mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
8353bca34f
- Removed duplicated checks for DD possibility - Moved most of spell-specific code from AdventureMapInterface to library code - AdventureSpellMechanics class now provides methods to check whether spellcast is possible, similarly to battle spells - If it is not possible to cast adventure map spell (e.g. no mana or no move points) game will show infowindow immediately on clicking spellbook instead of on cast attempt - If hero does not have movement points for a DD, game will show correct error message - Added game settings 'dimensionDoorFailureSpendsPoints' due to discovered H3 logic
362 lines
9.6 KiB
C++
362 lines
9.6 KiB
C++
/*
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* CSpellHandler.h, 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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#pragma once
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#include <vcmi/spells/Spell.h>
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#include <vcmi/spells/Service.h>
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#include <vcmi/spells/Magic.h>
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#include "../IHandlerBase.h"
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#include "../ConstTransitivePtr.h"
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#include "../int3.h"
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#include "../GameConstants.h"
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#include "../battle/BattleHex.h"
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#include "../bonuses/Bonus.h"
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#include "../filesystem/ResourcePath.h"
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#include "../json/JsonNode.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CSpell;
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class IAdventureSpellMechanics;
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class CBattleInfoCallback;
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class AdventureSpellCastParameters;
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class SpellCastEnvironment;
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class JsonSerializeFormat;
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namespace test
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{
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class CSpellTest;
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}
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namespace spells
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{
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class ISpellMechanicsFactory;
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class IBattleCast;
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struct SchoolInfo
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{
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SpellSchool id; //backlink
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std::string jsonName;
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};
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}
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namespace SpellConfig
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{
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extern const spells::SchoolInfo SCHOOL[4];
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}
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enum class VerticalPosition : ui8{TOP, CENTER, BOTTOM};
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class DLL_LINKAGE CSpell : public spells::Spell
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{
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public:
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struct ProjectileInfo
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{
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///in radians. Only positive value. Negative angle is handled by vertical flip
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double minimumAngle;
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///resource name
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AnimationPath resourceName;
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template <typename Handler> void serialize(Handler & h)
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{
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h & minimumAngle;
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h & resourceName;
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}
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};
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struct AnimationItem
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{
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AnimationPath resourceName;
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std::string effectName;
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VerticalPosition verticalPosition;
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int pause;
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AnimationItem();
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template <typename Handler> void serialize(Handler & h)
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{
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h & resourceName;
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h & effectName;
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h & verticalPosition;
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h & pause;
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}
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};
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using TAnimation = AnimationItem;
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using TAnimationQueue = std::vector<TAnimation>;
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struct DLL_LINKAGE AnimationInfo
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{
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///displayed on all affected targets.
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TAnimationQueue affect;
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///displayed on caster.
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TAnimationQueue cast;
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///displayed on target hex. If spell was cast with no target selection displayed on entire battlefield (f.e. ARMAGEDDON)
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TAnimationQueue hit;
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///displayed "between" caster and (first) target. Ignored if spell was cast with no target selection.
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///use selectProjectile to access
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std::vector<ProjectileInfo> projectile;
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template <typename Handler> void serialize(Handler & h)
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{
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h & projectile;
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h & hit;
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h & cast;
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h & affect;
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}
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AnimationPath selectProjectile(const double angle) const;
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} animationInfo;
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public:
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struct LevelInfo
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{
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si32 cost = 0;
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si32 power = 0;
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si32 AIValue = 0;
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bool smartTarget = true;
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bool clearTarget = false;
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bool clearAffected = false;
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std::string range = "0";
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//TODO: remove these two when AI will understand special effects
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std::vector<std::shared_ptr<Bonus>> effects; //deprecated
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std::vector<std::shared_ptr<Bonus>> cumulativeEffects; //deprecated
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JsonNode battleEffects;
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template <typename Handler> void serialize(Handler & h)
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{
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h & cost;
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h & power;
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h & AIValue;
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h & smartTarget;
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h & range;
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h & effects;
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h & cumulativeEffects;
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h & clearTarget;
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h & clearAffected;
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h & battleEffects;
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}
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};
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/** \brief Low level accessor. Don`t use it if absolutely necessary
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*
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* \param level. spell school level
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* \return Spell level info structure
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*
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*/
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const CSpell::LevelInfo & getLevelInfo(const int32_t level) const;
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SpellID id;
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std::string identifier;
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std::string modScope;
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public:
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enum ESpellPositiveness
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{
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NEGATIVE = -1,
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NEUTRAL = 0,
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POSITIVE = 1
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};
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struct DLL_LINKAGE TargetInfo
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{
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spells::AimType type;
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bool smart;
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bool massive;
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bool clearAffected;
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bool clearTarget;
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TargetInfo(const CSpell * spell, const int32_t level, spells::Mode mode);
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};
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using BTVector = std::vector<BonusType>;
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std::map<SpellSchool, bool> school;
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std::map<FactionID, si32> probabilities; //% chance to gain for castles
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bool onlyOnWaterMap; //Spell will be banned on maps without water
