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@@ -1,1070 +1,1028 @@
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-#include "StdInc.h"
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-#include "CSpellHandler.h"
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-
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-#include "CGeneralTextHandler.h"
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-#include "filesystem/Filesystem.h"
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-
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-#include "JsonNode.h"
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-#include <cctype>
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-#include "BattleHex.h"
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-#include "CModHandler.h"
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-#include "StringConstants.h"
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-
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-#include "mapObjects/CGHeroInstance.h"
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-#include "BattleState.h"
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-#include "CBattleCallback.h"
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-
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-#include "SpellMechanics.h"
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-
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-
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-
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-/*
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- * CSpellHandler.cpp, part of VCMI engine
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- *
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- * Authors: listed in file AUTHORS in main folder
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- *
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- * License: GNU General Public License v2.0 or later
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- * Full text of license available in license.txt file, in main folder
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- *
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- */
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-
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-namespace SpellConfig
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-{
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- static const std::string LEVEL_NAMES[] = {"none", "basic", "advanced", "expert"};
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-
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- static const SpellSchoolInfo SCHOOL[4] =
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- {
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- {
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- ESpellSchool::AIR,
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- Bonus::AIR_SPELL_DMG_PREMY,
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- Bonus::AIR_IMMUNITY,
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- "air",
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- SecondarySkill::AIR_MAGIC,
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- Bonus::AIR_SPELLS
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- },
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- {
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- ESpellSchool::FIRE,
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- Bonus::FIRE_SPELL_DMG_PREMY,
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- Bonus::FIRE_IMMUNITY,
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- "fire",
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- SecondarySkill::FIRE_MAGIC,
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- Bonus::FIRE_SPELLS
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- },
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- {
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- ESpellSchool::WATER,
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- Bonus::WATER_SPELL_DMG_PREMY,
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- Bonus::WATER_IMMUNITY,
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- "water",
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- SecondarySkill::WATER_MAGIC,
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- Bonus::WATER_SPELLS
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- },
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- {
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- ESpellSchool::EARTH,
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- Bonus::EARTH_SPELL_DMG_PREMY,
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- Bonus::EARTH_IMMUNITY,
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- "earth",
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- SecondarySkill::EARTH_MAGIC,
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- Bonus::EARTH_SPELLS
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- }
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- };
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-}
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-
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-BattleSpellCastParameters::BattleSpellCastParameters(const BattleInfo* cb)
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- : spellLvl(0), destination(BattleHex::INVALID), casterSide(0),casterColor(PlayerColor::CANNOT_DETERMINE),caster(nullptr), secHero(nullptr),
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- usedSpellPower(0),mode(ECastingMode::HERO_CASTING), casterStack(nullptr), selectedStack(nullptr), cb(cb)
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-{
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-
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-}
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-
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-
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-///CSpell::LevelInfo
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-CSpell::LevelInfo::LevelInfo()
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- :description(""),cost(0),power(0),AIValue(0),smartTarget(true), clearTarget(false), clearAffected(false), range("0")
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-{
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-
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-}
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-
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-CSpell::LevelInfo::~LevelInfo()
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-{
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-
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-}
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-
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-///CSpell
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-CSpell::CSpell():
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- id(SpellID::NONE), level(0),
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- earth(false), water(false), fire(false), air(false),
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- combatSpell(false), creatureAbility(false),
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- positiveness(ESpellPositiveness::NEUTRAL),
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- defaultProbability(0),
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- isRising(false), isDamage(false), isOffensive(false),
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- targetType(ETargetType::NO_TARGET),
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- mechanics(nullptr)
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-{
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- levels.resize(GameConstants::SPELL_SCHOOL_LEVELS);
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-}
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-
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-CSpell::~CSpell()
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-{
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- delete mechanics;
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-}
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-
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-void CSpell::afterCast(BattleInfo * battle, const BattleSpellCast * packet) const
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-{
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- mechanics->afterCast(battle, packet);
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-}
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-
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-
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-void CSpell::battleCast(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters) const
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-{
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- assert(env);
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-
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- mechanics->battleCast(env, parameters);
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-}
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-
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-bool CSpell::isCastableBy(const IBonusBearer * caster, bool hasSpellBook, const std::set<SpellID> & spellBook) const
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-{
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- if(!hasSpellBook)
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- return false;
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-
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- const bool inSpellBook = vstd::contains(spellBook, id);
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- const bool isBonus = caster->hasBonusOfType(Bonus::SPELL, id);
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-
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- bool inTome = false;
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-
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- forEachSchool([&](const SpellSchoolInfo & cnf, bool & stop)
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- {
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- if(caster->hasBonusOfType(cnf.knoledgeBonus))
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- {
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- inTome = stop = true;
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- }
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- });
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-
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- if (isSpecialSpell())
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- {
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- if (inSpellBook)
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- {//hero has this spell in spellbook
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- logGlobal->errorStream() << "Special spell in spellbook "<<name;
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- }
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- return isBonus;
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- }
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- else
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- {
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- return inSpellBook || inTome || isBonus || caster->hasBonusOfType(Bonus::SPELLS_OF_LEVEL, level);
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- }
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-}
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-
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-const CSpell::LevelInfo & CSpell::getLevelInfo(const int level) const
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-{
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- if(level < 0 || level >= GameConstants::SPELL_SCHOOL_LEVELS)
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- {
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- logGlobal->errorStream() << __FUNCTION__ << " invalid school level " << level;
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- throw new std::runtime_error("Invalid school level");
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- }
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-
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- return levels.at(level);
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-}
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-
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-ui32 CSpell::calculateBonus(ui32 baseDamage, const CGHeroInstance* caster, const CStack* affectedCreature) const
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-{
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- ui32 ret = baseDamage;
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- //applying sorcery secondary skill
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- if(caster)
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- {
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- ret *= (100.0 + caster->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SORCERY)) / 100.0;
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- ret *= (100.0 + caster->valOfBonuses(Bonus::SPELL_DAMAGE) + caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, id.toEnum())) / 100.0;
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-
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- forEachSchool([&](const SpellSchoolInfo & cnf, bool & stop)
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- {
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- ret *= (100.0 + caster->valOfBonuses(cnf.damagePremyBonus)) / 100.0;
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- stop = true; //only bonus from one school is used
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- });
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-
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- if (affectedCreature && affectedCreature->getCreature()->level) //Hero specials like Solmyr, Deemer
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- ret *= (100. + ((caster->valOfBonuses(Bonus::SPECIAL_SPELL_LEV, id.toEnum()) * caster->level) / affectedCreature->getCreature()->level)) / 100.0;
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- }
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- return ret;
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-}
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-
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-ui32 CSpell::calculateDamage(const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower) const
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-{
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- ui32 ret = 0; //value to return
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-
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- //check if spell really does damage - if not, return 0
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- if(!isDamageSpell())
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- return 0;
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-
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- ret = usedSpellPower * power;
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- ret += getPower(spellSchoolLevel);
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-
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- //affected creature-specific part
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- if(nullptr != affectedCreature)
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- {
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- //applying protections - when spell has more then one elements, only one protection should be applied (I think)
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-
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- forEachSchool([&](const SpellSchoolInfo & cnf, bool & stop)
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- {
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- if(affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, (ui8)cnf.id))
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- {
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- ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, (ui8)cnf.id);
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- ret /= 100;
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- stop = true;//only bonus from one school is used
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- }
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- });
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-
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- //general spell dmg reduction
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- if(affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, -1))
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- {
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- ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, -1);
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- ret /= 100;
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- }
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- //dmg increasing
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- if(affectedCreature->hasBonusOfType(Bonus::MORE_DAMAGE_FROM_SPELL, id))
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- {
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- ret *= 100 + affectedCreature->valOfBonuses(Bonus::MORE_DAMAGE_FROM_SPELL, id.toEnum());
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- ret /= 100;
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- }
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- }
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- ret = calculateBonus(ret, caster, affectedCreature);
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- return ret;
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-}
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-
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-
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-ui32 CSpell::calculateHealedHP(const CGHeroInstance* caster, const CStack* stack, const CStack* sacrificedStack) const
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-{
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-//todo: use Mechanics class
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- int healedHealth;
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-
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- if(!isHealingSpell())
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- {
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- logGlobal->errorStream() << "calculateHealedHP called for nonhealing spell "<< name;
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- return 0;
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- }
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-
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- const int spellPowerSkill = caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER);
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- const int levelPower = getPower(caster->getSpellSchoolLevel(this));
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-
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- if (id == SpellID::SACRIFICE && sacrificedStack)
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- healedHealth = (spellPowerSkill + sacrificedStack->MaxHealth() + levelPower) * sacrificedStack->count;
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- else
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- healedHealth = spellPowerSkill * power + levelPower; //???
