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https://github.com/vcmi/vcmi.git
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897 lines
21 KiB
C++
897 lines
21 KiB
C++
#include "StdInc.h"
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#include "CSpellHandler.h"
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#include "CGeneralTextHandler.h"
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#include "filesystem/Filesystem.h"
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#include "JsonNode.h"
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#include <cctype>
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#include "BattleHex.h"
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#include "CModHandler.h"
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#include "StringConstants.h"
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/*
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* CSpellHandler.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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namespace SpellConfig
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{
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static const std::string LEVEL_NAMES[] = {"none", "basic", "advanced", "expert"};
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}
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using namespace boost::assign;
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namespace SRSLPraserHelpers
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{
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static int XYToHex(int x, int y)
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{
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return x + 17 * y;
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}
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static int XYToHex(std::pair<int, int> xy)
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{
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return XYToHex(xy.first, xy.second);
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}
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static int hexToY(int battleFieldPosition)
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{
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return battleFieldPosition/17;
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}
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static int hexToX(int battleFieldPosition)
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{
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int pos = battleFieldPosition - hexToY(battleFieldPosition) * 17;
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return pos;
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}
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static std::pair<int, int> hexToPair(int battleFieldPosition)
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{
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return std::make_pair(hexToX(battleFieldPosition), hexToY(battleFieldPosition));
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}
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//moves hex by one hex in given direction
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//0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left
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static std::pair<int, int> gotoDir(int x, int y, int direction)
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{
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switch(direction)
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{
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case 0: //top left
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return std::make_pair((y%2) ? x-1 : x, y-1);
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case 1: //top right
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return std::make_pair((y%2) ? x : x+1, y-1);
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case 2: //right
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return std::make_pair(x+1, y);
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case 3: //right bottom
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return std::make_pair((y%2) ? x : x+1, y+1);
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case 4: //left bottom
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return std::make_pair((y%2) ? x-1 : x, y+1);
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case 5: //left
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return std::make_pair(x-1, y);
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default:
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throw std::runtime_error("Disaster: wrong direction in SRSLPraserHelpers::gotoDir!\n");
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}
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}
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static std::pair<int, int> gotoDir(std::pair<int, int> xy, int direction)
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{
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return gotoDir(xy.first, xy.second, direction);
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}
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static bool isGoodHex(std::pair<int, int> xy)
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{
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return xy.first >=0 && xy.first < 17 && xy.second >= 0 && xy.second < 11;
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}
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//helper function for std::set<ui16> CSpell::rangeInHexes(unsigned int centralHex, ui8 schoolLvl ) const
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static std::set<ui16> getInRange(unsigned int center, int low, int high)
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{
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std::set<ui16> ret;
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if(low == 0)
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{
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ret.insert(center);
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}
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std::pair<int, int> mainPointForLayer[6]; //A, B, C, D, E, F points
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for(auto & elem : mainPointForLayer)
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elem = hexToPair(center);
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for(int it=1; it<=high; ++it) //it - distance to the center
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{
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for(int b=0; b<6; ++b)
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mainPointForLayer[b] = gotoDir(mainPointForLayer[b], b);
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if(it>=low)
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{
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std::pair<int, int> curHex;
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//adding lines (A-b, B-c, C-d, etc)
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for(int v=0; v<6; ++v)
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{
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curHex = mainPointForLayer[v];
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for(int h=0; h<it; ++h)
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{
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if(isGoodHex(curHex))
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ret.insert(XYToHex(curHex));
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curHex = gotoDir(curHex, (v+2)%6);
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}
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}
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} //if(it>=low)
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}
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return ret;
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}
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}
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CSpell::LevelInfo::LevelInfo()
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:description(""),cost(0),power(0),AIValue(0),smartTarget(true),range("0")
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{
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}
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CSpell::LevelInfo::~LevelInfo()
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{
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}
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CSpell::CSpell():
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id(SpellID::NONE), level(0),
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earth(false), water(false), fire(false), air(false),
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combatSpell(false), creatureAbility(false),
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positiveness(ESpellPositiveness::NEUTRAL),
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mainEffectAnim(-1),
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defaultProbability(0),
