#pragma once #include "IHandlerBase.h" #include "../lib/ConstTransitivePtr.h" #include "int3.h" #include "GameConstants.h" #include "BattleHex.h" #include "HeroBonus.h" /* * 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 * */ class CSpell; class ISpellMechanics; class CLegacyConfigParser; class CGHeroInstance; class CStack; class CBattleInfoCallback; class BattleInfo; struct CPackForClient; struct BattleSpellCast; class CRandomGenerator; struct SpellSchoolInfo { ESpellSchool id; //backlink Bonus::BonusType damagePremyBonus; Bonus::BonusType immunityBonus; std::string jsonName; SecondarySkill::ESecondarySkill skill; Bonus::BonusType knoledgeBonus; }; ///callback to be provided by server class DLL_LINKAGE SpellCastEnvironment { public: virtual ~SpellCastEnvironment(){}; virtual void sendAndApply(CPackForClient * info) const = 0; virtual CRandomGenerator & getRandomGenerator() const = 0; virtual void complain(const std::string & problem) const = 0; }; ///helper struct struct DLL_LINKAGE BattleSpellCastParameters { public: BattleSpellCastParameters(const BattleInfo * cb); int spellLvl; BattleHex destination; ui8 casterSide; PlayerColor casterColor; const CGHeroInstance * caster; const CGHeroInstance * secHero; int usedSpellPower; ECastingMode::ECastingMode mode; const CStack * casterStack; const CStack * selectedStack; const BattleInfo * cb; }; 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 void serialize(Handler &h, const int version) { h & minimumAngle & resourceName; } }; struct AnimationItem { std::string resourceName; VerticalPosition verticalPosition; template void serialize(Handler &h, const int version) { h & resourceName & verticalPosition; } }; typedef AnimationItem TAnimation; typedef std::vector 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 casted with no target selection displayed on entire battlefield (f.e. ARMAGEDDON) TAnimationQueue hit; ///displayed "between" caster and (first) target. Ignored if spell was casted with no target selection. ///use selectProjectile to access std::vector projectile; template void serialize(Handler &h, const int version) { h & projectile & hit & cast; } 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 effects; LevelInfo(); ~LevelInfo(); template void serialize(Handler &h, const int version) { h & description & cost & power & AIValue & smartTarget & range & effects; 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 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; bool earth; //deprecated bool water; //deprecated bool fire; //deprecated bool air; //deprecated std::map school; //todo: use this instead of separate boolean fields si32 power; //spell's power std::map 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 counteredSpells; //spells that are removed when effect of this spell is placed on creature (for bless-curse, haste-slow, and similar pairs) CSpell(); ~CSpell(); bool isCastableBy(const IBonusBearer * caster, bool hasSpellBook, const std::set & spellBook) const; std::vector 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 CSpell::TargetInfo getTargetInfo(const int level) const; bool isCombatSpell() const; bool isAdventureSpell() const; bool isCreatureAbility() const; bool isPositive() const; bool isNegative() const; bool isNeutral() const; bool isDamageSpell() const; bool isHealingSpell() const; bool isRisingSpell() const; bool isOffensiveSpell() const; bool isSpecialSpell() const; bool hasEffects() const; void getEffects(std::vector &lst, const int level) const; ///checks for creature immunity / anything that prevent casting *at given hex* - doesn't take into account general problems such as not having spellbook or mana points etc. ESpellCastProblem::ESpellCastProblem isImmuneAt(const CBattleInfoCallback * cb, const CGHeroInstance * caster, ECastingMode::ECastingMode mode, BattleHex destination) const; //internal, for use only by Mechanics classes ESpellCastProblem::ESpellCastProblem isImmuneBy(const IBonusBearer *obj) 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 CGHeroInstance * caster, const CStack * obj) const; //internal, for use only by Mechanics classes. applying secondary skills ui32 calculateBonus(ui32 baseDamage, const CGHeroInstance * caster, const CStack * affectedCreature) const; ///calculate spell damage on stack taking caster`s secondary skills and affectedCreature`s bonuses into account ui32 calculateDamage(const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower) const; ///calculate healed HP for all spells casted by hero ui32 calculateHealedHP(const CGHeroInstance * caster, const CStack * stack, const CStack * sacrificedStack = nullptr) const; ///selects from allStacks actually affected stacks std::set getAffectedStacks(const CBattleInfoCallback * cb, ECastingMode::ECastingMode mode, PlayerColor casterColor, int spellLvl, BattleHex destination, const CGHeroInstance * caster = nullptr) const; si32 getCost(const int skillLevel) const; /** * Returns spell level power, base power ignored */ si32 getPower(const int skillLevel) const; // /** // * Returns spell power, taking base power into account // */ // si32 calculatePower(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 & cb) const; /** * Returns resource name of icon for SPELL_IMMUNITY bonus */ const std::string& getIconImmune() const; const std::string& getCastSound() const; template 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(); } friend class CSpellHandler; friend class Graphics; public: ///Server logic. Has write access to GameState via packets. ///May be executed on client side by (future) non-cheat-proof scripts. //void adventureCast() const; void battleCast(const SpellCastEnvironment * env, 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 afterCast(BattleInfo * battle, const BattleSpellCast * packet) 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 immunities; //any of these grants immunity std::vector absoluteImmunities; //any of these grants immunity, can't be negated std::vector limiters; //all of them are required to be affected std::vector 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 levels; ISpellMechanics * mechanics;//(!) 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: CSpellHandler(); virtual ~CSpellHandler(); ///IHandler base std::vector 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 getDefaultAllowed() const override; const std::string getTypeName() const override; template void serialize(Handler &h, const int version) { h & objects ; } protected: CSpell * loadFromJson(const JsonNode & json) override; };