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- healedHealth = calculateBonus(healedHealth, caster, stack);
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- return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (isRisingSpell() ? stack->baseAmount * stack->MaxHealth() : 0));
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-}
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-
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-
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-std::vector<BattleHex> CSpell::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes) const
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-{
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- return mechanics->rangeInHexes(centralHex,schoolLvl,side,outDroppedHexes);
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-}
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-
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-std::set<const CStack* > CSpell::getAffectedStacks(const CBattleInfoCallback * cb, ECastingMode::ECastingMode mode, PlayerColor casterColor, int spellLvl, BattleHex destination, const CGHeroInstance * caster) const
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-{
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- ISpellMechanics::SpellTargetingContext ctx(this, cb,mode,casterColor,spellLvl,destination);
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-
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- std::set<const CStack* > attackedCres = mechanics->getAffectedStacks(ctx);
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-
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- //now handle immunities
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- auto predicate = [&, this](const CStack * s)->bool
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- {
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- bool hitDirectly = ctx.ti.alwaysHitDirectly && s->coversPos(destination);
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- bool notImmune = (ESpellCastProblem::OK == isImmuneByStack(caster, s));
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-
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- return !(hitDirectly || notImmune);
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- };
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- vstd::erase_if(attackedCres, predicate);
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-
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- return attackedCres;
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-}
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-
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-
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-CSpell::ETargetType CSpell::getTargetType() const
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-{
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- return targetType;
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-}
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-
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-CSpell::TargetInfo CSpell::getTargetInfo(const int level) const
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-{
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- TargetInfo info(this, level);
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- return info;
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-}
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-
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-void CSpell::forEachSchool(const std::function<void(const SpellSchoolInfo &, bool &)>& cb) const
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-{
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- bool stop = false;
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- for(const SpellSchoolInfo & cnf : SpellConfig::SCHOOL)
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- {
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- if(school.at(cnf.id))
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- {
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- cb(cnf, stop);
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-
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- if(stop)
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- break;
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- }
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- }
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-}
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-
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-
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-bool CSpell::isCombatSpell() const
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-{
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- return combatSpell;
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-}
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-
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-bool CSpell::isAdventureSpell() const
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-{
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- return !combatSpell;
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-}
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-
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-bool CSpell::isCreatureAbility() const
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-{
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- return creatureAbility;
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-}
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-
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-bool CSpell::isPositive() const
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-{
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- return positiveness == POSITIVE;
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-}
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-
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-bool CSpell::isNegative() const
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-{
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- return positiveness == NEGATIVE;
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-}
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-
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-bool CSpell::isNeutral() const
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-{
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- return positiveness == NEUTRAL;
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-}
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-
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-bool CSpell::isHealingSpell() const
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-{
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- return isRisingSpell() || (id == SpellID::CURE);
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-}
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-
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-bool CSpell::isRisingSpell() const
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-{
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- return isRising;
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-}
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-
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-bool CSpell::isDamageSpell() const
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-{
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- return isDamage;
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-}
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-
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-bool CSpell::isOffensiveSpell() const
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-{
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- return isOffensive;
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-}
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-
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-bool CSpell::isSpecialSpell() const
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-{
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- return isSpecial;
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-}
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-
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-bool CSpell::hasEffects() const
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-{
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- return !levels[0].effects.empty();
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-}
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-
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-const std::string& CSpell::getIconImmune() const
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-{
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- return iconImmune;
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-}
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-
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-const std::string& CSpell::getCastSound() const
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-{
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- return castSound;
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-}
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-
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-
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-
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-si32 CSpell::getCost(const int skillLevel) const
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-{
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- return getLevelInfo(skillLevel).cost;
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-}
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-
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-si32 CSpell::getPower(const int skillLevel) const
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-{
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- return getLevelInfo(skillLevel).power;
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-}
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-
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-//si32 CSpell::calculatePower(const int skillLevel) const
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-//{
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-// return power + getPower(skillLevel);
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-//}
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-
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-si32 CSpell::getProbability(const TFaction factionId) const
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-{
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- if(!vstd::contains(probabilities,factionId))
