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