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SpellHandler: cleanup, formatting, simplification.
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AUTHORS
3
AUTHORS
@ -45,3 +45,6 @@ Ivan Savenko, <saven.ivan@gmail.com>
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Benjamin Gentner aka beegee, <>
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* battle support, programming
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Alexander Shishkin aka alexvins,
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* MinGW platform support, modding related programming
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@ -20,9 +20,10 @@
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*
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*/
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namespace SpellConfigJson
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namespace SpellConfig
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{
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static const std::string level_names[] = {"none","basic","advanced","expert"};
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static const std::string LEVEL_NAMES[] = {"none", "basic", "advanced", "expert"};
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}
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using namespace boost::assign;
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@ -139,8 +140,8 @@ CSpell::CSpell():
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positiveness(ESpellPositiveness::NEUTRAL),
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mainEffectAnim(-1),
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defaultProbability(0),
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isRising(false),isDamage(false),isOffensive(false),targetType(ETargetType::NO_TARGET)
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isRising(false), isDamage(false), isOffensive(false),
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targetType(ETargetType::NO_TARGET)
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{
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}
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@ -148,11 +149,9 @@ CSpell::CSpell():
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CSpell::~CSpell()
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{
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for(auto & elem : effects)
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{
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for(size_t j=0; j<elem.size(); j++)
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delete elem[j];
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}
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}
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std::vector<BattleHex> CSpell::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes) const
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{
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@ -259,6 +258,85 @@ CSpell::ETargetType CSpell::getTargetType() const
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return targetType;
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}
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bool CSpell::isCombatSpell() const
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{
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return combatSpell;
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}
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bool CSpell::isAdventureSpell() const
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{
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return !combatSpell;
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}
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bool CSpell::isCreatureAbility() const
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{
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return creatureAbility;
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}
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bool CSpell::isPositive() const
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{
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return positiveness == POSITIVE;
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}
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bool CSpell::isNegative() const
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{
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return positiveness == NEGATIVE;
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}
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bool CSpell::isRisingSpell() const
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{
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return isRising;
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}
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bool CSpell::isDamageSpell() const
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{
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return isDamage;
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}
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bool CSpell::isOffensiveSpell() const
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{
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return isOffensive;
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}
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bool CSpell::isSpecialSpell() const
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{
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return isSpecial;
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}
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bool CSpell::hasEffects() const
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{
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return effects.size() && effects[0].size();
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}
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const std::string& CSpell::getIconImmune() const
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{
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return iconImmune;
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}
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si32 CSpell::getCost(const int skillLevel) const
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{
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return costs[skillLevel];
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}
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si32 CSpell::getPower(const int skillLevel) const
