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vcmi/lib/CSpellHandler.h
alexvins 4203d69525 Part 2 of new spell configuration
1) spell handler refactored to support modding in general way
2) imunnity icons moved to WoG as they depends on wog`s graphics
3) introduced new class template for handlers (todo: use this in other handlers)
4) save format changed
5) introduced "absolute immunity" - unaffected by "the Orb" etc. (todo: use it in config)
6) new format documented on wiki, added json schema.

* more split of registertypes - fixes 32 mingw build
2014-03-07 13:21:09 +00:00

259 lines
6.8 KiB
C++

#pragma once
#include "IHandlerBase.h"
#include "../lib/ConstTransitivePtr.h"
#include "int3.h"
#include "GameConstants.h"
#include "HeroBonus.h"
/*
* CSpellHandler.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
class CLegacyConfigParser;
struct BattleHex;
class DLL_LINKAGE CSpell
{
public:
// struct LevelInfo
// {
//
// };
//
// /** \brief Low level accessor. Don`t use it if absolutely necessary
// *
// * \param level. spell school level
// * \return Spell level info structure
// *
// */
// const LevelInfo& getLevelInfo(const int level);
public:
enum ETargetType {NO_TARGET, CREATURE, CREATURE_EXPERT_MASSIVE, OBSTACLE};
enum ESpellPositiveness {NEGATIVE = -1, NEUTRAL = 0, POSITIVE = 1};
SpellID id;
std::string identifier; //???
std::string name;
std::string abbName; //abbreviated name
std::vector<std::string> descriptions; //descriptions of spell for skill levels: 0 - none, 1 - basic, etc
si32 level;
bool earth;
bool water;
bool fire;
bool air;
si32 power; //spell's power
std::map<TFaction, si32> probabilities; //% chance to gain for castles
bool combatSpell; //is this spell combat (true) or adventure (false)
bool creatureAbility; //if true, only creatures can use this spell
si8 positiveness; //1 if spell is positive for influenced stacks, 0 if it is indifferent, -1 if it's negative
std::vector<std::string> range; //description of spell's range in SRSL by magic school level
std::vector<SpellID> counteredSpells; //spells that are removed when effect of this spell is placed on creature (for bless-curse, haste-slow, and similar pairs)
CSpell();
~CSpell();
std::vector<BattleHex> rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes = nullptr ) const; //convert range to specific hexes; last optional out parameter is set to true, if spell would cover unavailable hexes (that are not included in ret)
si16 mainEffectAnim; //main spell effect animation, in AC format (or -1 when none)
ETargetType getTargetType() const;
inline bool isCombatSpell() const;
inline bool isAdventureSpell() const;
inline bool isCreatureAbility() const;
inline bool isPositive() const;
inline bool isNegative() const;
inline bool isRisingSpell() const;
inline bool isDamageSpell() const;
inline bool isOffensiveSpell() const;
inline bool hasEffects() const;
void getEffects(std::vector<Bonus> &lst, const int level) const;
bool isImmuneBy(const IBonusBearer *obj) const;
inline si32 getCost(const int skillLevel) const;
/**
* Returns spell level power, base power ignored
*/
inline si32 getPower(const int skillLevel) const;
// /**
// * Returns spell power, taking base power into account
// */
// inline si32 calculatePower(const int skillLevel) const;
inline si32 getProbability(const TFaction factionId) const;
/**
* Returns resource name of icon for SPELL_IMMUNITY bonus
*/
inline const std::string& getIconImmune() const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & identifier & id & name & abbName & descriptions & level & earth & water & fire & air & power & costs
& powers & probabilities & AIVals & attributes & combatSpell & creatureAbility & positiveness & range & counteredSpells & mainEffectAnim;
h & isRising & isDamage & isOffensive;
h & targetType;
h & effects & immunities & limiters;
h & iconImmune;
h & absoluteImmunities & defaultProbability;
}
friend class CSpellHandler;
private:
void setIsOffensive(const bool val);
void setIsRising(const bool val);
void setAttributes(const std::string& newValue);
private:
si32 defaultProbability;
std::vector<si32> costs; //per skill level: 0 - none, 1 - basic, etc
std::vector<si32> powers; //per skill level: 0 - none, 1 - basic, etc
std::vector<si32> AIVals; //AI values: per skill level: 0 - none, 1 - basic, etc
bool isRising;
bool isDamage;
bool isOffensive;
std::string attributes; //reference only attributes //todo: remove or include in configuration format, currently unused
ETargetType targetType;
std::vector<std::vector<Bonus *> > effects; // [level 0-3][list of effects]
std::vector<Bonus::BonusType> immunities; //any of these grants immunity
std::vector<Bonus::BonusType> absoluteImmunities; //any of these grants immunity, cant be negated
std::vector<Bonus::BonusType> limiters; //all of them are required to be affected
///graphics related stuff
std::string iconImmune;
};
///CSpell inlines
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::isRisingSpell() const
{
return isRising;
}
bool CSpell::isDamageSpell() const
{
return isDamage;
}
bool CSpell::isOffensiveSpell() const
{
return isOffensive;
}
bool CSpell::hasEffects() const
{
return effects.size() && effects[0].size();
}
const std::string& CSpell::getIconImmune() const
{
return iconImmune;
}
si32 CSpell::getCost(const int skillLevel) const
{
return costs[skillLevel];
}
si32 CSpell::getPower(const int skillLevel) const
{
return powers[skillLevel];
}
//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);
}
bool DLL_LINKAGE isInScreenRange(const int3 &center, const int3 &pos); //for spells like Dimension Door
class DLL_LINKAGE CSpellHandler: public CHandlerBase<SpellID, CSpell>
{
//CSpell * loadSpell(CLegacyConfigParser & parser, const SpellID id);
public:
CSpellHandler();
virtual ~CSpellHandler();
///IHandler base
std::vector<JsonNode> loadLegacyData(size_t dataSize) override;
void afterLoadFinalization() override;
/**
* Gets a list of default allowed spells. OH3 spells are all allowed by default.
*
* @return a list of allowed spells, the index is the spell id and the value either 0 for not allowed or 1 for allowed
*/
std::vector<bool> getDefaultAllowed() const override;
const std::string getTypeName() override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & objects ;
}
protected:
CSpell * loadFromJson(const JsonNode & json) override;
};