CSpellHandler.cpp 14 KB

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  1. #include "StdInc.h"
  2. #include "CSpellHandler.h"
  3. #include "CGeneralTextHandler.h"
  4. #include "filesystem/Filesystem.h"
  5. #include "VCMI_Lib.h"
  6. #include "JsonNode.h"
  7. #include <cctype>
  8. #include "BattleHex.h"
  9. #include "CModHandler.h"
  10. /*
  11. * CSpellHandler.cpp, part of VCMI engine
  12. *
  13. * Authors: listed in file AUTHORS in main folder
  14. *
  15. * License: GNU General Public License v2.0 or later
  16. * Full text of license available in license.txt file, in main folder
  17. *
  18. */
  19. using namespace boost::assign;
  20. namespace SRSLPraserHelpers
  21. {
  22. static int XYToHex(int x, int y)
  23. {
  24. return x + 17 * y;
  25. }
  26. static int XYToHex(std::pair<int, int> xy)
  27. {
  28. return XYToHex(xy.first, xy.second);
  29. }
  30. static int hexToY(int battleFieldPosition)
  31. {
  32. return battleFieldPosition/17;
  33. }
  34. static int hexToX(int battleFieldPosition)
  35. {
  36. int pos = battleFieldPosition - hexToY(battleFieldPosition) * 17;
  37. return pos;
  38. }
  39. static std::pair<int, int> hexToPair(int battleFieldPosition)
  40. {
  41. return std::make_pair(hexToX(battleFieldPosition), hexToY(battleFieldPosition));
  42. }
  43. //moves hex by one hex in given direction
  44. //0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left
  45. static std::pair<int, int> gotoDir(int x, int y, int direction)
  46. {
  47. switch(direction)
  48. {
  49. case 0: //top left
  50. return std::make_pair((y%2) ? x-1 : x, y-1);
  51. case 1: //top right
  52. return std::make_pair((y%2) ? x : x+1, y-1);
  53. case 2: //right
  54. return std::make_pair(x+1, y);
  55. case 3: //right bottom
  56. return std::make_pair((y%2) ? x : x+1, y+1);
  57. case 4: //left bottom
  58. return std::make_pair((y%2) ? x-1 : x, y+1);
  59. case 5: //left
  60. return std::make_pair(x-1, y);
  61. default:
  62. throw std::runtime_error("Disaster: wrong direction in SRSLPraserHelpers::gotoDir!\n");
  63. }
  64. }
  65. static std::pair<int, int> gotoDir(std::pair<int, int> xy, int direction)
  66. {
  67. return gotoDir(xy.first, xy.second, direction);
  68. }
  69. static bool isGoodHex(std::pair<int, int> xy)
  70. {
  71. return xy.first >=0 && xy.first < 17 && xy.second >= 0 && xy.second < 11;
  72. }
  73. //helper function for std::set<ui16> CSpell::rangeInHexes(unsigned int centralHex, ui8 schoolLvl ) const
  74. static std::set<ui16> getInRange(unsigned int center, int low, int high)
  75. {
  76. std::set<ui16> ret;
  77. if(low == 0)
  78. {
  79. ret.insert(center);
  80. }
  81. std::pair<int, int> mainPointForLayer[6]; //A, B, C, D, E, F points
  82. for(auto & elem : mainPointForLayer)
  83. elem = hexToPair(center);
  84. for(int it=1; it<=high; ++it) //it - distance to the center
  85. {
  86. for(int b=0; b<6; ++b)
  87. mainPointForLayer[b] = gotoDir(mainPointForLayer[b], b);
  88. if(it>=low)
  89. {
  90. std::pair<int, int> curHex;
  91. //adding lines (A-b, B-c, C-d, etc)
  92. for(int v=0; v<6; ++v)
  93. {
  94. curHex = mainPointForLayer[v];
  95. for(int h=0; h<it; ++h)
  96. {
  97. if(isGoodHex(curHex))
  98. ret.insert(XYToHex(curHex));
  99. curHex = gotoDir(curHex, (v+2)%6);
  100. }
  101. }
  102. } //if(it>=low)
  103. }
  104. return ret;
  105. }
  106. }
  107. using namespace SRSLPraserHelpers;
  108. CSpell::CSpell()
  109. {
  110. isDamage = false;
  111. isRising = false;
  112. isOffensive = false;
  113. }
  114. CSpell::~CSpell()
  115. {
  116. for (auto & elem : effects)
  117. {
  118. for (size_t j=0; j<elem.size(); j++)
  119. delete elem[j];
  120. }
  121. }
  122. std::vector<BattleHex> CSpell::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes) const
  123. {
  124. std::vector<BattleHex> ret;
  125. if(id == SpellID::FIRE_WALL || id == SpellID::FORCE_FIELD)
  126. {
  127. //Special case - shape of obstacle depends on caster's side
  128. //TODO make it possible through spell_info config
  129. BattleHex::EDir firstStep, secondStep;
  130. if(side)
  131. {
  132. firstStep = BattleHex::TOP_LEFT;
  133. secondStep = BattleHex::TOP_RIGHT;
  134. }
  135. else
  136. {
  137. firstStep = BattleHex::TOP_RIGHT;
  138. secondStep = BattleHex::TOP_LEFT;
  139. }
  140. //Adds hex to the ret if it's valid. Otherwise sets output arg flag if given.
