annotate Conditions.cpp @ 1383:0a4254e80036

Player::PutItemArInventoryIndex, Player::RemoveItemAtInventoryIndex cleanup, slightly simplified
author Grumpy7
date Tue, 16 Jul 2013 00:40:01 +0200
parents b3ac17fd12de
children 0311debb684c
rev   line source
1361
b3ac17fd12de Moved condition checking to a separate class, extracted it from player::SetCondition
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1 #pragma once
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2 #include "Conditions.h"
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3 #include "Party.h"
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4 std::array<ConditionProcessor, 18> conditionArray =
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5 {
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6 // hint: condname, protfrommagic, gmprot, enchantment, ...
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7 ConditionProcessor(Condition_Cursed, false, false, 0),
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8 ConditionProcessor(Condition_Weak, true, false, 0),
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9 ConditionProcessor(Condition_Sleep, false, false, 22, ITEM_ARTIFACT_YORUBA, EQUIP_ARMOUR),
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10 ConditionProcessor(Condition_Fear, false, false, 0),
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11 ConditionProcessor(Condition_Drunk, false, false, 0),
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12 ConditionProcessor(Condition_Insane, false, false, 19, ITEM_ARTIFACT_YORUBA, EQUIP_ARMOUR, ITEM_ARTIFACT_CLOAK_OF_THE_SHEEP, EQUIP_CLOAK),
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13 ConditionProcessor(Condition_Poison1, true, false, 21, ITEM_ARTIFACT_YORUBA, EQUIP_ARMOUR, ITEM_ARTIFACT_CLOAK_OF_THE_SHEEP, EQUIP_CLOAK),
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14 ConditionProcessor(Condition_Disease1, true, false, 18, ITEM_ARTIFACT_YORUBA, EQUIP_ARMOUR, ITEM_ARTIFACT_CLOAK_OF_THE_SHEEP, EQUIP_CLOAK),
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15 ConditionProcessor(Condition_Poison2, true, false, 21, ITEM_ARTIFACT_YORUBA, EQUIP_ARMOUR, ITEM_ARTIFACT_CLOAK_OF_THE_SHEEP, EQUIP_CLOAK),
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16 ConditionProcessor(Condition_Disease2, true, false, 18, ITEM_ARTIFACT_YORUBA, EQUIP_ARMOUR, ITEM_ARTIFACT_CLOAK_OF_THE_SHEEP, EQUIP_CLOAK),
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17 ConditionProcessor(Condition_Poison3, true, false, 21, ITEM_ARTIFACT_YORUBA, EQUIP_ARMOUR, ITEM_ARTIFACT_CLOAK_OF_THE_SHEEP, EQUIP_CLOAK),
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18 ConditionProcessor(Condition_Disease3, true, false, 18, ITEM_ARTIFACT_YORUBA, EQUIP_ARMOUR, ITEM_ARTIFACT_CLOAK_OF_THE_SHEEP, EQUIP_CLOAK),
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19 ConditionProcessor(Condition_Paralyzed, false, false, 20, ITEM_ARTIFACT_YORUBA, EQUIP_ARMOUR, ITEM_ARTIFACT_CLOAK_OF_THE_SHEEP, EQUIP_CLOAK, ITEM_ARTIFACT_GHOULSBANE, EQIUP_ANY),
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20 ConditionProcessor(Condition_Unconcious,false, false, 0),
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21 ConditionProcessor(Condition_Dead, true, true, 0),
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22 ConditionProcessor(Condition_Pertified, true, false, 23, ITEM_ARTIFACT_YORUBA, EQUIP_ARMOUR, ITEM_ARTIFACT_CLOAK_OF_THE_SHEEP, EQUIP_CLOAK, ITEM_RELIC_KELEBRIM, EQIUP_ANY),
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23 ConditionProcessor(Condition_Eradicated, true, true, 0),
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24 ConditionProcessor(Condition_Zombie, false, false, 0)
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25 };
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26
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27 bool ConditionProcessor::IsPlayerAffected( Player* inPlayer, int condToCheck, int blockable)
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28 {
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29 if ( !blockable )
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30 {
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31 return true;
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32 }
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33 ConditionProcessor* thisProc = &conditionArray[condToCheck];
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34 if (thisProc->m_IsBlockedByProtFromMagic && pParty->pPartyBuffs[PARTY_BUFF_PROTECTION_FROM_MAGIC].uExpireTime > 0)
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35 {
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36 if (!(thisProc->m_DoesNeedGmProtFromMagic && pParty->pPartyBuffs[PARTY_BUFF_PROTECTION_FROM_MAGIC].uSkill < 4))
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37 {
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38 --pParty->pPartyBuffs[PARTY_BUFF_PROTECTION_FROM_MAGIC].uPower;
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39 if ( pParty->pPartyBuffs[PARTY_BUFF_PROTECTION_FROM_MAGIC].uPower < 1u )
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40 pParty->pPartyBuffs[PARTY_BUFF_PROTECTION_FROM_MAGIC].Reset();
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41 return false;
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42 }
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43 }
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44 if (thisProc->m_WorkingEnchantment != 0)
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45 {
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46 if (inPlayer->HasEnchantedItemEquipped(thisProc->m_WorkingEnchantment))
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47 return false;
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48 }
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49 for (unsigned int i = 0; i < thisProc->m_equipmentPairs.size() / 2; i++)
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50 {
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51 if (thisProc->m_equipmentPairs[i * 2].m_ItemId == (ITEM_TYPE)0)
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52 {
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53 return true;
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54 }
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55 ITEM_TYPE itemId = thisProc->m_equipmentPairs[i * 2].m_ItemId;
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56 ITEM_EQUIP_TYPE slot = thisProc->m_equipmentPairs[i * 2 + 1].m_EquipSlot;
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57 if (inPlayer->WearsItem(itemId, slot))
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58 {
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59 return false;
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60 }
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61 }
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62 return true;
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63 }