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- {
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- return defaultProbability;
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- }
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- return probabilities.at(factionId);
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-}
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-
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-
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-void CSpell::getEffects(std::vector<Bonus>& lst, const int level) const
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-{
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- if(level < 0 || level >= GameConstants::SPELL_SCHOOL_LEVELS)
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- {
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- logGlobal->errorStream() << __FUNCTION__ << " invalid school level " << level;
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- return;
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- }
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-
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- const std::vector<Bonus> & effects = levels[level].effects;
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-
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- if(effects.empty())
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- {
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- logGlobal->errorStream() << __FUNCTION__ << " This spell (" + name + ") has no effects for level " << level;
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- return;
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- }
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-
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- lst.reserve(lst.size() + effects.size());
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-
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- for(const Bonus & b : effects)
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- {
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- lst.push_back(Bonus(b));
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-ESpellCastProblem::ESpellCastProblem CSpell::isImmuneAt(const CBattleInfoCallback * cb, const CGHeroInstance * caster, ECastingMode::ECastingMode mode, BattleHex destination) const
|
|
|
-{
|
|
|
- // Get all stacks at destination hex. only alive if not rising spell
|
|
|
- TStacks stacks = cb->battleGetStacksIf([=](const CStack * s){
|
|
|
- return s->coversPos(destination) && (isRisingSpell() || s->alive());
|
|
|
- });
|
|
|
-
|
|
|
- if(!stacks.empty())
|
|
|
- {
|
|
|
- bool allImmune = true;
|
|
|
-
|
|
|
- ESpellCastProblem::ESpellCastProblem problem;
|
|
|
-
|
|
|
- for(auto s : stacks)
|
|
|
- {
|
|
|
- ESpellCastProblem::ESpellCastProblem res = isImmuneByStack(caster,s);
|
|
|
-
|
|
|
- if(res == ESpellCastProblem::OK)
|
|
|
- {
|
|
|
- allImmune = false;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- problem = res;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- if(allImmune)
|
|
|
- return problem;
|
|
|
- }
|
|
|
- else //no target stack on this tile
|
|
|
- {
|
|
|
- if(getTargetType() == CSpell::CREATURE)
|
|
|
- {
|
|
|
- if(caster && mode == ECastingMode::HERO_CASTING) //TODO why???
|
|
|
- {
|
|
|
- const CSpell::TargetInfo ti(this, caster->getSpellSchoolLevel(this), mode);
|
|
|
-
|
|
|
- if(!ti.massive)
|
|
|
- return ESpellCastProblem::WRONG_SPELL_TARGET;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- return ESpellCastProblem::WRONG_SPELL_TARGET;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- return ESpellCastProblem::OK;
|
|
|
-}
|
|
|
-
|
|
|
-
|
|
|
-ESpellCastProblem::ESpellCastProblem CSpell::isImmuneBy(const IBonusBearer* obj) const
|
|
|
-{
|
|
|
- //todo: use new bonus API
|
|
|
- //1. Check absolute limiters
|
|
|
- for(auto b : absoluteLimiters)
|
|
|
- {
|
|
|
- if (!obj->hasBonusOfType(b))
|
|
|
- return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
|
|
|
- }
|
|
|
-
|
|
|
- //2. Check absolute immunities
|
|
|
- for(auto b : absoluteImmunities)
|
|
|
- {
|
|
|
- if (obj->hasBonusOfType(b))
|
|
|
- return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
|
|
|
- }
|
|
|
-
|
|
|
- //check receptivity
|
|
|
- if (isPositive() && obj->hasBonusOfType(Bonus::RECEPTIVE)) //accept all positive spells
|
|
|
- return ESpellCastProblem::OK;
|
|
|
-
|
|
|
- //3. Check negation
|
|
|
- //FIXME: Orb of vulnerability mechanics is not such trivial
|
|
|
- if(obj->hasBonusOfType(Bonus::NEGATE_ALL_NATURAL_IMMUNITIES)) //Orb of vulnerability
|
|
|
- return ESpellCastProblem::NOT_DECIDED;
|
|
|
-
|
|
|
- //4. Check negatable limit
|
|
|
- for(auto b : limiters)
|
|
|
- {
|
|
|
- if (!obj->hasBonusOfType(b))
|
|
|
- return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
|
|
|
- }
|
|
|
-
|
|
|
-
|
|
|
- //5. Check negatable immunities
|
|
|
- for(auto b : immunities)
|
|
|
- {
|
|
|
- if (obj->hasBonusOfType(b))
|
|
|
- return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
|
|
|
- }
|
|
|
-
|
|
|
- //6. Check elemental immunities
|
|
|
-
|
|
|
- ESpellCastProblem::ESpellCastProblem tmp = ESpellCastProblem::NOT_DECIDED;
|
|
|
-
|
|
|
- forEachSchool([&](const SpellSchoolInfo & cnf, bool & stop)
|
|
|
- {
|
|
|
- auto element = cnf.immunityBonus;
|
|
|
-
|
|
|
- if(obj->hasBonusOfType(element, 0)) //always resist if immune to all spells altogether
|
|
|
- {
|
|
|
- tmp = ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
|
|
|
- stop = true;
|
|
|
- }
|
|
|
- else if(!isPositive()) //negative or indifferent
|
|
|
- {
|
|
|
- if((isDamageSpell() && obj->hasBonusOfType(element, 2)) || obj->hasBonusOfType(element, 1))
|
|
|
- {
|
|
|
- tmp = ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
|
|
|
- stop = true;
|
|
|
- }
|
|
|
- }
|
|
|
- });
|
|
|
-
|
|
|
- if(tmp != ESpellCastProblem::NOT_DECIDED)
|
|
|
- return tmp;
|
|
|
-
|
|
|
- TBonusListPtr levelImmunities = obj->getBonuses(Selector::type(Bonus::LEVEL_SPELL_IMMUNITY));
|
|
|
-
|
|
|
- if(obj->hasBonusOfType(Bonus::SPELL_IMMUNITY, id)
|
|
|
- || ( levelImmunities->size() > 0 && levelImmunities->totalValue() >= level && level))
|
|
|
- {
|
|
|
- return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
|
|
|
- }
|
|
|
-
|
|
|
- return ESpellCastProblem::NOT_DECIDED;
|
|
|
-}
|
|
|
-
|
|
|
-ESpellCastProblem::ESpellCastProblem CSpell::isImmuneByStack(const CGHeroInstance* caster, const CStack* obj) const
|
|
|
-{
|
|
|
- const auto immuneResult = mechanics->isImmuneByStack(caster,obj);
|
|
|
-
|
|
|
- if (ESpellCastProblem::NOT_DECIDED != immuneResult)
|
|
|
- return immuneResult;
|
|
|
- return ESpellCastProblem::OK;
|
|
|
-}
|
|
|
-
|
|
|
-
|
|
|
-void CSpell::setIsOffensive(const bool val)
|
|
|
-{
|
|
|
- isOffensive = val;
|
|
|
-
|
|
|
- if(val)
|
|
|
- {
|
|
|
- positiveness = CSpell::NEGATIVE;
|
|
|
- isDamage = true;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void CSpell::setIsRising(const bool val)
|
|
|
-{
|
|
|
- isRising = val;
|
|
|
-
|
|
|
- if(val)
|
|
|
- {
|
|
|
- positiveness = CSpell::POSITIVE;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void CSpell::setup()
|
|
|
-{
|
|
|
- setupMechanics();
|
|
|
-
|
|
|
- air = school[ESpellSchool::AIR];
|
|
|
- fire = school[ESpellSchool::FIRE];
|
|
|
- water = school[ESpellSchool::WATER];
|
|
|
- earth = school[ESpellSchool::EARTH];
|
|
|
-}
|
|
|
-
|
|
|
-
|
|
|
-void CSpell::setupMechanics()
|
|
|
-{
|
|
|
- if(nullptr != mechanics)
|
|
|
- {
|
|
|
- logGlobal->errorStream() << "Spell " << this->name << " mechanics already set";
|
|
|
- delete mechanics;
|
|
|
- }
|
|
|
-
|
|
|
- mechanics = ISpellMechanics::createMechanics(this);
|
|
|
-}
|
|
|
-
|
|
|
-///CSpell::AnimationInfo
|
|
|
-CSpell::AnimationInfo::AnimationInfo()
|
|
|
-{
|
|
|
-
|
|
|
-}
|
|
|
-
|
|
|
-CSpell::AnimationInfo::~AnimationInfo()
|
|
|
-{
|
|
|
-
|
|
|
-}
|
|
|
-
|
|
|
-std::string CSpell::AnimationInfo::selectProjectile(const double angle) const
|
|
|
-{
|
|
|
- std::string res;
|
|
|
- double maximum = 0.0;
|
|
|
-
|
|
|
- for(const auto & info : projectile)
|
|
|
- {
|
|
|
- if(info.minimumAngle < angle && info.minimumAngle > maximum)
|
|
|
- {
|
|
|
- maximum = info.minimumAngle;
|
|
|
- res = info.resourceName;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- return std::move(res);
|
|
|
-}
|
|
|
-
|
|
|
-
|
|
|
-///CSpell::TargetInfo
|
|
|
-CSpell::TargetInfo::TargetInfo(const CSpell * spell, const int level)
|
|
|
-{
|
|
|
- init(spell, level);
|
|
|
-}
|
|
|
-
|
|
|
-CSpell::TargetInfo::TargetInfo(const CSpell * spell, const int level, ECastingMode::ECastingMode mode)
|
|
|
-{
|
|
|
- init(spell, level);
|
|
|
- if(mode == ECastingMode::ENCHANTER_CASTING)
|
|
|
- {
|
|
|
- smart = true; //FIXME: not sure about that, this makes all spells smart in this mode
|
|
|
- massive = true;
|
|
|
- }
|
|
|
- else if(mode == ECastingMode::SPELL_LIKE_ATTACK)
|
|
|
- {
|
|
|
- alwaysHitDirectly = true;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void CSpell::TargetInfo::init(const CSpell * spell, const int level)
|
|
|
-{
|
|
|
- auto & levelInfo = spell->getLevelInfo(level);
|
|
|
-
|
|
|
- type = spell->getTargetType();
|
|
|
- smart = levelInfo.smartTarget;
|
|
|
- massive = levelInfo.range == "X";
|
|
|
- onlyAlive = !spell->isRisingSpell();
|
|
|
- alwaysHitDirectly = false;
|
|
|
- clearAffected = levelInfo.clearAffected;
|
|
|
- clearTarget = levelInfo.clearTarget;
|
|
|
-}
|
|
|
-
|
|
|
-
|
|
|
-bool DLL_LINKAGE isInScreenRange(const int3 ¢er, const int3 &pos)
|
|
|
-{
|
|
|
- int3 diff = pos - center;
|
|
|
- if(diff.x >= -9 && diff.x <= 9 && diff.y >= -8 && diff.y <= 8)
|
|
|
- return true;
|
|
|
- else
|
|
|
- return false;
|
|
|
-}
|
|
|
-
|
|
|
-///CSpellHandler
|
|
|
-CSpellHandler::CSpellHandler()
|
|
|
-{
|
|
|
-
|
|
|
-}
|
|
|
-
|
|
|
-std::vector<JsonNode> CSpellHandler::loadLegacyData(size_t dataSize)
|
|
|
-{
|
|
|
- using namespace SpellConfig;
|
|
|
- std::vector<JsonNode> legacyData;
|
|
|
-
|
|
|
- CLegacyConfigParser parser("DATA/SPTRAITS.TXT");
|
|
|
-
|
|
|
- auto readSchool = [&](JsonMap& schools, const std::string& name)
|
|
|
- {
|
|
|
- if (parser.readString() == "x")
|
|
|
- {
|
|
|
- schools[name].Bool() = true;
|
|
|
- }
|
|
|
- };
|
|
|
-
|
|
|
- auto read = [&,this](bool combat, bool ability)
|
|
|
- {
|
|
|
- do
|
|
|
- {
|
|
|
- JsonNode lineNode(JsonNode::DATA_STRUCT);
|
|
|
-
|
|
|
- const si32 id = legacyData.size();
|
|
|
-
|
|
|
- lineNode["index"].Float() = id;
|
|
|
- lineNode["type"].String() = ability ? "ability" : (combat ? "combat" : "adventure");
|
|
|
-
|
|
|
- lineNode["name"].String() = parser.readString();
|
|
|
-
|
|
|
- parser.readString(); //ignored unused abbreviated name
|
|
|
- lineNode["level"].Float() = parser.readNumber();
|
|