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{
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return powers[skillLevel];
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}
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//si32 CSpell::calculatePower(const int skillLevel) const
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//{
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// return power + getPower(skillLevel);
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//}
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si32 CSpell::getProbability(const TFaction factionId) const
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{
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if(!vstd::contains(probabilities,factionId))
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{
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return defaultProbability;
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}
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return probabilities.at(factionId);
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}
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void CSpell::getEffects(std::vector<Bonus>& lst, const int level) const
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{
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@ -419,7 +497,7 @@ CSpellHandler::CSpellHandler()
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std::vector<JsonNode> CSpellHandler::loadLegacyData(size_t dataSize)
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{
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using namespace SpellConfigJson;
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using namespace SpellConfig;
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std::vector<JsonNode> legacyData;
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CLegacyConfigParser parser("DATA/SPTRAITS.TXT");
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@ -457,13 +535,10 @@ std::vector<JsonNode> CSpellHandler::loadLegacyData(size_t dataSize)
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auto& levels = lineNode["levels"].Struct();
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auto getLevel = [&](const size_t idx)->JsonMap&
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{
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assert(idx < GameConstants::SPELL_SCHOOL_LEVELS);
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return levels[level_names[idx]].Struct();
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return levels[LEVEL_NAMES[idx]].Struct();
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};
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auto costs = parser.readNumArray<si32>(GameConstants::SPELL_SCHOOL_LEVELS);
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@ -496,8 +571,6 @@ std::vector<JsonNode> CSpellHandler::loadLegacyData(size_t dataSize)
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lineNode["targetType"].String() = targetType;
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//save parsed level specific data
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for(size_t i = 0; i < GameConstants::SPELL_SCHOOL_LEVELS; i++)
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{
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@ -506,11 +579,8 @@ std::vector<JsonNode> CSpellHandler::loadLegacyData(size_t dataSize)
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level["cost"].Float() = costs[i];
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level["power"].Float() = powers[i];
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level["aiValue"].Float() = AIVals[i];
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}
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// logGlobal->errorStream() << lineNode;
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legacyData.push_back(lineNode);
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@ -547,20 +617,15 @@ const std::string CSpellHandler::getTypeName() const
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return "spell";
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}
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static void fatalConfigurationError()
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{
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throw std::runtime_error("SpellHandler: Fatal configuration error, See log for details");
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}
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CSpell * CSpellHandler::loadFromJson(const JsonNode& json)
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{
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using namespace SpellConfigJson;
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using namespace SpellConfig;
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CSpell * spell = new CSpell();
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const auto type_str = json["type"].String();
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const auto type = json["type"].String();
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if (type_str == "ability")
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if(type == "ability")
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{
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spell->creatureAbility = true;
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spell->combatSpell = true;
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@ -568,57 +633,28 @@ CSpell * CSpellHandler::loadFromJson(const JsonNode& json)
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else
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{
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spell->creatureAbility = false;
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spell->combatSpell = type_str == "combat";
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spell->combatSpell = type == "combat";
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}
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spell->name = json["name"].String();
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logGlobal->traceStream() << __FUNCTION__ << ": loading spell " << spell->name;
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auto readFlag = [](const JsonNode& flagsNode, const std::string& name)
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{
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if (flagsNode.getType() != JsonNode::DATA_STRUCT)
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{
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logGlobal->errorStream() << "Flags node shall be object";
