BattleSpellMechanics.cpp 18 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614
  1. /*
  2. * BattleSpellMechanics.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "BattleSpellMechanics.h"
  12. #include "../NetPacks.h"
  13. #include "../BattleState.h"
  14. ///ChainLightningMechanics
  15. std::set<const CStack *> ChainLightningMechanics::getAffectedStacks(SpellTargetingContext & ctx) const
  16. {
  17. std::set<const CStack* > attackedCres;
  18. std::set<BattleHex> possibleHexes;
  19. for(auto stack : ctx.cb->battleGetAllStacks())
  20. {
  21. if(stack->isValidTarget())
  22. {
  23. for(auto hex : stack->getHexes())
  24. {
  25. possibleHexes.insert (hex);
  26. }
  27. }
  28. }
  29. int targetsOnLevel[4] = {4, 4, 5, 5};
  30. BattleHex lightningHex = ctx.destination;
  31. for(int i = 0; i < targetsOnLevel[ctx.schoolLvl]; ++i)
  32. {
  33. auto stack = ctx.cb->battleGetStackByPos(lightningHex, true);
  34. if(!stack)
  35. break;
  36. attackedCres.insert (stack);
  37. for(auto hex : stack->getHexes())
  38. {
  39. possibleHexes.erase(hex); //can't hit same place twice
  40. }
  41. if(possibleHexes.empty()) //not enough targets
  42. break;
  43. lightningHex = BattleHex::getClosestTile(stack->attackerOwned, ctx.destination, possibleHexes);
  44. }
  45. return attackedCres;
  46. }
  47. ///CloneMechanics
  48. void CloneMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  49. {
  50. const CStack * clonedStack = nullptr;
  51. if(ctx.attackedCres.size())
  52. clonedStack = *ctx.attackedCres.begin();
  53. if(!clonedStack)
  54. {
  55. env->complain ("No target stack to clone!");
  56. return;
  57. }
  58. const int attacker = !(bool)parameters.casterSide;
  59. BattleStackAdded bsa;
  60. bsa.creID = clonedStack->type->idNumber;
  61. bsa.attacker = attacker;
  62. bsa.summoned = true;
  63. bsa.pos = parameters.cb->getAvaliableHex(bsa.creID, attacker); //TODO: unify it
  64. bsa.amount = clonedStack->count;
  65. env->sendAndApply(&bsa);
  66. BattleSetStackProperty ssp;
  67. ssp.stackID = bsa.newStackID;//we know stack ID after apply
  68. ssp.which = BattleSetStackProperty::CLONED;
  69. ssp.val = 0;
  70. ssp.absolute = 1;
  71. env->sendAndApply(&ssp);
  72. }
  73. ESpellCastProblem::ESpellCastProblem CloneMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  74. {
  75. //can't clone already cloned creature
  76. if(vstd::contains(obj->state, EBattleStackState::CLONED))
  77. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  78. //TODO: how about stacks casting Clone?
  79. //currently Clone casted by stack is assumed Expert level
  80. ui8 schoolLevel;
  81. if(caster)
  82. {
  83. schoolLevel = caster->getSpellSchoolLevel(owner);
  84. }
  85. else
  86. {
  87. schoolLevel = 3;
  88. }
  89. if(schoolLevel < 3)
  90. {
  91. int maxLevel = (std::max(schoolLevel, (ui8)1) + 4);
  92. int creLevel = obj->getCreature()->level;
  93. if(maxLevel < creLevel) //tier 1-5 for basic, 1-6 for advanced, any level for expert
  94. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  95. }
  96. //use default algorithm only if there is no mechanics-related problem
  97. return DefaultSpellMechanics::isImmuneByStack(caster, obj);
  98. }
  99. ///CureMechanics
  100. void CureMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
  101. {
  102. DefaultSpellMechanics::applyBattle(battle, packet);
  103. for(auto stackID : packet->affectedCres)
  104. {
  105. if(vstd::contains(packet->resisted, stackID))
  106. {
  107. logGlobal->errorStream() << "Resistance to positive spell CURE";
  108. continue;
  109. }
  110. CStack *s = battle->getStack(stackID);
  111. s->popBonuses([&](const Bonus *b) -> bool
  112. {
  113. if(b->source == Bonus::SPELL_EFFECT)
  114. {
  115. CSpell * sp = SpellID(b->sid).toSpell();
  116. return sp->isNegative();
  117. }
  118. return false; //not a spell effect
  119. });
  120. }
  121. }
  122. ///DispellMechanics
  123. void DispellMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
  124. {
  125. DefaultSpellMechanics::applyBattle(battle, packet);
  126. for(auto stackID : packet->affectedCres)
  127. {
  128. if(vstd::contains(packet->resisted, stackID))
  129. continue;
  130. CStack *s = battle->getStack(stackID);
  131. s->popBonuses([&](const Bonus *b) -> bool
  132. {
  133. return Selector::sourceType(Bonus::SPELL_EFFECT)(b);
  134. });
  135. }
