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							- /*
 
-  * CSpellHandler.h, 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
 
-  *
 
-  */
 
- #pragma once
 
- #include "Magic.h"
 
- #include "../IHandlerBase.h"
 
- #include "../ConstTransitivePtr.h"
 
- #include "../int3.h"
 
- #include "../GameConstants.h"
 
- #include "../battle/BattleHex.h"
 
- #include "../HeroBonus.h"
 
- class CGObjectInstance;
 
- class CSpell;
 
- class ISpellMechanics;
 
- class IAdventureSpellMechanics;
 
- class CLegacyConfigParser;
 
- class CGHeroInstance;
 
- class CStack;
 
- class CBattleInfoCallback;
 
- struct BattleInfo;
 
- struct CPackForClient;
 
- struct BattleSpellCast;
 
- class CGameInfoCallback;
 
- class CRandomGenerator;
 
- class CMap;
 
- struct AdventureSpellCastParameters;
 
- struct BattleSpellCastParameters;
 
- class SpellCastEnvironment;
 
- struct SpellSchoolInfo
 
- {
 
- 	ESpellSchool id; //backlink
 
- 	Bonus::BonusType damagePremyBonus;
 
- 	Bonus::BonusType immunityBonus;
 
- 	std::string jsonName;
 
- 	SecondarySkill::ESecondarySkill skill;
 
- 	Bonus::BonusType knoledgeBonus;
 
- };
 
- enum class VerticalPosition : ui8{TOP, CENTER, BOTTOM};
 
- class DLL_LINKAGE CSpell
 
- {
 
- public:
 
- 	struct ProjectileInfo
 
- 	{
 
- 		///in radians. Only positive value. Negative angle is handled by vertical flip
 
- 		double minimumAngle;
 
- 		///resource name
 
- 		std::string resourceName;
 
- 		template <typename Handler> void serialize(Handler & h, const int version)
 
- 		{
 
- 			h & minimumAngle & resourceName;
 
- 		}
 
- 	};
 
- 	struct AnimationItem
 
- 	{
 
- 		std::string resourceName;
 
- 		VerticalPosition verticalPosition;
 
- 		int pause;
 
- 		AnimationItem();
 
- 		template <typename Handler> void serialize(Handler & h, const int version)
 
- 		{
 
- 			h & resourceName & verticalPosition;
 
- 			if(version >= 754) //save format backward compatibility
 
- 			{
 
- 				h & pause;
 
- 			}
 
- 			else if(!h.saving)
 
- 			{
 
- 				pause = 0;
 
- 			}
 
- 		}
 
- 	};
 
- 	typedef AnimationItem TAnimation;
 
- 	typedef std::vector<TAnimation> TAnimationQueue;
 
- 	struct DLL_LINKAGE AnimationInfo
 
- 	{
 
- 		AnimationInfo();
 
- 		~AnimationInfo();
 
- 		///displayed on all affected targets.
 
- 		TAnimationQueue affect;
 
- 		///displayed on caster.
 
- 		TAnimationQueue cast;
 
- 		///displayed on target hex. If spell was cast with no target selection displayed on entire battlefield (f.e. ARMAGEDDON)
 
- 		TAnimationQueue hit;
 
- 		///displayed "between" caster and (first) target. Ignored if spell was cast with no target selection.
 
- 		///use selectProjectile to access
 
- 		std::vector<ProjectileInfo> projectile;
 
- 		template <typename Handler> void serialize(Handler & h, const int version)
 
- 		{
 
- 			h & projectile & hit & cast;
 
- 			if(version >= 762)
 
- 				h & affect;
 
- 		}
 
- 		std::string selectProjectile(const double angle) const;
 
- 	} animationInfo;
 
- public:
 
- 	struct LevelInfo
 
- 	{
 
- 		std::string description; //descriptions of spell for skill level
 
- 		si32 cost;
 
- 		si32 power;
 
- 		si32 AIValue;
 
- 		bool smartTarget;
 
- 		bool clearTarget;
 
- 		bool clearAffected;
 
- 		std::string range;
 
- 		std::vector<std::shared_ptr<Bonus>> effects;
 
- 		std::vector<std::shared_ptr<Bonus>> cumulativeEffects;
 
- 		LevelInfo();
 
- 		~LevelInfo();
 
- 		template <typename Handler> void serialize(Handler &h, const int version)
 
- 		{
 
- 			h & description & cost & power & AIValue & smartTarget & range;
 
- 			if(version >= 773)
 
- 			{
 
- 				h & effects & cumulativeEffects;
 
- 			}
 
- 			else
 
- 			{
 
- 				//all old effects treated as not cumulative, special cases handled by CSpell::serialize
 
- 				std::vector<Bonus> old;
 
- 				h & old;
 
- 				if(!h.saving)
 
- 				{
 
- 					effects.clear();
 
- 					cumulativeEffects.clear();
 
