| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025 | #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"#include "mapObjects/CGHeroInstance.h"#include "BattleState.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"};}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;	}}///CSpellMechanicsCSpellMechanics::CSpellMechanics(CSpell * s):	owner(s){	}CSpellMechanics::~CSpellMechanics(){	}ESpellCastProblem::ESpellCastProblem CSpellMechanics::isImmuneByStack(const CGHeroInstance * caster, ECastingMode::ECastingMode mode, const CStack * obj){	//by default no immunity	return ESpellCastProblem::OK;}namespace{	class CloneMechnics: public CSpellMechanics	{	public:		CloneMechnics(CSpell * s): CSpellMechanics(s){};		ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, ECastingMode::ECastingMode mode, const CStack * obj) override;	};		class DispellHelpfulMechanics: public CSpellMechanics	{	public:		DispellHelpfulMechanics(CSpell * s): CSpellMechanics(s){};		ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, ECastingMode::ECastingMode mode, const CStack * obj) override;		};			///CloneMechanics	ESpellCastProblem::ESpellCastProblem CloneMechnics::isImmuneByStack(const CGHeroInstance* caster, ECastingMode::ECastingMode mode, const CStack * obj)	{		//can't clone already cloned creature		if (vstd::contains(obj->state, EBattleStackState::CLONED))			return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;		//TODO: how about stacks casting Clone?		//currently Clone casted by stack is assumed Expert level		ui8 schoolLevel;		if (caster)		{			schoolLevel = caster->getSpellSchoolLevel(owner);		}		else		{			schoolLevel = 3;		}		if (schoolLevel < 3)		{			int maxLevel = (std::max(schoolLevel, (ui8)1) + 4);			int creLevel = obj->getCreature()->level;			if (maxLevel < creLevel) //tier 1-5 for basic, 1-6 for advanced, any level for expert				return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;		}				return CSpellMechanics::isImmuneByStack(caster,mode,obj);		}		///DispellHelpfulMechanics	ESpellCastProblem::ESpellCastProblem DispellHelpfulMechanics::isImmuneByStack(const CGHeroInstance* caster, ECastingMode::ECastingMode mode, const CStack* obj)	{		TBonusListPtr spellBon = obj->getSpellBonuses();		bool hasPositiveSpell = false;		for(const Bonus * b : *spellBon)		{			if(SpellID(b->sid).toSpell()->isPositive())			{				hasPositiveSpell = true;				break;			}		}		if(!hasPositiveSpell)		{			return ESpellCastProblem::NO_SPELLS_TO_DISPEL;		}				return CSpellMechanics::isImmuneByStack(caster,mode,obj);		}		}///CSpell::LevelInfoCSpell::LevelInfo::LevelInfo()	:description(""),cost(0),power(0),AIValue(0),smartTarget(true),range("0"){}CSpell::LevelInfo::~LevelInfo(){}///CSpellCSpell::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),	mechanics(nullptr){	levels.resize(GameConstants::SPELL_SCHOOL_LEVELS);}CSpell::~CSpell(){	delete mechanics;}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";	info.onlyAlive = !isRisingSpell();	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::isNeutral() const{	return positiveness == NEUTRAL;}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));	}}ESpellCastProblem::ESpellCastProblem CSpell::isImmuneBy(const IBonusBearer* obj) const{	//0. check receptivity	if (isPositive() && obj->hasBonusOfType(Bonus::RECEPTIVE)) //accept all positive spells		return ESpellCastProblem::OK;			//todo: use new bonus API	//1. Check absolute limiters	for(auto b : absoluteLimiters)	{		if (!obj->hasBonusOfType(b))			return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;	}	//2. Check absolute immunities	for(auto b : absoluteImmunities)	{		if (obj->hasBonusOfType(b))			return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;	}	//3. Check negation	//FIXME: Orb of vulnerability mechanics is not such trivial	if(obj->hasBonusOfType(Bonus::NEGATE_ALL_NATURAL_IMMUNITIES)) //Orb of vulnerability		return ESpellCastProblem::NOT_DECIDED;			//4. Check negatable limit	