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
|
/**
* @file
* @brief data handlers for player-available spell list
**/
#include "AppHdr.h"
#include "spl-util.h"
#include <algorithm>
#include <cctype>
#include <climits>
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include "act-iter.h" // monster_near_iterator
#include "areas.h"
#include "art-enum.h"
#include "coordit.h"
#include "directn.h"
#include "env.h"
#include "god-passive.h"
#include "god-abil.h"
#include "item-prop.h"
#include "level-state-type.h"
#include "libutil.h"
#include "macro.h"
#include "message.h"
#include "mon-cast.h"
#include "mon-place.h"
#include "mutation.h"
#include "notes.h"
#include "options.h"
#include "orb.h"
#include "output.h"
#include "prompt.h"
#include "religion.h"
#include "skills.h"
#include "spl-book.h"
#include "spl-clouds.h"
#include "spl-damage.h"
#include "spl-monench.h"
#include "spl-other.h"
#include "spl-summoning.h"
#include "spl-transloc.h"
#include "spl-util.h"
#include "spl-zap.h"
#include "stringutil.h"
#include "target.h"
#include "terrain.h"
#include "rltiles/tiledef-gui.h" // spell tiles
#include "tag-version.h"
#include "tiles-build-specific.h"
#include "transform.h"
struct spell_desc
{
spell_type id;
const char *title;
spschools_type disciplines;
spell_flags flags; // bitfield
unsigned int level;
// Spellpower cap for players. Usually in the range 0..200 (0 means uncapped).
int power_cap;
// At power 0, you get min_range. At power power_cap, you get max_range.
int min_range;
int max_range;
// Some spells have a noise at their place of effect, in addition
// to their casting noise.
// For zap-based spells, effect_noise is used automatically (if it exists)
// on hit. For all other spells, it needs to be called manually.
int effect_noise;
/// Icon for the spell in e.g. spellbooks, casting menus, etc.
tileidx_t tile;
};
// TODO: apply https://isocpp.org/wiki/faq/ctors#construct-on-first-use-v2
// to spelldata
#include "spl-data.h"
// spell_list is a static vector mapping spell_type enum values into positions
// in spelldata. It is not initialized until game startup, so can't be relied
// on in static constructors. (E.g., all spells register as invalid until
// `init_spell_descs` has been run.)
static vector<int> &_get_spell_list()
{
// https://isocpp.org/wiki/faq/ctors#construct-on-first-use-v2
static vector<int> spell_list(NUM_SPELLS, -1);
return spell_list;
}
#define SPELLDATASIZE ARRAYSZ(spelldata)
static const struct spell_desc *_seekspell(spell_type spellid);
//
// BEGIN PUBLIC FUNCTIONS
//
// All this does is merely refresh the internal spell list {dlb}:
void init_spell_descs()
{
vector<int> &spell_list = _get_spell_list();
for (unsigned int i = 0; i < SPELLDATASIZE; i++)
{
const spell_desc &data = spelldata[i];
ASSERTM(data.id >= SPELL_NO_SPELL && data.id < NUM_SPELLS,
"spell #%d has invalid id %d", i, data.id);
ASSERTM(data.title != nullptr && *data.title,
"spell #%d, id %d has no name", i, data.id);
ASSERTM(data.level >= 1 && data.level <= 9,
"spell '%s' has invalid level %d", data.title, data.level);
ASSERTM(data.min_range <= data.max_range,
"spell '%s' has min_range larger than max_range", data.title);
ASSERTM(!(data.flags & spflag::targeting_mask)
|| (data.min_range >= 0 && data.max_range > 0),
"targeted/directed spell '%s' has invalid range", data.title);
if (!spell_removed(data.id)
&& data.id != SPELL_NO_SPELL
&& data.id != SPELL_DEBUGGING_RAY)
{
ASSERTM(!(data.flags & spflag::monster && is_player_spell(data.id)),
"spell '%s' is declared as a monster spell but is a player spell", data.title);
ASSERTM(!(!(data.flags & spflag::monster) && !is_player_spell(data.id)),
"spell '%s' is not declared as a monster spell but is not a player spell", data.title);
}
spell_list[data.id] = i;
}
}
typedef map<string, spell_type> spell_name_map;
static spell_name_map &_get_spell_name_cache()
{
static spell_name_map spell_name_cache;
return spell_name_cache;
}
void init_spell_name_cache()
{
spell_name_map &cache = _get_spell_name_cache();
for (int i = 0; i < NUM_SPELLS; i++)
{
spell_type type = static_cast<spell_type>(i);
if (!is_valid_spell(type))
continue;
const char *sptitle = spell_title(type);
ASSERT(sptitle);
const string spell_name = lowercase_string(sptitle);
cache[spell_name] = type;
}
}
bool spell_data_initialized()
{
return _get_spell_name_cache().size() > 0;
}
bool spell_is_monster_only(spell_type s)
{
return testbits(get_spell_flags(s), spflag::monster);
}
spell_type spell_by_name(string name, bool partial_match)
{
if (name.empty())
return SPELL_NO_SPELL;
lowercase(name);
if (!partial_match)
return lookup(_get_spell_name_cache(), name, SPELL_NO_SPELL);
// First try castable spells.
spell_type sp = find_earliest_match(
name, SPELL_NO_SPELL, NUM_SPELLS,
[](spell_type s)
{
return is_valid_spell(s)
&& !spell_removed(s)
&& !spell_is_monster_only(s);
},
spell_title);
if (sp == NUM_SPELLS)
{
// Fall back to include remove spells.
sp = find_earliest_match(name, SPELL_NO_SPELL, NUM_SPELLS,
is_valid_spell, spell_title);
}
return sp == NUM_SPELLS ? SPELL_NO_SPELL : sp;
}
spschool school_by_name(string name)
{
spschool short_match, long_match;
int short_matches, long_matches;
short_match = long_match = spschool::none;
short_matches = long_matches = 0;
lowercase(name);
for (int i = 0; i <= (int)spschool::random; i++)
{
const auto type = spschools_type::exponent(i);
string short_name = spelltype_short_name(type);
string long_name = spelltype_long_name(type);
lowercase(short_name);
lowercase(long_name);
if (name == short_name)
return type;
if (name == long_name)
return type;
if (short_name.find(name) != string::npos)
{
short_match = type;
short_matches++;
}
if (long_name.find(name) != string::npos)
{
long_match = type;
long_matches++;
}
}
if (short_matches != 1 && long_matches != 1)
return spschool::none;
if (short_matches == 1 && long_matches != 1)
return short_match;
if (short_matches != 1 && long_matches == 1)
return long_match;
if (short_match == long_match)
return short_match;
return spschool::none;
}
int get_spell_slot_by_letter(char letter)
{
ASSERT(isaalpha(letter));
const int index = letter_to_index(letter);
if (you.spell_letter_table[ index ] == -1)
return -1;
return you.spell_letter_table[index];
}
static int _get_spell_slot(spell_type spell)
{
// you.spells is a FixedVector of spells in some arbitrary order. It
// doesn't correspond to letters.
auto i = find(begin(you.spells), end(you.spells), spell);
return i == end(you.spells) ? -1 : i - begin(you.spells);
}
static int _get_spell_letter_from_slot(int slot)
{
// you.spell_letter_table is a FixedVector that is basically a mapping
// from alpha char indices to spell slots (e.g. indices in you.spells).
auto letter = find(begin(you.spell_letter_table), end(you.spell_letter_table), slot);
return letter == end(you.spell_letter_table) ? -1 : letter - begin(you.spell_letter_table);
}
int get_spell_letter(spell_type spell)
{
int i = _get_spell_letter_from_slot(_get_spell_slot(spell));
return (i == -1) ? -1 : index_to_letter(i);
}
spell_type get_spell_by_letter(char letter)
{
ASSERT(isaalpha(letter));
const int slot = get_spell_slot_by_letter(letter);
return (slot == -1) ? SPELL_NO_SPELL : you.spells[slot];
}
bool add_spell_to_memory(spell_type spell)
{
if (vehumet_is_offering(spell))
library_add_spells({ spell });
int slot_i;
int letter_j = -1;
string sname = spell_title(spell);
lowercase(sname);
// first we find a slot in our head:
for (slot_i = 0; slot_i < MAX_KNOWN_SPELLS; slot_i++)
{
if (you.spells[slot_i] == SPELL_NO_SPELL)
break;
}
you.spells[slot_i] = spell;
// now we find an available label:
// first check to see whether we've chosen an automatic label:
bool overwrite = false;
for (const auto &entry : Options.auto_spell_letters)
{
// `matches` has a validity check
if (!entry.first.matches(sname))
continue;
for (char ch : entry.second)
{
if (ch == '+')
overwrite = true;
else if (ch == '-')
overwrite = false;
else if (isaalpha(ch))
{
const int new_letter = letter_to_index(ch);
const int existing_slot = you.spell_letter_table[new_letter];
if (existing_slot == -1)
{
letter_j = new_letter;
break;
}
else if (overwrite)
{
const string ename = lowercase_string(
spell_title(get_spell_by_letter(ch)));
// Don't overwrite a spell matched by the same rule.
if (!entry.first.matches(ename))
{
letter_j = new_letter;
break;
}
}
// Otherwise continue on to the next letter in this rule.
