1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745 1746 1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776 1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797 1798 1799 1800 1801 1802 1803 1804 1805 1806 1807 1808 1809 1810 1811 1812 1813 1814 1815 1816 1817 1818 1819 1820 1821 1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840 1841 1842 1843 1844 1845 1846 1847 1848 1849 1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861 1862 1863 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875 1876 1877 1878 1879 1880 1881 1882 1883 1884 1885 1886 1887 1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898 1899 1900 1901 1902 1903 1904 1905 1906 1907 1908 1909 1910 1911 1912 1913 1914 1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949 1950 1951 1952 1953 1954 1955 1956 1957 1958 1959 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025 2026 2027 2028 2029 2030 2031 2032 2033 2034 2035 2036 2037 2038 2039 2040 2041 2042 2043 2044 2045 2046 2047 2048 2049 2050 2051 2052 2053 2054 2055 2056 2057 2058 2059 2060 2061 2062 2063 2064 2065 2066 2067 2068 2069 2070 2071 2072 2073 2074 2075 2076 2077 2078 2079 2080 2081 2082 2083 2084 2085 2086 2087 2088 2089 2090 2091 2092 2093 2094 2095 2096 2097 2098 2099 2100 2101 2102 2103 2104 2105 2106 2107 2108 2109 2110 2111 2112 2113 2114 2115 2116 2117 2118 2119 2120 2121 2122 2123 2124 2125 2126 2127 2128 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143 2144 2145 2146 2147 2148 2149 2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277 2278 2279 2280 2281 2282 2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306 2307 2308 2309 2310 2311 2312 2313 2314 2315 2316 2317 2318 2319 2320 2321 2322 2323 2324 2325 2326 2327 2328 2329 2330 2331 2332 2333 2334 2335 2336 2337 2338 2339 2340 2341 2342 2343 2344 2345 2346 2347 2348 2349 2350 2351 2352 2353 2354 2355 2356 2357 2358 2359 2360 2361 2362 2363 2364 2365 2366 2367 2368 2369 2370 2371 2372 2373 2374 2375 2376 2377 2378 2379 2380 2381 2382 2383 2384 2385 2386 2387 2388 2389 2390 2391 2392 2393 2394 2395 2396 2397 2398 2399 2400 2401 2402 2403 2404 2405 2406 2407 2408 2409 2410 2411 2412 2413 2414 2415 2416 2417 2418 2419 2420 2421 2422 2423 2424 2425 2426 2427 2428 2429 2430 2431 2432 2433 2434 2435 2436 2437 2438 2439 2440 2441 2442 2443 2444 2445 2446 2447 2448 2449 2450 2451 2452 2453 2454 2455 2456 2457 2458 2459 2460 2461 2462 2463 2464 2465 2466 2467 2468 2469 2470 2471 2472 2473 2474 2475 2476 2477 2478 2479 2480 2481 2482 2483 2484 2485 2486 2487 2488 2489 2490 2491 2492 2493 2494 2495 2496 2497 2498 2499 2500 2501 2502 2503 2504 2505 2506 2507 2508 2509 2510 2511 2512 2513 2514 2515 2516 2517 2518 2519 2520 2521 2522 2523 2524 2525 2526 2527 2528 2529 2530 2531 2532 2533 2534 2535 2536 2537 2538 2539 2540 2541 2542 2543 2544 2545 2546 2547 2548 2549 2550 2551 2552 2553 2554 2555 2556 2557 2558 2559 2560 2561 2562 2563 2564 2565 2566 2567 2568 2569 2570 2571 2572 2573 2574 2575 2576 2577 2578 2579 2580 2581 2582 2583 2584 2585 2586 2587 2588 2589 2590 2591 2592 2593 2594 2595 2596 2597 2598 2599 2600 2601 2602 2603 2604 2605 2606 2607 2608 2609 2610 2611 2612 2613 2614 2615 2616 2617 2618 2619 2620 2621 2622 2623 2624 2625 2626 2627 2628 2629 2630 2631 2632 2633 2634 2635 2636 2637 2638 2639 2640 2641 2642 2643 2644 2645 2646 2647 2648 2649 2650 2651 2652 2653 2654 2655 2656 2657 2658 2659 2660 2661 2662 2663 2664 2665 2666 2667 2668 2669 2670 2671 2672 2673 2674 2675 2676 2677 2678 2679 2680 2681 2682 2683 2684 2685 2686 2687 2688 2689 2690 2691 2692 2693 2694 2695 2696 2697 2698 2699 2700 2701 2702 2703 2704 2705 2706 2707 2708 2709 2710 2711 2712 2713 2714 2715 2716 2717 2718 2719 2720 2721 2722 2723 2724 2725 2726 2727 2728 2729 2730 2731 2732 2733 2734 2735 2736 2737 2738 2739 2740 2741 2742 2743 2744 2745 2746 2747 2748 2749 2750 2751 2752 2753 2754 2755 2756 2757 2758 2759 2760 2761 2762 2763 2764 2765 2766 2767 2768 2769 2770 2771 2772 2773 2774 2775 2776 2777 2778 2779 2780 2781 2782 2783 2784 2785 2786 2787 2788 2789 2790 2791 2792 2793 2794 2795 2796 2797 2798 2799 2800 2801 2802 2803 2804 2805 2806 2807 2808 2809 2810 2811 2812 2813 2814 2815 2816 2817 2818 2819 2820 2821 2822 2823 2824 2825 2826 2827 2828 2829 2830 2831 2832 2833 2834 2835 2836 2837 2838 2839 2840 2841 2842 2843 2844 2845 2846 2847 2848 2849 2850 2851 2852 2853 2854 2855 2856 2857 2858 2859 2860 2861 2862 2863 2864 2865 2866 2867 2868 2869 2870 2871 2872 2873 2874 2875 2876 2877 2878 2879 2880 2881 2882 2883 2884 2885 2886 2887 2888 2889 2890 2891 2892 2893 2894 2895 2896 2897 2898 2899 2900 2901 2902 2903 2904 2905 2906 2907 2908 2909 2910 2911 2912 2913 2914 2915 2916 2917 2918 2919 2920 2921 2922 2923 2924 2925 2926 2927 2928 2929 2930 2931 2932 2933 2934 2935 2936 2937 2938 2939 2940 2941 2942 2943 2944 2945 2946 2947 2948 2949 2950 2951 2952 2953 2954 2955 2956 2957 2958 2959 2960 2961 2962 2963 2964 2965 2966 2967 2968 2969 2970 2971 2972 2973 2974 2975 2976 2977 2978 2979 2980 2981 2982 2983 2984 2985 2986 2987 2988 2989 2990 2991 2992 2993 2994 2995 2996 2997 2998 2999 3000 3001 3002 3003 3004 3005 3006 3007 3008 3009 3010 3011 3012 3013 3014 3015 3016 3017 3018 3019 3020 3021 3022 3023 3024 3025 3026 3027 3028 3029 3030 3031 3032 3033 3034 3035 3036 3037 3038 3039 3040 3041 3042 3043 3044 3045 3046 3047 3048 3049 3050 3051 3052 3053 3054 3055 3056 3057 3058 3059 3060 3061 3062 3063 3064 3065 3066 3067 3068 3069 3070 3071 3072 3073 3074 3075 3076 3077 3078 3079 3080 3081 3082 3083 3084 3085 3086 3087 3088 3089 3090 3091 3092 3093 3094 3095 3096 3097 3098 3099 3100 3101 3102 3103 3104 3105 3106 3107 3108 3109 3110 3111 3112 3113 3114 3115 3116 3117 3118 3119 3120 3121 3122 3123 3124 3125 3126 3127 3128 3129 3130 3131 3132 3133 3134 3135 3136 3137 3138 3139 3140 3141 3142 3143 3144 3145 3146 3147 3148 3149 3150 3151 3152 3153 3154 3155 3156 3157 3158 3159 3160 3161 3162 3163 3164 3165 3166 3167 3168 3169 3170 3171 3172 3173 3174 3175 3176 3177 3178 3179 3180 3181 3182 3183 3184 3185 3186 3187 3188 3189 3190 3191 3192 3193 3194 3195 3196 3197 3198 3199 3200 3201 3202 3203 3204 3205 3206 3207 3208 3209 3210 3211 3212 3213 3214 3215 3216 3217 3218 3219 3220 3221 3222 3223 3224 3225 3226 3227 3228 3229 3230 3231 3232 3233 3234 3235 3236 3237 3238 3239 3240 3241 3242 3243 3244 3245 3246 3247 3248 3249 3250 3251 3252 3253 3254 3255 3256 3257 3258 3259 3260 3261 3262 3263 3264 3265 3266 3267 3268 3269 3270 3271 3272 3273 3274 3275 3276 3277 3278 3279 3280 3281 3282 3283 3284 3285 3286 3287 3288 3289 3290 3291 3292 3293 3294 3295 3296 3297 3298 3299 3300 3301 3302 3303 3304 3305 3306 3307 3308 3309 3310 3311 3312 3313 3314 3315 3316 3317 3318 3319 3320 3321 3322 3323 3324 3325 3326 3327 3328 3329 3330 3331 3332 3333 3334 3335 3336 3337 3338 3339 3340 3341 3342 3343 3344 3345 3346 3347 3348 3349 3350 3351 3352 3353 3354 3355 3356 3357 3358 3359 3360 3361 3362 3363 3364 3365 3366 3367 3368 3369 3370 3371 3372 3373 3374 3375 3376 3377 3378 3379 3380 3381 3382 3383 3384 3385 3386 3387 3388 3389 3390 3391 3392 3393 3394 3395 3396 3397 3398 3399 3400 3401 3402 3403 3404 3405 3406 3407 3408 3409 3410 3411 3412 3413 3414 3415 3416 3417 3418 3419 3420 3421 3422 3423 3424 3425 3426 3427 3428 3429 3430 3431 3432 3433 3434 3435 3436 3437 3438 3439 3440 3441 3442 3443 3444 3445 3446 3447 3448 3449 3450 3451 3452 3453 3454 3455 3456 3457 3458 3459 3460 3461 3462 3463 3464 3465 3466 3467 3468 3469 3470 3471 3472 3473 3474 3475 3476 3477 3478 3479 3480 3481 3482 3483 3484 3485 3486 3487 3488 3489 3490 3491 3492 3493 3494 3495 3496 3497 3498 3499 3500 3501 3502 3503 3504 3505 3506 3507 3508 3509 3510 3511 3512 3513 3514 3515 3516 3517 3518 3519 3520 3521 3522 3523 3524 3525 3526 3527 3528 3529 3530 3531 3532 3533 3534 3535 3536 3537 3538 3539 3540 3541
|
/**
* @file
* @brief Spell casting and miscast functions.
**/
#include "AppHdr.h"
#include "spl-cast.h"
#include <iomanip>
#include <sstream>
#include <cmath>
#include "act-iter.h"
#include "areas.h"
#include "art-enum.h"
#include "beam.h"
#include "chardump.h"
#include "cloud.h"
#include "colour.h"
#include "coordit.h"
#include "database.h"
#include "describe.h"
#include "directn.h"
#include "english.h"
#include "env.h"
#include "evoke.h"
#include "exercise.h"
#include "format.h"
#include "god-abil.h"
#include "god-conduct.h"
#include "god-item.h"
#include "god-passive.h" // passive_t::shadow_spells
#include "hints.h"
#include "items.h"
#include "item-prop.h"
#include "item-use.h"
#include "libutil.h"
#include "macro.h"
#include "menu.h"
#include "melee-attack.h"
#include "message.h"
#include "misc.h"
#include "mon-behv.h"
#include "mon-cast.h"
#include "mon-explode.h"
#include "mon-place.h"
#include "mon-project.h"
#include "mon-util.h"
#include "mutation.h"
#include "options.h"
#include "ouch.h"
#include "output.h"
#include "player.h"
#include "player-notices.h"
#include "player-stats.h"
#include "prompt.h"
#include "religion.h"
#include "shout.h"
#include "skills.h"
#include "spl-book.h"
#include "spl-clouds.h"
#include "spl-damage.h"
#include "spl-goditem.h"
#include "spl-miscast.h"
#include "spl-monench.h"
#include "spl-other.h"
#include "spl-selfench.h"
#include "spl-summoning.h"
#include "spl-transloc.h"
#include "spl-zap.h"
#include "state.h"
#include "stepdown.h"
#include "stringutil.h"
#include "tag-version.h"
#include "target.h"
#include "teleport.h"
#include "terrain.h"
#include "tilepick.h"
#include "timed-effects.h"
#include "transform.h"
#include "unicode.h"
#include "unwind.h"
#include "view.h"
#include "viewchar.h" // stringize_glyph
static int _spell_enhancement(spell_type spell);
static int _apply_enhancement(const int initial_power,
const int enhancer_levels);
static string _spell_failure_rate_description(spell_type spell);
void surge_power(const int enhanced)
{
if (enhanced) // one way or the other {dlb}
{
const string modifier = (enhanced < -2) ? "extraordinarily" :
(enhanced == -2) ? "extremely" :
(enhanced == 2) ? "strong" :
(enhanced > 2) ? "huge"
: "";
mprf("You feel %s %s",
!modifier.length() ? "a"
: article_a(modifier).c_str(),
(enhanced < 0) ? "numb sensation."
: "surge of power!");
}
}
void surge_power_wand(const int mp_cost)
{
if (mp_cost)
{
const bool slight = mp_cost < 3;
mprf("You feel a %ssurge of power%s",
slight ? "slight " : "",
slight ? "." : "!");
}
}
static string _spell_base_description(spell_type spell, bool transient)
{
ostringstream desc;
int highlight = spell_highlight_by_utility(spell, COL_UNKNOWN, transient);
if (you.duration[DUR_ENKINDLED] && highlight == COL_UNKNOWN
&& spell_can_be_enkindled(spell))
{
highlight = LIGHTCYAN;
}
desc << "<" << colour_to_str(highlight) << ">" << left;
// spell name
desc << chop_string(spell_title(spell), 32);
// spell schools
desc << spell_schools_string(spell);
const int so_far = strwidth(desc.str()) - (strwidth(colour_to_str(highlight))+2);
if (so_far < 58)
desc << string(58 - so_far, ' ');
// spell fail rate, level
const string failure_rate = spell_failure_rate_string(spell, false);
const int width = strwidth(formatted_string::parse_string(failure_rate).tostring());
const bool show_enkindle = you.has_mutation(MUT_MNEMOPHAGE);
// Revenants have spell level right-justified instead of left-justified to make
// room to show enkindled spell success rates.
desc << failure_rate << string((show_enkindle ? 13 : 9)-width, ' ');
desc << spell_difficulty(spell);
// XXX: This exact padding is needed to make the webtiles spell menu not re-align
// itself whenever we toggle display modes. For some reason, this doesn't
// seem to matter for local tiles. Who know why?
desc << string(show_enkindle ? 2 : 6, ' ');
desc << "</" << colour_to_str(highlight) <<">";
return desc.str();
}
static string _spell_extra_description(spell_type spell, bool transient)
{
ostringstream desc;
int highlight = spell_highlight_by_utility(spell, COL_UNKNOWN, transient);
if (you.duration[DUR_ENKINDLED] && spell_can_be_enkindled(spell) && highlight == COL_UNKNOWN)
highlight = LIGHTCYAN;
desc << "<" << colour_to_str(highlight) << ">" << left;
// spell name
desc << chop_string(spell_title(spell), 32);
// spell power, spell range, noise
const string rangestring = spell_range_string(spell);
const string damagestring = spell_damage_string(spell, false, -1, true);
desc << chop_string(spell_power_string(spell), 10)
<< chop_string(damagestring.length() ? damagestring : "N/A", 10)
<< chop_string(rangestring, 8)
<< chop_string(spell_noise_string(spell, 10), 14);
desc << "</" << colour_to_str(highlight) <<">";
return desc.str();
}
class SpellMenuEntry : public ToggleableMenuEntry
{
public:
SpellMenuEntry(const string &txt,
const string &alt_txt,
MenuEntryLevel lev,
int qty, int hotk)
: ToggleableMenuEntry(txt, alt_txt, lev, qty, hotk)
{
}
bool preselected = false;
protected:
virtual string _get_text_preface() const override
{
if (preselected)
return make_stringf(" %s + ", keycode_to_name(hotkeys[0]).c_str());
return ToggleableMenuEntry::_get_text_preface();
}
};
class SpellMenu : public ToggleableMenu
{
public:
SpellMenu()
: ToggleableMenu(MF_SINGLESELECT | MF_ANYPRINTABLE
| MF_NO_WRAP_ROWS | MF_ALLOW_FORMATTING
| MF_ARROWS_SELECT | MF_INIT_HOVER) {}
protected:
command_type get_command(int keyin) override
{
if (keyin == '?')
return CMD_MENU_HELP;
return ToggleableMenu::get_command(keyin);
}
bool process_command(command_type cmd) override
{
if (cmd == CMD_MENU_HELP)
{
int idx = last_hovered;
if (idx >= 0 && idx < static_cast<int>(items.size()))
{
examine_index(idx);
return true;
}
}
get_selected(&sel);
// if there's a preselected item, and no current selection, select it.
