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https://github.com/vcmi/vcmi.git
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75b93b070d
* need more testing
395 lines
11 KiB
C++
395 lines
11 KiB
C++
#pragma once
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#include "IHandlerBase.h"
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#include "../lib/ConstTransitivePtr.h"
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#include "int3.h"
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#include "GameConstants.h"
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#include "BattleHex.h"
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#include "HeroBonus.h"
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/*
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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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class CSpell;
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class ISpellMechanics;
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class CLegacyConfigParser;
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class CGHeroInstance;
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class CStack;
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class CBattleInfoCallback;
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class BattleInfo;
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struct CPackForClient;
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struct BattleSpellCast;
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class CRandomGenerator;
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struct SpellSchoolInfo
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{
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ESpellSchool id; //backlink
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Bonus::BonusType damagePremyBonus;
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Bonus::BonusType immunityBonus;
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std::string jsonName;
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SecondarySkill::ESecondarySkill skill;
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Bonus::BonusType knoledgeBonus;
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};
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///callback to be provided by server
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class DLL_LINKAGE SpellCastEnvironment
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{
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public:
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virtual ~SpellCastEnvironment(){};
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virtual void sendAndApply(CPackForClient * info) const = 0;
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virtual CRandomGenerator & getRandomGenerator() const = 0;
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virtual void complain(const std::string & problem) const = 0;
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};
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///helper struct
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struct DLL_LINKAGE BattleSpellCastParameters
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{
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public:
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BattleSpellCastParameters(const BattleInfo * cb): cb(cb){};
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int spellLvl;
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BattleHex destination;
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ui8 casterSide;
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PlayerColor casterColor;
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const CGHeroInstance * caster;
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const CGHeroInstance * secHero;
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int usedSpellPower;
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ECastingMode::ECastingMode mode;
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const CStack * casterStack;
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const CStack * selectedStack;
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const BattleInfo * cb;
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};
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enum class VerticalPosition : ui8{TOP, CENTER, BOTTOM};
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class DLL_LINKAGE CSpell
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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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std::string resourceName;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & minimumAngle & resourceName;
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}
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};
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struct AnimationItem
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{
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std::string resourceName;
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VerticalPosition verticalPosition;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & resourceName & verticalPosition;
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}
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};
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typedef AnimationItem TAnimation;
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typedef std::vector<TAnimation> TAnimationQueue;
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struct DLL_LINKAGE AnimationInfo
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{
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AnimationInfo();
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~AnimationInfo();
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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 casted 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 casted 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, const int version)
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{
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h & projectile & hit & cast;
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}
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std::string 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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std::string description; //descriptions of spell for skill level
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si32 cost;
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si32 power;
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si32 AIValue;
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bool smartTarget;
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bool clearTarget;
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bool clearAffected;
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std::string range;
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std::vector<Bonus> effects;
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LevelInfo();
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~LevelInfo();
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & description & cost & power & AIValue & smartTarget & range & effects;
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h & clearTarget & clearAffected;
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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 int level) const;
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public:
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enum ETargetType {NO_TARGET, CREATURE, OBSTACLE, LOCATION};
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enum ESpellPositiveness {NEGATIVE = -1, NEUTRAL = 0, POSITIVE = 1};
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struct TargetInfo
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{
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ETargetType type;
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bool smart;
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bool massive;
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bool onlyAlive;
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///no immunity on primary target (mostly spell-like attack)
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bool alwaysHitDirectly;
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bool clearTarget;
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bool clearAffected;
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TargetInfo(const CSpell * spell, const int level);
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TargetInfo(const CSpell * spell, const int level, ECastingMode::ECastingMode mode);
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private:
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void init(const CSpell * spell, const int level);
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};
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SpellID id;
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std::string identifier; //???