  141. auto addIfValid = [&](BattleHex hex)
  142. {
  143. if(hex.isValid())
  144. ret.push_back(hex);
  145. else if(outDroppedHexes)
  146. *outDroppedHexes = true;
  147. };
  148. ret.push_back(centralHex);
  149. addIfValid(centralHex.moveInDir(firstStep, false));
  150. if(schoolLvl >= 2) //advanced versions of fire wall / force field cotnains of 3 hexes
  151. addIfValid(centralHex.moveInDir(secondStep, false)); //moveInDir function modifies subject hex
  152. return ret;
  153. }
  154. std::string rng = range[schoolLvl] + ','; //copy + artificial comma for easier handling
  155. if(rng.size() >= 1 && rng[0] != 'X') //there is at lest one hex in range
  156. {
  157. std::string number1, number2;
  158. int beg, end;
  159. bool readingFirst = true;
  160. for(auto & elem : rng)
  161. {
  162. if( std::isdigit(elem) ) //reading numer
  163. {
  164. if(readingFirst)
  165. number1 += elem;
  166. else
  167. number2 += elem;
  168. }
  169. else if(elem == ',') //comma
  170. {
  171. //calculating variables
  172. if(readingFirst)
  173. {
  174. beg = atoi(number1.c_str());
  175. number1 = "";
  176. }
  177. else
  178. {
  179. end = atoi(number2.c_str());
  180. number2 = "";
  181. }
  182. //obtaining new hexes
  183. std::set<ui16> curLayer;
  184. if(readingFirst)
  185. {
  186. curLayer = getInRange(centralHex, beg, beg);
  187. }
  188. else
  189. {
  190. curLayer = getInRange(centralHex, beg, end);
  191. readingFirst = true;
  192. }
  193. //adding abtained hexes
  194. for(auto & curLayer_it : curLayer)
  195. {
  196. ret.push_back(curLayer_it);
  197. }
  198. }
  199. else if(elem == '-') //dash
  200. {
  201. beg = atoi(number1.c_str());
  202. number1 = "";
  203. readingFirst = false;
  204. }
  205. }
  206. }
  207. //remove duplicates (TODO check if actually needed)
  208. range::unique(ret);
  209. return ret;
  210. }
  211. CSpell::ETargetType CSpell::getTargetType() const
  212. {
  213. return targetType;
  214. }
  215. void CSpell::getEffects(std::vector<Bonus>& lst, const int level) const
  216. {
  217. if (level < 0 || level >= GameConstants::SPELL_SCHOOL_LEVELS)
  218. {
  219. logGlobal->errorStream() << __FUNCTION__ << " invalid school level " << level;
  220. return;
  221. }
  222. if (effects.empty())
  223. {
  224. logGlobal->errorStream() << __FUNCTION__ << " This spell (" + name + ") has no bonus effects! " << name;
  225. return;
  226. }
  227. if (effects.size() <= level)
  228. {
  229. logGlobal->errorStream() << __FUNCTION__ << " This spell (" + name + ") is missing entry for level " << level;
  230. return;
  231. }
  232. lst.reserve(lst.size() + effects[level].size());
  233. for (Bonus *b : effects[level])
  234. {
  235. //TODO: value, add value
  236. lst.push_back(Bonus(*b));
  237. }
  238. }
  239. bool CSpell::isImmuneBy(const IBonusBearer* obj) const
  240. {
  241. //todo: use new bonus API
  242. for(auto b : limiters)
  243. {
  244. if (!obj->hasBonusOfType(b))
  245. return true;
  246. }
  247. if (obj->hasBonusOfType(Bonus::NEGATE_ALL_NATURAL_IMMUNITIES)) //Orb of vulnerability
  248. return false; //TODO: some creaures are unaffected always, for example undead to resurrection.