// for arrow selection, the hover starts on the preselected item so no
// special handling is needed.
if (menu_action == ACT_EXECUTE && cmd == CMD_MENU_SELECT
&& !(flags & MF_ARROWS_SELECT) && sel.empty())
{
for (size_t i = 0; i < items.size(); ++i)
{
if (static_cast<SpellMenuEntry*>(items[i])->preselected)
{
select_index(i, 1);
break;
}
}
}
return ToggleableMenu::process_command(cmd);
}
bool examine_index(int i) override
{
ASSERT(i >= 0 && i < static_cast<int>(items.size()));
if (items[i]->hotkeys.size())
describe_spell(get_spell_by_letter(items[i]->hotkeys[0]), nullptr);
return true;
}
};
// selector is a boolean function that filters spells according
// to certain criteria. Currently used for Tiles to distinguish
// spells targeted on player vs. spells targeted on monsters.
int list_spells(bool toggle_with_I, bool transient, bool viewing,
bool allow_preselect, const string &action)
{
if (toggle_with_I && get_spell_by_letter('I') != SPELL_NO_SPELL)
toggle_with_I = false;
const string real_action = viewing ? "describe" : action;
SpellMenu spell_menu;
const string titlestring = make_stringf("%-25.25s",
make_stringf("Your spells (%s)", real_action.c_str()).c_str());
{
ToggleableMenuEntry* me =
new ToggleableMenuEntry(
titlestring + " Type Failure Level ",
titlestring + " Power Damage Range Noise ",
MEL_TITLE);
spell_menu.set_title(me, true, true);
}
spell_menu.set_highlighter(nullptr);
spell_menu.set_tag("spell");
// TODO: add toggling to describe mode with `?`, add help string, etc...
spell_menu.add_toggle_from_command(CMD_MENU_CYCLE_MODE);
spell_menu.add_toggle_from_command(CMD_MENU_CYCLE_MODE_REVERSE);
string more_str = make_stringf("<lightgrey>Select a spell to %s</lightgrey>",
real_action.c_str());
string help_desc = make_stringf(" [<w>?</w>] help ");
string toggle_desc = menu_keyhelp_cmd(CMD_MENU_CYCLE_MODE);
if (toggle_with_I)
{
// why `I`?
spell_menu.add_toggle_key('I');
toggle_desc += "/[<w>I</w>]";
}
toggle_desc += " toggle spell headers";
more_str = pad_more_with_esc(more_str + help_desc + toggle_desc);
spell_menu.set_more(formatted_string::parse_string(more_str));
// TODO: should allow toggling between execute and examine
spell_menu.menu_action = viewing ? Menu::ACT_EXAMINE : Menu::ACT_EXECUTE;
int initial_hover = 0;
for (int i = 0; i < 52; ++i)
{
const char letter = index_to_letter(i);
const spell_type spell = get_spell_by_letter(letter);
if (!is_valid_spell(spell))
continue;
SpellMenuEntry* me =
new SpellMenuEntry(_spell_base_description(spell, transient),
_spell_extra_description(spell, transient),
MEL_ITEM, 1, letter);
me->colour = spell_highlight_by_utility(spell, COL_UNKNOWN, transient);
// TODO: maybe fill this from the quiver if there's a quivered spell and
// no last cast one?
if (allow_preselect && you.last_cast_spell == spell)
{
initial_hover = i;
me->preselected = true;
}
me->add_tile(tile_def(tileidx_spell(spell)));
spell_menu.add_entry(me);
}
spell_menu.set_hovered(initial_hover);
int choice = 0;
spell_menu.on_single_selection = [&choice](const MenuEntry& item)
{
ASSERT(item.hotkeys.size() == 1);
choice = item.hotkeys[0];
return false;
};
spell_menu.show();
if (!crawl_state.doing_prev_cmd_again)
{
redraw_screen();
update_screen();
}
return choice;
}
// Effects that happen after spells which are otherwise simple zaps.
static void _apply_post_zap_effect(spell_type spell, coord_def target)
{
switch (spell)
{
case SPELL_SANDBLAST:
you.time_taken = you.time_taken * 3 / 2;
break;
case SPELL_KISS_OF_DEATH:
drain_player(100, true, true);
break;
case SPELL_BOMBARD:
if (coinflip())
you.stumble_away_from(target, "the blast");
break;
default:
break;
}
}
static int _apply_spellcasting_success_boosts(spell_type spell, int chance)
{
int fail_reduce = 100;
if (have_passive(passive_t::spells_success) && vehumet_supports_spell(spell))
{
// [dshaligram] Fail rate multiplier used to be .5, scaled
// back to 67%.
fail_reduce = fail_reduce * 2 / 3;
}
if (you.form == transformation::rime_yak && spell_typematch(spell, spschool::ice))
fail_reduce = fail_reduce * 2 / 3;
if (you.form == transformation::sphinx && spell_typematch(spell, spschool::hexes))
fail_reduce = fail_reduce * 2 / 3;
if (you.form == transformation::sun_scarab && spell_typematch(spell, spschool::fire))
fail_reduce = fail_reduce * 2 / 3;
if (you.wearing_ego(OBJ_ARMOUR, SPARM_COMMAND) && spell_typematch(spell, spschool::summoning))
fail_reduce = fail_reduce * 180 / (180 + you.skill(SK_ARMOUR, 10));
if (you.wearing_ego(OBJ_ARMOUR, SPARM_DEATH) && spell_typematch(spell, spschool::necromancy))
fail_reduce = fail_reduce / 2;
if (you.wearing_ego(OBJ_ARMOUR, SPARM_RESONANCE) && spell_typematch(spell, spschool::forgecraft))
fail_reduce = fail_reduce * 2 / 3;
const int wizardry = player_wizardry();
if (wizardry > 0)
fail_reduce = fail_reduce * 6 / (7 + wizardry);
return chance * fail_reduce / 100;
}
/*
* Given some spellpower in centis, do a stepdown at around 50 (5000 in centis)
* and return a rescaled value.
*
* @param power the input spellpower in centis.
* @param scale a value to scale the result by, between 1 and 1000. Default is
* 1, which returns a regular spellpower. 1000 gives you millis, 100
* centis.
*/
static int _stepdown_spellpower(int power)
{
const int divisor = 1000;
int result = stepdown_value(power * 10, 50000, 50000, 150000, 200000)
/ divisor;
return result;
}
static int _skill_power(spell_type spell)
{
int power = 0;
const spschools_type disciplines = get_spell_disciplines(spell);
const int skillcount = count_bits(disciplines);
if (skillcount)
{
for (const auto bit : spschools_type::range())
if (disciplines & bit)
power += you.skill(spell_type2skill(bit), 200);
power /= skillcount;
}
return power + you.skill(SK_SPELLCASTING, 50);
}
/**
* Calculate the player's failure rate with the given spell, including all
* modifiers. (Armour, mutations, statuses effects, etc.)
*
* @param spell The spell in question.
* @param enkindled Whether to calculate the failure rate as if the player were
* currently enkindled (even if they aren't). Defaults to
* false.
* @return A failure rate. This is *not* a percentage - for a human-
* readable version, call _get_true_fail_rate().
*/
int raw_spell_fail(spell_type spell, bool enkindled)
{
if (spell == SPELL_NO_SPELL)
return 10000;
enkindled = (enkindled || (you.duration[DUR_ENKINDLED])
&& spell_can_be_enkindled(spell));
int chance = 60;
// Don't cap power for failure rate purposes.
// scale by 6, which I guess was chosen because it seems to work.
// realistic range for spellpower: -6 to -366 (before scale -1 to -61)
chance -= _skill_power(spell) * 6 / 100;
chance -= (you.intel() * 2); // realistic range: -2 to -70
const int armour_shield_penalty = player_armour_shield_spell_penalty();
if (!enkindled)
{
chance += armour_shield_penalty; // range: 0 to 500 in extreme cases.
// A midlevel melee character in plate
// might have 40 or 50, and a caster in a
// robe would usually have 0.
}
static const int difficulty_by_level[] =
{
0,
3,
15,
35,
70,
100,
150,
200,
260,
340,
};
const int spell_level = spell_difficulty(spell);
ASSERT_RANGE(spell_level, 0, (int) ARRAYSZ(difficulty_by_level));
chance += difficulty_by_level[spell_level]; // between 0 and 330
// since chance is passed through a 3rd degree polynomial, cap the
// value to avoid any overflow issues. I choose 400 as a value that will
// remain above 100 no matter how much wizardry the player stacks (so that
// we don't get weird effects of the visible success chance being non-0 at
// low skill and not improving as skill is gained.)
chance = min(chance, 400);
// This polynomial is a smoother approximation of a breakpoint-based
// calculation that originates pre-DCSS, mapping `chance` at this point to
// values from around 0 to around 45. (see
// https://crawl.develz.org/tavern/viewtopic.php?f=8&t=23414 for some of
// the history.) It was calculated by |amethyst (based on one from minmay
// in that thread) and converted to integer values using 262144 as a
// convenient power of 2 denominator, then converted to its current form
// by Horner's rule, and then tweaked slightly.
//
// The regular (integer) polynomial form before Horner's rule is:
// (x*x*x + 426*x*x + 82670*x + 7245398) / 262144
//
// https://www.wolframalpha.com/input/?i=graph+of+y%3D(((x+%2B+426)*x+%2B+82670)*x+%2B+7245398)+%2F+262144+and+y%3D100+and+x%3D125.1+with+x+from+-192+to+126.1
//
// If you think this is weird, you should see what was here before.
int chance2 = max((((chance + 426) * chance + 82670) * chance + 7245398)
/ 262144, 0);
chance2 -= 2 * you.get_mutation_level(MUT_SUBDUED_MAGIC);
chance2 += 4 * you.get_mutation_level(MUT_WILD_MAGIC);
chance2 += 4 * you.get_mutation_level(MUT_ANTI_WIZARDRY);
if (you.wearing_ego(OBJ_ARMOUR, SPARM_ENERGY))
chance2 += 10;
chance2 += you.duration[DUR_VERTIGO] ? 7 : 0;
// Apply the effects of Vehumet and items of wizardry.
chance2 = _apply_spellcasting_success_boosts(spell, chance2);
if (enkindled)
chance2 = chance2 * 3 / 4 - 5;
return min(max(chance2, 0), 100);
}
/*
* Calculate spell power.
*
* @param spell the spell to check
*
* @return the resulting spell power.
*/
int calc_spell_power(spell_type spell)
{
int power = _skill_power(spell);
if (you.divine_exegesis)
power += you.skill(SK_INVOCATIONS, 300);
power = (power * you.intel()) / 10;
// [dshaligram] Enhancers don't affect fail rates any more, only spell
// power. Note that this does not affect Vehumet's boost in castability.
power = _apply_enhancement(power, _spell_enhancement(spell));
// Wild magic boosts spell power but decreases success rate.
power *= (10 + 3 * you.get_mutation_level(MUT_WILD_MAGIC));
power /= (10 + 3 * you.get_mutation_level(MUT_SUBDUED_MAGIC));
// Augmentation boosts spell power at high HP.
power *= 10 + 4 * augmentation_amount();
power /= 10;
// Each level of horror reduces spellpower by 10%
if (you.duration[DUR_HORROR])
{
power *= 10;
power /= 10 + (you.props[HORROR_PENALTY_KEY].get_int() * 3) / 2;
}
if (you.duration[DUR_ENKINDLED] && spell_can_be_enkindled(spell))
power = (power + (you.experience_level * 300)) * 3 / 2;
if (you.wearing_ego(OBJ_ARMOUR, SPARM_COMMAND) && spell_typematch(spell, spschool::summoning))
power = power * (270 + you.skill(SK_ARMOUR, 10)) / 270;
// at this point, `power` is assumed to be basically in centis.
// apply a stepdown, and scale.
power = _stepdown_spellpower(power);
const int cap = spell_power_cap(spell);
if (cap > 0)
power = min(power, cap);
// Post step-down and post-cap, so the result is more predictable to the player.
if (you.duration[DUR_DIMINISHED_SPELLS])
power = power / 2;
// Claustrophobia reduces power by 10% per wall.
if (you.has_bane(BANE_CLAUSTROPHOBIA))
power = power * (100 - you.props[CLAUSTROPHOBIA_KEY].get_int() * 5) / 100;
return power;
}
static int _spell_enhancement(spell_type spell)
{
const spschools_type typeflags = get_spell_disciplines(spell);
int enhanced = 0;
if (typeflags & spschool::conjuration)
enhanced += player_spec_conj();
if (typeflags & spschool::hexes)
enhanced += player_spec_hex();
if (typeflags & spschool::summoning)
enhanced += player_spec_summ();
if (typeflags & spschool::forgecraft)
enhanced += player_spec_forgecraft();
if (typeflags & spschool::alchemy)
enhanced += player_spec_alchemy();
if (typeflags & spschool::necromancy)
enhanced += player_spec_death();
if (typeflags & spschool::translocation)
enhanced += player_spec_tloc();
if (typeflags & spschool::fire)
enhanced += player_spec_fire();
if (typeflags & spschool::ice)
enhanced += player_spec_cold();
if (typeflags & spschool::earth)
enhanced += player_spec_earth();
if (typeflags & spschool::air)
enhanced += player_spec_air();
if (you.form == transformation::jelly)
enhanced -= 2;
if (you.unrand_equipped(UNRAND_BATTLE))
{
if (vehumet_supports_spell(spell))
enhanced++;
else
enhanced--;
}
enhanced += you.archmagi();
enhanced += you.duration[DUR_BRILLIANCE] > 0
|| you.unrand_equipped(UNRAND_FOLLY);
// These are used in an exponential way, so we'll limit them a bit. -- bwr
if (enhanced > 3)
enhanced = 3;
else if (enhanced < -3)
enhanced = -3;
return enhanced;
}
/**
* Apply the effects of spell enhancers (and de-enhancers) on spellpower.
