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vcmi/lib/spells/CSpellHandler.cpp
Michał Kalinowski ac6b477aa2 Simplify statements
-Simplify return statements across the code
2019-03-31 09:43:14 +03:00

1087 lines
28 KiB
C++

/*
* 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
*
*/
#include "StdInc.h"
#include <cctype>
#include "CSpellHandler.h"
#include "Problem.h"
#include "../CGeneralTextHandler.h"
#include "../filesystem/Filesystem.h"
#include "../CModHandler.h"
#include "../StringConstants.h"
#include "../battle/BattleInfo.h"
#include "../battle/CBattleInfoCallback.h"
#include "../battle/Unit.h"
#include "../mapObjects/CGHeroInstance.h" //todo: remove
#include "../serializer/CSerializer.h"
#include "ISpellMechanics.h"
namespace SpellConfig
{
static const std::string LEVEL_NAMES[] = {"none", "basic", "advanced", "expert"};
static const spells::SchoolInfo SCHOOL[4] =
{
{
ESpellSchool::AIR,
Bonus::AIR_SPELL_DMG_PREMY,
Bonus::AIR_IMMUNITY,
"air",
SecondarySkill::AIR_MAGIC,
Bonus::AIR_SPELLS
},
{
ESpellSchool::FIRE,
Bonus::FIRE_SPELL_DMG_PREMY,
Bonus::FIRE_IMMUNITY,
"fire",
SecondarySkill::FIRE_MAGIC,
Bonus::FIRE_SPELLS
},
{
ESpellSchool::WATER,
Bonus::WATER_SPELL_DMG_PREMY,
Bonus::WATER_IMMUNITY,
"water",
SecondarySkill::WATER_MAGIC,
Bonus::WATER_SPELLS
},
{
ESpellSchool::EARTH,
Bonus::EARTH_SPELL_DMG_PREMY,
Bonus::EARTH_IMMUNITY,
"earth",
SecondarySkill::EARTH_MAGIC,
Bonus::EARTH_SPELLS
}
};
//order as described in http://bugs.vcmi.eu/view.php?id=91
static const ESpellSchool SCHOOL_ORDER[4] =
{
ESpellSchool::AIR, //=0
ESpellSchool::FIRE, //=1
ESpellSchool::EARTH,//=3(!)
ESpellSchool::WATER //=2(!)
};
} //namespace SpellConfig
///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),
power(0),
combatSpell(false), creatureAbility(false),
positiveness(ESpellPositiveness::NEUTRAL),
defaultProbability(0),
isRising(false), isDamage(false), isOffensive(false), isSpecial(true),
targetType(spells::AimType::NO_TARGET),
mechanics(),
adventureMechanics()
{
levels.resize(GameConstants::SPELL_SCHOOL_LEVELS);
}
CSpell::~CSpell()
{
}
bool CSpell::adventureCast(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const
{
assert(env);
if(!adventureMechanics.get())
{
env->complain("Invalid adventure spell cast attempt!");
return false;
}
return adventureMechanics->adventureCast(env, parameters);
}
const CSpell::LevelInfo & CSpell::getLevelInfo(const int level) const
{
if(level < 0 || level >= GameConstants::SPELL_SCHOOL_LEVELS)
{
logGlobal->error("CSpell::getLevelInfo invalid school level %d", level);
throw std::runtime_error("Invalid school level");
}
return levels.at(level);
}
int64_t CSpell::calculateDamage(const spells::Caster * caster) const
{
//check if spell really does damage - if not, return 0
if(!isDamageSpell())
return 0;
auto rawDamage = calculateRawEffectValue(caster->getEffectLevel(this), caster->getEffectPower(this), 1);
return caster->getSpellBonus(this, rawDamage, nullptr);
}
bool CSpell::canBeCast(const CBattleInfoCallback * cb, spells::Mode mode, const spells::Caster * caster) const
{
//if caller do not interested in description just discard it and do not pollute even debug log
spells::detail::ProblemImpl problem;
return canBeCast(problem, cb, mode, caster);
}
bool CSpell::canBeCast(spells::Problem & problem, const CBattleInfoCallback * cb, spells::Mode mode, const spells::Caster * caster) const
{
spells::BattleCast event(cb, caster, mode, this);
auto mechanics = battleMechanics(&event);
ESpellCastProblem::ESpellCastProblem genProblem = cb->battleCanCastSpell(caster, mode);
