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
|
/*
* File: spl-cast.cc
* Summary: Spell casting and miscast functions.
* Written by: Linley Henzell
*/
#include "AppHdr.h"
#include <sstream>
#include <iomanip>
#include "spl-cast.h"
#include "externs.h"
#include "options.h"
#include "areas.h"
#include "beam.h"
#include "colour.h"
#include "coord.h"
#include "coordit.h"
#include "describe.h"
#include "directn.h"
#include "effects.h"
#include "env.h"
#include "food.h"
#include "format.h"
#include "godabil.h"
#include "godconduct.h"
#include "goditem.h"
#include "hints.h"
#include "invent.h"
#include "it_use2.h"
#include "item_use.h"
#include "itemname.h"
#include "itemprop.h"
#include "items.h"
#include "macro.h"
#include "map_knowledge.h"
#include "menu.h"
#include "misc.h"
#include "message.h"
#include "mon-cast.h"
#include "mon-place.h"
#include "mon-project.h"
#include "mon-stuff.h"
#include "mon-util.h"
#include "mutation.h"
#include "ouch.h"
#include "player.h"
#include "religion.h"
#include "shout.h"
#include "skills.h"
#include "skills2.h"
#include "spells1.h"
#include "spells2.h"
#include "spells3.h"
#include "spells4.h"
#include "spl-book.h"
#include "spl-mis.h"
#include "spl-util.h"
#include "spl-zap.h"
#include "sprint.h"
#include "state.h"
#include "stuff.h"
#ifdef USE_TILE
#include "tilepick.h"
#endif
#include "transform.h"
#include "view.h"
static bool _surge_identify_boosters(spell_type spell)
{
const unsigned int typeflags = get_spell_disciplines(spell);
if ( (typeflags & SPTYP_FIRE) || (typeflags & SPTYP_ICE) )
{
// Must not be wielding an unIDed staff.
// Note that robes of the Archmagi identify on wearing,
// so that's less of an issue.
const item_def* wpn = you.weapon();
if (wpn == NULL
|| wpn->base_type != OBJ_STAVES
|| item_ident(*wpn, ISFLAG_KNOW_PROPERTIES))
{
int num_unknown = 0;
for (int i = EQ_LEFT_RING; i <= EQ_RIGHT_RING; ++i)
{
if (player_wearing_slot(i)
&& !item_ident(you.inv[you.equip[i]],
ISFLAG_KNOW_PROPERTIES))
{
++num_unknown;
}
}
// We can also identify cases with two unknown rings, both
// of fire (or both of ice)...let's skip it.
if (num_unknown == 1)
{
for (int i = EQ_LEFT_RING; i <= EQ_RIGHT_RING; ++i)
if (player_wearing_slot(i))
{
item_def& ring = you.inv[you.equip[i]];
if (!item_ident(ring, ISFLAG_KNOW_PROPERTIES)
&& (ring.sub_type == RING_FIRE
|| ring.sub_type == RING_ICE))
{
set_ident_type( ring.base_type, ring.sub_type,
ID_KNOWN_TYPE );
set_ident_flags(ring, ISFLAG_KNOW_PROPERTIES);
mprf("You are wearing: %s",
ring.name(DESC_INVENTORY_EQUIP).c_str());
}
}
return (true);
}
}
}
return (false);
}
static void _surge_power(spell_type spell)
{
int enhanced = 0;
_surge_identify_boosters(spell);
enhanced += spell_enhancement(get_spell_disciplines(spell));
if (enhanced) // one way or the other {dlb}
{
mprf("You feel a%s %s",
(enhanced < -2) ? "n extraordinarily" :
(enhanced == -2) ? "n extremely" :
(enhanced == 2) ? " strong" :
(enhanced > 2) ? " huge"
: "",
(enhanced < 0) ? "numb sensation."
: "surge of power!");
}
}
static std::string _spell_base_description(spell_type spell)
{
std::ostringstream desc;
int highlight = spell_highlight_by_utility(spell, COL_UNKNOWN, true);
desc << "<" << colour_to_str(highlight) << ">" << std::left;
// spell name
desc << std::setw(30) << spell_title(spell);
// spell schools
desc << spell_schools_string(spell);
const int so_far = desc.str().length() - (name_length_by_colour(highlight)+2);
if (so_far < 60)
desc << std::string(60 - so_far, ' ');
// spell fail rate, level
desc << std::setw(12) << failure_rate_to_string(spell_fail(spell))
<< spell_difficulty(spell);
desc << "</" << colour_to_str(highlight) <<">";
return desc.str();
}
static std::string _spell_extra_description(spell_type spell)
{
std::ostringstream desc;
int highlight = spell_highlight_by_utility(spell, COL_UNKNOWN, true);
desc << "<" << colour_to_str(highlight) << ">" << std::left;
// spell name
desc << std::setw(30) << spell_title(spell);
// spell power, spell range, hunger level, level
const std::string rangestring = spell_range_string(spell);
desc << std::setw(14) << spell_power_string(spell)
<< std::setw(16 + tagged_string_tag_length(rangestring)) << rangestring
<< std::setw(12) << spell_hunger_string(spell)
<< spell_difficulty(spell);
desc << "</" << colour_to_str(highlight) <<">";
return desc.str();
}
int list_spells(bool toggle_with_I, bool viewing, int minRange,
spell_selector selector)
{
if (toggle_with_I && get_spell_by_letter('I') != SPELL_NO_SPELL)
toggle_with_I = false;
#ifdef USE_TILE
const bool text_only = false;
#else
const bool text_only = true;
#endif
ToggleableMenu spell_menu(MF_SINGLESELECT | MF_ANYPRINTABLE
| MF_ALWAYS_SHOW_MORE | MF_ALLOW_FORMATTING,
text_only);
#ifdef USE_TILE
{
// [enne] - Hack. Make title an item so that it's aligned.
