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							- /*
 
-  * 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
 
-  *
 
-  */
 
- #pragma once
 
- #include <vcmi/spells/Spell.h>
 
- #include <vcmi/spells/Service.h>
 
- #include <vcmi/spells/Magic.h>
 
- #include "../JsonNode.h"
 
- #include "../IHandlerBase.h"
 
- #include "../ConstTransitivePtr.h"
 
- #include "../int3.h"
 
- #include "../GameConstants.h"
 
- #include "../battle/BattleHex.h"
 
- #include "../bonuses/Bonus.h"
 
- #include "../filesystem/ResourcePath.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- class CSpell;
 
- class IAdventureSpellMechanics;
 
- class CBattleInfoCallback;
 
- class AdventureSpellCastParameters;
 
- class SpellCastEnvironment;
 
- class JsonSerializeFormat;
 
- namespace test
 
- {
 
- 	class CSpellTest;
 
- }
 
- namespace spells
 
- {
 
- class ISpellMechanicsFactory;
 
- class IBattleCast;
 
- struct SchoolInfo
 
- {
 
- 	SpellSchool id; //backlink
 
- 	std::string jsonName;
 
- };
 
- }
 
- namespace SpellConfig
 
- {
 
- 	extern const spells::SchoolInfo SCHOOL[4];
 
- }
 
- enum class VerticalPosition : ui8{TOP, CENTER, BOTTOM};
 
- class DLL_LINKAGE CSpell : public spells::Spell
 
- {
 
- public:
 
- 	struct ProjectileInfo
 
- 	{
 
- 		///in radians. Only positive value. Negative angle is handled by vertical flip
 
- 		double minimumAngle;
 
- 		///resource name
 
- 		AnimationPath resourceName;
 
- 		template <typename Handler> void serialize(Handler & h, const int version)
 
- 		{
 
- 			h & minimumAngle;
 
- 			h & resourceName;
 
- 		}
 
- 	};
 
- 	struct AnimationItem
 
- 	{
 
- 		AnimationPath resourceName;
 
- 		std::string effectName;
 
- 		VerticalPosition verticalPosition;
 
- 		int pause;
 
- 		AnimationItem();
 
- 		template <typename Handler> void serialize(Handler & h, const int version)
 
- 		{
 
- 			h & resourceName;
 
- 			if (version > 806)
 
- 				h & effectName;
 
- 			h & verticalPosition;
 
- 			h & pause;
 
- 		}
 
- 	};
 
- 	using TAnimation = AnimationItem;
 
- 	using TAnimationQueue = std::vector<TAnimation>;
 
- 	struct DLL_LINKAGE AnimationInfo
 
- 	{
 
- 		///displayed on all affected targets.
 
- 		TAnimationQueue affect;
 
- 		///displayed on caster.
 
- 		TAnimationQueue cast;
 
- 		///displayed on target hex. If spell was cast with no target selection displayed on entire battlefield (f.e. ARMAGEDDON)
 
- 		TAnimationQueue hit;
 
- 		///displayed "between" caster and (first) target. Ignored if spell was cast with no target selection.
 
- 		///use selectProjectile to access
 
- 		std::vector<ProjectileInfo> projectile;
 
- 		template <typename Handler> void serialize(Handler & h, const int version)
 
- 		{
 
- 			h & projectile;
 
- 			h & hit;
 
- 			h & cast;
 
- 			h & affect;
 
- 		}
 
- 		AnimationPath selectProjectile(const double angle) const;
 
- 	} animationInfo;
 
- public:
 
- 	struct LevelInfo
 
- 	{
 
- 		si32 cost = 0;
 
- 		si32 power = 0;
 
- 		si32 AIValue = 0;
 
- 		bool smartTarget = true;
 
- 		bool clearTarget = false;
 
- 		bool clearAffected = false;
 
- 		std::string range = "0";
 
- 		//TODO: remove these two when AI will understand special effects
 
- 		std::vector<std::shared_ptr<Bonus>> effects; //deprecated
 
- 		std::vector<std::shared_ptr<Bonus>> cumulativeEffects; //deprecated
 
- 		JsonNode battleEffects;
 
- 		template <typename Handler> void serialize(Handler & h, const int version)
 
- 		{
 
- 			h & cost;
 
- 			h & power;
 
