CSpellHandler.h 9.5 KB

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  1. #pragma once
  2. #include "IHandlerBase.h"
  3. #include "../lib/ConstTransitivePtr.h"
  4. #include "int3.h"
  5. #include "GameConstants.h"
  6. #include "BattleHex.h"
  7. #include "HeroBonus.h"
  8. /*
  9. * CSpellHandler.h, part of VCMI engine
  10. *
  11. * Authors: listed in file AUTHORS in main folder
  12. *
  13. * License: GNU General Public License v2.0 or later
  14. * Full text of license available in license.txt file, in main folder
  15. *
  16. */
  17. class CSpell;
  18. class ISpellMechanics;
  19. class CLegacyConfigParser;
  20. class CGHeroInstance;
  21. class CStack;
  22. class CBattleInfoCallback;
  23. struct CPackForClient;
  24. struct SpellSchoolInfo
  25. {
  26. ESpellSchool id; //backlink
  27. Bonus::BonusType damagePremyBonus;
  28. Bonus::BonusType immunityBonus;
  29. std::string jsonName;
  30. SecondarySkill::ESecondarySkill skill;
  31. };
  32. static const SpellSchoolInfo SPELL_SCHOOL_CONFIG[4] =
  33. {
  34. {
  35. ESpellSchool::AIR,
  36. Bonus::AIR_SPELL_DMG_PREMY,
  37. Bonus::AIR_IMMUNITY,
  38. "air",
  39. SecondarySkill::AIR_MAGIC
  40. },
  41. {
  42. ESpellSchool::FIRE,
  43. Bonus::FIRE_SPELL_DMG_PREMY,
  44. Bonus::FIRE_IMMUNITY,
  45. "fire",
  46. SecondarySkill::FIRE_MAGIC
  47. },
  48. {
  49. ESpellSchool::WATER,
  50. Bonus::WATER_SPELL_DMG_PREMY,
  51. Bonus::WATER_IMMUNITY,
  52. "water",
  53. SecondarySkill::WATER_MAGIC
  54. },
  55. {
  56. ESpellSchool::EARTH,
  57. Bonus::EARTH_SPELL_DMG_PREMY,
  58. Bonus::EARTH_IMMUNITY,
  59. "earth",
  60. SecondarySkill::EARTH_MAGIC
  61. }
  62. };
  63. ///callback to be provided by server
  64. class DLL_LINKAGE SpellCastEnvironment
  65. {
  66. public:
  67. virtual void sendAndApply(CPackForClient * info) = 0;
  68. };
  69. ///helper struct
  70. struct DLL_LINKAGE SpellCastContext
  71. {
  72. public:
  73. SpellCastEnvironment * env;
  74. int spellLvl;
  75. // BattleHex destination;
  76. ui8 casterSide;
  77. PlayerColor casterColor;
  78. CGHeroInstance * caster;
  79. CGHeroInstance * secHero;
  80. int usedSpellPower;
  81. ECastingMode::ECastingMode mode;
  82. CStack * targetStack;
  83. CStack * selectedStack;
  84. };
  85. class DLL_LINKAGE CSpell
  86. {
  87. public:
  88. struct LevelInfo
  89. {
  90. std::string description; //descriptions of spell for skill level
  91. si32 cost; //per skill level: 0 - none, 1 - basic, etc
  92. si32 power; //per skill level: 0 - none, 1 - basic, etc
  93. si32 AIValue; //AI values: per skill level: 0 - none, 1 - basic, etc
  94. bool smartTarget;
  95. bool clearTarget;
  96. bool clearAffected;
  97. std::string range;
  98. std::vector<Bonus> effects;
  99. LevelInfo();
  100. ~LevelInfo();
  101. template <typename Handler> void serialize(Handler &h, const int version)
  102. {
  103. h & description & cost & power & AIValue & smartTarget & range & effects;
  104. h & clearTarget & clearAffected;
  105. }
  106. };
  107. /** \brief Low level accessor. Don`t use it if absolutely necessary
  108. *
  109. * \param level. spell school level
  110. * \return Spell level info structure
  111. *
  112. */
  113. const CSpell::LevelInfo& getLevelInfo(const int level) const;
  114. public:
  115. enum ETargetType {NO_TARGET, CREATURE, OBSTACLE, LOCATION};
  116. enum ESpellPositiveness {NEGATIVE = -1, NEUTRAL = 0, POSITIVE = 1};
  117. struct TargetInfo
  118. {
  119. ETargetType type;
  120. bool smart;
  121. bool massive;
  122. bool onlyAlive;
  123. ///no immunity on primary target (mostly spell-like attack)
  124. bool alwaysHitDirectly;
  125. bool clearTarget;
  126. bool clearAffected;
  127. TargetInfo(const CSpell * spell, const int level);
  128. TargetInfo(const CSpell * spell, const int level, ECastingMode::ECastingMode mode);
  129. private:
  130. void init(const CSpell * spell, const int level);
  131. };
  132. SpellID id;
  133. std::string identifier; //???
