CSpellHandler.h 10 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 <vcmi/spells/Spell.h>
  12. #include <vcmi/spells/Service.h>
  13. #include <vcmi/spells/Magic.h>
  14. #include "../JsonNode.h"
  15. #include "../IHandlerBase.h"
  16. #include "../ConstTransitivePtr.h"
  17. #include "../int3.h"
  18. #include "../GameConstants.h"
  19. #include "../battle/BattleHex.h"
  20. #include "../HeroBonus.h"
  21. class CSpell;
  22. class IAdventureSpellMechanics;
  23. class CBattleInfoCallback;
  24. class AdventureSpellCastParameters;
  25. class SpellCastEnvironment;
  26. class JsonSerializeFormat;
  27. namespace test
  28. {
  29. class CSpellTest;
  30. }
  31. namespace spells
  32. {
  33. class ISpellMechanicsFactory;
  34. class IBattleCast;
  35. struct SchoolInfo
  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. }
  45. enum class VerticalPosition : ui8{TOP, CENTER, BOTTOM};
  46. class DLL_LINKAGE CSpell : public spells::Spell
  47. {
  48. public:
  49. struct ProjectileInfo
  50. {
  51. ///in radians. Only positive value. Negative angle is handled by vertical flip
  52. double minimumAngle;
  53. ///resource name
  54. std::string resourceName;
  55. template <typename Handler> void serialize(Handler & h, const int version)
  56. {
  57. h & minimumAngle;
  58. h & resourceName;
  59. }
  60. };
  61. struct AnimationItem
  62. {
  63. std::string resourceName;
  64. VerticalPosition verticalPosition;
  65. int pause;
  66. AnimationItem();
  67. template <typename Handler> void serialize(Handler & h, const int version)
  68. {
  69. h & resourceName;
  70. h & verticalPosition;
  71. h & pause;
  72. }
  73. };
  74. typedef AnimationItem TAnimation;
  75. typedef std::vector<TAnimation> TAnimationQueue;
  76. struct DLL_LINKAGE AnimationInfo
  77. {
  78. AnimationInfo();
  79. ~AnimationInfo();
  80. ///displayed on all affected targets.
  81. TAnimationQueue affect;
  82. ///displayed on caster.
  83. TAnimationQueue cast;
  84. ///displayed on target hex. If spell was cast with no target selection displayed on entire battlefield (f.e. ARMAGEDDON)
  85. TAnimationQueue hit;
  86. ///displayed "between" caster and (first) target. Ignored if spell was cast with no target selection.
  87. ///use selectProjectile to access
  88. std::vector<ProjectileInfo> projectile;
  89. template <typename Handler> void serialize(Handler & h, const int version)
  90. {
  91. h & projectile;
  92. h & hit;
  93. h & cast;
  94. h & affect;
  95. }
  96. std::string selectProjectile(const double angle) const;
  97. } animationInfo;
  98. public:
  99. struct LevelInfo
  100. {
  101. std::string description; //descriptions of spell for skill level
  102. si32 cost;
  103. si32 power;
  104. si32 AIValue;
  105. bool smartTarget;
  106. bool clearTarget;
  107. bool clearAffected;
  108. std::string range;
  109. //TODO: remove these two when AI will understand special effects
  110. std::vector<std::shared_ptr<Bonus>> effects; //deprecated
  111. std::vector<std::shared_ptr<Bonus>> cumulativeEffects; //deprecated
  112. JsonNode battleEffects;
  113. LevelInfo();
  114. ~LevelInfo();
  115. template <typename Handler> void serialize(Handler & h, const int version)
  116. {
  117. h & description;
  118. h & cost;
  119. h & power;
  120. h & AIValue;
  121. h & smartTarget;
  122. h & range;
  123. h & effects;
  124. h & cumulativeEffects;
  125. h & clearTarget;
  126. h & clearAffected;
  127. h & battleEffects;
  128. }
  129. };
  130. /** \brief Low level accessor. Don`t use it if absolutely necessary
  131. *
  132. * \param level. spell school level
  133. * \return Spell level info structure
  134. *
  135. */
  136. const CSpell::LevelInfo & getLevelInfo(const int32_t level) const;
  137. public:
  138. enum ESpellPositiveness
  139. {
  140. NEGATIVE = -1,
  141. NEUTRAL = 0,
  142. POSITIVE = 1
  143. };
  144. struct DLL_LINKAGE TargetInfo
  145. {
  146. spells::AimType type;
  147. bool smart;
  148. bool massive;