ToggleableMenuEntry* me =
new ToggleableMenuEntry(
" Your Spells Type "
" Success Level",
" Your Spells Power "
"Range Hunger Level",
MEL_ITEM);
me->colour = BLUE;
spell_menu.add_entry(me);
}
#else
spell_menu.set_title(
new ToggleableMenuEntry(
" Your Spells Type "
" Success Level",
" Your Spells Power "
"Range Hunger Level",
MEL_TITLE));
#endif
spell_menu.set_highlighter(NULL);
spell_menu.set_tag("spell");
spell_menu.add_toggle_key('!');
std::string more_str = "Press '!' ";
if (toggle_with_I)
{
spell_menu.add_toggle_key('I');
more_str += "or 'I' ";
}
if (!viewing)
spell_menu.menu_action = Menu::ACT_EXECUTE;
more_str += "to toggle spell view.";
spell_menu.set_more(formatted_string(more_str));
for (int i = 0; i < 52; ++i)
{
const char letter = index_to_letter(i);
const spell_type spell = get_spell_by_letter(letter);
// TODO: identify wth 'selector' is, and what
// exactly this bit below does with it
// In tilereg.cc, _spell_selector() does some range checks,
// possibly duplicated. (jpeg)
if (is_valid_spell(spell) && selector
&& !(*selector)(spell))
{
continue;
}
if (spell != SPELL_NO_SPELL)
{
ToggleableMenuEntry* me =
new ToggleableMenuEntry(_spell_base_description(spell),
_spell_extra_description(spell),
MEL_ITEM, 1, letter);
#ifdef USE_TILE
me->add_tile(tile_def(tileidx_spell(spell), TEX_GUI));
#endif
spell_menu.add_entry(me);
}
}
while (true)
{
std::vector<MenuEntry*> sel = spell_menu.show();
if (!crawl_state.doing_prev_cmd_again)
redraw_screen();
if (sel.empty())
return 0;
ASSERT(sel.size() == 1);
ASSERT(sel[0]->hotkeys.size() == 1);
if (spell_menu.menu_action == Menu::ACT_EXAMINE)
{
describe_spell(get_spell_by_letter(sel[0]->hotkeys[0]));
redraw_screen();
}
else
return sel[0]->hotkeys[0];
}
}
static int _apply_spellcasting_success_boosts(spell_type spell, int chance)
{
int wizardry = player_mag_abil(false);
int fail_reduce = 100;
int wiz_factor = 87;
if (you.religion == GOD_VEHUMET
&& !player_under_penance() && you.piety >= piety_breakpoint(1)
&& vehumet_supports_spell(spell))
{
// [dshaligram] Fail rate multiplier used to be .5, scaled
// back to 67%.
fail_reduce = fail_reduce * 67 / 100;
}
// [dshaligram] Apply wizardry factor here, rather than mixed into the
// pre-scaling spell power.
while (wizardry-- > 0)
{
fail_reduce = fail_reduce * wiz_factor / 100;
wiz_factor += (100 - wiz_factor) / 3;
}
// Apply Brilliance factor here.
if (you.duration[DUR_BRILLIANCE])
fail_reduce = fail_reduce * 67 / 100;
// Draconians get a boost to dragon-form.
if (spell == SPELL_DRAGON_FORM && player_genus(GENPC_DRACONIAN))
fail_reduce = fail_reduce * 70 / 100;
// Hard cap on fail rate reduction.
if (fail_reduce < 50)
fail_reduce = 50;
return (chance * fail_reduce / 100);
}
int spell_fail(spell_type spell)
{
int chance = 60;
int chance2 = 0;
// Don't cap power for failure rate purposes.
chance -= 6 * calc_spell_power(spell, false, true, false);
chance -= (you.intel() * 2);
const int armour_shield_penalty = player_armour_shield_spell_penalty();
dprf("Armour+Shield spell failure penalty: %d", armour_shield_penalty);
chance += armour_shield_penalty;
if (you.weapon() && you.weapon()->base_type == OBJ_WEAPONS)
{
int wpn_penalty = (3 * (property(*you.weapon(), PWPN_SPEED) - 12))/2;
if (wpn_penalty > 0)
chance += wpn_penalty;
}
switch (spell_difficulty(spell))
{
case 1: chance += 3; break;
case 2: chance += 15; break;
case 3: chance += 35; break;
case 4: chance += 70; break;
case 5: chance += 100; break;
case 6: chance += 150; break;
case 7: chance += 200; break;
case 8: chance += 260; break;
case 9: chance += 330; break;
case 10: chance += 420; break;
case 11: chance += 500; break;
case 12: chance += 600; break;
default: chance += 750; break;
}
chance2 = chance;
const int chance_breaks[][2] = {
{45, 45}, {42, 43}, {38, 41}, {35, 40}, {32, 38}, {28, 36},
{22, 34}, {16, 32}, {10, 30}, {2, 28}, {-7, 26}, {-12, 24},
{-18, 22}, {-24, 20}, {-30, 18}, {-38, 16}, {-46, 14},
{-60, 12}, {-80, 10}, {-100, 8}, {-120, 6}, {-140, 4},
{-160, 2}, {-180, 0}
};
for ( unsigned int i = 0; i < ARRAYSZ(chance_breaks); ++i )
if ( chance < chance_breaks[i][0] )
chance2 = chance_breaks[i][1];
if (you.duration[DUR_TRANSFORMATION] > 0)
{
switch (you.attribute[ATTR_TRANSFORMATION])
{
case TRAN_BLADE_HANDS:
chance2 += 20;
break;
case TRAN_SPIDER:
case TRAN_BAT:
chance2 += 10;
break;
}
}
// Apply the effects of Vehumet and items of wizardry.
chance2 = _apply_spellcasting_success_boosts(spell, chance2);
if (chance2 > 100)
chance2 = 100;
return (chance2);
} // end spell_fail()
int calc_spell_power(spell_type spell, bool apply_intel, bool fail_rate_check,
bool cap_power)
{
// When checking failure rates, wizardry is handled after the various
// stepping calulations.
int power = (you.skills[SK_SPELLCASTING] / 2)
+ (fail_rate_check? 0 : player_mag_abil(false));
int enhanced = 0;
unsigned int disciplines = get_spell_disciplines( spell );
//jmf: evil evil evil -- exclude HOLY bit
disciplines &= (~SPTYP_HOLY);
int skillcount = count_bits( disciplines );
if (skillcount)
{
for (int ndx = 0; ndx <= SPTYP_LAST_EXPONENT; ndx++)
{
unsigned int bit = (1 << ndx);
if (disciplines & bit)
power += (you.skills[spell_type2skill(bit)] * 2) / skillcount;
}
}
if (apply_intel)
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.