}
}
if (letter_j != -1)
break;
}
// If we didn't find a label above, choose the first available one.
if (letter_j == -1)
for (letter_j = 0; letter_j < 52; letter_j++)
{
if (you.spell_letter_table[letter_j] == -1)
break;
}
if (you.num_turns)
mprf("Spell assigned to '%c'.", index_to_letter(letter_j));
// A hint, for those who may not be aware.
if (spell == SPELL_SPELLSPARK_SERVITOR)
{
mprf(MSGCH_TUTORIAL,
"(You may use Imbue Servitor from the <w>%s</w>bility menu to change "
"which spell your servitor casts.)",
command_to_string(CMD_USE_ABILITY).c_str());
}
else if (spell == SPELL_PLATINUM_PARAGON)
{
mprf(MSGCH_TUTORIAL,
"(You may use Imprint Weapon from the <w>%s</w>bility menu to change "
"which weapon your Paragon wields.)",
command_to_string(CMD_USE_ABILITY).c_str());
}
// Give a free charge upon learning this spell for the first time, so the
// player can actually use it immediately.
else if (spell == SPELL_GRAVE_CLAW)
gain_grave_claw_soul(true);
// Swapping with an existing spell.
if (you.spell_letter_table[letter_j] != -1)
{
// Find a spot for the spell being moved. Assumes there will be one.
for (int free_letter = 0; free_letter < 52; free_letter++)
if (you.spell_letter_table[free_letter] == -1)
{
you.spell_letter_table[free_letter] = you.spell_letter_table[letter_j];
break;
}
}
you.spell_letter_table[letter_j] = slot_i;
you.spell_no++;
take_note(Note(NOTE_LEARN_SPELL, spell));
spell_skills(spell, you.skills_to_show);
#ifdef USE_TILE_LOCAL
tiles.layout_statcol();
redraw_screen();
update_screen();
#endif
return true;
}
bool del_spell_from_memory_by_slot(int slot)
{
ASSERT_RANGE(slot, 0, MAX_KNOWN_SPELLS);
if (you.last_cast_spell == you.spells[slot])
you.last_cast_spell = SPELL_NO_SPELL;
spell_skills(you.spells[slot], you.skills_to_hide);
mprf("Your memory of %s unravels.", spell_title(you.spells[slot]));
you.spells[slot] = SPELL_NO_SPELL;
for (int j = 0; j < 52; j++)
if (you.spell_letter_table[j] == slot)
you.spell_letter_table[j] = -1;
you.spell_no--;
#ifdef USE_TILE_LOCAL
tiles.layout_statcol();
redraw_screen();
update_screen();
#endif
return true;
}
bool del_spell_from_memory(spell_type spell)
{
int i = _get_spell_slot(spell);
if (i == -1)
return false;
else
return del_spell_from_memory_by_slot(i);
}
// Checks if the spell is an explosion that can be placed anywhere even without
// an unobstructed beam path, such as fire storm.
bool spell_is_direct_explosion(spell_type spell)
{
return spell == SPELL_FIRE_STORM || spell == SPELL_CALL_DOWN_DAMNATION
|| spell == SPELL_GHOSTLY_SACRIFICE || spell == SPELL_UPHEAVAL
|| spell == SPELL_ERUPTION;
}
bool spell_harms_target(spell_type spell)
{
const spell_flags flags = _seekspell(spell)->flags;
if (flags & (spflag::helpful | spflag::aim_at_space))
return false;
if (flags & spflag::targeting_mask)
return true;
// n.b. this excludes various untargeted attack spells like hailstorm, MCC
return false;
}
/**
* Does the spell cause damage directly on a successful, non-resisted, cast?
* This is much narrower than "harm", and excludes e.g. hexes that harm in a
* broader sense.
*/
bool spell_is_direct_attack(spell_type spell)
{
if (spell_harms_target(spell))
{
// spell school exceptions
if (spell == SPELL_VIOLENT_UNRAVELLING // hex
|| spell == SPELL_FORCE_LANCE // transloc
|| spell == SPELL_BLINKBOLT
|| spell == SPELL_BANISHMENT)
{
return true;
}
// spell schools that generally "harm" but not damage
if (get_spell_disciplines(spell) & (spschool::hexes | spschool::translocation | spschool::summoning))
return false;
// harms target exceptions outside of those schools
if (spell == SPELL_PETRIFY
|| spell == SPELL_STICKY_FLAME // maybe ok?
|| spell == SPELL_FREEZING_CLOUD // some targeted cloud spells that do indirect damage via the clouds
|| spell == SPELL_MEPHITIC_CLOUD
|| spell == SPELL_POISONOUS_CLOUD)
{
return false;
}
return true;
}
// The area harm check has too many false positives to bother with here
if (spell == SPELL_ISKENDERUNS_MYSTIC_BLAST
|| spell == SPELL_OZOCUBUS_REFRIGERATION
|| spell == SPELL_SYMBOL_OF_TORMENT
|| spell == SPELL_SHATTER
|| spell == SPELL_DISCHARGE
|| spell == SPELL_ARCJOLT
|| spell == SPELL_PLASMA_BEAM
|| spell == SPELL_CHAIN_LIGHTNING
|| spell == SPELL_DRAIN_LIFE
|| spell == SPELL_CHAIN_OF_CHAOS
|| spell == SPELL_IRRADIATE
|| spell == SPELL_IGNITION
|| spell == SPELL_STARBURST
|| spell == SPELL_HAILSTORM
|| spell == SPELL_PERMAFROST_ERUPTION
|| spell == SPELL_MANIFOLD_ASSAULT
|| spell == SPELL_MAXWELLS_COUPLING) // n.b. not an area spell
{
return true;
}
return false;
}
// How much MP does it cost for the player to cast this spell?