  136. }
  137. ESpellCastProblem::ESpellCastProblem DispellMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
  138. {
  139. //todo: check for lower level
  140. std::stringstream cachingStr;
  141. cachingStr << "source_" << Bonus::SPELL_EFFECT;
  142. for(const CStack * s : cb->battleAliveStacks())
  143. {
  144. if(s->hasBonus(Selector::sourceType(Bonus::SPELL_EFFECT), cachingStr.str()))
  145. {
  146. return ESpellCastProblem::OK;
  147. }
  148. }
  149. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  150. }
  151. ESpellCastProblem::ESpellCastProblem DispellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  152. {
  153. //DISPELL ignores all immunities, so do not call default
  154. std::stringstream cachingStr;
  155. cachingStr << "source_" << Bonus::SPELL_EFFECT;
  156. if(obj->hasBonus(Selector::sourceType(Bonus::SPELL_EFFECT), cachingStr.str()))
  157. {
  158. return ESpellCastProblem::OK;
  159. }
  160. return ESpellCastProblem::WRONG_SPELL_TARGET;
  161. }
  162. ///EarthquakeMechanics
  163. void EarthquakeMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  164. {
  165. if(nullptr == parameters.cb->town)
  166. {
  167. env->complain("EarthquakeMechanics: not town siege");
  168. return;
  169. }
  170. if(CGTownInstance::NONE == parameters.cb->town->fortLevel())
  171. {
  172. env->complain("EarthquakeMechanics: town has no fort");
  173. return;
  174. }
  175. //start with all destructible parts
  176. std::set<EWallPart::EWallPart> possibleTargets =
  177. {
  178. EWallPart::KEEP,
  179. EWallPart::BOTTOM_TOWER,
  180. EWallPart::BOTTOM_WALL,
  181. EWallPart::BELOW_GATE,
  182. EWallPart::OVER_GATE,
  183. EWallPart::UPPER_WALL,
  184. EWallPart::UPPER_TOWER,
  185. EWallPart::GATE
  186. };
  187. assert(possibleTargets.size() == EWallPart::PARTS_COUNT);
  188. const int targetsToAttack = 2 + std::max<int>(parameters.spellLvl - 1, 0);
  189. CatapultAttack ca;
  190. ca.attacker = -1;
  191. for(int i = 0; i < targetsToAttack; i++)
  192. {
  193. //Any destructible part can be hit regardless of its HP. Multiple hit on same target is allowed.
  194. EWallPart::EWallPart target = *RandomGeneratorUtil::nextItem(possibleTargets, env->getRandomGenerator());
  195. auto & currentHP = parameters.cb->si.wallState;
  196. if(currentHP.at(target) == EWallState::DESTROYED || currentHP.at(target) == EWallState::NONE)
  197. continue;
  198. CatapultAttack::AttackInfo attackInfo;
  199. attackInfo.damageDealt = 1;
  200. attackInfo.attackedPart = target;
  201. attackInfo.destinationTile = parameters.cb->wallPartToBattleHex(target);
  202. ca.attackedParts.push_back(attackInfo);
  203. //removing creatures in turrets / keep if one is destroyed
  204. BattleHex posRemove;
  205. switch(target)
  206. {
  207. case EWallPart::KEEP:
  208. posRemove = -2;
  209. break;
  210. case EWallPart::BOTTOM_TOWER:
  211. posRemove = -3;
  212. break;
  213. case EWallPart::UPPER_TOWER:
  214. posRemove = -4;
  215. break;
  216. }
  217. if(posRemove != BattleHex::INVALID)
  218. {
  219. BattleStacksRemoved bsr;
  220. for(auto & elem : parameters.cb->stacks)
  221. {
  222. if(elem->position == posRemove)
  223. {
  224. bsr.stackIDs.insert(elem->ID);
  225. break;
  226. }
  227. }
  228. if(bsr.stackIDs.size() > 0)
  229. env->sendAndApply(&bsr);
  230. }
  231. };
  232. env->sendAndApply(&ca);
  233. }
  234. ESpellCastProblem::ESpellCastProblem EarthquakeMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
  235. {
  236. if(nullptr == cb->battleGetDefendedTown())
  237. {
  238. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  239. }
  240. if(CGTownInstance::NONE == cb->battleGetDefendedTown()->fortLevel())
  241. {
  242. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  243. }
  244. if(owner->getTargetInfo(0).smart) //TODO: use real spell level
  245. {
  246. //if spell targeting is smart, then only attacker can use it
  247. if(cb->playerToSide(player) != 0)
  248. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  249. }
  250. return ESpellCastProblem::OK;
  251. }
  252. ///HypnotizeMechanics
  253. ESpellCastProblem::ESpellCastProblem HypnotizeMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  254. {
  255. if(nullptr != caster) //do not resist hypnotize casted after attack, for example
  256. {
  257. //TODO: what with other creatures casting hypnotize, Faerie Dragons style?
