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363 lines
8.7 KiB
363 lines
8.7 KiB
/** |
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* @file spells.cpp |
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* |
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* Implementation of functionality for casting player spells. |
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*/ |
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#include "spells.h" |
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#include "control.h" |
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#include "cursor.h" |
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#ifdef _DEBUG |
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#include "debug.h" |
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#endif |
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#include "engine/backbuffer_state.hpp" |
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#include "engine/point.hpp" |
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#include "engine/random.hpp" |
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#include "engine/world_tile.hpp" |
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#include "gamemenu.h" |
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#include "inv.h" |
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#include "missiles.h" |
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namespace devilution { |
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namespace { |
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/** |
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* @brief Gets a value indicating whether the player's current readied spell is a valid spell. Readied spells can be |
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* invalidaded in a few scenarios where the spell comes from items, for example (like dropping the only scroll that |
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* provided the spell). |
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* @param player The player whose readied spell is to be checked. |
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* @return 'true' when the readied spell is currently valid, and 'false' otherwise. |
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*/ |
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bool IsReadiedSpellValid(const Player &player) |
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{ |
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switch (player._pRSplType) { |
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case SpellType::Skill: |
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case SpellType::Spell: |
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case SpellType::Invalid: |
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return true; |
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case SpellType::Charges: |
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return (player._pISpells & GetSpellBitmask(player._pRSpell)) != 0; |
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case SpellType::Scroll: |
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return (player._pScrlSpells & GetSpellBitmask(player._pRSpell)) != 0; |
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default: |
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return false; |
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} |
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} |
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/** |
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* @brief Clears the current player's readied spell selection. |
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* @note Will force a UI redraw in case the values actually change, so that the new spell reflects on the bottom panel. |
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* @param player The player whose readied spell is to be cleared. |
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*/ |
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void ClearReadiedSpell(Player &player) |
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{ |
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if (player._pRSpell != SpellID::Invalid) { |
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player._pRSpell = SpellID::Invalid; |
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RedrawEverything(); |
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} |
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if (player._pRSplType != SpellType::Invalid) { |
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player._pRSplType = SpellType::Invalid; |
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RedrawEverything(); |
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} |
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} |
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} // namespace |
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bool IsValidSpell(SpellID spl) |
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{ |
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return spl > SpellID::Null |
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&& spl <= SpellID::LAST |
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&& (spl <= SpellID::LastDiablo || gbIsHellfire); |
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} |
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bool IsValidSpellFrom(int spellFrom) |
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{ |
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if (spellFrom == 0) |
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return true; |
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if (spellFrom >= INVITEM_INV_FIRST && spellFrom <= INVITEM_INV_LAST) |
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return true; |
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if (spellFrom >= INVITEM_BELT_FIRST && spellFrom <= INVITEM_BELT_LAST) |
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return true; |
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return false; |
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} |
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bool IsWallSpell(SpellID spl) |
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{ |
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return spl == SpellID::FireWall || spl == SpellID::LightningWall; |
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} |
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bool TargetsMonster(SpellID id) |
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{ |
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return id == SpellID::Fireball |
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|| id == SpellID::FireWall |
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|| id == SpellID::Inferno |
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|| id == SpellID::Lightning |
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|| id == SpellID::StoneCurse |
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|| id == SpellID::FlameWave; |
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} |
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int GetManaAmount(const Player &player, SpellID sn) |
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{ |
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int ma; // mana amount |
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// mana adjust |
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int adj = 0; |
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// spell level |
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int sl = std::max(player.GetSpellLevel(sn) - 1, 0); |
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if (sl > 0) { |
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adj = sl * GetSpellData(sn).sManaAdj; |
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} |
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if (sn == SpellID::Firebolt) { |
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adj /= 2; |
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} |
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if (sn == SpellID::Resurrect && sl > 0) { |