*
* @param initial_power The power of the spell before enhancers are added.
* @param enhancer_levels The number of enhancements levels to apply.
* @return The power of the spell with enhancers considered.
*/
static int _apply_enhancement(const int initial_power,
const int enhancer_levels)
{
int power = initial_power;
if (enhancer_levels > 0)
{
for (int i = 0; i < enhancer_levels; i++)
{
power *= 15;
power /= 10;
}
}
else if (enhancer_levels < 0)
{
for (int i = enhancer_levels; i < 0; i++)
power /= 2;
}
return power;
}
void inspect_spells()
{
if (!you.spell_no)
{
canned_msg(MSG_NO_SPELLS);
return;
}
list_spells(true, false, true);
}
/**
* Can the player cast any spell at all? Checks for things that limit
* spellcasting regardless of the specific spell we want to cast.
*
* @param quiet If true, don't print a reason why no spell can be cast.
* @return True if we could cast a spell, false otherwise.
*/
bool can_cast_spells(bool quiet)
{
if (!get_form()->can_cast)
{
if (!quiet)
canned_msg(MSG_PRESENT_FORM);
return false;
}
if (you.duration[DUR_NO_CAST])
{
if (!quiet)
mpr("You are unable to access your magic!");
return false;
}
// Randart weapons.
if (you.no_cast())
{
if (!quiet)
mpr("Something interferes with your magic!");
return false;
}
if (you.berserk())
{
if (!quiet)
canned_msg(MSG_TOO_BERSERK);
return false;
}
if (you.confused())
{
if (!quiet)
mpr("You're too confused to cast spells.");
return false;
}
if (you.is_silenced())
{
if (!quiet)
{
mprf("You cannot cast spells while %s!", player_silenced_reason());
// included in default force_more_message
}
return false;
}
return true;
}
void do_cast_spell_cmd(bool force)
{
if (cast_a_spell(!force) == spret::abort)
flush_input_buffer(FLUSH_ON_FAILURE);
}
static void _handle_energy_orb(int cost, spret cast_result)
{
if (cast_result == spret::abort || !you.wearing_ego(OBJ_ARMOUR, SPARM_ENERGY))
return;
const int chance = player_channelling_chance();
if (chance <= 0)
return;
// Miscasts always get refunded, successes only sometimes do.
if (cast_result != spret::fail && !x_chance_in_y(chance, 100))
return;
if (you.unrand_equipped(UNRAND_WUCAD_MU) && cast_result == spret::success)
{
vector<monster*> targs;
for (monster_near_iterator mi(you.pos(), LOS_NO_TRANS); mi; ++mi)
{
if (mi->antimagic_susceptible() && !mi->has_ench(ENCH_ANTIMAGIC)
&& !mi->wont_attack() && x_chance_in_y(cost, 9))
{
targs.push_back(*mi);
mi->add_ench(mon_enchant(ENCH_ANTIMAGIC, &you, random_range(20, 50)));
}
}
int drain = !targs.empty() ? random_range(1, 3) + targs.size() / 2 : 0;
if (targs.empty())
mpr("Magical energy flows into your mind!");
else
mprf("Magical energy flows from %s into your mind!",
describe_monsters_condensed(targs).c_str());
inc_mp(cost + drain);
}
else
{
mpr("Magical energy flows into your mind!");
inc_mp(cost, true);
}
did_god_conduct(DID_WIZARDLY_ITEM, 10);
}
/**
* Let the Majin-Bo congratulate you on casting a spell while using it.
*
* @param spell The spell just successfully cast.
*/
static void _majin_speak(spell_type spell)
{
// since this isn't obviously mental communication, let it be silenced
if (silenced(you.pos()))
return;
const int level = spell_difficulty(spell);
const bool weak = level <= 4;
const string lookup = weak ? "majin-bo cast weak" : "majin-bo cast";
const string msg = "A voice whispers, \"" + getSpeakString(lookup) + "\"";
mprf(MSGCH_TALK, "%s", msg.c_str());
}
static bool _majin_charge_hp()
{
return you.unrand_equipped(UNRAND_MAJIN) && !you.duration[DUR_DEATHS_DOOR];
}
static bool _death_ego_charge_hp(spell_type spell)
{
return you.wearing_ego(OBJ_ARMOUR, SPARM_DEATH)
&& !spell_typematch(spell, spschool::necromancy)
&& !you.duration[DUR_DEATHS_DOOR];
}
static int _spell_addition_hp_cost(spell_type spell)
{
const int spell_cost = spell_mana(spell);
int hp_cost = 0;
if (_majin_charge_hp())
hp_cost += spell_cost;
if (_death_ego_charge_hp(spell))
hp_cost += spell_cost;
// The cost shouldn't ever kill you
hp_cost = min(hp_cost, you.hp - 1);
return hp_cost;
}
/**
* Cast a spell.
*
* Handles general preconditions & costs.
*
* @param check_range If true, abort if no targets are in range. (z vs Z)
* @param spell The type of spell to be cast.
* @param force_failure True if the spell's failure has already been determined
* in advance (for spells being cast via Divine Exegesis).
* @return Whether the spell was successfully cast.
**/
spret cast_a_spell(bool check_range, spell_type spell, dist *_target,
bool force_failure)
{
// If you don't have any spells memorized (and aren't using exegesis),
// you can't cast any spells. Simple as.
if (!you.spell_no && !you.divine_exegesis)
{
canned_msg(MSG_NO_SPELLS);
return spret::abort;
}
if (!can_cast_spells())
{
crawl_state.zero_turns_taken();
return spret::abort;
}
if (crawl_state.game_is_hints())
Hints.hints_spell_counter++;
if (spell == SPELL_NO_SPELL)
{
int keyin = 0;
string luachoice;
if (!clua.callfn("c_choose_spell", ">s", &luachoice))
{
if (!clua.error.empty())
mprf(MSGCH_ERROR, "Lua error: %s", clua.error.c_str());
}
else if (!luachoice.empty() && isalpha(luachoice[0]))
{
keyin = luachoice[0];
const spell_type spl = get_spell_by_letter(keyin);
// Bad entry from lua, defer to the user
if (!is_valid_spell(spl))
keyin = 0;
}
while (true)
{
if (keyin == 0 && !Options.spell_menu)
{
if (you.spell_no == 1)
{
// Set last_cast_spell to the current only spell.
for (int i = 0; i < 52; ++i)
{
const char letter = index_to_letter(i);
const spell_type spl = get_spell_by_letter(letter);
if (!is_valid_spell(spl))
continue;
you.last_cast_spell = spl;
break;
}
}
// We allow setting last cast spell by Divine Exegesis, but we
// don't allow recasting it with the UI unless we actually have
// the spell memorized.
if (you.last_cast_spell != SPELL_NO_SPELL
&& !you.has_spell(you.last_cast_spell))
{
you.last_cast_spell = SPELL_NO_SPELL;
}
if (you.last_cast_spell == SPELL_NO_SPELL
|| !Options.enable_recast_spell)
{
mprf(MSGCH_PROMPT, "Cast which spell? (? or * to list) ");
}
else
{
mprf(MSGCH_PROMPT, "Casting: <w>%s</w> <lightgrey>(%s)</lightgrey>",
spell_title(you.last_cast_spell),
_spell_failure_rate_description(you.last_cast_spell).c_str());
mprf(MSGCH_PROMPT, "Confirm with . or Enter, or press "
"? or * to list all spells.");
}
keyin = numpad_to_regular(get_ch());
}
if (keyin == '?' || keyin == '*' || Options.spell_menu)
{
keyin = list_spells(true, true, false);
if (!keyin)
keyin = ESCAPE;
if (!crawl_state.doing_prev_cmd_again)
{
redraw_screen();
update_screen();
}
if (isaalpha(keyin) || key_is_escape(keyin))
break;
else
clear_messages();
keyin = 0;
}
else
break;
}
if (key_is_escape(keyin))
{
canned_msg(MSG_OK);
crawl_state.zero_turns_taken();
return spret::abort;
}
else if (Options.enable_recast_spell
&& (keyin == '.' || keyin == CK_ENTER))
{
spell = you.last_cast_spell;
}
else if (!isaalpha(keyin))
{
mpr("You don't know that spell.");
crawl_state.zero_turns_taken();
return spret::abort;
}
else
spell = get_spell_by_letter(keyin);
}
if (spell == SPELL_NO_SPELL)
{
mpr("You don't know that spell.");
crawl_state.zero_turns_taken();
return spret::abort;
}
// MP, confusion, Ru sacs
const auto reason = casting_uselessness_reason(spell, true);
if (!reason.empty())
{
mpr(reason);
crawl_state.zero_turns_taken();
return spret::abort;
}
if (check_range && spell_no_hostile_in_range(spell))
{
// Abort if there are no hostiles within range, but flash the range
// markers for a short while.
mpr("You can't see any susceptible monsters within range! "
"(Use <w>Z</w> to cast anyway.)");
if ((Options.use_animations & UA_RANGE) && Options.darken_beyond_range)
{
targeter_smite range(&you, spell_range(spell, &you), 0, 0, false, true);
range_view_annotator show_range(&range);
delay(50);
}
crawl_state.zero_turns_taken();
return spret::abort;
}
if (god_punishes_spell(spell, you.religion)
&& !crawl_state.disables[DIS_CONFIRMATIONS])
{
// None currently dock just piety, right?
if (!yesno("Casting this spell will place you under penance. "
"Really cast?", true, 'n'))
{
canned_msg(MSG_OK);
crawl_state.zero_turns_taken();
return spret::abort;
}
}
you.last_cast_spell = spell;
// Silently take MP before the spell.
const int cost = spell_mana(spell);
pay_mp(cost);
// Needs to happen after hp costs from HP casting
const int hp_cost = _spell_addition_hp_cost(spell);
if (hp_cost)
pay_hp(hp_cost);
const spret cast_result = your_spells(spell, 0, !you.divine_exegesis,
nullptr, _target, force_failure);
if (cast_result == spret::abort
|| you.divine_exegesis && cast_result == spret::fail)
{
if (cast_result == spret::abort)
crawl_state.zero_turns_taken();
// Return the MP since the spell is aborted.
refund_mp(cost);
if (_majin_charge_hp())
refund_hp(hp_cost);
if (_death_ego_charge_hp(spell))
refund_hp(hp_cost);
redraw_screen();
update_screen();
return cast_result;
}
practise_casting(spell, cast_result == spret::success);
_handle_energy_orb(cost, cast_result);
if (cast_result == spret::success)
{
stardust_orb_trigger(cost);
if (you.unrand_equipped(UNRAND_MAJIN) && one_chance_in(500))
_majin_speak(spell);
did_god_conduct(DID_SPELL_CASTING, 1 + random2(5));
count_action(CACT_CAST, spell);
}
finalize_mp_cost(hp_cost > 0);
// Check if an HP payment brought us low enough
// to trigger Celebrant or time-warped blood.
makhleb_celebrant_bloodrite();
_maybe_blood_hastes_allies();
you.turn_is_over = true;
return cast_result;
}
/**
* Handles divine response to spellcasting.
*
* @param spell The type of spell just cast.
*/
static void _spellcasting_god_conduct(spell_type spell)
{
// If you are casting while a god is acting, then don't do conducts.
// (Presumably Xom is forcing you to cast a spell.)
if (crawl_state.is_god_acting())
return;
const int conduct_level = 10 + spell_difficulty(spell);
if (is_evil_spell(spell) || you.spellcasting_unholy())
did_god_conduct(DID_EVIL, conduct_level);
if (is_unclean_spell(spell))
did_god_conduct(DID_UNCLEAN, conduct_level);
if (is_chaotic_spell(spell))
did_god_conduct(DID_CHAOS, conduct_level);
// not is_hasty_spell since the other ones handle the conduct themselves.
if (spell == SPELL_SWIFTNESS)
did_god_conduct(DID_HASTY, conduct_level);
}
/**
* Handles side effects of successfully casting a spell.
*
* Spell noise, magic 'sap' effects, and god conducts.
*
* @param spell The type of spell just cast.
* @param god Which god is casting the spell; NO_GOD if it's you.
* @param fake_spell true if the spell is evoked or from an innate or divine ability
* false if it is a spell being cast normally.
*/
static void _spellcasting_side_effects(spell_type spell, god_type god,
bool fake_spell)
{
_spellcasting_god_conduct(spell);
if (god == GOD_NO_GOD)
{
if (you.duration[DUR_SAP_MAGIC] && !fake_spell)
{
mprf(MSGCH_WARN, "You lose access to your magic!");
you.increase_duration(DUR_NO_CAST, 3 + random2(3));
}
// Make some noise if it's actually the player casting.
noisy(spell_noise(spell), you.pos());
}
}
#ifdef WIZARD
static void _try_monster_cast(spell_type spell, int /*powc*/,
dist &spd, bolt &beam)
{
if (monster_at(you.pos()))
{
mpr("Couldn't try casting monster spell because you're "
"on top of a monster.");
return;
}
monster* mon = get_free_monster();
if (!mon)
{
mpr("Couldn't try casting monster spell because there is "
"no empty monster slot.");
return;
}
mpr("Invalid player spell, attempting to cast it as monster spell.");
mon->mname = "Dummy Monster";
mon->type = MONS_HUMAN;
mon->behaviour = BEH_SEEK;
mon->attitude = ATT_FRIENDLY;
mon->flags = (MF_NO_REWARD | MF_JUST_SUMMONED | MF_SEEN
| MF_WAS_IN_VIEW | MF_HARD_RESET);
mon->hit_points = you.hp;
mon->set_hit_dice(you.experience_level);
mon->set_position(you.pos());
mon->target = spd.target;
mon->mid = MID_PLAYER;
if (!spd.isTarget)
mon->foe = MHITNOT;
else if (!monster_at(spd.target))
{
if (spd.isMe())
mon->foe = MHITYOU;
else
mon->foe = MHITNOT;
}
else
mon->foe = env.mgrid(spd.target);
env.mgrid(you.pos()) = mon->mindex();
mons_cast(mon, beam, spell, MON_SPELL_NO_FLAGS);
mon->reset();
}
#endif // WIZARD
static spret _do_cast(spell_type spell, int powc, const dist& spd,
bolt& beam, god_type god, bool fail,
bool actual_spell);
/**
* Should this spell be aborted before casting properly starts, either because
* it can't legally be cast in this circumstance, or because the player opts
* to cancel it in response to a prompt?
*
* @param spell The spell to be checked
* @param fake_spell true if the spell is evoked or from an innate or divine ability
* false if it is a spell being cast normally.
* @return Whether the spellcasting should be aborted.