- 			h & AIValue;
 
- 			h & smartTarget;
 
- 			h & range;
 
- 			h & effects;
 
- 			h & cumulativeEffects;
 
- 			h & clearTarget;
 
- 			h & clearAffected;
 
- 			h & battleEffects;
 
- 		}
 
- 	};
 
- 	/** \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 int32_t level) const;
 
- 	SpellID id;
 
- 	std::string identifier;
 
- 	std::string modScope;
 
- public:
 
- 	enum ESpellPositiveness
 
- 	{
 
- 		NEGATIVE = -1,
 
- 		NEUTRAL = 0,
 
- 		POSITIVE = 1
 
- 	};
 
- 	struct DLL_LINKAGE TargetInfo
 
- 	{
 
- 		spells::AimType type;
 
- 		bool smart;
 
- 		bool massive;
 
- 		bool clearAffected;
 
- 		bool clearTarget;
 
- 		TargetInfo(const CSpell * spell, const int32_t level, spells::Mode mode);
 
- 	};
 
- 	using BTVector = std::vector<BonusType>;
 
- 	std::map<SpellSchool, bool> school;
 
- 	std::map<FactionID, si32> probabilities; //% chance to gain for castles
 
- 	bool onlyOnWaterMap; //Spell will be banned on maps without water
 
- 	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)
 
- 	JsonNode targetCondition; //custom condition on what spell can affect
 
- 	CSpell();
 
- 	~CSpell();
 
- 	int64_t calculateDamage(const spells::Caster * caster) const override;
 
- 	bool hasSchool(SpellSchool school) const override;
 
- 	/**
 
- 	 * Calls cb for each school this spell belongs to
 
- 	 *
 
- 	 * Set stop to true to abort looping
 
- 	 */
 
- 	void forEachSchool(const std::function<void(const SpellSchool &, bool &)> & cb) const override;
 
- 	spells::AimType getTargetType() const;
 
- 	bool hasEffects() const;
 
- 	void getEffects(std::vector<Bonus> & lst, const int level, const bool cumulative, const si32 duration, std::optional<si32 *> maxDuration = std::nullopt) const;
 
- 	bool hasBattleEffects() const;
 
- 	int32_t getCost(const int32_t skillLevel) const override;
 
- 	si32 getProbability(const FactionID & factionId) const;
 
- 	int32_t getBasePower() const override;
 
- 	int32_t getLevelPower(const int32_t skillLevel) const override;
 
- 	int32_t getIndex() const override;
 
- 	int32_t getIconIndex() const override;
 
- 	std::string getJsonKey() const override;
 
- 	SpellID getId() const override;
 
- 	std::string getNameTextID() const override;
 
- 	std::string getNameTranslated() const override;
 
- 	std::string getDescriptionTextID(int32_t level) const override;
 
- 	std::string getDescriptionTranslated(int32_t level) const override;
 
- 	int32_t getLevel() const override;
 
- 	boost::logic::tribool getPositiveness() const override;
 
- 	bool isPositive() const override;
 
- 	bool isNegative() const override;
 
- 	bool isNeutral() const override;
 
- 	bool isMagical() const override;
 
- 	bool isDamage() const override;
 
- 	bool isOffensive() const override;
 
- 	bool isSpecial() const override;
 
- 	bool isAdventure() const override;
 
- 	bool isCombat() const override;
 
- 	bool isCreatureAbility() const override;
 
- 	void registerIcons(const IconRegistar & cb) const override;
 
- 	const std::string & getIconImmune() const; ///< Returns resource name of icon for SPELL_IMMUNITY bonus
 
- 	const std::string & getIconBook() const;
 
- 	const std::string & getIconEffect() const;
 
- 	const std::string & getIconScenarioBonus() const;
 
- 	const std::string & getIconScroll() const;
 
- 	const AudioPath & getCastSound() const;
 
- 	void updateFrom(const JsonNode & data);
 
- 	void serializeJson(JsonSerializeFormat & handler);
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & identifier;
 
- 		if (version > 820)
 
- 			h & modScope;
 
- 		h & id;
 
- 		h & level;
 
- 		h & power;
 
- 		h & probabilities;
 
- 		h & attributes;
 
- 		h & combat;
 
- 		h & creatureAbility;
 
- 		h & positiveness;
 
