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/*
* AdventureSpellMechanics.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
*
*/
#include "StdInc.h"
#include "AdventureSpellMechanics.h"
#include "../CRandomGenerator.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../NetPacks.h"
#include "../CGameInfoCallback.h"
#include "../mapping/CMap.h"
#include "../CPlayerState.h"
///AdventureSpellMechanics
bool AdventureSpellMechanics::adventureCast(const SpellCastEnvironment * env, AdventureSpellCastParameters & parameters) const
{
if(!owner->isAdventureSpell())
{
env->complain("Attempt to cast non adventure spell in adventure mode");
return false;
}
const CGHeroInstance * caster = parameters.caster;
if(caster->inTownGarrison)
{
env->complain("Attempt to cast an adventure spell in town garrison");
return false;
}
const int cost = caster->getSpellCost(owner);
if(!caster->canCastThisSpell(owner))
{
env->complain("Hero cannot cast this spell!");
return false;
}
if(caster->mana < cost)
{
env->complain("Hero doesn't have enough spell points to cast this spell!");
return false;
}
{
AdvmapSpellCast asc;
asc.caster = caster;
asc.spellID = owner->id;
env->sendAndApply(&asc);
}
switch(applyAdventureEffects(env, parameters))
{
case ESpellCastResult::OK:
{
SetMana sm;
sm.hid = caster->id;
sm.absolute = false;
sm.val = -cost;
env->sendAndApply(&sm);
return true;
}
break;
case ESpellCastResult::CANCEL:
return true;
}
return false;
}
ESpellCastResult AdventureSpellMechanics::applyAdventureEffects(const SpellCastEnvironment * env, AdventureSpellCastParameters & parameters) const
{
if(owner->hasEffects())
{
const int schoolLevel = parameters.caster->getSpellSchoolLevel(owner);
std::vector<Bonus> bonuses;
owner->getEffects(bonuses, schoolLevel);
for(Bonus b : bonuses)
{
GiveBonus gb;
gb.id = parameters.caster->id.getNum();
gb.bonus = b;
env->sendAndApply(&gb);
}
return ESpellCastResult::OK;
}
else
{
//There is no generic algorithm of adventure cast
env->complain("Unimplemented adventure spell");
return ESpellCastResult::ERROR;
}
}
///SummonBoatMechanics
ESpellCastResult SummonBoatMechanics::applyAdventureEffects(const SpellCastEnvironment * env, AdventureSpellCastParameters & parameters) const
{
const int schoolLevel = parameters.caster->getSpellSchoolLevel(owner);
//check if spell works at all
if(env->getRandomGenerator().nextInt(99) >= owner->getPower(schoolLevel)) //power is % chance of success
{
InfoWindow iw;
iw.player = parameters.caster->tempOwner;
iw.text.addTxt(MetaString::GENERAL_TXT, 336); //%s tried to summon a boat, but failed.
iw.text.addReplacement(parameters.caster->name);
env->sendAndApply(&iw);
return ESpellCastResult::OK;
}
//try to find unoccupied boat to summon
const CGBoat * nearest = nullptr;
double dist = 0;
int3 summonPos = parameters.caster->bestLocation();
if(summonPos.x < 0)
{
env->complain("There is no water tile available!");
return ESpellCastResult::ERROR;
}
for(const CGObjectInstance * obj : env->getMap()->objects)
{
if(obj && obj->ID == Obj::BOAT)
{
const CGBoat *b = static_cast<const CGBoat*>(obj);
if(b->hero)
continue; //we're looking for unoccupied boat
double nDist = b->pos.dist2d(parameters.caster->getPosition());
if(!nearest || nDist < dist) //it's first boat or closer than previous
{
nearest = b;
dist = nDist;
}
}
}
if(nullptr != nearest) //we found boat to summon
{
ChangeObjPos cop;
cop.objid = nearest->id;
cop.nPos = summonPos + int3(1,0,0);;
cop.flags = 1;
env->sendAndApply(&cop);
}
else if(schoolLevel < 2) //none or basic level -> cannot create boat :(
{
InfoWindow iw;
iw.player = parameters.caster->tempOwner;
iw.text.addTxt(MetaString::GENERAL_TXT, 335); //There are no boats to summon.