if (!fail_rate_check)
enhanced = spell_enhancement( disciplines );
if (enhanced > 0)
{
for (int i = 0; i < enhanced; i++)
{
power *= 15;
power /= 10;
}
}
else if (enhanced < 0)
{
for (int i = enhanced; i < 0; i++)
power /= 2;
}
power = stepdown_value( power, 50, 50, 150, 200 );
const int cap = spell_power_cap(spell);
if (cap > 0 && cap_power)
power = std::min(power, cap);
return (power);
}
int spell_enhancement( unsigned int typeflags )
{
int enhanced = 0;
if (typeflags & SPTYP_CONJURATION)
enhanced += player_spec_conj();
if (typeflags & SPTYP_ENCHANTMENT)
enhanced += player_spec_ench();
if (typeflags & SPTYP_SUMMONING)
enhanced += player_spec_summ();
if (typeflags & SPTYP_POISON)
enhanced += player_spec_poison();
if (typeflags & SPTYP_NECROMANCY)
enhanced += player_spec_death() - player_spec_holy();
if (typeflags & SPTYP_FIRE)
enhanced += player_spec_fire() - player_spec_cold();
if (typeflags & SPTYP_ICE)
enhanced += player_spec_cold() - player_spec_fire();
if (typeflags & SPTYP_EARTH)
enhanced += player_spec_earth() - player_spec_air();
if (typeflags & SPTYP_AIR)
enhanced += player_spec_air() - player_spec_earth();
if (you.attribute[ATTR_SHADOWS])
enhanced -= 2;
// 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);
} // end spell_enhancement()
void inspect_spells()
{
if (!you.spell_no)
{
canned_msg(MSG_NO_SPELLS);
return;
}
// Maybe we should honour auto_list here, but if you want the
// description, you probably want the listing, too.
list_spells(true, true);
}
void do_cast_spell_cmd(bool force)
{
if (player_in_bat_form() || you.attribute[ATTR_TRANSFORMATION] == TRAN_PIG)
{
canned_msg(MSG_PRESENT_FORM);
return;
}
if (you.stat_zero[STAT_INT])
{
mpr("You lack the mental capacity to cast spells.");
return;
}
// Randart weapons.
if (scan_artefacts(ARTP_PREVENT_SPELLCASTING))
{
mpr("Something interferes with your magic!");
flush_input_buffer(FLUSH_ON_FAILURE);
return;
}
if (Hints.hints_left)
Hints.hints_spell_counter++;
if (!cast_a_spell(!force))
flush_input_buffer(FLUSH_ON_FAILURE);
}
// Returns false if spell failed, and true otherwise.
bool cast_a_spell(bool check_range, spell_type spell)
{
if (!you.spell_no)
{
canned_msg(MSG_NO_SPELLS);
crawl_state.zero_turns_taken();
return (false);
}
if (you.berserk())
{
canned_msg(MSG_TOO_BERSERK);
return (false);
}
if (silenced(you.pos()))
{
mpr("You cannot cast spells when silenced!");
crawl_state.zero_turns_taken();
more();
return (false);
}
const int minRange = get_dist_to_nearest_monster();
if (spell == SPELL_NO_SPELL)
{
int keyin = 0;
while (true)
{
if (keyin == 0)
{
mpr("Cast which spell? (? or * to list) ", MSGCH_PROMPT);
keyin = get_ch();
}
if (keyin == '?' || keyin == '*')
{
keyin = list_spells(true, false, minRange);
if (!keyin)
keyin = ESCAPE;
if (!crawl_state.doing_prev_cmd_again)
redraw_screen();
if (isaalpha(keyin) || key_is_escape(keyin))
break;
else
mesclr();
keyin = 0;
}
else
break;
}
if (key_is_escape(keyin))
{
canned_msg( MSG_OK );
return (false);
}
if (!isaalpha(keyin))
{
mpr("You don't know that spell.");
crawl_state.zero_turns_taken();
return (false);
}
spell = get_spell_by_letter( keyin );
}
if (spell == SPELL_NO_SPELL)
{
mpr("You don't know that spell.");
crawl_state.zero_turns_taken();
return (false);
}
if (spell_mana(spell) > you.magic_points)
{
mpr("You don't have enough magic to cast that spell.");
return (false);
}
if (check_range && spell_no_hostile_in_range(spell, minRange))
{
// Abort if there are no hostiles within range, but flash the range
// markers for a short while.
mpr("There are no visible monsters within range! (Use <w>Z</w> to "
"cast anyway.)");
if (Options.darken_beyond_range)
{
crawl_state.darken_range = calc_spell_range(spell);
viewwindow(false);
delay(50);
crawl_state.darken_range = -1;
viewwindow(false);
}
return (false);
}
if (!you.is_undead
&& (you.hunger_state == HS_STARVING
|| you.hunger <= spell_hunger( spell )))
{
mpr("You don't have the energy to cast that spell.");
return (false);
}
const bool staff_energy = player_energy();
if (you.confused())
random_uselessness();
else
{
const spret_type cast_result = your_spells(spell, 0, true, check_range);
if (cast_result == SPRET_ABORT)
{
crawl_state.zero_turns_taken();
return (false);
}
exercise_spell( spell, true, cast_result == SPRET_SUCCESS );
did_god_conduct( DID_SPELL_CASTING, 1 + random2(5) );
}
dec_mp( spell_mana(spell) );
if (!staff_energy && you.is_undead != US_UNDEAD)
{
const int spellh = calc_hunger( spell_hunger(spell) );
if (spellh > 0)
{
make_hungry(spellh, true);
learned_something_new(HINT_SPELL_HUNGER);
}
}
you.turn_is_over = true;
alert_nearby_monsters();
return (true);
} // end cast_a_spell()
// "Utility" spells for the sake of simplicity are currently ones with
// enchantments, translocations, or divinations.