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std::vector<SpellID> counteredSpells; //spells that are removed when effect of this spell is placed on creature (for bless-curse, haste-slow, and similar pairs)
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JsonNode targetCondition; //custom condition on what spell can affect
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CSpell();
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~CSpell();
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int64_t calculateDamage(const spells::Caster * caster) const override;
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bool hasSchool(SpellSchool school) const override;
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bool canCastOnSelf() const override;
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/**
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* Calls cb for each school this spell belongs to
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*
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* Set stop to true to abort looping
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*/
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void forEachSchool(const std::function<void(const SpellSchool &, bool &)> & cb) const override;
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spells::AimType getTargetType() const;
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bool hasEffects() const;
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void getEffects(std::vector<Bonus> & lst, const int level, const bool cumulative, const si32 duration, std::optional<si32 *> maxDuration = std::nullopt) const;
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bool hasBattleEffects() const;
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int32_t getCost(const int32_t skillLevel) const override;
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si32 getProbability(const FactionID & factionId) const;
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int32_t getBasePower() const override;
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int32_t getLevelPower(const int32_t skillLevel) const override;
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int32_t getIndex() const override;
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int32_t getIconIndex() const override;
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std::string getJsonKey() const override;
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SpellID getId() const override;
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std::string getNameTextID() const override;
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std::string getNameTranslated() const override;
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std::string getDescriptionTextID(int32_t level) const override;
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std::string getDescriptionTranslated(int32_t level) const override;
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int32_t getLevel() const override;
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boost::logic::tribool getPositiveness() const override;
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bool isPositive() const override;
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bool isNegative() const override;
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bool isNeutral() const override;
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bool isMagical() const override;
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bool isDamage() const override;
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bool isOffensive() const override;
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bool isSpecial() const override;
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bool isAdventure() const override;
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bool isCombat() const override;
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bool isCreatureAbility() const override;
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void registerIcons(const IconRegistar & cb) const override;
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const std::string & getIconImmune() const; ///< Returns resource name of icon for SPELL_IMMUNITY bonus
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const std::string & getIconBook() const;
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const std::string & getIconEffect() const;
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const std::string & getIconScenarioBonus() const;
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const std::string & getIconScroll() const;
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const AudioPath & getCastSound() const;
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void updateFrom(const JsonNode & data);
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void serializeJson(JsonSerializeFormat & handler);
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friend class CSpellHandler;
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friend class Graphics;
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friend class test::CSpellTest;
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public:
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///internal interface (for callbacks)
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///Checks general but spell-specific problems. Use only during battle.
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bool canBeCast(const CBattleInfoCallback * cb, spells::Mode mode, const spells::Caster * caster) const;
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bool canBeCast(spells::Problem & problem, const CBattleInfoCallback * cb, spells::Mode mode, const spells::Caster * caster) const;
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public:
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///Server logic. Has write access to GameState via packets.
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///May be executed on client side by (future) non-cheat-proof scripts.
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bool adventureCast(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const;
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public://internal, for use only by Mechanics classes
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///applies caster`s secondary skills and affectedCreature`s to raw damage
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int64_t adjustRawDamage(const spells::Caster * caster, const battle::Unit * affectedCreature, int64_t rawDamage) const;
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///returns raw damage or healed HP
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int64_t calculateRawEffectValue(int32_t effectLevel, int32_t basePowerMultiplier, int32_t levelPowerMultiplier) const;
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const IAdventureSpellMechanics & getAdventureMechanics() const;
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std::unique_ptr<spells::Mechanics> battleMechanics(const spells::IBattleCast * event) const;
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private:
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void setIsOffensive(const bool val);
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void setIsRising(const bool val);
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JsonNode convertTargetCondition(const BTVector & immunity, const BTVector & absImmunity, const BTVector & limit, const BTVector & absLimit) const;
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//call this after load or deserialization. cant be done in constructor.
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void setupMechanics();
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private:
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si32 defaultProbability;
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bool rising;
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bool damage;
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bool offensive;
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bool special;
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bool nonMagical; //For creature abilities like bind
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std::string attributes; //reference only attributes //todo: remove or include in configuration format, currently unused
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spells::AimType targetType;
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///graphics related stuff
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std::string iconImmune;
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std::string iconBook;
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std::string iconEffect;
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std::string iconScenarioBonus;
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std::string iconScroll;
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///sound related stuff
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AudioPath castSound;
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std::vector<LevelInfo> levels;
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si32 level;
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si32 power; //spell's power
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bool combat; //is this spell combat (true) or adventure (false)
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bool creatureAbility; //if true, only creatures can use this spell
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bool castOnSelf; // if set, creature caster can cast this spell on itself
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si8 positiveness; //1 if spell is positive for influenced stacks, 0 if it is indifferent, -1 if it's negative
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std::unique_ptr<spells::ISpellMechanicsFactory> mechanics;//(!) do not serialize
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std::unique_ptr<IAdventureSpellMechanics> adventureMechanics;//(!) do not serialize
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};
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bool DLL_LINKAGE isInScreenRange(const int3 ¢er, const int3 &pos); //for spells like Dimension Door
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class DLL_LINKAGE CSpellHandler: public CHandlerBase<SpellID, spells::Spell, CSpell, spells::Service>
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{
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public:
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///IHandler base
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std::vector<JsonNode> loadLegacyData() override;
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void afterLoadFinalization() override;
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void beforeValidate(JsonNode & object) override;
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/**
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* Gets a list of default allowed spells. OH3 spells are all allowed by default.
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*
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*/
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std::set<SpellID> getDefaultAllowed() const;
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protected:
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const std::vector<std::string> & getTypeNames() const override;
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CSpell * loadFromJson(const std::string & scope, const JsonNode & json, const std::string & identifier, size_t index) override;
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};
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VCMI_LIB_NAMESPACE_END
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