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- #pragma once
- #include "IHandlerBase.h"
- #include "../lib/ConstTransitivePtr.h"
- #include "int3.h"
- #include "GameConstants.h"
- #include "BattleHex.h"
- #include "HeroBonus.h"
- /*
- * CSpellHandler.h, 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
- *
- */
- class CSpell;
- class ISpellMechanics;
- class CLegacyConfigParser;
- class CGHeroInstance;
- class CStack;
- class CBattleInfoCallback;
- struct CPackForClient;
- class CRandomGenerator;
- struct SpellSchoolInfo
- {
- ESpellSchool id; //backlink
- Bonus::BonusType damagePremyBonus;
- Bonus::BonusType immunityBonus;
- std::string jsonName;
- SecondarySkill::ESecondarySkill skill;
- Bonus::BonusType knoledgeBonus;
- };
- ///callback to be provided by server
- class DLL_LINKAGE SpellCastEnvironment
- {
- public:
- virtual void sendAndApply(CPackForClient * info) const = 0;
-
- virtual CRandomGenerator & getRandomGenerator() const = 0;
- };
- ///helper struct
- struct DLL_LINKAGE BattleSpellCastParameters
- {
- public:
- int spellLvl;
- BattleHex destination;
- ui8 casterSide;
- PlayerColor casterColor;
- const CGHeroInstance * caster;
- const CGHeroInstance * secHero;
- int usedSpellPower;
- ECastingMode::ECastingMode mode;
- const CStack * casterStack;
- const CStack * selectedStack;
-
- const CBattleInfoCallback * cb;
-
- };
- class DLL_LINKAGE CSpell
- {
- public:
- struct LevelInfo
- {
- std::string description; //descriptions of spell for skill level
- si32 cost;
- si32 power;
- si32 AIValue;
- bool smartTarget;
- bool clearTarget;
- bool clearAffected;
- std::string range;
- std::vector<Bonus> effects;
- LevelInfo();
- ~LevelInfo();
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & description & cost & power & AIValue & smartTarget & range & effects;
- h & clearTarget & clearAffected;
- }
- };
- /** \brief Low level accessor. Don`t use it if absolutely necessary
- *
- * \param level. spell school level
- * \return Spell level info structure
- *
- */
- const CSpell::LevelInfo& getLevelInfo(const int level) const;
- public:
- enum ETargetType {NO_TARGET, CREATURE, OBSTACLE, LOCATION};
- enum ESpellPositiveness {NEGATIVE = -1, NEUTRAL = 0, POSITIVE = 1};
- struct TargetInfo
- {
- ETargetType type;
- bool smart;
- bool massive;
- bool onlyAlive;
- ///no immunity on primary target (mostly spell-like attack)
- bool alwaysHitDirectly;
-
- bool clearTarget;
- bool clearAffected;
-
- TargetInfo(const CSpell * spell, const int level);
- TargetInfo(const CSpell * spell, const int level, ECastingMode::ECastingMode mode);
-
- private:
- void init(const CSpell * spell, const int level);
- };
- SpellID id;
- std::string identifier; //???
- std::string name;
- si32 level;
- bool earth; //deprecated
- bool water; //deprecated
- bool fire; //deprecated
- bool air; //deprecated
-
- std::map<ESpellSchool, bool> school; //todo: use this instead of separate boolean fields
-
- si32 power; //spell's power
- std::map<TFaction, si32> probabilities; //% chance to gain for castles
- bool combatSpell; //is this spell combat (true) or adventure (false)
- bool creatureAbility; //if true, only creatures can use this spell
- si8 positiveness; //1 if spell is positive for influenced stacks, 0 if it is indifferent, -1 if it's negative
- std::vector<SpellID> counteredSpells; //spells that are removed when effect of this spell is placed on creature (for bless-curse, haste-slow, and similar pairs)
- CSpell();
- ~CSpell();
-
- //void adventureCast() const;
- void battleCast(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters) const;
-
- bool isCastableBy(const IBonusBearer * caster, bool hasSpellBook, const std::set<SpellID> & spellBook) const;
- std::vector<BattleHex> rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes = nullptr ) const; //convert range to specific hexes; last optional out parameter is set to true, if spell would cover unavailable hexes (that are not included in ret)
- si16 mainEffectAnim; //main spell effect animation, in AC format (or -1 when none)
- ETargetType getTargetType() const; //deprecated
- CSpell::TargetInfo getTargetInfo(const int level) const;
- bool isCombatSpell() const;
- bool isAdventureSpell() const;
- bool isCreatureAbility() const;
- bool isPositive() const;
- bool isNegative() const;
- bool isNeutral() const;
- bool isDamageSpell() const;
- bool isHealingSpell() const;
- bool isRisingSpell() const;
- bool isOffensiveSpell() const;
- bool isSpecialSpell() const;
- bool hasEffects() const;
- void getEffects(std::vector<Bonus> &lst, const int level) const;
-
- //internal, for use only by Mechanics classes
- ESpellCastProblem::ESpellCastProblem isImmuneBy(const IBonusBearer *obj) const;
-
- //checks for creature immunity / anything that prevent casting *at given hex* - doesn't take into acount general problems such as not having spellbook or mana points etc.
- ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const;
-
- //internal, for use only by Mechanics classes. applying secondary skills
- ui32 calculateBonus(ui32 baseDamage, const CGHeroInstance * caster, const CStack * affectedCreature) const;
-
- ///calculate spell damage on stack taking caster`s secondary skills and affectedCreature`s bonuses into account
- ui32 calculateDamage(const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower) const;
-
- ///calculate healed HP for all spells casted by hero
- ui32 calculateHealedHP(const CGHeroInstance * caster, const CStack * stack, const CStack * sacrificedStack = nullptr) const;
-
- ///selects from allStacks actually affected stacks
- std::set<const CStack *> getAffectedStacks(const CBattleInfoCallback * cb, ECastingMode::ECastingMode mode, PlayerColor casterColor, int spellLvl, BattleHex destination, const CGHeroInstance * caster = nullptr) const;
- si32 getCost(const int skillLevel) const;
- /**
- * Returns spell level power, base power ignored
- */
- si32 getPower(const int skillLevel) const;
- // /**
- // * Returns spell power, taking base power into account
- // */
- // si32 calculatePower(const int skillLevel) const;
- si32 getProbability(const TFaction factionId) const;
- /**
- * Calls cb for each school this spell belongs to
- *
- * Set stop to true to abort looping
- */
- void forEachSchool(const std::function<void (const SpellSchoolInfo &, bool &)> & cb) const;
- /**
- * Returns resource name of icon for SPELL_IMMUNITY bonus
- */
- const std::string& getIconImmune() const;
- const std::string& getCastSound() const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & identifier & id & name & level & power
- & probabilities & attributes & combatSpell & creatureAbility & positiveness & counteredSpells & mainEffectAnim;
- h & isRising & isDamage & isOffensive;
- h & targetType;
- h & immunities & limiters & absoluteImmunities & absoluteLimiters;
- h & iconImmune;
- h & defaultProbability;
- h & isSpecial;
- h & castSound & iconBook & iconEffect & iconScenarioBonus & iconScroll;
- h & levels;
-
- h & school;
-
- if(!h.saving)
- setup();
- }
- friend class CSpellHandler;
- friend class Graphics;
- private:
- void setIsOffensive(const bool val);
- void setIsRising(const bool val);
-
- //call this after load or deserialization. cant be done in constructor.
- void setup();
- void setupMechanics();
- private:
- si32 defaultProbability;
- bool isRising;
- bool isDamage;
- bool isOffensive;
- bool isSpecial;
- std::string attributes; //reference only attributes //todo: remove or include in configuration format, currently unused
- ETargetType targetType;
- std::vector<Bonus::BonusType> immunities; //any of these grants immunity
- std::vector<Bonus::BonusType> absoluteImmunities; //any of these grants immunity, can't be negated
- std::vector<Bonus::BonusType> limiters; //all of them are required to be affected
- std::vector<Bonus::BonusType> absoluteLimiters; //all of them are required to be affected, can't be negated
- ///graphics related stuff
- std::string iconImmune;
- std::string iconBook;
- std::string iconEffect;
- std::string iconScenarioBonus;
- std::string iconScroll;
- ///sound related stuff
- std::string castSound;
- std::vector<LevelInfo> levels;
-
- ISpellMechanics * mechanics;//(!) do not serialize
- };
- bool DLL_LINKAGE isInScreenRange(const int3 ¢er, const int3 &pos); //for spells like Dimension Door
- class DLL_LINKAGE CSpellHandler: public CHandlerBase<SpellID, CSpell>
- {
- public:
- CSpellHandler();
- virtual ~CSpellHandler();
- ///IHandler base
- std::vector<JsonNode> loadLegacyData(size_t dataSize) override;
- void afterLoadFinalization() override;
- void beforeValidate(JsonNode & object) override;
- /**
- * Gets a list of default allowed spells. OH3 spells are all allowed by default.
- *
- * @return a list of allowed spells, the index is the spell id and the value either 0 for not allowed or 1 for allowed
- */
- std::vector<bool> getDefaultAllowed() const override;
- const std::string getTypeName() const override;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & objects ;
- }
- protected:
- CSpell * loadFromJson(const JsonNode & json) override;
- };
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