  258. ui64 subjectHealth = (obj->count - 1) * obj->MaxHealth() + obj->firstHPleft;
  259. //apply 'damage' bonus for hypnotize, including hero specialty
  260. ui64 maxHealth = owner->calculateBonus(caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER)
  261. * owner->power + owner->getPower(caster->getSpellSchoolLevel(owner)), caster, obj);
  262. if (subjectHealth > maxHealth)
  263. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  264. }
  265. return DefaultSpellMechanics::isImmuneByStack(caster, obj);
  266. }
  267. ///ObstacleMechanics
  268. void ObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  269. {
  270. auto placeObstacle = [&, this](BattleHex pos)
  271. {
  272. static int obstacleIdToGive = parameters.cb->obstacles.size()
  273. ? (parameters.cb->obstacles.back()->uniqueID+1)
  274. : 0;
  275. auto obstacle = make_shared<SpellCreatedObstacle>();
  276. switch(owner->id) // :/
  277. {
  278. case SpellID::QUICKSAND:
  279. obstacle->obstacleType = CObstacleInstance::QUICKSAND;
  280. obstacle->turnsRemaining = -1;
  281. obstacle->visibleForAnotherSide = false;
  282. break;
  283. case SpellID::LAND_MINE:
  284. obstacle->obstacleType = CObstacleInstance::LAND_MINE;
  285. obstacle->turnsRemaining = -1;
  286. obstacle->visibleForAnotherSide = false;
  287. break;
  288. case SpellID::FIRE_WALL:
  289. obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
  290. obstacle->turnsRemaining = 2;
  291. obstacle->visibleForAnotherSide = true;
  292. break;
  293. case SpellID::FORCE_FIELD:
  294. obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
  295. obstacle->turnsRemaining = 2;
  296. obstacle->visibleForAnotherSide = true;
  297. break;
  298. default:
  299. //this function cannot be used with spells that do not create obstacles
  300. assert(0);
  301. }
  302. obstacle->pos = pos;
  303. obstacle->casterSide = parameters.casterSide;
  304. obstacle->ID = owner->id;
  305. obstacle->spellLevel = parameters.spellLvl;
  306. obstacle->casterSpellPower = parameters.usedSpellPower;
  307. obstacle->uniqueID = obstacleIdToGive++;
  308. BattleObstaclePlaced bop;
  309. bop.obstacle = obstacle;
  310. env->sendAndApply(&bop);
  311. };
  312. switch(owner->id)
  313. {
  314. case SpellID::QUICKSAND:
  315. case SpellID::LAND_MINE:
  316. {
  317. std::vector<BattleHex> availableTiles;
  318. for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
  319. {
  320. BattleHex hex = i;
  321. if(hex.getX() > 2 && hex.getX() < 14 && !(parameters.cb->battleGetStackByPos(hex, false)) && !(parameters.cb->battleGetObstacleOnPos(hex, false)))
  322. availableTiles.push_back(hex);
  323. }
  324. boost::range::random_shuffle(availableTiles);
  325. const int patchesForSkill[] = {4, 4, 6, 8};
  326. const int patchesToPut = std::min<int>(patchesForSkill[parameters.spellLvl], availableTiles.size());
  327. //land mines or quicksand patches are handled as spell created obstacles
  328. for (int i = 0; i < patchesToPut; i++)
  329. placeObstacle(availableTiles.at(i));
  330. }
  331. break;
  332. case SpellID::FORCE_FIELD:
  333. placeObstacle(parameters.destination);
  334. break;
  335. case SpellID::FIRE_WALL:
  336. {
  337. //fire wall is build from multiple obstacles - one fire piece for each affected hex
  338. auto affectedHexes = owner->rangeInHexes(parameters.destination, parameters.spellLvl, parameters.casterSide);
  339. for(BattleHex hex : affectedHexes)
  340. placeObstacle(hex);
  341. }
  342. break;
  343. default:
  344. assert(0);
  345. }
  346. }
  347. ///WallMechanics