  134. std::string name;
  135. si32 level;
  136. bool earth; //deprecated
  137. bool water; //deprecated
  138. bool fire; //deprecated
  139. bool air; //deprecated
  140. std::map<ESpellSchool, bool> school; //todo: use this instead of separate boolean fields
  141. si32 power; //spell's power
  142. std::map<TFaction, si32> probabilities; //% chance to gain for castles
  143. bool combatSpell; //is this spell combat (true) or adventure (false)
  144. bool creatureAbility; //if true, only creatures can use this spell
  145. si8 positiveness; //1 if spell is positive for influenced stacks, 0 if it is indifferent, -1 if it's negative
  146. 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)
  147. CSpell();
  148. ~CSpell();
  149. 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)
  150. si16 mainEffectAnim; //main spell effect animation, in AC format (or -1 when none)
  151. ETargetType getTargetType() const; //deprecated
  152. CSpell::TargetInfo getTargetInfo(const int level) const;
  153. bool isCombatSpell() const;
  154. bool isAdventureSpell() const;
  155. bool isCreatureAbility() const;
  156. bool isPositive() const;
  157. bool isNegative() const;
  158. bool isNeutral() const;
  159. bool isDamageSpell() const;
  160. bool isHealingSpell() const;
  161. bool isRisingSpell() const;
  162. bool isOffensiveSpell() const;
  163. bool isSpecialSpell() const;
  164. bool hasEffects() const;
  165. void getEffects(std::vector<Bonus> &lst, const int level) const;
  166. //internal, for use only by Mechanics classes
  167. ESpellCastProblem::ESpellCastProblem isImmuneBy(const IBonusBearer *obj) const;
  168. //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.
  169. ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const;
  170. //internal, for use only by Mechanics classes. applying secondary skills
  171. ui32 calculateBonus(ui32 baseDamage, const CGHeroInstance * caster, const CStack * affectedCreature) const;
  172. ///calculate spell damage on stack taking caster`s secondary skills and affectedCreature`s bonuses into account
  173. ui32 calculateDamage(const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower) const;
  174. ///calculate healed HP for all spells casted by hero
  175. ui32 calculateHealedHP(const CGHeroInstance * caster, const CStack * stack, const CStack * sacrificedStack = nullptr) const;
  176. ///selects from allStacks actually affected stacks
  177. std::set<const CStack *> getAffectedStacks(const CBattleInfoCallback * cb, ECastingMode::ECastingMode mode, PlayerColor casterColor, int spellLvl, BattleHex destination, const CGHeroInstance * caster = nullptr) const;
  178. si32 getCost(const int skillLevel) const;
  179. /**
  180. * Returns spell level power, base power ignored
  181. */
  182. si32 getPower(const int skillLevel) const;
  183. // /**
  184. // * Returns spell power, taking base power into account
  185. // */
  186. // si32 calculatePower(const int skillLevel) const;
  187. si32 getProbability(const TFaction factionId) const;
  188. /**
  189. * Returns resource name of icon for SPELL_IMMUNITY bonus
  190. */
  191. const std::string& getIconImmune() const;
  192. const std::string& getCastSound() const;
  193. template <typename Handler> void serialize(Handler &h, const int version)
  194. {
  195. h & identifier & id & name & level & power
  196. & probabilities & attributes & combatSpell & creatureAbility & positiveness & counteredSpells & mainEffectAnim;
  197. h & isRising & isDamage & isOffensive;
  198. h & targetType;
  199. h & immunities & limiters & absoluteImmunities & absoluteLimiters;
  200. h & iconImmune;
  201. h & defaultProbability;
  202. h & isSpecial;
  203. h & castSound & iconBook & iconEffect & iconScenarioBonus & iconScroll;
  204. h & levels;
  205. h & school;
  206. if(!h.saving)
  207. setup();
  208. }
  209. friend class CSpellHandler;
  210. friend class Graphics;
  211. private:
  212. void setIsOffensive(const bool val);
  213. void setIsRising(const bool val);
  214. //call this after load or deserialization. cant be done in constructor.
  215. void setup();
  216. void setupMechanics();
  217. private:
  218. si32 defaultProbability;
  219. bool isRising;
  220. bool isDamage;
  221. bool isOffensive;
  222. bool isSpecial;
  223. std::string attributes; //reference only attributes //todo: remove or include in configuration format, currently unused
  224. ETargetType targetType;
  225. std::vector<Bonus::BonusType> immunities; //any of these grants immunity
  226. std::vector<Bonus::BonusType> absoluteImmunities; //any of these grants immunity, can't be negated
  227. std::vector<Bonus::BonusType> limiters; //all of them are required to be affected
  228. std::vector<Bonus::BonusType> absoluteLimiters; //all of them are required to be affected, can't be negated
  229. ///graphics related stuff
  230. std::string iconImmune;
  231. std::string iconBook;
  232. std::string iconEffect;
  233. std::string iconScenarioBonus;
  234. std::string iconScroll;
  235. ///sound related stuff
  236. std::string castSound;
  237. std::vector<LevelInfo> levels;
  238. ISpellMechanics * mechanics;//(!) do not serialize
  239. };
  240. bool DLL_LINKAGE isInScreenRange(const int3 &center, const int3 &pos); //for spells like Dimension Door
  241. class DLL_LINKAGE CSpellHandler: public CHandlerBase<SpellID, CSpell>
  242. {
  243. public:
  244. CSpellHandler();
  245. virtual ~CSpellHandler();
  246. ///IHandler base
  247. std::vector<JsonNode> loadLegacyData(size_t dataSize) override;
  248. void afterLoadFinalization() override;
  249. void beforeValidate(JsonNode & object) override;
  250. /**
  251. * Gets a list of default allowed spells. OH3 spells are all allowed by default.
  252. *
  253. * @return a list of allowed spells, the index is the spell id and the value either 0 for not allowed or 1 for allowed
  254. */
  255. std::vector<bool> getDefaultAllowed() const override;
  256. const std::string getTypeName() const override;
  257. template <typename Handler> void serialize(Handler &h, const int version)
  258. {
  259. h & objects ;
  260. }
  261. protected:
  262. CSpell * loadFromJson(const JsonNode & json) override;
  263. };