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return false;
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}
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const auto schoolNames = json["school"];
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const JsonNode& flag = flagsNode[name];
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if (flag.isNull())
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{
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return false;
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}
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else if (flag.getType() == JsonNode::DATA_BOOL)
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{
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return flag.Bool();
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}
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else
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{
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logGlobal->errorStream() << "Flag shall be boolean: "<<name;
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return false;
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}
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};
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const auto school_names = json["school"];
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spell->air = readFlag(school_names, "air");
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spell->earth = readFlag(school_names, "earth");
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spell->fire = readFlag(school_names, "fire");
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spell->water = readFlag(school_names, "water");
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spell->air = schoolNames["air"].Bool();
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spell->earth = schoolNames["earth"].Bool();
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spell->fire = schoolNames["fire"].Bool();
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spell->water = schoolNames["water"].Bool();
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spell->level = json["level"].Float();
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spell->power = json["power"].Float();
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//TODO: default chance
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spell->defaultProbability = json["defaultGainChance"].Float();
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auto chances = json["gainChance"].Struct();
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for(auto &node : chances)
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for(const auto & node : json["gainChance"].Struct())
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{
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int chance = node.second.Float();
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const int chance = node.second.Float();
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VLC->modh->identifiers.requestIdentifier(node.second.meta, "faction",node.first, [=](si32 factionID)
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{
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@ -626,84 +662,77 @@ CSpell * CSpellHandler::loadFromJson(const JsonNode& json)
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});
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}
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auto targetType = json["targetType"].String();
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auto target_type_str = json["targetType"].String();
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if (target_type_str == "NO_TARGET")
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if(targetType == "NO_TARGET")
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spell->targetType = CSpell::NO_TARGET;
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else if (target_type_str == "CREATURE")
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else if(targetType == "CREATURE")
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spell->targetType = CSpell::CREATURE;
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else if (target_type_str == "OBSTACLE")
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else if(targetType == "OBSTACLE")
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spell->targetType = CSpell::OBSTACLE;
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else if (target_type_str == "CREATURE_EXPERT_MASSIVE")
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else if(targetType == "CREATURE_EXPERT_MASSIVE")
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spell->targetType = CSpell::CREATURE_EXPERT_MASSIVE;
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else
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{
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logGlobal->errorStream() << spell->name << ": invalid target type '" <<target_type_str<<"'";
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fatalConfigurationError();
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}
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spell->mainEffectAnim = json["anim"].Float();
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for(const auto& k_v: json["counters"].Struct())
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{
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if (k_v.second.Bool())
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for(const auto & counteredSpell: json["counters"].Struct())
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if (counteredSpell.second.Bool())
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{
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JsonNode tmp(JsonNode::DATA_STRING);
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tmp.meta = json.meta;
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tmp.String() = k_v.first;
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tmp.String() = counteredSpell.first;
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VLC->modh->identifiers.requestIdentifier(tmp,[=](si32 id){
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spell->counteredSpells.push_back(SpellID(id));
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});
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}
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}
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}
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//TODO: more error checking - f.e. conflicting flags