//
// @param real_spell True iff the player is casting the spell normally,
// not via an evocable or other odd source.
int spell_mana(spell_type which_spell, bool real_spell)
{
const int level = _seekspell(which_spell)->level;
if (real_spell)
{
if (you.duration[DUR_ENKINDLED] && spell_can_be_enkindled(which_spell))
return 0;
int cost = level;
if (you.wearing_ego(OBJ_GIZMOS, SPGIZMO_SPELLMOTOR))
cost = max(1, cost - you.rev_tier());
if (you.has_mutation(MUT_EFFICIENT_MAGIC))
cost = max(1, cost - you.get_mutation_level(MUT_EFFICIENT_MAGIC));
if (you.duration[DUR_BRILLIANCE] || you.unrand_equipped(UNRAND_FOLLY))
cost = cost/2 + cost%2; // round up
return cost;
}
return level;
}
// applied in naughties (more difficult = higher level knowledge = worse)
// and triggers for Sif acting (same reasoning as above, just good) {dlb}
int spell_difficulty(spell_type which_spell)
{
return _seekspell(which_spell)->level;
}
int spell_levels_required(spell_type which_spell)
{
return spell_difficulty(which_spell);
}
spell_flags get_spell_flags(spell_type which_spell)
{
return _seekspell(which_spell)->flags;
}
const char *get_spell_target_prompt(spell_type which_spell)
{
switch (which_spell)
{
case SPELL_APPORTATION:
return "Apport";
case SPELL_SMITING:
return "Smite";
case SPELL_LRD:
return "Fragment what (e.g. wall or brittle monster)?";
default:
return nullptr;
}
}
/// What's the icon for the given spell?
tileidx_t get_spell_tile(spell_type which_spell)
{
return _seekspell(which_spell)->tile;
}
bool spell_typematch(spell_type which_spell, spschool which_disc)
{
return bool(get_spell_disciplines(which_spell) & which_disc);
}
//jmf: next two for simple bit handling
spschools_type get_spell_disciplines(spell_type spell)
{
return _seekspell(spell)->disciplines;
}
int count_bits(uint64_t bits)
{
uint64_t n;
int c = 0;
for (n = 1; n; n <<= 1)
if (n & bits)
c++;
return c;
}
const char *spell_title(spell_type spell)
{
return _seekspell(spell)->title;
}
// FUNCTION APPLICATORS: Idea from Juho Snellman <jsnell@lyseo.edu.ouka.fi>
// on the Roguelike News pages, Development section.
// <URL:http://www.skoardy.demon.co.uk/rlnews/>
// Here are some function applicators: sort of like brain-dead,
// home-grown iterators for the container "dungeon".
// Apply a function-pointer to all visible squares
// Returns summation of return values from passed in function.
int apply_area_visible(cell_func cf, const coord_def &where)
{
int rv = 0;
for (radius_iterator ri(where, LOS_NO_TRANS); ri; ++ri)
rv += cf(*ri);
return rv;
}
// Applies the effect to all nine squares around/including the target.
// Returns summation of return values from passed in function.
static int _apply_area_square(cell_func cf, const coord_def& where)
{
int rv = 0;
for (adjacent_iterator ai(where, false); ai; ++ai)
rv += cf(*ai);
return rv;
}
// Applies the effect to the eight squares beside the target.
// Returns summation of return values from passed in function.
static int _apply_area_around_square(cell_func cf, const coord_def& where)
{
int rv = 0;
for (adjacent_iterator ai(where, true); ai; ++ai)
rv += cf(*ai);
return rv;
}
// Affect up to max_targs monsters around a point, chosen randomly.
// Return varies with the function called; return values will be added up.
int apply_random_around_square(cell_func cf, const coord_def& where,
bool exclude_center, int max_targs)
{
int rv = 0;
if (max_targs <= 0)
return 0;
if (max_targs >= 9 && !exclude_center)
return _apply_area_square(cf, where);
if (max_targs >= 8 && exclude_center)
return _apply_area_around_square(cf, where);
coord_def targs[8];
int count = 0;
for (adjacent_iterator ai(where, exclude_center); ai; ++ai)
{
if (monster_at(*ai) == nullptr && *ai != you.pos())
continue;
// Found target
count++;
// Slight difference here over the basic algorithm...
//
// For cases where the number of choices <= max_targs it's
// obvious (all available choices will be selected).
//
// For choices > max_targs, here's a brief proof:
//
// Let m = max_targs, k = choices - max_targs, k > 0.
//
// Proof, by induction (over k):
//
// 1) Show n = m + 1 (k = 1) gives uniform distribution,
// P(new one not chosen) = 1 / (m + 1).
// m 1 1
// P(specific previous one replaced) = --- * --- = ---
// m+1 m m+1
//
// So the probablity is uniform (ie. any element has
// a 1/(m+1) chance of being in the unchosen slot).
//
// 2) Assume the distribution is uniform at n = m+k.
// (ie. the probablity that any of the found elements
// was chosen = m / (m+k) (the slots are symmetric,
// so it's the sum of the probabilities of being in
// any of them)).
//
// 3) Show n = m + k + 1 gives a uniform distribution.
// P(new one chosen) = m / (m + k + 1)
// P(any specific previous choice remaining chosen)
// = [1 - P(swapped into m+k+1 position)] * P(prev. chosen)
// m 1 m
// = [ 1 - ----- * --- ] * ---
// m+k+1 m m+k
//
// m+k m m
// = ----- * --- = -----
// m+k+1 m+k m+k+1
//
// Therefore, it's uniform for n = m + k + 1. QED
//
// The important thing to note in calculating the last
// probability is that the chosen elements have already
// passed tests which verify that they *don't* belong
// in slots m+1...m+k, so the only positions an already
// chosen element can end up in are its original
// position (in one of the chosen slots), or in the
// new slot.
//
// The new item can, of course, be placed in any slot,
// swapping the value there into the new slot... we
// just don't care about the non-chosen slots enough
// to store them, so it might look like the item
// automatically takes the new slot when not chosen
// (although, by symmetry all the non-chosen slots are
// the same... and similarly, by symmetry, all chosen
// slots are the same).
//
// Yes, that's a long comment for a short piece of
// code, but I want people to have an understanding
// of why this works (or at least make them wary about
// changing it without proof and breaking this code). -- bwr
// Accept the first max_targs choices, then when
// new choices come up, replace one of the choices
// at random, max_targs/count of the time (the rest
// of the time it replaces an element in an unchosen
// slot -- but we don't care about them).
if (count <= max_targs)
targs[count - 1] = *ai;
else if (x_chance_in_y(max_targs, count))
{
const int pick = random2(max_targs);
targs[ pick ] = *ai;
}
}
const int targs_found = min(count, max_targs);
if (targs_found)
{
// Used to divide the power up among the targets here, but
// it's probably better to allow the full power through and
// balance the called function. -- bwr
for (int i = 0; i < targs_found; i++)
{
ASSERT(!targs[i].origin());
rv += cf(targs[i]);
}
}
return rv;
}
/*
* Place clouds over an area with a function.
*
* @param func A function called to place each cloud.
* @param where The starting location of the cloud. A targeter_cloud
* with aim set to this location is used to determine the
* affected locations.
* @param pow The spellpower of the spell placing the clouds, which
* determines how long the cloud will last.
* @param number How many clouds to place in total. Only this number will
* be placed regardless
* @param ctype The type of cloud to place.
* @param agent Any agent that may have caused the cloud. If this is the
* player, god conducts are applied.
* @param spread_rate How quickly the cloud spreads.
* @param excl_rad How large of an exclusion radius to make around the
* cloud.
*/
void apply_area_cloud(cloud_func func, const coord_def& where,
int pow, int number, cloud_type ctype,
const actor *agent, int spread_rate, int excl_rad)
{
if (number <= 0)
return;
targeter_cloud place(agent, ctype, GDM, number, number);
if (!place.set_aim(where))
return;
unsigned int dist = 0;
while (number > 0)
{
while (place.queue[dist].empty())
if (++dist >= place.queue.size())
return;
vector<coord_def> &q = place.queue[dist];
int el = random2(q.size());
coord_def c = q[el];
q[el] = q[q.size() - 1];
q.pop_back();
if (place.seen[c] <= 0 || cell_is_solid(c))
continue;
func(c, pow, spread_rate, ctype, agent, excl_rad);
number--;
}
}
/**
* Select a spell target and fill dist and pbolt appropriately.
*
* @param[out] spelld the output of the direction() call.
* @param[in, out] pbolt a beam; its range is used if none is set in args, and
* its source and target are set if the direction() call
* succeeds.
* @param[in] args The arguments for the direction() call. May be null,
* which case a default is used.
* @return false if the user cancelled, true otherwise.
