CSpellHandler.cpp 9.3 KB

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  1. #include "StdInc.h"
  2. #include "CSpellHandler.h"
  3. #include "CLodHandler.h"
  4. #include "../lib/VCMI_Lib.h"
  5. #include "../lib/JsonNode.h"
  6. #include <cctype>
  7. #include "GameConstants.h"
  8. #include "BattleHex.h"
  9. extern CLodHandler *bitmaph;
  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 fonction 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(int b=0; b<6; ++b)
  83. mainPointForLayer[b] = 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. CSpellHandler::CSpellHandler()
  109. {
  110. VLC->spellh = this;
  111. }
  112. std::vector<BattleHex> CSpell::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes) const
  113. {
  114. std::vector<BattleHex> ret;
  115. if(id == Spells::FIRE_WALL || id == Spells::FORCE_FIELD)
  116. {
  117. //Special case - shape of obstacle depends on caster's side
  118. //TODO make it possible through spell_info config
  119. BattleHex::EDir firstStep, secondStep;
  120. if(side)
  121. {
  122. firstStep = BattleHex::TOP_LEFT;
  123. secondStep = BattleHex::TOP_RIGHT;
  124. }
  125. else
  126. {
  127. firstStep = BattleHex::TOP_RIGHT;
  128. secondStep = BattleHex::TOP_LEFT;
  129. }
  130. //Adds hex to the ret if it's valid. Otherwise sets output arg flag if given.
  131. auto addIfValid = [&](BattleHex hex)
  132. {
  133. if(hex.isValid())
  134. ret.push_back(hex);
  135. else if(outDroppedHexes)
  136. *outDroppedHexes = true;
  137. };
  138. ret.push_back(centralHex);
  139. addIfValid(centralHex.moveInDir(firstStep, false));
  140. if(schoolLvl >= 2) //advanced versions of fire wall / force field cotnains of 3 hexes
  141. addIfValid(centralHex.moveInDir(firstStep, false).moveInDir(secondStep, false));
  142. return ret;
  143. }
  144. std::string rng = range[schoolLvl] + ','; //copy + artificial comma for easier handling
  145. if(rng.size() >= 1 && rng[0] != 'X') //there is at lest one hex in range
  146. {
  147. std::string number1, number2;
  148. int beg, end;
  149. bool readingFirst = true;
  150. for(int it=0; it<rng.size(); ++it)
  151. {
  152. if( std::isdigit(rng[it]) ) //reading numer
  153. {
  154. if(readingFirst)
  155. number1 += rng[it];
  156. else
  157. number2 += rng[it];
  158. }
  159. else if(rng[it] == ',') //comma
  160. {
  161. //calculating variables
  162. if(readingFirst)
  163. {
  164. beg = atoi(number1.c_str());
  165. number1 = "";
  166. }
  167. else
  168. {
  169. end = atoi(number2.c_str());
  170. number2 = "";
  171. }
  172. //obtaining new hexes
  173. std::set<ui16> curLayer;
  174. if(readingFirst)
  175. {
  176. curLayer = getInRange(centralHex, beg, beg);
  177. }
  178. else
  179. {
  180. curLayer = getInRange(centralHex, beg, end);
  181. readingFirst = true;
  182. }
  183. //adding abtained hexes
  184. for(std::set<ui16>::iterator it = curLayer.begin(); it != curLayer.end(); ++it)
  185. {
  186. ret.push_back(*it);
  187. }
  188. }
  189. else if(rng[it] == '-') //dash
  190. {
  191. beg = atoi(number1.c_str());
  192. number1 = "";
  193. readingFirst = false;
  194. }
  195. }
  196. }
  197. //remove duplicates (TODO check if actually needed)
  198. range::unique(ret);
  199. return ret;
  200. }
  201. CSpell::ETargetType CSpell::getTargetType() const //TODO: parse these at game launch
  202. {
  203. if(attributes.find("CREATURE_TARGET_1") != std::string::npos
  204. || attributes.find("CREATURE_TARGET_2") != std::string::npos)
  205. return CREATURE_EXPERT_MASSIVE;
  206. if(attributes.find("CREATURE_TARGET") != std::string::npos)
  207. return CREATURE;
  208. if(attributes.find("OBSTACLE_TARGET") != std::string::npos)
  209. return OBSTACLE;
  210. return NO_TARGET;
  211. }
  212. bool CSpell::isPositive() const
  213. {
  214. return positiveness == POSITIVE;
  215. }
