mirror of
https://github.com/vcmi/vcmi.git
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4203d69525
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
259 lines
6.8 KiB
C++
259 lines
6.8 KiB
C++
#pragma once
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#include "IHandlerBase.h"
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#include "../lib/ConstTransitivePtr.h"
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#include "int3.h"
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#include "GameConstants.h"
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#include "HeroBonus.h"
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/*
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* CSpellHandler.h, 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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class CLegacyConfigParser;
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struct BattleHex;
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class DLL_LINKAGE CSpell
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{
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public:
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// struct LevelInfo
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// {
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//
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// };
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//
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// /** \brief Low level accessor. Don`t use it if absolutely necessary
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// *
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// * \param level. spell school level
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// * \return Spell level info structure
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// *
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// */
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// const LevelInfo& getLevelInfo(const int level);
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public:
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enum ETargetType {NO_TARGET, CREATURE, CREATURE_EXPERT_MASSIVE, OBSTACLE};
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enum ESpellPositiveness {NEGATIVE = -1, NEUTRAL = 0, POSITIVE = 1};
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SpellID id;
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std::string identifier; //???
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std::string name;
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std::string abbName; //abbreviated name
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std::vector<std::string> descriptions; //descriptions of spell for skill levels: 0 - none, 1 - basic, etc
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si32 level;
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bool earth;
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bool water;
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bool fire;
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bool air;
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si32 power; //spell's power
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std::map<TFaction, si32> probabilities; //% chance to gain for castles
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bool combatSpell; //is this spell combat (true) or adventure (false)
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bool creatureAbility; //if true, only creatures can use this spell
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si8 positiveness; //1 if spell is positive for influenced stacks, 0 if it is indifferent, -1 if it's negative
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std::vector<std::string> range; //description of spell's range in SRSL by magic school level
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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)
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CSpell();
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~CSpell();
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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)
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si16 mainEffectAnim; //main spell effect animation, in AC format (or -1 when none)
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ETargetType getTargetType() const;
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inline bool isCombatSpell() const;
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inline bool isAdventureSpell() const;
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inline bool isCreatureAbility() const;
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inline bool isPositive() const;
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inline bool isNegative() const;
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inline bool isRisingSpell() const;
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inline bool isDamageSpell() const;
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inline bool isOffensiveSpell() const;
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inline bool hasEffects() const;
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void getEffects(std::vector<Bonus> &lst, const int level) const;
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bool isImmuneBy(const IBonusBearer *obj) const;
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inline si32 getCost(const int skillLevel) const;
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/**
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* Returns spell level power, base power ignored
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*/
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inline si32 getPower(const int skillLevel) const;
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// /**
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// * Returns spell power, taking base power into account
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// */
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// inline si32 calculatePower(const int skillLevel) const;
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inline si32 getProbability(const TFaction factionId) const;
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/**
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* Returns resource name of icon for SPELL_IMMUNITY bonus
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*/
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inline const std::string& getIconImmune() const;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & identifier & id & name & abbName & descriptions & level & earth & water & fire & air & power & costs
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& powers & probabilities & AIVals & attributes & combatSpell & creatureAbility & positiveness & range & counteredSpells & mainEffectAnim;
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h & isRising & isDamage & isOffensive;
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h & targetType;
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h & effects & immunities & limiters;
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h & iconImmune;
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h & absoluteImmunities & defaultProbability;
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}
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friend class CSpellHandler;
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private:
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void setIsOffensive(const bool val);
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void setIsRising(const bool val);
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void setAttributes(const std::string& newValue);
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private:
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si32 defaultProbability;
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std::vector<si32> costs; //per skill level: 0 - none, 1 - basic, etc
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std::vector<si32> powers; //per skill level: 0 - none, 1 - basic, etc
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std::vector<si32> AIVals; //AI values: per skill level: 0 - none, 1 - basic, etc
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bool isRising;
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bool isDamage;
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bool isOffensive;
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std::string attributes; //reference only attributes //todo: remove or include in configuration format, currently unused
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ETargetType targetType;
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std::vector<std::vector<Bonus *> > effects; // [level 0-3][list of effects]
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std::vector<Bonus::BonusType> immunities; //any of these grants immunity
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std::vector<Bonus::BonusType> absoluteImmunities; //any of these grants immunity, cant be negated
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std::vector<Bonus::BonusType> limiters; //all of them are required to be affected
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///graphics related stuff
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std::string iconImmune;
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};
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///CSpell inlines
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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::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::hasEffects() const
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{
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return effects.size() && effects[0].size();
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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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si32 CSpell::getCost(const int skillLevel) const
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{
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return costs[skillLevel];
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}
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si32 CSpell::getPower(const int skillLevel) const
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{
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return powers[skillLevel];
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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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bool DLL_LINKAGE isInScreenRange(const int3 ¢er, const int3 &pos); //for spells like Dimension Door
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class DLL_LINKAGE CSpellHandler: public CHandlerBase<SpellID, CSpell>
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{
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//CSpell * loadSpell(CLegacyConfigParser & parser, const SpellID id);
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public:
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CSpellHandler();
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virtual ~CSpellHandler();
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///IHandler base
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std::vector<JsonNode> loadLegacyData(size_t dataSize) override;
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void afterLoadFinalization() override;
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/**
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* Gets a list of default allowed spells. OH3 spells are all allowed by default.
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*
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* @return a list of allowed spells, the index is the spell id and the value either 0 for not allowed or 1 for allowed
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*/
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std::vector<bool> getDefaultAllowed() const override;
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const std::string getTypeName() override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & objects ;
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}
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protected:
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CSpell * loadFromJson(const JsonNode & json) override;
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};
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