*/
static bool _spellcasting_aborted(spell_type spell, bool fake_spell)
{
string msg;
// casting-general checks (MP etc) are not carried out here
msg = spell_uselessness_reason(spell, true, true, true);
if (!msg.empty())
{
mpr(msg);
return true;
}
vector<text_pattern> &actions = Options.confirm_action;
if (!actions.empty())
{
const char* name = spell_title(spell);
for (const text_pattern &action : actions)
{
if (!action.matches(name))
continue;
string prompt = "Really cast " + string(name) + "?";
if (!yesno(prompt.c_str(), false, 'n'))
{
canned_msg(MSG_OK);
return true;
}
break;
}
}
const int severity = fail_severity(spell);
const string failure_rate = spell_failure_rate_string(spell, true);
if (Options.fail_severity_to_confirm > 0
&& Options.fail_severity_to_confirm <= severity
&& !crawl_state.disables[DIS_CONFIRMATIONS]
&& !fake_spell)
{
if (failure_rate_to_int(raw_spell_fail(spell)) == 100)
{
mprf(MSGCH_WARN, "It is impossible to cast this spell "
"(100%% risk of failure)!");
return true;
}
string prompt = make_stringf("The spell is %s to miscast "
"(%s risk of failure)%s",
fail_severity_adjs[severity],
failure_rate.c_str(),
severity > 1 ? "!" : ".");
prompt = make_stringf("%s Continue anyway?", prompt.c_str());
if (!yesno(prompt.c_str(), false, 'n'))
{
canned_msg(MSG_OK);
return true;
}
}
return false;
}
// this is a crude approximation used for the convenience UI targeter of
// Dragon's call and Manifold Assault
static vector<coord_def> _simple_find_all_hostiles()
{
vector<coord_def> result;
for (monster_near_iterator mi(you.pos(), LOS_NO_TRANS); mi; ++mi)
{
if (!mons_aligned(&you, *mi)
&& mons_is_threatening(**mi)
&& you.can_see(**mi))
{
result.push_back((*mi)->pos());
}
}
return result;
}
// TODO: refactor into target.cc, move custom classes out of target.h
unique_ptr<targeter> find_spell_targeter(spell_type spell, int pow, int range)
{
switch (spell)
{
case SPELL_FIREBALL:
case SPELL_ICEBLAST:
case SPELL_FASTROOT:
case SPELL_WARP_SPACE:
return make_unique<targeter_beam>(&you, range, spell_to_zap(spell), pow,
1, 1);
case SPELL_HURL_DAMNATION:
return make_unique<targeter_beam>(&you, range, ZAP_HURL_DAMNATION, pow,
1, 1);
case SPELL_HURL_TORCHLIGHT:
return make_unique<targeter_beam>(&you, range, ZAP_HURL_TORCHLIGHT, pow,
1, 1);
case SPELL_MEPHITIC_CLOUD:
return make_unique<targeter_beam>(&you, range, ZAP_MEPHITIC, pow,
pow >= 100 ? 1 : 0, 1);
case SPELL_RUST_BREATH:
return make_unique<targeter_beam>(&you, 4, ZAP_RUST_BREATH, pow,
pow >= 25 ? 2 : 1, 2);
case SPELL_FIRE_STORM:
return make_unique<targeter_smite>(&you, range, 2, pow > 76 ? 3 : 2);
case SPELL_FREEZING_CLOUD:
return make_unique<targeter_cloud>(&you, CLOUD_COLD, range);
case SPELL_THUNDERBOLT:
return make_unique<targeter_thunderbolt>(&you, range,
get_thunderbolt_last_aim(&you));
case SPELL_LRD:
return make_unique<targeter_fragment>(&you, pow, range);
case SPELL_AIRSTRIKE:
return make_unique<targeter_airstrike>();
case SPELL_MOMENTUM_STRIKE:
case SPELL_DIMENSIONAL_BULLSEYE:
return make_unique<targeter_smite>(&you, range);
case SPELL_FULMINANT_PRISM:
return make_unique<targeter_smite>(&you, range, 0, 2);
case SPELL_GRAVITAS:
return make_unique<targeter_smite>(&you, range, gravitas_radius(pow),
gravitas_radius(pow));
case SPELL_VIOLENT_UNRAVELLING:
return make_unique<targeter_unravelling>();
case SPELL_INFESTATION:
return make_unique<targeter_smite>(&you, range, 2, 2, true, false, true,
[](const coord_def& p) -> bool {
return you.pos() != p; });
case SPELL_PASSWALL:
return make_unique<targeter_passwall>(range);
case SPELL_DIG:
return make_unique<targeter_dig>(range);
case SPELL_ELECTRIC_CHARGE:
return make_unique<targeter_charge>(&you, range);
// untargeted spells -- everything beyond here is a static targeter
case SPELL_HAILSTORM:
return make_unique<targeter_radius>(&you, LOS_NO_TRANS, range, 0, 2);
case SPELL_ISKENDERUNS_MYSTIC_BLAST:
return make_unique<targeter_radius>(&you, LOS_SOLID_SEE, range, 0, 1);
case SPELL_STARBURST:
return make_unique<targeter_starburst>(&you, range, pow);
case SPELL_IRRADIATE:
return make_unique<targeter_maybe_radius>(&you, LOS_NO_TRANS, 1, 0, 1);
case SPELL_DISCHARGE: // not entirely accurate...maybe should highlight
// all potentially affected monsters?
return make_unique<targeter_maybe_radius>(&you, LOS_NO_TRANS, 1);
case SPELL_ARCJOLT:
return make_unique<targeter_multiposition>(&you,
arcjolt_targets(you, false));
case SPELL_PLASMA_BEAM:
{
auto plasma_targets = plasma_beam_targets(you, pow, false);
auto plasma_paths = plasma_beam_paths(you.pos(), plasma_targets);
const aff_type a = plasma_targets.size() == 1 ? AFF_YES : AFF_MAYBE;
return make_unique<targeter_multiposition>(&you, plasma_paths, a);
}
case SPELL_PILEDRIVER:
return make_unique<targeter_piledriver>();
case SPELL_CHAIN_LIGHTNING:
return make_unique<targeter_chain_lightning>();
case SPELL_MAXWELLS_COUPLING:
return make_unique<targeter_maxwells_coupling>();
case SPELL_FROZEN_RAMPARTS:
return make_unique<targeter_walls>(&you, find_ramparts_walls());
case SPELL_DISPERSAL:
case SPELL_DISJUNCTION:
case SPELL_GLOOM:
return make_unique<targeter_maybe_radius>(&you, LOS_SOLID_SEE, range,
0, 1);
case SPELL_INNER_FLAME:
return make_unique<targeter_inner_flame>(&you, range);
case SPELL_TELEPORT_OTHER:
return make_unique<targeter_teleport_other>(&you, range);
case SPELL_SOUL_SPLINTER:
return make_unique<targeter_soul_splinter>(&you, range);
case SPELL_SIMULACRUM:
return make_unique<targeter_simulacrum>(&you, range);
case SPELL_LEDAS_LIQUEFACTION:
return make_unique<targeter_radius>(&you, LOS_NO_TRANS,
liquefaction_max_range(pow),
0, 0, 1);
case SPELL_SILENCE:
return make_unique<targeter_radius>(&you, LOS_NO_TRANS,
silence_max_range(pow),
0, 0,
silence_min_range(pow));
case SPELL_POISONOUS_VAPOURS:
return make_unique<targeter_poisonous_vapours>(&you, range);
case SPELL_MERCURY_ARROW:
return make_unique<targeter_explosive_beam>(&you, ZAP_MERCURY_ARROW, pow,
range, true, false);
case SPELL_GRAVE_CLAW:
return make_unique<targeter_smite>(&you, range);
// at player's position only but not a selfench
case SPELL_SUBLIMATION_OF_BLOOD:
case SPELL_BORGNJORS_REVIVIFICATION:
case SPELL_BLASTMOTE:
return make_unique<targeter_radius>(&you, LOS_SOLID_SEE, 0);
// LOS radius:
case SPELL_OZOCUBUS_REFRIGERATION:
return make_unique<targeter_refrig>(&you);
case SPELL_OLGREBS_TOXIC_RADIANCE:
return make_unique<targeter_maybe_radius>(&you, LOS_NO_TRANS,
LOS_RADIUS, 0, 1);
case SPELL_POLAR_VORTEX:
return make_unique<targeter_radius>(&you, LOS_NO_TRANS,
POLAR_VORTEX_RADIUS, 0, 1);
case SPELL_SHATTER:
return make_unique<targeter_shatter>(&you); // special version that
// affects walls
case SPELL_IGNITE_POISON: // many cases
return make_unique<targeter_ignite_poison>(&you);
case SPELL_CAUSE_FEAR: // for these, we just mark the eligible monsters
return make_unique<targeter_fear>();
case SPELL_ANGUISH:
return make_unique<targeter_anguish>();
case SPELL_INTOXICATE:
return make_unique<targeter_intoxicate>();
case SPELL_ENGLACIATION:
return make_unique<targeter_englaciate>();
case SPELL_DRAIN_LIFE:
return make_unique<targeter_drain_life>();
case SPELL_DISCORD:
return make_unique<targeter_discord>();
case SPELL_IGNITION:
return make_unique<targeter_multifireball>(&you,
get_ignition_blast_sources(&you, true));
// Summons. Most summons have a simple range 2 radius, see
// find_newmons_square
case SPELL_SUMMON_SMALL_MAMMAL:
case SPELL_AWAKEN_ARMOUR:
case SPELL_SUMMON_ICE_BEAST:
case SPELL_SPHINX_SISTERS:
case SPELL_SUMMON_CACTUS:
case SPELL_SUMMON_HYDRA:
case SPELL_SUMMON_MANA_VIPER:
case SPELL_CONJURE_BALL_LIGHTNING:
case SPELL_SHADOW_CREATURES: // used for ?summoning
case SPELL_FORGE_BLAZEHEART_GOLEM:
case SPELL_CALL_IMP:
case SPELL_SUMMON_HORRIBLE_THINGS:
case SPELL_SPELLSPARK_SERVITOR:
case SPELL_FORGE_LIGHTNING_SPIRE:
case SPELL_BATTLESPHERE:
return make_unique<targeter_maybe_radius>(&you, LOS_NO_TRANS, 2, 0, 1);
case SPELL_SUMMON_SEISMOSAURUS_EGG:
case SPELL_HOARFROST_CANNONADE:
return make_unique<targeter_maybe_radius>(&you, LOS_NO_TRANS, 3, 0, 2);
case SPELL_CALL_CANINE_FAMILIAR:
{
const monster* dog = find_canine_familiar();
if (!dog)
return make_unique<targeter_maybe_radius>(&you, LOS_NO_TRANS, 2, 0, 1);
vector<coord_def> targ = { dog->pos() };
return make_unique<targeter_multiposition>(&you, targ);
}
case SPELL_SURPRISING_CROCODILE:
return make_unique<targeter_surprising_crocodile>(&you);
case SPELL_PLATINUM_PARAGON:
{
const monster* paragon = find_player_paragon();
if (!paragon)
return make_unique<targeter_paragon_deploy>(range);
else if (paragon_charge_level(*paragon) == 2)
return make_unique<targeter_smite>(paragon, 3, 3, 3, true, false, false);
else
return make_unique<targeter_smite>(paragon, 3, 2, 2, true, false, false);
}
case SPELL_MONARCH_BOMB:
{
if (count_summons(&you, SPELL_MONARCH_BOMB) > 1)
return make_unique<targeter_multiposition>(&you, get_monarch_detonation_spots(you), AFF_YES);
else
return make_unique<targeter_maybe_radius>(&you, LOS_NO_TRANS, 2, 0, 1);
}
case SPELL_FOXFIRE:
return make_unique<targeter_maybe_radius>(&you, LOS_NO_TRANS, 1, 0, 1);
case SPELL_MALIGN_GATEWAY:
return make_unique<targeter_malign_gateway>(you);
// TODO: this actually has pretty wtf positioning that uses compass
// directions, so this targeter is not entirely accurate.
case SPELL_SUMMON_FOREST:
return make_unique<targeter_radius>(&you, LOS_NO_TRANS, LOS_RADIUS,
0, 2);
case SPELL_BLINK:
return make_unique<targeter_multiposition>(&you, find_blink_targets());
case SPELL_MANIFOLD_ASSAULT:
return make_unique<targeter_multiposition>(&you,
_simple_find_all_hostiles());
case SPELL_SCORCH:
return make_unique<targeter_scorch>(you, range, false);
case SPELL_DRAGON_CALL: // this is just convenience: you can start the spell
// with no enemies in sight
return make_unique<targeter_multifireball>(&you,
_simple_find_all_hostiles());
case SPELL_NOXIOUS_BOG:
return make_unique<targeter_bog>(&you);
case SPELL_FLAME_WAVE:
return make_unique<targeter_flame_wave>(range);
case SPELL_GOLUBRIAS_PASSAGE:
return make_unique<targeter_passage>(range);
case SPELL_SIGIL_OF_BINDING:
return make_unique<targeter_multiposition>(&you,
find_sigil_locations(true));
case SPELL_BOULDER:
return make_unique<targeter_boulder>(&you, barrelling_boulder_hp(pow));
case SPELL_PERMAFROST_ERUPTION:
return make_unique<targeter_permafrost>(you);
case SPELL_PETRIFY:
return make_unique<targeter_chain>(&you, range, ZAP_PETRIFY);
case SPELL_RIMEBLIGHT:
return make_unique<targeter_chain>(&you, range, ZAP_RIMEBLIGHT);
case SPELL_COMBUSTION_BREATH:
return make_unique<targeter_explosive_beam>(&you, ZAP_COMBUSTION_BREATH, pow, range);
case SPELL_NOXIOUS_BREATH:
// Note the threshold where it becomes possible to make clouds off the main beam
return make_unique<targeter_explosive_beam>(&you, ZAP_NOXIOUS_BREATH,
pow, range, false, pow > 10);
case SPELL_GALVANIC_BREATH:
return make_unique<targeter_galvanic>(&you, pow, range);
case SPELL_NULLIFYING_BREATH:
return make_unique<targeter_beam>(&you, range, ZAP_NULLIFYING_BREATH, pow,
2, 2);
case SPELL_GELLS_GAVOTTE:
return make_unique<targeter_gavotte>(&you);
case SPELL_MAGNAVOLT:
return make_unique<targeter_magnavolt>(&you, range);
case SPELL_HELLFIRE_MORTAR:
return make_unique<targeter_mortar>(&you, range);
case SPELL_PUTREFACTION:
return make_unique<targeter_putrefaction>(range);
case SPELL_DIAMOND_SAWBLADES:
return make_unique<targeter_multiposition>(&you,
diamond_sawblade_spots(false));
case SPELL_SPLINTERFROST_SHELL:
return make_unique<targeter_wall_arc>(&you, 4);
case SPELL_PERCUSSIVE_TEMPERING:
return make_unique<targeter_tempering>();
case SPELL_FORTRESS_BLAST:
return make_unique<targeter_radius>(&you, LOS_NO_TRANS, range);
case SPELL_SPIKE_LAUNCHER:
{
vector<coord_def> walls = find_spike_launcher_walls();
return make_unique<targeter_multiposition>(&you, walls, walls.size() > 1
? AFF_MAYBE
: AFF_YES);
}
default:
break;
}
if (spell_to_zap(spell) != NUM_ZAPS)
{
return make_unique<targeter_beam>(&you, range, spell_to_zap(spell),
pow, 0, 0);
}
// selfench is used mainly for monster AI, so it is a bit over-applied in
// the spell data
if (get_spell_flags(spell) & spflag::selfench
&& !spell_typematch(spell, spschool::translocation)) // blink, passage
{
return make_unique<targeter_radius>(&you, LOS_SOLID_SEE, 0);
}
return nullptr;
}
bool spell_has_targeter(spell_type spell)
{
return bool(find_spell_targeter(spell, 1, 1));
}
// Returns the nth triangular number.
static int _triangular_number(int n)
{
return n * (n+1) / 2;
}
// _tetrahedral_number: returns the nth tetrahedral number.
