#include "StdInc.h" #include "CSpellHandler.h" #include "CGeneralTextHandler.h" #include "filesystem/Filesystem.h" #include "JsonNode.h" #include #include "BattleHex.h" #include "CModHandler.h" #include "StringConstants.h" #include "mapObjects/CGHeroInstance.h" #include "BattleState.h" /* * 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 * */ namespace SpellConfig { static const std::string LEVEL_NAMES[] = {"none", "basic", "advanced", "expert"}; } namespace SRSLPraserHelpers { static int XYToHex(int x, int y) { return x + 17 * y; } static int XYToHex(std::pair xy) { return XYToHex(xy.first, xy.second); } static int hexToY(int battleFieldPosition) { return battleFieldPosition/17; } static int hexToX(int battleFieldPosition) { int pos = battleFieldPosition - hexToY(battleFieldPosition) * 17; return pos; } static std::pair hexToPair(int battleFieldPosition) { return std::make_pair(hexToX(battleFieldPosition), hexToY(battleFieldPosition)); } //moves hex by one hex in given direction //0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left static std::pair gotoDir(int x, int y, int direction) { switch(direction) { case 0: //top left return std::make_pair((y%2) ? x-1 : x, y-1); case 1: //top right return std::make_pair((y%2) ? x : x+1, y-1); case 2: //right return std::make_pair(x+1, y); case 3: //right bottom return std::make_pair((y%2) ? x : x+1, y+1); case 4: //left bottom return std::make_pair((y%2) ? x-1 : x, y+1); case 5: //left return std::make_pair(x-1, y); default: throw std::runtime_error("Disaster: wrong direction in SRSLPraserHelpers::gotoDir!\n"); } } static std::pair gotoDir(std::pair xy, int direction) { return gotoDir(xy.first, xy.second, direction); } static bool isGoodHex(std::pair xy) { return xy.first >=0 && xy.first < 17 && xy.second >= 0 && xy.second < 11; } //helper function for std::set CSpell::rangeInHexes(unsigned int centralHex, ui8 schoolLvl ) const static std::set getInRange(unsigned int center, int low, int high) { std::set ret; if(low == 0) { ret.insert(center); } std::pair mainPointForLayer[6]; //A, B, C, D, E, F points for(auto & elem : mainPointForLayer) elem = hexToPair(center); for(int it=1; it<=high; ++it) //it - distance to the center { for(int b=0; b<6; ++b) mainPointForLayer[b] = gotoDir(mainPointForLayer[b], b); if(it>=low) { std::pair curHex; //adding lines (A-b, B-c, C-d, etc) for(int v=0; v<6; ++v) { curHex = mainPointForLayer[v]; for(int h=0; h=low) } return ret; } } ///CSpellMechanics CSpellMechanics::CSpellMechanics(CSpell * s): owner(s) { } CSpellMechanics::~CSpellMechanics() { } ESpellCastProblem::ESpellCastProblem CSpellMechanics::isImmuneByStack(const CGHeroInstance * caster, ECastingMode::ECastingMode mode, const CStack * obj) { //by default use general algorithm return owner->isImmuneBy(obj); } namespace { class CloneMechnics: public CSpellMechanics { public: CloneMechnics(CSpell * s): CSpellMechanics(s){}; ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, ECastingMode::ECastingMode mode, const CStack * obj) override; }; class DispellHelpfulMechanics: public CSpellMechanics { public: DispellHelpfulMechanics(CSpell * s): CSpellMechanics(s){}; ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, ECastingMode::ECastingMode mode, const CStack * obj) override; }; class HypnotizeMechanics: public CSpellMechanics { public: HypnotizeMechanics(CSpell * s): CSpellMechanics(s){}; ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, ECastingMode::ECastingMode mode, const CStack * obj) override; }; ///all rising spells class RisingSpellMechanics: public CSpellMechanics { public: RisingSpellMechanics(CSpell * s): CSpellMechanics(s){}; }; ///all rising spells but SACRIFICE class SpecialRisingSpellMechanics: public RisingSpellMechanics { public: SpecialRisingSpellMechanics(CSpell * s): RisingSpellMechanics(s){}; ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, ECastingMode::ECastingMode mode, const CStack * obj) override; }; class SacrificeMechanics: public RisingSpellMechanics { public: SacrificeMechanics(CSpell * s): RisingSpellMechanics(s){}; }; ///CloneMechanics ESpellCastProblem::ESpellCastProblem CloneMechnics::isImmuneByStack(const CGHeroInstance* caster, ECastingMode::ECastingMode mode, const CStack * obj) { //can't clone already cloned creature if (vstd::contains(obj->state, EBattleStackState::CLONED)) return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; //TODO: how about stacks casting Clone? //currently Clone casted by stack is assumed Expert level ui8 schoolLevel; if (caster) { schoolLevel = caster->getSpellSchoolLevel(owner); } else { schoolLevel = 3; } if (schoolLevel < 3) { int maxLevel = (std::max(schoolLevel, (ui8)1) + 4); int creLevel = obj->getCreature()->level; if (maxLevel < creLevel) //tier 1-5 for basic, 1-6 for advanced, any level for expert return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; } //use default algorithm only if there is no mechanics-related problem return CSpellMechanics::isImmuneByStack(caster,mode,obj); } ///DispellHelpfulMechanics ESpellCastProblem::ESpellCastProblem DispellHelpfulMechanics::isImmuneByStack(const CGHeroInstance* caster, ECastingMode::ECastingMode mode, const CStack* obj) { TBonusListPtr spellBon = obj->getSpellBonuses(); bool hasPositiveSpell = false; for(const Bonus * b : *spellBon) { if(SpellID(b->sid).toSpell()->isPositive()) { hasPositiveSpell = true; break; } } if(!hasPositiveSpell) { return ESpellCastProblem::NO_SPELLS_TO_DISPEL; } //use default algorithm only if there is no mechanics-related problem return CSpellMechanics::isImmuneByStack(caster,mode,obj); } ///HypnotizeMechanics ESpellCastProblem::ESpellCastProblem HypnotizeMechanics::isImmuneByStack(const CGHeroInstance* caster, ECastingMode::ECastingMode mode, const CStack* obj) { if(nullptr != caster) //do not resist hypnotize casted after attack, for example { //TODO: what with other creatures casting hypnotize, Faerie Dragons style? ui64 subjectHealth = (obj->count - 1) * obj->MaxHealth() + obj->firstHPleft; //apply 'damage' bonus for hypnotize, including hero specialty ui64 maxHealth = owner->calculateBonus(caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER) * owner->power + owner->getPower(caster->getSpellSchoolLevel(owner)), caster, obj); if (subjectHealth > maxHealth) return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; } return CSpellMechanics::isImmuneByStack(caster,mode,obj); } ///SpecialRisingSpellMechanics ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::isImmuneByStack(const CGHeroInstance* caster, ECastingMode::ECastingMode mode, const CStack* obj) { // following does apply to resurrect and animate dead(?) only // for sacrifice health calculation and health limit check don't matter if(obj->count >= obj->baseAmount) return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; if (caster) //FIXME: Archangels can cast immune stack { auto maxHealth = owner->calculateHealedHP (caster, obj); if (maxHealth < obj->MaxHealth()) //must be able to rise at least one full creature return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; } return CSpellMechanics::isImmuneByStack(caster,mode,obj); } } ///CSpell::LevelInfo CSpell::LevelInfo::LevelInfo() :description(""),cost(0),power(0),AIValue(0),smartTarget(true),range("0") { } CSpell::LevelInfo::~LevelInfo() { } ///CSpell CSpell::CSpell(): id(SpellID::NONE), level(0), earth(false), water(false), fire(false), air(false), combatSpell(false), creatureAbility(false), positiveness(ESpellPositiveness::NEUTRAL), mainEffectAnim(-1), defaultProbability(0), isRising(false), isDamage(false), isOffensive(false), targetType(ETargetType::NO_TARGET), mechanics(nullptr) { levels.resize(GameConstants::SPELL_SCHOOL_LEVELS); } CSpell::~CSpell() { delete mechanics; } const CSpell::LevelInfo & CSpell::getLevelInfo(const int level) const { if(level < 0 || level >= GameConstants::SPELL_SCHOOL_LEVELS) { logGlobal->errorStream() << __FUNCTION__ << " invalid school level " << level; throw new std::runtime_error("Invalid school level"); } return levels.at(level); } ui32 CSpell::calculateBonus(ui32 baseDamage, const CGHeroInstance* caster, const CStack* affectedCreature) const { ui32 ret = baseDamage; //applying sorcery secondary skill if(caster) { ret *= (100.0 + caster->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SORCERY)) / 100.0; ret *= (100.0 + caster->valOfBonuses(Bonus::SPELL_DAMAGE) + caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, id.toEnum())) / 100.0; if(air) ret *= (100.0 + caster->valOfBonuses(Bonus::AIR_SPELL_DMG_PREMY)) / 100.0; else if(fire) //only one type of bonus for Magic Arrow ret *= (100.0 + caster->valOfBonuses(Bonus::FIRE_SPELL_DMG_PREMY)) / 100.0; else if(water) ret *= (100.0 + caster->valOfBonuses(Bonus::WATER_SPELL_DMG_PREMY)) / 100.0; else if(earth) ret *= (100.0 + caster->valOfBonuses(Bonus::EARTH_SPELL_DMG_PREMY)) / 100.0; if (affectedCreature && affectedCreature->getCreature()->level) //Hero specials like Solmyr, Deemer ret *= (100. + ((caster->valOfBonuses(Bonus::SPECIAL_SPELL_LEV, id.toEnum()) * caster->level) / affectedCreature->getCreature()->level)) / 100.0; } return ret; } ui32 