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/**
* @file spelldat.cpp
*
* Implementation of all spell data.
*/
#include "tables/spelldat.h"
#include <optional>
#include <string_view>
#include <expected.hpp>
#include "data/file.hpp"
#include "data/iterators.hpp"
#include "data/record_reader.hpp"
namespace devilution {
namespace {
void AddNullSpell()
{
SpellData &null = SpellsData.emplace_back();
null.sSFX = SfxID::None;
null.bookCost10 = null.staffCost10 = null.sManaCost = 0;
null.flags = SpellDataFlags::Fire;
null.sBookLvl = null.sStaffLvl = 0;
null.minInt = 0;
null.sMissiles[0] = null.sMissiles[1] = MissileID::Null;
null.sManaAdj = null.sMinMana = 0;
null.sStaffMin = 40;
null.sStaffMax = 80;
}
// A temporary solution for parsing soundID until we have a more general one.
tl::expected<SfxID, std::string> ParseSpellSoundId(std::string_view value)
{
if (value == "CastFire") return SfxID::CastFire;
if (value == "CastHealing") return SfxID::CastHealing;
if (value == "CastLightning") return SfxID::CastLightning;
if (value == "CastSkill") return SfxID::CastSkill;
return tl::make_unexpected("Unknown enum value (only a few are supported for now)");
}
tl::expected<SpellDataFlags, std::string> ParseSpellDataFlag(std::string_view value)
{
if (value == "Fire") return SpellDataFlags::Fire;
if (value == "Lightning") return SpellDataFlags::Lightning;
if (value == "Magic") return SpellDataFlags::Magic;
if (value == "Targeted") return SpellDataFlags::Targeted;
if (value == "AllowedInTown") return SpellDataFlags::AllowedInTown;
return tl::make_unexpected("Unknown enum value");
}
tl::expected<MissileID, std::string> ParseMissileId(std::string_view value)
{
if (value == "Arrow") return MissileID::Arrow;
if (value == "Firebolt") return MissileID::Firebolt;
if (value == "Guardian") return MissileID::Guardian;
if (value == "Phasing") return MissileID::Phasing;
if (value == "NovaBall") return MissileID::NovaBall;
if (value == "FireWall") return MissileID::FireWall;
if (value == "Fireball") return MissileID::Fireball;
if (value == "LightningControl") return MissileID::LightningControl;
if (value == "Lightning") return MissileID::Lightning;
if (value == "MagmaBallExplosion") return MissileID::MagmaBallExplosion;
if (value == "TownPortal") return MissileID::TownPortal;
if (value == "FlashBottom") return MissileID::FlashBottom;
if (value == "FlashTop") return MissileID::FlashTop;
if (value == "ManaShield") return MissileID::ManaShield;
if (value == "FlameWave") return MissileID::FlameWave;
if (value == "ChainLightning") return MissileID::ChainLightning;
if (value == "ChainBall") return MissileID::ChainBall;
if (value == "BloodHit") return MissileID::BloodHit;
if (value == "BoneHit") return MissileID::BoneHit;
if (value == "MetalHit") return MissileID::MetalHit;
if (value == "Rhino") return MissileID::Rhino;
if (value == "MagmaBall") return MissileID::MagmaBall;
if (value == "ThinLightningControl") return MissileID::ThinLightningControl;
if (value == "ThinLightning") return MissileID::ThinLightning;
if (value == "BloodStar") return MissileID::BloodStar;
if (value == "BloodStarExplosion") return MissileID::BloodStarExplosion;
if (value == "Teleport") return MissileID::Teleport;
if (value == "FireArrow") return MissileID::FireArrow;
if (value == "DoomSerpents") return MissileID::DoomSerpents;
if (value == "FireOnly") return MissileID::FireOnly;
if (value == "StoneCurse") return MissileID::StoneCurse;
if (value == "BloodRitual") return MissileID::BloodRitual;
if (value == "Invisibility") return MissileID::Invisibility;
if (value == "Golem") return MissileID::Golem;
if (value == "Etherealize") return MissileID::Etherealize;
if (value == "Spurt") return MissileID::Spurt;
if (value == "ApocalypseBoom") return MissileID::ApocalypseBoom;
if (value == "Healing") return MissileID::Healing;
if (value == "FireWallControl") return MissileID::FireWallControl;
if (value == "Infravision") return MissileID::Infravision;
if (value == "Identify") return MissileID::Identify;
