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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-30 08:57:00 +02:00
vcmi/lib/CSpellHandler.cpp
Ivan Savenko b87897096c Filesystem handling is now more flexible
- removed CResourceLoader class in favor of one that implements resource loader interface
- removed global pool of files, in favour of more dynamic approach
- renamed some files to match current situation
All these changes are needed mostly for future mod manager + .zip support
2013-07-28 14:49:50 +00:00

571 lines
14 KiB
C++

#include "StdInc.h"
#include "CSpellHandler.h"
#include "CGeneralTextHandler.h"
#include "filesystem/Filesystem.h"
#include "VCMI_Lib.h"
#include "JsonNode.h"
#include <cctype>
#include "BattleHex.h"
#include "CModHandler.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 function 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(auto & elem : mainPointForLayer)
elem = 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;
CSpell::CSpell()
{
isDamage = false;
isRising = false;
isOffensive = false;
}
CSpell::~CSpell()
{
for (auto & elem : effects)
{
for (size_t j=0; j<elem.size(); j++)
delete elem[j];
}
}
std::vector<BattleHex> CSpell::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes) const
{
std::vector<BattleHex> ret;
if(id == SpellID::FIRE_WALL || id == SpellID::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(secondStep, false)); //moveInDir function modifies subject hex
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(auto & elem : rng)
{
if( std::isdigit(elem) ) //reading numer
{
if(readingFirst)
number1 += elem;
else
number2 += elem;
}
else if(elem == ',') //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(auto & curLayer_it : curLayer)
{
ret.push_back(curLayer_it);
}
}
else if(elem == '-') //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
{
return targetType;
}
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;
}
if (effects.empty())
{
logGlobal->errorStream() << __FUNCTION__ << " This spell (" + name + ") has no bonus effects! " << name;
return;
}
if (effects.size() <= level)
{
logGlobal->errorStream() << __FUNCTION__ << " This spell (" + name + ") is missing entry for level " << level;
return;
}
lst.reserve(lst.size() + effects[level].size());
for (Bonus *b : effects[level])
{
//TODO: value, add value
lst.push_back(Bonus(*b));
}
}
bool CSpell::isImmuneBy(const IBonusBearer* obj) const
{
//todo: use new bonus API
for(auto b : limiters)
{
if (!obj->hasBonusOfType(b))
return true;
}
if (obj->hasBonusOfType(Bonus::NEGATE_ALL_NATURAL_IMMUNITIES)) //Orb of vulnerability
return false; //TODO: some creaures are unaffected always, for example undead to resurrection.
for(auto b : immunities)
{
if (obj->hasBonusOfType(b))
return true;
}
auto battleTestElementalImmunity = [&,this](Bonus::BonusType element) -> bool
{
if (obj->hasBonusOfType(element, 0)) //always resist if immune to all spells altogether
return true;
else if (!isPositive()) //negative or indifferent
{
if ((isDamageSpell() && obj->hasBonusOfType(element, 2)) || obj->hasBonusOfType(element, 1))
return true;
}
return false;
};
if (fire)
{
if (battleTestElementalImmunity(Bonus::FIRE_IMMUNITY))
return true;
}
if (water)
{
if (battleTestElementalImmunity(Bonus::WATER_IMMUNITY))
return true;
}
if (earth)
{
if (battleTestElementalImmunity(Bonus::EARTH_IMMUNITY))
return true;
}
if (air)
{
if (battleTestElementalImmunity(Bonus::AIR_IMMUNITY))
return true;
}
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 true;
}
return false;
}
void CSpell::setAttributes(const std::string& newValue)
{
attributes = newValue;
if(attributes.find("CREATURE_TARGET_1") != std::string::npos
|| attributes.find("CREATURE_TARGET_2") != std::string::npos)
targetType = CREATURE_EXPERT_MASSIVE;
else if(attributes.find("CREATURE_TARGET") != std::string::npos)
targetType = CREATURE;
else if(attributes.find("OBSTACLE_TARGET") != std::string::npos)
targetType = OBSTACLE;
else
targetType = NO_TARGET;
}
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, const SpellID id)
{
auto spell = new CSpell; //new currently being read spell
spell->id = id;
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";
spell->costs = parser.readNumArray<si32>(4);