// This is the number of triples of nonnegative integers with sum < n.
static int _tetrahedral_number(int n)
{
return n * (n+1) * (n+2) / 6;
}
/**
* Compute success chance for WL-checking spells and abilities.
*
* @param wl The willpower of the target.
* @param powc The enchantment power.
* @param scale The denominator of the result.
* @param round_up Should the resulting chance be rounded up (true) or
* down (false, the default)?
*
* @return The chance, out of scale, that the enchantment affects the target.
*/
int hex_success_chance(const int wl, int powc, int scale, bool round_up)
{
const int pow = ench_power_stepdown(powc);
const int target = wl + 100 - pow;
const int denom = 101 * 100;
const int adjust = round_up ? denom - 1 : 0;
if (target <= 0)
return scale;
if (target > 200)
return 0;
if (target <= 100)
return (scale * (denom - _triangular_number(target)) + adjust) / denom;
return (scale * _triangular_number(201 - target) + adjust) / denom;
}
// approximates _test_beam_hit in a deterministic fashion.
static int _to_hit_pct(const monster_info& mi, int acc)
{
if (acc == AUTOMATIC_HIT)
return 100;
acc += mi.lighting_modifiers();
if (acc <= 1)
return mi.ev <= 2 ? 100 : 0;
const int base_ev = mi.ev + (mi.is(MB_DEFLECT_MSL) ? DEFLECT_MISSILES_EV_BONUS : 0);
int hits = 0;
int iters = 0;
for (int outer_ev_roll = 0; outer_ev_roll < base_ev; outer_ev_roll++)
{
for (int inner_ev_roll_a = 0; inner_ev_roll_a < outer_ev_roll; inner_ev_roll_a++)
{
for (int inner_ev_roll_b = 0; inner_ev_roll_b < outer_ev_roll; inner_ev_roll_b++)
{
const int ev = (inner_ev_roll_a + inner_ev_roll_b) / 2; // not right but close
for (int rolled_mhit = 0; rolled_mhit < acc; rolled_mhit++)
{
iters++;
if (iters >= 1000000)
return -1; // sanity breakout to not kill servers
if (rolled_mhit >= ev)
hits++;
}
}
}
}
int base_chance = 0;
if (iters <= 0) // probably low monster ev?
base_chance = 100;
else
base_chance = hits * 100 / iters;
base_chance = base_chance * (100 - player_blind_miss_chance(you.pos().distance_from(mi.pos))) / 100;
return base_chance;
}
static vector<string> _desc_hit_chance(const monster_info& mi, int acc)
{
if (!acc)
return vector<string>{};
const int hit_pct = _to_hit_pct(mi, acc);
if (hit_pct == -1)
return vector<string>{};
ostringstream result;
describe_hit_chance(hit_pct, result, nullptr, false,
you.pos().distance_from(mi.pos));
return vector<string>{result.str()};
}
vector<string> desc_beam_hit_chance(const monster_info& mi, targeter* hitfunc)
{
targeter_beam* beam_hitf = dynamic_cast<targeter_beam*>(hitfunc);
if (!beam_hitf)
return vector<string>{};
return _desc_hit_chance(mi, beam_hitf->beam.hit);
}
static vector<string> _desc_plasma_hit_chance(const monster_info& mi, int powc)
{
bolt beam;
zappy(spell_to_zap(SPELL_PLASMA_BEAM), powc, false, beam);
const int hit_pct = _to_hit_pct(mi, beam.hit);
if (hit_pct == -1)
return vector<string>{};
ostringstream result;
describe_hit_chance(hit_pct, result, nullptr, false,
you.pos().distance_from(mi.pos));
return vector<string>{make_stringf("2x%s", result.str().c_str())};
}
static vector<string> _desc_intoxicate_chance(const monster_info& mi,
targeter* hitfunc, int pow)
{
if (hitfunc && !hitfunc->affects_monster(mi))
return vector<string>{"not susceptible"};
int conf_pct = 40 + pow / 3;
if (get_resist(mi.resists(), MR_RES_POISON) >= 1)
conf_pct = conf_pct / 3;
return vector<string>{make_stringf("chance to confuse: %d%%", conf_pct)};
}
static vector<string> _desc_englaciate_chance(const monster_info& mi,
targeter* hitfunc, int pow)
{
if (hitfunc && !hitfunc->affects_monster(mi))
return vector<string>{"not susceptible"};
const int outcomes = pow * pow * pow;
const int target = 3 * mi.hd - 2;
int fail_pct;
// Tetrahedral number calculation to find the chance
// 3 d pow < 3 * mi . hd + 1
if (target <= pow)
fail_pct = 100 * _tetrahedral_number(target) / outcomes;
else if (target <= 2 * pow)
{
fail_pct = 100 * (_tetrahedral_number(target)
- 3 * _tetrahedral_number(target - pow)) / outcomes;
}
else if (target <= 3 * pow)
{
fail_pct = 100 * (outcomes
- _tetrahedral_number(3 * pow - target)) / outcomes;
}
else
fail_pct = 100;
return vector<string>{make_stringf("chance to slow: %d%%", 100 - fail_pct)};
}
static vector<string> _desc_gloom_chance(const monster_info& mi, int pow)
{
if (mons_res_blind(mi.type))
return vector<string>{"not susceptible"};
return vector<string>{make_stringf("chance to dazzle: %d%%", gloom_success_chance(pow, mi.hd))};
}
static vector<string> _desc_airstrike_bonus(const monster_info& mi)
{
const int empty_spaces = airstrike_space_around(mi.pos, false);
return vector<string>{make_stringf("empty space bonus: %d/8", empty_spaces)};
}
static vector<string> _desc_mercury_weak_chance(const monster_info& mi)
{
if (mi.is(MB_NO_ATTACKS))
return vector<string>{};
return vector<string>{make_stringf("chance to weaken: %d%%",
get_mercury_weaken_chance(mi.hd))};
}
static vector<string> _desc_warp_space_chance(int pow)
{
return vector<string>{make_stringf("chance to blink: %d%%",
get_warp_space_chance(pow))};
}
static vector<string> _desc_meph_chance(const monster_info& mi)
{
if (get_resist(mi.resists(), MR_RES_POISON) >= 1 || mi.is(MB_CLARITY))
return vector<string>{"not susceptible"};
int pct_chance = 2;
if (mi.hd < MEPH_HD_CAP)
pct_chance = 100 - (100 * mi.hd / MEPH_HD_CAP);
return vector<string>{make_stringf("chance to affect: %d%%", pct_chance)};
}
static vector<string> _desc_hailstorm_hit_chance(const monster_info& mi, int pow)
{
bolt beam;
zappy(ZAP_HAILSTORM, pow, false, beam);
return _desc_hit_chance(mi, beam.hit);
}
static vector<string> _desc_momentum_strike_hit_chance(const monster_info& mi, int pow)
{
bolt beam;
zappy(ZAP_MOMENTUM_STRIKE, pow, false, beam);
return _desc_hit_chance(mi, beam.hit);
}
static vector<string> _desc_electric_charge_hit_chance(const monster_info& mi)
{
melee_attack attk(&you, nullptr);
attk.charge_pow = 1; // to give the accuracy bonus
vector<string> desc;
ostringstream result;
// Pass in our own attack and specify distance 1 so we get correct to-hit
// for where the attack *will* be from
describe_to_hit(mi, result, nullptr, false, &attk, 1);
desc.emplace_back(result.str());
return desc;
}
static vector<string> _desc_insubstantial(const monster_info& mi, string desc)
{
if (mons_class_flag(mi.type, M_INSUBSTANTIAL))
return vector<string>{desc};
return vector<string>{};
}
static vector<string> _desc_vampiric_draining_valid(const monster_info& mi)
{
if (mi.mb.get(MB_CANT_DRAIN))
return vector<string>{"not susceptible"};
return vector<string>{};
}
static vector<string> _desc_rimeblight_valid(const monster_info& mi)
{
if (mi.is(MB_RIMEBLIGHT))
return vector<string>{"already infected"};
else if (mons_class_is_peripheral(mi.type))
return vector<string>{"not susceptible"};
return vector<string>{};
}
static vector<string> _desc_dispersal_chance(const monster_info& mi, int pow)
{
const int wl = mi.willpower();
if (mons_class_is_stationary(mi.type))
return vector<string>{"stationary"};
if (wl == WILL_INVULN)
return vector<string>{"will blink"};
const int success = hex_success_chance(wl, pow, 100);
return vector<string>{make_stringf("chance to teleport: %d%%", success)};
}
static vector<string> _desc_enfeeble_chance(const monster_info& mi, int pow)
{
vector<string> base_effects;
vector<string> all_effects;
const int wl = mi.willpower();
if (!mi.is(MB_NO_ATTACKS))
base_effects.push_back("inflict weakness");
if (mi.antimagic_susceptible())
base_effects.push_back("diminish spells");
if (!base_effects.empty())
{
all_effects.push_back("will " +
comma_separated_line(base_effects.begin(), base_effects.end()));
}
if (wl != WILL_INVULN)
{
const int success = hex_success_chance(wl, pow, 100);
all_effects.push_back(make_stringf("chance to daze and blind: %d%%", success));
}
if (all_effects.empty())
return vector<string>{"not susceptible"};
return all_effects;
}
static string _mon_threat_string(const CrawlStoreValue &mon_store)
{
monster dummy;
dummy.type = static_cast<monster_type>(mon_store.get_int());
define_monster(dummy);
int col;
string desc;
monster_info(&dummy).to_string(1, desc, col, true, nullptr, false);
// Ghost demons need their underlying monster name. Without this,
// we'll get e.g. a specific ugly thing colour based on what the
// dummy monster rolled, which may not match what the actual monster
// rolls.
if (mons_is_ghost_demon(dummy.type))
desc = get_monster_data(dummy.type)->name;
const string col_name = colour_to_str(col);
return "<" + col_name + ">" + article_a(desc) + "</" + col_name + ">";
}
// Include success chance in targeter for spells checking monster WL.
vector<string> desc_wl_success_chance(const monster_info& mi, int pow,
targeter* hitfunc)
{
targeter_beam* beam_hitf = dynamic_cast<targeter_beam*>(hitfunc);
int wl = mi.willpower();
if (wl == WILL_INVULN)
return vector<string>{"infinite will"};
if (hitfunc && !hitfunc->affects_monster(mi))
return vector<string>{"not susceptible"};
wl = apply_willpower_bypass(you, wl);
vector<string> descs;
if (beam_hitf && beam_hitf->beam.flavour == BEAM_POLYMORPH)
{
// Polymorph has a special effect on ugly things and shapeshifters that
// does not require passing an WL check.
if (mi.type == MONS_UGLY_THING || mi.type == MONS_VERY_UGLY_THING)
return vector<string>{"will change colour"};
if (mi.is(MB_SHAPESHIFTER))
return vector<string>{"will change shape"};
if (mi.type == MONS_SLIME_CREATURE && mi.slime_size > 1)
descs.push_back("will probably split");
// list out the normal poly set
if (!mi.props.exists(POLY_SET_KEY))
return vector<string>{"not susceptible"};
const CrawlVector &set = mi.props[POLY_SET_KEY].get_vector();
if (set.size() <= 0)
return vector<string>{"not susceptible"};
descs.push_back("will become "
+ comma_separated_fn(set.begin(), set.end(),
_mon_threat_string, ", or "));
}
const int success = hex_success_chance(wl, pow, 100);
descs.push_back(make_stringf("chance to affect: %d%%", success));
return descs;
}
static vector<string> _desc_beckoning_valid(const monster_info& mi)
{
if (!can_beckon(mi))
return vector<string>{"not susceptible"};
return vector<string>{};
}
class spell_targeting_behaviour : public targeting_behaviour
{
public:
spell_targeting_behaviour(spell_type _spell)
: targeting_behaviour(false), spell(_spell),
err(spell_uselessness_reason(spell, true, false, true))
{
}
bool targeted() override
{
return !!(get_spell_flags(spell) & spflag::targeting_mask);
}
string get_error() override
{
return err;
}
// TODO: provide useful errors for specific targets via get_monster_desc?
private:
spell_type spell;
string err;
};
// TODO: is there a way for this to be part of targeter objects, or
// direction_chooser itself?
desc_filter targeter_addl_desc(spell_type spell, int powc, spell_flags flags,
targeter *hitfunc)
{
// Add success chance to targeted spells checking monster WL
const bool wl_check = testbits(flags, spflag::WL_check)
&& !testbits(flags, spflag::helpful);
if (wl_check && spell != SPELL_DISPERSAL)
{
const zap_type zap = spell_to_zap(spell);
const int eff_pow = zap != NUM_ZAPS ? zap_ench_power(zap, powc,
false)
:
//XXX: deduplicate this with mass_enchantment?
spell == SPELL_CAUSE_FEAR
|| spell == SPELL_ANGUISH
|| spell == SPELL_DISCORD ? min(200, ( powc * 3 ) / 2)
: powc;
if (spell == SPELL_ENFEEBLE)
return bind(_desc_enfeeble_chance, placeholders::_1, eff_pow);
else
return bind(desc_wl_success_chance, placeholders::_1, eff_pow,
hitfunc);
}
switch (spell)
{
case SPELL_INTOXICATE:
return bind(_desc_intoxicate_chance, placeholders::_1,
hitfunc, powc);
case SPELL_ENGLACIATION:
return bind(_desc_englaciate_chance, placeholders::_1,
hitfunc, powc);
case SPELL_GLOOM:
return bind(_desc_gloom_chance, placeholders::_1, powc);
case SPELL_MEPHITIC_CLOUD:
case SPELL_NOXIOUS_BREATH:
return bind(_desc_meph_chance, placeholders::_1);
case SPELL_VAMPIRIC_DRAINING:
return bind(_desc_vampiric_draining_valid, placeholders::_1);
case SPELL_RIMEBLIGHT:
return bind(_desc_rimeblight_valid, placeholders::_1);
case SPELL_STARBURST:
{
targeter_starburst* burst_hitf =
dynamic_cast<targeter_starburst*>(hitfunc);
if (!burst_hitf)
break;
targeter_starburst_beam* beam_hitf = &burst_hitf->beams[0];
return bind(desc_beam_hit_chance, placeholders::_1, beam_hitf);
}
case SPELL_DISPERSAL:
return bind(_desc_dispersal_chance, placeholders::_1, powc);
case SPELL_AIRSTRIKE:
return bind(_desc_airstrike_bonus, placeholders::_1);
case SPELL_HAILSTORM:
return bind(_desc_hailstorm_hit_chance, placeholders::_1, powc);
case SPELL_MOMENTUM_STRIKE:
return bind(_desc_momentum_strike_hit_chance, placeholders::_1, powc);
case SPELL_ELECTRIC_CHARGE:
return bind(_desc_electric_charge_hit_chance, placeholders::_1);
case SPELL_FASTROOT:
return bind(_desc_insubstantial, placeholders::_1, "immune to roots");
case SPELL_STICKY_FLAME:
return bind(_desc_insubstantial, placeholders::_1, "unstickable");
case SPELL_PLASMA_BEAM:
return bind(_desc_plasma_hit_chance, placeholders::_1, powc);
case SPELL_MERCURY_ARROW:
return _desc_mercury_weak_chance;
case SPELL_WARP_SPACE:
return bind(_desc_warp_space_chance, powc);
case SPELL_BECKONING:
return bind(_desc_beckoning_valid, placeholders::_1);
default:
break;
}
targeter_beam* beam_hitf = dynamic_cast<targeter_beam*>(hitfunc);
if (beam_hitf && beam_hitf->beam.hit > 0 && !beam_hitf->beam.is_explosion)
return bind(desc_beam_hit_chance, placeholders::_1, hitfunc);
return nullptr;
}
/**
* For the clua api, return the description displayed if targeting a monster
* with a spell.