if (value == "FlameWaveControl") return MissileID::FlameWaveControl;
if (value == "Nova") return MissileID::Nova;
if (value == "Rage") return MissileID::Rage;
if (value == "Apocalypse") return MissileID::Apocalypse;
if (value == "ItemRepair") return MissileID::ItemRepair;
if (value == "StaffRecharge") return MissileID::StaffRecharge;
if (value == "TrapDisarm") return MissileID::TrapDisarm;
if (value == "Inferno") return MissileID::Inferno;
if (value == "InfernoControl") return MissileID::InfernoControl;
if (value == "FireMan") return MissileID::FireMan;
if (value == "Krull") return MissileID::Krull;
if (value == "ChargedBolt") return MissileID::ChargedBolt;
if (value == "HolyBolt") return MissileID::HolyBolt;
if (value == "Resurrect") return MissileID::Resurrect;
if (value == "Telekinesis") return MissileID::Telekinesis;
if (value == "LightningArrow") return MissileID::LightningArrow;
if (value == "Acid") return MissileID::Acid;
if (value == "AcidSplat") return MissileID::AcidSplat;
if (value == "AcidPuddle") return MissileID::AcidPuddle;
if (value == "HealOther") return MissileID::HealOther;
if (value == "Elemental") return MissileID::Elemental;
if (value == "ResurrectBeam") return MissileID::ResurrectBeam;
if (value == "BoneSpirit") return MissileID::BoneSpirit;
if (value == "WeaponExplosion") return MissileID::WeaponExplosion;
if (value == "RedPortal") return MissileID::RedPortal;
if (value == "DiabloApocalypseBoom") return MissileID::DiabloApocalypseBoom;
if (value == "DiabloApocalypse") return MissileID::DiabloApocalypse;
if (value == "Mana") return MissileID::Mana;
if (value == "Magi") return MissileID::Magi;
if (value == "LightningWall") return MissileID::LightningWall;
if (value == "LightningWallControl") return MissileID::LightningWallControl;
if (value == "Immolation") return MissileID::Immolation;
if (value == "SpectralArrow") return MissileID::SpectralArrow;
if (value == "FireballBow") return MissileID::FireballBow;
if (value == "LightningBow") return MissileID::LightningBow;
if (value == "ChargedBoltBow") return MissileID::ChargedBoltBow;
if (value == "HolyBoltBow") return MissileID::HolyBoltBow;
if (value == "Warp") return MissileID::Warp;
if (value == "Reflect") return MissileID::Reflect;
if (value == "Berserk") return MissileID::Berserk;
if (value == "RingOfFire") return MissileID::RingOfFire;
if (value == "StealPotions") return MissileID::StealPotions;
if (value == "StealMana") return MissileID::StealMana;
if (value == "RingOfLightning") return MissileID::RingOfLightning;
if (value == "Search") return MissileID::Search;
if (value == "Aura") return MissileID::Aura;
if (value == "Aura2") return MissileID::Aura2;
if (value == "SpiralFireball") return MissileID::SpiralFireball;
if (value == "RuneOfFire") return MissileID::RuneOfFire;
if (value == "RuneOfLight") return MissileID::RuneOfLight;
if (value == "RuneOfNova") return MissileID::RuneOfNova;
if (value == "RuneOfImmolation") return MissileID::RuneOfImmolation;
if (value == "RuneOfStone") return MissileID::RuneOfStone;
if (value == "BigExplosion") return MissileID::BigExplosion;
if (value == "HorkSpawn") return MissileID::HorkSpawn;
if (value == "Jester") return MissileID::Jester;
if (value == "OpenNest") return MissileID::OpenNest;
if (value == "OrangeFlare") return MissileID::OrangeFlare;
if (value == "BlueFlare") return MissileID::BlueFlare;
if (value == "RedFlare") return MissileID::RedFlare;
if (value == "YellowFlare") return MissileID::YellowFlare;
if (value == "BlueFlare2") return MissileID::BlueFlare2;
if (value == "YellowExplosion") return MissileID::YellowExplosion;
if (value == "RedExplosion") return MissileID::RedExplosion;
if (value == "BlueExplosion") return MissileID::BlueExplosion;
if (value == "BlueExplosion2") return MissileID::BlueExplosion2;
if (value == "OrangeExplosion") return MissileID::OrangeExplosion;
return tl::make_unexpected("Unknown enum value");
}
} // namespace
/** Data related to each spell ID. */
std::vector<SpellData> SpellsData;
tl::expected<SpellID, std::string> ParseSpellId(std::string_view value)
