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vcmi/lib/CSpellHandler.cpp
2014-11-13 16:57:49 +03:00

868 lines
22 KiB
C++

#include "StdInc.h"
#include "CSpellHandler.h"
#include "CGeneralTextHandler.h"
#include "filesystem/Filesystem.h"
#include "JsonNode.h"
#include <cctype>
#include "BattleHex.h"
#include "CModHandler.h"
#include "StringConstants.h"
#include "mapObjects/CGHeroInstance.h"
#include "BattleState.h"
#include "CBattleCallback.h"
#include "SpellMechanics.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
*
*/
namespace SpellConfig
{
static const std::string LEVEL_NAMES[] = {"none", "basic", "advanced", "expert"};
}
///CSpell::LevelInfo
CSpell::LevelInfo::LevelInfo()
:description(""),cost(0),power(0),AIValue(0),smartTarget(true), clearTarget(false), clearAffected(false), range("0")
{
}
CSpell::LevelInfo::~LevelInfo()
{
}
///CSpell
CSpell::CSpell():
id(SpellID::NONE), level(0),
earth(false), water(false), fire(false), air(false),
combatSpell(false), creatureAbility(false),
positiveness(ESpellPositiveness::NEUTRAL),
mainEffectAnim(-1),
defaultProbability(0),
isRising(false), isDamage(false), isOffensive(false),
targetType(ETargetType::NO_TARGET),
mechanics(nullptr)
{
levels.resize(GameConstants::SPELL_SCHOOL_LEVELS);
}
CSpell::~CSpell()
{
delete mechanics;
}
const CSpell::LevelInfo & CSpell::getLevelInfo(const int level) const
{
if(level < 0 || level >= GameConstants::SPELL_SCHOOL_LEVELS)
{
logGlobal->errorStream() << __FUNCTION__ << " invalid school level " << level;
throw new std::runtime_error("Invalid school level");
}
return levels.at(level);
}
ui32 CSpell::calculateBonus(ui32 baseDamage, const CGHeroInstance* caster, const CStack* affectedCreature) const
{
ui32 ret = baseDamage;
//applying sorcery secondary skill
if(caster)
{
ret *= (100.0 + caster->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SORCERY)) / 100.0;
ret *= (100.0 + caster->valOfBonuses(Bonus::SPELL_DAMAGE) + caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, id.toEnum())) / 100.0;
for(const SpellSchoolInfo & cnf : spellSchoolConfig)
{
if(school.at(cnf.id))
{
ret *= (100.0 + caster->valOfBonuses(cnf.damagePremyBonus)) / 100.0;
break; //only bonus from one school is used
}
}
if (affectedCreature && affectedCreature->getCreature()->level) //Hero specials like Solmyr, Deemer
ret *= (100. + ((caster->valOfBonuses(Bonus::SPECIAL_SPELL_LEV, id.toEnum()) * caster->level) / affectedCreature->getCreature()->level)) / 100.0;
}
return ret;
}
ui32 CSpell::calculateDamage(const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower) const
{
ui32 ret = 0; //value to return
//check if spell really does damage - if not, return 0
if(!isDamageSpell())
return 0;
ret = usedSpellPower * power;
ret += getPower(spellSchoolLevel);
//affected creature-specific part
if(nullptr != affectedCreature)
{
//applying protections - when spell has more then one elements, only one protection should be applied (I think)
for(const SpellSchoolInfo & cnf : spellSchoolConfig)
{
if(school.at(cnf.id) && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, (ui8)cnf.id))
{
ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, (ui8)cnf.id);
ret /= 100;
break; //only bonus from one school is used
}
}
//general spell dmg reduction
if(affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, -1))
{
ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, -1);
ret /= 100;
}
//dmg increasing
if(affectedCreature->hasBonusOfType(Bonus::MORE_DAMAGE_FROM_SPELL, id))
{
ret *= 100 + affectedCreature->valOfBonuses(Bonus::MORE_DAMAGE_FROM_SPELL, id.toEnum());
ret /= 100;
}
}
ret = calculateBonus(ret, caster, affectedCreature);
return ret;
}
ui32 CSpell::calculateHealedHP(const CGHeroInstance* caster, const CStack* stack, const CStack* sacrificedStack) const
{
//todo: use Mechanics class
int healedHealth;
if(!isHealingSpell())
{
logGlobal->errorStream() << "calculateHealedHP called for nonhealing spell "<< name;
return 0;
}
const int spellPowerSkill = caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER);
const int levelPower = getPower(caster->getSpellSchoolLevel(this));
if (id == SpellID::SACRIFICE && sacrificedStack)
healedHealth = (spellPowerSkill + sacrificedStack->MaxHealth() + levelPower) * sacrificedStack->count;
else
healedHealth = spellPowerSkill * power + levelPower; //???