- 		h & counteredSpells;
 
- 		h & rising;
 
- 		h & damage;
 
- 		h & offensive;
 
- 		h & targetType;
 
- 		h & targetCondition;
 
- 		h & iconImmune;
 
- 		h & defaultProbability;
 
- 		h & special;
 
- 		h & castSound;
 
- 		h & iconBook;
 
- 		h & iconEffect;
 
- 		h & iconScenarioBonus;
 
- 		h & iconScroll;
 
- 		h & levels;
 
- 		h & school;
 
- 		h & animationInfo;
 
- 		h & nonMagical;
 
- 		h & onlyOnWaterMap;
 
- 	}
 
- 	friend class CSpellHandler;
 
- 	friend class Graphics;
 
- 	friend class test::CSpellTest;
 
- public:
 
- 	///internal interface (for callbacks)
 
- 	///Checks general but spell-specific problems. Use only during battle.
 
- 	bool canBeCast(const CBattleInfoCallback * cb, spells::Mode mode, const spells::Caster * caster) const;
 
- 	bool canBeCast(spells::Problem & problem, const CBattleInfoCallback * cb, spells::Mode mode, const spells::Caster * caster) const;
 
- public:
 
- 	///Server logic. Has write access to GameState via packets.
 
- 	///May be executed on client side by (future) non-cheat-proof scripts.
 
- 	bool adventureCast(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const;
 
- public://internal, for use only by Mechanics classes
 
- 	///applies caster`s secondary skills and affectedCreature`s to raw damage
 
- 	int64_t adjustRawDamage(const spells::Caster * caster, const battle::Unit * affectedCreature, int64_t rawDamage) const;
 
- 	///returns raw damage or healed HP
 
- 	int64_t calculateRawEffectValue(int32_t effectLevel, int32_t basePowerMultiplier, int32_t levelPowerMultiplier) const;
 
- 	std::unique_ptr<spells::Mechanics> battleMechanics(const spells::IBattleCast * event) const;
 
- private:
 
- 	void setIsOffensive(const bool val);
 
- 	void setIsRising(const bool val);
 
- 	JsonNode convertTargetCondition(const BTVector & immunity, const BTVector & absImmunity, const BTVector & limit, const BTVector & absLimit) const;
 
- 	//call this after load or deserialization. cant be done in constructor.
 
- 	void setupMechanics();
 
- private:
 
- 	si32 defaultProbability;
 
- 	bool rising;
 
- 	bool damage;
 
- 	bool offensive;
 
- 	bool special;
 
- 	bool nonMagical; //For creature abilities like bind
 
- 	std::string attributes; //reference only attributes //todo: remove or include in configuration format, currently unused
 
- 	spells::AimType targetType;
 
- 	///graphics related stuff
 
- 	std::string iconImmune;
 
- 	std::string iconBook;
 
- 	std::string iconEffect;
 
- 	std::string iconScenarioBonus;
 
- 	std::string iconScroll;
 
- 	///sound related stuff
 
- 	AudioPath castSound;
 
- 	std::vector<LevelInfo> levels;
 
- 	si32 level;
 
- 	si32 power; //spell's power
 
- 	bool combat; //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::unique_ptr<spells::ISpellMechanicsFactory> mechanics;//(!) do not serialize
 
- 	std::unique_ptr<IAdventureSpellMechanics> adventureMechanics;//(!) 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, spells::Spell, CSpell, spells::Service>
 
- {
 
- public:
 
- 	///IHandler base
 
- 	std::vector<JsonNode> loadLegacyData() override;
 
- 	void afterLoadFinalization() override;
 
- 	void beforeValidate(JsonNode & object) override;
 
- 	/**
 
- 	 * Gets a list of default allowed spells. OH3 spells are all allowed by default.
 
- 	 *
 
- 	 */
 
- 	std::vector<bool> getDefaultAllowed() const override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & objects;
 
- 		if(!h.saving)
 
- 		{
 
- 			afterLoadFinalization();
 
- 		}
 
- 	}
 
- protected:
 
- 	const std::vector<std::string> & getTypeNames() const override;
 
- 	CSpell * loadFromJson(const std::string & scope, const JsonNode & json, const std::string & identifier, size_t index) override;
 
- };
 
- VCMI_LIB_NAMESPACE_END
 
 
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