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vcmi/lib/spells/CSpellHandler.cpp
2017-08-31 09:23:19 +12:00

1114 lines
28 KiB
C++

/*
* 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 <cctype>
#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<const CGHeroInstance *>(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<BattleHex> CSpell::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes) const
{
return mechanics->rangeInHexes(centralHex,schoolLvl,side,outDroppedHexes);
}
std::vector<const CStack *> CSpell::getAffectedStacks(const CBattleInfoCallback * cb, ECastingMode::ECastingMode mode, const ISpellCaster * caster, int spellLvl, BattleHex destination) const
{
return mechanics->getAffectedStacks(cb, mode, caster, spellLvl, destination);
}
CSpell::ETargetType CSpell::getTargetType() const
{
return targetType;
}
void CSpell::forEachSchool(const std::function<void(const SpellSchoolInfo &, bool &)>& 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<Bonus> & lst, const int level, const bool cumulative, const si32 duration, boost::optional<si32 *> maxDuration) const
{
if(level < 0 || level >= GameConstants::SPELL_SCHOOL_LEVELS)
{
logGlobal->error("invalid school level %d", level);
return;
}
const auto & levelObject = levels.at(level);
if(levelObject.effects.empty() && levelObject.cumulativeEffects.empty())
{
logGlobal->error("This spell (%s) has no effects for level %d", name, 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;
return mechanics->canBeCastAt(cb, mode, caster, destination);
}
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 *= 100 - affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, (ui8)cnf.id);
ret /= 100;
stop = true;//only bonus from one school is used
}
});
CSelector selector = Selector::type(Bonus::SPELL_DAMAGE_REDUCTION).And(Selector::subtype(-1));
//general spell dmg reduction
if(affectedCreature->hasBonus(selector))
{
ret *= 100 - affectedCreature->valOfBonuses(selector);
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<JsonNode> CSpellHandler::loadLegacyData(size_t dataSize)
{
using namespace SpellConfig;
std::vector<JsonNode> 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<si32>(GameConstants::SPELL_SCHOOL_LEVELS);
lineNode["power"].Float() = parser.readNumber();
auto powers = parser.readNumArray<si32>(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<si32>(GameConstants::SPELL_SCHOOL_LEVELS);
std::vector<std::string> 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; i<cnt; i++)
parser.endLine();
};
skip(5);// header
read(false,false); //read adventure map spells
skip(3);
read(true,false); //read battle spells
skip(3);
read(true,true);//read creature abilities
//TODO: maybe move to config
//clone Acid Breath attributes for Acid Breath damage effect
JsonNode temp = legacyData[SpellID::ACID_BREATH_DEFENSE];
temp["index"].Float() = SpellID::ACID_BREATH_DAMAGE;
legacyData.push_back(temp);
objects.resize(legacyData.size());
return legacyData;
}
const std::string CSpellHandler::getTypeName() const
{
return "spell";
}
CSpell * CSpellHandler::loadFromJson(const JsonNode & json, const std::string & identifier)
{
using namespace SpellConfig;
CSpell * spell = new CSpell();
spell->identifier = 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();
logMod->trace("%s: loading spell %s", __FUNCTION__, 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
logMod->warn("Spell %s: target type %s - assumed NO_TARGET.", spell->name, (targetType.empty() ? "empty" : "unknown ("+targetType+")"));
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
logMod->error("Spell %s: no positiveness specified, assumed NEUTRAL.", spell->name);
}
spell->isSpecial = flags["special"].Bool();
auto findBonus = [&](std::string name, std::vector<Bonus::BonusType> & vec)
{
auto it = bonusNameMap.find(name);
if(it == bonusNameMap.end())
{
logMod->error("Spell %s: invalid bonus name %s", spell->name, name);
}
else
{
vec.push_back((Bonus::BonusType)it->second);
}
};
auto readBonusStruct = [&](std::string name, std::vector<Bonus::BonusType> & 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<bool> CSpellHandler::getDefaultAllowed() const
{
std::vector<bool> 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;
}