if(genProblem != ESpellCastProblem::OK)
return mechanics->adaptProblem(genProblem, problem);
switch(mode)
{
case spells::Mode::HERO:
{
const CGHeroInstance * castingHero = dynamic_cast<const CGHeroInstance *>(caster);//todo: unify hero|creature spell cost
if(!castingHero)
{
logGlobal->debug("CSpell::canBeCast: invalid caster");
genProblem = ESpellCastProblem::NO_HERO_TO_CAST_SPELL;
}
else if(!castingHero->getArt(ArtifactPosition::SPELLBOOK))
genProblem = ESpellCastProblem::NO_SPELLBOOK;
else if(!castingHero->canCastThisSpell(this))
genProblem = ESpellCastProblem::HERO_DOESNT_KNOW_SPELL;
else if(castingHero->mana < cb->battleGetSpellCost(this, castingHero)) //not enough mana
genProblem = ESpellCastProblem::NOT_ENOUGH_MANA;
}
break;
}
if(genProblem != ESpellCastProblem::OK)
return mechanics->adaptProblem(genProblem, problem);
if(!isCombatSpell())
return mechanics->adaptProblem(ESpellCastProblem::ADVMAP_SPELL_INSTEAD_OF_BATTLE_SPELL, problem);
const PlayerColor player = caster->getOwner();
const auto side = cb->playerToSide(player);
if(!side)
return mechanics->adaptProblem(ESpellCastProblem::INVALID, problem);
//effect like Recanter's Cloak. Blocks also passive casting.
//TODO: check creature abilities to block
//TODO: check any possible caster
if(cb->battleMaxSpellLevel(side.get()) < level || cb->battleMinSpellLevel(side.get()) > level)
return mechanics->adaptProblem(ESpellCastProblem::SPELL_LEVEL_LIMIT_EXCEEDED, problem);
return mechanics->canBeCast(problem);
}
std::vector<BattleHex> CSpell::rangeInHexes(const CBattleInfoCallback * cb, spells::Mode mode, const spells::Caster * caster, BattleHex centralHex) const
{
spells::BattleCast event(cb, caster, mode, this);
return battleMechanics(&event)->rangeInHexes(centralHex);
}
std::vector<const CStack *> CSpell::getAffectedStacks(const CBattleInfoCallback * cb, spells::Mode mode, const spells::Caster * caster, int spellLvl, const spells::Target & target) const
{
//TODO: remove and add new method to BattleCast
spells::BattleCast event(cb, caster, mode, this);
event.setSpellLevel(spellLvl);
return battleMechanics(&event)->getAffectedStacks(target);
}
spells::AimType CSpell::getTargetType() const
{
return targetType;
}
void CSpell::forEachSchool(const std::function<void(const spells::SchoolInfo &, bool &)>& cb) const
{
bool stop = false;
for(ESpellSchool iter : SpellConfig::SCHOOL_ORDER)
{
const spells::SchoolInfo & cnf = SpellConfig::SCHOOL[(ui8)iter];
if(school.at(cnf.id))
{
cb(cnf, stop);
if(stop)
break;
}
}
}
int32_t CSpell::getIndex() const
{
return id.toEnum();
}
int32_t CSpell::getLevel() const
{
return level;
}
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;
}
boost::logic::tribool CSpell::getPositiveness() const
{
switch (positiveness)
{
case CSpell::POSITIVE:
return true;
case CSpell::NEGATIVE:
return false;
default:
return boost::logic::indeterminate;
}
}
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() || !levels[0].cumulativeEffects.empty();
}
bool CSpell::hasBattleEffects() const
{
return levels[0].battleEffects.getType() == JsonNode::JsonType::DATA_STRUCT && !levels[0].battleEffects.Struct().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::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 bool cumulative, const si32 duration, boost::optional<si32 *> maxDuration) const
{
if(level < 0 || level >= GameConstants::SPELL_SCHOOL_LEVELS)
{
logGlobal->error("invalid school level %d", level);
return;
}
const auto & levelObject = levels.at(level);
if(levelObject.effects.empty() && levelObject.cumulativeEffects.empty())