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isRising(false), isDamage(false), isOffensive(false),
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targetType(ETargetType::NO_TARGET)
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{
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levels.resize(GameConstants::SPELL_SCHOOL_LEVELS);
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}
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CSpell::~CSpell()
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{
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}
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const CSpell::LevelInfo & CSpell::getLevelInfo(const int level) const
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{
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if(level < 0 || level >= GameConstants::SPELL_SCHOOL_LEVELS)
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{
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logGlobal->errorStream() << __FUNCTION__ << " invalid school level " << level;
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throw new std::runtime_error("Invalid school level");
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}
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return levels.at(level);
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}
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std::vector<BattleHex> CSpell::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes) const
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{
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using namespace SRSLPraserHelpers;
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std::vector<BattleHex> ret;
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if(id == SpellID::FIRE_WALL || id == SpellID::FORCE_FIELD)
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{
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//Special case - shape of obstacle depends on caster's side
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//TODO make it possible through spell_info config
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BattleHex::EDir firstStep, secondStep;
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if(side)
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{
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firstStep = BattleHex::TOP_LEFT;
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secondStep = BattleHex::TOP_RIGHT;
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}
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else
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{
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firstStep = BattleHex::TOP_RIGHT;
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secondStep = BattleHex::TOP_LEFT;
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}
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//Adds hex to the ret if it's valid. Otherwise sets output arg flag if given.
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auto addIfValid = [&](BattleHex hex)
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{
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if(hex.isValid())
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ret.push_back(hex);
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else if(outDroppedHexes)
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*outDroppedHexes = true;
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};
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ret.push_back(centralHex);
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addIfValid(centralHex.moveInDir(firstStep, false));
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if(schoolLvl >= 2) //advanced versions of fire wall / force field cotnains of 3 hexes
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addIfValid(centralHex.moveInDir(secondStep, false)); //moveInDir function modifies subject hex
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return ret;
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}
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std::string rng = getLevelInfo(schoolLvl).range + ','; //copy + artificial comma for easier handling
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if(rng.size() >= 1 && rng[0] != 'X') //there is at lest one hex in range
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{
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std::string number1, number2;
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int beg, end;
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bool readingFirst = true;
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for(auto & elem : rng)
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{
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if(std::isdigit(elem) ) //reading number
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{
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if(readingFirst)
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number1 += elem;
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else
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number2 += elem;
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}
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else if(elem == ',') //comma
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{
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//calculating variables
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if(readingFirst)
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{
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beg = atoi(number1.c_str());
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number1 = "";
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}
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else
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{
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end = atoi(number2.c_str());
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number2 = "";
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}
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//obtaining new hexes
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std::set<ui16> curLayer;
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if(readingFirst)
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{
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curLayer = getInRange(centralHex, beg, beg);
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}
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else
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{
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curLayer = getInRange(centralHex, beg, end);
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readingFirst = true;
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}
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//adding abtained hexes
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for(auto & curLayer_it : curLayer)
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{
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ret.push_back(curLayer_it);
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}
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}
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else if(elem == '-') //dash
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{
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beg = atoi(number1.c_str());
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number1 = "";
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readingFirst = false;
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}
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}
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}
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//remove duplicates (TODO check if actually needed)
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range::unique(ret);
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return ret;
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}
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CSpell::ETargetType CSpell::getTargetType() const
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{
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return targetType;
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}
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const CSpell::TargetInfo CSpell::getTargetInfo(const int level) const
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{
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TargetInfo info;
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auto & levelInfo = getLevelInfo(level);
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info.type = getTargetType();
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info.smart = levelInfo.smartTarget;
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info.massive = levelInfo.range == "X";
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info.onlyAlive = !isRisingSpell();
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return info;
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}
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bool CSpell::isCombatSpell() const
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{
