CSpellHandler.h 12 KB

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  1. /*
  2. * CSpellHandler.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "Magic.h"
  12. #include "../IHandlerBase.h"
  13. #include "../ConstTransitivePtr.h"
  14. #include "../int3.h"
  15. #include "../GameConstants.h"
  16. #include "../battle/BattleHex.h"
  17. #include "../HeroBonus.h"
  18. class CGObjectInstance;
  19. class CSpell;
  20. class ISpellMechanics;
  21. class IAdventureSpellMechanics;
  22. class CLegacyConfigParser;
  23. class CGHeroInstance;
  24. class CStack;
  25. class CBattleInfoCallback;
  26. struct BattleInfo;
  27. struct CPackForClient;
  28. struct BattleSpellCast;
  29. class CGameInfoCallback;
  30. class CRandomGenerator;
  31. class CMap;
  32. struct AdventureSpellCastParameters;
  33. struct BattleSpellCastParameters;
  34. class SpellCastEnvironment;
  35. struct SpellSchoolInfo
  36. {
  37. ESpellSchool id; //backlink
  38. Bonus::BonusType damagePremyBonus;
  39. Bonus::BonusType immunityBonus;
  40. std::string jsonName;
  41. SecondarySkill::ESecondarySkill skill;
  42. Bonus::BonusType knoledgeBonus;
  43. };
  44. enum class VerticalPosition : ui8
  45. {
  46. TOP,
  47. CENTER,
  48. BOTTOM
  49. };
  50. class DLL_LINKAGE CSpell
  51. {
  52. public:
  53. struct ProjectileInfo
  54. {
  55. ///in radians. Only positive value. Negative angle is handled by vertical flip
  56. double minimumAngle;
  57. ///resource name
  58. std::string resourceName;
  59. template<typename Handler> void serialize(Handler & h, const int version)
  60. {
  61. h & minimumAngle & resourceName;
  62. }
  63. };
  64. struct AnimationItem
  65. {
  66. std::string resourceName;
  67. VerticalPosition verticalPosition;
  68. int pause;
  69. AnimationItem();
  70. template<typename Handler> void serialize(Handler & h, const int version)
  71. {
  72. h & resourceName & verticalPosition;
  73. if(version >= 754) //save format backward compatibility
  74. {
  75. h & pause;
  76. }
  77. else if(!h.saving)
  78. {
  79. pause = 0;
  80. }
  81. }
  82. };
  83. typedef AnimationItem TAnimation;
  84. typedef std::vector<TAnimation> TAnimationQueue;
  85. struct DLL_LINKAGE AnimationInfo
  86. {
  87. AnimationInfo();
  88. ~AnimationInfo();
  89. ///displayed on all affected targets.
  90. TAnimationQueue affect;
  91. ///displayed on caster.
  92. TAnimationQueue cast;
  93. ///displayed on target hex. If spell was cast with no target selection displayed on entire battlefield (f.e. ARMAGEDDON)
  94. TAnimationQueue hit;
  95. ///displayed "between" caster and (first) target. Ignored if spell was cast with no target selection.
  96. ///use selectProjectile to access
  97. std::vector<ProjectileInfo> projectile;
  98. template<typename Handler> void serialize(Handler & h, const int version)
  99. {
  100. h & projectile & hit & cast;
  101. if(version >= 762)
  102. h & affect;
  103. }
  104. std::string selectProjectile(const double angle) const;
  105. } animationInfo;
  106. public:
  107. struct LevelInfo
  108. {
  109. std::string description; //descriptions of spell for skill level
  110. si32 cost;
  111. si32 power;
  112. si32 AIValue;
  113. bool smartTarget;
  114. bool clearTarget;
  115. bool clearAffected;
  116. std::string range;
  117. std::vector<std::shared_ptr<Bonus>> effects;
  118. std::vector<std::shared_ptr<Bonus>> cumulativeEffects;
  119. LevelInfo();
  120. ~LevelInfo();
  121. template<typename Handler> void serialize(Handler & h, const int version)
  122. {
  123. h & description & cost & power & AIValue & smartTarget & range;
  124. if(version >= 773)
  125. {
  126. h & effects & cumulativeEffects;
  127. }
  128. else
  129. {
  130. //all old effects treated as not cumulative, special cases handled by CSpell::serialize
  131. std::vector<Bonus> old;
  132. h & old;
  133. if(!h.saving)
  134. {
  135. effects.clear();
  136. cumulativeEffects.clear();
  137. for(const Bonus & oldBonus : old)
  138. effects.push_back(std::make_shared<Bonus>(oldBonus));
  139. }
  140. }
  141. h & clearTarget & clearAffected;
  142. }
  143. };
  144. /** \brief Low level accessor. Don`t use it if absolutely necessary
  145. *
  146. * \param level. spell school level
  147. * \return Spell level info structure
  148. *
  149. */
  150. const CSpell::LevelInfo & getLevelInfo(const int level) const;
