#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "MonsterConfig.h" #include "Mobs/Monster.h" #include "IniFile.h" struct cMonsterConfig::sAttributesStruct { AString m_Name; int m_SightDistance; int m_AttackDamage; double m_AttackRange; double m_AttackRate; double m_MaxHealth; double m_BaseWalkSpeed; double m_BaseRunSpeed; bool m_IsFireproof; bool m_BurnsInDaylight; }; struct cMonsterConfig::sMonsterConfigState { AString MonsterTypes; std::list< sAttributesStruct > AttributesList; }; cMonsterConfig::cMonsterConfig(void) : m_pState( new sMonsterConfigState) { Initialize(); } cMonsterConfig::~cMonsterConfig() { delete m_pState; m_pState = nullptr; } void cMonsterConfig::Initialize() { cIniFile MonstersIniFile; if (!MonstersIniFile.ReadFile("monsters.ini")) { LOGWARNING("%s: Cannot read monsters.ini file, monster attributes not available", __FUNCTION__); return; } for (int i = static_cast(MonstersIniFile.GetNumKeys()); i >= 0; i--) { sAttributesStruct Attributes; AString Name = MonstersIniFile.GetKeyName(i); Attributes.m_Name = Name; Attributes.m_AttackDamage = MonstersIniFile.GetValueI(Name, "AttackDamage", 0); Attributes.m_AttackRange = MonstersIniFile.GetValueI(Name, "AttackRange", 0); Attributes.m_SightDistance = MonstersIniFile.GetValueI(Name, "SightDistance", 0); Attributes.m_AttackRate = MonstersIniFile.GetValueF(Name, "AttackRate", 0); Attributes.m_MaxHealth = MonstersIniFile.GetValueF(Name, "MaxHealth", 1); Attributes.m_BaseWalkSpeed = MonstersIniFile.GetValueF(Name, "WalkSpeed", 1); Attributes.m_BaseRunSpeed = MonstersIniFile.GetValueF(Name, "RunSpeed", Attributes.m_BaseWalkSpeed); Attributes.m_IsFireproof = MonstersIniFile.GetValueB(Name, "IsFireproof", false); Attributes.m_BurnsInDaylight = MonstersIniFile.GetValueB(Name, "BurnsInDaylight", false); m_pState->AttributesList.push_front(Attributes); } // for i - SplitList[] } void cMonsterConfig::AssignAttributes(cMonster * a_Monster, const AString & a_Name) { std::list::const_iterator itr; for (itr = m_pState->AttributesList.begin(); itr != m_pState->AttributesList.end(); ++itr) { if (itr->m_Name.compare(a_Name) == 0) { a_Monster->SetAttackDamage (itr->m_AttackDamage); a_Monster->SetAttackRange (itr->m_AttackRange); a_Monster->SetSightDistance (itr->m_SightDistance); a_Monster->SetAttackRate (static_cast(itr->m_AttackRate)); a_Monster->SetMaxHealth (static_cast(itr->m_MaxHealth)); a_Monster->SetBaseWalkSpeed (itr->m_BaseWalkSpeed); a_Monster->SetBaseRunSpeed (itr->m_BaseRunSpeed); a_Monster->SetIsFireproof (itr->m_IsFireproof); a_Monster->SetBurnsInDaylight(itr->m_BurnsInDaylight); return; } } // for itr - m_pState->AttributesList[] }