{
logGlobal->error("This spell (%s) has no effects for level %d", name, level);
return;
}
const auto & effects = cumulative ? levelObject.cumulativeEffects : levelObject.effects;
lst.reserve(lst.size() + effects.size());
for(const auto b : effects)
{
Bonus nb(*b);
//use configured duration if present
if(nb.turnsRemain == 0)
nb.turnsRemain = duration;
if(maxDuration)
vstd::amax(*(maxDuration.get()), nb.turnsRemain);
lst.push_back(nb);
}
}
bool CSpell::canBeCastAt(const CBattleInfoCallback * cb, spells::Mode mode, const spells::Caster * caster, BattleHex destination) const
{
if(canBeCast(cb, mode, caster))
{
spells::BattleCast event(cb, caster, mode, this);
spells::Target tmp;
tmp.emplace_back(destination);
return battleMechanics(&event)->canBeCastAt(tmp);
}
else
{
return false;
}
}
bool CSpell::canBeCastAt(const CBattleInfoCallback * cb, spells::Mode mode, const spells::Caster * caster, const spells::Target & target) const
{
if(canBeCast(cb, mode, caster))
{
spells::BattleCast event(cb, caster, mode, this);
return battleMechanics(&event)->canBeCastAt(target);
}
else
{
return false;
}
}
int64_t CSpell::adjustRawDamage(const spells::Caster * caster, const battle::Unit * affectedCreature, int64_t rawDamage) const
{
auto ret = rawDamage;
//affected creature-specific part
if(nullptr != affectedCreature)
{
auto bearer = affectedCreature;
//applying protections - when spell has more then one elements, only one protection should be applied (I think)
forEachSchool([&](const spells::SchoolInfo & cnf, bool & stop)
{
if(bearer->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, (ui8)cnf.id))
{
ret *= 100 - bearer->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, (ui8)cnf.id);
ret /= 100;
stop = true;//only bonus from one school is used
}
});
CSelector selector = Selector::type(Bonus::SPELL_DAMAGE_REDUCTION).And(Selector::subtype(-1));
//general spell dmg reduction
if(bearer->hasBonus(selector))
{
ret *= 100 - bearer->valOfBonuses(selector);
ret /= 100;
}
//dmg increasing
if(bearer->hasBonusOfType(Bonus::MORE_DAMAGE_FROM_SPELL, id))
{
ret *= 100 + bearer->valOfBonuses(Bonus::MORE_DAMAGE_FROM_SPELL, id.toEnum());
ret /= 100;
}
}
ret = caster->getSpellBonus(this, ret, affectedCreature);
return ret;
}
int64_t CSpell::calculateRawEffectValue(int32_t effectLevel, int32_t basePowerMultiplier, int32_t levelPowerMultiplier) const
{
return basePowerMultiplier * power + levelPowerMultiplier * getPower(effectLevel);
}
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;
}
}
JsonNode CSpell::convertTargetCondition(const BTVector & immunity, const BTVector & absImmunity, const BTVector & limit, const BTVector & absLimit) const
{
static const std::string CONDITION_NORMAL = "normal";
static const std::string CONDITION_ABSOLUTE = "absolute";
#define BONUS_NAME(x) { Bonus::x, #x },
static const std::map<Bonus::BonusType, std::string> bonusNameRMap = { BONUS_LIST };
#undef BONUS_NAME
JsonNode res;
auto convertVector = [&](const std::string & targetName, const BTVector & source, const std::string & value)
{
for(auto bonusType : source)
{
auto iter = bonusNameRMap.find(bonusType);
if(iter != bonusNameRMap.end())
{
auto fullId = CModHandler::makeFullIdentifier("", "bonus", iter->second);
res[targetName][fullId].String() = value;
}
else
{
logGlobal->error("Invalid bonus type %d", static_cast<int32_t>(bonusType));
}
}
};
auto convertSection = [&](const std::string & targetName, const BTVector & normal, const BTVector & absolute)
{
convertVector(targetName, normal, CONDITION_NORMAL);
