| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865 | #include "StdInc.h"#include "CSpellHandler.h"#include "CGeneralTextHandler.h"#include "filesystem/Filesystem.h"#include "JsonNode.h"#include <cctype>#include "BattleHex.h"#include "CModHandler.h"#include "StringConstants.h"/* * 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 * */namespace SpellConfig{	static const std::string LEVEL_NAMES[] = {"none", "basic", "advanced", "expert"};}using namespace boost::assign;namespace SRSLPraserHelpers{	static int XYToHex(int x, int y)	{		return x + 17 * y;	}	static int XYToHex(std::pair<int, int> xy)	{		return XYToHex(xy.first, xy.second);	}	static int hexToY(int battleFieldPosition)	{		return battleFieldPosition/17;	}	static int hexToX(int battleFieldPosition)	{		int pos = battleFieldPosition - hexToY(battleFieldPosition) * 17;		return pos;	}	static std::pair<int, int> hexToPair(int battleFieldPosition)	{		return std::make_pair(hexToX(battleFieldPosition), hexToY(battleFieldPosition));	}	//moves hex by one hex in given direction	//0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left	static std::pair<int, int> gotoDir(int x, int y, int direction)	{		switch(direction)		{		case 0: //top left			return std::make_pair((y%2) ? x-1 : x, y-1);		case 1: //top right			return std::make_pair((y%2) ? x : x+1, y-1);		case 2:  //right			return std::make_pair(x+1, y);		case 3: //right bottom			return std::make_pair((y%2) ? x : x+1, y+1);		case 4: //left bottom			return std::make_pair((y%2) ? x-1 : x, y+1);		case 5: //left			return std::make_pair(x-1, y);		default:			throw std::runtime_error("Disaster: wrong direction in SRSLPraserHelpers::gotoDir!\n");		}	}	static std::pair<int, int> gotoDir(std::pair<int, int> xy, int direction)	{		return gotoDir(xy.first, xy.second, direction);	}	static bool isGoodHex(std::pair<int, int> xy)	{		return xy.first >=0 && xy.first < 17 && xy.second >= 0 && xy.second < 11;	}	//helper function for std::set<ui16> CSpell::rangeInHexes(unsigned int centralHex, ui8 schoolLvl ) const	static std::set<ui16> getInRange(unsigned int center, int low, int high)	{		std::set<ui16> ret;		if(low == 0)		{			ret.insert(center);		}		std::pair<int, int> mainPointForLayer[6]; //A, B, C, D, E, F points		for(auto & elem : mainPointForLayer)			elem = hexToPair(center);		for(int it=1; it<=high; ++it) //it - distance to the center		{			for(int b=0; b<6; ++b)				mainPointForLayer[b] = gotoDir(mainPointForLayer[b], b);			if(it>=low)			{				std::pair<int, int> curHex;				//adding lines (A-b, B-c, C-d, etc)				for(int v=0; v<6; ++v)				{					curHex = mainPointForLayer[v];					for(int h=0; h<it; ++h)					{						if(isGoodHex(curHex))							ret.insert(XYToHex(curHex));						curHex = gotoDir(curHex, (v+2)%6);					}				}			} //if(it>=low)		}		return ret;	}}CSpell::LevelInfo::LevelInfo()	:description(""),cost(0),power(0),AIValue(0),smartTarget(true),range("0"){}CSpell::LevelInfo::~LevelInfo(){}CSpell::CSpell():	id(SpellID::NONE), level(0),	earth(false), water(false), fire(false), air(false),	combatSpell(false), creatureAbility(false),	positiveness(ESpellPositiveness::NEUTRAL),	mainEffectAnim(-1),	defaultProbability(0),	isRising(false), isDamage(false), isOffensive(false),	targetType(ETargetType::NO_TARGET){	levels.resize(GameConstants::SPELL_SCHOOL_LEVELS);}CSpell::~CSpell(){}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);}std::vector<BattleHex> CSpell::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes) const{	using namespace SRSLPraserHelpers;	std::vector<BattleHex> ret;	if(id == SpellID::FIRE_WALL  ||  id == SpellID::FORCE_FIELD)	{		//Special case - shape of obstacle depends on caster's side		//TODO make it possible through spell_info config		BattleHex::EDir firstStep, secondStep;		if(side)		{			firstStep = BattleHex::TOP_LEFT;			secondStep = BattleHex::TOP_RIGHT;		}		else		{			firstStep = BattleHex::TOP_RIGHT;			secondStep = BattleHex::TOP_LEFT;		}		//Adds hex to the ret if it's valid. Otherwise sets output arg flag if given.		auto addIfValid = [&](BattleHex hex)		{			if(hex.isValid())				ret.push_back(hex);			else if(outDroppedHexes)				*outDroppedHexes = true;		};		ret.push_back(centralHex);		addIfValid(centralHex.moveInDir(firstStep, false));		if(schoolLvl >= 2) //advanced versions of fire wall / force field cotnains of 3 hexes			addIfValid(centralHex.moveInDir(secondStep, false)); //moveInDir function modifies subject hex		return ret;	}	std::string rng = getLevelInfo(schoolLvl).range + ','; //copy + artificial comma for easier handling	if(rng.size() >= 1 && rng[0] != 'X') //there is at lest one hex in range	{		std::string number1, number2;		int beg, end;		bool readingFirst = true;		for(auto & elem : rng)		{			if(std::isdigit(elem) ) //reading number			{				if(readingFirst)					number1 += elem;				else					number2 += elem;			}			else if(elem == ',') //comma			{				//calculating variables				if(readingFirst)				{					