static bool _spell_is_utility_spell(spell_type spell_id)
{
return (spell_typematch(spell_id,
SPTYP_ENCHANTMENT | SPTYP_TRANSLOCATION));
}
bool maybe_identify_staff(item_def &item, spell_type spell)
{
if (item_type_known(item))
return (true);
int relevant_skill = 0;
const bool chance = (spell != SPELL_NO_SPELL);
switch (item.sub_type)
{
case STAFF_ENERGY:
if (!chance) // The staff of energy only autoIDs by chance.
return (false);
// intentional fall-through
case STAFF_WIZARDRY:
relevant_skill = you.skills[SK_SPELLCASTING];
break;
case STAFF_FIRE:
if (!chance || spell_typematch(spell, SPTYP_FIRE))
relevant_skill = you.skills[SK_FIRE_MAGIC];
else if (spell_typematch(spell, SPTYP_ICE))
relevant_skill = you.skills[SK_ICE_MAGIC];
break;
case STAFF_COLD:
if (!chance || spell_typematch(spell, SPTYP_ICE))
relevant_skill = you.skills[SK_ICE_MAGIC];
else if (spell_typematch(spell, SPTYP_FIRE))
relevant_skill = you.skills[SK_FIRE_MAGIC];
break;
case STAFF_AIR:
if (!chance || spell_typematch(spell, SPTYP_AIR))
relevant_skill = you.skills[SK_AIR_MAGIC];
else if (spell_typematch(spell, SPTYP_EARTH))
relevant_skill = you.skills[SK_EARTH_MAGIC];
break;
case STAFF_EARTH:
if (!chance || spell_typematch(spell, SPTYP_EARTH))
relevant_skill = you.skills[SK_EARTH_MAGIC];
else if (spell_typematch(spell, SPTYP_AIR))
relevant_skill = you.skills[SK_AIR_MAGIC];
break;
case STAFF_POISON:
if (!chance || spell_typematch(spell, SPTYP_POISON))
relevant_skill = you.skills[SK_POISON_MAGIC];
break;
case STAFF_DEATH:
if (!chance || spell_typematch(spell, SPTYP_NECROMANCY))
relevant_skill = you.skills[SK_NECROMANCY];
break;
case STAFF_CONJURATION:
if (!chance || spell_typematch(spell, SPTYP_CONJURATION))
relevant_skill = you.skills[SK_CONJURATIONS];
break;
case STAFF_ENCHANTMENT:
if (!chance || spell_typematch(spell, SPTYP_ENCHANTMENT))
relevant_skill = you.skills[SK_ENCHANTMENTS];
break;
case STAFF_SUMMONING:
if (!chance || spell_typematch(spell, SPTYP_SUMMONING))
relevant_skill = you.skills[SK_SUMMONINGS];
break;
}
bool id_staff = false;
if (chance)
{
if (you.skills[SK_SPELLCASTING] > relevant_skill)
relevant_skill = you.skills[SK_SPELLCASTING];
if (x_chance_in_y(relevant_skill, 100))
id_staff = true;
}
else if (relevant_skill >= 4)
id_staff = true;
if (id_staff)
{
item_def& wpn = *you.weapon();
set_ident_type(wpn, ID_KNOWN_TYPE);
set_ident_flags( wpn, ISFLAG_IDENT_MASK);
mprf("You are wielding %s.", wpn.name(DESC_NOCAP_A).c_str());
more();
you.wield_change = true;
}
return (id_staff);
}
static void _spellcasting_side_effects(spell_type spell, bool idonly = false)
{
if (you.weapon() && item_is_staff(*you.weapon()))
maybe_identify_staff(*you.weapon(), spell);
if (idonly)
return;
// If you are casting while a god is acting, then don't do conducts.
// (Presumably Xom is forcing you to cast a spell.)
if (!_spell_is_utility_spell(spell) && !crawl_state.is_god_acting())
did_god_conduct(DID_SPELL_NONUTILITY, 10 + spell_difficulty(spell));
if (is_holy_spell(spell) && !crawl_state.is_god_acting())
did_god_conduct(DID_HOLY, 10 + spell_difficulty(spell));
if (is_unholy_spell(spell) && !crawl_state.is_god_acting())
did_god_conduct(DID_UNHOLY, 10 + spell_difficulty(spell));
if (is_unclean_spell(spell) && !crawl_state.is_god_acting())
did_god_conduct(DID_UNCLEAN, 10 + spell_difficulty(spell));
if (is_chaotic_spell(spell) && !crawl_state.is_god_acting())
did_god_conduct(DID_CHAOS, 10 + spell_difficulty(spell));
if (is_corpse_violating_spell(spell) && !crawl_state.is_god_acting())
did_god_conduct(DID_CORPSE_VIOLATION, 10 + spell_difficulty(spell));
// Linley says: Condensation Shield needs some disadvantages to keep
// it from being a no-brainer... this isn't much, but its a start. - bwr
if (spell_typematch(spell, SPTYP_FIRE))
expose_player_to_element(BEAM_FIRE, 0);
if (spell_typematch(spell, SPTYP_NECROMANCY)
&& !crawl_state.is_god_acting())
{
did_god_conduct(DID_NECROMANCY, 10 + spell_difficulty(spell));
if (spell == SPELL_NECROMUTATION && is_good_god(you.religion))
excommunication();
}
alert_nearby_monsters();
}
static bool _vampire_cannot_cast(spell_type spell)
{
if (you.species != SP_VAMPIRE)
return (false);
if (you.hunger_state > HS_SATIATED)
return (false);
// Satiated or less
switch (spell)
{
case SPELL_ALTER_SELF:
case SPELL_BERSERKER_RAGE:
case SPELL_BLADE_HANDS:
case SPELL_CURE_POISON:
case SPELL_DRAGON_FORM:
case SPELL_ICE_FORM:
case SPELL_RESIST_POISON:
case SPELL_SPIDER_FORM:
case SPELL_STATUE_FORM:
case SPELL_STONESKIN:
case SPELL_TAME_BEASTS:
return (true);
default:
return (false);
}
}
bool is_prevented_teleport(spell_type spell)
{
return ((spell == SPELL_BLINK
|| spell == SPELL_CONTROLLED_BLINK
|| spell == SPELL_TELEPORT_SELF)
&& scan_artefacts(ARTP_PREVENT_TELEPORTATION, false));
}
bool spell_is_uncastable(spell_type spell, std::string &msg)
{
if (you.undead_or_demonic() && is_holy_spell(spell))
{
msg = "You can't use this type of magic!";
return (true);
}
// Normally undead can't memorise these spells, so this check is
// to catch those in Lich form. As such, we allow the Lich form