convertVector(targetName, absolute, CONDITION_ABSOLUTE);
};
convertSection("allOf", limit, absLimit);
convertSection("noneOf", immunity, absImmunity);
return res;
}
void CSpell::setupMechanics()
{
mechanics = spells::ISpellMechanicsFactory::get(this);
adventureMechanics = IAdventureSpellMechanics::createMechanics(this);
}
std::unique_ptr<spells::Mechanics> CSpell::battleMechanics(const spells::IBattleCast * event) const
{
return mechanics->create(event);
}
///CSpell::AnimationInfo
CSpell::AnimationItem::AnimationItem()
:resourceName(""),verticalPosition(VerticalPosition::TOP),pause(0)
{
}
///CSpell::AnimationInfo
CSpell::AnimationInfo::AnimationInfo()
{
}
CSpell::AnimationInfo::~AnimationInfo()
{
}
std::string CSpell::AnimationInfo::selectProjectile(const double angle) const
{
std::string res;
double maximum = 0.0;
for(const auto & info : projectile)
{
if(info.minimumAngle < angle && info.minimumAngle > maximum)
{
maximum = info.minimumAngle;
res = info.resourceName;
}
}
return res;
}
///CSpell::TargetInfo
CSpell::TargetInfo::TargetInfo(const CSpell * spell, const int level, spells::Mode mode)
: type(spell->getTargetType()),
smart(false),
massive(false),
clearAffected(false),
clearTarget(false)
{
auto & levelInfo = spell->getLevelInfo(level);
smart = levelInfo.smartTarget;
massive = levelInfo.range == "X";
clearAffected = levelInfo.clearAffected;
clearTarget = levelInfo.clearTarget;
if(mode == spells::Mode::CREATURE_ACTIVE)
{
massive = false;//FIXME: find better solution for Commander spells
}
}
bool DLL_LINKAGE isInScreenRange(const int3 & center, const int3 & pos)
{
int3 diff = pos - center;
return diff.x >= -9 && diff.x <= 9 && diff.y >= -8 && diff.y <= 8;
}
///CSpellHandler
CSpellHandler::CSpellHandler() = default;
CSpellHandler::~CSpellHandler() = default;
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 = [&](bool combat, bool ability)
{
do
{
JsonNode lineNode(JsonNode::JsonType::DATA_STRUCT);
const auto id = legacyData.size();
lineNode["index"].Integer() = id;
lineNode["type"].String() = ability ? "ability" : (combat ? "combat" : "adventure");
lineNode["name"].String() = parser.readString();
parser.readString(); //ignored unused abbreviated name
lineNode["level"].Integer() = 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"].Integer() = 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]].Integer() = 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"].Integer() = costs[i];
level["power"].Integer() = powers[i];
level["aiValue"].Integer() = 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"].Integer() = SpellID::ACID_BREATH_DAMAGE;
legacyData.push_back(temp);
objects.resize(legacyData.size());
return legacyData;
}
const std::vector<std::string> & CSpellHandler::getTypeNames() const
{
static const std::vector<std::string> typeNames = { "spell" };
return typeNames;
}
CSpell * CSpellHandler::loadFromJson(const JsonNode & json, const std::string & identifier, size_t index)
{
using namespace SpellConfig;
SpellID id(static_cast<si32>(index));
CSpell * spell = new CSpell();
spell->id = id;
spell->identifier = identifier;
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();
logMod->trace("%s: loading spell %s", __FUNCTION__, spell->name);
const auto schoolNames = json["school"];
for(const spells::SchoolInfo & info : SpellConfig::SCHOOL)
{
spell->school[info.id] = schoolNames[info.jsonName].Bool();
}
spell->level = json["level"].Integer();
spell->power = json["power"].Integer();
spell->defaultProbability = json["defaultGainChance"].Integer();