|
-
|
|
|
- auto& schools = lineNode["school"].Struct();
|
|
|
-
|
|
|
- readSchool(schools, "earth");
|
|
|
- readSchool(schools, "water");
|
|
|
- readSchool(schools, "fire");
|
|
|
- readSchool(schools, "air");
|
|
|
-
|
|
|
- auto& levels = lineNode["levels"].Struct();
|
|
|
-
|
|
|
- auto getLevel = [&](const size_t idx)->JsonMap&
|
|
|
- {
|
|
|
- assert(idx < GameConstants::SPELL_SCHOOL_LEVELS);
|
|
|
- return levels[LEVEL_NAMES[idx]].Struct();
|
|
|
- };
|
|
|
-
|
|
|
- auto costs = parser.readNumArray<si32>(GameConstants::SPELL_SCHOOL_LEVELS);
|
|
|
- lineNode["power"].Float() = parser.readNumber();
|
|
|
- auto powers = parser.readNumArray<si32>(GameConstants::SPELL_SCHOOL_LEVELS);
|
|
|
-
|
|
|
- auto& chances = lineNode["gainChance"].Struct();
|
|
|
-
|
|
|
- for(size_t i = 0; i < GameConstants::F_NUMBER ; i++){
|
|
|
- chances[ETownType::names[i]].Float() = parser.readNumber();
|
|
|
- }
|
|
|
-
|
|
|
- auto AIVals = parser.readNumArray<si32>(GameConstants::SPELL_SCHOOL_LEVELS);
|
|
|
-
|
|
|
- std::vector<std::string> descriptions;
|
|
|
- for(size_t i = 0; i < GameConstants::SPELL_SCHOOL_LEVELS ; i++)
|
|
|
- descriptions.push_back(parser.readString());
|
|
|
-
|
|
|
- parser.readString(); //ignore attributes. All data present in JSON
|
|
|
-
|
|
|
- //save parsed level specific data
|
|
|
- for(size_t i = 0; i < GameConstants::SPELL_SCHOOL_LEVELS; i++)
|
|
|
- {
|
|
|
- auto& level = getLevel(i);
|
|
|
- level["description"].String() = descriptions[i];
|
|
|
- level["cost"].Float() = costs[i];
|
|
|
- level["power"].Float() = powers[i];
|
|
|
- level["aiValue"].Float() = AIVals[i];
|
|
|
- }
|
|
|
-
|
|
|
- legacyData.push_back(lineNode);
|
|
|
-
|
|
|
-
|
|
|
- }
|
|
|
- while (parser.endLine() && !parser.isNextEntryEmpty());
|
|
|
- };
|
|
|
-
|
|
|
- auto skip = [&](int cnt)
|
|
|
- {
|
|
|
- for(int i=0; i<cnt; i++)
|
|
|
- parser.endLine();
|
|
|
- };
|
|
|
-
|
|
|
- skip(5);// header
|
|
|
- read(false,false); //read adventure map spells
|
|
|
- skip(3);
|
|
|
- read(true,false); //read battle spells
|
|
|
- skip(3);
|
|
|
- read(true,true);//read creature abilities
|
|
|
-
|
|
|
- //TODO: maybe move to config
|
|
|
- //clone Acid Breath attributes for Acid Breath damage effect
|
|
|
- JsonNode temp = legacyData[SpellID::ACID_BREATH_DEFENSE];
|
|
|
- temp["index"].Float() = SpellID::ACID_BREATH_DAMAGE;
|
|
|
- legacyData.push_back(temp);
|
|
|
-
|
|
|
- objects.resize(legacyData.size());
|
|
|
-
|
|
|
- return legacyData;
|
|
|
-}
|
|
|
-
|
|
|
-const std::string CSpellHandler::getTypeName() const
|
|
|
-{
|
|
|
- return "spell";
|
|
|
-}
|
|
|
-
|
|
|
-CSpell * CSpellHandler::loadFromJson(const JsonNode& json)
|
|
|
-{
|
|
|
- using namespace SpellConfig;
|
|
|
-
|
|
|
- CSpell * spell = new CSpell();
|
|
|
-
|
|
|
- const auto type = json["type"].String();
|
|
|
-
|
|
|
- if(type == "ability")
|
|
|
- {
|
|
|
- spell->creatureAbility = true;
|
|
|
- spell->combatSpell = true;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- spell->creatureAbility = false;
|
|
|
- spell->combatSpell = type == "combat";
|
|
|
- }
|
|
|
-
|
|
|
- spell->name = json["name"].String();
|
|
|
-
|
|
|
- logGlobal->traceStream() << __FUNCTION__ << ": loading spell " << spell->name;
|
|
|
-
|
|
|
- const auto schoolNames = json["school"];
|
|
|
-
|
|
|
- for(const SpellSchoolInfo & info : SpellConfig::SCHOOL)
|
|
|
- {
|
|
|
- spell->school[info.id] = schoolNames[info.jsonName].Bool();
|
|
|
- }
|
|
|
-
|
|
|
- spell->level = json["level"].Float();
|
|
|
- spell->power = json["power"].Float();
|
|
|
-
|
|
|
- spell->defaultProbability = json["defaultGainChance"].Float();
|
|
|
-
|
|
|
- for(const auto & node : json["gainChance"].Struct())
|
|
|
- {
|
|
|
- const int chance = node.second.Float();
|
|
|
-
|
|
|
- VLC->modh->identifiers.requestIdentifier(node.second.meta, "faction",node.first, [=](si32 factionID)
|
|
|
- {
|
|
|
- spell->probabilities[factionID] = chance;
|
|
|
- });
|
|
|
- }
|
|
|
-
|
|
|
- auto targetType = json["targetType"].String();
|
|
|
-
|
|
|
- if(targetType == "NO_TARGET")
|
|
|
- spell->targetType = CSpell::NO_TARGET;
|
|
|
- else if(targetType == "CREATURE")
|
|
|
- spell->targetType = CSpell::CREATURE;
|
|
|
- else if(targetType == "OBSTACLE")
|
|
|
- spell->targetType = CSpell::OBSTACLE;
|
|
|
- else if(targetType == "LOCATION")
|
|
|
- spell->targetType = CSpell::LOCATION;
|
|
|
- else
|
|
|
- logGlobal->warnStream() << "Spell " << spell->name << ". Target type " << (targetType.empty() ? "empty" : "unknown ("+targetType+")") << ". Assumed NO_TARGET.";
|
|
|
-
|
|
|
- for(const auto & counteredSpell: json["counters"].Struct())
|
|
|
- if (counteredSpell.second.Bool())
|
|
|
- {
|
|
|
- VLC->modh->identifiers.requestIdentifier(json.meta, counteredSpell.first, [=](si32 id)
|
|
|
- {
|
|
|
- spell->counteredSpells.push_back(SpellID(id));
|
|
|
- });
|
|
|
- }
|
|
|
-
|
|
|
- //TODO: more error checking - f.e. conflicting flags
|
|
|
- const auto flags = json["flags"];
|
|
|
-
|
|
|
- //by default all flags are set to false in constructor
|
|
|
-
|
|
|
- spell->isDamage = flags["damage"].Bool(); //do this before "offensive"
|
|
|
-
|
|
|
- if(flags["offensive"].Bool())
|
|
|
- {
|
|
|
- spell->setIsOffensive(true);
|
|
|
- }
|
|
|
-
|
|
|
- if(flags["rising"].Bool())
|
|
|
- {
|
|
|
- spell->setIsRising(true);
|
|
|
- }
|
|
|
-
|
|
|
- const bool implicitPositiveness = spell->isOffensive || spell->isRising; //(!) "damage" does not mean NEGATIVE --AVS
|
|
|
-
|
|
|
- if(flags["indifferent"].Bool())
|
|
|
- {
|
|
|
- spell->positiveness = CSpell::NEUTRAL;
|
|
|
- }
|
|
|
- else if(flags["negative"].Bool())
|
|
|
- {
|
|
|
- spell->positiveness = CSpell::NEGATIVE;
|
|
|
- }
|
|
|
- else if(flags["positive"].Bool())
|
|
|
- {
|
|
|
- spell->positiveness = CSpell::POSITIVE;
|
|
|
- }
|
|
|
- else if(!implicitPositiveness)
|
|
|
- {
|
|
|
- spell->positiveness = CSpell::NEUTRAL; //duplicates constructor but, just in case
|
|
|
- logGlobal->errorStream() << "No positiveness specified, assumed NEUTRAL";
|
|
|
- }
|
|
|
-
|
|
|
- spell->isSpecial = flags["special"].Bool();
|
|
|
-
|
|
|
- auto findBonus = [&](std::string name, std::vector<Bonus::BonusType> &vec)
|
|
|
- {
|
|
|
- auto it = bonusNameMap.find(name);
|
|
|
- if(it == bonusNameMap.end())
|
|
|
- {
|
|
|
- logGlobal->errorStream() << spell->name << ": invalid bonus name" << name;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- vec.push_back((Bonus::BonusType)it->second);
|
|
|
- }
|
|
|
- };
|
|
|
-
|
|
|
- auto readBonusStruct = [&](std::string name, std::vector<Bonus::BonusType> &vec)
|
|
|
- {
|
|
|
- for(auto bonusData: json[name].Struct())
|
|
|
- {
|
|
|
- const std::string bonusId = bonusData.first;
|
|
|
- const bool flag = bonusData.second.Bool();
|
|
|
-
|
|
|
- if(flag)
|
|
|
- findBonus(bonusId, vec);
|
|
|
- }
|
|
|
- };
|
|
|
-
|
|
|
- readBonusStruct("immunity", spell->immunities);
|
|
|
- readBonusStruct("absoluteImmunity", spell->absoluteImmunities);
|
|
|
- readBonusStruct("limit", spell->limiters);
|
|
|
- readBonusStruct("absoluteLimit", spell->absoluteLimiters);
|
|
|
-
|
|
|
-
|
|
|
- const JsonNode & graphicsNode = json["graphics"];
|
|
|
-
|
|
|
- spell->iconImmune = graphicsNode["iconImmune"].String();
|
|
|
- spell->iconBook = graphicsNode["iconBook"].String();
|
|
|
- spell->iconEffect = graphicsNode["iconEffect"].String();
|
|
|
- spell->iconScenarioBonus = graphicsNode["iconScenarioBonus"].String();
|
|
|
- spell->iconScroll = graphicsNode["iconScroll"].String();
|
|
|
-
|
|
|
- const JsonNode & animationNode = json["animation"];
|
|
|
-
|
|
|
- auto loadAnimationQueue = [&](const std::string & jsonName, CSpell::TAnimationQueue & q)
|
|
|
- {
|
|
|
- auto queueNode = animationNode[jsonName].Vector();
|
|
|
- for(const JsonNode & item : queueNode)
|
|
|
- {
|
|
|
- CSpell::TAnimation newItem;
|
|
|
- newItem.verticalPosition = VerticalPosition::TOP;
|
|
|
-
|
|
|
- if(item.getType() == JsonNode::DATA_STRING)
|
|
|
- newItem.resourceName = item.String();
|
|
|
- else if(item.getType() == JsonNode::DATA_STRUCT)
|
|
|
- {
|
|
|
- newItem.resourceName = item["defName"].String();
|
|
|
-
|
|
|
- auto vPosStr = item["verticalPosition"].String();
|
|
|
- if("bottom" == vPosStr)
|
|
|
- newItem.verticalPosition = VerticalPosition::BOTTOM;
|
|
|
- }
|
|
|
- q.push_back(newItem);
|
|
|
- }
|
|
|
- };
|
|
|
-
|
|
|
- loadAnimationQueue("affect", spell->animationInfo.affect);
|
|
|
- loadAnimationQueue("cast", spell->animationInfo.cast);
|
|
|
- loadAnimationQueue("hit", spell->animationInfo.hit);
|
|
|
-
|
|
|
- const JsonVector & projectile = animationNode["projectile"].Vector();
|
|
|
-
|
|
|
- for(const JsonNode & item : projectile)
|
|
|
- {
|
|
|
- CSpell::ProjectileInfo info;
|
|
|
- info.resourceName = item["defName"].String();
|
|
|
- info.minimumAngle = item["minimumAngle"].Float();
|
|
|
-
|
|
|
- spell->animationInfo.projectile.push_back(info);
|
|
|
- }
|
|
|
-
|
|
|
- const JsonNode & soundsNode = json["sounds"];
|
|
|
- spell->castSound = soundsNode["cast"].String();
|
|
|
-
|
|
|
-
|
|
|
- //load level attributes
|
|
|
-
|
|
|
- const int levelsCount = GameConstants::SPELL_SCHOOL_LEVELS;
|
|
|
-
|
|
|
- for(int levelIndex = 0; levelIndex < levelsCount; levelIndex++)
|
|
|
- {
|
|
|
- const JsonNode & levelNode = json["levels"][LEVEL_NAMES[levelIndex]];
|
|
|
-
|
|
|
- CSpell::LevelInfo & levelObject = spell->levels[levelIndex];
|
|
|
-
|
|
|
- const si32 levelPower = levelObject.power = levelNode["power"].Float();
|
|
|
-
|
|
|
- levelObject.description = levelNode["description"].String();
|
|
|
- levelObject.cost = levelNode["cost"].Float();
|
|
|
- levelObject.AIValue = levelNode["aiValue"].Float();
|
|
|
- levelObject.smartTarget = levelNode["targetModifier"]["smart"].Bool();
|
|
|
- levelObject.clearTarget = levelNode["targetModifier"]["clearTarget"].Bool();
|
|
|
- levelObject.clearAffected = levelNode["targetModifier"]["clearAffected"].Bool();
|
|
|
- levelObject.range = levelNode["range"].String();
|
|
|
-
|
|
|
- for(const auto & elem : levelNode["effects"].Struct())
|
|
|
- {
|
|
|
- const JsonNode & bonusNode = elem.second;
|
|
|
- Bonus * b = JsonUtils::parseBonus(bonusNode);
|
|
|
- const bool usePowerAsValue = bonusNode["val"].isNull();
|
|
|
-
|
|
|
- //TODO: make this work. see CSpellHandler::afterLoadFinalization()
|
|
|
- //b->sid = spell->id; //for all
|
|
|
-
|
|
|
- b->source = Bonus::SPELL_EFFECT;//for all
|
|
|
-
|
|
|
- if(usePowerAsValue)
|
|
|
- b->val = levelPower;
|
|
|
-
|
|
|
- levelObject.effects.push_back(*b);
|
|
|
- }
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- return spell;
|
|
|
-}
|
|
|
-
|
|
|
-void CSpellHandler::afterLoadFinalization()
|
|
|
-{
|
|
|
- //FIXME: it is a bad place for this code, should refactor loadFromJson to know object id during loading