// to be extended here. - bwr
if (spell != SPELL_NECROMUTATION && you_cannot_memorise(spell))
{
msg = "You cannot cast that spell in your current form!";
return (true);
}
if (spell == SPELL_SYMBOL_OF_TORMENT && player_res_torment(true, false))
{
msg = "To torment others, one must first know what torment means.";
return (true);
}
if (_vampire_cannot_cast(spell))
{
msg = "Your current blood level is not sufficient to cast that spell.";
return (true);
}
return (false);
}
#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;
}
monsters* 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->hit_dice = you.experience_level;
mon->set_position(you.pos());
mon->target = spd.target;
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 = mgrd(spd.target);
mgrd(you.pos()) = mon->mindex();
mons_cast(mon, beam, spell);
mon->reset();
}
#endif // WIZARD
static beam_type _spell_to_beam_type(spell_type spell)
{
switch (spell)
{
case SPELL_FREEZE: return BEAM_COLD;
default: break;
}
return BEAM_NONE;
}
static int _setup_evaporate_cast()
{
int rc = prompt_invent_item("Throw which potion?", MT_INVLIST, OBJ_POTIONS);
if (prompt_failed(rc))
{
rc = -1;
}
else if (you.inv[rc].base_type != OBJ_POTIONS)
{
mpr("This spell works only on potions!");
rc = -1;
}
else
{
mprf(MSGCH_PROMPT, "Where do you want to aim %s?",
you.inv[rc].name(DESC_NOCAP_YOUR).c_str());
}
return rc;
}
static bool _can_cast_detect()
{
if (player_in_mappable_area())
return true;
mpr("You feel momentarily disoriented.");
return false;
}
static void _maybe_cancel_repeat(spell_type spell)
{
switch (spell)
{
case SPELL_DELAYED_FIREBALL:
case SPELL_TUKIMAS_DANCE:
case SPELL_ALTER_SELF:
case SPELL_PORTAL:
crawl_state.cant_cmd_repeat(make_stringf("You can't repeat %s.",
spell_title(spell)));
break;
default:
break;
}
}
static spret_type _do_cast(spell_type spell, int powc,
const dist& spd, bolt& beam,
god_type god, int potion,
bool check_range = false);
static bool _spellcasting_aborted(spell_type spell,
bool check_range_usability,
bool wiz_cast)
{
std::string msg;
if (!wiz_cast && spell_is_uncastable(spell, msg))
{
mpr(msg);
return (true);
}
if (is_prevented_teleport(spell)
&& !yesno("You cannot teleport right now. Cast anyway?", true, 'n'))
{
return (true);
}
if (check_range_usability
&& spell == SPELL_FULSOME_DISTILLATION
&& !corpse_at(you.pos()))
{
mpr("There aren't any corpses here.");
return (true);
}
return (false);
}
// Returns SPRET_SUCCESS if spell is successfully cast for purposes of
// exercising, SPRET_FAIL otherwise, or SPRET_ABORT if the player canceled
// the casting.
// Not all of these are actually real spells; invocations, decks, rods or misc.
// effects might also land us here.
// Others are currently unused or unimplemented.
spret_type your_spells(spell_type spell, int powc,
bool allow_fail, bool check_range)
{
ASSERT(!crawl_state.game_is_arena());
const bool wiz_cast = (crawl_state.prev_cmd == CMD_WIZARD && !allow_fail);
dist spd;
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 (_spellcasting_aborted(spell, check_range, wiz_cast))
return (SPRET_ABORT);
const unsigned int flags = get_spell_flags(spell);
ASSERT(wiz_cast || !(flags & SPFLAG_TESTING));
if ((flags & SPFLAG_TESTING) && !wiz_cast)
{
mprf(MSGCH_ERROR, "Spell %s is a testing spell, but you didn't use "
"the &Z wizard command; please file a bug report.",
spell_title(spell));
return (SPRET_ABORT);
}
int potion = -1;
// 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
if ((flags & SPFLAG_TARGETING_MASK) && spell != SPELL_PORTAL_PROJECTILE)
{
targ_mode_type targ =
(testbits(flags, SPFLAG_HELPFUL) ? TARG_FRIEND : TARG_HOSTILE);
if (testbits(flags, SPFLAG_NEUTRAL))
targ = TARG_ANY;
targeting_type dir =
(testbits(flags, SPFLAG_TARG_OBJ) ? DIR_TARGET_OBJECT :
testbits(flags, SPFLAG_TARGET) ? DIR_TARGET :
testbits(flags, SPFLAG_GRID) ? DIR_TARGET :
testbits(flags, SPFLAG_DIR) ? DIR_DIR :
DIR_NONE);
const char *prompt = get_spell_target_prompt(spell);
if (spell == SPELL_EVAPORATE)
{
potion = _setup_evaporate_cast();
if (potion == -1)
return (SPRET_ABORT);
}
else if (dir == DIR_DIR)
mpr(prompt ? prompt : "Which direction? ", MSGCH_PROMPT);
const bool needs_path = (!testbits(flags, SPFLAG_GRID)
&& !testbits(flags, SPFLAG_TARGET));
const bool dont_cancel_me = testbits(flags, SPFLAG_HELPFUL);
const int range = calc_spell_range(spell, powc, false);
std::string title = "Casting: <white>";
title += spell_title(spell);
title += "</white>";
if (!spell_direction(spd, beam, dir, targ, range,
needs_path, true, dont_cancel_me, prompt,
title.c_str(),
testbits(flags, SPFLAG_NOT_SELF)))
{
return (SPRET_ABORT);
}
beam.range = calc_spell_range(spell, powc, true);
if (testbits(flags, SPFLAG_NOT_SELF) && spd.isMe())
{
if (spell == SPELL_TELEPORT_OTHER || spell == SPELL_POLYMORPH_OTHER
|| spell == SPELL_BANISHMENT)
{
mpr("Sorry, this spell works on others only.");
}
else
canned_msg(MSG_UNTHINKING_ACT);
return (SPRET_ABORT);
}
}
// Enhancers only matter for calc_spell_power() and spell_fail().
