/* * CSpellHandler.cpp, 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 * */ #include "StdInc.h" #include #include "CSpellHandler.h" #include "../CGeneralTextHandler.h" #include "../filesystem/Filesystem.h" #include "../JsonNode.h" #include "../CModHandler.h" #include "../StringConstants.h" #include "../CStack.h" #include "../battle/BattleInfo.h" #include "../battle/CBattleInfoCallback.h" #include "../CGameState.h" //todo: remove #include "../NetPacks.h" //todo: remove #include "ISpellMechanics.h" namespace SpellConfig { static const std::string LEVEL_NAMES[] = {"none", "basic", "advanced", "expert"}; static const SpellSchoolInfo SCHOOL[4] = { { ESpellSchool::AIR, Bonus::AIR_SPELL_DMG_PREMY, Bonus::AIR_IMMUNITY, "air", SecondarySkill::AIR_MAGIC, Bonus::AIR_SPELLS }, { ESpellSchool::FIRE, Bonus::FIRE_SPELL_DMG_PREMY, Bonus::FIRE_IMMUNITY, "fire", SecondarySkill::FIRE_MAGIC, Bonus::FIRE_SPELLS }, { ESpellSchool::WATER, Bonus::WATER_SPELL_DMG_PREMY, Bonus::WATER_IMMUNITY, "water", SecondarySkill::WATER_MAGIC, Bonus::WATER_SPELLS }, { ESpellSchool::EARTH, Bonus::EARTH_SPELL_DMG_PREMY, Bonus::EARTH_IMMUNITY, "earth", SecondarySkill::EARTH_MAGIC, Bonus::EARTH_SPELLS } }; //order as described in http://bugs.vcmi.eu/view.php?id=91 static const ESpellSchool SCHOOL_ORDER[4] = { ESpellSchool::AIR, //=0 ESpellSchool::FIRE, //=1 ESpellSchool::EARTH,//=3(!) ESpellSchool::WATER //=2(!) }; } ///CSpell::LevelInfo CSpell::LevelInfo::LevelInfo() :description(""),cost(0),power(0),AIValue(0),smartTarget(true), clearTarget(false), clearAffected(false), range("0") { } CSpell::LevelInfo::~LevelInfo() { } ///CSpell CSpell::CSpell(): id(SpellID::NONE), level(0), power(0), combatSpell(false), creatureAbility(false), positiveness(ESpellPositiveness::NEUTRAL), defaultProbability(0), isRising(false), isDamage(false), isOffensive(false), isSpecial(true), targetType(ETargetType::NO_TARGET), mechanics(), adventureMechanics() { levels.resize(GameConstants::SPELL_SCHOOL_LEVELS); } CSpell::~CSpell() { } void CSpell::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const { mechanics->applyBattle(battle, packet); } bool CSpell::adventureCast(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const { assert(env); if(!adventureMechanics.get()) { env->complain("Invalid adventure spell cast attempt!"); return false; } return adventureMechanics->adventureCast(env, parameters); } void CSpell::battleCast(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters) const { assert(env); mechanics->battleCast(env, parameters); } const CSpell::LevelInfo & CSpell::getLevelInfo(const int level) const { if(level < 0 || level >= GameConstants::SPELL_SCHOOL_LEVELS) { logGlobal->error("CSpell::getLevelInfo invalid school level %d", level); throw new std::runtime_error("Invalid school level"); } return levels.at(level); } ui32 CSpell::calculateDamage(const ISpellCaster * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower) const { //check if spell really does damage - if not, return 0 if(!isDamageSpell()) return 0; return adjustRawDamage(caster, affectedCreature, calculateRawEffectValue(spellSchoolLevel, usedSpellPower)); } ESpellCastProblem::ESpellCastProblem CSpell::canBeCast(const CBattleInfoCallback * cb, ECastingMode::ECastingMode mode, const ISpellCaster * caster) const { ESpellCastProblem::ESpellCastProblem genProblem = cb->battleCanCastSpell(caster, mode); if(genProblem != ESpellCastProblem::OK) return genProblem; switch(mode) { case ECastingMode::HERO_CASTING: { const CGHeroInstance * castingHero = dynamic_cast(caster);//todo: unify