CSpell::calculateHealedHP(const CGHeroInstance* caster, const CStack* stack, const CStack* sacrificedStack) const { //todo: use Mechanics class int healedHealth; if(!isHealingSpell()) { logGlobal->errorStream() << "calculateHealedHP called for nonhealing spell "<< name; return 0; } const int spellPowerSkill = caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER); const int levelPower = getPower(caster->getSpellSchoolLevel(this)); if (id == SpellID::SACRIFICE && sacrificedStack) healedHealth = (spellPowerSkill + sacrificedStack->MaxHealth() + levelPower) * sacrificedStack->count; else healedHealth = spellPowerSkill * power + levelPower; //??? healedHealth = calculateBonus(healedHealth, caster, stack); return std::min(healedHealth, stack->MaxHealth() - stack->firstHPleft + (isRisingSpell() ? stack->baseAmount * stack->MaxHealth() : 0)); } std::vector CSpell::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes) const { using namespace SRSLPraserHelpers; std::vector ret; if(id == SpellID::FIRE_WALL || id == SpellID::FORCE_FIELD) { //Special case - shape of obstacle depends on caster's side //TODO make it possible through spell_info config BattleHex::EDir firstStep, secondStep; if(side) { firstStep = BattleHex::TOP_LEFT; secondStep = BattleHex::TOP_RIGHT; } else { firstStep = BattleHex::TOP_RIGHT; secondStep = BattleHex::TOP_LEFT; } //Adds hex to the ret if it's valid. Otherwise sets output arg flag if given. auto addIfValid = [&](BattleHex hex) { if(hex.isValid()) ret.push_back(hex); else if(outDroppedHexes) *outDroppedHexes = true; }; ret.push_back(centralHex); addIfValid(centralHex.moveInDir(firstStep, false)); if(schoolLvl >= 2) //advanced versions of fire wall / force field cotnains of 3 hexes addIfValid(centralHex.moveInDir(secondStep, false)); //moveInDir function modifies subject hex return ret; } std::string rng = getLevelInfo(schoolLvl).range + ','; //copy + artificial comma for easier handling if(rng.size() >= 1 && rng[0] != 'X') //there is at lest one hex in range { std::string number1, number2; int beg, end; bool readingFirst = true; for(auto & elem : rng) { if(std::isdigit(elem) ) //reading number { if(readingFirst) number1 += elem; else number2 += elem; } else if(elem == ',') //comma { //calculating variables if(readingFirst) { beg = atoi(number1.c_str()); number1 = ""; } else { end = atoi(number2.c_str()); number2 = ""; } //obtaining new hexes std::set curLayer; if(readingFirst) { curLayer = getInRange(centralHex, beg, beg); } else { curLayer = getInRange(centralHex, beg, end); readingFirst = true; } //adding abtained hexes for(auto & curLayer_it : curLayer) { ret.push_back(curLayer_it); } } else if(elem == '-') //dash { beg = atoi(number1.c_str()); number1 = ""; readingFirst = false; } } } //remove duplicates (TODO check if actually needed) range::unique(ret); return ret; } CSpell::ETargetType CSpell::getTargetType() const { return targetType; } const CSpell::TargetInfo CSpell::getTargetInfo(const int level) const { TargetInfo info; auto & levelInfo = getLevelInfo(level); info.type = getTargetType(); info.smart = levelInfo.smartTarget; info.massive = levelInfo.range == "X"; info.onlyAlive = !isRisingSpell(); return info; } 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; } bool CSpell::isHealingSpell() const { return isRisingSpell() || (id == SpellID::CURE); } 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(); } 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::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); } void CSpell::getEffects(std::vector& lst, const int level) const { if(level < 0 || level >= GameConstants::SPELL_SCHOOL_LEVELS) { logGlobal->errorStream() << __FUNCTION__ << " invalid school level " << level; return; } const std::vector & effects = levels[level].effects; if(effects.empty()) { logGlobal->errorStream() << __FUNCTION__ << " This spell (" + name + ") has no effects for level " << level; return; } lst.reserve(lst.size() + effects.size()); for(const Bonus & b : effects) { lst.push_back(Bonus(b)); } } ESpellCastProblem::ESpellCastProblem CSpell::isImmuneBy(const IBonusBearer* obj) const { //0. check receptivity if (isPositive() && obj->hasBonusOfType(Bonus::RECEPTIVE)) //accept all positive spells return ESpellCastProblem::OK; //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; } //3. Check negation //FIXME: Orb of vulnerability mechanics is not such trivial if(obj->hasBonusOfType(Bonus::NEGATE_ALL_NATURAL_IMMUNITIES)) //Orb of vulnerability 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; } auto battleTestElementalImmunity = [&,this](Bonus::BonusType element) -> bool { if(obj->hasBonusOfType(element, 0)) //always resist if immune to all spells altogether return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; else if(!isPositive()) //negative or indifferent { if((isDamageSpell() && obj->hasBonusOfType(element, 2)) || obj->hasBonusOfType(element, 1)) return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; } return ESpellCastProblem::NOT_DECIDED; }; //6. Check elemental immunities if(fire) { if(battleTestElementalImmunity(Bonus::FIRE_IMMUNITY)) return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; } if(water) { if(battleTestElementalImmunity(Bonus::WATER_IMMUNITY)) return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; } if(earth) { if(battleTestElementalImmunity(Bonus::EARTH_IMMUNITY)) return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; } if(air) { if(battleTestElementalImmunity(Bonus::AIR_IMMUNITY)) return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; } 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 CGHeroInstance* caster, ECastingMode::ECastingMode mode, const CStack* obj) const { const auto immuneResult = mechanics->isImmuneByStack(caster,mode,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::setupMechanics() { if(nullptr != mechanics) { logGlobal->errorStream() << "Spell " << this->name << " mechanics already set"; delete mechanics; mechanics = nullptr; } switch (id) { case SpellID::CLONE: mechanics = new CloneMechnics(this); break; case SpellID::DISPEL_HELPFUL_SPELLS: mechanics = new DispellHelpfulMechanics(this); break; case SpellID::SACRIFICE: mechanics = new SacrificeMechanics(this); break; default: if(isRisingSpell()) mechanics = new SpecialRisingSpellMechanics(this); else mechanics = new CSpellMechanics(this); break; } } bool DLL_LINKAGE isInScreenRange(const int3 ¢er, 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()); std::string attributes = parser.readString(); std::string targetType = "NO_TARGET"; if(attributes.find("CREATURE_TARGET_1") != std::string::npos || attributes.find("CREATURE_TARGET_2") != std::string::npos) targetType = "CREATURE_EXPERT_MASSIVE"; else if(attributes.find("CREATURE_TARGET") != std::string::npos) targetType = "CREATURE"; else if(attributes.find("OBSTACLE_TARGET") != std::string::npos) targetType = "OBSTACLE"; //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]; } if(targetType == "CREATURE_EXPERT_MASSIVE") { lineNode["targetType"].String() = "CREATURE"; getLevel(3)["range"].String() = "X"; } else { lineNode["targetType"].String() = targetType; } legacyData.push_back(lineNode); } while (parser.endLine() && !parser.isNextEntryEmpty()); }; auto skip = [&](int cnt) { for(int i=0; icreatureAbility = 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"]; spell->air = schoolNames["air"].Bool(); spell->earth = schoolNames["earth"].Bool(); spell->fire = schoolNames["fire"].Bool(); spell->water = schoolNames["water"].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; }); } const std::string 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 logGlobal->warnStream() << "Spell " << spell->name << ". Target type " << (targetType.empty() ? "empty" : "unknown ("+targetType+")") << ". Assumed NO_TARGET."; spell->mainEffectAnim = json["anim"].Float(); 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->warnStream() << "Spell " << spell->name << ": no positiveness specified, assumed NEUTRAL"; } spell->isSpecial = flags["special"].Bool(); auto findBonus = [&](const std::string & name, std::vector &vec) { auto it = bonusNameMap.find(name); if(it == bonusNameMap.end()) { logGlobal->errorStream() << spell->name << ": invalid bonus name" << name; } else { vec.push_back((Bonus::BonusType)it->second); } }; auto readBonusStruct = [&](const 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 & 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 = levelNode["power"].Float(); levelObject.description = levelNode["description"].String(); levelObject.cost = levelNode["cost"].Float(); levelObject.power = levelPower; levelObject.AIValue = levelNode["aiValue"].Float(); levelObject.smartTarget = levelNode["targetModifier"]["smart"].Bool(); levelObject.range = levelNode["range"].String(); for(const auto & elem : levelNode["effects"].Struct()) { 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 = levelPower; levelObject.effects.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; spell->setupMechanics(); } } 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.resize(GameConstants::SPELLS_QUANTITY, true); return allowedSpells; }