You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

418 lines
9.2 KiB

/**
* @file spells.cpp
*
* Implementation of functionality for casting player spells.
*/
#include "all.h"
DEVILUTION_BEGIN_NAMESPACE
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 (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 (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;
}
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;
}
}
}
/**
* @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.
*/
unsigned long long 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);
case RSPLTYPE_SCROLL:
return player._pScrlSpells & GetSpellBitmask(player._pRSpell);
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)
{
int &readiedSpell = player._pRSpell;
if (readiedSpell != SPL_INVALID) {
readiedSpell = SPL_INVALID;
force_redraw = 255;
}
char &readiedSpellType = player._pRSplType;
if (readiedSpellType != RSPLTYPE_INVALID) {
readiedSpellType = 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, 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;
if (spl == SPL_FIREWALL || spl == SPL_LIGHTWALL) {
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;
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);
}
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;
}
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;
}
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;
}
}
int GetSpellBookLevel(int s)
{
if (gbIsSpawn) {
switch (s) {
case SPL_STONE:
case SPL_GUARDIAN:
case SPL_GOLEM:
case SPL_FLARE:
case SPL_BONESPIRIT:
return -1;
}
}
if (!gbIsHellfire) {
switch (s) {
case SPL_NOVA:
case SPL_APOCA:
return -1;
}
}
if (gbIsHellfire) {
switch (s) {
case SPL_ELEMENT:
return -1;
}
}
return spelldata[s].sBookLvl;
}
int GetSpellStaffLevel(int 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;
}
}
if (gbIsHellfire) {
switch (s) {
case SPL_ELEMENT:
return -1;
}
}
return spelldata[s].sStaffLvl;
}
DEVILUTION_END_NAMESPACE