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return combatSpell;
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}
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bool CSpell::isAdventureSpell() const
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{
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return !combatSpell;
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}
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bool CSpell::isCreatureAbility() const
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{
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return creatureAbility;
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}
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bool CSpell::isPositive() const
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{
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return positiveness == POSITIVE;
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}
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bool CSpell::isNegative() const
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{
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return positiveness == NEGATIVE;
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}
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bool CSpell::isNeutral() const
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{
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return positiveness == NEUTRAL;
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}
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bool CSpell::isRisingSpell() const
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{
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return isRising;
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}
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bool CSpell::isDamageSpell() const
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{
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return isDamage;
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}
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bool CSpell::isOffensiveSpell() const
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{
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return isOffensive;
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}
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bool CSpell::isSpecialSpell() const
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{
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return isSpecial;
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}
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bool CSpell::hasEffects() const
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{
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return !levels[0].effects.empty();
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}
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const std::string& CSpell::getIconImmune() const
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{
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return iconImmune;
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}
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const std::string& CSpell::getCastSound() const
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{
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return castSound;
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}
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si32 CSpell::getCost(const int skillLevel) const
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{
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return getLevelInfo(skillLevel).cost;
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}
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si32 CSpell::getPower(const int skillLevel) const
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{
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return getLevelInfo(skillLevel).power;
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}
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//si32 CSpell::calculatePower(const int skillLevel) const
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//{
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// return power + getPower(skillLevel);
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//}
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si32 CSpell::getProbability(const TFaction factionId) const
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{
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if(!vstd::contains(probabilities,factionId))
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{
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return defaultProbability;
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}
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return probabilities.at(factionId);
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}
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void CSpell::getEffects(std::vector<Bonus>& lst, const int level) const
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{
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if(level < 0 || level >= GameConstants::SPELL_SCHOOL_LEVELS)
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{
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logGlobal->errorStream() << __FUNCTION__ << " invalid school level " << level;
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return;
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}
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const std::vector<Bonus> & effects = levels[level].effects;
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if(effects.empty())
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{
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logGlobal->errorStream() << __FUNCTION__ << " This spell (" + name + ") has no effects for level " << level;
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return;
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}
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lst.reserve(lst.size() + effects.size());
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for(const Bonus & b : effects)
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{
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lst.push_back(Bonus(b));
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}
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}
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bool CSpell::isImmuneBy(const IBonusBearer* obj) const
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{
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//todo: use new bonus API
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//1. Check absolute limiters
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for(auto b : absoluteLimiters)
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{
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if (!obj->hasBonusOfType(b))
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return true;
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}
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//2. Check absolute immunities
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for(auto b : absoluteImmunities)
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{
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if (obj->hasBonusOfType(b))
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return true;
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}
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//3. Check negation
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//FIXME: Orb of vulnerability mechanics is not such trivial
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if(obj->hasBonusOfType(Bonus::NEGATE_ALL_NATURAL_IMMUNITIES)) //Orb of vulnerability
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return false;
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//4. Check negatable limit
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for(auto b : limiters)
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{
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if (!obj->hasBonusOfType(b))
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return true;
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}
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//5. Check negatable immunities
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for(auto b : immunities)
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{
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if (obj->hasBonusOfType(b))
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return true;
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}
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auto battleTestElementalImmunity = [&,this](Bonus::BonusType element) -> bool
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{
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if(obj->hasBonusOfType(element, 0)) //always resist if immune to all spells altogether
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return true;
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else if(!isPositive()) //negative or indifferent