// Not sure about this: is it flavour or misleading? (jpeg)
if (powc == 0 || allow_fail)
_surge_power(spell);
// Added this so that the passed in powc can have meaning. - bwr
// Remember that most holy spells don't yet use powc!
if (powc == 0)
powc = calc_spell_power(spell, true);
const god_type god =
(crawl_state.is_god_acting()) ? crawl_state.which_god_acting()
: GOD_NO_GOD;
const int loudness = spell_noise(spell);
const bool sound_at_caster = !(flags & SPFLAG_TARGETING_MASK);
// Make some noise if it's actually the player casting.
// NOTE: zappy() sets up noise for beams.
if (god == GOD_NO_GOD)
noisy(sound_at_caster ? loudness : 1, you.pos());
if (allow_fail)
{
int spfl = random2avg(100, 3);
if (you.religion != 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];
// Reduced penance reduction here because casting spells
// is a player controllable act. - bwr
if (one_chance_in(12))
dec_penance(GOD_SIF_MUNA, 1);
}
else if (spell_typematch(spell, SPTYP_NECROMANCY)
&& you.religion != GOD_KIKUBAAQUDGHA
&& you.penance[GOD_KIKUBAAQUDGHA]
&& one_chance_in(20))
{
// And you thought you'd Necromutate your way out of penance...
simple_god_message(" does not allow the disloyal to dabble in "
"death!", GOD_KIKUBAAQUDGHA);
// The spell still goes through, but you get a miscast anyway.
MiscastEffect(&you, -god, SPTYP_NECROMANCY,
(you.experience_level / 2) + (spell_mana(spell) * 2),
random2avg(88, 3), "the malice of Kikubaaqudgha");
}
const int spfail_chance = spell_fail(spell);
// Divination mappings backfire in Labyrinths and the Abyss.
if (testbits(env.level_flags, LFLAG_NO_MAGIC_MAP)
&& testbits(flags, SPFLAG_MAPPING))
{
mprf(MSGCH_WARN,
"The warped magic of this place twists your "
"spell in on itself!");
spfl = spfail_chance / 2 - 1;
}
if (spfl < spfail_chance)
{
_spellcasting_side_effects(spell, true);
mpr("You miscast the spell.");
flush_input_buffer(FLUSH_ON_FAILURE);
learned_something_new(HINT_SPELL_MISCAST);
if (you.religion == GOD_SIF_MUNA
&& !player_under_penance()
&& you.piety >= 100 && x_chance_in_y(you.piety + 1, 150))
{
canned_msg(MSG_NOTHING_HAPPENS);
return (SPRET_FAIL);
}
// All spell failures give a bit of magical radiation.
// Failure is a function of power squared multiplied by how
// badly you missed the spell. High power spells can be
// quite nasty: 9 * 9 * 90 / 500 = 15 points of
// contamination!
int nastiness = spell_mana(spell) * spell_mana(spell)
* (spfail_chance - spfl) + 250;
const int cont_points = div_rand_round(nastiness, 500);
// miscasts are uncontrolled
contaminate_player(cont_points);
MiscastEffect(&you, NON_MONSTER, spell, spell_mana(spell),
spfail_chance - spfl);
return (SPRET_FAIL);
}
}
dprf("Spell #%d, power=%d", spell, powc);
if (crawl_state.prev_cmd == CMD_CAST_SPELL && god == GOD_NO_GOD)
_maybe_cancel_repeat(spell);
switch (_do_cast(spell, powc, spd, beam, god, potion, check_range))
{
case SPRET_SUCCESS:
_spellcasting_side_effects(spell);
return (SPRET_SUCCESS);
case SPRET_FAIL:
ASSERT(false);
return (SPRET_FAIL);
case SPRET_ABORT:
return (SPRET_ABORT);
case SPRET_NONE:
#ifdef WIZARD
if (you.wizard && !allow_fail && is_valid_spell(spell)
&& (flags & SPFLAG_MONSTER))
{
_try_monster_cast(spell, powc, spd, 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
mpr("Invalid spell!", MSGCH_ERROR);
return (SPRET_ABORT);
}
return (SPRET_SUCCESS);
}
// Special-cased preconditions.
static bool _spell_zap_abort(spell_type spell, const bolt& beam)
{
if (spell == SPELL_BANISHMENT && beam.target == you.pos())
{
mpr("You cannot banish yourself!");
return (true);
}
return (false);
}
// Special-cased after-effects.
static void _spell_zap_effect(spell_type spell)
{
// Casting pain costs 1 hp.
// Deep Dwarves' damage reduction always blocks at least 1 hp.
if (spell == SPELL_PAIN && you.species != SP_DEEP_DWARF)
dec_hp(1, false);
}
// Spell failure check has been passed successfully.
// Returns SPRET_SUCCESS, SPRET_ABORT or SPRET_NONE (not a player spell).
static spret_type _do_cast(spell_type spell, int powc,
const dist& spd, bolt& beam,
god_type god, int potion,
bool check_range)
{
// First handle the zaps.
zap_type zap = spell_to_zap(spell);
if (zap != NUM_ZAPS)
{
if (_spell_zap_abort(spell, beam))
return (SPRET_ABORT);
if (!zapping(zap, spell_zap_power(spell, powc), beam, true))
return (SPRET_ABORT);
_spell_zap_effect(spell);
return (SPRET_SUCCESS);
}
switch (spell)
{
// spells using burn_freeze()
case SPELL_FREEZE:
if (!burn_freeze(powc, _spell_to_beam_type(spell),
monster_at(you.pos() + spd.delta)))
{
return (SPRET_ABORT);
}
break;
case SPELL_SANDBLAST:
if (!cast_sandblast(powc, beam))
return (SPRET_ABORT);
break;
case SPELL_BONE_SHARDS:
if (!cast_bone_shards(powc, beam))
return (SPRET_ABORT);
break;
case SPELL_VAMPIRIC_DRAINING:
vampiric_drain(powc, spd);
break;
case SPELL_IOOD:
if (!player_tracer(ZAP_IOOD, powc, beam))
return (SPRET_ABORT);
if (!cast_iood(&you, powc, &beam))
return (SPRET_ABORT);
break;
// Clouds and explosions.