env->sendAndApply(&iw);
}
else //create boat
{
NewObject no;
no.ID = Obj::BOAT;
no.subID = parameters.caster->getBoatType();
no.pos = summonPos + int3(1,0,0);;
env->sendAndApply(&no);
}
return ESpellCastResult::OK;
}
///ScuttleBoatMechanics
ESpellCastResult ScuttleBoatMechanics::applyAdventureEffects(const SpellCastEnvironment* env, AdventureSpellCastParameters& parameters) const
{
const int schoolLevel = parameters.caster->getSpellSchoolLevel(owner);
//check if spell works at all
if(env->getRandomGenerator().nextInt(99) >= owner->getPower(schoolLevel)) //power is % chance of success
{
InfoWindow iw;
iw.player = parameters.caster->tempOwner;
iw.text.addTxt(MetaString::GENERAL_TXT, 337); //%s tried to scuttle the boat, but failed
iw.text.addReplacement(parameters.caster->name);
env->sendAndApply(&iw);
return ESpellCastResult::OK;
}
if(!env->getMap()->isInTheMap(parameters.pos))
{
env->complain("Invalid dst tile for scuttle!");
return ESpellCastResult::ERROR;
}
//TODO: test range, visibility
const TerrainTile *t = &env->getMap()->getTile(parameters.pos);
if(!t->visitableObjects.size() || t->visitableObjects.back()->ID != Obj::BOAT)
{
env->complain("There is no boat to scuttle!");
return ESpellCastResult::ERROR;
}
RemoveObject ro;
ro.id = t->visitableObjects.back()->id;
env->sendAndApply(&ro);
return ESpellCastResult::OK;
}
///DimensionDoorMechanics
ESpellCastResult DimensionDoorMechanics::applyAdventureEffects(const SpellCastEnvironment* env, AdventureSpellCastParameters& parameters) const
{
if(!env->getMap()->isInTheMap(parameters.pos))
{
env->complain("Destination is out of map!");
return ESpellCastResult::ERROR;
}
const TerrainTile * dest = env->getCb()->getTile(parameters.pos);
const TerrainTile * curr = env->getCb()->getTile(parameters.caster->getSightCenter());
if(nullptr == dest)
{
env->complain("Destination tile doesn't exist!");
return ESpellCastResult::ERROR;
}
if(nullptr == curr)
{
env->complain("Source tile doesn't exist!");
return ESpellCastResult::ERROR;
}
if(parameters.caster->movement <= 0) //unlike town portal non-zero MP is enough
{
env->complain("Hero needs movement points to cast Dimension Door!");
return ESpellCastResult::ERROR;
}
const int schoolLevel = parameters.caster->getSpellSchoolLevel(owner);
const int movementCost = GameConstants::BASE_MOVEMENT_COST * ((schoolLevel >= 3) ? 2 : 3);
std::stringstream cachingStr;
cachingStr << "source_" << Bonus::SPELL_EFFECT << "id_" << owner->id.num;
if(parameters.caster->getBonuses(Selector::source(Bonus::SPELL_EFFECT, owner->id), Selector::all, cachingStr.str())->size() >= owner->getPower(schoolLevel)) //limit casts per turn
{
InfoWindow iw;
iw.player = parameters.caster->tempOwner;
iw.text.addTxt(MetaString::GENERAL_TXT, 338); //%s is not skilled enough to cast this spell again today.
iw.text.addReplacement(parameters.caster->name);
env->sendAndApply(&iw);
return ESpellCastResult::CANCEL;
}
GiveBonus gb;
gb.id = parameters.caster->id.getNum();
gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::NONE, Bonus::SPELL_EFFECT, 0, owner->id);
env->sendAndApply(&gb);
if(!dest->isClear(curr)) //wrong dest tile
{
InfoWindow iw;
iw.player = parameters.caster->tempOwner;
iw.text.addTxt(MetaString::GENERAL_TXT, 70); //Dimension Door failed!