|
|
|
- for(auto spell: objects)
|
|
|
- {
|
|
|
- for(auto & level: spell->levels)
|
|
|
- for(auto & bonus: level.effects)
|
|
|
- bonus.sid = spell->id;
|
|
|
- spell->setup();
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void CSpellHandler::beforeValidate(JsonNode & object)
|
|
|
-{
|
|
|
- //handle "base" level info
|
|
|
-
|
|
|
- JsonNode& levels = object["levels"];
|
|
|
- JsonNode& base = levels["base"];
|
|
|
-
|
|
|
- auto inheritNode = [&](const std::string & name){
|
|
|
- JsonUtils::inherit(levels[name],base);
|
|
|
- };
|
|
|
-
|
|
|
- inheritNode("none");
|
|
|
- inheritNode("basic");
|
|
|
- inheritNode("advanced");
|
|
|
- inheritNode("expert");
|
|
|
-
|
|
|
-}
|
|
|
-
|
|
|
-
|
|
|
-CSpellHandler::~CSpellHandler()
|
|
|
-{
|
|
|
-
|
|
|
-}
|
|
|
-
|
|
|
-std::vector<bool> CSpellHandler::getDefaultAllowed() const
|
|
|
-{
|
|
|
- std::vector<bool> allowedSpells;
|
|
|
- allowedSpells.resize(GameConstants::SPELLS_QUANTITY, true);
|
|
|
- return allowedSpells;
|
|
|
-}
|
|
|
+/*
|
|
|
+ * CSpellHandler.cpp, part of VCMI engine
|
|
|
+ *
|
|
|
+ * Authors: listed in file AUTHORS in main folder
|
|
|
+ *
|
|
|
+ * License: GNU General Public License v2.0 or later
|
|
|
+ * Full text of license available in license.txt file, in main folder
|
|
|
+ *
|
|
|
+ */
|
|
|
+
|
|
|
+#include "StdInc.h"
|
|
|
+
|
|
|
+#include <cctype>
|
|
|
+
|
|
|
+#include "CSpellHandler.h"
|
|
|
+
|
|
|
+#include "../CGeneralTextHandler.h"
|
|
|
+#include "../filesystem/Filesystem.h"
|
|
|
+
|
|
|
+#include "../JsonNode.h"
|
|
|
+
|
|
|
+#include "../BattleHex.h"
|
|
|
+#include "../CModHandler.h"
|
|
|
+#include "../StringConstants.h"
|
|
|
+
|
|
|
+#include "../mapObjects/CGHeroInstance.h"
|
|
|
+#include "../BattleState.h"
|
|
|
+#include "../CBattleCallback.h"
|
|
|
+
|
|
|
+#include "SpellMechanics.h"
|
|
|
+
|
|
|
+namespace SpellConfig
|
|
|
+{
|
|
|
+ static const std::string LEVEL_NAMES[] = {"none", "basic", "advanced", "expert"};
|
|
|
+
|
|
|
+ static const SpellSchoolInfo SCHOOL[4] =
|
|
|
+ {
|
|
|
+ {
|
|
|
+ ESpellSchool::AIR,
|
|
|
+ Bonus::AIR_SPELL_DMG_PREMY,
|
|
|
+ Bonus::AIR_IMMUNITY,
|
|
|
+ "air",
|
|
|
+ SecondarySkill::AIR_MAGIC,
|
|
|
+ Bonus::AIR_SPELLS
|
|
|
+ },
|
|
|
+ {
|
|
|
+ ESpellSchool::FIRE,
|
|
|
+ Bonus::FIRE_SPELL_DMG_PREMY,
|
|
|
+ Bonus::FIRE_IMMUNITY,
|
|
|
+ "fire",
|
|
|
+ SecondarySkill::FIRE_MAGIC,
|
|
|
+ Bonus::FIRE_SPELLS
|
|
|
+ },
|
|
|
+ {
|
|
|
+ ESpellSchool::WATER,
|
|
|
+ Bonus::WATER_SPELL_DMG_PREMY,
|
|
|
+ Bonus::WATER_IMMUNITY,
|
|
|
+ "water",
|
|
|
+ SecondarySkill::WATER_MAGIC,
|
|
|
+ Bonus::WATER_SPELLS
|
|
|
+ },
|
|
|
+ {
|
|
|
+ ESpellSchool::EARTH,
|
|
|
+ Bonus::EARTH_SPELL_DMG_PREMY,
|
|
|
+ Bonus::EARTH_IMMUNITY,
|
|
|
+ "earth",
|
|
|
+ SecondarySkill::EARTH_MAGIC,
|
|
|
+ Bonus::EARTH_SPELLS
|
|
|
+ }
|
|
|
+ };
|
|
|
+}
|
|
|
+
|
|
|
+BattleSpellCastParameters::BattleSpellCastParameters(const BattleInfo* cb)
|
|
|
+ : spellLvl(0), destination(BattleHex::INVALID), casterSide(0),casterColor(PlayerColor::CANNOT_DETERMINE),caster(nullptr), secHero(nullptr),
|
|
|
+ usedSpellPower(0),mode(ECastingMode::HERO_CASTING), casterStack(nullptr), selectedStack(nullptr), cb(cb)
|
|
|
+{
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+///CSpell::LevelInfo
|
|
|
+CSpell::LevelInfo::LevelInfo()
|
|
|
+ :description(""),cost(0),power(0),AIValue(0),smartTarget(true), clearTarget(false), clearAffected(false), range("0")
|
|
|
+{
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+CSpell::LevelInfo::~LevelInfo()
|
|
|
+{
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+///CSpell
|
|
|
+CSpell::CSpell():
|
|
|
+ id(SpellID::NONE), level(0),
|
|
|
+ combatSpell(false), creatureAbility(false),
|
|
|
+ positiveness(ESpellPositiveness::NEUTRAL),
|
|
|
+ defaultProbability(0),
|
|
|
+ isRising(false), isDamage(false), isOffensive(false),
|
|
|
+ targetType(ETargetType::NO_TARGET),
|
|
|
+ mechanics(nullptr)
|
|
|
+{
|
|
|
+ levels.resize(GameConstants::SPELL_SCHOOL_LEVELS);
|
|
|
+}
|
|
|
+
|
|
|
+CSpell::~CSpell()
|
|
|
+{
|
|
|
+ delete mechanics;
|
|
|
+}
|
|
|
+
|
|
|
+void CSpell::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
|
|
|
+{
|
|
|
+ mechanics->applyBattle(battle, packet);
|
|
|
+}
|
|
|
+
|
|
|
+bool CSpell::adventureCast(const SpellCastEnvironment * env, AdventureSpellCastParameters & parameters) const
|
|
|
+{
|
|
|
+ assert(env);
|
|
|
+
|
|
|
+ return mechanics->adventureCast(env, parameters);
|
|
|
+}
|
|
|
+
|
|
|
+void CSpell::battleCast(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters) const
|
|
|
+{
|
|
|
+ assert(env);
|
|
|
+
|
|
|
+ mechanics->battleCast(env, parameters);
|
|
|
+}
|
|
|
+
|
|
|
+bool CSpell::isCastableBy(const IBonusBearer * caster, bool hasSpellBook, const std::set<SpellID> & spellBook) const
|
|
|
+{
|
|
|
+ if(!hasSpellBook)
|
|
|
+ return false;
|
|
|
+
|
|
|
+ const bool inSpellBook = vstd::contains(spellBook, id);
|
|
|
+ const bool isBonus = caster->hasBonusOfType(Bonus::SPELL, id);
|
|
|
+
|
|
|
+ bool inTome = false;
|
|
|
+
|
|
|
+ forEachSchool([&](const SpellSchoolInfo & cnf, bool & stop)
|
|
|
+ {
|
|
|
+ if(caster->hasBonusOfType(cnf.knoledgeBonus))
|
|
|
+ {
|
|
|
+ inTome = stop = true;
|
|
|
+ }
|
|
|
+ });
|
|
|
+
|
|
|
+ if (isSpecialSpell())
|
|
|
+ {
|
|
|
+ if (inSpellBook)
|
|
|
+ {//hero has this spell in spellbook
|
|
|
+ logGlobal->errorStream() << "Special spell in spellbook "<<name;
|
|
|
+ }
|
|
|
+ return isBonus;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ return inSpellBook || inTome || isBonus || caster->hasBonusOfType(Bonus::SPELLS_OF_LEVEL, level);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+const CSpell::LevelInfo & CSpell::getLevelInfo(const int level) const
|
|
|
+{
|
|
|
+ if(level < 0 || level >= GameConstants::SPELL_SCHOOL_LEVELS)
|
|
|
+ {
|
|
|
+ logGlobal->errorStream() << __FUNCTION__ << " invalid school level " << level;
|
|
|
+ throw new std::runtime_error("Invalid school level");
|
|
|
+ }
|
|
|
+
|
|
|
+ return levels.at(level);
|
|
|
+}
|
|
|
+
|
|
|
+ui32 CSpell::calculateBonus(ui32 baseDamage, const CGHeroInstance * caster, const CStack * affectedCreature) const
|
|
|
+{
|
|
|
+ ui32 ret = baseDamage;
|
|
|
+ //applying sorcery secondary skill
|
|
|
+ if(caster)
|
|
|
+ {
|
|
|
+ ret *= (100.0 + caster->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SORCERY)) / 100.0;
|
|
|
+ ret *= (100.0 + caster->valOfBonuses(Bonus::SPELL_DAMAGE) + caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, id.toEnum())) / 100.0;
|
|
|
+
|
|
|
+ forEachSchool([&](const SpellSchoolInfo & cnf, bool & stop)
|
|
|
+ {
|
|
|
+ ret *= (100.0 + caster->valOfBonuses(cnf.damagePremyBonus)) / 100.0;
|
|
|
+ stop = true; //only bonus from one school is used
|
|
|
+ });
|
|
|
+
|
|
|
+ if (affectedCreature && affectedCreature->getCreature()->level) //Hero specials like Solmyr, Deemer
|
|
|
+ ret *= (100. + ((caster->valOfBonuses(Bonus::SPECIAL_SPELL_LEV, id.toEnum()) * caster->level) / affectedCreature->getCreature()->level)) / 100.0;
|
|
|
+ }
|
|
|
+ return ret;
|
|
|
+}
|
|
|
+
|
|
|
+ui32 CSpell::calculateDamage(const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower) const
|
|
|
+{
|
|
|
+ ui32 ret = 0; //value to return
|
|
|
+
|
|
|
+ //check if spell really does damage - if not, return 0
|
|
|
+ if(!isDamageSpell())
|
|
|
+ return 0;
|
|
|
+
|
|
|
+ ret = usedSpellPower * power;
|
|
|
+ ret += getPower(spellSchoolLevel);
|
|
|
+
|
|
|
+ //affected creature-specific part
|
|
|
+ if(nullptr != affectedCreature)
|
|
|
+ {
|
|
|
+ //applying protections - when spell has more then one elements, only one protection should be applied (I think)
|
|
|
+
|
|
|
+ forEachSchool([&](const SpellSchoolInfo & cnf, bool & stop)
|
|
|
+ {
|
|
|
+ if(affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, (ui8)cnf.id))
|
|
|
+ {
|
|
|
+ ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, (ui8)cnf.id);
|
|
|
+ ret /= 100;
|
|
|
+ stop = true;//only bonus from one school is used
|
|
|
+ }
|
|
|
+ });
|
|
|
+
|
|
|
+ //general spell dmg reduction
|
|
|
+ if(affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, -1))
|
|
|
+ {
|
|
|
+ ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, -1);
|
|
|
+ ret /= 100;
|
|
|
+ }
|
|
|
+ //dmg increasing
|
|
|
+ if(affectedCreature->hasBonusOfType(Bonus::MORE_DAMAGE_FROM_SPELL, id))
|
|
|
+ {
|
|
|
+ ret *= 100 + affectedCreature->valOfBonuses(Bonus::MORE_DAMAGE_FROM_SPELL, id.toEnum());
|
|
|
+ ret /= 100;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ ret = calculateBonus(ret, caster, affectedCreature);
|
|
|
+ return ret;
|
|
|
+}
|
|
|
+
|
|
|
+std::vector<BattleHex> CSpell::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes) const
|
|
|
+{
|
|
|
+ return mechanics->rangeInHexes(centralHex,schoolLvl,side,outDroppedHexes);
|
|
|
+}
|
|
|
+
|
|
|
+std::set<const CStack *> CSpell::getAffectedStacks(const CBattleInfoCallback * cb, ECastingMode::ECastingMode mode, PlayerColor casterColor, int spellLvl, BattleHex destination, const CGHeroInstance * caster) const
|
|
|
+{
|
|
|
+ ISpellMechanics::SpellTargetingContext ctx(this, cb,mode,casterColor,spellLvl,destination);
|
|
|
+
|
|
|
+ std::set<const CStack* > attackedCres = mechanics->getAffectedStacks(ctx);
|
|
|
+
|
|
|
+ //now handle immunities
|
|
|
+ auto predicate = [&, this](const CStack * s)->bool
|
|
|
+ {
|
|
|
+ bool hitDirectly = ctx.ti.alwaysHitDirectly && s->coversPos(destination);
|
|
|
+ bool notImmune = (ESpellCastProblem::OK == isImmuneByStack(caster, s));
|
|
|
+
|
|
|
+ return !(hitDirectly || notImmune);
|
|
|
+ };
|
|
|
+ vstd::erase_if(attackedCres, predicate);
|
|
|
+
|
|
|
+ return attackedCres;
|
|
|
+}
|
|
|
+
|
|
|
+CSpell::ETargetType CSpell::getTargetType() const
|
|
|
+{
|
|
|
+ return targetType;
|
|
|
+}
|
|
|
+
|
|
|
+CSpell::TargetInfo CSpell::getTargetInfo(const int level) const
|
|
|
+{
|
|
|
+ TargetInfo info(this, level);
|
|
|
+ return info;
|
|
|
+}
|
|
|
+
|
|
|
+void CSpell::forEachSchool(const std::function<void(const SpellSchoolInfo &, bool &)>& cb) const
|
|
|
+{
|
|
|
+ bool stop = false;
|
|
|
+ for(const SpellSchoolInfo & cnf : SpellConfig::SCHOOL)
|
|
|
+ {
|
|
|
+ if(school.at(cnf.id))
|
|
|
+ {
|
|
|
+ cb(cnf, stop);
|
|
|
+
|
|
|
+ if(stop)
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+bool CSpell::isCombatSpell() const
|
|
|
+{
|
|
|
+ return combatSpell;
|
|
|
+}
|
|
|
+
|
|
|
+bool CSpell::isAdventureSpell() const
|
|
|
+{
|
|
|
+ return !combatSpell;
|
|
|
+}
|
|
|
+
|
|
|
+bool CSpell::isCreatureAbility() const
|
|
|
+{
|
|
|
+ return creatureAbility;
|
|
|
+}
|
|
|
+
|
|
|
+bool CSpell::isPositive() const
|
|
|
+{
|
|
|
+ return positiveness == POSITIVE;
|
|
|
+}
|
|
|
+
|
|
|
+bool CSpell::isNegative() const
|
|
|
+{
|
|
|
+ return positiveness == NEGATIVE;
|
|
|
+}
|
|
|
+
|