healedHealth = calculateBonus(healedHealth, caster, stack);
return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (isRisingSpell() ? stack->baseAmount * stack->MaxHealth() : 0));
}
std::vector<BattleHex> CSpell::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes) const
{
return mechanics->rangeInHexes(centralHex,schoolLvl,side,outDroppedHexes);
}
std::set<const CStack* > CSpell::getAffectedStacks(const CBattleInfoCallback * cb, ECastingMode::ECastingMode mode, PlayerColor casterColor, int spellLvl, BattleHex destination, const CGHeroInstance * caster) const
{
ISpellMechanics::SpellTargetingContext ctx(this, cb,mode,casterColor,spellLvl,destination);
std::set<const CStack* > attackedCres = mechanics->getAffectedStacks(ctx);
//now handle immunities
auto predicate = [&, this](const CStack * s)->bool
{
bool hitDirectly = ctx.ti.alwaysHitDirectly && s->coversPos(destination);
bool notImmune = (ESpellCastProblem::OK == isImmuneByStack(caster, s));
return !(hitDirectly || notImmune);
};
vstd::erase_if(attackedCres, predicate);
return attackedCres;
}
CSpell::ETargetType CSpell::getTargetType() const
{
return targetType;
}
CSpell::TargetInfo CSpell::getTargetInfo(const int level) const
{
TargetInfo info(this, level);
return info;
}
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::isNeutral() const
{
return positiveness == NEUTRAL;
}
bool CSpell::isHealingSpell() const
{
return isRisingSpell() || (id == SpellID::CURE);
}
bool CSpell::isRisingSpell() const
{
return isRising;
}
bool CSpell::isDamageSpell() const
{
return isDamage;
}
bool CSpell::isOffensiveSpell() const
{
return isOffensive;
}
bool CSpell::isSpecialSpell() const
{
return isSpecial;
}
bool CSpell::hasEffects() const
{
return !levels[0].effects.empty();
}
const std::string& CSpell::getIconImmune() const
{
return iconImmune;
}
const std::string& CSpell::getCastSound() const
{
return castSound;
}
si32 CSpell::getCost(const int skillLevel) const
{
return getLevelInfo(skillLevel).cost;
}
si32 CSpell::getPower(const int skillLevel) const
{
return getLevelInfo(skillLevel).power;
}
//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);
}
void CSpell::getEffects(std::vector<Bonus>& lst, const int level) const
{
if(level < 0 || level >= GameConstants::SPELL_SCHOOL_LEVELS)
{
logGlobal->errorStream() << __FUNCTION__ << " invalid school level " << level;
return;
}
const std::vector<Bonus> & effects = levels[level].effects;
if(effects.empty())
{
logGlobal->errorStream() << __FUNCTION__ << " This spell (" + name + ") has no effects for level " << level;
return;
}
lst.reserve(lst.size() + effects.size());
for(const Bonus & b : effects)
{
lst.push_back(Bonus(b));
}
}
ESpellCastProblem::ESpellCastProblem CSpell::isImmuneBy(const IBonusBearer* obj) const
{
//todo: use new bonus API
//1. Check absolute limiters
for(auto b : absoluteLimiters)
{
if (!obj->hasBonusOfType(b))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
//2. Check absolute immunities
for(auto b : absoluteImmunities)
{
if (obj->hasBonusOfType(b))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
//check receptivity
if (isPositive() && obj->hasBonusOfType(Bonus::RECEPTIVE)) //accept all positive spells
return ESpellCastProblem::OK;
//3. Check negation
//FIXME: Orb of vulnerability mechanics is not such trivial
if(obj->hasBonusOfType(Bonus::NEGATE_ALL_NATURAL_IMMUNITIES)) //Orb of vulnerability