for(auto b : limiters)	{		if (!obj->hasBonusOfType(b))			return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;	}	//5. Check negatable immunities	for(auto b : immunities)	{		if (obj->hasBonusOfType(b))			return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;	}	auto battleTestElementalImmunity = [&,this](Bonus::BonusType element) -> bool	{		if(obj->hasBonusOfType(element, 0)) //always resist if immune to all spells altogether				return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;		else if(!isPositive()) //negative or indifferent		{			if((isDamageSpell() && obj->hasBonusOfType(element, 2)) || obj->hasBonusOfType(element, 1))				return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;		}		return ESpellCastProblem::NOT_DECIDED;	};	//6. Check elemental immunities	if(fire)	{		if(battleTestElementalImmunity(Bonus::FIRE_IMMUNITY))			return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;	}	if(water)	{		if(battleTestElementalImmunity(Bonus::WATER_IMMUNITY))			return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;	}	if(earth)	{		if(battleTestElementalImmunity(Bonus::EARTH_IMMUNITY))			return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;	}	if(air)	{		if(battleTestElementalImmunity(Bonus::AIR_IMMUNITY))			return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;	}	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 ESpellCastProblem::STACK_IMMUNE_TO_SPELL;	}	return ESpellCastProblem::NOT_DECIDED;}ESpellCastProblem::ESpellCastProblem CSpell::isImmuneByStack(const CGHeroInstance* caster, ECastingMode::ECastingMode mode, const CStack* obj) const{	const auto immuneResult = isImmuneBy(obj);		if (ESpellCastProblem::NOT_DECIDED != immuneResult) 		return immuneResult;			return mechanics->isImmuneByStack(caster,mode,obj);}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;	}}void CSpell::setupMechanics(){	if(nullptr != mechanics)	{		logGlobal->errorStream() << "Spell " << this->name << " mechanics already set";		delete mechanics;		mechanics = nullptr;		}		switch (id)	{	case SpellID::CLONE:		mechanics = new CloneMechnics(this);		break;	case SpellID::DISPEL_HELPFUL_SPELLS:		mechanics = new DispellHelpfulMechanics(this);		break;		default:		mechanics = new CSpellMechanics(this);		break;	}	}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;}///CSpellHandlerCSpellHandler::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;		});	}	const std::string 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;	else 		logGlobal->warnStream() << "Spell " << spell->name << ". Target type " << (targetType.empty() ? "empty" : "unknown ("+targetType+")") << ". Assumed NO_TARGET.";	spell->mainEffectAnim = json["anim"].Float();	for(const auto & counteredSpell: json["counters"].Struct())		if (counteredSpell.second.Bool())		{			VLC->modh->identifiers.requestIdentifier(json.meta, counteredSpell.first, [=](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->warnStream() << "Spell " << spell->name << ": no positiveness specified, assumed NEUTRAL";	}	spell->isSpecial = flags["special"].Bool();	auto findBonus = [&](const 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 = [&](const 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);		readBonusStruct("absoluteLimit", spell->absoluteLimiters);	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;		spell->setupMechanics();	}}void CSpellHandler::beforeValidate(JsonNode & object){	//handle "base" level info		JsonNode& levels = object["levels"];	JsonNode& base = levels["base"];		auto inheritNode = [&](const std::string & name){		JsonUtils::inherit(levels[name],base);	};		inheritNode("none");	inheritNode("basic");	inheritNode("advanced");	inheritNode("expert");}CSpellHandler::~CSpellHandler(){}std::vector<bool> CSpellHandler::getDefaultAllowed() const{	std::vector<bool> allowedSpells;	allowedSpells.resize(GameConstants::SPELLS_QUANTITY, true);	return allowedSpells;}
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