*
* @param mi The targeted monster.
* @param spell The spell being cast.
* @return The displayed string.
**/
string target_spell_desc(const monster_info& mi, spell_type spell)
{
int powc = calc_spell_power(spell);
const int range = spell_range(spell, &you);
unique_ptr<targeter> hitfunc = find_spell_targeter(spell, powc, range);
if (!hitfunc)
return "";
desc_filter addl_desc = targeter_addl_desc(spell, powc,
get_spell_flags(spell), hitfunc.get());
if (!addl_desc)
return "";
vector<string> d = addl_desc(mi);
return comma_separated_line(d.begin(), d.end());
}
/**
* Targets and fires player-cast spells & spell-like effects.
*
* Not all of these are actually real spells; invocations, decks or misc.
* effects might also land us here.
* Others are currently unused or unimplemented.
*
* @param spell The type of spell being cast.
* @param powc Spellpower.
* @param actual_spell true if it is a spell being cast normally.
* false if the spell is evoked or from an innate or
* divine ability.
* @param evoked_wand The wand the spell was evoked from if applicable, or
* nullptr.
* @param force_failure True if the spell's failure has already been determined
* in advance (for spells being cast via an innate or
* divine ability).
* @return spret::success if spell is successfully cast for purposes of
* exercising, spret::fail otherwise, or spret::abort if the player cancelled
* the casting.
**/
spret your_spells(spell_type spell, int powc, bool actual_spell,
const item_def* const evoked_wand, dist *target,
bool force_failure)
{
ASSERT(!crawl_state.game_is_arena());
ASSERT(!(actual_spell && evoked_wand));
ASSERT(!evoked_wand || evoked_wand->base_type == OBJ_WANDS);
ASSERT(!force_failure || !actual_spell && !evoked_wand);
const bool wiz_cast = (crawl_state.prev_cmd == CMD_WIZARD && !actual_spell);
const bool can_enkindle = actual_spell && spell_can_be_enkindled(spell);
const bool enkindled = can_enkindle && you.duration[DUR_ENKINDLED];
dist target_local;
if (!target)
target = &target_local;
bolt beam;
beam.origin_spell = spell;
// [dshaligram] Any action that depends on the spellcasting attempt to have
// succeeded must be performed after the switch.
if (!wiz_cast && _spellcasting_aborted(spell, !actual_spell))
return spret::abort;
const spell_flags flags = get_spell_flags(spell);
if (!powc)
powc = calc_spell_power(spell);
const int range = calc_spell_range(spell, powc, actual_spell);
beam.range = range;
unique_ptr<targeter> hitfunc = find_spell_targeter(spell, powc, range);
const bool is_targeted = !!(flags & spflag::targeting_mask);
const god_type god =
(crawl_state.is_god_acting()) ? crawl_state.which_god_acting()
: GOD_NO_GOD;
// XXX: This handles only some of the cases where spells need
// targeting. There are others that do their own that will be
// missed by this (and thus will not properly ESC without cost
// because of it). Hopefully, those will eventually be fixed. - bwr
// TODO: what's the status of the above comment in 2020+?
const bool use_targeter = is_targeted
|| !god // Don't allow targeting spells cast by Xom
&& hitfunc
&& (target->fire_context // force static targeters when called in
// "fire" mode
|| Options.always_use_static_spell_targeters
|| Options.force_spell_targeter.count(spell) > 0);
if (use_targeter)
{
const targ_mode_type targ =
spell == SPELL_PLATINUM_PARAGON ? TARG_HOSTILE_OR_EMPTY :
testbits(flags, spflag::aim_at_space) ? TARG_NON_ACTOR :
testbits(flags, spflag::helpful) ? TARG_FRIEND :
testbits(flags, spflag::obj) ? TARG_MOVABLE_OBJECT :
TARG_HOSTILE;
// TODO: if any other spells ever need this, add an spflag
// (right now otherwise used only on god abilities)
const targeting_type dir =
spell == SPELL_BLINKBOLT ? DIR_ENFORCE_RANGE
: testbits(flags, spflag::target) ? DIR_ENFORCE_RANGE : DIR_NONE;
// TODO: it's extremely inconsistent when this prompt shows up, not
// sure why
const char *prompt = get_spell_target_prompt(spell);
const bool needs_path = !testbits(flags, spflag::target)
// Apportation must be spflag::target, since a
// shift-direction makes no sense for it, but
// it nevertheless requires line-of-fire.
|| spell == SPELL_APPORTATION;
desc_filter additional_desc
= targeter_addl_desc(spell, powc, flags, hitfunc.get());
// `true` on fourth param skips MP check and a few others that have
// already been carried out
const bool useless = spell_is_useless(spell, true, false, true);
const char *spell_title_color = useless ? "darkgrey" : "w";
const string verb = channelled_spell_active(spell)
? "<lightred>Restarting spell</lightred>"
: is_targeted ? "Aiming" : "Casting";
string title = make_stringf("%s: <%s>%s</%s>", verb.c_str(),
spell_title_color, spell_title(spell), spell_title_color);
if (actual_spell)
{
title += make_stringf(" <lightgrey>(%s)</lightgrey>",
_spell_failure_rate_description(spell).c_str());
}
if (spell == SPELL_GRAVE_CLAW)
{
title += make_stringf("<lightgrey> (%d/%d uses available)</lightgrey>",
you.props[GRAVE_CLAW_CHARGES_KEY].get_int(),
GRAVE_CLAW_MAX_CHARGES);
}
spell_targeting_behaviour beh(spell);
direction_chooser_args args;
args.hitfunc = hitfunc.get();
args.restricts = dir;
args.mode = targ;
args.range = range;
args.needs_path = needs_path;
args.target_prefix = prompt;
args.top_prompt = title;
args.behaviour = &beh;
if (testbits(flags, spflag::prefer_farthest))
args.prefer_farthest = true;
if (spell == SPELL_SHOCK)
args.try_multizap = true;
// if the spell is useless and we have somehow gotten this far, it's
// a forced cast. Setting this prevents the direction chooser from
// looking for selecting a default target (which doesn't factor in
// the spell's capabilities).
// Also ensure we don't look for a target for static targeters. It might
// be better to move to an affected position if any?
if (useless || !is_targeted)
args.default_place = you.pos();
if (hitfunc && hitfunc->can_affect_walls())
{
args.show_floor_desc = true;
args.show_boring_feats = false; // don't show "The floor."
}
if (testbits(flags, spflag::not_self))
args.self = confirm_prompt_type::cancel;
else
args.self = confirm_prompt_type::none;
args.get_desc_func = additional_desc;
if (!spell_direction(*target, beam, &args))
return spret::abort;
if (testbits(flags, spflag::not_self) && target->isMe())
{
if (spell == SPELL_TELEPORT_OTHER)
mpr("Sorry, this spell works on others only.");
else
canned_msg(MSG_UNTHINKING_ACT);
return spret::abort;
}
if (spell == SPELL_BOMBARD)
{
const coord_def back = you.stumble_pos(target->target);
if (!back.origin()
&& back != you.pos()
&& !check_moveto(back, "potentially stumble back", false))
{
return spret::abort;
}
}
}
if (evoked_wand)
surge_power_wand(wand_mp_cost());
else if (actual_spell)
surge_power(_spell_enhancement(spell));
int fail = 0;
if (actual_spell)
{
int spfl = random2avg(100, 3);
if (!you_worship(GOD_SIF_MUNA)
&& you.penance[GOD_SIF_MUNA] && one_chance_in(20))
{
god_speaks(GOD_SIF_MUNA, "You feel a surge of divine spite.");
// This will cause failure and increase the miscast effect.
spfl = -you.penance[GOD_SIF_MUNA];
}
else if (spell_typematch(spell, spschool::necromancy)
&& !you_worship(GOD_KIKUBAAQUDGHA)
&& you.penance[GOD_KIKUBAAQUDGHA]
&& one_chance_in(20))
{
// And you thought you'd Haunt your way out of penance...
simple_god_message(" does not allow the disloyal to dabble in "
"death!", false, GOD_KIKUBAAQUDGHA);
// The spell still goes through, but you get a miscast anyway.
miscast_effect(you, nullptr,
{miscast_source::god, GOD_KIKUBAAQUDGHA},
spschool::necromancy,
spell_difficulty(spell),
you.experience_level,
"the malice of Kikubaaqudgha");
}
else if (vehumet_supports_spell(spell)
&& !you_worship(GOD_VEHUMET)
&& you.penance[GOD_VEHUMET]
&& one_chance_in(20))
{
// And you thought you'd Fire Storm your way out of penance...
simple_god_message(" does not allow the disloyal to dabble in "
"destruction!", false, GOD_VEHUMET);
// The spell still goes through, but you get a miscast anyway.
miscast_effect(you, nullptr, {miscast_source::god, GOD_VEHUMET},
spschool::conjuration,
spell_difficulty(spell),
you.experience_level,
"the malice of Vehumet");
}
const int spfail_chance = raw_spell_fail(spell);
if (spfl < spfail_chance)
fail = spfail_chance - spfl;
}
dprf("Spell #%d, power=%d", spell, powc);
const coord_def orig_target_pos = beam.target;
spret cast_result = _do_cast(spell, powc, *target, beam, god,
force_failure || fail, actual_spell);
switch (cast_result)
{
case spret::success:
{
_apply_post_zap_effect(spell, orig_target_pos);
const int demonic_magic = you.get_mutation_level(MUT_DEMONIC_MAGIC);
const bool ephemeral_shield = you.get_mutation_level(MUT_EPHEMERAL_SHIELD);
if ((demonic_magic == 3 && evoked_wand)
|| (demonic_magic > 0 && (actual_spell || you.divine_exegesis)))
{
do_demonic_magic(spell_difficulty(spell) * 6, demonic_magic);
}
if (ephemeral_shield && (actual_spell || you.divine_exegesis))
{
you.set_duration(DUR_EPHEMERAL_SHIELD, 2);
you.redraw_armour_class = true;
}
if (you.props.exists(BATTLESPHERE_KEY)
&& (actual_spell || you.divine_exegesis)
&& battlesphere_can_mirror(spell))
{
trigger_battlesphere(&you);
}
if (will_have_passive(passive_t::shadow_spells) && actual_spell)
dithmenos_shadow_spell(spell);
_spellcasting_side_effects(spell, god, !actual_spell);
if (you.wearing_ego(OBJ_GIZMOS, SPGIZMO_SPELLMOTOR) && actual_spell)
coglin_spellmotor_attack();
// Handle revenant passives
if (can_enkindle && you.has_mutation(MUT_SPELLCLAWS))
spellclaws_attack(spell_difficulty(spell));
if (enkindled && --you.props[ENKINDLE_CHARGES_KEY].get_int() == 0)
end_enkindled_status();
return spret::success;
}
case spret::fail:
{
if (actual_spell)
{
mprf("You miscast %s.", spell_title(spell));
flush_input_buffer(FLUSH_ON_FAILURE);
learned_something_new(HINT_SPELL_MISCAST);
miscast_effect(spell, fail);
}
return spret::fail;
}
case spret::abort:
return spret::abort;
case spret::none:
#ifdef WIZARD
if (you.wizard && !actual_spell && is_valid_spell(spell)
&& (flags & spflag::monster))
{
_try_monster_cast(spell, powc, *target, beam);
return spret::success;
}
#endif
if (is_valid_spell(spell))
{
mprf(MSGCH_ERROR, "Spell '%s' is not a player castable spell.",
spell_title(spell));
}
else
mprf(MSGCH_ERROR, "Invalid spell!");
return spret::abort;
}
return spret::success;
}
// Returns spret::success, spret::abort, spret::fail
// or spret::none (not a player spell).
static spret _do_cast(spell_type spell, int powc, const dist& spd,
bolt& beam, god_type god, bool fail,
bool actual_spell)
{
if (actual_spell && !you.wizard
&& (get_spell_flags(spell) & (spflag::monster | spflag::testing)))
{
return spret::none;
}
const coord_def target = spd.isTarget ? beam.target : you.pos() + spd.delta;
if (spell == SPELL_FREEZE)
{
if (!adjacent(you.pos(), target))
return spret::abort;
}
switch (spell)
{
case SPELL_FREEZE:
return cast_freeze(powc, monster_at(target), fail);
case SPELL_IOOD:
return cast_iood(&you, powc, &beam, 0, 0, MHITNOT, fail);
// Clouds and explosions.
case SPELL_FREEZING_CLOUD:
return cast_freezing_cloud(powc, beam, fail);
case SPELL_FIRE_STORM:
return cast_fire_storm(powc, beam, fail);
// Demonspawn ability, no failure.
case SPELL_CALL_DOWN_DAMNATION:
return cast_smitey_damnation(powc, beam) ? spret::success : spret::abort;
// LOS spells
case SPELL_SMITING:
return cast_smiting(powc, monster_at(target), fail);
case SPELL_AIRSTRIKE:
return cast_airstrike(powc, spd.target, fail);
case SPELL_MOMENTUM_STRIKE:
return cast_momentum_strike(powc, spd.target, fail);
case SPELL_LRD:
return cast_fragmentation(powc, &you, spd.target, fail);
case SPELL_GRAVITAS:
return cast_gravitas(powc, beam.target, fail);
case SPELL_VIOLENT_UNRAVELLING:
return cast_unravelling(spd.target, powc, fail);
// other effects
case SPELL_DISCHARGE:
return cast_discharge(powc, you, fail);
case SPELL_ARCJOLT:
return cast_arcjolt(powc, you, fail);
case SPELL_PLASMA_BEAM:
return cast_plasma_beam(powc, you, fail);
case SPELL_CHAIN_LIGHTNING:
return cast_chain_lightning(powc, you, fail);
case SPELL_DISPERSAL:
return cast_dispersal(powc, fail);
case SPELL_SHATTER:
return cast_shatter(powc, fail);
case SPELL_SCORCH:
return cast_scorch(you, powc, fail);
case SPELL_POISONOUS_VAPOURS:
return cast_poisonous_vapours(you, powc, target, fail);
case SPELL_IRRADIATE:
return cast_irradiate(powc, you, fail);
case SPELL_LEDAS_LIQUEFACTION:
return cast_liquefaction(powc, fail);
case SPELL_OZOCUBUS_REFRIGERATION:
return fire_los_attack_spell(spell, powc, &you, fail);
case SPELL_OLGREBS_TOXIC_RADIANCE:
return cast_toxic_radiance(&you, powc, fail);
case SPELL_IGNITE_POISON:
return cast_ignite_poison(&you, powc, fail);
case SPELL_POLAR_VORTEX:
return cast_polar_vortex(powc, fail);
case SPELL_THUNDERBOLT:
return cast_thunderbolt(&you, powc, target, fail);
case SPELL_GLOOM:
return cast_gloom(&you, powc, fail);
case SPELL_CHAIN_OF_CHAOS:
return cast_chain_spell(SPELL_CHAIN_OF_CHAOS, powc, &you, fail);
case SPELL_IGNITION:
return cast_ignition(&you, powc, fail);
case SPELL_FROZEN_RAMPARTS:
return cast_frozen_ramparts(powc, fail);
// Summoning spells, and other spells that create new monsters.
