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							- #pragma once
 
- #include "IHandlerBase.h"
 
- #include "../lib/ConstTransitivePtr.h"
 
- #include "int3.h"
 
- #include "GameConstants.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 CLegacyConfigParser;
 
- struct BattleHex;
 
- class DLL_LINKAGE CSpell
 
- {
 
- public:
 
- 	struct LevelInfo
 
- 	{
 
- 		std::string description; //descriptions of spell for skill level
 
- 		si32 cost; //per skill level: 0 - none, 1 - basic, etc
 
- 		si32 power; //per skill level: 0 - none, 1 - basic, etc
 
- 		si32 AIValue; //AI values: per skill level: 0 - none, 1 - basic, etc
 
- 		bool smartTarget;
 
- 		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;
 
- 		}
 
- 	};
 
- 	/** \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};
 
- 	enum ESpellPositiveness {NEGATIVE = -1, NEUTRAL = 0, POSITIVE = 1};
 
- 	struct TargetInfo
 
- 	{
 
- 		ETargetType type;
 
- 		bool smart;
 
- 		bool massive;
 
- 		bool onlyAlive;
 
- 	};
 
- 	SpellID id;
 
- 	std::string identifier; //???
 
- 	std::string name;
 
- 	si32 level;
 
- 	bool earth;
 
- 	bool water;
 
- 	bool fire;
 
- 	bool air;
 
- 	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();
 
- 	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
 
- 	const 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 isRisingSpell() const;
 
- 	bool isDamageSpell() const;
 
- 	bool isOffensiveSpell() const;
 
- 	bool isSpecialSpell() const;
 
- 	bool hasEffects() const;
 
- 	void getEffects(std::vector<Bonus> &lst, const int level) const;
 
- 	bool isImmuneBy(const IBonusBearer *obj) 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;
 
- 	/**
 
- 	 * 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 & earth & water & fire & air & 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;
 
- 	}
 
- 	friend class CSpellHandler;
 
- 	friend class Graphics;
 
- private:
 
- 	void setIsOffensive(const bool val);
 
- 	void setIsRising(const bool val);
 
- 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;
 
- };
 
- bool DLL_LINKAGE isInScreenRange(const int3 ¢er, const int3 &pos); //for spells like Dimension Door
 
- class DLL_LINKAGE CSpellHandler: public CHandlerBase<SpellID, CSpell>
 
- {
 
- 	//CSpell * loadSpell(CLegacyConfigParser & parser, const SpellID id);
 
- 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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