  151. public:
  152. enum ETargetType
  153. {
  154. NO_TARGET,
  155. CREATURE,
  156. OBSTACLE,
  157. LOCATION
  158. };
  159. enum ESpellPositiveness
  160. {
  161. NEGATIVE = -1,
  162. NEUTRAL = 0,
  163. POSITIVE = 1
  164. };
  165. struct DLL_LINKAGE TargetInfo
  166. {
  167. ETargetType type;
  168. bool smart;
  169. bool massive;
  170. bool onlyAlive;
  171. ///no immunity on primary target (mostly spell-like attack)
  172. bool alwaysHitDirectly;
  173. bool clearTarget;
  174. bool clearAffected;
  175. TargetInfo(const CSpell * spell, const int level);
  176. TargetInfo(const CSpell * spell, const int level, ECastingMode::ECastingMode mode);
  177. private:
  178. void init(const CSpell * spell, const int level);
  179. };
  180. SpellID id;
  181. std::string identifier;
  182. std::string name;
  183. si32 level;
  184. std::map<ESpellSchool, bool> school;
  185. si32 power; //spell's power
  186. std::map<TFaction, si32> probabilities; //% chance to gain for castles
  187. bool combatSpell; //is this spell combat (true) or adventure (false)
  188. bool creatureAbility; //if true, only creatures can use this spell
  189. si8 positiveness; //1 if spell is positive for influenced stacks, 0 if it is indifferent, -1 if it's negative
  190. 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)
  191. CSpell();
  192. ~CSpell();
  193. 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)
  194. ETargetType getTargetType() const; //deprecated
  195. bool isCombatSpell() const;
  196. bool isAdventureSpell() const;
  197. bool isCreatureAbility() const;
  198. bool isPositive() const;
  199. bool isNegative() const;
  200. bool isNeutral() const;
  201. boost::logic::tribool getPositiveness() const;
  202. bool isDamageSpell() const;
  203. bool isRisingSpell() const;
  204. bool isOffensiveSpell() const;
  205. bool isSpecialSpell() const;
  206. bool hasEffects() const;
  207. void getEffects(std::vector<Bonus> & lst, const int level, const bool cumulative, const si32 duration, boost::optional<si32 *> maxDuration = boost::none) const;
  208. ///calculate spell damage on stack taking caster`s secondary skills and affectedCreature`s bonuses into account
  209. ui32 calculateDamage(const ISpellCaster * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower) const;
  210. ///selects from allStacks actually affected stacks
  211. std::vector<const CStack *> getAffectedStacks(const CBattleInfoCallback * cb, ECastingMode::ECastingMode mode, const ISpellCaster * caster, int spellLvl, BattleHex destination) const;
  212. si32 getCost(const int skillLevel) const;
  213. /**
  214. * Returns spell level power, base power ignored
  215. */
  216. si32 getPower(const int skillLevel) const;
  217. si32 getProbability(const TFaction factionId) const;
  218. /**
  219. * Calls cb for each school this spell belongs to
  220. *
  221. * Set stop to true to abort looping
  222. */
  223. void forEachSchool(const std::function<void(const SpellSchoolInfo &, bool &)> & cb) const;
  224. /**
  225. * Returns resource name of icon for SPELL_IMMUNITY bonus
  226. */
  227. const std::string & getIconImmune() const;
  228. const std::string & getCastSound() const;
  229. template<typename Handler> void serialize(Handler & h, const int version)
  230. {
  231. h & identifier & id & name & level & power
  232. & probabilities & attributes & combatSpell & creatureAbility & positiveness & counteredSpells;
  233. h & isRising & isDamage & isOffensive;
  234. h & targetType;
  235. h & immunities & limiters & absoluteImmunities & absoluteLimiters;
  236. h & iconImmune;
  237. h & defaultProbability;
  238. h & isSpecial;
  239. h & castSound & iconBook & iconEffect & iconScenarioBonus & iconScroll;
  240. h & levels;
  241. h & school;
  242. h & animationInfo;
  243. if(!h.saving)
  244. setup();
  245. //backward compatibility
  246. //can not be added to level structure as level structure does not know spell id
  247. if(!h.saving && version < 773)
  248. if(id == SpellID::DISRUPTING_RAY || id == SpellID::ACID_BREATH_DEFENSE)
  249. for(auto & level : levels)
  250. std::swap(level.effects, level.cumulativeEffects);
  251. }
  252. friend class CSpellHandler;
  253. friend class Graphics;
  254. public:
  255. ///internal interface (for callbacks)
  256. ///Checks general but spell-specific problems. Use only during battle.
