/** * @file spells.cpp * * Implementation of functionality for casting player spells. */ #include "all.h" int GetManaAmount(int id, int 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 >>= 1; } if (sn == SPL_RESURRECT && sl > 0) { adj = sl * (spelldata[SPL_RESURRECT].sManaCost / 8); } if (spelldata[sn].sManaCost == 255) { ma = ((BYTE)plr[id]._pMaxManaBase - adj); } else { ma = (spelldata[sn].sManaCost - adj); } ma <<= 6; if (sn == SPL_HEAL) { ma = (spelldata[SPL_HEAL].sManaCost + 2 * plr[id]._pLevel - adj) << 6; } if (sn == SPL_HEALOTHER) { ma = (spelldata[SPL_HEAL].sManaCost + 2 * plr[id]._pLevel - adj) << 6; } #ifdef HELLFIRE if (plr[id]._pClass == PC_SORCERER) { ma >>= 1; } else if (plr[id]._pClass == PC_ROGUE || plr[id]._pClass == PC_MONK || plr[id]._pClass == PC_BARD) { ma -= ma >> 2; } #else if (plr[id]._pClass == PC_ROGUE) { ma -= ma >> 2; } #endif if (spelldata[sn].sMinMana > ma >> 6) { ma = spelldata[sn].sMinMana << 6; } return ma * (100 - plr[id]._pISplCost) / 100; } void UseMana(int id, int sn) { int ma; // mana cost if (id == myplr) { switch (plr[id]._pSplType) { 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; } } } BOOL CheckSpell(int id, int sn, char 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 caster, int spllvl) { int i; int dir; // missile direction switch (caster) { case TARGET_PLAYERS: dir = monster[id]._mdir; break; case TARGET_MONSTERS: // caster must be 0 already in this case, but oh well, // it's needed to generate the right code caster = TARGET_MONSTERS; dir = plr[id]._pdir; #ifdef HELLFIRE if (spl == SPL_FIREWALL || spl == SPL_LIGHTWALL) { #else if (spl == SPL_FIREWALL) { #endif dir = plr[id]._pVar3; } break; } for (i = 0; spelldata[spl].sMissiles[i] != MIS_ARROW && i < 3; i++) { AddMissile(sx, sy, dx, dy, dir, spelldata[spl].sMissiles[i], caster, id, 0, spllvl); } if (spelldata[spl].sMissiles[0] == MIS_TOWN) { UseMana(id, SPL_TOWN); } if (spelldata[spl].sMissiles[0] == MIS_CBOLT) { UseMana(id, SPL_CBOLT); for (i = (spllvl >> 1) + 3; i > 0; i--) { AddMissile(sx, sy, dx, dy, dir, MIS_CBOLT, caster, 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]._px + plrxoff2[i]; ny = plr[pnum]._py + 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]._py + y; for (x = min; x <= max && !done; x++) { nx = plr[pnum]._px + x; if (PosOkPlayer(pnum, nx, ny)) { done = TRUE; } } } } } plr[pnum]._px = nx; plr[pnum]._py = 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]._px, plr[rid]._py, plr[rid]._px, plr[rid]._py, 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; #ifndef HELLFIRE PlacePlayer(rid); #endif hp = 10 << 6; #ifndef HELLFIRE if (plr[rid]._pMaxHPBase < (10 << 6)) { hp = plr[rid]._pMaxHPBase; } #endif 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); } if ((char)rid != -1 && (plr[rid]._pHitPoints >> 6) > 0) { hp = (random_(57, 10) + 1) << 6; for (i = 0; i < plr[pnum]._pLevel; i++) { hp += (random_(57, 4) + 1) << 6; } for (j = 0; j < GetSpellLevel(pnum, SPL_HEALOTHER); ++j) { hp += (random_(57, 6) + 1) << 6; } #ifdef HELLFIRE if (plr[pnum]._pClass == PC_WARRIOR || plr[pnum]._pClass == PC_BARBARIAN) { hp <<= 1; } else if (plr[pnum]._pClass == PC_ROGUE || plr[pnum]._pClass == PC_BARD) { hp += hp >> 1; } else if (plr[pnum]._pClass == PC_MONK) { hp *= 3; } #else if (plr[pnum]._pClass == PC_WARRIOR) { hp <<= 1; } if (plr[pnum]._pClass == PC_ROGUE) { hp += hp >> 1; } #endif plr[rid]._pHitPoints += hp; if (plr[rid]._pHitPoints > plr[rid]._pMaxHP) { plr[rid]._pHitPoints = plr[rid]._pMaxHP; } plr[rid]._pHPBase += hp; if (plr[rid]._pHPBase > plr[rid]._pMaxHPBase) { plr[rid]._pHPBase = plr[rid]._pMaxHPBase; } drawhpflag = TRUE; } }