return ESpellCastProblem::NOT_DECIDED;
//4. Check negatable limit
for(auto b : limiters)
{
if (!obj->hasBonusOfType(b))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
//5. Check negatable immunities
for(auto b : immunities)
{
if (obj->hasBonusOfType(b))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
//6. Check elemental immunities
for(const SpellSchoolInfo & cnf : spellSchoolConfig)
{
if(school.at(cnf.id))
{
auto element = cnf.immunityBonus;
if(obj->hasBonusOfType(element, 0)) //always resist if immune to all spells altogether
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
else if(!isPositive()) //negative or indifferent
{
if((isDamageSpell() && obj->hasBonusOfType(element, 2)) || obj->hasBonusOfType(element, 1))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
}
}
TBonusListPtr levelImmunities = obj->getBonuses(Selector::type(Bonus::LEVEL_SPELL_IMMUNITY));
if(obj->hasBonusOfType(Bonus::SPELL_IMMUNITY, id)
|| ( levelImmunities->size() > 0 && levelImmunities->totalValue() >= level && level))
{
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
return ESpellCastProblem::NOT_DECIDED;
}
ESpellCastProblem::ESpellCastProblem CSpell::isImmuneByStack(const CGHeroInstance* caster, const CStack* obj) const
{
const auto immuneResult = mechanics->isImmuneByStack(caster,obj);
if (ESpellCastProblem::NOT_DECIDED != immuneResult)
return immuneResult;
return ESpellCastProblem::OK;
}
void CSpell::setIsOffensive(const bool val)
{
isOffensive = val;
if(val)
{
positiveness = CSpell::NEGATIVE;
isDamage = true;
}
}
void CSpell::setIsRising(const bool val)
{
isRising = val;
if(val)
{
positiveness = CSpell::POSITIVE;
}
}
void CSpell::setup()
{
setupMechanics();
air = school[ESpellSchool::AIR];
fire = school[ESpellSchool::FIRE];
water = school[ESpellSchool::WATER];
earth = school[ESpellSchool::EARTH];
}
void CSpell::setupMechanics()
{
if(nullptr != mechanics)
{
logGlobal->errorStream() << "Spell " << this->name << " mechanics already set";
delete mechanics;
mechanics = nullptr;
}
switch (id)
{
case SpellID::CLONE:
mechanics = new CloneMechanics(this);
break;
case SpellID::DISPEL_HELPFUL_SPELLS:
mechanics = new DispellHelpfulMechanics(this);
break;
case SpellID::SACRIFICE:
mechanics = new SacrificeMechanics(this);
break;
case SpellID::CHAIN_LIGHTNING:
mechanics = new ChainLightningMechanics(this);
break;
case SpellID::FIRE_WALL:
case SpellID::FORCE_FIELD:
mechanics = new WallMechanics(this);
break;
default:
if(isRisingSpell())
mechanics = new SpecialRisingSpellMechanics(this);
else
mechanics = new DefaultSpellMechanics(this);
break;
}
}
///CSpell::TargetInfo
CSpell::TargetInfo::TargetInfo(const CSpell * spell, const int level)
{
init(spell, level);
}
CSpell::TargetInfo::TargetInfo(const CSpell * spell, const int level, ECastingMode::ECastingMode mode)
{
init(spell, level);
if(mode == ECastingMode::ENCHANTER_CASTING)
{
smart = true; //FIXME: not sure about that, this makes all spells smart in this mode
massive = true;
}
else if(mode == ECastingMode::SPELL_LIKE_ATTACK)
{
alwaysHitDirectly = true;
}
}
void CSpell::TargetInfo::init(const CSpell * spell, const int level)
{
auto & levelInfo = spell->getLevelInfo(level);
type = spell->getTargetType();
smart = levelInfo.smartTarget;
massive = levelInfo.range == "X";
onlyAlive = !spell->isRisingSpell();
alwaysHitDirectly = false;
clearAffected = levelInfo.clearAffected;