case SPELL_MEPHITIC_CLOUD:
if (!stinking_cloud(powc, beam))
return (SPRET_ABORT);
break;
case SPELL_EVAPORATE:
if (!cast_evaporate(powc, beam, potion))
return SPRET_ABORT;
break;
case SPELL_POISONOUS_CLOUD:
cast_big_c(powc, CLOUD_POISON, KC_YOU, beam);
break;
case SPELL_FREEZING_CLOUD:
cast_big_c(powc, CLOUD_COLD, KC_YOU, beam);
break;
case SPELL_FIRE_STORM:
if (!cast_fire_storm(powc, beam))
return (SPRET_ABORT);
break;
case SPELL_HELLFIRE_BURST:
if (!cast_hellfire_burst(powc, beam))
return (SPRET_ABORT);
break;
case SPELL_FIREBALL:
if (!fireball(powc, beam))
return (SPRET_ABORT);
break;
case SPELL_DELAYED_FIREBALL:
// This spell has two main advantages over Fireball:
//
// (1) The release is instantaneous, so monsters will not
// get an action before the player... this allows the
// player to hit monsters with a double fireball (this
// is why we only allow one delayed fireball at a time,
// if you want to allow for more, then the release should
// take at least some amount of time).
//
// The casting of this spell still costs a turn. So
// casting Delayed Fireball and immediately releasing
// the fireball is only slightly different from casting
// a regular Fireball (monsters act in the middle instead
// of at the end). This is why we allow for the spell
// level discount so that Fireball is free with this spell
// (so that it only costs 7 levels instead of 13 to have
// both).
//
// (2) When the fireball is released, it is guaranteed to
// go off... the spell only fails at this point. This can
// be a large advantage for characters who have difficulty
// casting Fireball in their standard equipment. However,
// the power level for the actual fireball is determined at
// release, so if you do swap out your enhancers you'll
// get a less powerful ball when it's released. - bwr
//
if (!you.attribute[ATTR_DELAYED_FIREBALL])
{
// Okay, this message is weak but functional. - bwr
mpr("You feel magically charged.");
you.attribute[ATTR_DELAYED_FIREBALL] = 1;
}
else
{
mpr("You are already charged.");
return (SPRET_ABORT);
}
break;
// LOS spells
case SPELL_SMITING:
if (!cast_smiting(powc, beam.target))
return (SPRET_ABORT);
break;
case SPELL_AIRSTRIKE:
airstrike(powc, spd);
break;
case SPELL_FRAGMENTATION:
if (!cast_fragmentation(powc, spd))
return (SPRET_ABORT);
break;
case SPELL_PORTAL_PROJECTILE:
if (!cast_portal_projectile(powc))
return SPRET_ABORT;
break;
// other effects
case SPELL_DISCHARGE:
cast_discharge(powc);
break;
case SPELL_CHAIN_LIGHTNING:
cast_chain_lightning(powc, &you);
break;
case SPELL_DISPERSAL:
cast_dispersal(powc);
break;
case SPELL_SHATTER:
cast_shatter(powc);
break;
case SPELL_SYMBOL_OF_TORMENT:
torment(TORMENT_SPELL, you.pos());
break;
case SPELL_OZOCUBUS_REFRIGERATION:
cast_refrigeration(powc);
break;
case SPELL_IGNITE_POISON:
cast_ignite_poison(powc);
break;
// Summoning spells, and other spells that create new monsters.
// If a god is making you cast one of these spells, any monsters
// produced will count as god gifts.
case SPELL_SUMMON_BUTTERFLIES:
cast_summon_butterflies(powc, god);
break;
case SPELL_SUMMON_SMALL_MAMMALS:
cast_summon_small_mammals(powc, god);
break;
case SPELL_STICKS_TO_SNAKES:
cast_sticks_to_snakes(powc, god);
break;
case SPELL_SUMMON_SCORPIONS:
cast_summon_scorpions(powc, god);
break;
case SPELL_SUMMON_SWARM:
cast_summon_swarm(powc, god);
break;
case SPELL_CALL_CANINE_FAMILIAR:
cast_call_canine_familiar(powc, god);
break;
case SPELL_SUMMON_ELEMENTAL:
if (!cast_summon_elemental(powc, god))
return (SPRET_ABORT);
break;
case SPELL_SUMMON_ICE_BEAST:
cast_summon_ice_beast(powc, god);
break;
case SPELL_SUMMON_UGLY_THING:
cast_summon_ugly_thing(powc, god);
break;
case SPELL_SUMMON_DRAGON:
cast_summon_dragon(powc, god);
break;
case SPELL_TUKIMAS_DANCE:
// Temporarily turns a wielded weapon into a dancing weapon.
cast_tukimas_dance(powc, god);
break;
case SPELL_CONJURE_BALL_LIGHTNING:
cast_conjure_ball_lightning(powc, god);
break;
case SPELL_CALL_IMP:
cast_call_imp(powc, god);
break;
case SPELL_SUMMON_DEMON:
cast_summon_demon(powc, god);
break;
case SPELL_DEMONIC_HORDE:
cast_demonic_horde(powc, god);
break;
case SPELL_SUMMON_GREATER_DEMON:
cast_summon_greater_demon(powc, god);
break;
case SPELL_SHADOW_CREATURES:
cast_shadow_creatures(god);
break;
case SPELL_SUMMON_HORRIBLE_THINGS:
cast_summon_horrible_things(powc, god);
break;
case SPELL_ANIMATE_SKELETON:
mpr("You attempt to give life to the dead...");
if (animate_remains(you.pos(), CORPSE_SKELETON, BEH_FRIENDLY,
MHITYOU, &you, "", god) < 0)
{
mpr("There is no skeleton here to animate!");
}
break;
case SPELL_ANIMATE_DEAD:
mpr("You call on the dead to rise...");
animate_dead(&you, powc + 1, BEH_FRIENDLY, MHITYOU, &you, "", god);
break;
case SPELL_SIMULACRUM:
cast_simulacrum(powc, god);
break;
case SPELL_TWISTED_RESURRECTION:
cast_twisted_resurrection(powc, god);
break;
case SPELL_HAUNT:
cast_haunt(powc, beam.target, god);
break;
case SPELL_DEATH_CHANNEL:
cast_death_channel(powc, god);
break;
// Enchantments.