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const auto flags = json["flags"];
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//by default all flags are set to false in constructor
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if (readFlag(flags,"summoning"))
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if(flags["summoning"].Bool())
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{
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logGlobal->warnStream() << spell->name << ": summoning flag in unimplemented";
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}
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spell->isDamage = readFlag(flags,"damage"); //do this before "offensive"
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spell->isDamage = flags["damage"].Bool(); //do this before "offensive"
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if (readFlag(flags,"offensive"))
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if(flags["offensive"].Bool())
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{
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spell->setIsOffensive(true);
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}
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if (readFlag(flags,"rising"))
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if(flags["rising"].Bool())
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{
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spell->setIsRising(true);
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}
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const bool implicit_positiveness = spell->isOffensive || spell->isRising; //(!) "damage" does not mean NEGATIVE --AVS
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const bool implicitPositiveness = spell->isOffensive || spell->isRising; //(!) "damage" does not mean NEGATIVE --AVS
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if (readFlag(flags,"indifferent"))
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if(flags["indifferent"].Bool())
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{
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spell->positiveness = CSpell::NEUTRAL;
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}
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else if (readFlag(flags,"negative"))
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else if(flags["negative"].Bool())
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{
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spell->positiveness = CSpell::NEGATIVE;
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}
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else if (readFlag(flags,"positive"))
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else if(flags["positive"].Bool())
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{
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spell->positiveness = CSpell::POSITIVE;
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}
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else if(!implicit_positiveness)
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else if(!implicitPositiveness)
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{
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spell->positiveness = CSpell::NEUTRAL; //duplicates constructor but, just in case
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logGlobal->errorStream() << "No positiveness specified, assumed NEUTRAL";
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}
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spell->isSpecial = readFlag(flags,"special");
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spell->isSpecial = flags["special"].Bool();
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auto find_in_map = [&](std::string name, std::vector<Bonus::BonusType> &vec)
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auto findBonus = [&](std::string name, std::vector<Bonus::BonusType> &vec)
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{
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auto it = bonusNameMap.find(name);
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if(it == bonusNameMap.end())
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@ -716,170 +745,74 @@ CSpell * CSpellHandler::loadFromJson(const JsonNode& json)
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}
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};
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auto read_node = [&](std::string name, std::vector<Bonus::BonusType> &vec)
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auto readBonusStruct = [&](std::string name, std::vector<Bonus::BonusType> &vec)
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{
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const JsonNode & node = json[name];
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if (!node.isNull())
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for(auto bonusData: json[name].Struct())
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{
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for (auto key_value: node.Struct())
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{
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const std::string bonus_id = key_value.first;
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const bool flag = key_value.second.Bool();
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const std::string bonusId = bonusData.first;
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const bool flag = bonusData.second.Bool();
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if(flag)
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{
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find_in_map(bonus_id, vec);
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}
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}
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findBonus(bonusId, vec);
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}
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};
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read_node("immunity",spell->immunities);
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readBonusStruct("immunity", spell->immunities);
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read_node("absoluteImmunity", spell->absoluteImmunities);
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readBonusStruct("absoluteImmunity", spell->absoluteImmunities);
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read_node("limit",spell->limiters);
