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vcmi/lib/CSpellHandler.cpp
Michał W. Urbańczyk d390113c23 * New files for lib: CBattleCallback.cpp and CBattleCallback.h
* 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.
2012-08-26 09:07:48 +00:00

375 lines
9.5 KiB
C++

#include "StdInc.h"
#include "CSpellHandler.h"
#include "CGeneralTextHandler.h"
#include "Filesystem/CResourceLoader.h"
#include "VCMI_Lib.h"
#include "JsonNode.h"
#include <cctype>
#include "GameConstants.h"
#include "BattleHex.h"
/*
* CSpellHandler.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
using namespace boost::assign;
namespace SRSLPraserHelpers
{
static int XYToHex(int x, int y)
{
return x + 17 * y;
}
static int XYToHex(std::pair<int, int> xy)
{
return XYToHex(xy.first, xy.second);
}
static int hexToY(int battleFieldPosition)
{
return battleFieldPosition/17;
}
static int hexToX(int battleFieldPosition)
{
int pos = battleFieldPosition - hexToY(battleFieldPosition) * 17;
return pos;
}
static std::pair<int, int> hexToPair(int battleFieldPosition)
{
return std::make_pair(hexToX(battleFieldPosition), hexToY(battleFieldPosition));
}
//moves hex by one hex in given direction
//0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left
static std::pair<int, int> gotoDir(int x, int y, int direction)
{
switch(direction)
{
case 0: //top left
return std::make_pair(y%2 ? x-1 : x, y-1);
case 1: //top right
return std::make_pair(y%2 ? x : x+1, y-1);
case 2: //right
return std::make_pair(x+1, y);
case 3: //right bottom
return std::make_pair(y%2 ? x : x+1, y+1);
case 4: //left bottom
return std::make_pair(y%2 ? x-1 : x, y+1);
case 5: //left
return std::make_pair(x-1, y);
default:
throw std::runtime_error("Disaster: wrong direction in SRSLPraserHelpers::gotoDir!\n");
}
}
static std::pair<int, int> gotoDir(std::pair<int, int> xy, int direction)
{
return gotoDir(xy.first, xy.second, direction);
}
static bool isGoodHex(std::pair<int, int> xy)
{
return xy.first >=0 && xy.first < 17 && xy.second >= 0 && xy.second < 11;
}
//helper fonction for std::set<ui16> CSpell::rangeInHexes(unsigned int centralHex, ui8 schoolLvl ) const
static std::set<ui16> getInRange(unsigned int center, int low, int high)
{
std::set<ui16> ret;
if(low == 0)
{
ret.insert(center);
}
std::pair<int, int> mainPointForLayer[6]; //A, B, C, D, E, F points
for(int b=0; b<6; ++b)
mainPointForLayer[b] = hexToPair(center);
for(int it=1; it<=high; ++it) //it - distance to the center
{
for(int b=0; b<6; ++b)
mainPointForLayer[b] = gotoDir(mainPointForLayer[b], b);
if(it>=low)
{
std::pair<int, int> curHex;
//adding lines (A-b, B-c, C-d, etc)
for(int v=0; v<6; ++v)
{
curHex = mainPointForLayer[v];
for(int h=0; h<it; ++h)
{
if(isGoodHex(curHex))
ret.insert(XYToHex(curHex));
curHex = gotoDir(curHex, (v+2)%6);
}
}
} //if(it>=low)
}
return ret;
}
}
using namespace SRSLPraserHelpers;
CSpellHandler::CSpellHandler()
{
VLC->spellh = this;
}
std::vector<BattleHex> CSpell::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes) const
{
std::vector<BattleHex> ret;
if(id == Spells::FIRE_WALL || id == Spells::FORCE_FIELD)
{
//Special case - shape of obstacle depends on caster's side
//TODO make it possible through spell_info config
BattleHex::EDir firstStep, secondStep;
if(side)
{
firstStep = BattleHex::TOP_LEFT;
secondStep = BattleHex::TOP_RIGHT;
}
else
{
firstStep = BattleHex::TOP_RIGHT;
secondStep = BattleHex::TOP_LEFT;
}
//Adds hex to the ret if it's valid. Otherwise sets output arg flag if given.