  257. ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, ECastingMode::ECastingMode mode, const ISpellCaster * caster) const;
  258. ///checks for creature immunity / anything that prevent casting *at given hex*
  259. ESpellCastProblem::ESpellCastProblem canBeCastAt(const CBattleInfoCallback * cb, ECastingMode::ECastingMode mode, const ISpellCaster * caster, BattleHex destination) const;
  260. ///checks for creature immunity / anything that prevent casting *at given target* - doesn't take into account general problems such as not having spellbook or mana points etc.
  261. ESpellCastProblem::ESpellCastProblem isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const;
  262. public:
  263. ///Server logic. Has write access to GameState via packets.
  264. ///May be executed on client side by (future) non-cheat-proof scripts.
  265. bool adventureCast(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const;
  266. void battleCast(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters) const;
  267. public:
  268. ///Client-server logic. Has direct write access to GameState.
  269. ///Shall be called (only) when applying packets on BOTH SIDES
  270. ///implementation of BattleSpellCast applying
  271. void applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const;
  272. public: //internal, for use only by Mechanics classes
  273. ///applies caster`s secondary skills and affectedCreature`s to raw damage
  274. int adjustRawDamage(const ISpellCaster * caster, const CStack * affectedCreature, int rawDamage) const;
  275. ///returns raw damage or healed HP
  276. int calculateRawEffectValue(int effectLevel, int effectPower) const;
  277. ///generic immunity calculation
  278. ESpellCastProblem::ESpellCastProblem internalIsImmune(const ISpellCaster * caster, const CStack * obj) const;
  279. private:
  280. void setIsOffensive(const bool val);
  281. void setIsRising(const bool val);
  282. //call this after load or deserialization. cant be done in constructor.
  283. void setup();
  284. void setupMechanics();
  285. private:
  286. si32 defaultProbability;
  287. bool isRising;
  288. bool isDamage;
  289. bool isOffensive;
  290. bool isSpecial;
  291. std::string attributes; //reference only attributes //todo: remove or include in configuration format, currently unused
  292. ETargetType targetType;
  293. std::vector<Bonus::BonusType> immunities; //any of these grants immunity
  294. std::vector<Bonus::BonusType> absoluteImmunities; //any of these grants immunity, can't be negated
  295. std::vector<Bonus::BonusType> limiters; //all of them are required to be affected
  296. std::vector<Bonus::BonusType> absoluteLimiters; //all of them are required to be affected, can't be negated
  297. ///graphics related stuff
  298. std::string iconImmune;
  299. std::string iconBook;
  300. std::string iconEffect;
  301. std::string iconScenarioBonus;
  302. std::string iconScroll;
  303. ///sound related stuff
  304. std::string castSound;
  305. std::vector<LevelInfo> levels;
  306. std::unique_ptr<ISpellMechanics> mechanics; //(!) do not serialize
  307. std::unique_ptr<IAdventureSpellMechanics> adventureMechanics; //(!) do not serialize
  308. };
  309. bool DLL_LINKAGE isInScreenRange(const int3 & center, const int3 & pos); //for spells like Dimension Door
  310. class DLL_LINKAGE CSpellHandler : public CHandlerBase<SpellID, CSpell>
  311. {
  312. public:
  313. CSpellHandler();
  314. virtual ~CSpellHandler();
  315. ///IHandler base
  316. std::vector<JsonNode> loadLegacyData(size_t dataSize) override;
  317. void afterLoadFinalization() override;
  318. void beforeValidate(JsonNode & object) override;
  319. /**
  320. * Gets a list of default allowed spells. OH3 spells are all allowed by default.
  321. *
  322. * @return a list of allowed spells, the index is the spell id and the value either 0 for not allowed or 1 for allowed
  323. */
  324. std::vector<bool> getDefaultAllowed() const override;
  325. const std::string getTypeName() const override;
  326. ///json serialization helper
  327. static si32 decodeSpell(const std::string & identifier);
  328. ///json serialization helper
  329. static std::string encodeSpell(const si32 index);
  330. template<typename Handler> void serialize(Handler & h, const int version)
  331. {
  332. h & objects;
  333. }
  334. protected:
  335. CSpell * loadFromJson(const JsonNode & json, const std::string & identifier) override;
  336. };