|
|
+bool CSpell::isNeutral() const
|
|
|
+{
|
|
|
+ return positiveness == NEUTRAL;
|
|
|
+}
|
|
|
+
|
|
|
+bool CSpell::isHealingSpell() const
|
|
|
+{
|
|
|
+ return isRisingSpell() || (id == SpellID::CURE);
|
|
|
+}
|
|
|
+
|
|
|
+bool CSpell::isRisingSpell() const
|
|
|
+{
|
|
|
+ return isRising;
|
|
|
+}
|
|
|
+
|
|
|
+bool CSpell::isDamageSpell() const
|
|
|
+{
|
|
|
+ return isDamage;
|
|
|
+}
|
|
|
+
|
|
|
+bool CSpell::isOffensiveSpell() const
|
|
|
+{
|
|
|
+ return isOffensive;
|
|
|
+}
|
|
|
+
|
|
|
+bool CSpell::isSpecialSpell() const
|
|
|
+{
|
|
|
+ return isSpecial;
|
|
|
+}
|
|
|
+
|
|
|
+bool CSpell::hasEffects() const
|
|
|
+{
|
|
|
+ return !levels[0].effects.empty();
|
|
|
+}
|
|
|
+
|
|
|
+const std::string & CSpell::getIconImmune() const
|
|
|
+{
|
|
|
+ return iconImmune;
|
|
|
+}
|
|
|
+
|
|
|
+const std::string & CSpell::getCastSound() const
|
|
|
+{
|
|
|
+ return castSound;
|
|
|
+}
|
|
|
+
|
|
|
+si32 CSpell::getCost(const int skillLevel) const
|
|
|
+{
|
|
|
+ return getLevelInfo(skillLevel).cost;
|
|
|
+}
|
|
|
+
|
|
|
+si32 CSpell::getPower(const int skillLevel) const
|
|
|
+{
|
|
|
+ return getLevelInfo(skillLevel).power;
|
|
|
+}
|
|
|
+
|
|
|
+si32 CSpell::getProbability(const TFaction factionId) const
|
|
|
+{
|
|
|
+ if(!vstd::contains(probabilities,factionId))
|
|
|
+ {
|
|
|
+ return defaultProbability;
|
|
|
+ }
|
|
|
+ return probabilities.at(factionId);
|
|
|
+}
|
|
|
+
|
|
|
+void CSpell::getEffects(std::vector<Bonus> & lst, const int level) const
|
|
|
+{
|
|
|
+ if(level < 0 || level >= GameConstants::SPELL_SCHOOL_LEVELS)
|
|
|
+ {
|
|
|
+ logGlobal->errorStream() << __FUNCTION__ << " invalid school level " << level;
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ const std::vector<Bonus> & effects = levels[level].effects;
|
|
|
+
|
|
|
+ if(effects.empty())
|
|
|
+ {
|
|
|
+ logGlobal->errorStream() << __FUNCTION__ << " This spell (" + name + ") has no effects for level " << level;
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ lst.reserve(lst.size() + effects.size());
|
|
|
+
|
|
|
+ for(const Bonus & b : effects)
|
|
|
+ {
|
|
|
+ lst.push_back(Bonus(b));
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+ESpellCastProblem::ESpellCastProblem CSpell::isImmuneAt(const CBattleInfoCallback * cb, const CGHeroInstance * caster, ECastingMode::ECastingMode mode, BattleHex destination) const
|
|
|
+{
|
|
|
+ // Get all stacks at destination hex. only alive if not rising spell
|
|
|
+ TStacks stacks = cb->battleGetStacksIf([=](const CStack * s){
|
|
|
+ return s->coversPos(destination) && (isRisingSpell() || s->alive());
|
|
|
+ });
|
|
|
+
|
|
|
+ if(!stacks.empty())
|
|
|
+ {
|
|
|
+ bool allImmune = true;
|
|
|
+
|
|
|
+ ESpellCastProblem::ESpellCastProblem problem;
|
|
|
+
|
|
|
+ for(auto s : stacks)
|
|
|
+ {
|
|
|
+ ESpellCastProblem::ESpellCastProblem res = isImmuneByStack(caster,s);
|
|
|
+
|
|
|
+ if(res == ESpellCastProblem::OK)
|
|
|
+ {
|
|
|
+ allImmune = false;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ problem = res;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if(allImmune)
|
|
|
+ return problem;
|
|
|
+ }
|
|
|
+ else //no target stack on this tile
|
|
|
+ {
|
|
|
+ if(getTargetType() == CSpell::CREATURE)
|
|
|
+ {
|
|
|
+ if(caster && mode == ECastingMode::HERO_CASTING) //TODO why???
|
|
|
+ {
|
|
|
+ const CSpell::TargetInfo ti(this, caster->getSpellSchoolLevel(this), mode);
|
|
|
+
|
|
|
+ if(!ti.massive)
|
|
|
+ return ESpellCastProblem::WRONG_SPELL_TARGET;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ return ESpellCastProblem::WRONG_SPELL_TARGET;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ return ESpellCastProblem::OK;
|
|
|
+}
|
|
|
+
|
|
|
+ESpellCastProblem::ESpellCastProblem CSpell::isImmuneBy(const IBonusBearer* obj) const
|
|
|
+{
|
|
|
+ //todo: use new bonus API
|
|
|
+ //1. Check absolute limiters
|
|
|
+ for(auto b : absoluteLimiters)
|
|
|
+ {
|
|
|
+ if (!obj->hasBonusOfType(b))
|
|
|
+ return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
|
|
|
+ }
|
|
|
+
|
|
|
+ //2. Check absolute immunities
|
|
|
+ for(auto b : absoluteImmunities)
|
|
|
+ {
|
|
|
+ if (obj->hasBonusOfType(b))
|
|
|
+ return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
|
|
|
+ }
|
|
|
+
|
|
|
+ //check receptivity
|
|
|
+ if (isPositive() && obj->hasBonusOfType(Bonus::RECEPTIVE)) //accept all positive spells
|
|
|
+ return ESpellCastProblem::OK;
|
|
|
+
|
|
|
+ //3. Check negation
|
|
|
+ //FIXME: Orb of vulnerability mechanics is not such trivial
|
|
|
+ if(obj->hasBonusOfType(Bonus::NEGATE_ALL_NATURAL_IMMUNITIES)) //Orb of vulnerability
|
|
|
+ return ESpellCastProblem::NOT_DECIDED;
|
|
|
+
|
|
|
+ //4. Check negatable limit
|
|
|
+ for(auto b : limiters)
|
|
|
+ {
|
|
|
+ if (!obj->hasBonusOfType(b))
|
|
|
+ return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ //5. Check negatable immunities
|
|
|
+ for(auto b : immunities)
|
|
|
+ {
|
|
|
+ if (obj->hasBonusOfType(b))
|
|
|
+ return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
|
|
|
+ }
|
|
|
+
|
|
|
+ //6. Check elemental immunities
|
|
|
+
|
|
|
+ ESpellCastProblem::ESpellCastProblem tmp = ESpellCastProblem::NOT_DECIDED;
|
|
|
+
|
|
|
+ forEachSchool([&](const SpellSchoolInfo & cnf, bool & stop)
|
|
|
+ {
|
|
|
+ auto element = cnf.immunityBonus;
|
|
|
+
|
|
|
+ if(obj->hasBonusOfType(element, 0)) //always resist if immune to all spells altogether
|
|
|
+ {
|
|
|
+ tmp = ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
|
|
|
+ stop = true;
|
|
|
+ }
|
|
|
+ else if(!isPositive()) //negative or indifferent
|
|
|
+ {
|
|
|
+ if((isDamageSpell() && obj->hasBonusOfType(element, 2)) || obj->hasBonusOfType(element, 1))
|
|
|
+ {
|
|
|
+ tmp = ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
|
|
|
+ stop = true;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ });
|
|
|
+
|
|
|
+ if(tmp != ESpellCastProblem::NOT_DECIDED)
|
|
|
+ return tmp;
|
|
|
+
|
|
|
+ TBonusListPtr levelImmunities = obj->getBonuses(Selector::type(Bonus::LEVEL_SPELL_IMMUNITY));
|
|
|
+
|
|
|
+ if(obj->hasBonusOfType(Bonus::SPELL_IMMUNITY, id)
|
|
|
+ || ( levelImmunities->size() > 0 && levelImmunities->totalValue() >= level && level))
|
|
|
+ {
|
|
|
+ return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
|
|
|
+ }
|
|
|
+
|
|
|
+ return ESpellCastProblem::NOT_DECIDED;
|
|
|
+}
|
|
|
+
|
|
|
+ESpellCastProblem::ESpellCastProblem CSpell::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
|
|
|
+{
|
|
|
+ const auto immuneResult = mechanics->isImmuneByStack(caster,obj);
|
|
|
+
|
|
|
+ if (ESpellCastProblem::NOT_DECIDED != immuneResult)
|
|
|
+ return immuneResult;
|
|
|
+ return ESpellCastProblem::OK;
|
|
|
+}
|
|
|
+
|
|
|
+void CSpell::setIsOffensive(const bool val)
|
|
|
+{
|
|
|
+ isOffensive = val;
|
|
|
+
|
|
|
+ if(val)
|
|
|
+ {
|
|
|
+ positiveness = CSpell::NEGATIVE;
|
|
|
+ isDamage = true;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void CSpell::setIsRising(const bool val)
|
|
|
+{
|
|
|
+ isRising = val;
|
|
|
+
|
|
|
+ if(val)
|
|
|
+ {
|
|
|
+ positiveness = CSpell::POSITIVE;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void CSpell::setup()
|
|
|
+{
|
|
|
+ setupMechanics();
|
|
|
+}
|
|
|
+
|
|
|
+void CSpell::setupMechanics()
|
|
|
+{
|
|
|
+ if(nullptr != mechanics)
|
|
|
+ {
|
|
|
+ logGlobal->errorStream() << "Spell " << this->name << " mechanics already set";
|
|
|
+ delete mechanics;
|
|
|
+ }
|
|
|
+
|
|
|
+ mechanics = ISpellMechanics::createMechanics(this);
|
|
|
+}
|
|
|
+
|
|
|
+///CSpell::AnimationInfo
|
|
|
+CSpell::AnimationInfo::AnimationInfo()
|
|
|
+{
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+CSpell::AnimationInfo::~AnimationInfo()
|
|
|
+{
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+std::string CSpell::AnimationInfo::selectProjectile(const double angle) const
|
|
|
+{
|
|
|
+ std::string res;
|
|
|
+ double maximum = 0.0;
|
|
|
+
|
|
|
+ for(const auto & info : projectile)
|
|
|
+ {
|
|
|
+ if(info.minimumAngle < angle && info.minimumAngle > maximum)
|
|
|
+ {
|
|
|
+ maximum = info.minimumAngle;
|
|
|
+ res = info.resourceName;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ return std::move(res);
|
|
|
+}
|
|
|
+
|
|
|
+///CSpell::TargetInfo
|
|
|
+CSpell::TargetInfo::TargetInfo(const CSpell * spell, const int level)
|
|
|
+{
|
|
|
+ init(spell, level);
|
|
|
+}
|
|
|
+
|
|
|
+CSpell::TargetInfo::TargetInfo(const CSpell * spell, const int level, ECastingMode::ECastingMode mode)
|
|
|
+{
|
|
|
+ init(spell, level);
|
|
|
+ if(mode == ECastingMode::ENCHANTER_CASTING)
|
|
|
+ {
|
|
|
+ smart = true; //FIXME: not sure about that, this makes all spells smart in this mode
|
|
|
+ massive = true;
|
|
|
+ }
|
|
|
+ else if(mode == ECastingMode::SPELL_LIKE_ATTACK)
|
|
|
+ {
|
|
|
+ alwaysHitDirectly = true;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void CSpell::TargetInfo::init(const CSpell * spell, const int level)
|
|
|
+{
|
|
|
+ auto & levelInfo = spell->getLevelInfo(level);
|
|
|
+
|
|
|
+ type = spell->getTargetType();
|
|
|
+ smart = levelInfo.smartTarget;
|
|
|
+ massive = levelInfo.range == "X";
|
|
|
+ onlyAlive = !spell->isRisingSpell();
|
|
|
+ alwaysHitDirectly = false;
|
|
|
+ clearAffected = levelInfo.clearAffected;
|
|
|
+ clearTarget = levelInfo.clearTarget;
|
|
|
+}
|
|
|
+
|
|
|
+bool DLL_LINKAGE isInScreenRange(const int3 & center, const int3 & pos)
|
|
|
+{
|
|
|
+ int3 diff = pos - center;
|
|
|
+ if(diff.x >= -9 && diff.x <= 9 && diff.y >= -8 && diff.y <= 8)
|
|
|
+ return true;
|
|
|
+ else
|
|
|
+ return false;
|
|
|
+}
|
|
|
+
|
|
|
+///CSpellHandler
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+CSpellHandler::CSpellHandler()
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+{
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+
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+}
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+
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+std::vector<JsonNode> CSpellHandler::loadLegacyData(size_t dataSize)
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+{
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+ using namespace SpellConfig;
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+ std::vector<JsonNode> legacyData;
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+
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+ CLegacyConfigParser parser("DATA/SPTRAITS.TXT");
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+
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+ auto readSchool = [&](JsonMap & schools, const std::string & name)
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+ {
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+ if (parser.readString() == "x")
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+ {