  149. bool clearAffected;
  150. bool clearTarget;
  151. TargetInfo(const CSpell * spell, const int32_t level, spells::Mode mode);
  152. };
  153. using BTVector = std::vector<Bonus::BonusType>;
  154. SpellID id;
  155. std::string identifier;
  156. std::string name;
  157. si32 level;
  158. std::map<ESpellSchool, bool> school;
  159. si32 power; //spell's power
  160. std::map<TFaction, si32> probabilities; //% chance to gain for castles
  161. bool combat; //is this spell combat (true) or adventure (false)
  162. bool creatureAbility; //if true, only creatures can use this spell
  163. si8 positiveness; //1 if spell is positive for influenced stacks, 0 if it is indifferent, -1 if it's negative
  164. 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)
  165. JsonNode targetCondition; //custom condition on what spell can affect
  166. CSpell();
  167. ~CSpell();
  168. int64_t calculateDamage(const spells::Caster * caster) const override;
  169. /**
  170. * Calls cb for each school this spell belongs to
  171. *
  172. * Set stop to true to abort looping
  173. */
  174. void forEachSchool(const std::function<void(const spells::SchoolInfo &, bool &)> & cb) const override;
  175. spells::AimType getTargetType() const;
  176. bool hasEffects() const;
  177. void getEffects(std::vector<Bonus> & lst, const int level, const bool cumulative, const si32 duration, boost::optional<si32 *> maxDuration = boost::none) const;
  178. bool hasBattleEffects() const;
  179. int32_t getCost(const int32_t skillLevel) const override;
  180. si32 getProbability(const TFaction factionId) const;
  181. int32_t getBasePower() const override;
  182. int32_t getLevelPower(const int32_t skillLevel) const override;
  183. int32_t getIndex() const override;
  184. int32_t getIconIndex() const override;
  185. const std::string & getName() const override;
  186. const std::string & getJsonKey() const override;
  187. SpellID getId() const override;
  188. int32_t getLevel() const override;
  189. const std::string & getLevelDescription(const int32_t skillLevel) const override;
  190. boost::logic::tribool getPositiveness() const override;
  191. bool isPositive() const override;
  192. bool isNegative() const override;
  193. bool isNeutral() const override;
  194. bool isDamage() const override;
  195. bool isOffensive() const override;
  196. bool isSpecial() const override;
  197. bool isAdventure() const override;
  198. bool isCombat() const override;
  199. bool isCreatureAbility() const override;
  200. void registerIcons(const IconRegistar & cb) const override;
  201. const std::string & getIconImmune() const; ///< Returns resource name of icon for SPELL_IMMUNITY bonus
  202. const std::string & getIconBook() const;
  203. const std::string & getIconEffect() const;
  204. const std::string & getIconScenarioBonus() const;
  205. const std::string & getIconScroll() const;
  206. const std::string & getCastSound() const override;
  207. void updateFrom(const JsonNode & data);
  208. void serializeJson(JsonSerializeFormat & handler);
  209. template <typename Handler> void serialize(Handler & h, const int version)
  210. {
  211. h & identifier;
  212. h & id;
  213. h & name;
  214. h & level;
  215. h & power;
  216. h & probabilities;
  217. h & attributes;
  218. h & combat;
  219. h & creatureAbility;
  220. h & positiveness;
  221. h & counteredSpells;
  222. h & rising;
  223. h & damage;
  224. h & offensive;
  225. h & targetType;
  226. h & targetCondition;
  227. h & iconImmune;
  228. h & defaultProbability;
  229. h & special;
  230. h & castSound;
  231. h & iconBook;
  232. h & iconEffect;
  233. h & iconScenarioBonus;
  234. h & iconScroll;
  235. h & levels;
  236. h & school;
  237. h & animationInfo;
  238. }
  239. friend class CSpellHandler;
  240. friend class Graphics;
  241. friend class test::CSpellTest;
  242. public:
  243. ///internal interface (for callbacks)
  244. ///Checks general but spell-specific problems. Use only during battle.