beg = atoi(number1.c_str());					number1 = "";				}				else				{					end = atoi(number2.c_str());					number2 = "";				}				//obtaining new hexes				std::set<ui16> curLayer;				if(readingFirst)				{					curLayer = getInRange(centralHex, beg, beg);				}				else				{					curLayer = getInRange(centralHex, beg, end);					readingFirst = true;				}				//adding abtained hexes				for(auto & curLayer_it : curLayer)				{					ret.push_back(curLayer_it);				}			}			else if(elem == '-') //dash			{				beg = atoi(number1.c_str());				number1 = "";				readingFirst = false;			}		}	}	//remove duplicates (TODO check if actually needed)	range::unique(ret);	return ret;}CSpell::ETargetType CSpell::getTargetType() const{	return targetType;}const CSpell::TargetInfo CSpell::getTargetInfo(const int level) const{	TargetInfo info;	auto & levelInfo = getLevelInfo(level);	info.type = getTargetType();	info.smart = levelInfo.smartTarget;	info.massive = levelInfo.range == "X";	return info;}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::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::calculatePower(const int skillLevel) const//{//    return power + getPower(skillLevel);//}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));	}}bool CSpell::isImmuneBy(const IBonusBearer* obj) const{	//todo: use new bonus API	//1. Check limiters	for(auto b : limiters)	{		if (!obj->hasBonusOfType(b))			return true;	}	//2. Check absolute immunities	//todo: check config: some creatures are unaffected always, for example undead to resurrection.	for(auto b : absoluteImmunities)	{		if (obj->hasBonusOfType(b))			return true;	}	//3. Check negation	if(obj->hasBonusOfType(Bonus::NEGATE_ALL_NATURAL_IMMUNITIES)) //Orb of vulnerability		return false;	//4. Check negatable immunities	for(auto b : immunities)	{		if (obj->hasBonusOfType(b))			return true;	}	auto battleTestElementalImmunity = [&,this](Bonus::BonusType element) -> bool	{		if(obj->hasBonusOfType(element, 0)) //always resist if immune to all spells altogether				return true;		else if(!isPositive()) //negative or indifferent		{			if((isDamageSpell() && obj->hasBonusOfType(element, 2)) || obj->hasBonusOfType(element, 1))				return true;		}		return false;	};	//4. Check elemental immunities	if(fire)	{		if(battleTestElementalImmunity(Bonus::FIRE_IMMUNITY))			return true;	}	if(water)	{		if(battleTestElementalImmunity(Bonus::WATER_IMMUNITY))			return true;	}	if(earth)	{		if(battleTestElementalImmunity(Bonus::EARTH_IMMUNITY))			return true;	}	if(air)	{		if(battleTestElementalImmunity(Bonus::AIR_IMMUNITY))			return true;	}	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 true;	}	return false;}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;	}}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(){}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());			std::string attributes = parser.readString();			std::string targetType = "NO_TARGET";			if(attributes.find("CREATURE_TARGET_1") != std::string::npos				|| attributes.find("CREATURE_TARGET_2") != std::string::npos)				targetType = "CREATURE_EXPERT_MASSIVE";			else if(attributes.find("CREATURE_TARGET") != std::string::npos)				targetType = "CREATURE";			else if(attributes.find("OBSTACLE_TARGET") != std::string::npos)				targetType = "OBSTACLE";			//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];			}			if(targetType == "CREATURE_EXPERT_MASSIVE")			{				lineNode["targetType"].String() = "CREATURE";				getLevel(3)["range"].String() = "X";			}			else			{				lineNode["targetType"].String() = targetType;			}			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"];	spell->air   = schoolNames["air"].Bool();	spell->earth = schoolNames["earth"].Bool();	spell->fire  = schoolNames["fire"].Bool();	spell->water = schoolNames["water"].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;	spell->mainEffectAnim = json["anim"].Float();	for(const auto & counteredSpell: json["counters"].Struct())		if (counteredSpell.second.Bool())		{			JsonNode tmp(JsonNode::DATA_STRING);			tmp.meta = json.meta;			tmp.String() = counteredSpell.first;			VLC->modh->identifiers.requestIdentifier(tmp,[=](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);	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 & 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   = levelNode["power"].Float();						levelObject.description = levelNode["description"].String();		levelObject.cost        = levelNode["cost"].Float();		levelObject.power       = levelPower;		levelObject.AIValue     = levelNode["aiValue"].Float();		levelObject.smartTarget = levelNode["targetModifier"]["smart"].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;}CSpellHandler::~CSpellHandler(){}std::vector<bool> CSpellHandler::getDefaultAllowed() const{	std::vector<bool> allowedSpells;	allowedSpells.resize(GameConstants::SPELLS_QUANTITY, true);	return allowedSpells;}
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