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							- #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";
 
- 	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));
 
- 	}
 
- }
 
- bool CSpell::isImmuneBy(const IBonusBearer* obj) const
 
- {
 
- 	//todo: use new bonus API
 
- 	//1. Check absolute limiters
 
- 	for(auto b : absoluteLimiters)
 
- 	{
 
- 		if (!obj->hasBonusOfType(b))
 
- 			return true;
 
- 	}
 
- 	//2. Check absolute immunities
 
- 	for(auto b : absoluteImmunities)
 
- 	{
 
- 		if (obj->hasBonusOfType(b))
 
- 			return true;
 
- 	}
 
- 	//3. Check negation
 
- 	//FIXME: Orb of vulnerability mechanics is not such trivial
 
- 	if(obj->hasBonusOfType(Bonus::NEGATE_ALL_NATURAL_IMMUNITIES)) //Orb of vulnerability
 
- 		return false;
 
- 		
 
- 	//4. Check negatable limit
 
- 	for(auto b : limiters)
 
- 	{
 
- 		if (!obj->hasBonusOfType(b))
 
- 			return true;
 
- 	}
 
- 	//5. 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;
 
- 	};
 
- 	//6. 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);	
 
- 	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;
 
- }
 
- 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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