  245. bool canBeCast(const CBattleInfoCallback * cb, spells::Mode mode, const spells::Caster * caster) const;
  246. bool canBeCast(spells::Problem & problem, const CBattleInfoCallback * cb, spells::Mode mode, const spells::Caster * caster) const;
  247. public:
  248. ///Server logic. Has write access to GameState via packets.
  249. ///May be executed on client side by (future) non-cheat-proof scripts.
  250. bool adventureCast(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const;
  251. public://internal, for use only by Mechanics classes
  252. ///applies caster`s secondary skills and affectedCreature`s to raw damage
  253. int64_t adjustRawDamage(const spells::Caster * caster, const battle::Unit * affectedCreature, int64_t rawDamage) const;
  254. ///returns raw damage or healed HP
  255. int64_t calculateRawEffectValue(int32_t effectLevel, int32_t basePowerMultiplier, int32_t levelPowerMultiplier) const;
  256. std::unique_ptr<spells::Mechanics> battleMechanics(const spells::IBattleCast * event) const;
  257. private:
  258. void setIsOffensive(const bool val);
  259. void setIsRising(const bool val);
  260. JsonNode convertTargetCondition(const BTVector & immunity, const BTVector & absImmunity, const BTVector & limit, const BTVector & absLimit) const;
  261. //call this after load or deserialization. cant be done in constructor.
  262. void setupMechanics();
  263. private:
  264. si32 defaultProbability;
  265. bool rising;
  266. bool damage;
  267. bool offensive;
  268. bool special;
  269. std::string attributes; //reference only attributes //todo: remove or include in configuration format, currently unused
  270. spells::AimType targetType;
  271. ///graphics related stuff
  272. std::string iconImmune;
  273. std::string iconBook;
  274. std::string iconEffect;
  275. std::string iconScenarioBonus;
  276. std::string iconScroll;
  277. ///sound related stuff
  278. std::string castSound;
  279. std::vector<LevelInfo> levels;
  280. std::unique_ptr<spells::ISpellMechanicsFactory> mechanics;//(!) do not serialize
  281. std::unique_ptr<IAdventureSpellMechanics> adventureMechanics;//(!) do not serialize
  282. };
  283. bool DLL_LINKAGE isInScreenRange(const int3 &center, const int3 &pos); //for spells like Dimension Door
  284. class DLL_LINKAGE CSpellHandler: public CHandlerBase<SpellID, spells::Spell, CSpell, spells::Service>
  285. {
  286. public:
  287. CSpellHandler();
  288. virtual ~CSpellHandler();
  289. ///IHandler base
  290. std::vector<JsonNode> loadLegacyData(size_t dataSize) override;
  291. void afterLoadFinalization() override;
  292. void beforeValidate(JsonNode & object) override;
  293. /**
  294. * Gets a list of default allowed spells. OH3 spells are all allowed by default.
  295. *
  296. */
  297. std::vector<bool> getDefaultAllowed() const override;
  298. template <typename Handler> void serialize(Handler & h, const int version)
  299. {
  300. h & objects;
  301. if(!h.saving)
  302. {
  303. afterLoadFinalization();
  304. }
  305. }
  306. protected:
  307. const std::vector<std::string> & getTypeNames() const override;
  308. CSpell * loadFromJson(const std::string & scope, const JsonNode & json, const std::string & identifier, size_t index) override;
  309. };