/* * 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 #include #include #include "../JsonNode.h" #include "../IHandlerBase.h" #include "../ConstTransitivePtr.h" #include "../int3.h" #include "../GameConstants.h" #include "../battle/BattleHex.h" #include "../bonuses/Bonus.h" #include "../filesystem/ResourcePath.h" VCMI_LIB_NAMESPACE_BEGIN class CSpell; class IAdventureSpellMechanics; class CBattleInfoCallback; class AdventureSpellCastParameters; class SpellCastEnvironment; class JsonSerializeFormat; namespace test { class CSpellTest; } namespace spells { class ISpellMechanicsFactory; class IBattleCast; struct SchoolInfo { SpellSchool id; //backlink std::string jsonName; }; } namespace SpellConfig { extern const spells::SchoolInfo SCHOOL[4]; } enum class VerticalPosition : ui8{TOP, CENTER, BOTTOM}; class DLL_LINKAGE CSpell : public spells::Spell { public: struct ProjectileInfo { ///in radians. Only positive value. Negative angle is handled by vertical flip double minimumAngle; ///resource name AnimationPath resourceName; template void serialize(Handler & h) { h & minimumAngle; h & resourceName; } }; struct AnimationItem { AnimationPath resourceName; std::string effectName; VerticalPosition verticalPosition; int pause; AnimationItem(); template void serialize(Handler & h) { h & resourceName; h & effectName; h & verticalPosition; h & pause; } }; using TAnimation = AnimationItem; using TAnimationQueue = std::vector; struct DLL_LINKAGE 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 projectile; template void serialize(Handler & h) { h & projectile; h & hit; h & cast; h & affect; } AnimationPath selectProjectile(const double angle) const; } animationInfo; public: struct LevelInfo { si32 cost = 0; si32 power = 0; si32 AIValue = 0; bool smartTarget = true; bool clearTarget = false; bool clearAffected = false; std::string range = "0"; //TODO: remove these two when AI will understand special effects std::vector> effects; //deprecated std::vector> cumulativeEffects; //deprecated JsonNode battleEffects; template void serialize(Handler & h) { h & cost; h & power; h & AIValue; h & smartTarget; h & range; h & effects; h & cumulativeEffects; h & clearTarget; h & clearAffected; h & battleEffects; } }; /** \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 int32_t level) const; SpellID id; std::string identifier; std::string modScope; public: enum ESpellPositiveness { NEGATIVE = -1, NEUTRAL = 0, POSITIVE = 1 }; struct DLL_LINKAGE TargetInfo { spells::AimType type; bool smart; bool massive; bool clearAffected; bool clearTarget; TargetInfo(const CSpell * spell, const int32_t level, spells::Mode mode); }; using BTVector = std::vector; std::map school; std::map probabilities; //% chance to gain for castles bool onlyOnWaterMap; //Spell will be banned on maps without water std::vector counteredSpells; //spells that are removed when effect of this spell is placed on creature (for bless-curse, haste-slow, and similar pairs) JsonNode targetCondition; //custom condition on what spell can affect CSpell(); ~CSpell(); int64_t calculateDamage(const spells::Caster * caster) const override; bool hasSchool(SpellSchool school) const override; bool canCastOnSelf() const override; /** * Calls cb for each school this spell belongs to * * Set stop to true to abort looping */ void forEachSchool(const std::function & cb) const override; spells::AimType getTargetType() const; bool hasEffects() const; void getEffects(std::vector & lst, const int level, const bool cumulative, const si32 duration, std::optional maxDuration = std::nullopt) const; bool hasBattleEffects() const; int32_t getCost(const int32_t skillLevel) const override; si32 getProbability(const FactionID & factionId) const; int32_t getBasePower() const override; int32_t getLevelPower(const int32_t skillLevel) const override; int32_t getIndex() const override; int32_t getIconIndex() const override; std::string getJsonKey() const override; SpellID getId() const override; std::string getNameTextID() const override; std::string getNameTranslated() const override; std::string getDescriptionTextID(int32_t level) const override; std::string getDescriptionTranslated(int32_t level) const override; int32_t getLevel() const override; boost::logic::tribool getPositiveness() const override; bool isPositive() const override; bool isNegative() const override; bool isNeutral() const override; bool isMagical() const override; bool isDamage() const override; bool isOffensive() const override; bool isSpecial() const override; bool isAdventure() const override; bool isCombat() const override; bool isCreatureAbility() const override; void registerIcons(const IconRegistar & cb) const override; const std::string & getIconImmune() const; ///< Returns resource name of icon for SPELL_IMMUNITY bonus const std::string & getIconBook() const; const std::string & getIconEffect() const; const std::string & getIconScenarioBonus() const; const std::string & getIconScroll() const; const AudioPath & getCastSound() const; void updateFrom(const JsonNode & data); void serializeJson(JsonSerializeFormat & handler); friend class CSpellHandler; friend class Graphics; friend class test::CSpellTest; public: ///internal interface (for callbacks) ///Checks general but spell-specific problems. Use only during battle. bool canBeCast(const CBattleInfoCallback * cb, spells::Mode mode, const spells::Caster * caster) const; bool canBeCast(spells::Problem & problem, const CBattleInfoCallback * cb, spells::Mode mode, const spells::Caster * caster) 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(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const; public://internal, for use only by Mechanics classes ///applies caster`s secondary skills and affectedCreature`s to raw damage int64_t adjustRawDamage(const spells::Caster * caster, const battle::Unit * affectedCreature, int64_t rawDamage) const; ///returns raw damage or healed HP int64_t calculateRawEffectValue(int32_t effectLevel, int32_t basePowerMultiplier, int32_t levelPowerMultiplier) const; std::unique_ptr battleMechanics(const spells::IBattleCast * event) const; private: void setIsOffensive(const bool val); void setIsRising(const bool val); JsonNode convertTargetCondition(const BTVector & immunity, const BTVector & absImmunity, const BTVector & limit, const BTVector & absLimit) const; //call this after load or deserialization. cant be done in constructor. void setupMechanics(); private: si32 defaultProbability; bool rising; bool damage; bool offensive; bool special; bool nonMagical; //For creature abilities like bind std::string attributes; //reference only attributes //todo: remove or include in configuration format, currently unused spells::AimType targetType; ///graphics related stuff std::string iconImmune; std::string iconBook; std::string iconEffect; std::string iconScenarioBonus; std::string iconScroll; ///sound related stuff AudioPath castSound; std::vector levels; si32 level; si32 power; //spell's power bool combat; //is this spell combat (true) or adventure (false) bool creatureAbility; //if true, only creatures can use this spell bool castOnSelf; // if set, creature caster can cast this spell on itself si8 positiveness; //1 if spell is positive for influenced stacks, 0 if it is indifferent, -1 if it's negative std::unique_ptr mechanics;//(!) do not serialize std::unique_ptr 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 { public: ///IHandler base std::vector loadLegacyData() override; void afterLoadFinalization() override; void beforeValidate(JsonNode & object) override; /** * Gets a list of default allowed spells. OH3 spells are all allowed by default. * */ std::set getDefaultAllowed() const; protected: const std::vector & getTypeNames() const override; CSpell * loadFromJson(const std::string & scope, const JsonNode & json, const std::string & identifier, size_t index) override; }; VCMI_LIB_NAMESPACE_END