{
if (value == "Null") return SpellID::Null;
if (value == "Firebolt") return SpellID::Firebolt;
if (value == "Healing") return SpellID::Healing;
if (value == "Lightning") return SpellID::Lightning;
if (value == "Flash") return SpellID::Flash;
if (value == "Identify") return SpellID::Identify;
if (value == "FireWall") return SpellID::FireWall;
if (value == "TownPortal") return SpellID::TownPortal;
if (value == "StoneCurse") return SpellID::StoneCurse;
if (value == "Infravision") return SpellID::Infravision;
if (value == "Phasing") return SpellID::Phasing;
if (value == "ManaShield") return SpellID::ManaShield;
if (value == "Fireball") return SpellID::Fireball;
if (value == "Guardian") return SpellID::Guardian;
if (value == "ChainLightning") return SpellID::ChainLightning;
if (value == "FlameWave") return SpellID::FlameWave;
if (value == "DoomSerpents") return SpellID::DoomSerpents;
if (value == "BloodRitual") return SpellID::BloodRitual;
if (value == "Nova") return SpellID::Nova;
if (value == "Invisibility") return SpellID::Invisibility;
if (value == "Inferno") return SpellID::Inferno;
if (value == "Golem") return SpellID::Golem;
if (value == "Rage") return SpellID::Rage;
if (value == "Teleport") return SpellID::Teleport;
if (value == "Apocalypse") return SpellID::Apocalypse;
if (value == "Etherealize") return SpellID::Etherealize;
if (value == "ItemRepair") return SpellID::ItemRepair;
if (value == "StaffRecharge") return SpellID::StaffRecharge;
if (value == "TrapDisarm") return SpellID::TrapDisarm;
if (value == "Elemental") return SpellID::Elemental;
if (value == "ChargedBolt") return SpellID::ChargedBolt;
if (value == "HolyBolt") return SpellID::HolyBolt;
if (value == "Resurrect") return SpellID::Resurrect;
if (value == "Telekinesis") return SpellID::Telekinesis;
if (value == "HealOther") return SpellID::HealOther;
if (value == "BloodStar") return SpellID::BloodStar;
if (value == "BoneSpirit") return SpellID::BoneSpirit;
if (value == "Mana") return SpellID::Mana;
if (value == "Magi") return SpellID::Magi;
if (value == "Jester") return SpellID::Jester;
if (value == "LightningWall") return SpellID::LightningWall;
if (value == "Immolation") return SpellID::Immolation;
if (value == "Warp") return SpellID::Warp;
if (value == "Reflect") return SpellID::Reflect;
if (value == "Berserk") return SpellID::Berserk;
if (value == "RingOfFire") return SpellID::RingOfFire;
if (value == "Search") return SpellID::Search;
if (value == "RuneOfFire") return SpellID::RuneOfFire;
if (value == "RuneOfLight") return SpellID::RuneOfLight;
if (value == "RuneOfNova") return SpellID::RuneOfNova;
if (value == "RuneOfImmolation") return SpellID::RuneOfImmolation;
if (value == "RuneOfStone") return SpellID::RuneOfStone;
return tl::make_unexpected("Unknown enum value");
}
void LoadSpellData()
{
SpellsData.clear();
const std::string_view filename = "txtdata\\spells\\spelldat.tsv";
DataFile dataFile = DataFile::loadOrDie(filename);
SpellsData.reserve(dataFile.numRecords() + 1);
AddNullSpell();
dataFile.skipHeaderOrDie(filename);
for (DataFileRecord record : dataFile) {
RecordReader reader { record, filename };
SpellData &item = SpellsData.emplace_back();
reader.advance(); // skip id
reader.readString("name", item.sNameText);
reader.read("soundId", item.sSFX, ParseSpellSoundId);
reader.readInt("bookCost10", item.bookCost10);
reader.readInt("staffCost10", item.staffCost10);
reader.readInt("manaCost", item.sManaCost);
reader.readEnumList("flags", item.flags, ParseSpellDataFlag);
reader.readInt("bookLevel", item.sBookLvl);
reader.readInt("staffLevel", item.sStaffLvl);
reader.readInt("minIntelligence", item.minInt);
reader.readEnumArray("missiles", /*fillMissing=*/std::make_optional(MissileID::Null), item.sMissiles, ParseMissileId);
reader.readInt("manaMultiplier", item.sManaAdj);
reader.readInt("minMana", item.sMinMana);
reader.readInt("staffMin", item.sStaffMin);
reader.readInt("staffMax", item.sStaffMax);
}
SpellsData.shrink_to_fit();
}
} // namespace devilution