*/
bool spell_direction(dist &spelld, bolt &pbolt, direction_chooser_args *args)
{
direction_chooser_args newargs;
// This should be before the overwrite, so callers can specify a different
// mode if they want.
newargs.mode = TARG_HOSTILE;
if (args)
newargs = *args;
if (newargs.range < 1)
newargs.range = (pbolt.range < 1) ? you.current_vision : pbolt.range;
direction(spelld, newargs);
if (!spelld.isValid)
{
// Check for user cancel in interactive direction choosing.
if (spelld.isCancel && spelld.interactive && !spelld.fire_context)
canned_msg(MSG_OK);
return false;
}
pbolt.set_target(spelld);
pbolt.source = you.pos();
return true;
}
const char* spelltype_short_name(spschool which_spelltype)
{
switch (which_spelltype)
{
case spschool::conjuration:
return "Conj";
case spschool::hexes:
return "Hex";
case spschool::fire:
return "Fire";
case spschool::ice:
return "Ice";
case spschool::necromancy:
return "Necr";
case spschool::summoning:
return "Summ";
case spschool::forgecraft:
return "Frge";
case spschool::translocation:
return "Tloc";
case spschool::alchemy:
return "Alch";
case spschool::earth:
return "Erth";
case spschool::air:
return "Air";
case spschool::random:
return "Rndm";
default:
return "Bug";
}
}
const char* spelltype_long_name(spschool which_spelltype)
{
switch (which_spelltype)
{
case spschool::conjuration:
return "Conjuration";
case spschool::hexes:
return "Hexes";
case spschool::fire:
return "Fire";
case spschool::ice:
return "Ice";
case spschool::necromancy:
return "Necromancy";
case spschool::summoning:
return "Summoning";
case spschool::forgecraft:
return "Forgecraft";
case spschool::translocation:
return "Translocation";
case spschool::alchemy:
return "Alchemy";
case spschool::earth:
return "Earth";
case spschool::air:
return "Air";
case spschool::random:
return "Random";
default:
return "Bug";
}
}
skill_type spell_type2skill(spschool spelltype)
{
switch (spelltype)
{
case spschool::conjuration: return SK_CONJURATIONS;
case spschool::hexes: return SK_HEXES;
case spschool::fire: return SK_FIRE_MAGIC;
case spschool::ice: return SK_ICE_MAGIC;
case spschool::necromancy: return SK_NECROMANCY;
case spschool::forgecraft: return SK_FORGECRAFT;
case spschool::summoning: return SK_SUMMONINGS;
case spschool::translocation: return SK_TRANSLOCATIONS;
case spschool::alchemy: return SK_ALCHEMY;
case spschool::earth: return SK_EARTH_MAGIC;
case spschool::air: return SK_AIR_MAGIC;
default:
dprf("spell_type2skill: called with unmapped spell school %u"
" (name '%s')", static_cast<unsigned int>(spelltype),
spelltype_long_name(spelltype));
return SK_NONE;
}
}
spschool skill2spell_type(skill_type spell_skill)
{
switch (spell_skill)
{
case SK_CONJURATIONS: return spschool::conjuration;
case SK_HEXES: return spschool::hexes;
case SK_FIRE_MAGIC: return spschool::fire;
case SK_ICE_MAGIC: return spschool::ice;
case SK_NECROMANCY: return spschool::necromancy;
case SK_SUMMONINGS: return spschool::summoning;
case SK_FORGECRAFT: return spschool::forgecraft;
case SK_TRANSLOCATIONS: return spschool::translocation;
case SK_ALCHEMY: return spschool::alchemy;
case SK_EARTH_MAGIC: return spschool::earth;
case SK_AIR_MAGIC: return spschool::air;
default:
return spschool::none;
}
}
/*
**************************************************
* *
* END PUBLIC FUNCTIONS *
* *
**************************************************
*/
//jmf: Simplified; moved init code to top function, init_spell_descs().
static const spell_desc *_seekspell(spell_type spell)
{
ASSERT_RANGE(spell, 0, NUM_SPELLS);
const int index = _get_spell_list()[spell];
ASSERT(index != -1);
return &spelldata[index];
}
bool is_valid_spell(spell_type spell)
{
return spell > SPELL_NO_SPELL && spell < NUM_SPELLS
&& _get_spell_list()[spell] != -1;
}
int spell_power_cap(spell_type spell)
{
return _seekspell(spell)->power_cap;
}
/**
* Return the range of a given spell, possibly as cast by a specific actor at a
* specific power.
*
* @param spell The spell being queried.
* @param caster The caster of the spell (is nullptr by default, which will
* ignore any potential Vehumet range bonuses)
* @param pow The power the spell is being cast at. (is -1 by default,
* which will use the default spellpower of the caster, if one
* has been specified, and 0 otherwise.)
* @param ignore_los_reductions Whether to calculate range as if the player had no
* active temporary reductions to their LoS (ie: from
* scarf of shadows or Primordial Nightfall).
*/
int spell_range(spell_type spell, const actor* caster, int pow,
bool ignore_los_reductions)
{
// Only bother to calculate unspecified power if the spell has variable
// range. (Since almost no spells do, this will usually be irrelevant.)
if (spell_has_variable_range(spell) && pow == -1)
{
if (!caster)
pow = 0;
else if (caster->is_monster())
pow = mons_spellpower(*caster->as_monster(), spell);
else
pow = calc_spell_power(spell);
}
const bool check_veh_bonus = caster && (caster->is_player()
|| (caster->type == MONS_SPELLSPARK_SERVITOR
&& caster->as_monster()->summoner == MID_PLAYER));
return calc_spell_range(spell, pow, check_veh_bonus, ignore_los_reductions);
}
// 'Raw' internal spellpower calculation. In most cases, it should be more
// convenient to use spell_range() so that the caller doesn't need to determine
// Vehumet range bonus applicability themselves.
int calc_spell_range(spell_type spell, int pow,
bool allow_veh_bonus, bool ignore_los_reductions)
{
int minrange = _seekspell(spell)->min_range;
int maxrange = _seekspell(spell)->max_range;
const int range_cap = ignore_los_reductions ? you.normal_vision
: you.current_vision;
ASSERT(maxrange >= minrange);
// spells with no range have maxrange == minrange == -1
if (maxrange < 0)
return maxrange;
if (allow_veh_bonus
&& vehumet_supports_spell(spell)
&& have_passive(passive_t::spells_range)
&& maxrange > 1
&& spell != SPELL_THUNDERBOLT) // lightning rod only
{
maxrange++;
minrange++;
}
if (minrange == maxrange)
return min(minrange, range_cap);
const int powercap = spell_power_cap(spell);
if (powercap <= pow)
return min(maxrange, range_cap);
// Round appropriately.
return min(range_cap,
(pow * (maxrange - minrange) + powercap / 2) / powercap + minrange);
}
/**
* Spell casting noise.
*
* @param spell The spell being casted.
* @return The amount of noise generated on cast.
*/
int spell_noise(spell_type spell)
{
const spell_flags flags = get_spell_flags(spell);
if (testbits(flags, spflag::silent))
return 0;
return spell_difficulty(spell);
}
/**
* Miscellaneous spell casting noise.
*
* This returns the usual spell noise for the effects of this spell.
* Used for various noisy() calls, as well as the I screen; see effect_noise
* comment above for more information.
* @param spell The spell being casted.
* @return The amount of noise generated by the effects of the spell.
*/
int spell_effect_noise(spell_type spell)
{
const int noise = _seekspell(spell)->effect_noise;
int expl_size;
switch (spell)
{
case SPELL_MEPHITIC_CLOUD:
case SPELL_FIREBALL:
case SPELL_VIOLENT_UNRAVELLING:
case SPELL_IGNITION:
expl_size = 1;
break;
case SPELL_LRD: // Can reach 3 only with crystal walls, which are rare
case SPELL_FULMINANT_PRISM: // Players usually want the full size explosion
case SPELL_TREMORSTONE:
expl_size = 2;
break;
// worst case scenario for these
case SPELL_FIRE_STORM:
case SPELL_CONJURE_BALL_LIGHTNING:
expl_size = 3;
break;
default:
expl_size = 0;
}
if (expl_size)
return explosion_noise(expl_size);
return noise;
}
/**
* Casting-specific checks that are involved when casting any spell. Includes
* MP (which does use the spell level if provided), confusion state, banned
* schools.
*
* @param spell The spell in question.
