Files
DNF_DEV/source_game/Asset/Common/Equipment.cpp
2025-10-06 04:18:49 +08:00

170 lines
5.3 KiB
C++

#include "Equipment.h"
#include "Global/Global_Game.h"
#include "Asset/AssetManager.h"
int Equipment::GetJobIndex(std::string JobName)
{
if (JobName == "[swordman]")
return 0;
else if (JobName == "[fighter]")
return 1;
else if (JobName == "[gunner]")
return 2;
else if (JobName == "[mage]")
return 3;
else if (JobName == "[priest]")
return 4;
else if (JobName == "[atgunner]")
return 5;
else if (JobName == "[thief]")
return 6;
else if (JobName == "[atfighter]")
return 7;
else if (JobName == "[atmage]")
return 8;
else if (JobName == "[demonic swordman]")
return 9;
else if (JobName == "[creatormage]")
return 10;
return -1;
}
ATTACH_TYPE Equipment::GetTradeType(std::string TradeType)
{
if (TradeType == "[free]")
return ATTACH_TYPE::FREE;
else if (TradeType == "[sealing]")
return ATTACH_TYPE::SEALING;
else if (TradeType == "[trade]")
return ATTACH_TYPE::TRADE;
else if (TradeType == "[account]")
return ATTACH_TYPE::ACCOUNT;
else if (TradeType == "[trade delete]")
return ATTACH_TYPE::TRADE_DELETE;
else if (TradeType == "[sealing trade]")
return ATTACH_TYPE::SEALING_TRADE;
return ATTACH_TYPE::FREE;
}
bool Equipment::IsEmpty()
{
if (m_EquipmentPath.empty())
return false;
return true;
}
void Equipment::Init(int Index)
{
ConstructionByIndex(Index);
}
void Equipment::Init(int Index, int Quality)
{
this->m_Quality = Quality;
ConstructionByIndex(Index);
}
void Equipment::ConstructionByIndex(int Index)
{
// 检查装备list有没有这件装备
if (Global_Game::GetInstance().EquipmentPathMap.count(Index))
{
m_EquipmentPath = Global_Game::GetInstance().EquipmentPathMap[Index];
// 读取装备信息
ScriptData Data = AssetManager::GetInstance().GetScriptInfo(m_EquipmentPath);
while (!Data.IsEnd())
{
std::string Segment = Data.Get();
if (Segment == "[name]")
{
this->Name = Data.Get();
}
else if (Segment == "[name2]")
{
this->Name2 = Data.Get();
}
else if (Segment == "[grade]")
{
this->Grade = std::stoi(Data.Get());
}
else if (Segment == "[rarity]")
{
this->Rarity = std::stoi(Data.Get());
}
else if (Segment == "[usable job]")
{
while (true)
{
std::string Buf = Data.Get();
if (Buf == "[/usable job]")
break;
this->UsableJob[GetJobIndex(Buf)] = true;
}
}
else if (Segment == "[attach type]")
{
this->TradeType = GetTradeType(Data.Get());
}
else if (Segment == "[minimum level]")
{
this->MinimumLevel = std::stoi(Data.Get());
}
else if (Segment == "[price]")
{
this->Price = std::stoi(Data.Get());
}
else if (Segment == "[repair price]")
{
this->RepairPrice = std::stoi(Data.Get());
}
else if (Segment == "[animation job]")
{
std::string JobString = Data.Get();
int JobIndex = GetJobIndex(JobString);
this->JobAni[JobIndex].clear();
if (Data.Get() == "[variation]")
{
int Parm1 = std::stoi(Data.Get());
int Parm2 = std::stoi(Data.Get());
while (true)
{
JobAnimation JobAniBuffer;
JobAniBuffer.ImgFormat.clear();
JobAniBuffer.ImgFormat.push_back(Parm1);
JobAniBuffer.ImgFormat.push_back(Parm2);
std::string buf = Data.Get();
if (buf == "[layer variation]")
{
JobAniBuffer.Layer = std::stoi(Data.Get());
JobAniBuffer.AnimationGroup = Data.Get();
this->JobAni[JobIndex].push_back(JobAniBuffer);
// 调用两次 跳过原来的 [equipment ani script] 这个没有用
std::string B1 = Data.Get();
std::string B2 = Data.Get();
}
// 皮肤没有图层也没有动画组名称
else if (m_EquipmentPath.find("skin") != std::string::npos)
{
JobAniBuffer.Layer = 0;
JobAniBuffer.AnimationGroup = "null";
this->JobAni[JobIndex].push_back(JobAniBuffer);
break;
}
else
{
Data.Back();
break;
}
}
}
}
}
}
else
{
SDL_LogError(0, "没有编号为: %d 这件装备", Index);
}
}