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+ schools[name].Bool() = true;
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+ }
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+ };
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+
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+ auto read = [&,this](bool combat, bool ability)
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+ {
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+ do
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+ {
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+ JsonNode lineNode(JsonNode::DATA_STRUCT);
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+
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+ const si32 id = legacyData.size();
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+
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+ lineNode["index"].Float() = id;
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+ lineNode["type"].String() = ability ? "ability" : (combat ? "combat" : "adventure");
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+
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+ lineNode["name"].String() = parser.readString();
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+
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+ parser.readString(); //ignored unused abbreviated name
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+ lineNode["level"].Float() = parser.readNumber();
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+
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+ auto& schools = lineNode["school"].Struct();
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+
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+ readSchool(schools, "earth");
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+ readSchool(schools, "water");
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+ readSchool(schools, "fire");
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+ readSchool(schools, "air");
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+
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+ auto& levels = lineNode["levels"].Struct();
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+
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+ auto getLevel = [&](const size_t idx)->JsonMap&
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+ {
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+ assert(idx < GameConstants::SPELL_SCHOOL_LEVELS);
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+ return levels[LEVEL_NAMES[idx]].Struct();
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+ };
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+
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+ auto costs = parser.readNumArray<si32>(GameConstants::SPELL_SCHOOL_LEVELS);
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+ lineNode["power"].Float() = parser.readNumber();
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+ auto powers = parser.readNumArray<si32>(GameConstants::SPELL_SCHOOL_LEVELS);
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+
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+ auto& chances = lineNode["gainChance"].Struct();
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+
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+ for(size_t i = 0; i < GameConstants::F_NUMBER; i++){
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+ chances[ETownType::names[i]].Float() = parser.readNumber();
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+ }
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+
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+ auto AIVals = parser.readNumArray<si32>(GameConstants::SPELL_SCHOOL_LEVELS);
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+
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+ std::vector<std::string> descriptions;
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+ for(size_t i = 0; i < GameConstants::SPELL_SCHOOL_LEVELS; i++)
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+ descriptions.push_back(parser.readString());
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+
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+ parser.readString(); //ignore attributes. All data present in JSON
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+
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+ //save parsed level specific data
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+ for(size_t i = 0; i < GameConstants::SPELL_SCHOOL_LEVELS; i++)
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+ {
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+ auto& level = getLevel(i);
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+ level["description"].String() = descriptions[i];
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+ level["cost"].Float() = costs[i];
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+ level["power"].Float() = powers[i];
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+ level["aiValue"].Float() = AIVals[i];
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+ }
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+
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+ legacyData.push_back(lineNode);
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+ }
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+ while (parser.endLine() && !parser.isNextEntryEmpty());
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|
+ };
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+
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+ auto skip = [&](int cnt)
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|
+ {
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+ for(int i=0; i<cnt; i++)
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+ parser.endLine();
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+ };
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+
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+ skip(5);// header
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+ read(false,false); //read adventure map spells
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|
+ skip(3);
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+ read(true,false); //read battle spells
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|
+ skip(3);
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|
+ read(true,true);//read creature abilities
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+
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|
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+ //TODO: maybe move to config
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|
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+ //clone Acid Breath attributes for Acid Breath damage effect
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|
|
+ JsonNode temp = legacyData[SpellID::ACID_BREATH_DEFENSE];
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|
|
+ temp["index"].Float() = SpellID::ACID_BREATH_DAMAGE;
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|
|
+ legacyData.push_back(temp);
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+
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|
|
+ objects.resize(legacyData.size());
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+
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|
+ return legacyData;
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+}
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+
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|
|
+const std::string CSpellHandler::getTypeName() const
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|
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+{
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|
|
+ return "spell";
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|
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+}
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+
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|
|
+CSpell * CSpellHandler::loadFromJson(const JsonNode & json)
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|
|
+{
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|
|
+ using namespace SpellConfig;
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|
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+
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|
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+ CSpell * spell = new CSpell();
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+
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|
|
+ const auto type = json["type"].String();
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+
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|
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+ if(type == "ability")
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|
|
+ {
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|
|
+ spell->creatureAbility = true;
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|
|
+ spell->combatSpell = true;
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|
|
+ }
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+ else
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|
|
+ {
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|
|
+ spell->creatureAbility = false;
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|
|
+ spell->combatSpell = type == "combat";
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|
|
+ }
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+
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|
|
+ spell->name = json["name"].String();
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+
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|
|
+ logGlobal->traceStream() << __FUNCTION__ << ": loading spell " << spell->name;
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|
|
+
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|
|
+ const auto schoolNames = json["school"];
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+
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|
|
+ for(const SpellSchoolInfo & info : SpellConfig::SCHOOL)
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|
|
+ {
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|
|
+ spell->school[info.id] = schoolNames[info.jsonName].Bool();
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|
|
+ }
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+
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|
|
+ spell->level = json["level"].Float();
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|
|
+ spell->power = json["power"].Float();
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|
+
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|
|
+ spell->defaultProbability = json["defaultGainChance"].Float();