* @param temp Include checks for volatile or temporary states
* (status effects, mana)
* @return Whether casting is useless
*/
bool casting_is_useless(spell_type spell, bool temp)
{
return !casting_uselessness_reason(spell, temp).empty();
}
/**
* Casting-specific checks that are involved when casting any spell or larger
* groups of spells (e.g. entire schools). Includes MP (which does use the
* spell level if provided), confusion state, banned schools.
*
* @param spell The spell in question.
* @param temp Include checks for volatile or temporary states
* (status effects, mana)
# @return A reason why casting is useless, or "" if it isn't.
*/
string casting_uselessness_reason(spell_type spell, bool temp)
{
if (temp)
{
if (you.duration[DUR_CONF] > 0)
return "you're too confused to cast spells.";
if (spell_difficulty(spell) > you.experience_level)
return "you aren't experienced enough to cast this spell.";
if (you.has_mutation(MUT_HP_CASTING))
{
// TODO: deduplicate with enough_hp()
if (you.duration[DUR_DEATHS_DOOR])
return "you cannot pay life while functionally dead.";
if (!enough_hp(spell_mana(spell), true, false))
return "you don't have enough health to cast this spell.";
}
else if (!enough_mp(spell_mana(spell), true, false))
return "you don't have enough magic to cast this spell.";
if (spell == SPELL_SUBLIMATION_OF_BLOOD
&& you.magic_points == you.max_magic_points)
{
if (you.has_mutation(MUT_HP_CASTING))
return "your magic and health are inextricable.";
return "your reserves of magic are already full.";
}
if (you.form == transformation::walking_scroll && spell_difficulty(spell) > 4)
return "you cannot cast such powerful magic in your current form.";
}
// Check for banned schools (Currently just Ru sacrifices)
if (cannot_use_schools(get_spell_disciplines(spell)))
return "you cannot use spells of this school.";
// TODO: these checks were in separate places, but is this already covered
// by cannot_use_schools?
if (get_spell_disciplines(spell) & spschool::summoning
&& you.allies_forbidden())
{
return "you cannot coerce anything to answer your summons.";
}
// other ally spells not affected by the school checks
switch (spell)
{
case SPELL_ANIMATE_DEAD:
case SPELL_DEATH_CHANNEL:
case SPELL_SIMULACRUM:
case SPELL_INFESTATION:
case SPELL_TUKIMAS_DANCE:
case SPELL_HOARFROST_CANNONADE:
case SPELL_SOUL_SPLINTER:
case SPELL_CLOCKWORK_BEE:
case SPELL_PLATINUM_PARAGON:
case SPELL_WALKING_ALEMBIC:
case SPELL_MONARCH_BOMB:
case SPELL_PHALANX_BEETLE:
case SPELL_SPELLSPARK_SERVITOR:
case SPELL_FORGE_BLAZEHEART_GOLEM:
case SPELL_FORGE_LIGHTNING_SPIRE:
case SPELL_AWAKEN_ARMOUR:
if (you.allies_forbidden())
return "you cannot coerce anything to obey you.";
break;
default:
break;
}
return "";
}
/**
* This function attempts to determine if a given spell is useless to the
* player.
*
* @param spell The spell in question.
* @param temp Include checks for volatile or temporary states
* (status effects, mana, gods, items, etc.)
* @param prevent Whether to only check for effects which prevent casting,
* rather than just ones that make it unproductive.
* @param skip_casting_checks true if the spell is evoked or from an innate or
* divine ability, or if casting checks are carried out
* already.
* false if it is a spell being cast normally.
* @return Whether the given spell has no chance of being useful.
*/
bool spell_is_useless(spell_type spell, bool temp, bool prevent,
bool skip_casting_checks)
{
return !spell_uselessness_reason(spell, temp, prevent, skip_casting_checks).empty();
}
/**
* This function gives the reason that a spell is currently useless to the
* player, if it is.
*
* @param spell The spell in question.
* @param temp Include checks for volatile or temporary states
* (status effects, mana, gods, items, etc.)
* @param prevent Whether to only check for effects which prevent casting,
* rather than just ones that make it unproductive.
* @param skip_casting_checks true if the spell is evoked or from an innate or
* divine ability, or if casting checks are carried out
* already.
* false if it is a spell being cast normally.
* @return The reason a spell is useless to the player, if it is;
* "" otherwise. The string should be a full clause, but
* begin with a lowercase letter so callers can put it in
* the middle of a sentence.
*/
string spell_uselessness_reason(spell_type spell, bool temp, bool prevent,
bool skip_casting_checks)
{
// prevent all of this logic during excursions / levelgen. This function
// does get called during character creation, so allow it to run for !temp.
if (temp && (!in_bounds(you.pos()) || !you.on_current_level))
return "you can't cast spells right now.";
if (!skip_casting_checks)
{
string c_check = casting_uselessness_reason(spell, temp);
if (!c_check.empty())
return c_check;
}
if (!prevent && temp && spell_no_hostile_in_range(spell))
return "you can't see any hostile targets that would be affected.";
switch (spell)
{
case SPELL_BLINK:
// XXX: this is a little redundant with you_no_tele_reason()
// but trying to sort out temp and so on is a mess
if (you.stasis())
return "your stasis prevents you from teleporting.";
// Distinct from no_tele - can still be forcibly blinked.
if (temp && you.duration[DUR_BLINK_COOLDOWN])
return "you are still too unstable to blink.";
if (temp && you.no_tele(true))
return lowercase_first(you.no_tele_reason(true));
break;
case SPELL_SWIFTNESS:
if (you.stasis())
return "your stasis precludes magical swiftness.";
if (temp)
{
if (you.duration[DUR_SWIFTNESS])
return "this spell is already in effect.";
if (player_movement_speed(false) <= FASTEST_PLAYER_MOVE_SPEED)
return "you're already travelling as fast as you can.";
if (you.cannot_move())
return "you can't move.";
}
break;
case SPELL_DIMENSIONAL_BULLSEYE:
if (you.has_mutation(MUT_NO_GRASPING))
return "this spell is useless without hands.";
break;
case SPELL_LEDAS_LIQUEFACTION:
if (temp && you.duration[DUR_LIQUEFYING])
return "you need to wait for the ground to become solid again.";
break;
case SPELL_BORGNJORS_REVIVIFICATION:
if (temp && you.hp == you.hp_max)
return "you cannot be healed further.";
if (temp && you.hp_max < 21)
return "you lack the resilience to cast this spell.";
// Prohibited to all undead.
if (you.undead_state(temp))
return "you're too dead.";
break;
case SPELL_DEATHS_DOOR:
if (temp && you.duration[DUR_DEATHS_DOOR])
return "you are already standing in death's doorway.";
if (temp && you.duration[DUR_DEATHS_DOOR_COOLDOWN])
return "you are still too close to death's doorway.";
// Prohibited to all undead.