clearTarget = levelInfo.clearTarget;
}
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;
}
///CSpellHandler
CSpellHandler::CSpellHandler()
{
}
std::vector<JsonNode> CSpellHandler::loadLegacyData(size_t dataSize)
{
using namespace SpellConfig;
std::vector<JsonNode> legacyData;
CLegacyConfigParser parser("DATA/SPTRAITS.TXT");
auto readSchool = [&](JsonMap& schools, const std::string& name)
{
if (parser.readString() == "x")
{
schools[name].Bool() = true;
}
};
auto read = [&,this](bool combat, bool ability)
{
do
{
JsonNode lineNode(JsonNode::DATA_STRUCT);
const si32 id = legacyData.size();
lineNode["index"].Float() = id;
lineNode["type"].String() = ability ? "ability" : (combat ? "combat" : "adventure");
lineNode["name"].String() = parser.readString();
parser.readString(); //ignored unused abbreviated name
lineNode["level"].Float() = parser.readNumber();
auto& schools = lineNode["school"].Struct();
readSchool(schools, "earth");
readSchool(schools, "water");
readSchool(schools, "fire");
readSchool(schools, "air");
auto& levels = lineNode["levels"].Struct();
auto getLevel = [&](const size_t idx)->JsonMap&
{
assert(idx < GameConstants::SPELL_SCHOOL_LEVELS);
return levels[LEVEL_NAMES[idx]].Struct();
};
auto costs = parser.readNumArray<si32>(GameConstants::SPELL_SCHOOL_LEVELS);
lineNode["power"].Float() = parser.readNumber();
auto powers = parser.readNumArray<si32>(GameConstants::SPELL_SCHOOL_LEVELS);
auto& chances = lineNode["gainChance"].Struct();
for(size_t i = 0; i < GameConstants::F_NUMBER ; i++){
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());
parser.readString(); //ignore attributes. All data present in JSON
//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];
}
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"];
for(SpellSchoolInfo & info : spellSchoolConfig)
{
spell->school[info.id] = schoolNames[info.jsonName].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;
});
}
const std::string 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;
else if(targetType == "LOCATION")
spell->targetType = CSpell::LOCATION;
else
logGlobal->warnStream() << "Spell " << spell->name << ". Target type " << (targetType.empty() ? "empty" : "unknown ("+targetType+")") << ". Assumed NO_TARGET.";
spell->mainEffectAnim = json["anim"].Float();
for(const auto & counteredSpell: json["counters"].Struct())
if (counteredSpell.second.Bool())
{
VLC->modh->identifiers.requestIdentifier(json.meta, counteredSpell.first, [=](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->warnStream() << "Spell " << spell->name << ": no positiveness specified, assumed NEUTRAL";
}
spell->isSpecial = flags["special"].Bool();
auto findBonus = [&](const 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 = [&](const 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 = levelObject.power = levelNode["power"].Float();
levelObject.description = levelNode["description"].String();
levelObject.cost = levelNode["cost"].Float();
levelObject.AIValue = levelNode["aiValue"].Float();
levelObject.smartTarget = levelNode["targetModifier"]["smart"].Bool();
levelObject.clearTarget = levelNode["targetModifier"]["clearTarget"].Bool();
levelObject.clearAffected = levelNode["targetModifier"]["clearAffected"].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;
spell->setup();
}
}
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;
}