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/**
* @file spells.cpp
*
* Implementation of functionality for casting player spells.
*/
#include "control.h"
#include "cursor.h"
#include "gamemenu.h"
#include "inv.h"
#include "missiles.h"
namespace devilution {
int GetManaAmount(int id, spell_id sn)
{
int ma; // mana amount
// mana adjust
int adj = 0;
// spell level
int sl = plr[id]._pSplLvl[sn] + plr[id]._pISplLvlAdd - 1;
if (sl < 0) {
sl = 0;
}
if (sl > 0) {
adj = sl * spelldata[sn].sManaAdj;
}
if (sn == SPL_FIREBOLT) {
adj /= 2;
}
if (sn == SPL_RESURRECT && sl > 0) {
adj = sl * (spelldata[SPL_RESURRECT].sManaCost / 8);
}
if (sn == SPL_HEAL || sn == SPL_HEALOTHER) {
ma = (spelldata[SPL_HEAL].sManaCost + 2 * plr[id]._pLevel - adj);
} else if (spelldata[sn].sManaCost == 255) {
ma = ((BYTE)plr[id]._pMaxManaBase - adj);
} else {
ma = (spelldata[sn].sManaCost - adj);
}
if (ma < 0)
ma = 0;
ma <<= 6;
if (gbIsHellfire && plr[id]._pClass == HeroClass::Sorcerer) {
ma /= 2;
} else if (plr[id]._pClass == HeroClass::Rogue || plr[id]._pClass == HeroClass::Monk || plr[id]._pClass == HeroClass::Bard) {
ma -= ma / 4;
}
if (spelldata[sn].sMinMana > ma >> 6) {
ma = spelldata[sn].sMinMana << 6;
}
return ma;
}
void UseMana(int id, spell_id sn)
{
int ma; // mana cost
if (id == myplr) {
switch (plr[id]._pSplType) {
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case RSPLTYPE_SKILL:
case RSPLTYPE_INVALID:
break;
case RSPLTYPE_SCROLL:
RemoveScroll(id);
break;
case RSPLTYPE_CHARGES:
UseStaffCharge(id);
break;
case RSPLTYPE_SPELL:
#ifdef _DEBUG
if (!debug_mode_key_inverted_v) {
#endif
ma = GetManaAmount(id, sn);
plr[id]._pMana -= ma;
plr[id]._pManaBase -= ma;
drawmanaflag = true;
#ifdef _DEBUG
}
#endif
break;
}
}
}
/**
* @brief Gets a value that represents the specified spellID in 64bit bitmask format.
* For example:
* - spell ID 1: 0000.0000.0000.0000.0000.0000.0000.0000.0000.0000.0000.0000.0000.0000.0000.0001
* - spell ID 43: 0000.0000.0000.0000.0000.0100.0000.0000.0000.0000.0000.0000.0000.0000.0000.0000
* @param spellId The id of the spell to get a bitmask for.
* @return A 64bit bitmask representation for the specified spell.
*/
uint64_t GetSpellBitmask(int spellId)
{
return 1ULL << (spellId - 1);
}
/**
* @brief Gets a value indicating whether the player's current readied spell is a valid spell. Readied spells can be
* invalidaded in a few scenarios where the spell comes from items, for example (like dropping the only scroll that
* provided the spell).
* @param player The player whose readied spell is to be checked.
* @return 'true' when the readied spell is currently valid, and 'false' otherwise.
*/
bool IsReadiedSpellValid(const PlayerStruct &player)
{
switch (player._pRSplType) {
case RSPLTYPE_SKILL:
case RSPLTYPE_SPELL:
case RSPLTYPE_INVALID:
return true;
case RSPLTYPE_CHARGES:
return (player._pISpells & GetSpellBitmask(player._pRSpell)) != 0;
case RSPLTYPE_SCROLL:
return (player._pScrlSpells & GetSpellBitmask(player._pRSpell)) != 0;
default:
return false;
}
}
/**
* @brief Clears the current player's readied spell selection.