  249. for(auto b : immunities)
  250. {
  251. if (obj->hasBonusOfType(b))
  252. return true;
  253. }
  254. auto battleTestElementalImmunity = [&,this](Bonus::BonusType element) -> bool
  255. {
  256. if (obj->hasBonusOfType(element, 0)) //always resist if immune to all spells altogether
  257. return true;
  258. else if (!isPositive()) //negative or indifferent
  259. {
  260. if ((isDamageSpell() && obj->hasBonusOfType(element, 2)) || obj->hasBonusOfType(element, 1))
  261. return true;
  262. }
  263. return false;
  264. };
  265. if (fire)
  266. {
  267. if (battleTestElementalImmunity(Bonus::FIRE_IMMUNITY))
  268. return true;
  269. }
  270. if (water)
  271. {
  272. if (battleTestElementalImmunity(Bonus::WATER_IMMUNITY))
  273. return true;
  274. }
  275. if (earth)
  276. {
  277. if (battleTestElementalImmunity(Bonus::EARTH_IMMUNITY))
  278. return true;
  279. }
  280. if (air)
  281. {
  282. if (battleTestElementalImmunity(Bonus::AIR_IMMUNITY))
  283. return true;
  284. }
  285. TBonusListPtr levelImmunities = obj->getBonuses(Selector::type(Bonus::LEVEL_SPELL_IMMUNITY));
  286. if(obj->hasBonusOfType(Bonus::SPELL_IMMUNITY, id)
  287. || ( levelImmunities->size() > 0 && levelImmunities->totalValue() >= level && level))
  288. {
  289. return true;
  290. }
  291. return false;
  292. }
  293. void CSpell::setAttributes(const std::string& newValue)
  294. {
  295. attributes = newValue;
  296. if(attributes.find("CREATURE_TARGET_1") != std::string::npos
  297. || attributes.find("CREATURE_TARGET_2") != std::string::npos)
  298. targetType = CREATURE_EXPERT_MASSIVE;
  299. else if(attributes.find("CREATURE_TARGET") != std::string::npos)
  300. targetType = CREATURE;
  301. else if(attributes.find("OBSTACLE_TARGET") != std::string::npos)
  302. targetType = OBSTACLE;
  303. else
  304. targetType = NO_TARGET;
  305. }
  306. bool DLL_LINKAGE isInScreenRange(const int3 &center, const int3 &pos)
  307. {
  308. int3 diff = pos - center;
  309. if(diff.x >= -9 && diff.x <= 9 && diff.y >= -8 && diff.y <= 8)
  310. return true;
  311. else
  312. return false;
  313. }
  314. CSpell * CSpellHandler::loadSpell(CLegacyConfigParser & parser, const SpellID id)
  315. {
  316. auto spell = new CSpell; //new currently being read spell
  317. spell->id = id;
  318. spell->name = parser.readString();
  319. spell->abbName = parser.readString();
  320. spell->level = parser.readNumber();
  321. spell->earth = parser.readString() == "x";
  322. spell->water = parser.readString() == "x";
  323. spell->fire = parser.readString() == "x";
  324. spell->air = parser.readString() == "x";
  325. spell->costs = parser.readNumArray<si32>(4);
  326. spell->power = parser.readNumber();
  327. spell->powers = parser.readNumArray<si32>(4);
  328. for (int i = 0; i < 9 ; i++)
  329. spell->probabilities[i] = parser.readNumber();
  330. spell->AIVals = parser.readNumArray<si32>(4);
  331. for (int i = 0; i < 4 ; i++)
  332. spell->descriptions.push_back(parser.readString());
  333. std::string attributes = parser.readString();
  334. //spell fixes
  335. if (id == SpellID::FORGETFULNESS)
  336. {
  337. //forgetfulness needs to get targets automatically on expert level
  338. boost::replace_first(attributes, "CREATURE_TARGET", "CREATURE_TARGET_2");
  339. }
  340. if (id == SpellID::DISRUPTING_RAY)
  341. {
  342. // disrupting ray will now affect single creature
  343. boost::replace_first(attributes,"2", "");
  344. }
  345. spell->setAttributes(attributes);
  346. spell->mainEffectAnim = -1;
  347. return spell;
  348. }
  349. CSpellHandler::CSpellHandler()
  350. {
  351. CLegacyConfigParser parser("DATA/SPTRAITS.TXT");
  352. auto read = [&,this](bool combat, bool alility)
  353. {
  354. do
  355. {
  356. const SpellID id = SpellID(spells.size());
  357. CSpell * spell = loadSpell(parser,id);
  358. spell->combatSpell = combat;
  359. spell->creatureAbility = alility;
  360. spells.push_back(spell);
  361. }
  362. while (parser.endLine() && !parser.isNextEntryEmpty());
  363. };
  364. auto skip = [&](int cnt)
  365. {
  366. for(int i=0; i<cnt; i++)