- 					for(const Bonus & oldBonus : old)
 
- 						effects.push_back(std::make_shared<Bonus>(oldBonus));
 
- 				}
 
- 			}
 
- 			h & clearTarget & clearAffected;
 
- 		}
 
- 	};
 
- 	/** \brief Low level accessor. Don`t use it if absolutely necessary
 
- 	 *
 
- 	 * \param level. spell school level
 
- 	 * \return Spell level info structure
 
- 	 *
 
- 	 */
 
- 	const CSpell::LevelInfo& getLevelInfo(const int level) const;
 
- public:
 
- 	enum ETargetType {NO_TARGET, CREATURE, OBSTACLE, LOCATION};
 
- 	enum ESpellPositiveness {NEGATIVE = -1, NEUTRAL = 0, POSITIVE = 1};
 
- 	struct DLL_LINKAGE TargetInfo
 
- 	{
 
- 		ETargetType type;
 
- 		bool smart;
 
- 		bool massive;
 
- 		bool onlyAlive;
 
- 		///no immunity on primary target (mostly spell-like attack)
 
- 		bool alwaysHitDirectly;
 
- 		bool clearTarget;
 
- 		bool clearAffected;
 
- 		TargetInfo(const CSpell * spell, const int level);
 
- 		TargetInfo(const CSpell * spell, const int level, ECastingMode::ECastingMode mode);
 
- 	private:
 
- 		void init(const CSpell * spell, const int level);
 
- 	};
 
- 	SpellID id;
 
- 	std::string identifier;
 
- 	std::string name;
 
- 	si32 level;
 
- 	std::map<ESpellSchool, bool> school;
 
- 	si32 power; //spell's power
 
- 	std::map<TFaction, si32> probabilities; //% chance to gain for castles
 
- 	bool combatSpell; //is this spell combat (true) or adventure (false)
 
- 	bool creatureAbility; //if true, only creatures can use this spell
 
- 	si8 positiveness; //1 if spell is positive for influenced stacks, 0 if it is indifferent, -1 if it's negative
 
- 	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)
 
- 	CSpell();
 
- 	~CSpell();
 
- 	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)
 
- 	ETargetType getTargetType() const; //deprecated
 
- 	bool isCombatSpell() const;
 
- 	bool isAdventureSpell() const;
 
- 	bool isCreatureAbility() const;
 
- 	bool isPositive() const;
 
- 	bool isNegative() const;
 
- 	bool isNeutral() const;
 
- 	boost::logic::tribool getPositiveness() const;
 
- 	bool isDamageSpell() const;
 
- 	bool isRisingSpell() const;
 
- 	bool isOffensiveSpell() const;
 
- 	bool isSpecialSpell() const;
 
- 	bool hasEffects() const;
 
- 	void getEffects(std::vector<Bonus> & lst, const int level, const bool cumulative, const si32 duration, boost::optional<si32 *> maxDuration = boost::none) const;
 
- 	///calculate spell damage on stack taking caster`s secondary skills and affectedCreature`s bonuses into account
 
- 	ui32 calculateDamage(const ISpellCaster * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower) const;
 
- 	///selects from allStacks actually affected stacks
 
- 	std::vector<const CStack *> getAffectedStacks(const CBattleInfoCallback * cb, ECastingMode::ECastingMode mode, const ISpellCaster * caster, int spellLvl, BattleHex destination) const;
 
- 	si32 getCost(const int skillLevel) const;
 
- 	/**
 
- 	 * Returns spell level power, base power ignored
 
- 	 */
 
- 	si32 getPower(const int skillLevel) const;
 
- 	si32 getProbability(const TFaction factionId) const;
 
- 	/**
 
- 	 * Calls cb for each school this spell belongs to
 
- 	 *
 
- 	 * Set stop to true to abort looping
 
- 	 */
 
- 	void forEachSchool(const std::function<void (const SpellSchoolInfo &, bool &)> & cb) const;
 
- 	/**
 
- 	 * Returns resource name of icon for SPELL_IMMUNITY bonus
 
- 	 */
 
- 	const std::string& getIconImmune() const;
 
- 	const std::string& getCastSound() const;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & identifier & id & name & level & power
 
- 		  & probabilities  & attributes & combatSpell & creatureAbility & positiveness & counteredSpells;
 
- 		h & isRising & isDamage & isOffensive;
 
- 		h & targetType;
 
- 		h & immunities & limiters & absoluteImmunities & absoluteLimiters;
 
- 		h & iconImmune;
 
- 		h & defaultProbability;
 
- 		h & isSpecial;
 
- 		h & castSound & iconBook & iconEffect & iconScenarioBonus & iconScroll;
 
- 		h & levels;
 
- 		h & school;
 
- 		h & animationInfo;
 
- 		if(!h.saving)
 
- 			setup();
 
- 		//backward compatibility
 
- 		//can not be added to level structure as level structure does not know spell id
 
- 		if(!h.saving && version < 773)
 
- 			if(id == SpellID::DISRUPTING_RAY || id == SpellID::ACID_BREATH_DEFENSE)
 
- 				for(auto & level : levels)
 
- 					std::swap(level.effects, level.cumulativeEffects);
 
- 	}
 
- 	friend class CSpellHandler;
 
- 	friend class Graphics;
 
- public:
 
- 	///internal interface (for callbacks)
 
- 	///Checks general but spell-specific problems. Use only during battle.
 