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readBonusStruct("limit", spell->limiters);
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const JsonNode & graphicsNode = json["graphics"];
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if (!graphicsNode.isNull())
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{
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spell->iconImmune = graphicsNode["iconImmune"].String();
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}
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//load level attributes
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const int level_count = GameConstants::SPELL_SCHOOL_LEVELS;
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const int levelsCount = GameConstants::SPELL_SCHOOL_LEVELS;
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spell->AIVals.resize(level_count);
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spell->costs.resize(level_count);
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spell->descriptions.resize(level_count);
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spell->AIVals.resize(levelsCount);
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spell->costs.resize(levelsCount);
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spell->descriptions.resize(levelsCount);
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spell->powers.resize(level_count);
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spell->range.resize(level_count);
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spell->powers.resize(levelsCount);
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spell->range.resize(levelsCount);
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const JsonNode & levels_node = json["levels"];
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if (levels_node.isNull())
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for(int levelIndex = 0; levelIndex < levelsCount; levelIndex++)
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{
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logGlobal->errorStream() << spell->name << ": no level specific data";
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fatalConfigurationError();
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}
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const JsonNode & levelNode = json["levels"][LEVEL_NAMES[levelIndex]];
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if (levels_node.getType()!=JsonNode::DATA_STRUCT)
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{
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logGlobal->errorStream() << spell->name << ": level specific data shall be JSON object";
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fatalConfigurationError();
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}
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spell->descriptions[levelIndex] = levelNode["description"].String();
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spell->costs[levelIndex] = levelNode["cost"].Float();
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spell->powers[levelIndex] = levelNode["power"].Float();
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spell->AIVals[levelIndex] = levelNode["aiValue"].Float();
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const JsonMap & levels = json["levels"].Struct();
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const JsonNode & effectsNode = levelNode["effects"];
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for(int level_idx = 0; level_idx < level_count; level_idx++)
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{
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const auto& level_node = levels.at(level_names[level_idx]);
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if (level_node.getType()!=JsonNode::DATA_STRUCT)
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{
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logGlobal->errorStream() << spell->name << ": level specific data shall be JSON object";
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fatalConfigurationError();
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}
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auto ensure_field = [&](const std::string json_name,JsonNode::JsonType type)->JsonNode
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{
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const auto& node = level_node[json_name];
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if (node.isNull())
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{
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logGlobal->errorStream() << spell->name << ": mandatory field "<<json_name<<" missing";
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fatalConfigurationError();
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}
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if (node.getType()!=type)
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{
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logGlobal->errorStream() << spell->name << ": field "<<json_name<<" - type mismatch";
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fatalConfigurationError();
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}
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return node;
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};
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auto get_string_mandatory = [&](const std::string json_name, std::vector<std::string>& target)
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{
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const auto& node = ensure_field(json_name, JsonNode::DATA_STRING);
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target[level_idx] = node.String();
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};
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auto get_string = [&](const std::string json_name, std::vector<std::string>& target)
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{
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const auto& node = level_node[json_name];
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if (node.getType() == JsonNode::DATA_STRING)
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{
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target[level_idx] = node.String();
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}
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};
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|
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auto get_nomber = [&](const std::string json_name, std::vector<si32>& target)