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adj = sl * (GetSpellData(SpellID::Resurrect).sManaCost / 8); |
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} |
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if (sn == SpellID::Healing || sn == SpellID::HealOther) { |
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ma = (GetSpellData(SpellID::Healing).sManaCost + 2 * player.getCharacterLevel() - adj); |
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} else if (GetSpellData(sn).sManaCost == 255) { |
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ma = (player._pMaxManaBase >> 6) - adj; |
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} else { |
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ma = (GetSpellData(sn).sManaCost - adj); |
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} |
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ma = std::max(ma, 0); |
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ma <<= 6; |
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if (gbIsHellfire && player._pClass == HeroClass::Sorcerer) { |
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ma /= 2; |
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} else if (player._pClass == HeroClass::Rogue || player._pClass == HeroClass::Monk || player._pClass == HeroClass::Bard) { |
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ma -= ma / 4; |
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} |
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if (GetSpellData(sn).sMinMana > ma >> 6) { |
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ma = GetSpellData(sn).sMinMana << 6; |
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} |
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return ma; |
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} |
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void ConsumeSpell(Player &player, SpellID sn) |
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{ |
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switch (player.executedSpell.spellType) { |
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case SpellType::Skill: |
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case SpellType::Invalid: |
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break; |
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case SpellType::Scroll: |
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ConsumeScroll(player); |
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break; |
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case SpellType::Charges: |
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ConsumeStaffCharge(player); |
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break; |
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case SpellType::Spell: |
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#ifdef _DEBUG |
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if (DebugGodMode) |
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break; |
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#endif |
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int ma = GetManaAmount(player, sn); |
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player._pMana -= ma; |
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player._pManaBase -= ma; |
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RedrawComponent(PanelDrawComponent::Mana); |
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break; |
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} |
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if (sn == SpellID::BloodStar) { |
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ApplyPlrDamage(DamageType::Physical, player, 5); |
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} |
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if (sn == SpellID::BoneSpirit) { |
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ApplyPlrDamage(DamageType::Physical, player, 6); |
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} |
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} |
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void EnsureValidReadiedSpell(Player &player) |
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{ |
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if (!IsReadiedSpellValid(player)) { |
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ClearReadiedSpell(player); |
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} |
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} |
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SpellCheckResult CheckSpell(const Player &player, SpellID sn, SpellType st, bool manaonly) |
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{ |
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#ifdef _DEBUG |
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if (DebugGodMode) |
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return SpellCheckResult::Success; |
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#endif |
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if (!manaonly && pcurs != CURSOR_HAND) { |
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return SpellCheckResult::Fail_Busy; |
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} |
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if (st == SpellType::Skill) { |
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return SpellCheckResult::Success; |
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} |
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if (player.GetSpellLevel(sn) <= 0) { |
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return SpellCheckResult::Fail_Level0; |
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} |
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if (player._pMana < GetManaAmount(player, sn)) { |
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return SpellCheckResult::Fail_NoMana; |
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} |
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return SpellCheckResult::Success; |
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} |
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void CastSpell(int id, SpellID spl, WorldTilePosition src, WorldTilePosition dst, int spllvl) |
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{ |
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Player &player = Players[id]; |
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Direction dir = player._pdir; |
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if (IsWallSpell(spl)) { |
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dir = player.tempDirection; |
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} |
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bool fizzled = false; |
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const SpellData &spellData = GetSpellData(spl); |
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for (size_t i = 0; i < sizeof(spellData.sMissiles) / sizeof(spellData.sMissiles[0]) && spellData.sMissiles[i] != MissileID::Null; i++) { |
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Missile *missile = AddMissile(src, dst, dir, spellData.sMissiles[i], TARGET_MONSTERS, id, 0, spllvl); |
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fizzled |= (missile == nullptr); |
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} |
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if (spl == SpellID::ChargedBolt) { |
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for (int i = (spllvl / 2) + 3; i > 0; i--) { |
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Missile *missile = AddMissile(src, dst, dir, MissileID::ChargedBolt, TARGET_MONSTERS, id, 0, spllvl); |
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fizzled |= (missile == nullptr); |
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} |
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} |
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if (!fizzled) { |
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ConsumeSpell(player, spl); |
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} |
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} |
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void DoResurrect(size_t pnum, Player &target) |
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{ |
