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vcmi/lib/spells/CSpellHandler.h
Ivan Savenko 8353bca34f Small refactoring of adventure map spell casting:
- 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
2024-04-10 20:04:08 +03:00

362 lines
9.6 KiB
C++

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