* @note Will force a UI redraw in case the values actually change, so that the new spell reflects on the bottom panel.
* @param player The player whose readied spell is to be cleared.
*/
void ClearReadiedSpell(PlayerStruct &player)
{
if (player._pRSpell != SPL_INVALID) {
player._pRSpell = SPL_INVALID;
force_redraw = 255;
}
if (player._pRSplType != RSPLTYPE_INVALID) {
player._pRSplType = RSPLTYPE_INVALID;
force_redraw = 255;
}
}
/**
* @brief Ensures the player's current readied spell is a valid selection for the character. If the current selection is
* incompatible with the player's items and spell (for example, if the player does not currently have access to the spell),
* the selection is cleared.
* @note Will force a UI redraw in case the values actually change, so that the new spell reflects on the bottom panel.
* @param player The player whose readied spell is to be checked.
*/
void EnsureValidReadiedSpell(PlayerStruct &player)
{
if (!IsReadiedSpellValid(player)) {
ClearReadiedSpell(player);
}
}
bool CheckSpell(int id, spell_id sn, spell_type st, bool manaonly)
{
bool result;
#ifdef _DEBUG
if (debug_mode_key_inverted_v)
return true;
#endif
result = true;
if (!manaonly && pcurs != CURSOR_HAND) {
result = false;
} else {
if (st != RSPLTYPE_SKILL) {
if (GetSpellLevel(id, sn) <= 0) {
result = false;
} else {
result = plr[id]._pMana >= GetManaAmount(id, sn);
}
}
}
return result;
}
void CastSpell(int id, int spl, int sx, int sy, int dx, int dy, int spllvl)
{
direction dir = plr[id]._pdir;
if (spl == SPL_FIREWALL || spl == SPL_LIGHTWALL) {
dir = plr[id].tempDirection;
}
for (int i = 0; spelldata[spl].sMissiles[i] != MIS_NULL && i < 3; i++) {
AddMissile(sx, sy, dx, dy, dir, spelldata[spl].sMissiles[i], TARGET_MONSTERS, id, 0, spllvl);
}
if (spl == SPL_TOWN) {
UseMana(id, SPL_TOWN);
} else if (spl == SPL_CBOLT) {
UseMana(id, SPL_CBOLT);
for (int i = (spllvl / 2) + 3; i > 0; i--) {
AddMissile(sx, sy, dx, dy, dir, MIS_CBOLT, TARGET_MONSTERS, id, 0, spllvl);
}
}
}
static void PlacePlayer(int pnum)
{
int nx, ny, max, min, x, y;
DWORD i;
bool done;
if (plr[pnum].plrlevel == currlevel) {
for (i = 0; i < 8; i++) {
nx = plr[pnum].position.tile.x + plrxoff2[i];
ny = plr[pnum].position.tile.y + plryoff2[i];
if (PosOkPlayer(pnum, nx, ny)) {
break;
}
}
if (!PosOkPlayer(pnum, nx, ny)) {
done = false;
for (max = 1, min = -1; min > -50 && !done; max++, min--) {
for (y = min; y <= max && !done; y++) {
ny = plr[pnum].position.tile.y + y;
for (x = min; x <= max && !done; x++) {
nx = plr[pnum].position.tile.x + x;
if (PosOkPlayer(pnum, nx, ny)) {
done = true;
}
}
}
}
}
plr[pnum].position.tile = { nx, ny };
dPlayer[nx][ny] = pnum + 1;
if (pnum == myplr) {
ViewX = nx;
ViewY = ny;
}
}
}
/**
* @param pnum player index
* @param rid target player index
*/
void DoResurrect(int pnum, int rid)
{
int hp;
if ((char)rid != -1) {
AddMissile(plr[rid].position.tile.x, plr[rid].position.tile.y, plr[rid].position.tile.x, plr[rid].position.tile.y, 0, MIS_RESURRECTBEAM, TARGET_MONSTERS, pnum, 0, 0);