case SPELL_SUMMON_SMALL_MAMMAL:
return cast_summon_small_mammal(powc, fail);
case SPELL_CALL_CANINE_FAMILIAR:
return cast_call_canine_familiar(powc, fail);
case SPELL_AWAKEN_ARMOUR:
return cast_awaken_armour(powc, fail);
case SPELL_SUMMON_ICE_BEAST:
return cast_summon_ice_beast(powc, fail);
case SPELL_SUMMON_CACTUS:
return cast_summon_cactus(powc, fail);
case SPELL_SPHINX_SISTERS:
return cast_sphinx_sisters(you, powc, fail);;
case SPELL_SUMMON_DRAGON:
return cast_summon_dragon(&you, powc, fail);
case SPELL_DRAGON_CALL:
return cast_dragon_call(powc, fail);
case SPELL_SUMMON_HYDRA:
return cast_summon_hydra(&you, powc, fail);
case SPELL_SUMMON_MANA_VIPER:
return cast_summon_mana_viper(powc, fail);
case SPELL_SUMMON_SEISMOSAURUS_EGG:
return cast_summon_seismosaurus_egg(you, powc, fail);
case SPELL_CONJURE_BALL_LIGHTNING:
return cast_conjure_ball_lightning(powc, fail);
case SPELL_FORGE_LIGHTNING_SPIRE:
return cast_forge_lightning_spire(powc, fail);
case SPELL_FORGE_BLAZEHEART_GOLEM:
return cast_forge_blazeheart_golem(powc, fail);
case SPELL_CALL_IMP:
return cast_call_imp(powc, fail);
case SPELL_SUMMON_HORRIBLE_THINGS:
return cast_summon_horrible_things(powc, fail);
case SPELL_MALIGN_GATEWAY:
return cast_malign_gateway(&you, powc, fail);
case SPELL_SUMMON_FOREST:
return cast_summon_forest(&you, powc, fail);
case SPELL_ANIMATE_DEAD:
return cast_animate_dead(powc, fail);
case SPELL_MARTYRS_KNELL:
return cast_martyrs_knell(&you, powc, fail);
case SPELL_HAUNT:
return cast_haunt(powc, beam.target, fail);
case SPELL_DEATH_CHANNEL:
return cast_death_channel(powc, god, fail);
case SPELL_SPELLSPARK_SERVITOR:
return cast_spellspark_servitor(powc, fail);
case SPELL_BATTLESPHERE:
return cast_battlesphere(&you, powc, fail);
case SPELL_INFESTATION:
return cast_infestation(powc, beam, fail);
case SPELL_FOXFIRE:
return cast_foxfire(you, powc, fail);
case SPELL_NOXIOUS_BOG:
return cast_noxious_bog(powc, fail);
case SPELL_CLOCKWORK_BEE:
return cast_clockwork_bee(beam.target, fail);
case SPELL_SPIKE_LAUNCHER:
return cast_spike_launcher(powc, fail);
case SPELL_DIAMOND_SAWBLADES:
return cast_diamond_sawblades(powc, fail);
case SPELL_SURPRISING_CROCODILE:
return cast_surprising_crocodile(you, beam.target, powc, fail);
case SPELL_PLATINUM_PARAGON:
return cast_platinum_paragon(beam.target, powc, fail);
case SPELL_WALKING_ALEMBIC:
return cast_walking_alembic(you, powc, fail);
case SPELL_MONARCH_BOMB:
return cast_monarch_bomb(you, powc, fail);
case SPELL_SPLINTERFROST_SHELL:
return cast_splinterfrost_shell(you, beam.target, powc, fail);
case SPELL_PERCUSSIVE_TEMPERING:
return cast_percussive_tempering(you, *monster_at(beam.target), powc, fail);
case SPELL_FORTRESS_BLAST:
return cast_fortress_blast(you, powc, fail);
case SPELL_PHALANX_BEETLE:
return cast_phalanx_beetle(you, powc, fail);
case SPELL_RENDING_BLADE:
return cast_rending_blade(powc, fail);
// Enchantments.
case SPELL_CONFUSING_TOUCH:
return cast_confusing_touch(powc, fail);
case SPELL_CAUSE_FEAR:
return mass_enchantment(ENCH_FEAR, powc, fail);
case SPELL_ANGUISH:
return mass_enchantment(ENCH_ANGUISH, powc, fail);
case SPELL_INTOXICATE:
return cast_intoxicate(powc, fail);
case SPELL_DISCORD:
return mass_enchantment(ENCH_FRENZIED, powc, fail);
case SPELL_ENGLACIATION:
return cast_englaciation(powc, fail);
case SPELL_BORGNJORS_VILE_CLUTCH:
return cast_vile_clutch(powc, beam, fail);
case SPELL_PUTREFACTION:
return cast_putrefaction(monster_at(target), powc, fail);
// Our few remaining self-enchantments.
case SPELL_SWIFTNESS:
return cast_swiftness(powc, fail);
case SPELL_OZOCUBUS_ARMOUR:
return ice_armour(powc, fail);
case SPELL_SILENCE:
return cast_silence(powc, fail);
case SPELL_FUGUE_OF_THE_FALLEN:
return cast_fugue_of_the_fallen(powc, fail);
case SPELL_DIMENSIONAL_BULLSEYE:
return cast_dimensional_bullseye(powc, monster_at(target), fail);
case SPELL_DETONATION_CATALYST:
return cast_detonation_catalyst(fail);
// other
case SPELL_BORGNJORS_REVIVIFICATION:
return cast_revivification(powc, fail);
case SPELL_SUBLIMATION_OF_BLOOD:
return cast_sublimation_of_blood(powc, fail);
case SPELL_DEATHS_DOOR:
return cast_deaths_door(powc, fail);
// Escape spells.
case SPELL_BLINK:
return cast_blink(powc, fail);
case SPELL_BLASTMOTE:
return kindle_blastmotes(powc, fail);
case SPELL_PASSWALL:
return cast_passwall(beam.target, powc, fail);
case SPELL_APPORTATION:
return cast_apportation(powc, beam, fail);
case SPELL_DISJUNCTION:
return cast_disjunction(powc, fail);
case SPELL_MANIFOLD_ASSAULT:
return cast_manifold_assault(you, powc, fail);
case SPELL_GOLUBRIAS_PASSAGE:
return cast_golubrias_passage(powc, beam.target, fail);
case SPELL_FULMINANT_PRISM:
return cast_fulminating_prism(&you, powc, beam.target, fail);
case SPELL_SEARING_RAY:
return cast_searing_ray(you, powc, beam, fail);
case SPELL_FLAME_WAVE:
return cast_flame_wave(powc, fail);
case SPELL_INNER_FLAME:
return cast_inner_flame(spd.target, powc, fail);
case SPELL_TELEPORT_OTHER:
return cast_teleport_other(spd.target, powc, fail);
case SPELL_SIMULACRUM:
return cast_simulacrum(spd.target, powc, fail);
case SPELL_GRAVE_CLAW:
return cast_grave_claw(you, spd.target, powc, fail);
case SPELL_BLINKBOLT:
return blinkbolt(powc, beam, fail);
case SPELL_ELECTRIC_CHARGE:
return electric_charge(you, powc, fail, beam.target);
case SPELL_STARBURST:
return cast_starburst(powc, fail);
case SPELL_HAILSTORM:
return cast_hailstorm(powc, fail);
case SPELL_MAXWELLS_COUPLING:
return cast_maxwells_coupling(powc, fail);
case SPELL_ISKENDERUNS_MYSTIC_BLAST:
return cast_imb(powc, fail);
case SPELL_JINXBITE:
return cast_jinxbite(powc, fail);
case SPELL_SIGIL_OF_BINDING:
return cast_sigil_of_binding(powc, fail, false);
case SPELL_BOULDER:
return cast_broms_barrelling_boulder(you, beam.target, powc, fail);
case SPELL_PERMAFROST_ERUPTION:
return cast_permafrost_eruption(you, powc, fail);
case SPELL_PILEDRIVER:
return cast_piledriver(beam.target, powc, fail);
// Just to do extra messaging; spell is handled by default zapping
case SPELL_COMBUSTION_BREATH:
case SPELL_GLACIAL_BREATH:
case SPELL_STEAM_BREATH:
case SPELL_CAUSTIC_BREATH:
case SPELL_MUD_BREATH:
case SPELL_NULLIFYING_BREATH:
case SPELL_NOXIOUS_BREATH:
{
static map<spell_type, string> breath_message =
{
{ SPELL_COMBUSTION_BREATH, "You breathe a blast of explosive embers." },
{ SPELL_GLACIAL_BREATH, "You exhale a wave of glacial cold." },
{ SPELL_STEAM_BREATH, "You exhale a blast of scalding steam." },
{ SPELL_NULLIFYING_BREATH, "You breathe a sphere of nullifying energy." },
{ SPELL_NOXIOUS_BREATH, "You exhale a blast of noxious fumes." },
{ SPELL_CAUSTIC_BREATH, "You breathe a spray of caustic vapour." },
{ SPELL_MUD_BREATH, "You spew a torrent of mud." },
{ SPELL_GALVANIC_BREATH, "You breathe wild lightning."}
};
if (!fail)
mpr(breath_message[spell].c_str());
}
break;
case SPELL_GOLDEN_BREATH:
return cast_golden_breath(beam, powc, fail);
case SPELL_GELLS_GAVOTTE:
return cast_gavotte(powc, beam.target - you.pos(), fail);
case SPELL_MAGNAVOLT:
return cast_magnavolt(beam.target, powc, fail);
case SPELL_FULSOME_FUSILLADE:
return cast_fulsome_fusillade(powc, fail);
case SPELL_HOARFROST_CANNONADE:
return cast_hoarfrost_cannonade(you, powc, fail);
case SPELL_HELLFIRE_MORTAR:
return cast_hellfire_mortar(you, beam, powc, fail);
default:
if (spell_removed(spell))
{
mprf("Sorry, the spell '%s' is gone!", spell_title(spell));
return spret::abort;
}
break;
}
// Finally, try zaps.
zap_type zap = spell_to_zap(spell);
if (zap != NUM_ZAPS)
return zapping(zap, powc, beam, true, nullptr, fail);
return spret::none;
}
// get_true_fail_rate: Takes the raw failure to-beat number
// and converts it to the actual chance of failure:
// the probability that random2avg(100,3) < raw_fail.
// Should probably use more constants, though I doubt the spell
// success algorithms will really change *that* much.
// Called only by failure_rate_to_int
static double _get_true_fail_rate(int raw_fail)
{
// Need 3*random2avg(100,3) = random2(101) + random2(101) + random2(100)
// to be (strictly) less than 3*raw_fail. Fun with tetrahedral numbers!
// How many possible outcomes, considering all three dice?
const int outcomes = 101 * 101 * 100;
const int target = raw_fail * 3;
if (target <= 100)
{
// The failures are exactly the triples of nonnegative integers
// that sum to < target.
return double(_tetrahedral_number(target)) / outcomes;
}
if (target <= 200)
{
// Some of the triples that sum to < target would have numbers
// greater than 100, or a last number greater than 99, so aren't
// possible outcomes. Apply the principle of inclusion-exclusion
// by subtracting out these cases. The set of triples with first
// number > 100 is isomorphic to the set of triples that sum to
// 101 less; likewise for the second and third numbers (100 less
// in the last case). Two or more out-of-range numbers would have
// resulted in a sum of at least 201, so there is no overlap
// among the three cases we are subtracting.
return double(_tetrahedral_number(target)
- 2 * _tetrahedral_number(target - 101)
- _tetrahedral_number(target - 100)) / outcomes;
}
// The random2avg distribution is symmetric, so the last interval is
// essentially the same as the first interval.
return double(outcomes - _tetrahedral_number(300 - target)) / outcomes;
}
const double fail_hp_fraction[] =
{
.10,
.30,
.50,
.70,
};
/**
* Compute the maximum miscast damage from the given spell
*
* The miscast code uses
* dam = div_rand_round(roll_dice(level, level + raw_fail), MISCAST_DIVISOR)
*/
int max_miscast_damage(spell_type spell)
{
int raw_fail = raw_spell_fail(spell);
int level = spell_difficulty(spell);
// Impossible to get a damaging miscast
if (level * level * raw_fail <= MISCAST_THRESHOLD)
return 0;
return div_round_up(level * (raw_fail + level), MISCAST_DIVISOR);
}
/**
* Compute the tier of maximum severity of a miscast
* @param spell The spell to be checked.
*
* Tiers are defined by the relation between the maximum miscast damage
* (given a miscast occurs):
*
* - safe, no chance of dangerous effect
* - slightly dangerous, mdam <= 10% mhp
* - dangerous, mdam <= 30% mhp
* - quite dangerous, mdam <= 50% mhp
* - extremely dangerous, mdam <= 70% mhp
* - potentially lethal, higher mdam
*/
int fail_severity(spell_type spell)
{
const int raw_fail = raw_spell_fail(spell);
const int level = spell_difficulty(spell);
// Impossible to get a damaging miscast
if (level * level * raw_fail <= MISCAST_THRESHOLD)
return 0;
const int max_damage = max_miscast_damage(spell);
for (int i = 0; i < 4; ++i)
if (max_damage <= fail_hp_fraction[i] * get_real_hp(true))
return i + 1;
return 5;
}
const char *fail_severity_adjs[] =
{
"safe",
"mildly dangerous",
"dangerous",
"quite dangerous",
"extremely dangerous",
"astonishingly dangerous",
};
COMPILE_CHECK(ARRAYSZ(fail_severity_adjs) > 3);
// Chooses a colour for the failure rate display for a spell. The colour is
// based on the chance of getting a severity >= 2 miscast.
int failure_rate_colour(spell_type spell)
{
const int severity = fail_severity(spell);
return severity == 0 ? LIGHTGREY :
severity == 1 ? WHITE :
severity == 2 ? YELLOW :
severity == 3 ? LIGHTRED :
severity == 4 ? RED
: MAGENTA;
}
//Converts the raw failure rate into a number to be displayed.
int failure_rate_to_int(int fail)
{
if (fail <= 0)
return 0;
else if (fail >= 100)
return (fail + 100)/2;
else
return max(1, (int) (100 * _get_true_fail_rate(fail)));
}
/**
* Convert the given failure rate into a percent, and return it as a string.
*
* @param fail A raw failure rate (not a percent!)
* @return E.g. "79%".