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std::string name;
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si32 level;
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bool earth; //deprecated
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bool water; //deprecated
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bool fire; //deprecated
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bool air; //deprecated
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std::map<ESpellSchool, bool> school; //todo: use this instead of separate boolean fields
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si32 power; //spell's power
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std::map<TFaction, si32> probabilities; //% chance to gain for castles
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bool combatSpell; //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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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::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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CSpell();
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~CSpell();
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bool isCastableBy(const IBonusBearer * caster, bool hasSpellBook, const std::set<SpellID> & spellBook) const;
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std::vector<BattleHex> rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes = nullptr ) const; //convert range to specific hexes; last optional out parameter is set to true, if spell would cover unavailable hexes (that are not included in ret)
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si16 mainEffectAnim; //main spell effect animation, in AC format (or -1 when none) DEPRECATED
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ETargetType getTargetType() const; //deprecated
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CSpell::TargetInfo getTargetInfo(const int level) const;
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bool isCombatSpell() const;
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bool isAdventureSpell() const;
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bool isCreatureAbility() const;
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bool isPositive() const;
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bool isNegative() const;
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bool isNeutral() const;
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bool isDamageSpell() const;
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bool isHealingSpell() const;
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bool isRisingSpell() const;
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bool isOffensiveSpell() const;
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bool isSpecialSpell() const;
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bool hasEffects() const;
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void getEffects(std::vector<Bonus> &lst, const int level) const;
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//internal, for use only by Mechanics classes
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ESpellCastProblem::ESpellCastProblem isImmuneBy(const IBonusBearer *obj) const;
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//checks for creature immunity / anything that prevent casting *at given hex* - doesn't take into acount general problems such as not having spellbook or mana points etc.
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ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const;
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//internal, for use only by Mechanics classes. applying secondary skills
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ui32 calculateBonus(ui32 baseDamage, const CGHeroInstance * caster, const CStack * affectedCreature) const;
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///calculate spell damage on stack taking caster`s secondary skills and affectedCreature`s bonuses into account
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ui32 calculateDamage(const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower) const;
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///calculate healed HP for all spells casted by hero
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ui32 calculateHealedHP(const CGHeroInstance * caster, const CStack * stack, const CStack * sacrificedStack = nullptr) const;
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///selects from allStacks actually affected stacks
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std::set<const CStack *> getAffectedStacks(const CBattleInfoCallback * cb, ECastingMode::ECastingMode mode, PlayerColor casterColor, int spellLvl, BattleHex destination, const CGHeroInstance * caster = nullptr) const;
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si32 getCost(const int skillLevel) const;
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/**
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* Returns spell level power, base power ignored
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*/
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si32 getPower(const int skillLevel) const;
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// /**
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// * Returns spell power, taking base power into account
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// */
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// si32 calculatePower(const int skillLevel) const;
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si32 getProbability(const TFaction factionId) const;
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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 SpellSchoolInfo &, bool &)> & cb) const;
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/**
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* Returns resource name of icon for SPELL_IMMUNITY bonus
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*/
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const std::string& getIconImmune() const;
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const std::string& getCastSound() const;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & identifier & id & name & level & power
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& probabilities & attributes & combatSpell & creatureAbility & positiveness & counteredSpells & mainEffectAnim;
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h & isRising & isDamage & isOffensive;
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h & targetType;
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h & immunities & limiters & absoluteImmunities & absoluteLimiters;
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h & iconImmune;
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h & defaultProbability;
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h & isSpecial;
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h & castSound & iconBook & iconEffect & iconScenarioBonus & iconScroll;
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h & levels;
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h & school;
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h & animationInfo;
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if(!h.saving)
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setup();
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}
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friend class CSpellHandler;
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friend class Graphics;
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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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//void adventureCast() const;
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void battleCast(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters) const;
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public:
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///Client-server logic. Has direct write access to GameState.
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///Shall be called (only) when applying packets on BOTH SIDES
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///implementation of BattleSpellCast applying
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void afterCast(BattleInfo * battle, const BattleSpellCast * packet) 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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//call this after load or deserialization. cant be done in constructor.
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void setup();
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void setupMechanics();
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private:
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si32 defaultProbability;
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bool isRising;
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bool isDamage;
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bool isOffensive;
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bool isSpecial;
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std::string attributes; //reference only attributes //todo: remove or include in configuration format, currently unused
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ETargetType targetType;
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std::vector<Bonus::BonusType> immunities; //any of these grants immunity
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std::vector<Bonus::BonusType> absoluteImmunities; //any of these grants immunity, can't be negated
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std::vector<Bonus::BonusType> limiters; //all of them are required to be affected
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std::vector<Bonus::BonusType> absoluteLimiters; //all of them are required to be affected, can't be negated
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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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std::string castSound;
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std::vector<LevelInfo> levels;
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ISpellMechanics * mechanics;//(!) 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, CSpell>
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{
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public:
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CSpellHandler();
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virtual ~CSpellHandler();
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///IHandler base
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std::vector<JsonNode> loadLegacyData(size_t dataSize) 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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* @return a list of allowed spells, the index is the spell id and the value either 0 for not allowed or 1 for allowed
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*/
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std::vector<bool> getDefaultAllowed() const override;
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const std::string getTypeName() const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & objects ;
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}
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protected:
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CSpell * loadFromJson(const JsonNode & json) override;
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};
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