  348. std::vector<BattleHex> WallMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool * outDroppedHexes) const
  349. {
  350. std::vector<BattleHex> ret;
  351. //Special case - shape of obstacle depends on caster's side
  352. //TODO make it possible through spell config
  353. BattleHex::EDir firstStep, secondStep;
  354. if(side)
  355. {
  356. firstStep = BattleHex::TOP_LEFT;
  357. secondStep = BattleHex::TOP_RIGHT;
  358. }
  359. else
  360. {
  361. firstStep = BattleHex::TOP_RIGHT;
  362. secondStep = BattleHex::TOP_LEFT;
  363. }
  364. //Adds hex to the ret if it's valid. Otherwise sets output arg flag if given.
  365. auto addIfValid = [&](BattleHex hex)
  366. {
  367. if(hex.isValid())
  368. ret.push_back(hex);
  369. else if(outDroppedHexes)
  370. *outDroppedHexes = true;
  371. };
  372. ret.push_back(centralHex);
  373. addIfValid(centralHex.moveInDir(firstStep, false));
  374. if(schoolLvl >= 2) //advanced versions of fire wall / force field cotnains of 3 hexes
  375. addIfValid(centralHex.moveInDir(secondStep, false)); //moveInDir function modifies subject hex
  376. return ret;
  377. }
  378. ///RemoveObstacleMechanics
  379. void RemoveObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  380. {
  381. if(auto obstacleToRemove = parameters.cb->battleGetObstacleOnPos(parameters.destination, false))
  382. {
  383. ObstaclesRemoved obr;
  384. obr.obstacles.insert(obstacleToRemove->uniqueID);
  385. env->sendAndApply(&obr);
  386. }
  387. else
  388. env->complain("There's no obstacle to remove!");
  389. }
  390. ///SpecialRisingSpellMechanics
  391. ESpellCastProblem::ESpellCastProblem SacrificeMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
  392. {
  393. // for sacrifice we have to check for 2 targets (one dead to resurrect and one living to destroy)
  394. bool targetExists = false;
  395. bool targetToSacrificeExists = false;
  396. for(const CStack * stack : cb->battleGetAllStacks())
  397. {
  398. //using isImmuneBy directly as this mechanics does not have overridden immunity check
  399. //therefore we do not need to check caster and casting mode
  400. //TODO: check that we really should check immunity for both stacks
  401. const bool immune = ESpellCastProblem::OK != owner->isImmuneBy(stack);
  402. const bool casterStack = stack->owner == player;
  403. if(!immune && casterStack)
  404. {
  405. if(stack->alive())
  406. targetToSacrificeExists = true;
  407. else
  408. targetExists = true;
  409. if(targetExists && targetToSacrificeExists)
  410. break;
  411. }
  412. }
  413. if(targetExists && targetToSacrificeExists)
  414. return ESpellCastProblem::OK;
  415. else
  416. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  417. }
  418. void SacrificeMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  419. {
  420. RisingSpellMechanics::applyBattleEffects(env, parameters, ctx);
  421. if(parameters.selectedStack == parameters.cb->battleActiveStack())
  422. //set another active stack than the one removed, or bad things will happen
  423. //TODO: make that part of BattleStacksRemoved? what about client update?
  424. {
  425. //makeStackDoNothing(gs->curB->getStack (selectedStack));
  426. BattleSetActiveStack sas;
  427. //std::vector<const CStack *> hlp;
  428. //battleGetStackQueue(hlp, 1, selectedStack); //next after this one
  429. //if(hlp.size())
  430. //{
  431. // sas.stack = hlp[0]->ID;
  432. //}
  433. //else
  434. // complain ("No new stack to activate!");
  435. sas.stack = parameters.cb->getNextStack()->ID; //why the hell next stack has same ID as current?