for(const auto & node : json["gainChance"].Struct())
{
const int chance = node.second.Integer();
VLC->modh->identifiers.requestIdentifier(node.second.meta, "faction",node.first, [=](si32 factionID)
{
spell->probabilities[factionID] = chance;
});
}
auto targetType = json["targetType"].String();
if(targetType == "NO_TARGET")
spell->targetType = spells::AimType::NO_TARGET;
else if(targetType == "CREATURE")
spell->targetType = spells::AimType::CREATURE;
else if(targetType == "OBSTACLE")
spell->targetType = spells::AimType::OBSTACLE;
else if(targetType == "LOCATION")
spell->targetType = spells::AimType::LOCATION;
else
logMod->warn("Spell %s: target type %s - assumed NO_TARGET.", spell->name, (targetType.empty() ? "empty" : "unknown ("+targetType+")"));
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
logMod->error("Spell %s: no positiveness specified, assumed NEUTRAL.", spell->name);
}
spell->isSpecial = flags["special"].Bool();
auto findBonus = [&](std::string name, std::vector<Bonus::BonusType> & vec)
{
auto it = bonusNameMap.find(name);
if(it == bonusNameMap.end())
{
logMod->error("Spell %s: invalid bonus name %s", spell->name, name);
}
else
{
vec.push_back((Bonus::BonusType)it->second);
}
};
auto readBonusStruct = [&](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);
}
};
if(json["targetCondition"].isNull())
{
CSpell::BTVector immunities;
CSpell::BTVector absoluteImmunities;
CSpell::BTVector limiters;
CSpell::BTVector absoluteLimiters;
readBonusStruct("immunity", immunities);
readBonusStruct("absoluteImmunity", absoluteImmunities);
readBonusStruct("limit", limiters);
readBonusStruct("absoluteLimit", absoluteLimiters);
if(!(immunities.empty() && absoluteImmunities.empty() && limiters.empty() && absoluteLimiters.empty()))
{
logMod->warn("Spell %s has old target condition format. Expected configuration: ", spell->name);
spell->targetCondition = spell->convertTargetCondition(immunities, absoluteImmunities, limiters, absoluteLimiters);
logMod->warn("\n\"targetCondition\" : %s", spell->targetCondition.toJson());
}
}
else
{
spell->targetCondition = json["targetCondition"];
//TODO: could this be safely merged instead of discarding?
if(!json["immunity"].isNull())
logMod->warn("Spell %s 'immunity' field mixed with 'targetCondition' discarded", spell->name);
if(!json["absoluteImmunity"].isNull())
logMod->warn("Spell %s 'absoluteImmunity' field mixed with 'targetCondition' discarded", spell->name);
if(!json["limit"].isNull())
logMod->warn("Spell %s 'limit' field mixed with 'targetCondition' discarded", spell->name);
if(!json["absoluteLimit"].isNull())
logMod->warn("Spell %s 'absoluteLimit' field mixed with 'targetCondition' discarded", spell->name);
}
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 & animationNode = json["animation"];
auto loadAnimationQueue = [&](const std::string & jsonName, CSpell::TAnimationQueue & q)
{
auto queueNode = animationNode[jsonName].Vector();
for(const JsonNode & item : queueNode)
{
CSpell::TAnimation newItem;
if(item.getType() == JsonNode::JsonType::DATA_STRING)
newItem.resourceName = item.String();
else if(item.getType() == JsonNode::JsonType::DATA_STRUCT)
{
newItem.resourceName = item["defName"].String();
auto vPosStr = item["verticalPosition"].String();
if("bottom" == vPosStr)
newItem.verticalPosition = VerticalPosition::BOTTOM;
}
else if(item.isNumber())
{
newItem.pause = item.Float();
}
q.push_back(newItem);
}
};
loadAnimationQueue("affect", spell->animationInfo.affect);
loadAnimationQueue("cast", spell->animationInfo.cast);