if (you.undead_state(temp))
return "you're too dead.";
break;
case SPELL_OZOCUBUS_ARMOUR:
if (temp && you.unrand_equipped(UNRAND_SALAMANDER))
return "your ring of flames would instantly melt the ice.";
break;
case SPELL_SUBLIMATION_OF_BLOOD:
if (!you.has_blood(temp))
return "you have no blood to sublime.";
break;
case SPELL_POLAR_VORTEX:
if (temp && (you.duration[DUR_VORTEX]
|| you.duration[DUR_VORTEX_COOLDOWN]))
{
return "you need to wait for the winds to calm down.";
}
break;
case SPELL_MALIGN_GATEWAY:
if (temp && !can_cast_malign_gateway())
{
return "the dungeon can only cope with one malign gateway"
" at a time.";
}
if (temp && cast_malign_gateway(&you, 0, false, true)
== spret::abort)
{
return "you need more open space to create a gateway.";
}
break;
case SPELL_SUMMON_FOREST:
if (temp && you.duration[DUR_FORESTED])
return "you can only summon one forest at a time.";
if (temp && cast_summon_forest(&you, 0, false, true) == spret::abort)
return "you need more open space to fit a forest.";
break;
case SPELL_PASSWALL:
// the full check would need a real spellpower here, so we just check
// a drastically simplified version of it
if (!temp)
break;
if (you.cannot_move())
return "you can't move.";
if (!passwall_simplified_check(you))
return "you aren't next to any passable walls.";
if (you.is_constricted())
return "you're being held away from the wall.";
break;
case SPELL_ANIMATE_DEAD:
if (have_passive(passive_t::goldify_corpses))
return "necromancy does not work on golden corpses.";
if (have_passive(passive_t::reaping))
return "you are already reaping souls!";
break;
case SPELL_DEATH_CHANNEL:
if (temp && you.duration[DUR_DEATH_CHANNEL])
return "you are already channelling the dead.";
if (have_passive(passive_t::reaping))
return "you are already reaping souls!";
break;
case SPELL_PUTREFACTION:
case SPELL_BLASTMOTE:
case SPELL_POISONOUS_CLOUD:
case SPELL_FREEZING_CLOUD:
case SPELL_MEPHITIC_CLOUD:
if (temp && env.level_state & LSTATE_STILL_WINDS)
return "the air is too still for clouds to form.";
break;
case SPELL_GOLUBRIAS_PASSAGE:
if (temp && player_in_branch(BRANCH_GAUNTLET))
{
return "a magic seal in the Gauntlet prevents this spell "
"from working.";
}
break;
case SPELL_DRAGON_CALL:
if (temp && (you.duration[DUR_DRAGON_CALL]
|| you.duration[DUR_DRAGON_CALL_COOLDOWN]))
{
return "you cannot issue another dragon's call so soon.";
}
break;
case SPELL_FROZEN_RAMPARTS:
if (temp && you.duration[DUR_FROZEN_RAMPARTS])
return "you cannot sustain more frozen ramparts right now.";
break;
case SPELL_NOXIOUS_BOG:
if (temp && you.duration[DUR_NOXIOUS_BOG])
return "you cannot sustain more bogs right now.";
break;
case SPELL_AWAKEN_ARMOUR:
if (!you_can_wear(SLOT_BODY_ARMOUR, temp))
return "you cannot wear body armour.";
if (temp && !you.body_armour())
return "you have no body armour to summon the spirit of.";
break;
case SPELL_MOMENTUM_STRIKE:
if (temp && you.cannot_move())
return "you cannot redirect your momentum while unable to move.";
break;
case SPELL_PILEDRIVER:
if (you.stasis())
return "your stasis prevents you from launching yourself.";
if (temp)
{
if (you.cannot_move())
return "you cannot launch yourself while unable to move.";
if (you.no_tele(true))
return lowercase_first(you.no_tele_reason(true));
if (!piledriver_target_exists())
return "you cannot see anything nearby that you can launch.";
}
break;
case SPELL_ELECTRIC_CHARGE:
// XXX: this is a little redundant with you_no_tele_reason()
// but trying to sort out temp and so on is a mess
if (you.stasis())
return "your stasis prevents you from teleporting.";
if (temp)
{
if (you.no_tele(true))
return lowercase_first(you.no_tele_reason(true));
const string no_charge_reason = electric_charge_impossible_reason(true);
if (!no_charge_reason.empty())
return no_charge_reason;
}
break;
case SPELL_SIGIL_OF_BINDING:
if (temp && cast_sigil_of_binding(0, false, true) == spret::abort)
return "there is no room nearby to place a sigil.";
break;
case SPELL_CALL_CANINE_FAMILIAR:
if (temp && you.duration[DUR_CANINE_FAMILIAR_DEAD])
return "your canine familiar is too injured to answer your call.";
break;
case SPELL_GELLS_GAVOTTE:
if (temp && you.duration[DUR_GAVOTTE_COOLDOWN])
return "local gravity is still too unstable to reorient.";
break;
case SPELL_FULSOME_FUSILLADE:
if (temp && you.duration[DUR_FUSILLADE])
return "you are already unleashing a barrage of alchemical concoctions!";
break;
case SPELL_HELLFIRE_MORTAR:
if (temp && you.duration[DUR_HELLFIRE_MORTAR_COOLDOWN])
return "you must wait for your last cast of this to end!";
break;
case SPELL_STARBURST:
if (temp && you.current_vision == 0)
return "you cannot see far enough to hit anything with this spell.";
break;
case SPELL_GRAVE_CLAW:
if (temp && you.props[GRAVE_CLAW_CHARGES_KEY].get_int() == 0)
return "you must harvest more living souls to recharge this spell.";
break;
case SPELL_SPIKE_LAUNCHER:
{
if (!temp)
break;
for (adjacent_iterator ai(you.pos()); ai; ++ai)
if (feat_is_wall(env.grid(*ai)))
return "";
return "there are no nearby walls to construct a spike launcher in.";
}
case SPELL_DIAMOND_SAWBLADES:
if (temp && diamond_sawblade_spots(false).empty())
return "there is no room to construct a sawblade.";
break;
case SPELL_SURPRISING_CROCODILE:
if (temp)
{
if (you.is_stationary())
return "you cannot be moved right now.";
else if (!monster_habitable_grid(MONS_CROCODILE, you.pos()))
return "a crocodile could not survive beneath you.";
else if (count_summons(&you, SPELL_SURPRISING_CROCODILE))
return "your pet crocodile is still here.";
}
break;
case SPELL_PLATINUM_PARAGON:
if (temp)
{
if (!you.props.exists(PARAGON_WEAPON_KEY))
{
return "you must imprint a weapon on your paragon first! "
"(Use the Imprint Weapon ability)";
}
monster* paragon = find_player_paragon();
if (paragon && paragon_charge_level(*paragon) == 0)
return "your paragon is already deployed, but not yet charged.";
}
break;
case SPELL_FORTRESS_BLAST:
if (temp && you.duration[DUR_FORTRESS_BLAST_TIMER])
return "you are already charging a Fortress Blast.";
break;
default:
break;
}
return "";
}
/**
* Determines what colour a spell should be highlighted with.
*
* @param spell The type of spell to be coloured.
* @param default_colour Colour to be used if the spell is unremarkable.
* @param transient If true, check if spell is temporarily useless.
* @param memcheck If true, check if spell can be memorised
* @return The colour to highlight the spell.
*/
int spell_highlight_by_utility(spell_type spell, int default_colour,
bool transient, bool memcheck)
{
// If your god hates the spell, that overrides all other concerns.
if (god_hates_spell(spell, you.religion)
|| is_good_god(you.religion) && you.spellcasting_unholy())
{
return COL_FORBIDDEN;
}
// Grey out spells for which you lack experience or spell levels.
if (memcheck && (spell_difficulty(spell) > you.experience_level
|| player_spell_levels() < spell_levels_required(spell)))
{
return COL_INAPPLICABLE;
}
// Check if the spell is considered useless based on your current status
if (spell_is_useless(spell, transient))
return COL_USELESS;
return default_colour;
}
bool spell_no_hostile_in_range(spell_type spell)
{
// sanity check: various things below will be prone to crash in these cases.
if (!in_bounds(you.pos()) || !you.on_current_level)
return true;
const int minRange = get_dist_to_nearest_monster();
const int pow = calc_spell_power(spell);
const int range = calc_spell_range(spell, pow, true);
switch (spell)
{
// These don't target monsters or can target features.
case SPELL_APPORTATION:
case SPELL_PASSWALL:
case SPELL_GOLUBRIAS_PASSAGE:
// case SPELL_LRD: // TODO: LRD logic here is a bit confusing, it should error
// // now that it doesn't destroy walls
case SPELL_FULMINANT_PRISM:
case SPELL_FORGE_LIGHTNING_SPIRE:
case SPELL_NOXIOUS_BOG:
case SPELL_BOULDER:
case SPELL_GELLS_GAVOTTE:
case SPELL_PLATINUM_PARAGON:
case SPELL_SPLINTERFROST_SHELL:
// This can always potentially hit out-of-LOS, although this is conditional
// on spell-power.