auto addIfValid = [&](BattleHex hex)
{
if(hex.isValid())
ret.push_back(hex);
else if(outDroppedHexes)
*outDroppedHexes = true;
};
ret.push_back(centralHex);
addIfValid(centralHex.moveInDir(firstStep, false));
if(schoolLvl >= 2) //advanced versions of fire wall / force field cotnains of 3 hexes
addIfValid(centralHex.moveInDir(firstStep, false).moveInDir(secondStep, false));
return ret;
}
std::string rng = range[schoolLvl] + ','; //copy + artificial comma for easier handling
if(rng.size() >= 1 && rng[0] != 'X') //there is at lest one hex in range
{
std::string number1, number2;
int beg, end;
bool readingFirst = true;
for(int it=0; it<rng.size(); ++it)
{
if( std::isdigit(rng[it]) ) //reading numer
{
if(readingFirst)
number1 += rng[it];
else
number2 += rng[it];
}
else if(rng[it] == ',') //comma
{
//calculating variables
if(readingFirst)
{
beg = atoi(number1.c_str());
number1 = "";
}
else
{
end = atoi(number2.c_str());
number2 = "";
}
//obtaining new hexes
std::set<ui16> curLayer;
if(readingFirst)
{
curLayer = getInRange(centralHex, beg, beg);
}
else
{
curLayer = getInRange(centralHex, beg, end);
readingFirst = true;
}
//adding abtained hexes
for(std::set<ui16>::iterator it = curLayer.begin(); it != curLayer.end(); ++it)
{
ret.push_back(*it);
}
}
else if(rng[it] == '-') //dash
{
beg = atoi(number1.c_str());
number1 = "";
readingFirst = false;
}
}
}
//remove duplicates (TODO check if actually needed)
range::unique(ret);
return ret;
}
CSpell::ETargetType CSpell::getTargetType() const //TODO: parse these at game launch
{
if(attributes.find("CREATURE_TARGET_1") != std::string::npos
|| attributes.find("CREATURE_TARGET_2") != std::string::npos)
return CREATURE_EXPERT_MASSIVE;
if(attributes.find("CREATURE_TARGET") != std::string::npos)
return CREATURE;
if(attributes.find("OBSTACLE_TARGET") != std::string::npos)
return OBSTACLE;
return NO_TARGET;
}
bool CSpell::isPositive() const
{
return positiveness == POSITIVE;
}
bool CSpell::isNegative() const
{
return positiveness == NEGATIVE;
}
bool CSpell::isRisingSpell() const
{
return vstd::contains(VLC->spellh->risingSpells, id);
}
bool CSpell::isDamageSpell() const
{
return vstd::contains(VLC->spellh->damageSpells, id);
}
bool DLL_LINKAGE isInScreenRange(const int3 &center, const int3 &pos)
{
int3 diff = pos - center;
if(diff.x >= -9 && diff.x <= 9 && diff.y >= -8 && diff.y <= 8)
return true;
else
return false;
}
CSpell * CSpellHandler::loadSpell(CLegacyConfigParser & parser)
{
CSpell * spell = new CSpell; //new currently being read spell
spell->name = parser.readString();
spell->abbName = parser.readString();
spell->level = parser.readNumber();
spell->earth = parser.readString() == "x";
spell->water = parser.readString() == "x";
spell->fire = parser.readString() == "x";
spell->air = parser.readString() == "x";
for (int i = 0; i < 4 ; i++)
spell->costs.push_back(parser.readNumber());
spell->power = parser.readNumber();
for (int i = 0; i < 4 ; i++)
spell->powers.push_back(parser.readNumber());
for (int i = 0; i < 9 ; i++)
spell->probabilities.push_back(parser.readNumber());
for (int i = 0; i < 4 ; i++)
spell->AIVals.push_back(parser.readNumber());
for (int i = 0; i < 4 ; i++)
spell->descriptions.push_back(parser.readString());
spell->attributes = parser.readString();
spell->mainEffectAnim = -1;
return spell;
}
void CSpellHandler::loadSpells()
{
CLegacyConfigParser parser("DATA/SPTRAITS.TXT");
for(int i=0; i<5; i++) // header
parser.endLine();
do //read adventure map spells
{
CSpell * spell = loadSpell(parser);
spell->id = spells.size();
spell->combatSpell = false;
spell->creatureAbility = false;
spells.push_back(spell);
}
while (parser.endLine() && !parser.isNextEntryEmpty());
for(int i=0; i<3; i++)
parser.endLine();
do //read battle spells
{
CSpell * spell = loadSpell(parser);
spell->id = spells.size();
spell->combatSpell = true;
spell->creatureAbility = false;
spells.push_back(spell);
}
while (parser.endLine() && !parser.isNextEntryEmpty());
for(int i=0; i<3; i++)
parser.endLine();
do //read creature abilities
{
CSpell * spell = loadSpell(parser);
spell->id = spells.size();
spell->combatSpell = true;
spell->creatureAbility = true;
spells.push_back(spell);
}
while (parser.endLine() && !parser.isNextEntryEmpty());
boost::replace_first (spells[47]->attributes, "2", ""); // disrupting ray will now affect single creature
//loading of additional spell traits
const JsonNode config(ResourceID("config/spell_info.json"));
BOOST_FOREACH(const JsonNode &spell, config["spells"].Vector())
{
//reading exact info
int spellID = spell["id"].Float();
spells[spellID]->positiveness = spell["effect"].Float();
spells[spellID]->mainEffectAnim = spell["anim"].Float();
spells[spellID]->range.resize(4);
int idx = 0;
BOOST_FOREACH(const JsonNode &range, spell["ranges"].Vector())
spells[spellID]->range[idx++] = range.String();
}
spells.push_back(spells[80]); //clone Acid Breath attributes for Acid Breath damage effect
//forgetfulness needs to get targets automatically on expert level
boost::replace_first(spells[61]->attributes, "CREATURE_TARGET", "CREATURE_TARGET_2"); //TODO: use flags instead?
damageSpells += 11, 13, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 57, 77;
risingSpells += 38, 39, 40;
mindSpells += 50, 59, 60, 61, 62;
}