loadAnimationQueue("hit", spell->animationInfo.hit);
const JsonVector & projectile = animationNode["projectile"].Vector();
for(const JsonNode & item : projectile)
{
CSpell::ProjectileInfo info;
info.resourceName = item["defName"].String();
info.minimumAngle = item["minimumAngle"].Float();
spell->animationInfo.projectile.push_back(info);
}
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"].Integer();
levelObject.description = levelNode["description"].String();
levelObject.cost = levelNode["cost"].Integer();
levelObject.AIValue = levelNode["aiValue"].Integer();
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;
auto b = JsonUtils::parseBonus(bonusNode);
const bool usePowerAsValue = bonusNode["val"].isNull();
b->sid = spell->id; //for all
b->source = Bonus::SPELL_EFFECT;//for all
if(usePowerAsValue)
b->val = levelPower;
levelObject.effects.push_back(b);
}
for(const auto & elem : levelNode["cumulativeEffects"].Struct())
{
const JsonNode & bonusNode = elem.second;
auto b = JsonUtils::parseBonus(bonusNode);
const bool usePowerAsValue = bonusNode["val"].isNull();
b->sid = spell->id; //for all
b->source = Bonus::SPELL_EFFECT;//for all
if(usePowerAsValue)
b->val = levelPower;
levelObject.cumulativeEffects.push_back(b);
}
if(levelNode["battleEffects"].getType() == JsonNode::JsonType::DATA_STRUCT && !levelNode["battleEffects"].Struct().empty())
{
levelObject.battleEffects = levelNode["battleEffects"];
if(!levelObject.cumulativeEffects.empty() || !levelObject.effects.empty() || spell->isOffensiveSpell())
logGlobal->error("Mixing %s special effects with old format effects gives unpredictable result", spell->name);
}
}
return spell;
}
void CSpellHandler::afterLoadFinalization()
{
for(auto spell : objects)
{
spell->setupMechanics();
}
}
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");
}
std::vector<bool> CSpellHandler::getDefaultAllowed() const
{
std::vector<bool> allowedSpells;
allowedSpells.reserve(objects.size());
for(const CSpell * s : objects)
{
allowedSpells.push_back( !(s->isSpecialSpell() || s->isCreatureAbility()));
}
return allowedSpells;
}
void CSpellHandler::update780()
{
static_assert(MINIMAL_SERIALIZATION_VERSION < 780, "No longer needed CSpellHandler::update780");
auto spellsContent = VLC->modh->content["spells"];
const ContentTypeHandler::ModInfo & coreData = spellsContent.modData.at("core");
const JsonNode & coreSpells = coreData.modData;
const int levelsCount = GameConstants::SPELL_SCHOOL_LEVELS;
for(CSpell * spell : objects)
{
auto identifier = spell->identifier;
size_t colonPos = identifier.find(':');
if(colonPos != std::string::npos)
continue;
const JsonNode & actualConfig = coreSpells[spell->identifier];
if(actualConfig.getType() != JsonNode::JsonType::DATA_STRUCT)
{
logGlobal->error("Spell not found %s", spell->identifier);
continue;
}
if(actualConfig["targetCondition"].getType() == JsonNode::JsonType::DATA_STRUCT && !actualConfig["targetCondition"].Struct().empty())
{
spell->targetCondition = actualConfig["targetCondition"];
}
for(int levelIndex = 0; levelIndex < levelsCount; levelIndex++)
{
const JsonNode & levelNode = actualConfig["levels"][SpellConfig::LEVEL_NAMES[levelIndex]];
logGlobal->debug(levelNode.toJson());
CSpell::LevelInfo & levelObject = spell->levels[levelIndex];
if(levelNode["battleEffects"].getType() == JsonNode::JsonType::DATA_STRUCT && !levelNode["battleEffects"].Struct().empty())
{
levelObject.battleEffects = levelNode["battleEffects"];
logGlobal->trace("Updated special effects for level %d of spell %s", levelIndex, spell->identifier);
}
}
}
}