/** * @file spells.cpp * * Implementation of functionality for casting player spells. */ #include "spells.h" #include "control.h" #include "cursor.h" #include "engine/point.hpp" #include "engine/random.hpp" #include "gamemenu.h" #include "inv.h" #include "missiles.h" namespace devilution { int GetManaAmount(PlayerStruct &player, spell_id sn) { int ma; // mana amount // mana adjust int adj = 0; // spell level int sl = player._pSplLvl[sn] + player._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 * player._pLevel - adj); } else if (spelldata[sn].sManaCost == 255) { ma = ((BYTE)player._pMaxManaBase - adj); } else { ma = (spelldata[sn].sManaCost - adj); } if (ma < 0) ma = 0; ma <<= 6; if (gbIsHellfire && player._pClass == HeroClass::Sorcerer) { ma /= 2; } else if (player._pClass == HeroClass::Rogue || player._pClass == HeroClass::Monk || player._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 == MyPlayerId) { switch (Players[id]._pSplType) { case RSPLTYPE_SKILL: case RSPLTYPE_INVALID: break; case RSPLTYPE_SCROLL: RemoveScroll(Players[id]); break; case RSPLTYPE_CHARGES: UseStaffCharge(Players[id]); break; case RSPLTYPE_SPELL: #ifdef _DEBUG if (!debug_mode_key_inverted_v) { #endif ma = GetManaAmount(Players[id], sn); Players[id]._pMana -= ma; Players[id]._pManaBase -= ma; drawmanaflag = true; #ifdef _DEBUG } #endif break; } } } /** * @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) { #ifdef _DEBUG if (debug_mode_key_inverted_v) return true; #endif if (!manaonly && pcurs != CURSOR_HAND) { return false; } if (st == RSPLTYPE_SKILL) { return true; } if (GetSpellLevel(id, sn) <= 0) { return false; } auto &player = Players[id]; return player._pMana >= GetManaAmount(player, sn); } void CastSpell(int id, int spl, int sx, int sy, int dx, int dy, int spllvl) { Direction dir = Players[id]._pdir; if (spl == SPL_FIREWALL || spl == SPL_LIGHTWALL) { dir = Players[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) { auto &player = Players[pnum]; Point newPosition = {}; if (player.plrlevel == currlevel) { for (int i = 0; i < 8; i++) { newPosition = player.position.tile + Displacement { plrxoff2[i], plryoff2[i] }; if (PosOkPlayer(player, newPosition)) { break; } } if (!PosOkPlayer(player, newPosition)) { bool done = false; int min = -1; for (int max = 1; min > -50 && !done; max++, min--) { for (int y = min; y <= max && !done; y++) { newPosition.y = player.position.tile.y + y; for (int x = min; x <= max && !done; x++) { newPosition.x = player.position.tile.x + x; if (PosOkPlayer(player, newPosition)) { done = true; } } } } } player.position.tile = newPosition; dPlayer[newPosition.x][newPosition.y] = pnum + 1; if (pnum == MyPlayerId) { ViewX = newPosition.x; ViewY = newPosition.y; } } } /** * @param pnum player index * @param rid target player index */ void DoResurrect(int pnum, int rid) { int hp; if ((char)rid != -1) { AddMissile(Players[rid].position.tile, Players[rid].position.tile, 0, MIS_RESURRECTBEAM, TARGET_MONSTERS, pnum, 0, 0); } if (pnum == MyPlayerId) { NewCursor(CURSOR_HAND); } if ((char)rid != -1 && Players[rid]._pHitPoints == 0) { if (rid == MyPlayerId) { MyPlayerIsDead = false; gamemenu_off(); drawhpflag = true; drawmanaflag = true; } ClrPlrPath(Players[rid]); Players[rid].destAction = ACTION_NONE; Players[rid]._pInvincible = false; PlacePlayer(rid); hp = 10 << 6; if (Players[rid]._pMaxHPBase < (10 << 6)) { hp = Players[rid]._pMaxHPBase; } SetPlayerHitPoints(rid, hp); Players[rid]._pHPBase = Players[rid]._pHitPoints + (Players[rid]._pMaxHPBase - Players[rid]._pMaxHP); // CODEFIX: does the same stuff as SetPlayerHitPoints above, can be removed Players[rid]._pMana = 0; Players[rid]._pManaBase = Players[rid]._pMana + (Players[rid]._pMaxManaBase - Players[rid]._pMaxMana); CalcPlrInv(rid, true); if (Players[rid].plrlevel == currlevel) { StartStand(rid, Players[rid]._pdir); } else { Players[rid]._pmode = PM_STAND; } } } void DoHealOther(int pnum, uint16_t rid) { if (pnum == MyPlayerId) { NewCursor(CURSOR_HAND); } if ((DWORD)pnum >= MAX_PLRS || rid >= MAX_PLRS) { return; } auto &player = Players[pnum]; auto &target = Players[rid]; if ((target._pHitPoints >> 6) <= 0) { return; } int hp = (GenerateRnd(10) + 1) << 6; for (int i = 0; i < player._pLevel; i++) { hp += (GenerateRnd(4) + 1) << 6; } for (int i = 0; i < GetSpellLevel(pnum, SPL_HEALOTHER); i++) { hp += (GenerateRnd(6) + 1) << 6; } if (player._pClass == HeroClass::Warrior || player._pClass == HeroClass::Barbarian) { hp *= 2; } else if (player._pClass == HeroClass::Rogue || player._pClass == HeroClass::Bard) { hp += hp / 2; } else if (player._pClass == HeroClass::Monk) { hp *= 3; } target._pHitPoints = std::min(target._pHitPoints + hp, target._pMaxHP); target._pHPBase = std::min(target._pHPBase + hp, target._pMaxHPBase); if (rid == MyPlayerId) { drawhpflag = true; } } int GetSpellBookLevel(spell_id s) { if (gbIsSpawn) { switch (s) { case SPL_STONE: case SPL_GUARDIAN: case SPL_GOLEM: case SPL_ELEMENT: 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; } } 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_ELEMENT: case SPL_FLARE: case SPL_BONESPIRIT: return -1; default: break; } } if (!gbIsHellfire && s > SPL_LASTDIABLO) return -1; return spelldata[s].sStaffLvl; } } // namespace devilution