spell->power = parser.readNumber();
spell->powers = parser.readNumArray<si32>(4);
for (int i = 0; i < 9 ; i++)
spell->probabilities[i] = parser.readNumber();
spell->AIVals = parser.readNumArray<si32>(4);
for (int i = 0; i < 4 ; i++)
spell->descriptions.push_back(parser.readString());
std::string attributes = parser.readString();
//spell fixes
if (id == SpellID::FORGETFULNESS)
{
//forgetfulness needs to get targets automatically on expert level
boost::replace_first(attributes, "CREATURE_TARGET", "CREATURE_TARGET_2");
}
if (id == SpellID::DISRUPTING_RAY)
{
// disrupting ray will now affect single creature
boost::replace_first(attributes,"2", "");
}
spell->setAttributes(attributes);
spell->mainEffectAnim = -1;
return spell;
}
CSpellHandler::CSpellHandler()
{
CLegacyConfigParser parser("DATA/SPTRAITS.TXT");
auto read = [&,this](bool combat, bool alility)
{
do
{
const SpellID id = SpellID(spells.size());
CSpell * spell = loadSpell(parser,id);
spell->combatSpell = combat;
spell->creatureAbility = alility;
spells.push_back(spell);
}
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
spells.push_back(spells[SpellID::ACID_BREATH_DEFENSE]); //clone Acid Breath attributes for Acid Breath damage effect
//loading of additional spell traits
JsonNode config(ResourceID("config/spell_info.json"));
config.setMeta("core");
for(auto &spell : config["spells"].Struct())
{
//reading exact info
int spellID = spell.second["id"].Float();
CSpell *s = spells[spellID];
s->positiveness = spell.second["effect"].Float();
s->mainEffectAnim = spell.second["anim"].Float();
s->range.resize(4);
int idx = 0;
for(const JsonNode &range : spell.second["ranges"].Vector())
s->range[idx++] = range.String();
s->counteredSpells = spell.second["counters"].convertTo<std::vector<SpellID> >();
s->identifier = spell.first;
VLC->modh->identifiers.registerObject("core", "spell", spell.first, spellID);
const JsonNode & flags_node = spell.second["flags"];
if (!flags_node.isNull())
{
auto flags = flags_node.convertTo<std::vector<std::string> >();
for (const auto & flag : flags)
{
if (flag == "damage")
{
s->isDamage = true;
}
else if (flag == "rising")
{
s->isRising = true;
}
else if (flag == "offensive")
{
s->isOffensive = true;
}
}
}
const JsonNode & effects_node = spell.second["effects"];
for (const JsonNode & bonus_node : effects_node.Vector())
{
auto &v_node = bonus_node["values"];
auto &a_node = bonus_node["ainfos"];
auto v = v_node.convertTo<std::vector<int> >();
auto a = a_node.convertTo<std::vector<int> >();
if(v.size() && v.size() != GameConstants::SPELL_SCHOOL_LEVELS)
logGlobal->errorStream() << s->name << " should either have no values or exactly " << GameConstants::SPELL_SCHOOL_LEVELS;
if(a.size() && a.size() != GameConstants::SPELL_SCHOOL_LEVELS)
logGlobal->errorStream() << s->name << " should either have no ainfos or exactly " << GameConstants::SPELL_SCHOOL_LEVELS;
s->effects.resize(GameConstants::SPELL_SCHOOL_LEVELS);
for (int i = 0; i < GameConstants::SPELL_SCHOOL_LEVELS; i++)
{
Bonus * b = JsonUtils::parseBonus(bonus_node);
b->sid = s->id; //for all
b->source = Bonus::SPELL_EFFECT;//for all
b->val = s->powers[i];
if (!v.empty())
b->val = v[i];
if (!a.empty())
b->additionalInfo = a[i];
s->effects[i].push_back(b);
}
}
auto find_in_map = [](std::string name, std::vector<Bonus::BonusType> &vec)
{
auto it = bonusNameMap.find(name);
if (it == bonusNameMap.end())
{
logGlobal->errorStream() << "Error: invalid bonus name" << name;
}
else
{
vec.push_back((Bonus::BonusType)it->second);
}
};
auto read_node = [&](std::string name, std::vector<Bonus::BonusType> &vec)
{
const JsonNode & node = spell.second[name];
if (!node.isNull())
{
auto names = node.convertTo<std::vector<std::string> >();
for(auto name : names)
find_in_map(name, vec);
}
};
read_node("immunity",s->immunities);
read_node("limit",s->limiters);
const JsonNode & graphicsNode = spell.second["graphics"];
if (!graphicsNode.isNull())
{
s->iconImmune = graphicsNode["iconImmune"].String();
}
}
}
CSpellHandler::~CSpellHandler()
{
for(auto & spell : spells)
{
spell.dellNull();
}
}
std::vector<bool> CSpellHandler::getDefaultAllowed() const
{
std::vector<bool> allowedSpells;
allowedSpells.resize(GameConstants::SPELLS_QUANTITY, true);
return allowedSpells;
}