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{
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if((isDamageSpell() && obj->hasBonusOfType(element, 2)) || obj->hasBonusOfType(element, 1))
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return true;
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}
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return false;
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};
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//6. Check elemental immunities
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if(fire)
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{
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if(battleTestElementalImmunity(Bonus::FIRE_IMMUNITY))
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return true;
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}
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if(water)
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{
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if(battleTestElementalImmunity(Bonus::WATER_IMMUNITY))
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return true;
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}
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if(earth)
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{
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if(battleTestElementalImmunity(Bonus::EARTH_IMMUNITY))
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return true;
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}
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if(air)
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{
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if(battleTestElementalImmunity(Bonus::AIR_IMMUNITY))
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return true;
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}
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TBonusListPtr levelImmunities = obj->getBonuses(Selector::type(Bonus::LEVEL_SPELL_IMMUNITY));
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if(obj->hasBonusOfType(Bonus::SPELL_IMMUNITY, id)
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|| ( levelImmunities->size() > 0 && levelImmunities->totalValue() >= level && level))
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{
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return true;
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}
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return false;
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}
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void CSpell::setIsOffensive(const bool val)
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{
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isOffensive = val;
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if(val)
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{
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positiveness = CSpell::NEGATIVE;
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isDamage = true;
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}
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}
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void CSpell::setIsRising(const bool val)
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{
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isRising = val;
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if(val)
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{
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positiveness = CSpell::POSITIVE;
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}
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}
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bool DLL_LINKAGE isInScreenRange(const int3 ¢er, const int3 &pos)
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{
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int3 diff = pos - center;
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if(diff.x >= -9 && diff.x <= 9 && diff.y >= -8 && diff.y <= 8)
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return true;
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else
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return false;
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}
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CSpellHandler::CSpellHandler()
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{
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}
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std::vector<JsonNode> CSpellHandler::loadLegacyData(size_t dataSize)
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{
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using namespace SpellConfig;
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std::vector<JsonNode> legacyData;
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CLegacyConfigParser parser("DATA/SPTRAITS.TXT");
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auto readSchool = [&](JsonMap& schools, const std::string& name)
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{
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if (parser.readString() == "x")
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{
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schools[name].Bool() = true;
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}
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};
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auto read = [&,this](bool combat, bool ability)
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{
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do
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{
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JsonNode lineNode(JsonNode::DATA_STRUCT);
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const si32 id = legacyData.size();
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lineNode["index"].Float() = id;
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lineNode["type"].String() = ability ? "ability" : (combat ? "combat" : "adventure");
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lineNode["name"].String() = parser.readString();
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parser.readString(); //ignored unused abbreviated name
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lineNode["level"].Float() = parser.readNumber();
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auto& schools = lineNode["school"].Struct();
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readSchool(schools, "earth");
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readSchool(schools, "water");
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readSchool(schools, "fire");
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readSchool(schools, "air");
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auto& levels = lineNode["levels"].Struct();
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auto getLevel = [&](const size_t idx)->JsonMap&
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{
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assert(idx < GameConstants::SPELL_SCHOOL_LEVELS);
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return levels[LEVEL_NAMES[idx]].Struct();
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};
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auto costs = parser.readNumArray<si32>(GameConstants::SPELL_SCHOOL_LEVELS);
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lineNode["power"].Float() = parser.readNumber();
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auto powers = parser.readNumArray<si32>(GameConstants::SPELL_SCHOOL_LEVELS);
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auto& chances = lineNode["gainChance"].Struct();
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for(size_t i = 0; i < GameConstants::F_NUMBER ; i++){
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|
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());
|
|
|
|
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; 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)
|
|
{
|
|
using namespace SpellConfig;
|
|
|
|
CSpell * spell = new CSpell();
|
|
|
|
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"];
|
|
|
|
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;
|
|
});
|
|
}
|
|
|
|
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;
|
|
|
|
|
|
spell->mainEffectAnim = json["anim"].Float();
|
|
|
|
for(const auto & counteredSpell: json["counters"].Struct())
|
|
if (counteredSpell.second.Bool())
|
|
{
|
|
JsonNode tmp(JsonNode::DATA_STRING);
|
|
tmp.meta = json.meta;
|
|
tmp.String() = counteredSpell.first;
|
|
|
|
VLC->modh->identifiers.requestIdentifier(tmp,[=](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() << "No positiveness specified, assumed NEUTRAL";
|
|
}
|
|
|
|
spell->isSpecial = flags["special"].Bool();
|
|
|
|
auto findBonus = [&](std::string name, std::vector<Bonus::BonusType> &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 = [&](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 & 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;
|
|
}
|
|
|
|
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.resize(GameConstants::SPELLS_QUANTITY, true);
|
|
return allowedSpells;
|
|
}
|