env->sendAndApply(&iw);
}
else if(env->moveHero(parameters.caster->id, parameters.pos + parameters.caster->getVisitableOffset(), true))
{
SetMovePoints smp;
smp.hid = parameters.caster->id;
smp.val = std::max<ui32>(0, parameters.caster->movement - movementCost);
env->sendAndApply(&smp);
}
return ESpellCastResult::OK;
}
///TownPortalMechanics
ESpellCastResult TownPortalMechanics::applyAdventureEffects(const SpellCastEnvironment * env, AdventureSpellCastParameters& parameters) const
{
if (!env->getMap()->isInTheMap(parameters.pos))
{
env->complain("Destination tile not present!");
return ESpellCastResult::ERROR;
}
TerrainTile tile = env->getMap()->getTile(parameters.pos);
if (tile.visitableObjects.empty() || tile.visitableObjects.back()->ID != Obj::TOWN)
{
env->complain("Town not found for Town Portal!");
return ESpellCastResult::ERROR;
}
CGTownInstance * town = static_cast<CGTownInstance*>(tile.visitableObjects.back());
const auto relations = env->getCb()->getPlayerRelations(town->tempOwner, parameters.caster->tempOwner);
if(relations == PlayerRelations::ENEMIES)
{
env->complain("Can't teleport to enemy!");
return ESpellCastResult::ERROR;
}
if (town->visitingHero)
{
env->complain("Can't teleport to occupied town!");
return ESpellCastResult::ERROR;
}
if (parameters.caster->getSpellSchoolLevel(owner) < 2)
{
si32 dist = town->pos.dist2dSQ(parameters.caster->pos);
ObjectInstanceID nearest = town->id; //nearest town's ID
for(const CGTownInstance * currTown : env->getCb()->getPlayer(parameters.caster->tempOwner)->towns)
{
si32 currDist = currTown->pos.dist2dSQ(parameters.caster->pos);
if (currDist < dist)
{
nearest = currTown->id;
dist = currDist;
}
}
if (town->id != nearest)
{
env->complain("This hero can only teleport to nearest town!");
return ESpellCastResult::ERROR;
}
}
const int movementCost = GameConstants::BASE_MOVEMENT_COST * ((parameters.caster->getSpellSchoolLevel(owner) >= 3) ? 2 : 3);
if(parameters.caster->movement < movementCost)
{
env->complain("This hero has not enough movement points!");
return ESpellCastResult::ERROR;
}
if(env->moveHero(parameters.caster->id, town->visitablePos() + parameters.caster->getVisitableOffset() ,1))
{
SetMovePoints smp;
smp.hid = parameters.caster->id;
smp.val = std::max<ui32>(0, parameters.caster->movement - movementCost);
env->sendAndApply(&smp);
}
return ESpellCastResult::OK;
}
ESpellCastResult ViewMechanics::applyAdventureEffects(const SpellCastEnvironment * env, AdventureSpellCastParameters & parameters) const
{
ShowWorldViewEx pack;
pack.player = parameters.caster->getOwner();
const int spellLevel = parameters.caster->getSpellSchoolLevel(owner);
const auto & fowMap = env->getCb()->getPlayerTeam(parameters.caster->getOwner())->fogOfWarMap;
for(const CGObjectInstance * obj : env->getMap()->objects)
{
//deleted object remain as empty pointer
if(obj && filterObject(obj, spellLevel))
{
ObjectPosInfo posInfo(obj);
if(fowMap[posInfo.pos.x][posInfo.pos.y][posInfo.pos.z] == 0)
pack.objectPositions.push_back(posInfo);
}
}
env->sendAndApply(&pack);
return ESpellCastResult::OK;
}
bool ViewAirMechanics::filterObject(const CGObjectInstance * obj, const int spellLevel) const
{
return (obj->ID == Obj::ARTIFACT) || (spellLevel>1 && obj->ID == Obj::HERO) || (spellLevel>2 && obj->ID == Obj::TOWN);
}
bool ViewEarthMechanics::filterObject(const CGObjectInstance * obj, const int spellLevel) const
{
return (obj->ID == Obj::RESOURCE) || (spellLevel>1 && obj->ID == Obj::MINE);
}
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