case SPELL_FIRE_STORM:
return false;
case SPELL_IGNITION:
case SPELL_FROZEN_RAMPARTS:
case SPELL_FULSOME_FUSILLADE:
case SPELL_HELLFIRE_MORTAR:
return minRange > you.current_vision;
case SPELL_POISONOUS_VAPOURS:
{
for (radius_iterator ri(you.pos(), range, C_SQUARE, LOS_NO_TRANS);
ri; ++ri)
{
const monster* mons = monster_at(*ri);
if (mons
&& you.can_see(*mons)
&& !mons->wont_attack()
&& mons_is_threatening(*mons)
&& mons->res_poison() <= 0)
{
return false;
}
}
return true;
}
// Special handling for cloud spells.
case SPELL_FREEZING_CLOUD:
{
targeter_cloud tgt(&you, CLOUD_COLD, range);
for (radius_iterator ri(you.pos(), range, C_SQUARE, LOS_NO_TRANS);
ri; ++ri)
{
if (!tgt.valid_aim(*ri))
continue;
tgt.set_aim(*ri);
for (const auto &entry : tgt.seen)
{
if (entry.second == AFF_NO || entry.second == AFF_TRACER)
continue;
// Checks here are from get_dist_to_nearest_monster().
const monster* mons = monster_at(entry.first);
if (mons && !mons->wont_attack() && mons_is_threatening(*mons))
return false;
}
}
return true;
}
case SPELL_OLGREBS_TOXIC_RADIANCE:
return cast_toxic_radiance(&you, pow, false, true) == spret::abort;
case SPELL_IGNITE_POISON:
return cast_ignite_poison(&you, -1, false, true) == spret::abort;
case SPELL_STARBURST:
return cast_starburst(-1, false, true) == spret::abort;
case SPELL_HAILSTORM:
return cast_hailstorm(-1, false, true) == spret::abort;
case SPELL_GLOOM:
return cast_gloom(&you, pow, false, true) == spret::abort;
case SPELL_MAXWELLS_COUPLING:
return cast_maxwells_coupling(pow, false, true) == spret::abort;
case SPELL_INTOXICATE:
return cast_intoxicate(-1, false, true) == spret::abort;
case SPELL_MANIFOLD_ASSAULT:
return cast_manifold_assault(you, -1, false, false) == spret::abort;
case SPELL_OZOCUBUS_REFRIGERATION:
return trace_los_attack_spell(SPELL_OZOCUBUS_REFRIGERATION, pow, &you)
== spret::abort;
case SPELL_ARCJOLT:
for (coord_def t : arcjolt_targets(you, false))
{
const monster *mon = monster_at(t);
if (mon != nullptr && !mon->wont_attack())
return false;
}
return true;
case SPELL_CHAIN_LIGHTNING:
for (coord_def t : chain_lightning_targets())
{
const monster *mon = monster_at(t);
if (mon != nullptr && !mon->wont_attack())
return false;
}
return true;
case SPELL_SCORCH:
return find_near_hostiles(range, false, you).empty();
case SPELL_ISKENDERUNS_MYSTIC_BLAST:
return find_near_hostiles(range, false, you).empty();
case SPELL_ANGUISH:
for (monster_near_iterator mi(you.pos(), LOS_NO_TRANS); mi; ++mi)
{
const monster &mon = **mi;
if (you.can_see(mon)
&& mons_intel(mon) > I_BRAINLESS
&& mon.willpower() != WILL_INVULN
&& !mons_atts_aligned(you.temp_attitude(), mon.attitude)
&& !mon.has_ench(ENCH_ANGUISH))
{
return false;
}
}
return true; // TODO
case SPELL_PERMAFROST_ERUPTION:
return permafrost_targets(you, false).empty();
case SPELL_PLASMA_BEAM:
return plasma_beam_targets(you, pow, false).empty();
default:
break;
}
if (minRange < 0 || range < 0)
return false;
const spell_flags flags = get_spell_flags(spell);
// The healing spells.
if (testbits(flags, spflag::helpful))
return false;
// For choosing default targets and prompting we don't treat Inner Flame as
// neutral, since the seeping flames trigger conducts and harm the monster
// before it explodes.
const bool allow_friends = spell == SPELL_INNER_FLAME;
bolt beam;
beam.flavour = BEAM_VISUAL;
beam.origin_spell = spell;
zap_type zap = spell_to_zap(spell);
if (zap != NUM_ZAPS)
{
beam.thrower = KILL_YOU_MISSILE;
zappy(zap, calc_spell_power(spell), false,
beam);
if (spell == SPELL_MEPHITIC_CLOUD)
beam.damage = dice_def(1, 1); // so that foe_info is populated
}
if (beam.flavour != BEAM_VISUAL)
{
bolt tempbeam;
bool found = false;
beam.source_id = MID_PLAYER;
beam.range = range;
beam.source = you.pos();
beam.attitude = ATT_FRIENDLY;
#ifdef DEBUG_DIAGNOSTICS
beam.quiet_debug = true;
#endif
targeting_tracer tracer;
const bool smite = testbits(flags, spflag::target);
for (radius_iterator ri(you.pos(), range, C_SQUARE, LOS_DEFAULT);
ri; ++ri)
{
tempbeam = beam;
tempbeam.target = *ri;
// For smite-targeted spells that aren't LOS-range.
if (smite)
{
// XXX These are basic checks that might be applicable to
// non-smiting spells as well. For those, the loop currently
// relies mostly on results from the temp beam firing, but it
// may be valid to exclude solid and non-reachable targets for
// all spells. -gammafunk
if (cell_is_invalid_target(*ri) || !you.see_cell_no_trans(*ri))
continue;
// XXX Currently Vile Clutch is the only smite-targeted area
// spell that isn't LOS-range. Spell explosion radii are not
// stored anywhere, defaulting to 1 for non-smite-targeting
// spells through bolt::refine_for_explosions() or being set in
// setup functions for the smite targeted explosions. It would
// be good to move basic explosion radius info into spell_desc
// or possibly zap_data. -gammafunk
tempbeam.ex_size = tempbeam.is_explosion ? 1 : 0;
tempbeam.explode(tracer);
}
else
tempbeam.fire(tracer);
// Need to check both beam flavours for Plasma Beam.
if (zap == ZAP_PLASMA)
{
tempbeam.flavour = BEAM_ELECTRICITY;
tempbeam.fire(tracer);
}
if (tracer.foe_info.count > 0 || allow_friends && tracer.friend_info.count > 0)
{
found = true;
break;
}
}
return !found;
}
if (range < minRange)
return true;
return false;
}
// a map of schools to the corresponding sacrifice 'mutations'.
static const mutation_type arcana_sacrifice_map[] = {
MUT_NO_CONJURATION_MAGIC,
MUT_NO_HEXES_MAGIC,
MUT_NO_FIRE_MAGIC,
MUT_NO_ICE_MAGIC,
MUT_NO_NECROMANCY_MAGIC,
MUT_NO_SUMMONING_MAGIC,
MUT_NO_TRANSLOCATION_MAGIC,
MUT_NO_ALCHEMY_MAGIC,
MUT_NO_EARTH_MAGIC,
MUT_NO_AIR_MAGIC,
MUT_NO_FORGECRAFT_MAGIC,
};
/**
* Are some subset of the given schools unusable by the player?
* (Due to Sacrifice Arcana)
*
* @param schools A bitfield containing a union of spschools.
* @return Whether the player is unable use any of the given schools.
*/
bool cannot_use_schools(spschools_type schools)
{
COMPILE_CHECK(ARRAYSZ(arcana_sacrifice_map) == SPSCHOOL_LAST_EXPONENT + 1);
// iter over every school
for (int i = 0; i <= SPSCHOOL_LAST_EXPONENT; i++)
{
// skip schools not in the provided set
const auto school = spschools_type::exponent(i);
if (!(schools & school))
continue;
// check if the player has this school locked out
const mutation_type lockout_mut = arcana_sacrifice_map[i];
if (you.has_mutation(lockout_mut))
return true;
}
return false;
}
/**
* What's the spell school corresponding to the given Ru mutation?
*
* @param mutation The variety of MUT_NO_*_MAGIC in question.
* @return The skill of the appropriate school (SK_AIR_MAGIC, etc).
* If no school corresponds, returns SK_NONE.