  216. bool CSpell::isNegative() const
  217. {
  218. return positiveness == NEGATIVE;
  219. }
  220. bool CSpell::isRisingSpell() const
  221. {
  222. return vstd::contains(VLC->spellh->risingSpells, id);
  223. }
  224. static bool startsWithX(const std::string &s)
  225. {
  226. return s.size() && s[0] == 'x';
  227. }
  228. bool DLL_LINKAGE isInScreenRange(const int3 &center, const int3 &pos)
  229. {
  230. int3 diff = pos - center;
  231. if(diff.x >= -9 && diff.x <= 9 && diff.y >= -8 && diff.y <= 8)
  232. return true;
  233. else
  234. return false;
  235. }
  236. void CSpellHandler::loadSpells()
  237. {
  238. std::string buf = bitmaph->getTextFile("SPTRAITS.TXT"), pom;
  239. int andame = buf.size(), i=0; //buf iterator
  240. for(int z=0; z<5; ++z)
  241. loadToIt(pom,buf,i,3);
  242. bool combSpells=false; //true, if we are reading combat spells
  243. bool creatureAbility=false; //if true, only creature can use this spell
  244. int ifHit = 0;
  245. while(i<andame)
  246. {
  247. if(spells.size()==81)
  248. break;
  249. CSpell * nsp = new CSpell; //new currently being read spell
  250. loadToIt(nsp->name,buf,i,4);
  251. if(nsp->name == std::string(""))
  252. {
  253. if(ifHit == 0)
  254. {
  255. combSpells = true;
  256. }
  257. if(ifHit == 1)
  258. {
  259. creatureAbility = true;
  260. }
  261. for(int z=0; z<3; ++z)
  262. loadToIt(pom,buf,i,3);
  263. loadToIt(nsp->name,buf,i,4);
  264. ++ifHit;
  265. }
  266. loadToIt(nsp->abbName,buf,i,4);
  267. loadToIt(nsp->level,buf,i,4);
  268. loadToIt(pom,buf,i,4);
  269. nsp->earth = startsWithX(pom);
  270. loadToIt(pom,buf,i,4);
  271. nsp->water = startsWithX(pom);
  272. loadToIt(pom,buf,i,4);
  273. nsp->fire = startsWithX(pom);
  274. loadToIt(pom,buf,i,4);
  275. nsp->air = startsWithX(pom);
  276. nsp->costs.resize(4);
  277. for (int z = 0; z < 4 ; z++)
  278. loadToIt(nsp->costs[z],buf,i,4);
  279. loadToIt(nsp->power,buf,i,4);
  280. nsp->powers.resize(4);
  281. for (int z = 0; z < 4 ; z++)
  282. loadToIt(nsp->powers[z],buf,i,4);
  283. nsp->probabilities.resize(9);
  284. for (int z = 0; z < 9 ; z++)
  285. loadToIt(nsp->probabilities[z],buf,i,4);
  286. nsp->AIVals.resize(4);
  287. for (int z = 0; z < 4 ; z++)
  288. loadToIt(nsp->AIVals[z],buf,i,4);
  289. nsp->descriptions.resize(4);
  290. for (int z = 0; z < 4 ; z++)
  291. {
  292. loadToIt(nsp->descriptions[z],buf,i,4);
  293. boost::algorithm::replace_all(nsp->descriptions[z],"\"","");
  294. }
  295. loadToIt(nsp->attributes,buf,i,3);
  296. nsp->id = spells.size();
  297. nsp->combatSpell = combSpells;
  298. nsp->creatureAbility = creatureAbility;
  299. nsp->mainEffectAnim = -1;
  300. spells.push_back(nsp);
  301. }
  302. boost::replace_first (spells[47]->attributes, "2", ""); // disrupting ray will now affect single creature
  303. //loading of additional spell traits
  304. const JsonNode config(GameConstants::DATA_DIR + "/config/spell_info.json");
  305. BOOST_FOREACH(const JsonNode &spell, config["spells"].Vector())
  306. {
  307. //reading exact info
  308. int spellID = spell["id"].Float();
  309. spells[spellID]->positiveness = spell["effect"].Float();
  310. spells[spellID]->mainEffectAnim = spell["anim"].Float();
  311. spells[spellID]->range.resize(4);
  312. int idx = 0;
  313. BOOST_FOREACH(const JsonNode &range, spell["ranges"].Vector())
  314. spells[spellID]->range[idx++] = range.String();
  315. }
  316. spells.push_back(spells[80]); //clone Acid Breath attributes for Acid Breath damage effect
  317. //forgetfulness needs to get targets automatically on expert level
  318. boost::replace_first(spells[61]->attributes, "CREATURE_TARGET", "CREATURE_TARGET_2"); //TODO: use flags instead?
  319. damageSpells += 11, 13, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 57, 77;
  320. risingSpells += 38, 39, 40;
  321. mindSpells += 50, 59, 60, 61, 62;
  322. }