*/
string failure_rate_to_string(int fail)
{
return make_stringf("%d%%", failure_rate_to_int(fail));
}
string spell_failure_rate_string(spell_type spell, bool terse)
{
const bool enkindled = you.duration[DUR_ENKINDLED] && spell_can_be_enkindled(spell);
const string colour = colour_to_str(failure_rate_colour(spell));
if (terse || !you.has_mutation(MUT_MNEMOPHAGE) || !spell_can_be_enkindled(spell))
{
const string failure = failure_rate_to_string(raw_spell_fail(spell));
return make_stringf("<%s>%s</%s>",
colour.c_str(), failure.c_str(), colour.c_str());
}
const int normal_fail = failure_rate_to_int(raw_spell_fail(spell));
const int enkindled_fail = failure_rate_to_int(raw_spell_fail(spell, true));
if (enkindled)
{
return make_stringf("<lightcyan>*</lightcyan><%s>%d%%</%s><lightcyan>*</lightcyan>",
colour.c_str(), enkindled_fail, colour.c_str());
}
else
{
return make_stringf("<%s>%d%%</%s><darkgrey> (%d%%)</darkgrey>",
colour.c_str(), normal_fail, colour.c_str(), enkindled_fail);
}
}
static string _spell_failure_rate_description(spell_type spell)
{
const string failure = failure_rate_to_string(raw_spell_fail(spell));
const char *severity_adj = fail_severity_adjs[fail_severity(spell)];
const string colour = colour_to_str(failure_rate_colour(spell));
const char *col = colour.c_str();
return make_stringf("<%s>%s</%s>; <%s>%s</%s> risk of failure",
col, severity_adj, col, col, failure.c_str(), col);
}
string spell_noise_string(spell_type spell, int chop_wiz_display_width)
{
const int casting_noise = spell_noise(spell);
int effect_noise = spell_effect_noise(spell);
// A typical amount of noise.
if (spell == SPELL_POLAR_VORTEX)
effect_noise = 15;
const int noise = max(casting_noise, effect_noise);
const char* noise_descriptions[] =
{
"Silent", "Almost silent", "Quiet", "A bit loud", "Loud", "Very loud",
"Extremely loud", "Deafening"
};
const int breakpoints[] = { 1, 2, 4, 8, 15, 20, 30 };
COMPILE_CHECK(ARRAYSZ(noise_descriptions) == 1 + ARRAYSZ(breakpoints));
const char* desc = noise_descriptions[breakpoint_rank(noise, breakpoints,
ARRAYSZ(breakpoints))];
#ifdef WIZARD
if (you.wizard)
{
if (chop_wiz_display_width > 0)
{
ostringstream shortdesc;
shortdesc << chop_string(desc, chop_wiz_display_width)
<< "(" << to_string(noise) << ")";
return shortdesc.str();
}
else
return make_stringf("%s (%d)", desc, noise);
}
else
#endif
return desc;
}
int power_to_barcount(int power)
{
if (power == -1)
return -1;
const int breakpoints[] = { 10, 15, 25, 35, 50, 75, 100, 150, 200 };
return breakpoint_rank(power, breakpoints, ARRAYSZ(breakpoints)) + 1;
}
#ifdef WIZARD
static string _wizard_spell_power_numeric_string(spell_type spell)
{
const int cap = spell_power_cap(spell);
if (cap == 0)
return "N/A";
const int power = min(calc_spell_power(spell), cap);
return make_stringf("%d (%d)", power, cap);
}
#endif
// TODO: deduplicate with the same-named function in describe-spells.cc
static dice_def _spell_damage(spell_type spell, int power)
{
if (power < 0)
return dice_def(0,0);
switch (spell)
{
case SPELL_FULMINANT_PRISM:
return prism_damage(prism_hd(power, false), true);
case SPELL_CONJURE_BALL_LIGHTNING:
return ball_lightning_damage(ball_lightning_hd(power, false), false);
case SPELL_IOOD:
return iood_damage(power, INFINITE_DISTANCE, false);
case SPELL_IRRADIATE:
return irradiate_damage(power, false);
case SPELL_SHATTER:
return shatter_damage(power);
case SPELL_SCORCH:
return scorch_damage(power, false);
case SPELL_BATTLESPHERE:
return battlesphere_damage_from_power(power);
case SPELL_FROZEN_RAMPARTS:
return ramparts_damage(power, false);
case SPELL_LRD:
return base_fragmentation_damage(power, false);
case SPELL_ARCJOLT:
return arcjolt_damage(power, false);
case SPELL_POLAR_VORTEX:
return polar_vortex_dice(power, false);
case SPELL_NOXIOUS_BOG:
return toxic_bog_damage();
case SPELL_BOULDER:
return boulder_damage(power, false);
case SPELL_THUNDERBOLT:
return thunderbolt_damage(power, 1);
case SPELL_HELLFIRE_MORTAR:
return hellfire_mortar_damage(power);
case SPELL_FORGE_LIGHTNING_SPIRE:
return lightning_spire_damage(power);
case SPELL_DIAMOND_SAWBLADES:
return diamond_sawblade_damage(power);
case SPELL_FORTRESS_BLAST:
return fortress_blast_damage(you.armour_class_scaled(1), false);
case SPELL_POISONOUS_VAPOURS:
return poisonous_vapours_damage(power, false);
case SPELL_DETONATION_CATALYST:
return detonation_catalyst_damage(power, false);
case SPELL_JINXBITE:
return jinxbite_damage(power,false);
default:
break;
}
const zap_type zap = spell_to_zap(spell);
if (zap == NUM_ZAPS)
return dice_def(0,0);
return zap_damage(zap, power, false, false);
}
string spell_max_damage_string(spell_type spell)
{
switch (spell)
{
case SPELL_MAXWELLS_COUPLING:
case SPELL_FREEZING_CLOUD:
// These have damage strings, but don't scale with power.
return "";
case SPELL_FORTRESS_BLAST:
{
// Fortress Blast's damage scales with AC, not spellpower, and thus
// exceeds the normal spellpower cap.
dice_def dmg = zap_damage(ZAP_FORTRESS_BLAST, 200, false);
return make_stringf("%dd%d", dmg.num, dmg.size);
}
default:
break;
}
// Only show a distinct max damage string if we're not at max power
// already. Otherwise, it's redundant!
const int pow = calc_spell_power(spell);
const int max_pow = spell_power_cap(spell);
if (pow >= max_pow)
return "";
return spell_damage_string(spell, false, max_pow);
}
string spell_damage_string(spell_type spell, bool evoked, int pow, bool terse)
{
if (pow == -1)
pow = evoked ? wand_power(spell) : calc_spell_power(spell);
switch (spell)
{
case SPELL_MAXWELLS_COUPLING:
return Options.char_set == CSET_ASCII ? "death" : "\u221e"; //"∞"
case SPELL_FREEZING_CLOUD:
return desc_cloud_damage(CLOUD_COLD, false);
case SPELL_DISCHARGE:
{
const int max = discharge_max_damage(pow);
return make_stringf("%d-%d/arc", FLAT_DISCHARGE_ARC_DAMAGE, max);
}
case SPELL_AIRSTRIKE:
return describe_player_airstrike_dam(base_airstrike_damage(pow));
case SPELL_PILEDRIVER:
return make_stringf("(3-9)d%d", piledriver_collision_damage(pow, 1, false).size);
case SPELL_GELLS_GAVOTTE:
return make_stringf("2d(%d-%d)", gavotte_impact_damage(pow, 1, false).size,
gavotte_impact_damage(pow, 4, false).size);
case SPELL_FULSOME_FUSILLADE:
return make_stringf("(3-5)d%d", _spell_damage(spell, pow).size);
case SPELL_RIMEBLIGHT:
return describe_rimeblight_damage(pow, terse);
case SPELL_HOARFROST_CANNONADE:
{
dice_def shot_dam = hoarfrost_cannonade_damage(pow, false);
dice_def finale_dam = hoarfrost_cannonade_damage(pow, true);
return make_stringf("%dd%d/%dd%d",
shot_dam.num, shot_dam.size, finale_dam.num, finale_dam.size);
}
case SPELL_RENDING_BLADE:
{
dice_def dmg_mp = rending_blade_damage(pow, true);
dice_def dmg = rending_blade_damage(pow, false);
const int bonus = dmg_mp.size - dmg.size;
if (bonus > 0)
return make_stringf("%dd(%d+%d*)", dmg.num, dmg.size, bonus);
else
return make_stringf("%dd%d", dmg.num, dmg.size);
}
default:
break;
}
const dice_def dam = _spell_damage(spell, pow);
if (dam.num == 0 || dam.size == 0)
return "";
string mult = "";
switch (spell)
{
case SPELL_FOXFIRE:
case SPELL_PLASMA_BEAM:
case SPELL_PERMAFROST_ERUPTION:
mult = "2x";
break;
case SPELL_CONJURE_BALL_LIGHTNING:
mult = "3x";
break;
case SPELL_TREMORSTONE:
mult = make_stringf("%dx", tremorstone_count(pow));
default:
break;
}
const string dam_str = make_stringf("%s%dd%d", mult.c_str(), dam.num,
dam.size);
if (spell == SPELL_ISKENDERUNS_MYSTIC_BLAST)
{
if (terse)
return dam_str + "+";
else
return make_stringf("%s (+%s)",
dam_str.c_str(),
describe_collision_dam(default_collision_damage(pow, false)).c_str());
}
if (spell == SPELL_LRD
|| spell == SPELL_SHATTER
|| spell == SPELL_POLAR_VORTEX)
{
return dam_str + "*"; // many special cases of more/less damage
}
return dam_str;
}
int spell_acc(spell_type spell)
{
const zap_type zap = spell_to_zap(spell);
if (zap == NUM_ZAPS)
return -1;
if (zap_explodes(zap) || zap_is_enchantment(zap))
return -1;
const int power = calc_spell_power(spell);
if (power < 0)
return -1;
const int acc = zap_to_hit(zap, power, false);
if (acc == AUTOMATIC_HIT)
return -1;
return acc;
}
int spell_power_percent(spell_type spell)
{
const int pow = calc_spell_power(spell);
const int max_pow = spell_power_cap(spell);
if (max_pow == 0)
return -1; // should never happen for player spells
return pow * 100 / max_pow;
}
string spell_power_string(spell_type spell)
{
#ifdef WIZARD
if (you.wizard)
return _wizard_spell_power_numeric_string(spell);
#endif
const int percent = spell_power_percent(spell);
if (percent < 0)
return "N/A";
else
return make_stringf("%d%%", percent);
}
/**
* Give a string describing a given spell's range, as cast by the player.
*
* @param spell The spell in question.
* @return See above.
*/
string spell_range_string(spell_type spell)
{
const int range = spell_range(spell, &you, -1, true);
const int maxrange = spell_has_variable_range(spell)
? calc_spell_range(spell, spell_power_cap(spell), true, true)
: -1;
return range_string(range, maxrange, spell == SPELL_HAILSTORM ? 2 : 0);
}
/**
* Give a string describing a given spell's range.
*
* For spells with variable range, will be written in the form of 'X/Y' where X
* is the current range and Y is the maximum range.
*
* For spells with a minimum range (ie: Call Down Lightning), will be written in
* the form of 'X-Y' where X is the minimal effective range.
*
* @param range The current range of the spell.
* @param maxrange The range the spell would have at max power.
* -1 if the spell does not have variable range.
* @param minrange The minimal range at which the spell is castable.
* @return See above.
*/
string range_string(int range, int maxrange, int minrange)
{
if (range <= 0)
return "N/A";
string ret = to_string(range);
if (maxrange > -1)
ret += "/" + to_string(maxrange);
if (minrange > 0)
ret = to_string(minrange) + "-" + ret;
return ret;
}
string spell_schools_string(spell_type spell)
{
string desc;
bool already = false;
for (const auto bit : spschools_type::range())
{
if (spell_typematch(spell, bit))
{
if (already)
desc += "/";
desc += spelltype_long_name(bit);
already = true;
}
}
return desc;
}
void spell_skills(spell_type spell, set<skill_type> &skills)
{
const spschools_type disciplines = get_spell_disciplines(spell);
for (const auto bit : spschools_type::range())
if (disciplines & bit)
skills.insert(spell_type2skill(bit));
}
void do_demonic_magic(int pow, int rank)
{
if (rank < 1)
return;
mpr("Malevolent energies surge around you.");
for (radius_iterator ri(you.pos(), rank, C_SQUARE, LOS_NO_TRANS, true); ri; ++ri)
{
monster *mons = monster_at(*ri);
if (!mons || mons->wont_attack() || !mons_is_threatening(*mons))
continue;
if (mons->check_willpower(&you, pow) <= 0)
mons->paralyse(&you, random_range(2, 5));
}
}
bool channelled_spell_active(spell_type spell)
{
return you.attribute[ATTR_CHANNELLED_SPELL] == spell;
}
void start_channelling_spell(spell_type spell, string reminder_msg, bool do_effect)
{
you.attribute[ATTR_CHANNELLED_SPELL] = spell;
you.attribute[ATTR_CHANNEL_DURATION] = -1;
if (do_effect)
handle_channelled_spell();
else
you.attribute[ATTR_CHANNEL_DURATION] = 0;
if (!reminder_msg.empty())
{
string msg = "(Press <w>%</w> to " + reminder_msg + ".)";
insert_commands(msg, { CMD_WAIT });
mpr(msg);
}
}
void handle_channelled_spell()
{
if (you.attribute[ATTR_CHANNELLED_SPELL] == SPELL_NO_SPELL)
return;
// Skip processing at the end of the turn this is cast (since that already
// happened *as* it was cast and shouldn't happen a second time.)
if (++you.attribute[ATTR_CHANNEL_DURATION] == 1)
return;
const spell_type spell = (spell_type)you.attribute[ATTR_CHANNELLED_SPELL];
// This value is -1 at the moment the spell is started. 0 is 'skipped' as
// the end of the turn it is started. 1+ represents subsequent turns.
const int turn = (you.attribute[ATTR_CHANNEL_DURATION] == 0 ? 1
: you.attribute[ATTR_CHANNEL_DURATION]);
// Don't stop on non-wait for the first turn of a channelled spell, since
// that was the turn we cast it on.
if (turn > 1 && crawl_state.prev_cmd != CMD_WAIT || !can_cast_spells(true))
{
stop_channelling_spells();
return;
}
if ((spell == SPELL_FLAME_WAVE || spell == SPELL_SEARING_RAY)
&& turn > 1 && !enough_mp(1, true))
{
mprf("Without enough magic to sustain it, your %s dissipates.",
spell_title(spell));
stop_channelling_spells(true);
return;
}
switch (you.attribute[ATTR_CHANNELLED_SPELL])
{
case SPELL_MAXWELLS_COUPLING:
handle_maxwells_coupling();
return;
case SPELL_FLAME_WAVE:
handle_flame_wave(turn);
return;
case SPELL_SEARING_RAY:
handle_searing_ray(you, turn);
return;
case SPELL_CLOCKWORK_BEE:
handle_clockwork_bee_spell(turn);
return;
default:
mprf(MSGCH_WARN, "Attempting to channel buggy spell: %s", spell_title(spell));
}
}
void stop_channelling_spells(bool quiet)
{
const spell_type spell = (spell_type)you.attribute[ATTR_CHANNELLED_SPELL];
you.attribute[ATTR_CHANNELLED_SPELL] = 0;
you.attribute[ATTR_CHANNEL_DURATION] = 0;
if (quiet)
return;
switch (spell)
{
case SPELL_FLAME_WAVE:
mpr("You stop channelling waves of flame.");
break;
case SPELL_SEARING_RAY:
mpr("You stop channelling your searing ray.");
break;
case SPELL_MAXWELLS_COUPLING:
mpr("The insufficient charge dissipates harmlessly.");
break;
case SPELL_CLOCKWORK_BEE:
mpr("You stop assembling your clockwork bee.");
break;
default:
break;
}
}
// Prompts the player when casting a spell like Irradiate, while having enough
// contam that it could push them into yellow.
//
// Returns true if we should abort.
bool warn_about_contam_cost(int max_contam)
{
if (!Options.warn_contam_cost || you.magic_contamination >= 1000)
return false;
const int mul = you.has_mutation(MUT_CONTAMINATION_SUSCEPTIBLE) ? 2 : 1;
if (you.magic_contamination + (max_contam * mul) >= 1000)
return !yesno("Casting this now could dangerously contaminate you. Continue?", true, 'n');
return false;
}
|