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|
+
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|
|
+ for(const auto & node : json["gainChance"].Struct())
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|
|
+ {
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|
|
+ const int chance = node.second.Float();
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|
|
+
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|
|
+ VLC->modh->identifiers.requestIdentifier(node.second.meta, "faction",node.first, [=](si32 factionID)
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|
|
+ {
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|
|
+ spell->probabilities[factionID] = chance;
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|
|
+ });
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|
|
+ }
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|
+
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|
|
+ auto targetType = json["targetType"].String();
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|
+
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|
|
+ if(targetType == "NO_TARGET")
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|
|
+ spell->targetType = CSpell::NO_TARGET;
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|
|
+ else if(targetType == "CREATURE")
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|
|
+ spell->targetType = CSpell::CREATURE;
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|
|
+ else if(targetType == "OBSTACLE")
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|
|
+ spell->targetType = CSpell::OBSTACLE;
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|
|
+ else if(targetType == "LOCATION")
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|
|
+ spell->targetType = CSpell::LOCATION;
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|
|
+ else
|
|
|
+ logGlobal->warnStream() << "Spell " << spell->name << ". Target type " << (targetType.empty() ? "empty" : "unknown ("+targetType+")") << ". Assumed NO_TARGET.";
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|
|
+
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|
|
+ for(const auto & counteredSpell: json["counters"].Struct())
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|
|
+ if (counteredSpell.second.Bool())
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|
|
+ {
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|
|
+ VLC->modh->identifiers.requestIdentifier(json.meta, counteredSpell.first, [=](si32 id)
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|
|
+ {
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|
|
+ spell->counteredSpells.push_back(SpellID(id));
|
|
|
+ });
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|
|
+ }
|
|
|
+
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|
|
+ //TODO: more error checking - f.e. conflicting flags
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|
|
+ const auto flags = json["flags"];
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|
|
+
|
|
|
+ //by default all flags are set to false in constructor
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|
|
+
|
|
|
+ spell->isDamage = flags["damage"].Bool(); //do this before "offensive"
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|
|
+
|
|
|
+ if(flags["offensive"].Bool())
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|
|
+ {
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|
|
+ spell->setIsOffensive(true);
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|
|
+ }
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|
|
+
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|
|
+ if(flags["rising"].Bool())
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|
|
+ {
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|
|
+ spell->setIsRising(true);
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|
|
+ }
|
|
|
+
|
|
|
+ const bool implicitPositiveness = spell->isOffensive || spell->isRising; //(!) "damage" does not mean NEGATIVE --AVS
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|
|
+
|
|
|
+ if(flags["indifferent"].Bool())
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|
|
+ {
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|
|
+ spell->positiveness = CSpell::NEUTRAL;
|
|
|
+ }
|
|
|
+ else if(flags["negative"].Bool())
|
|
|
+ {
|
|
|
+ spell->positiveness = CSpell::NEGATIVE;
|
|
|
+ }
|
|
|
+ else if(flags["positive"].Bool())
|
|
|
+ {
|
|
|
+ spell->positiveness = CSpell::POSITIVE;
|
|
|
+ }
|
|
|
+ else if(!implicitPositiveness)
|
|
|
+ {
|
|
|
+ spell->positiveness = CSpell::NEUTRAL; //duplicates constructor but, just in case
|
|
|
+ logGlobal->errorStream() << "No positiveness specified, assumed NEUTRAL";
|
|
|
+ }
|
|
|
+
|
|
|
+ spell->isSpecial = flags["special"].Bool();
|
|
|
+
|
|
|
+ auto findBonus = [&](std::string name, std::vector<Bonus::BonusType> & vec)
|
|
|
+ {
|
|
|
+ auto it = bonusNameMap.find(name);
|
|
|
+ if(it == bonusNameMap.end())
|
|
|
+ {
|
|
|
+ logGlobal->errorStream() << spell->name << ": invalid bonus name" << name;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ vec.push_back((Bonus::BonusType)it->second);
|
|
|
+ }
|
|
|
+ };
|
|
|
+
|
|
|
+ auto readBonusStruct = [&](std::string name, std::vector<Bonus::BonusType> & vec)
|
|
|
+ {
|
|
|
+ for(auto bonusData: json[name].Struct())
|
|
|
+ {
|
|
|
+ const std::string bonusId = bonusData.first;
|
|
|
+ const bool flag = bonusData.second.Bool();
|
|
|
+
|
|
|
+ if(flag)
|
|
|
+ findBonus(bonusId, vec);
|
|
|
+ }
|
|
|
+ };
|
|
|
+
|
|
|
+ readBonusStruct("immunity", spell->immunities);
|
|
|
+ readBonusStruct("absoluteImmunity", spell->absoluteImmunities);
|
|
|
+ readBonusStruct("limit", spell->limiters);
|
|
|
+ readBonusStruct("absoluteLimit", spell->absoluteLimiters);
|
|
|
+
|
|
|
+
|
|
|
+ const JsonNode & graphicsNode = json["graphics"];
|
|
|
+
|
|
|
+ spell->iconImmune = graphicsNode["iconImmune"].String();
|
|
|
+ spell->iconBook = graphicsNode["iconBook"].String();
|
|
|
+ spell->iconEffect = graphicsNode["iconEffect"].String();
|
|
|
+ spell->iconScenarioBonus = graphicsNode["iconScenarioBonus"].String();
|
|
|
+ spell->iconScroll = graphicsNode["iconScroll"].String();
|
|
|
+
|
|
|
+ const JsonNode & animationNode = json["animation"];
|
|
|
+
|
|
|
+ auto loadAnimationQueue = [&](const std::string & jsonName, CSpell::TAnimationQueue & q)
|
|
|
+ {
|
|
|
+ auto queueNode = animationNode[jsonName].Vector();
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|
|
+ for(const JsonNode & item : queueNode)
|
|
|
+ {
|
|
|
+ CSpell::TAnimation newItem;
|
|
|
+ newItem.verticalPosition = VerticalPosition::TOP;
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|
|
+
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|
|
+ if(item.getType() == JsonNode::DATA_STRING)
|
|
|
+ newItem.resourceName = item.String();
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|
|
+ else if(item.getType() == JsonNode::DATA_STRUCT)
|
|
|
+ {
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|
|
+ newItem.resourceName = item["defName"].String();
|
|
|
+
|
|
|
+ auto vPosStr = item["verticalPosition"].String();
|
|
|
+ if("bottom" == vPosStr)
|
|
|
+ newItem.verticalPosition = VerticalPosition::BOTTOM;
|
|
|
+ }
|
|
|
+ q.push_back(newItem);
|
|
|
+ }
|
|
|
+ };
|
|
|
+
|
|
|
+ loadAnimationQueue("affect", spell->animationInfo.affect);
|
|
|
+ loadAnimationQueue("cast", spell->animationInfo.cast);
|
|
|
+ loadAnimationQueue("hit", spell->animationInfo.hit);
|
|
|
+
|
|
|
+ const JsonVector & projectile = animationNode["projectile"].Vector();
|
|
|
+
|
|
|
+ for(const JsonNode & item : projectile)
|
|
|
+ {
|
|
|
+ CSpell::ProjectileInfo info;
|
|
|
+ info.resourceName = item["defName"].String();
|
|
|
+ info.minimumAngle = item["minimumAngle"].Float();
|
|
|
+
|
|
|
+ spell->animationInfo.projectile.push_back(info);
|
|
|
+ }
|
|
|
+
|
|
|
+ const JsonNode & soundsNode = json["sounds"];
|
|
|
+ spell->castSound = soundsNode["cast"].String();
|
|
|
+
|
|
|
+
|
|
|
+ //load level attributes
|
|
|
+
|
|
|
+ const int levelsCount = GameConstants::SPELL_SCHOOL_LEVELS;
|
|
|
+
|
|
|
+ for(int levelIndex = 0; levelIndex < levelsCount; levelIndex++)
|
|
|
+ {
|
|
|
+ const JsonNode & levelNode = json["levels"][LEVEL_NAMES[levelIndex]];
|
|
|
+
|
|
|
+ CSpell::LevelInfo & levelObject = spell->levels[levelIndex];
|
|
|
+
|
|
|
+ const si32 levelPower = levelObject.power = levelNode["power"].Float();
|
|
|
+
|
|
|
+ levelObject.description = levelNode["description"].String();
|
|
|
+ levelObject.cost = levelNode["cost"].Float();
|
|
|
+ levelObject.AIValue = levelNode["aiValue"].Float();
|
|
|
+ levelObject.smartTarget = levelNode["targetModifier"]["smart"].Bool();
|
|
|
+ levelObject.clearTarget = levelNode["targetModifier"]["clearTarget"].Bool();
|
|
|
+ levelObject.clearAffected = levelNode["targetModifier"]["clearAffected"].Bool();
|
|
|
+ levelObject.range = levelNode["range"].String();
|
|
|
+
|
|
|
+ for(const auto & elem : levelNode["effects"].Struct())
|
|
|
+ {
|
|
|
+ const JsonNode & bonusNode = elem.second;
|
|
|
+ Bonus * b = JsonUtils::parseBonus(bonusNode);
|
|
|
+ const bool usePowerAsValue = bonusNode["val"].isNull();
|
|
|
+
|
|
|
+ //TODO: make this work. see CSpellHandler::afterLoadFinalization()
|
|
|
+ //b->sid = spell->id; //for all
|
|
|
+
|
|
|
+ b->source = Bonus::SPELL_EFFECT;//for all
|
|
|
+
|
|
|
+ if(usePowerAsValue)
|
|
|
+ b->val = levelPower;
|
|
|
+
|
|
|
+ levelObject.effects.push_back(*b);
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return spell;
|
|
|
+}
|
|
|
+
|
|
|
+void CSpellHandler::afterLoadFinalization()
|
|
|
+{
|
|
|
+ //FIXME: it is a bad place for this code, should refactor loadFromJson to know object id during loading
|
|
|
+ for(auto spell: objects)
|
|
|
+ {
|
|
|
+ for(auto & level: spell->levels)
|
|
|
+ for(auto & bonus: level.effects)
|
|
|
+ bonus.sid = spell->id;
|
|
|
+ spell->setup();
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void CSpellHandler::beforeValidate(JsonNode & object)
|
|
|
+{
|
|
|
+ //handle "base" level info
|
|
|
+
|
|
|
+ JsonNode & levels = object["levels"];
|
|
|
+ JsonNode & base = levels["base"];
|
|
|
+
|
|
|
+ auto inheritNode = [&](const std::string & name){
|
|
|
+ JsonUtils::inherit(levels[name],base);
|
|
|
+ };
|
|
|
+
|
|
|
+ inheritNode("none");
|
|
|
+ inheritNode("basic");
|
|
|
+ inheritNode("advanced");
|
|
|
+ inheritNode("expert");
|
|
|
+}
|
|
|
+
|
|
|
+
|
|
|
+CSpellHandler::~CSpellHandler()
|
|
|
+{
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+std::vector<bool> CSpellHandler::getDefaultAllowed() const
|
|
|
+{
|
|
|
+ std::vector<bool> allowedSpells;
|
|
|
+ allowedSpells.resize(GameConstants::SPELLS_QUANTITY, true);
|
|
|
+ return allowedSpells;
|
|
|
+}
|