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if (pnum >= Players.size()) { |
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return; |
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} |
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AddMissile(target.position.tile, target.position.tile, Direction::South, MissileID::ResurrectBeam, TARGET_MONSTERS, pnum, 0, 0); |
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if (target._pHitPoints != 0) |
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return; |
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if (&target == MyPlayer) { |
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MyPlayerIsDead = false; |
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gamemenu_off(); |
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RedrawComponent(PanelDrawComponent::Health); |
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RedrawComponent(PanelDrawComponent::Mana); |
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} |
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ClrPlrPath(target); |
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target.destAction = ACTION_NONE; |
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target._pInvincible = false; |
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SyncInitPlrPos(target); |
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int hp = 10 << 6; |
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if (target._pMaxHPBase < (10 << 6)) { |
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hp = target._pMaxHPBase; |
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} |
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SetPlayerHitPoints(target, hp); |
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target._pHPBase = target._pHitPoints + (target._pMaxHPBase - target._pMaxHP); // CODEFIX: does the same stuff as SetPlayerHitPoints above, can be removed |
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target._pMana = 0; |
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target._pManaBase = target._pMana + (target._pMaxManaBase - target._pMaxMana); |
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target._pmode = PM_STAND; |
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CalcPlrInv(target, true); |
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if (target.isOnActiveLevel()) { |
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StartStand(target, target._pdir); |
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} |
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} |
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void DoHealOther(const Player &caster, Player &target) |
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{ |
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if ((target._pHitPoints >> 6) <= 0) { |
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return; |
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} |
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int hp = (GenerateRnd(10) + 1) << 6; |
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for (unsigned i = 0; i < caster.getCharacterLevel(); i++) { |
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hp += (GenerateRnd(4) + 1) << 6; |
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} |
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for (int i = 0; i < caster.GetSpellLevel(SpellID::HealOther); i++) { |
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hp += (GenerateRnd(6) + 1) << 6; |
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} |
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if (caster._pClass == HeroClass::Warrior || caster._pClass == HeroClass::Barbarian) { |
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hp *= 2; |
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} else if (caster._pClass == HeroClass::Rogue || caster._pClass == HeroClass::Bard) { |
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hp += hp / 2; |
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} else if (caster._pClass == HeroClass::Monk) { |
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hp *= 3; |
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} |
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target._pHitPoints = std::min(target._pHitPoints + hp, target._pMaxHP); |
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target._pHPBase = std::min(target._pHPBase + hp, target._pMaxHPBase); |
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if (&target == MyPlayer) { |
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RedrawComponent(PanelDrawComponent::Health); |
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} |
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} |
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int GetSpellBookLevel(SpellID s) |
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{ |
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if (gbIsSpawn) { |
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switch (s) { |
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case SpellID::StoneCurse: |
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case SpellID::Guardian: |
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case SpellID::Golem: |
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case SpellID::Elemental: |
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case SpellID::BloodStar: |
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case SpellID::BoneSpirit: |
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return -1; |
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default: |
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break; |
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} |
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} |
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if (!gbIsHellfire) { |
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switch (s) { |
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case SpellID::Nova: |
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case SpellID::Apocalypse: |
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return -1; |
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default: |
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if (s > SpellID::LastDiablo) |
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return -1; |
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break; |
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} |
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} |
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return GetSpellData(s).sBookLvl; |
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} |
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int GetSpellStaffLevel(SpellID s) |
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{ |
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if (gbIsSpawn) { |
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switch (s) { |
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case SpellID::StoneCurse: |
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case SpellID::Guardian: |
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case SpellID::Golem: |
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case SpellID::Apocalypse: |
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case SpellID::Elemental: |
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case SpellID::BloodStar: |
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case SpellID::BoneSpirit: |
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return -1; |
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default: |
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break; |
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} |
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} |
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if (!gbIsHellfire && s > SpellID::LastDiablo) |
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return -1; |
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return GetSpellData(s).sStaffLvl; |
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} |
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} // namespace devilution
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