- 	ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, ECastingMode::ECastingMode mode, const ISpellCaster * caster) const;
 
- 	///checks for creature immunity / anything that prevent casting *at given hex*
 
- 	ESpellCastProblem::ESpellCastProblem canBeCastAt(const CBattleInfoCallback * cb,  ECastingMode::ECastingMode mode, const ISpellCaster * caster, BattleHex destination) const;
 
- 	///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.
 
- 	ESpellCastProblem::ESpellCastProblem isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const;
 
- public:
 
- 	///Server logic. Has write access to GameState via packets.
 
- 	///May be executed on client side by (future) non-cheat-proof scripts.
 
- 	bool adventureCast(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const;
 
- 	void battleCast(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters) const;
 
- public:
 
- 	///Client-server logic. Has direct write access to GameState.
 
- 	///Shall be called (only) when applying packets on BOTH SIDES
 
- 	///implementation of BattleSpellCast applying
 
- 	void applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const;
 
- public://internal, for use only by Mechanics classes
 
- 	///applies caster`s secondary skills and affectedCreature`s to raw damage
 
- 	int adjustRawDamage(const ISpellCaster * caster, const CStack * affectedCreature, int rawDamage) const;
 
- 	///returns raw damage or healed HP
 
- 	int calculateRawEffectValue(int effectLevel, int effectPower) const;
 
- 	///generic immunity calculation
 
- 	ESpellCastProblem::ESpellCastProblem internalIsImmune(const ISpellCaster * caster, const CStack *obj) const;
 
- private:
 
- 	void setIsOffensive(const bool val);
 
- 	void setIsRising(const bool val);
 
- 	//call this after load or deserialization. cant be done in constructor.
 
- 	void setup();
 
- 	void setupMechanics();
 
- private:
 
- 	si32 defaultProbability;
 
- 	bool isRising;
 
- 	bool isDamage;
 
- 	bool isOffensive;
 
- 	bool isSpecial;
 
- 	std::string attributes; //reference only attributes //todo: remove or include in configuration format, currently unused
 
- 	ETargetType targetType;
 
- 	std::vector<Bonus::BonusType> immunities; //any of these grants immunity
 
- 	std::vector<Bonus::BonusType> absoluteImmunities; //any of these grants immunity, can't be negated
 
- 	std::vector<Bonus::BonusType> limiters; //all of them are required to be affected
 
- 	std::vector<Bonus::BonusType> absoluteLimiters; //all of them are required to be affected, can't be negated
 
- 	///graphics related stuff
 
- 	std::string iconImmune;
 
- 	std::string iconBook;
 
- 	std::string iconEffect;
 
- 	std::string iconScenarioBonus;
 
- 	std::string iconScroll;
 
- 	///sound related stuff
 
- 	std::string castSound;
 
- 	std::vector<LevelInfo> levels;
 
- 	std::unique_ptr<ISpellMechanics> mechanics;//(!) do not serialize
 
- 	std::unique_ptr<IAdventureSpellMechanics> adventureMechanics;//(!) do not serialize
 
- };
 
- bool DLL_LINKAGE isInScreenRange(const int3 ¢er, const int3 &pos); //for spells like Dimension Door
 
- class DLL_LINKAGE CSpellHandler: public CHandlerBase<SpellID, CSpell>
 
- {
 
- public:
 
- 	CSpellHandler();
 
- 	virtual ~CSpellHandler();
 
- 	///IHandler base
 
- 	std::vector<JsonNode> loadLegacyData(size_t dataSize) override;
 
- 	void afterLoadFinalization() override;
 
- 	void beforeValidate(JsonNode & object) override;
 
- 	/**
 
- 	 * Gets a list of default allowed spells. OH3 spells are all allowed by default.
 
- 	 *
 
- 	 * @return a list of allowed spells, the index is the spell id and the value either 0 for not allowed or 1 for allowed
 
- 	 */
 
- 	std::vector<bool> getDefaultAllowed() const override;
 
- 	const std::string getTypeName() const override;
 
- 	///json serialization helper
 
- 	static si32 decodeSpell(const std::string & identifier);
 
- 	///json serialization helper
 
- 	static std::string encodeSpell(const si32 index);
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & objects ;
 
- 	}
 
- protected:
 
- 	CSpell * loadFromJson(const JsonNode & json, const std::string & identifier) override;
 
- };
 
 
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