}
if (pnum == myplr) {
NewCursor(CURSOR_HAND);
}
if ((char)rid != -1 && plr[rid]._pHitPoints == 0) {
if (rid == myplr) {
deathflag = false;
gamemenu_off();
drawhpflag = true;
drawmanaflag = true;
}
ClrPlrPath(rid);
plr[rid].destAction = ACTION_NONE;
plr[rid]._pInvincible = false;
PlacePlayer(rid);
hp = 10 << 6;
if (plr[rid]._pMaxHPBase < (10 << 6)) {
hp = plr[rid]._pMaxHPBase;
}
SetPlayerHitPoints(rid, hp);
plr[rid]._pHPBase = plr[rid]._pHitPoints + (plr[rid]._pMaxHPBase - plr[rid]._pMaxHP);
plr[rid]._pMana = 0;
plr[rid]._pManaBase = plr[rid]._pMana + (plr[rid]._pMaxManaBase - plr[rid]._pMaxMana);
CalcPlrInv(rid, true);
if (plr[rid].plrlevel == currlevel) {
StartStand(rid, plr[rid]._pdir);
} else {
plr[rid]._pmode = PM_STAND;
}
}
}
void DoHealOther(int pnum, int rid)
{
int i, j, hp;
if (pnum == myplr) {
NewCursor(CURSOR_HAND);
}
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if ((char)rid != -1 && (plr[rid]._pHitPoints >> 6) > 0) {
hp = (GenerateRnd(10) + 1) << 6;
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for (i = 0; i < plr[pnum]._pLevel; i++) {
hp += (GenerateRnd(4) + 1) << 6;
}
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for (j = 0; j < GetSpellLevel(pnum, SPL_HEALOTHER); ++j) {
hp += (GenerateRnd(6) + 1) << 6;
}
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if (plr[pnum]._pClass == HeroClass::Warrior || plr[pnum]._pClass == HeroClass::Barbarian) {
hp *= 2;
} else if (plr[pnum]._pClass == HeroClass::Rogue || plr[pnum]._pClass == HeroClass::Bard) {
hp += hp / 2;
} else if (plr[pnum]._pClass == HeroClass::Monk) {
hp *= 3;
}
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plr[rid]._pHitPoints += hp;
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if (plr[rid]._pHitPoints > plr[rid]._pMaxHP) {
plr[rid]._pHitPoints = plr[rid]._pMaxHP;
}
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plr[rid]._pHPBase += hp;
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if (plr[rid]._pHPBase > plr[rid]._pMaxHPBase) {
plr[rid]._pHPBase = plr[rid]._pMaxHPBase;
}
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drawhpflag = true;
}
}
int GetSpellBookLevel(spell_id s)
{
if (gbIsSpawn) {
switch (s) {
case SPL_STONE:
case SPL_GUARDIAN:
case SPL_GOLEM:
case SPL_FLARE:
case SPL_BONESPIRIT:
return -1;
default:
break;
}
}
if (!gbIsHellfire) {
switch (s) {
case SPL_NOVA:
case SPL_APOCA:
return -1;
default:
if (s > SPL_LASTDIABLO)
return -1;
break;
}
}
if (gbIsHellfire) {
switch (s) {
case SPL_ELEMENT:
return -1;
default:
break;
}
}
return spelldata[s].sBookLvl;
}
int GetSpellStaffLevel(spell_id s)
{
if (gbIsSpawn) {
switch (s) {
case SPL_STONE:
case SPL_GUARDIAN:
case SPL_GOLEM:
case SPL_APOCA:
case SPL_FLARE:
case SPL_BONESPIRIT:
return -1;
default:
break;
}
}
if (!gbIsHellfire && s > SPL_LASTDIABLO)
return -1;
if (gbIsHellfire) {
switch (s) {
case SPL_ELEMENT:
return -1;
default:
break;
}
}
return spelldata[s].sStaffLvl;
}
} // namespace devilution