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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "MonsterConfig.h"
#include "Mobs/Monster.h"
#include "inifile/iniFile.h"
struct cMonsterConfig::sAttributesStruct
{
AString m_Name;
int m_SightDistance;
int m_AttackDamage;
int m_AttackRange;
double m_AttackRate;
int m_MaxHealth;
bool m_IsFireproof;
};
struct cMonsterConfig::sMonsterConfigState
{
AString MonsterTypes;
std::list< sAttributesStruct > AttributesList;
};
cMonsterConfig::cMonsterConfig(void)
: m_pState( new sMonsterConfigState)
{
Initialize();
}
cMonsterConfig::~cMonsterConfig()
{
delete m_pState;
m_pState = NULL;
}
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 = (int)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.GetValueI(Name, "MaxHealth", 1);
Attributes.m_IsFireproof = MonstersIniFile.GetValueB(Name, "IsFireproof", false);
m_pState->AttributesList.push_front(Attributes);
} // for i - SplitList[]
}
void cMonsterConfig::AssignAttributes(cMonster * a_Monster, const AString & a_Name)
{
std::list<sAttributesStruct>::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 ((float)itr->m_AttackRate);
a_Monster->SetMaxHealth (itr->m_MaxHealth);
a_Monster->SetIsFireproof (itr->m_IsFireproof);
return;
}
} // for itr - m_pState->AttributesList[]
}
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