  436. env->sendAndApply(&sas);
  437. }
  438. BattleStacksRemoved bsr;
  439. bsr.stackIDs.insert(parameters.selectedStack->ID); //somehow it works for teleport?
  440. env->sendAndApply(&bsr);
  441. }
  442. ///SpecialRisingSpellMechanics
  443. ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  444. {
  445. // following does apply to resurrect and animate dead(?) only
  446. // for sacrifice health calculation and health limit check don't matter
  447. if(obj->count >= obj->baseAmount)
  448. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  449. if(caster) //FIXME: Archangels can cast immune stack
  450. {
  451. auto maxHealth = calculateHealedHP(caster, obj, nullptr);
  452. if (maxHealth < obj->MaxHealth()) //must be able to rise at least one full creature
  453. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  454. }
  455. return DefaultSpellMechanics::isImmuneByStack(caster,obj);
  456. }
  457. ///SummonMechanics
  458. ESpellCastProblem::ESpellCastProblem SummonMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
  459. {
  460. const ui8 side = cb->playerToSide(player);
  461. //IDs of summon elemental spells (fire, earth, water, air)
  462. int spellIDs[] = { SpellID::SUMMON_FIRE_ELEMENTAL, SpellID::SUMMON_EARTH_ELEMENTAL,
  463. SpellID::SUMMON_WATER_ELEMENTAL, SpellID::SUMMON_AIR_ELEMENTAL };
  464. //(fire, earth, water, air) elementals
  465. int creIDs[] = {CreatureID::FIRE_ELEMENTAL, CreatureID::EARTH_ELEMENTAL,
  466. CreatureID::WATER_ELEMENTAL, CreatureID::AIR_ELEMENTAL};
  467. int arpos = vstd::find_pos(spellIDs, owner->id);
  468. if(arpos < ARRAY_COUNT(spellIDs))
  469. {
  470. //check if there are summoned elementals of other type
  471. for(const CStack * st : cb->battleAliveStacks(side))
  472. if(vstd::contains(st->state, EBattleStackState::SUMMONED) && st->getCreature()->idNumber != creIDs[arpos])
  473. return ESpellCastProblem::ANOTHER_ELEMENTAL_SUMMONED;
  474. }
  475. return ESpellCastProblem::OK;
  476. }
  477. void SummonMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  478. {
  479. //todo: make configurable
  480. CreatureID creID = CreatureID::NONE;
  481. switch(owner->id)
  482. {
  483. case SpellID::SUMMON_FIRE_ELEMENTAL:
  484. creID = CreatureID::FIRE_ELEMENTAL;
  485. break;
  486. case SpellID::SUMMON_EARTH_ELEMENTAL:
  487. creID = CreatureID::EARTH_ELEMENTAL;
  488. break;
  489. case SpellID::SUMMON_WATER_ELEMENTAL:
  490. creID = CreatureID::WATER_ELEMENTAL;
  491. break;
  492. case SpellID::SUMMON_AIR_ELEMENTAL:
  493. creID = CreatureID::AIR_ELEMENTAL;
  494. break;
  495. default:
  496. env->complain("Unable to determine summoned creature");
  497. return;
  498. }
  499. BattleStackAdded bsa;
  500. bsa.creID = creID;
  501. bsa.attacker = !(bool)parameters.casterSide;
  502. bsa.summoned = true;
  503. bsa.pos = parameters.cb->getAvaliableHex(creID, !(bool)parameters.casterSide); //TODO: unify it
  504. //TODO stack casting -> probably power will be zero; set the proper number of creatures manually
  505. int percentBonus = parameters.caster ? parameters.caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, owner->id.toEnum()) : 0;
  506. bsa.amount = parameters.usedSpellPower
  507. * owner->getPower(parameters.spellLvl)
  508. * (100 + percentBonus) / 100.0; //new feature - percentage bonus
  509. if(bsa.amount)
  510. env->sendAndApply(&bsa);
  511. else
  512. env->complain("Summoning didn't summon any!");
  513. }
  514. ///TeleportMechanics
  515. void TeleportMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  516. {
  517. BattleStackMoved bsm;
  518. bsm.distance = -1;
  519. bsm.stack = parameters.selectedStack->ID;
  520. std::vector<BattleHex> tiles;
  521. tiles.push_back(parameters.destination);
  522. bsm.tilesToMove = tiles;
  523. bsm.teleporting = true;
  524. env->sendAndApply(&bsm);
  525. }