view Engine/Conditions.cpp @ 2563:65c97624c047

Saving & loading works from both main menu and game
author a.parshin
date Tue, 19 May 2015 22:00:56 +0200
parents 68cdef6879a0
children
line wrap: on
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#define _CRTDBG_MAP_ALLOC
#include <stdlib.h>
#include <crtdbg.h>

#define _CRT_SECURE_NO_WARNINGS
#pragma once
#include "Conditions.h"
#include "Party.h"
std::array<ConditionProcessor, 18> conditionArray =
{
  // hint: condname, protfrommagic, gmprot, enchantment, ...
  ConditionProcessor(Condition_Cursed,    false, false,  0),
  ConditionProcessor(Condition_Weak,       true, false,  0),
  ConditionProcessor(Condition_Sleep,     false, false, 22, ITEM_ARTIFACT_YORUBA, EQUIP_ARMOUR),
  ConditionProcessor(Condition_Fear,      false, false,  0),
  ConditionProcessor(Condition_Drunk,     false, false,  0),
  ConditionProcessor(Condition_Insane,    false, false, 19, ITEM_ARTIFACT_YORUBA, EQUIP_ARMOUR, ITEM_ARTIFACT_CLOAK_OF_THE_SHEEP, EQUIP_CLOAK),
  ConditionProcessor(Condition_Poison_Weak,    true, false, 21, ITEM_ARTIFACT_YORUBA, EQUIP_ARMOUR, ITEM_ARTIFACT_CLOAK_OF_THE_SHEEP, EQUIP_CLOAK),
  ConditionProcessor(Condition_Disease_Weak,   true, false, 18, ITEM_ARTIFACT_YORUBA, EQUIP_ARMOUR, ITEM_ARTIFACT_CLOAK_OF_THE_SHEEP, EQUIP_CLOAK),
  ConditionProcessor(Condition_Poison_Medium,    true, false, 21, ITEM_ARTIFACT_YORUBA, EQUIP_ARMOUR, ITEM_ARTIFACT_CLOAK_OF_THE_SHEEP, EQUIP_CLOAK),
  ConditionProcessor(Condition_Disease_Medium,   true, false, 18, ITEM_ARTIFACT_YORUBA, EQUIP_ARMOUR, ITEM_ARTIFACT_CLOAK_OF_THE_SHEEP, EQUIP_CLOAK),
  ConditionProcessor(Condition_Poison_Severe,    true, false, 21, ITEM_ARTIFACT_YORUBA, EQUIP_ARMOUR, ITEM_ARTIFACT_CLOAK_OF_THE_SHEEP, EQUIP_CLOAK),
  ConditionProcessor(Condition_Disease_Severe,   true, false, 18, ITEM_ARTIFACT_YORUBA, EQUIP_ARMOUR, ITEM_ARTIFACT_CLOAK_OF_THE_SHEEP, EQUIP_CLOAK),
  ConditionProcessor(Condition_Paralyzed, false, false, 20, ITEM_ARTIFACT_YORUBA, EQUIP_ARMOUR, ITEM_ARTIFACT_CLOAK_OF_THE_SHEEP, EQUIP_CLOAK, ITEM_ARTIFACT_GHOULSBANE, EQIUP_ANY),
  ConditionProcessor(Condition_Unconcious,false, false,  0),
  ConditionProcessor(Condition_Dead,       true,  true,  0),
  ConditionProcessor(Condition_Pertified,  true, false, 23, ITEM_ARTIFACT_YORUBA, EQUIP_ARMOUR, ITEM_ARTIFACT_CLOAK_OF_THE_SHEEP, EQUIP_CLOAK, ITEM_RELIC_KELEBRIM, EQIUP_ANY),
  ConditionProcessor(Condition_Eradicated, true,  true,  0),
  ConditionProcessor(Condition_Zombie,    false, false,  0)
};

bool ConditionProcessor::IsPlayerAffected( Player* inPlayer, int condToCheck, int blockable)
{
  if ( !blockable )
    return true;
  ConditionProcessor* thisProc = &conditionArray[condToCheck];
  if (thisProc->m_IsBlockedByProtFromMagic && pParty->pPartyBuffs[PARTY_BUFF_PROTECTION_FROM_MAGIC].uExpireTime > 0)
  {
    if (!(thisProc->m_DoesNeedGmProtFromMagic && pParty->pPartyBuffs[PARTY_BUFF_PROTECTION_FROM_MAGIC].uSkill < 4))
    {
      --pParty->pPartyBuffs[PARTY_BUFF_PROTECTION_FROM_MAGIC].uPower;
      if ( pParty->pPartyBuffs[PARTY_BUFF_PROTECTION_FROM_MAGIC].uPower < 1 )
        pParty->pPartyBuffs[PARTY_BUFF_PROTECTION_FROM_MAGIC].Reset();
      return false;
    }
  }
  if (thisProc->m_WorkingEnchantment != 0)
  {
    if (inPlayer->HasEnchantedItemEquipped(thisProc->m_WorkingEnchantment))
      return false;
  }
  for (unsigned int i = 0; i < thisProc->m_equipmentPairs.size() / 2; i++)
  {
    if (thisProc->m_equipmentPairs[i * 2].m_ItemId == (ITEM_TYPE)0)
      return true;
    ITEM_TYPE itemId = thisProc->m_equipmentPairs[i * 2].m_ItemId;
    ITEM_EQUIP_TYPE slot = thisProc->m_equipmentPairs[i * 2 + 1].m_EquipSlot;
    if (slot == EQIUP_ANY)
    {
      if (inPlayer->WearsItemAnyWhere(itemId))
        return false;
    }
    else
    {
      if (inPlayer->WearsItem(itemId, slot))
        return false;
    }
  }
  return true;
}