  367. parser.endLine();
  368. };
  369. skip(5);// header
  370. read(false,false); //read adventure map spells
  371. skip(3);
  372. read(true,false); //read battle spells
  373. skip(3);
  374. read(true,true);//read creature abilities
  375. spells.push_back(spells[SpellID::ACID_BREATH_DEFENSE]); //clone Acid Breath attributes for Acid Breath damage effect
  376. //loading of additional spell traits
  377. JsonNode config(ResourceID("config/spell_info.json"));
  378. config.setMeta("core");
  379. for(auto &spell : config["spells"].Struct())
  380. {
  381. //reading exact info
  382. int spellID = spell.second["id"].Float();
  383. CSpell *s = spells[spellID];
  384. s->positiveness = spell.second["effect"].Float();
  385. s->mainEffectAnim = spell.second["anim"].Float();
  386. s->range.resize(4);
  387. int idx = 0;
  388. for(const JsonNode &range : spell.second["ranges"].Vector())
  389. s->range[idx++] = range.String();
  390. s->counteredSpells = spell.second["counters"].convertTo<std::vector<SpellID> >();
  391. s->identifier = spell.first;
  392. VLC->modh->identifiers.registerObject("core", "spell", spell.first, spellID);
  393. const JsonNode & flags_node = spell.second["flags"];
  394. if (!flags_node.isNull())
  395. {
  396. auto flags = flags_node.convertTo<std::vector<std::string> >();
  397. for (const auto & flag : flags)
  398. {
  399. if (flag == "damage")
  400. {
  401. s->isDamage = true;
  402. }
  403. else if (flag == "rising")
  404. {
  405. s->isRising = true;
  406. }
  407. else if (flag == "offensive")
  408. {
  409. s->isOffensive = true;
  410. }
  411. }
  412. }
  413. const JsonNode & effects_node = spell.second["effects"];
  414. for (const JsonNode & bonus_node : effects_node.Vector())
  415. {
  416. auto &v_node = bonus_node["values"];
  417. auto &a_node = bonus_node["ainfos"];
  418. auto v = v_node.convertTo<std::vector<int> >();
  419. auto a = a_node.convertTo<std::vector<int> >();
  420. if(v.size() && v.size() != GameConstants::SPELL_SCHOOL_LEVELS)
  421. logGlobal->errorStream() << s->name << " should either have no values or exactly " << GameConstants::SPELL_SCHOOL_LEVELS;
  422. if(a.size() && a.size() != GameConstants::SPELL_SCHOOL_LEVELS)
  423. logGlobal->errorStream() << s->name << " should either have no ainfos or exactly " << GameConstants::SPELL_SCHOOL_LEVELS;
  424. s->effects.resize(GameConstants::SPELL_SCHOOL_LEVELS);
  425. for (int i = 0; i < GameConstants::SPELL_SCHOOL_LEVELS; i++)
  426. {
  427. Bonus * b = JsonUtils::parseBonus(bonus_node);
  428. b->sid = s->id; //for all
  429. b->source = Bonus::SPELL_EFFECT;//for all
  430. b->val = s->powers[i];
  431. if (!v.empty())
  432. b->val = v[i];
  433. if (!a.empty())
  434. b->additionalInfo = a[i];
  435. s->effects[i].push_back(b);
  436. }
  437. }
  438. auto find_in_map = [](std::string name, std::vector<Bonus::BonusType> &vec)
  439. {
  440. auto it = bonusNameMap.find(name);
  441. if (it == bonusNameMap.end())
  442. {
  443. logGlobal->errorStream() << "Error: invalid bonus name" << name;
  444. }
  445. else
  446. {
  447. vec.push_back((Bonus::BonusType)it->second);
  448. }
  449. };
  450. auto read_node = [&](std::string name, std::vector<Bonus::BonusType> &vec)
  451. {
  452. const JsonNode & node = spell.second[name];
  453. if (!node.isNull())
  454. {
  455. auto names = node.convertTo<std::vector<std::string> >();
  456. for(auto name : names)
  457. find_in_map(name, vec);
  458. }
  459. };
  460. read_node("immunity",s->immunities);
  461. read_node("limit",s->limiters);
  462. const JsonNode & graphicsNode = spell.second["graphics"];
  463. if (!graphicsNode.isNull())
  464. {
  465. s->iconImmune = graphicsNode["iconImmune"].String();
  466. }
  467. }
  468. }
  469. CSpellHandler::~CSpellHandler()
  470. {
  471. for(auto & spell : spells)
  472. {
  473. spell.dellNull();
  474. }
  475. }
  476. std::vector<bool> CSpellHandler::getDefaultAllowed() const
  477. {
  478. std::vector<bool> allowedSpells;
  479. allowedSpells.resize(GameConstants::SPELLS_QUANTITY, true);
  480. return allowedSpells;
  481. }