hero|creature spell cost if(!castingHero) { logGlobal->debug("CSpell::canBeCast: invalid caster"); return ESpellCastProblem::NO_HERO_TO_CAST_SPELL; } if(!castingHero->getArt(ArtifactPosition::SPELLBOOK)) return ESpellCastProblem::NO_SPELLBOOK; if(!castingHero->canCastThisSpell(this)) return ESpellCastProblem::HERO_DOESNT_KNOW_SPELL; if(castingHero->mana < cb->battleGetSpellCost(this, castingHero)) //not enough mana return ESpellCastProblem::NOT_ENOUGH_MANA; } break; } if(!isCombatSpell()) return ESpellCastProblem::ADVMAP_SPELL_INSTEAD_OF_BATTLE_SPELL; const PlayerColor player = caster->getOwner(); const auto side = cb->playerToSide(player); if(!side) return ESpellCastProblem::INVALID; //effect like Recanter's Cloak. Blocks also passive casting. //TODO: check creature abilities to block //TODO: check any possible caster if(cb->battleMaxSpellLevel(side.get()) < level) return ESpellCastProblem::SPELL_LEVEL_LIMIT_EXCEEDED; const ESpellCastProblem::ESpellCastProblem specificProblem = mechanics->canBeCast(cb, mode, caster); if(specificProblem != ESpellCastProblem::OK) return specificProblem; //check for creature target existence //allow to cast spell if there is at least one smart target if(mechanics->requiresCreatureTarget()) { switch(mode) { case ECastingMode::HERO_CASTING: case ECastingMode::CREATURE_ACTIVE_CASTING: case ECastingMode::ENCHANTER_CASTING: case ECastingMode::PASSIVE_CASTING: { TargetInfo tinfo(this, caster->getSpellSchoolLevel(this), mode); bool targetExists = false; for(const CStack * stack : cb->battleGetAllStacks()) { const bool immune = !(stack->isValidTarget(!tinfo.onlyAlive) && ESpellCastProblem::OK == isImmuneByStack(caster, stack)); const bool ownerMatches = cb->battleMatchOwner(caster->getOwner(), stack, getPositiveness()); targetExists = !immune && ownerMatches; if(targetExists) break; } if(!targetExists) { return ESpellCastProblem::NO_APPROPRIATE_TARGET; } } break; } } return ESpellCastProblem::OK; } std::vector CSpell::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes) const { return mechanics->rangeInHexes(centralHex,schoolLvl,side,outDroppedHexes); } std::vector CSpell::getAffectedStacks(const CBattleInfoCallback * cb, ECastingMode::ECastingMode mode, const ISpellCaster * caster, int spellLvl, BattleHex destination) const { SpellTargetingContext ctx(this, mode, caster, spellLvl, destination); return mechanics->getAffectedStacks(cb, ctx); } CSpell::ETargetType CSpell::getTargetType() const { return targetType; } void CSpell::forEachSchool(const std::function& cb) const { bool stop = false; for(ESpellSchool iter : SpellConfig::SCHOOL_ORDER) { const SpellSchoolInfo & cnf = SpellConfig::SCHOOL[(ui8)iter]; if(school.at(cnf.id)) { cb(cnf, stop); if(stop) break; } } } 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::isNeutral() const { return positiveness == NEUTRAL; } boost::logic::tribool CSpell::getPositiveness() const { switch (positiveness) { case CSpell::POSITIVE: return true; case CSpell::NEGATIVE: return false; default: return boost::logic::indeterminate; } } 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 !levels[0].effects.empty() || !levels[0].cumulativeEffects.empty(); } const std::string & CSpell::getIconImmune() const { return iconImmune; } const std::string & CSpell::getCastSound() const { return castSound; } si32 CSpell::getCost(const int skillLevel) const { return getLevelInfo(skillLevel).cost; } si32 CSpell::getPower(const int skillLevel) const { return getLevelInfo(skillLevel).power; } si32 CSpell::getProbability(const TFaction factionId) const { if(!vstd::contains(probabilities,factionId)) { return defaultProbability; } return probabilities.at(factionId); } void CSpell::getEffects(std::vector & lst, const int level, const bool cumulative, const si32 duration, boost::optional maxDuration) const { if(level < 0 || level >= GameConstants::SPELL_SCHOOL_LEVELS) { logGlobal->errorStream() << __FUNCTION__ << " invalid school level " << level; return; } const auto & levelObject = levels.at(level); if(levelObject.effects.empty() && levelObject.cumulativeEffects.empty()) { logGlobal->errorStream() << __FUNCTION__ << " This spell (" + name + ") has no effects for level " << level; return; } const auto & effects = cumulative ? levelObject.cumulativeEffects : levelObject.effects; lst.reserve(lst.size() + effects.size()); for(const auto b : effects) { Bonus nb(*b); //use configured duration if present if(nb.turnsRemain == 0) nb.turnsRemain = duration; if(maxDuration) vstd::amax(*(maxDuration.get()), nb.turnsRemain); lst.push_back(nb); } } ESpellCastProblem::ESpellCastProblem CSpell::canBeCastAt(const CBattleInfoCallback * cb, ECastingMode::ECastingMode mode, const ISpellCaster * caster, BattleHex destination) const { ESpellCastProblem::ESpellCastProblem problem = canBeCast(cb, mode, caster); if(problem != ESpellCastProblem::OK) return problem; SpellTargetingContext ctx(this, mode, caster, caster->getSpellSchoolLevel(this), destination); return mechanics->canBeCast(cb, ctx); } int CSpell::adjustRawDamage(const ISpellCaster * caster, const CStack * affectedCreature, int rawDamage) const { int ret = rawDamage; //affected creature-specific part if(nullptr != affectedCreature) { //applying protections - when spell has more then one elements, only one protection should be applied (I think) forEachSchool([&](const SpellSchoolInfo & cnf, bool & stop) { if(affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, (ui8)cnf.id)) { ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, (ui8)cnf.id); ret /= 100; stop = true;//only bonus from one school is used } }); //general spell dmg reduction if(affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, -1)) { ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, -1); ret /= 100; } //dmg increasing if(affectedCreature->hasBonusOfType(Bonus::MORE_DAMAGE_FROM_SPELL, id)) { ret *= 100 + affectedCreature->valOfBonuses(Bonus::MORE_DAMAGE_FROM_SPELL, id.toEnum()); ret /= 100; } } if(caster != nullptr) ret = caster->getSpellBonus(this, ret, affectedCreature); return ret; } int CSpell::calculateRawEffectValue(int effectLevel, int effectPower) const { return effectPower * power + getPower(effectLevel); } ESpellCastProblem::ESpellCastProblem CSpell::internalIsImmune(const ISpellCaster * caster, const CStack *obj) const { //todo: use new bonus API //1. Check absolute limiters for(auto b : absoluteLimiters) { if (!obj->hasBonusOfType(b)) return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; } //2. Check absolute immunities for(auto b : absoluteImmunities) { if (obj->hasBonusOfType(b)) return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; } { //spell-based spell immunity (only ANTIMAGIC in OH3) is treated as absolute std::stringstream cachingStr; cachingStr << "type_" << Bonus::LEVEL_SPELL_IMMUNITY << "source_" << Bonus::SPELL_EFFECT; TBonusListPtr levelImmunitiesFromSpell = obj->getBonuses(Selector::type(Bonus::LEVEL_SPELL_IMMUNITY).And(Selector::sourceType(Bonus::SPELL_EFFECT)), cachingStr.str()); if(levelImmunitiesFromSpell->size() > 0 && levelImmunitiesFromSpell->totalValue() >= level && level) { return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; } } { //SPELL_IMMUNITY absolute case std::stringstream cachingStr; cachingStr << "type_" << Bonus::SPELL_IMMUNITY << "subtype_" << id.toEnum() << "addInfo_1"; if(obj->hasBonus(Selector::typeSubtypeInfo(Bonus::SPELL_IMMUNITY, id.toEnum(), 1), cachingStr.str())) return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; } //check receptivity if (isPositive() && obj->hasBonusOfType(Bonus::RECEPTIVE)) //accept all positive spells return ESpellCastProblem::OK; //3. Check negation //Orb of vulnerability //FIXME: Orb of vulnerability mechanics is not such trivial (issue 1791) const bool battleWideNegation = obj->hasBonusOfType(Bonus::NEGATE_ALL_NATURAL_IMMUNITIES, 0); const bool heroNegation = obj->hasBonusOfType(Bonus::NEGATE_ALL_NATURAL_IMMUNITIES, 1); //anyone can cast on artifact holder`s stacks if(heroNegation) return ESpellCastProblem::NOT_DECIDED; //this stack is from other player //todo: check that caster is always present (not trivial is this case) //todo: NEGATE_ALL_NATURAL_IMMUNITIES special cases: dispell, chain lightning else if(battleWideNegation && caster) { if(obj->owner != caster->getOwner()) return ESpellCastProblem::NOT_DECIDED; } //4. Check negatable limit for(auto b : limiters) { if (!obj->hasBonusOfType(b)) return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; } //5. Check negatable immunities for(auto b : immunities) { if (obj->hasBonusOfType(b)) return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; } //6. Check elemental immunities ESpellCastProblem::ESpellCastProblem tmp = ESpellCastProblem::NOT_DECIDED; forEachSchool([&](const SpellSchoolInfo & cnf, bool & stop) { auto element = cnf.immunityBonus; if(obj->hasBonusOfType(element, 0)) //always resist if immune to all spells altogether { tmp = ESpellCastProblem::STACK_IMMUNE_TO_SPELL; stop = true; } else if(!isPositive()) //negative or indifferent { if((isDamageSpell() && obj->hasBonusOfType(element, 2)) || obj->hasBonusOfType(element, 1)) { tmp = ESpellCastProblem::STACK_IMMUNE_TO_SPELL; stop = true; } } }); if(tmp != ESpellCastProblem::NOT_DECIDED) return tmp; TBonusListPtr levelImmunities = obj->getBonuses(Selector::type(Bonus::LEVEL_SPELL_IMMUNITY)); if(obj->hasBonusOfType(Bonus::SPELL_IMMUNITY, id) || ( levelImmunities->size() > 0 && levelImmunities->totalValue() >= level && level)) { return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; } return ESpellCastProblem::NOT_DECIDED; } ESpellCastProblem::ESpellCastProblem CSpell::isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const { const auto immuneResult = mechanics->isImmuneByStack(caster,obj); if (ESpellCastProblem::NOT_DECIDED != immuneResult) return immuneResult; return ESpellCastProblem::OK; } void CSpell::setIsOffensive(const bool val) { isOffensive = val; if(val) { positiveness = CSpell::NEGATIVE; isDamage = true; } } void CSpell::setIsRising(const bool val) { isRising = val; if(val) { positiveness = CSpell::POSITIVE; } } void CSpell::setup() { setupMechanics(); } void CSpell::setupMechanics() { mechanics = ISpellMechanics::createMechanics(this); adventureMechanics = IAdventureSpellMechanics::createMechanics(this); } ///CSpell::AnimationInfo CSpell::AnimationItem::AnimationItem() :resourceName(""),verticalPosition(VerticalPosition::TOP),pause(0) { } ///CSpell::AnimationInfo CSpell::AnimationInfo::AnimationInfo() { } CSpell::AnimationInfo::~AnimationInfo() { } std::string CSpell::AnimationInfo::selectProjectile(const double angle) const { std::string res; double maximum = 0.0; for(const auto & info : projectile) { if(info.minimumAngle < angle && info.minimumAngle > maximum) { maximum = info.minimumAngle; res = info.resourceName; } } return res; } ///CSpell::TargetInfo CSpell::TargetInfo::TargetInfo(const CSpell * spell, const int level) { init(spell, level); } CSpell::TargetInfo::TargetInfo(const CSpell * spell, const int level, ECastingMode::ECastingMode mode) { init(spell, level); if(mode == ECastingMode::ENCHANTER_CASTING) { smart = true; //FIXME: not sure about that, this makes all spells smart in this mode massive = true; } else if(mode == ECastingMode::SPELL_LIKE_ATTACK) { alwaysHitDirectly = true; } else if(mode == ECastingMode::CREATURE_ACTIVE_CASTING) { massive = false;//FIXME: find better solution for Commander spells } } void CSpell::TargetInfo::init(const CSpell * spell, const int level) { auto & levelInfo = spell->getLevelInfo(level); type = spell->getTargetType(); smart = levelInfo.smartTarget; massive = levelInfo.range == "X"; onlyAlive = !spell->isRisingSpell(); alwaysHitDirectly = false; clearAffected = levelInfo.clearAffected; clearTarget = levelInfo.clearTarget; } bool DLL_LINKAGE isInScreenRange(const int3 & center, const int3 & pos) { int3 diff = pos - center; if(diff.x >= -9 && diff.x <= 9 && diff.y >= -8 && diff.y <= 8) return true; else return false; } ///CSpellHandler CSpellHandler::CSpellHandler() { } std::vector CSpellHandler::loadLegacyData(size_t dataSize) { using namespace SpellConfig; std::vector legacyData; CLegacyConfigParser parser("DATA/SPTRAITS.TXT"); auto readSchool = [&](JsonMap & schools, const std::string & name) { if (parser.readString() == "x") { schools[name].Bool() = true; } }; auto read = [&,this](bool combat, bool ability) { do { JsonNode lineNode(JsonNode::DATA_STRUCT); const si32 id = legacyData.size(); lineNode["index"].Float() = id; lineNode["type"].String() = ability ? "ability" : (combat ? "combat" : "adventure"); lineNode["name"].String() = parser.readString(); parser.readString(); //ignored unused abbreviated name lineNode["level"].Float() = parser.readNumber(); auto& schools = lineNode["school"].Struct(); readSchool(schools, "earth"); readSchool(schools, "water"); readSchool(schools, "fire"); readSchool(schools, "air"); auto& levels = lineNode["levels"].Struct(); auto getLevel = [&](const size_t idx)->JsonMap& { assert(idx < GameConstants::SPELL_SCHOOL_LEVELS); return levels[LEVEL_NAMES[idx]].Struct(); }; auto costs = parser.readNumArray(GameConstants::SPELL_SCHOOL_LEVELS); lineNode["power"].Float() = parser.readNumber(); auto powers = parser.readNumArray(GameConstants::SPELL_SCHOOL_LEVELS); auto& chances = lineNode["gainChance"].Struct(); for(size_t i = 0; i < GameConstants::F_NUMBER; i++){ chances[ETownType::names[i]].Float() = parser.readNumber(); } auto AIVals = parser.readNumArray(GameConstants::SPELL_SCHOOL_LEVELS); std::vector descriptions; for(size_t i = 0; i < GameConstants::SPELL_SCHOOL_LEVELS; i++) descriptions.push_back(parser.readString()); parser.readString(); //ignore attributes. All data present in JSON //save parsed level specific data for(size_t i = 0; i < GameConstants::SPELL_SCHOOL_LEVELS; i++) { auto& level = getLevel(i); level["description"].String() = descriptions[i]; level["cost"].Float() = costs[i]; level["power"].Float() = powers[i]; level["aiValue"].Float() = AIVals[i]; } legacyData.push_back(lineNode); } while (parser.endLine() && !parser.isNextEntryEmpty()); }; auto skip = [&](int cnt) { for(int i=0; iidentifier = identifier; const auto type = json["type"].String(); if(type == "ability") { spell->creatureAbility = true; spell->combatSpell = true; } else { spell->creatureAbility = false; spell->combatSpell = type == "combat"; } spell->name = json["name"].String(); logGlobal->traceStream() << __FUNCTION__ << ": loading spell " << spell->name; const auto schoolNames = json["school"]; for(const SpellSchoolInfo & info : SpellConfig::SCHOOL) { spell->school[info.id] = schoolNames[info.jsonName].Bool(); } spell->level = json["level"].Float(); spell->power = json["power"].Float(); spell->defaultProbability = json["defaultGainChance"].Float(); for(const auto & node : json["gainChance"].Struct()) { const int chance = node.second.Float(); VLC->modh->identifiers.requestIdentifier(node.second.meta, "faction",node.first, [=](si32 factionID) { spell->probabilities[factionID] = chance; }); } auto targetType = json["targetType"].String(); if(targetType == "NO_TARGET") spell->targetType = CSpell::NO_TARGET; else if(targetType == "CREATURE") spell->targetType = CSpell::CREATURE; else if(targetType == "OBSTACLE") spell->targetType = CSpell::OBSTACLE; else if(targetType == "LOCATION") spell->targetType = CSpell::LOCATION; else logGlobal->warnStream() << "Spell " << spell->name << ": target type " << (targetType.empty() ? "empty" : "unknown ("+targetType+")") << ", assumed NO_TARGET."; for(const auto & counteredSpell: json["counters"].Struct()) if (counteredSpell.second.Bool()) { VLC->modh->identifiers.requestIdentifier(json.meta, counteredSpell.first, [=](si32 id) { spell->counteredSpells.push_back(SpellID(id)); }); } //TODO: more error checking - f.e. conflicting flags const auto flags = json["flags"]; //by default all flags are set to false in constructor spell->isDamage = flags["damage"].Bool(); //do this before "offensive" if(flags["offensive"].Bool()) { spell->setIsOffensive(true); } if(flags["rising"].Bool()) { spell->setIsRising(true); } const bool implicitPositiveness = spell->isOffensive || spell->isRising; //(!) "damage" does not mean NEGATIVE --AVS if(flags["indifferent"].Bool()) { spell->positiveness = CSpell::NEUTRAL; } else if(flags["negative"].Bool()) { spell->positiveness = CSpell::NEGATIVE; } else if(flags["positive"].Bool()) { spell->positiveness = CSpell::POSITIVE; } else if(!implicitPositiveness) { spell->positiveness = CSpell::NEUTRAL; //duplicates constructor but, just in case logGlobal->errorStream() << "Spell " << spell->name << ": no positiveness specified, assumed NEUTRAL."; } spell->isSpecial = flags["special"].Bool(); auto findBonus = [&](std::string name, std::vector & vec) { auto it = bonusNameMap.find(name); if(it == bonusNameMap.end()) { logGlobal->errorStream() << "Spell " << spell->name << ": invalid bonus name " << name; } else { vec.push_back((Bonus::BonusType)it->second); } }; auto readBonusStruct = [&](std::string name, std::vector & vec) { for(auto bonusData: json[name].Struct()) { const std::string bonusId = bonusData.first; const bool flag = bonusData.second.Bool(); if(flag) findBonus(bonusId, vec); } }; readBonusStruct("immunity", spell->immunities); readBonusStruct("absoluteImmunity", spell->absoluteImmunities); readBonusStruct("limit", spell->limiters); readBonusStruct("absoluteLimit", spell->absoluteLimiters); const JsonNode & graphicsNode = json["graphics"]; spell->iconImmune = graphicsNode["iconImmune"].String(); spell->iconBook = graphicsNode["iconBook"].String(); spell->iconEffect = graphicsNode["iconEffect"].String(); spell->iconScenarioBonus = graphicsNode["iconScenarioBonus"].String(); spell->iconScroll = graphicsNode["iconScroll"].String(); const JsonNode & animationNode = json["animation"]; auto loadAnimationQueue = [&](const std::string & jsonName, CSpell::TAnimationQueue & q) { auto queueNode = animationNode[jsonName].Vector(); for(const JsonNode & item : queueNode) { CSpell::TAnimation newItem; if(item.getType() == JsonNode::DATA_STRING) newItem.resourceName = item.String(); else if(item.getType() == JsonNode::DATA_STRUCT) { newItem.resourceName = item["defName"].String(); auto vPosStr = item["verticalPosition"].String(); if("bottom" == vPosStr) newItem.verticalPosition = VerticalPosition::BOTTOM; } else if(item.isNumber()) { newItem.pause = item.Float(); } q.push_back(newItem); } }; loadAnimationQueue("affect", spell->animationInfo.affect); loadAnimationQueue("cast", spell->animationInfo.cast); loadAnimationQueue("hit", spell->animationInfo.hit); const JsonVector & projectile = animationNode["projectile"].Vector(); for(const JsonNode & item : projectile) { CSpell::ProjectileInfo info; info.resourceName = item["defName"].String(); info.minimumAngle = item["minimumAngle"].Float(); spell->animationInfo.projectile.push_back(info); } const JsonNode & soundsNode = json["sounds"]; spell->castSound = soundsNode["cast"].String(); //load level attributes const int levelsCount = GameConstants::SPELL_SCHOOL_LEVELS; for(int levelIndex = 0; levelIndex < levelsCount; levelIndex++) { const JsonNode & levelNode = json["levels"][LEVEL_NAMES[levelIndex]]; CSpell::LevelInfo & levelObject = spell->levels[levelIndex]; const si32 levelPower = levelObject.power = levelNode["power"].Float(); levelObject.description = levelNode["description"].String(); levelObject.cost = levelNode["cost"].Float(); levelObject.AIValue = levelNode["aiValue"].Float(); levelObject.smartTarget = levelNode["targetModifier"]["smart"].Bool(); levelObject.clearTarget = levelNode["targetModifier"]["clearTarget"].Bool(); levelObject.clearAffected = levelNode["targetModifier"]["clearAffected"].Bool(); levelObject.range = levelNode["range"].String(); for(const auto & elem : levelNode["effects"].Struct()) { const JsonNode & bonusNode = elem.second; auto 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 = levelPower; levelObject.effects.push_back(b); } for(const auto & elem : levelNode["cumulativeEffects"].Struct()) { const JsonNode & bonusNode = elem.second; auto 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 = levelPower; levelObject.cumulativeEffects.push_back(b); } } return spell; } void CSpellHandler::afterLoadFinalization() { //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->levels) { for(auto & bonus: level.effects) bonus->sid = spell->id; for(auto & bonus: level.cumulativeEffects) bonus->sid = spell->id; } spell->setup(); } } void CSpellHandler::beforeValidate(JsonNode & object) { //handle "base" level info JsonNode & levels = object["levels"]; JsonNode & base = levels["base"]; auto inheritNode = [&](const std::string & name){ JsonUtils::inherit(levels[name],base); }; inheritNode("none"); inheritNode("basic"); inheritNode("advanced"); inheritNode("expert"); } CSpellHandler::~CSpellHandler() { } std::vector CSpellHandler::getDefaultAllowed() const { std::vector allowedSpells; allowedSpells.reserve(objects.size()); for(const CSpell * s : objects) { allowedSpells.push_back( !(s->isSpecialSpell() || s->isCreatureAbility())); } return allowedSpells; } si32 CSpellHandler::decodeSpell(const std::string& identifier) { auto rawId = VLC->modh->identifiers.getIdentifier("core", "spell", identifier); if(rawId) return rawId.get(); else return -1; } std::string CSpellHandler::encodeSpell(const si32 index) { return VLC->spellh->objects[index]->identifier; }