/* * 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 "../BattleState.h" #include "../CGameState.h" #include "../CGameInfoCallback.h" ///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(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) { env->complain("Hero needs movement points to cast Dimension Door!"); return ESpellCastResult::ERROR; } const int schoolLevel = parameters.caster->getSpellSchoolLevel(owner); if(parameters.caster->getBonusesCount(Bonus::SPELL_EFFECT, SpellID::DIMENSION_DOOR) >= 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(0, parameters.caster->movement - 300); 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(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 = (parameters.caster->getSpellSchoolLevel(owner) >= 3) ? 200 : 300; 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(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->tempOwner; const int spellLevel = parameters.caster->getSpellSchoolLevel(owner); for(const CGObjectInstance * obj : env->getMap()->objects) { //todo:we need to send only not visible objects if(filterObject(obj, spellLevel)) pack.objectPositions.push_back(ObjectPosInfo(obj)); } 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); }