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Copy pathConditions.cpp
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70 lines (68 loc) · 3.6 KB
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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;
}