|
||||
{
|
||||
const auto& node = level_node[json_name];
|
||||
if (node.getType() == JsonNode::DATA_FLOAT)
|
||||
{
|
||||
target[level_idx] = node.Float();
|
||||
}
|
||||
};
|
||||
|
||||
auto get_nomber_mandatory = [&](const std::string json_name, std::vector<si32>& target)
|
||||
{
|
||||
const auto& node = ensure_field(json_name, JsonNode::DATA_FLOAT);
|
||||
target[level_idx] = node.Float();
|
||||
};
|
||||
|
||||
if (spell->isCreatureAbility())
|
||||
{
|
||||
get_string("description", spell->descriptions);
|
||||
get_nomber("cost", spell->costs);
|
||||
get_nomber("power", spell->powers);
|
||||
get_nomber("aiValue", spell->AIVals);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
get_string_mandatory("description", spell->descriptions);
|
||||
get_nomber_mandatory("cost", spell->costs);
|
||||
get_nomber_mandatory("power", spell->powers);
|
||||
get_nomber_mandatory("aiValue", spell->AIVals);
|
||||
}
|
||||
|
||||
|
||||
|
||||
const JsonNode& effects_node = level_node["effects"];
|
||||
|
||||
if (!effects_node.isNull())
|
||||
if(!effectsNode.isNull())
|
||||
{
|
||||
if(spell->effects.empty())
|
||||
spell->effects.resize(level_count);
|
||||
spell->effects.resize(levelsCount);
|
||||
|
||||
for (const auto& elem : effects_node.Struct())
|
||||
for(const auto & elem : effectsNode.Struct())
|
||||
{
|
||||
const JsonNode& bonus_node = elem.second;
|
||||
Bonus * b = JsonUtils::parseBonus(bonus_node);
|
||||
const bool usePowerAsValue = bonus_node["val"].isNull();
|
||||
const JsonNode & bonusNode = elem.second;
|
||||
Bonus * b = JsonUtils::parseBonus(bonusNode);
|
||||
const bool usePowerAsValue = bonusNode["val"].isNull();
|
||||
|
||||
//TODO: make this work. see CSpellHandler::afterLoadFinalization()
|
||||
//b->sid = spell->id; //for all
|
||||
|
||||
b->source = Bonus::SPELL_EFFECT;//for all
|
||||
|
||||
if(usePowerAsValue)
|
||||
{
|
||||
b->val = spell->powers[level_idx];
|
||||
b->val = spell->powers[levelIndex];
|
||||
}
|
||||
|
||||
spell->effects[level_idx].push_back(b);
|
||||
|
||||
spell->effects[levelIndex].push_back(b);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -889,14 +822,11 @@ CSpell * CSpellHandler::loadFromJson(const JsonNode& json)
|
||||
|
||||
void CSpellHandler::afterLoadFinalization()
|
||||
{
|
||||
//FIXME: this a bad place for this code, should refactor loadFromJson to know object id during load
|
||||
|
||||
//FIXME: it is a bad place for this code, should refactor loadFromJson to know object id during loading
|
||||
for(auto spell: objects)
|
||||
for(auto & level: spell->effects)
|
||||
for(auto * bonus: level)
|
||||
bonus->sid = spell->id;
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
@ -65,43 +65,43 @@ public:
|
||||
si16 mainEffectAnim; //main spell effect animation, in AC format (or -1 when none)
|
||||
ETargetType getTargetType() const;
|
||||
|
||||
inline bool isCombatSpell() const;
|
||||
inline bool isAdventureSpell() const;
|
||||
inline bool isCreatureAbility() const;
|
||||
bool isCombatSpell() const;
|
||||
bool isAdventureSpell() const;
|
||||
bool isCreatureAbility() const;
|
||||
|
||||
inline bool isPositive() const;
|
||||
inline bool isNegative() const;
|
||||
bool isPositive() const;
|
||||
bool isNegative() const;
|
||||
|
||||
inline bool isRisingSpell() const;
|
||||
inline bool isDamageSpell() const;
|
||||
inline bool isOffensiveSpell() const;
|
||||
bool isRisingSpell() const;
|
||||
bool isDamageSpell() const;
|
||||
bool isOffensiveSpell() const;
|
||||
|
||||
inline bool isSpecialSpell() const;
|
||||
bool isSpecialSpell() const;
|
||||
|
||||
inline bool hasEffects() const;
|
||||
bool hasEffects() const;
|
||||
void getEffects(std::vector<Bonus> &lst, const int level) const;
|
||||
|
||||
bool isImmuneBy(const IBonusBearer *obj) const;
|
||||
|
||||
inline si32 getCost(const int skillLevel) const;
|
||||
si32 getCost(const int skillLevel) const;
|
||||
|
||||
/**
|
||||
* Returns spell level power, base power ignored
|
||||
*/
|
||||
inline si32 getPower(const int skillLevel) const;
|
||||
si32 getPower(const int skillLevel) const;
|
||||
|
||||
// /**
|
||||
// * Returns spell power, taking base power into account
|
||||
// */
|
||||
// inline si32 calculatePower(const int skillLevel) const;
|
||||
// si32 calculatePower(const int skillLevel) const;
|
||||
|
||||
|
||||
inline si32 getProbability(const TFaction factionId) const;
|
||||
si32 getProbability(const TFaction factionId) const;
|
||||
|
||||
/**
|
||||
* Returns resource name of icon for SPELL_IMMUNITY bonus
|
||||
*/
|
||||
inline const std::string& getIconImmune() const;
|
||||
const std::string& getIconImmune() const;
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
@ -152,86 +152,6 @@ private:
|
||||
|
||||
};
|
||||
|
||||
///CSpell inlines
|
||||
|
||||
bool CSpell::isCombatSpell() const
|
||||
{
|
||||
return combatSpell;
|
||||
}
|
||||
|
||||
bool CSpell::isAdventureSpell() const
|
||||
{
|
||||
return !combatSpell;
|
||||
}
|
||||
|
||||
bool CSpell::isCreatureAbility() const
|
||||
{
|
||||
return creatureAbility;
|
||||
}
|
||||
|
||||
bool CSpell::isPositive() const
|
||||
{
|
||||
return positiveness == POSITIVE;
|
||||
}
|
||||
|
||||
bool CSpell::isNegative() const
|
||||
{
|
||||
return positiveness == NEGATIVE;
|
||||
}
|
||||
|
||||
bool CSpell::isRisingSpell() const
|
||||
{
|
||||
return isRising;
|
||||
}
|
||||
|
||||
bool CSpell::isDamageSpell() const
|
||||
{
|
||||
return isDamage;
|
||||
}
|
||||
|
||||
bool CSpell::isOffensiveSpell() const
|
||||
{
|
||||
return isOffensive;
|
||||
}
|
||||
|
||||
bool CSpell::isSpecialSpell() const
|
||||
{
|
||||
return isSpecial;
|
||||
}
|
||||
|
||||
bool CSpell::hasEffects() const
|
||||
{
|
||||
return effects.size() && effects[0].size();
|
||||
}
|
||||
|
||||
const std::string& CSpell::getIconImmune() const
|
||||
{
|
||||
return iconImmune;
|
||||
}
|
||||
|
||||
si32 CSpell::getCost(const int skillLevel) const
|
||||
{
|
||||
return costs[skillLevel];
|
||||
}
|
||||
|
||||
si32 CSpell::getPower(const int skillLevel) const
|
||||
{
|
||||
return powers[skillLevel];
|
||||
}
|
||||
|
||||
//si32 CSpell::calculatePower(const int skillLevel) const
|
||||
//{
|
||||
// return power + getPower(skillLevel);
|
||||
//}
|
||||
|
||||
si32 CSpell::getProbability(const TFaction factionId) const
|
||||
{
|
||||
if (! vstd::contains(probabilities,factionId))
|
||||
{
|
||||
return defaultProbability;
|
||||
}
|
||||
return probabilities.at(factionId);
|
||||
}
|
||||
|
||||
|
||||
bool DLL_LINKAGE isInScreenRange(const int3 ¢er, const int3 &pos); //for spells like Dimension Door
|
||||
|
Loading…
Reference in New Issue
Block a user