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https://github.com/vcmi/vcmi.git
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d390113c23
* Updated MSVC project files * Filesystem: My version of .SND archive does not have \0 after WAV extension. Fixed (though hardcoded 3-char extension length). * New bonus types: BLOCK_MAGIC_ABOVE for blocking casting spells above given level and BLOCK_ALL_MAGIC for blocking all magic. * Heavy rewrite of battle callbacks. Fixed some minor bugs. Code reusage between lib/client/server (removed proxy calls). Better access control and support for various perspectives. * Fixed #1031 * Fixed Orb of Inhibition and Recanter's Cloak (they were incorrectly implemented). Fixed #97. * Fleeing hero won't lose artifacts. Spellbook won't be captured. Fixed #980. * Fixed crash when attacking stack dies before counterattack (ie. because of Fire Shield) * Server does some basic checks if action requests during battle are valid * Minor stuff.
375 lines
9.5 KiB
C++
375 lines
9.5 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/CResourceLoader.h"
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#include "VCMI_Lib.h"
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#include "JsonNode.h"
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#include <cctype>
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#include "GameConstants.h"
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#include "BattleHex.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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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 fonction 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(int b=0; b<6; ++b)
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mainPointForLayer[b] = 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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using namespace SRSLPraserHelpers;
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CSpellHandler::CSpellHandler()
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{
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VLC->spellh = this;
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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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std::vector<BattleHex> ret;
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if(id == Spells::FIRE_WALL || id == Spells::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(firstStep, false).moveInDir(secondStep, false));
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return ret;
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}
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std::string rng = range[schoolLvl] + ','; //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(int it=0; it<rng.size(); ++it)
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{
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if( std::isdigit(rng[it]) ) //reading numer
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{
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if(readingFirst)
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number1 += rng[it];
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else
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number2 += rng[it];
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}
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else if(rng[it] == ',') //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(std::set<ui16>::iterator it = curLayer.begin(); it != curLayer.end(); ++it)
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{
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ret.push_back(*it);
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}
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}
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else if(rng[it] == '-') //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 //TODO: parse these at game launch
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{
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if(attributes.find("CREATURE_TARGET_1") != std::string::npos
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|| attributes.find("CREATURE_TARGET_2") != std::string::npos)
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return CREATURE_EXPERT_MASSIVE;
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if(attributes.find("CREATURE_TARGET") != std::string::npos)
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return CREATURE;
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if(attributes.find("OBSTACLE_TARGET") != std::string::npos)
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return OBSTACLE;
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return NO_TARGET;
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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 vstd::contains(VLC->spellh->risingSpells, id);
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}
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bool CSpell::isDamageSpell() const
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{
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return vstd::contains(VLC->spellh->damageSpells, id);
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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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CSpell * CSpellHandler::loadSpell(CLegacyConfigParser & parser)
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{
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CSpell * spell = new CSpell; //new currently being read spell
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spell->name = parser.readString();
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spell->abbName = parser.readString();
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spell->level = parser.readNumber();
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spell->earth = parser.readString() == "x";
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spell->water = parser.readString() == "x";
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spell->fire = parser.readString() == "x";
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spell->air = parser.readString() == "x";
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for (int i = 0; i < 4 ; i++)
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spell->costs.push_back(parser.readNumber());
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spell->power = parser.readNumber();
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for (int i = 0; i < 4 ; i++)
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spell->powers.push_back(parser.readNumber());
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for (int i = 0; i < 9 ; i++)
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spell->probabilities.push_back(parser.readNumber());
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for (int i = 0; i < 4 ; i++)
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spell->AIVals.push_back(parser.readNumber());
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for (int i = 0; i < 4 ; i++)
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spell->descriptions.push_back(parser.readString());
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spell->attributes = parser.readString();
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spell->mainEffectAnim = -1;
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return spell;
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}
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void CSpellHandler::loadSpells()
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{
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CLegacyConfigParser parser("DATA/SPTRAITS.TXT");
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for(int i=0; i<5; i++) // header
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parser.endLine();
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do //read adventure map spells
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{
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CSpell * spell = loadSpell(parser);
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spell->id = spells.size();
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spell->combatSpell = false;
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spell->creatureAbility = false;
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spells.push_back(spell);
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}
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while (parser.endLine() && !parser.isNextEntryEmpty());
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for(int i=0; i<3; i++)
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parser.endLine();
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do //read battle spells
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{
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CSpell * spell = loadSpell(parser);
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spell->id = spells.size();
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spell->combatSpell = true;
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spell->creatureAbility = false;
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spells.push_back(spell);
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}
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while (parser.endLine() && !parser.isNextEntryEmpty());
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for(int i=0; i<3; i++)
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parser.endLine();
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do //read creature abilities
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{
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CSpell * spell = loadSpell(parser);
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spell->id = spells.size();
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spell->combatSpell = true;
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spell->creatureAbility = true;
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spells.push_back(spell);
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}
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while (parser.endLine() && !parser.isNextEntryEmpty());
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boost::replace_first (spells[47]->attributes, "2", ""); // disrupting ray will now affect single creature
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//loading of additional spell traits
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const JsonNode config(ResourceID("config/spell_info.json"));
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BOOST_FOREACH(const JsonNode &spell, config["spells"].Vector())
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{
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//reading exact info
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int spellID = spell["id"].Float();
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spells[spellID]->positiveness = spell["effect"].Float();
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spells[spellID]->mainEffectAnim = spell["anim"].Float();
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spells[spellID]->range.resize(4);
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int idx = 0;
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BOOST_FOREACH(const JsonNode &range, spell["ranges"].Vector())
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spells[spellID]->range[idx++] = range.String();
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}
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spells.push_back(spells[80]); //clone Acid Breath attributes for Acid Breath damage effect
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//forgetfulness needs to get targets automatically on expert level
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boost::replace_first(spells[61]->attributes, "CREATURE_TARGET", "CREATURE_TARGET_2"); //TODO: use flags instead?
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damageSpells += 11, 13, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 57, 77;
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risingSpells += 38, 39, 40;
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mindSpells += 50, 59, 60, 61, 62;
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}
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