " << level << '\n';
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for(int i = 0; i < 15; i++)
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if(status[i] != 0)
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file << "STATUS " << i << ' ' << status[i] << '\n';
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for(int i = 0; i < 24; i++)
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if(equip[i])
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file << "EQUIP " << i << '\n';
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for(int i = 0; i < 62; i++)
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if(mage_spells[i])
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file << "MAGE " << i << '\n';
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for(int i = 0; i < 62; i++)
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if(priest_spells[i])
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file << "PRIEST " << i << '\n';
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for(int i = 0; i < 62; i++)
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if(traits[i])
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file << "TRAIT " << i << '\n';
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file << "ICON " << which_graphic << '\n';
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file << "RACE " << race << '\n';
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file << "DIRECTION " << direction << '\n';
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file << "POISON " << weap_poisoned << '\n';
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file << '\f';
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for(int i; i < 24; i++)
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if(items[i].variety > ITEM_TYPE_NO_ITEM){
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file << "ITEM " << i << '\n';
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items[i].writeTo(file);
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file << '\f';
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}
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}
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void cPlayer::readFrom(std::istream& file){
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std::istringstream bin, sin;
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std::string cur;
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getline(file, cur, '\f');
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bin.str(cur);
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while(bin) { // continue as long as no error, such as eof, occurs
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getline(bin, cur);
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printf("Parsing line in pcN.txt: %s\n", cur.c_str());
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sin.str(cur);
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sin >> cur;
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if(cur == "STATUS"){
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int i;
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sin >> i;
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if(i < 0) sin >> main_status;
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else sin >> status[i];
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}else if(cur == "NAME")
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sin >> name;
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else if(cur == "SKILL"){
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int i;
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sin >> i;
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switch(i){
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case -1:
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sin >> max_sp;
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break;
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case -2:
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sin >> max_health;
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break;
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default:
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sin >> skills[i];
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}
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}else if(cur == "HEALTH")
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sin >> cur_health;
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else if(cur == "MANA")
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sin >> cur_sp;
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else if(cur == "EXPERIENCE")
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sin >> experience;
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else if(cur == "SKILLPTS")
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sin >> skill_pts;
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else if(cur == "LEVEL")
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sin >> level;
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else if(cur == "STATUS"){
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int i;
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sin >> i;
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sin >> status[i];
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}else if(cur == "EQUIP"){
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int i;
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sin >> i;
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equip[i] = true;
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}else if(cur == "MAGE"){
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int i;
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sin >> i;
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mage_spells[i] = true;
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}else if(cur == "PRIEST"){
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int i;
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sin >> i;
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priest_spells[i] = true;
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}else if(cur == "TRAIT"){
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int i;
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sin >> i;
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traits[i] = true;
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}else if(cur == "ICON")
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sin >> which_graphic;
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else if(cur == "DIRECTION")
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sin >> direction;
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else if(cur == "RACE")
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sin >> race;
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else if(cur == "POISON")
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sin >> weap_poisoned;
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sin.clear();
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}
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bin.clear();
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while(file) {
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getline(file, cur, '\f');
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bin.str(cur);
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bin >> cur;
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if(cur == "ITEM") {
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int i;
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bin >> i;
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items[i].readFrom(bin);
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}
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bin.clear();
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}
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}
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std::ostream& operator << (std::ostream& out, eMainStatus& e){
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return out << (int) e;
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}
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std::istream& operator >> (std::istream& in, eMainStatus& e){
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int i;
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in >> i;
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if(i > 0 && i < 18 && i !=8 && i != 9)
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e = (eMainStatus) i;
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else e = MAIN_STATUS_ABSENT;
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return in;
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}
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