*/
skill_type arcane_mutation_to_skill(mutation_type mutation)
{
for (int exp = 0; exp <= SPSCHOOL_LAST_EXPONENT; exp++)
if (arcana_sacrifice_map[exp] == mutation)
return spell_type2skill(spschools_type::exponent(exp));
return SK_NONE;
}
bool spell_is_soh_breath(spell_type spell)
{
return spell == SPELL_SERPENT_OF_HELL_GEH_BREATH
|| spell == SPELL_SERPENT_OF_HELL_COC_BREATH
|| spell == SPELL_SERPENT_OF_HELL_DIS_BREATH
|| spell == SPELL_SERPENT_OF_HELL_TAR_BREATH;
}
const vector<spell_type> *soh_breath_spells(spell_type spell)
{
static const map<spell_type, vector<spell_type>> soh_breaths = {
{ SPELL_SERPENT_OF_HELL_GEH_BREATH,
{ SPELL_FIRE_BREATH,
SPELL_BOLT_OF_MAGMA,
SPELL_FIREBALL } },
{ SPELL_SERPENT_OF_HELL_COC_BREATH,
{ SPELL_COLD_BREATH,
SPELL_FREEZING_GUST,
SPELL_FLASH_FREEZE } },
{ SPELL_SERPENT_OF_HELL_DIS_BREATH,
{ SPELL_IRON_SHOT,
SPELL_QUICKSILVER_BOLT,
SPELL_CORROSIVE_BOLT } },
{ SPELL_SERPENT_OF_HELL_TAR_BREATH,
{ SPELL_GHOSTLY_FIREBALL,
SPELL_MIASMA_BREATH,
SPELL_POISON_ARROW } },
};
return map_find(soh_breaths, spell);
}
bool spell_has_variable_range(spell_type spell)
{
return _seekspell(spell)->min_range != _seekspell(spell)->max_range;
}
bool spell_can_be_enkindled(spell_type spell)
{
switch (spell)
{
// Veh-supported spells that aren't actually blasty.
case SPELL_BATTLESPHERE:
case SPELL_SPELLSPARK_SERVITOR:
case SPELL_MEPHITIC_CLOUD:
return false;
// Non-Veh-supported spells (for reasons of Kiku overlap) that are still
// sufficiently destructive for revenants.
case SPELL_GRAVE_CLAW:
case SPELL_VAMPIRIC_DRAINING:
case SPELL_BORGNJORS_VILE_CLUTCH:
case SPELL_PUTREFACTION:
case SPELL_DISPEL_UNDEAD:
return true;
// Everything else uses the standard destructive list.
default:
return vehumet_supports_spell(spell);
}
}
// Spells to escape from a net more swiftly.
bool is_monster_net_escape_spell(spell_type spell)
{
return spell == SPELL_BLINK
|| spell == SPELL_BLINK_AWAY
|| spell == SPELL_BLINK_RANGE
|| spell == SPELL_BLINK_CLOSE;
}
/* How to regenerate this:
comm -2 -3 \
<(clang -P -E -nostdinc -nobuiltininc spell-type.h -DTAG_MAJOR_VERSION=34 | sort) \
<(clang -P -E -nostdinc -nobuiltininc spell-type.h -DTAG_MAJOR_VERSION=35 | sort) \
| grep SPELL
*/
const set<spell_type> removed_spells =
{
#if TAG_MAJOR_VERSION == 34
SPELL_ANIMATE_SKELETON,
SPELL_AURA_OF_ABJURATION,
SPELL_AWAKEN_EARTH,
SPELL_BEASTLY_APPENDAGE,
SPELL_BLADE_HANDS,
SPELL_BOLT_OF_INACCURACY,
SPELL_CHANT_FIRE_STORM,
SPELL_CIGOTUVIS_DEGENERATION,
SPELL_CIGOTUVIS_EMBRACE,
SPELL_CLOUD_CONE,
SPELL_CONDENSATION_SHIELD,
SPELL_CONJURE_FLAME,
SPELL_CONTROLLED_BLINK,
SPELL_CONTROL_TELEPORT,
SPELL_CONTROL_UNDEAD,
SPELL_CONTROL_WINDS,
SPELL_CORPSE_ROT,
SPELL_CORRUPT_BODY,
SPELL_CURE_POISON,
SPELL_DARKNESS,
SPELL_OLD_DEFLECT_MISSILES,
SPELL_DELAYED_FIREBALL,
SPELL_DEMONIC_HORDE,
SPELL_DRACONIAN_BREATH,
SPELL_DRAGON_FORM,
SPELL_DRAIN_MAGIC,
SPELL_EPHEMERAL_INFUSION,
SPELL_EVAPORATE,
SPELL_EXCRUCIATING_WOUNDS,
SPELL_EXPLOSIVE_BOLT,
SPELL_FAKE_RAKSHASA_SUMMON,
SPELL_FIRE_BRAND,
SPELL_FIRE_CLOUD,
SPELL_FLAME_TONGUE,
SPELL_FLY,
SPELL_FORCEFUL_DISMISSAL,
SPELL_FREEZING_AURA,
SPELL_FRENZY,
SPELL_FULSOME_DISTILLATION,
SPELL_GOAD_BEASTS,
SPELL_GRAND_AVATAR,
SPELL_HASTE_PLANTS,
SPELL_HOLY_LIGHT,
SPELL_HOLY_WORD,
SPELL_HOMUNCULUS,
SPELL_HUNTING_CRY,
SPELL_HYDRA_FORM,
SPELL_ICE_FORM,
SPELL_IGNITE_POISON_SINGLE,
SPELL_INFUSION,
SPELL_INSULATION,
SPELL_IRON_ELEMENTALS,
SPELL_LETHAL_INFUSION,
SPELL_MELEE,
SPELL_MIASMA_CLOUD,
SPELL_MISLEAD,
SPELL_NECROMUTATION,
SPELL_PHASE_SHIFT,
SPELL_POISON_CLOUD,
SPELL_POISON_WEAPON,
SPELL_RANDOM_BOLT,
SPELL_RANDOM_EFFECTS,
SPELL_REARRANGE_PIECES,
SPELL_RECALL,
SPELL_REGENERATION,
SPELL_RESURRECT,
SPELL_RING_OF_FLAMES,
SPELL_RING_OF_THUNDER,
SPELL_SACRIFICE,
SPELL_SCATTERSHOT,
SPELL_SEE_INVISIBLE,
SPELL_SERPENT_OF_HELL_BREATH_REMOVED,
SPELL_SHAFT_SELF,
SPELL_SHROUD_OF_GOLUBRIA,
SPELL_SILVER_BLAST,
SPELL_SINGULARITY,
SPELL_SONG_OF_SHIELDING,
SPELL_SPECTRAL_WEAPON,
SPELL_SPIDER_FORM,
SPELL_STATUE_FORM,
SPELL_STEAM_CLOUD,
SPELL_STONESKIN,
SPELL_STORM_FORM,
SPELL_STRIKING,
SPELL_SUMMON_BUTTERFLIES,
SPELL_SUMMON_ELEMENTAL,
SPELL_SUMMON_RAKSHASA,
SPELL_SUMMON_SWARM,
SPELL_SUMMON_TWISTER,
SPELL_SUNRAY,
SPELL_SURE_BLADE,
SPELL_TELEPORT_SELF,
SPELL_THROW,
SPELL_TOMB_OF_DOROKLOHE,
SPELL_TWISTED_RESURRECTION,
SPELL_VAMPIRE_SUMMON,
SPELL_VORTEX,
SPELL_WARP_BRAND,
SPELL_WEAVE_SHADOWS,
#endif
};
bool spell_removed(spell_type spell)
{
return removed_spells.count(spell) != 0;
}
#if TAG_MAJOR_VERSION == 34
set<spell_type> form_spells = {
SPELL_BEASTLY_APPENDAGE,
SPELL_SPIDER_FORM,
SPELL_ICE_FORM,
SPELL_BLADE_HANDS,
SPELL_STATUE_FORM,
SPELL_STORM_FORM,
SPELL_DRAGON_FORM,
SPELL_NECROMUTATION,
};
bool spell_was_form(spell_type spell)
{
return form_spells.count(spell);
}
#endif
|