case SPELL_CONFUSING_TOUCH:
cast_confusing_touch(powc);
break;
case SPELL_CAUSE_FEAR:
mass_enchantment(ENCH_FEAR, powc, MHITYOU);
break;
case SPELL_TAME_BEASTS:
cast_tame_beasts(powc);
break;
case SPELL_INTOXICATE:
cast_intoxicate(powc);
break;
case SPELL_MASS_CONFUSION:
mass_enchantment(ENCH_CONFUSION, powc, MHITYOU);
break;
case SPELL_ENGLACIATION:
cast_mass_sleep(powc);
break;
case SPELL_CONTROL_UNDEAD:
mass_enchantment(ENCH_CHARM, powc, MHITYOU);
break;
case SPELL_ABJURATION:
abjuration(powc);
break;
case SPELL_OLGREBS_TOXIC_RADIANCE:
cast_toxic_radiance();
break;
case SPELL_MINOR_HEALING:
if (cast_healing(5) < 0)
return (SPRET_ABORT);
break;
case SPELL_MAJOR_HEALING:
if (cast_healing(25) < 0)
return (SPRET_ABORT);
break;
// Self-enchantments. (Spells that can only affect the player.)
// Resistances.
case SPELL_INSULATION:
cast_insulation(powc);
break;
case SPELL_RESIST_POISON:
cast_resist_poison(powc);
break;
case SPELL_SEE_INVISIBLE:
cast_see_invisible(powc);
break;
case SPELL_CONTROL_TELEPORT:
cast_teleport_control(powc);
break;
// Healing.
case SPELL_CURE_POISON:
cast_cure_poison(powc);
break;
// Weapon brands.
case SPELL_SURE_BLADE:
cast_sure_blade(powc);
break;
case SPELL_TUKIMAS_VORPAL_BLADE:
if (!brand_weapon(SPWPN_VORPAL, powc))
canned_msg(MSG_SPELL_FIZZLES);
break;
case SPELL_FIRE_BRAND:
if (!brand_weapon(SPWPN_FLAMING, powc))
canned_msg(MSG_SPELL_FIZZLES);
break;
case SPELL_FREEZING_AURA:
if (!brand_weapon(SPWPN_FREEZING, powc))
canned_msg(MSG_SPELL_FIZZLES);
break;
case SPELL_MAXWELLS_SILVER_HAMMER:
if (!brand_weapon(SPWPN_DUMMY_CRUSHING, powc))
canned_msg(MSG_SPELL_FIZZLES);
break;
case SPELL_POISON_WEAPON:
if (!brand_weapon(SPWPN_VENOM, powc))
canned_msg(MSG_SPELL_FIZZLES);
break;
case SPELL_EXCRUCIATING_WOUNDS:
if (!brand_weapon(SPWPN_PAIN, powc))
canned_msg(MSG_SPELL_FIZZLES);
break;
case SPELL_LETHAL_INFUSION:
if (!brand_weapon(SPWPN_DRAINING, powc))
canned_msg(MSG_SPELL_FIZZLES);
break;
case SPELL_WARP_BRAND:
if (!brand_weapon(SPWPN_DISTORTION, powc))
canned_msg(MSG_SPELL_FIZZLES);
break;
// Transformations.
case SPELL_BLADE_HANDS:
if (!transform(powc, TRAN_BLADE_HANDS))
return (SPRET_ABORT);
break;
case SPELL_SPIDER_FORM:
if (!transform(powc, TRAN_SPIDER))
return (SPRET_ABORT);
break;
case SPELL_STATUE_FORM:
if (!transform(powc, TRAN_STATUE))
return (SPRET_ABORT);
break;
case SPELL_ICE_FORM:
if (!transform(powc, TRAN_ICE_BEAST))
return (SPRET_ABORT);
break;
case SPELL_DRAGON_FORM:
if (!transform(powc, TRAN_DRAGON))
return (SPRET_ABORT);
break;
case SPELL_NECROMUTATION:
if (!transform(powc, TRAN_LICH))
return (SPRET_ABORT);
break;
case SPELL_ALTER_SELF:
if (!enough_hp(you.hp_max / 2, true))
{
mpr("Your body is in too poor a condition for this spell "
"to function.");
return (SPRET_ABORT);
}
mpr("Your body is suffused with transfigurative energy!");
set_hp(1 + random2(you.hp), false);
if (mutate(RANDOM_MUTATION, false))
did_god_conduct(DID_DELIBERATE_MUTATING, 2 + random2(3));
else
mpr("Odd... you don't feel any different.");
break;
// General enhancement.
case SPELL_BERSERKER_RAGE:
if (!berserk_check_wielded_weapon())
return (SPRET_ABORT);
cast_berserk();
break;
case SPELL_REGENERATION:
cast_regen(powc);
break;
case SPELL_REPEL_MISSILES:
missile_prot(powc);
break;
case SPELL_DEFLECT_MISSILES:
deflection(powc);
break;
case SPELL_SWIFTNESS:
cast_swiftness(powc);
break;
case SPELL_LEVITATION:
potion_effect(POT_LEVITATION, powc);
break;
case SPELL_FLY:
cast_fly(powc);
break;
case SPELL_STONESKIN:
cast_stoneskin(powc);
break;
case SPELL_STONEMAIL:
stone_scales(powc);
break;
case SPELL_CONDENSATION_SHIELD:
cast_condensation_shield(powc);
break;
case SPELL_OZOCUBUS_ARMOUR:
ice_armour(powc, false);
break;
case SPELL_PHASE_SHIFT:
cast_phase_shift(powc);
break;
case SPELL_SILENCE:
cast_silence(powc);
break;
// other
case SPELL_SELECTIVE_AMNESIA:
crawl_state.cant_cmd_repeat("You can't repeat selective amnesia.");
// Sif Muna power calls with true
if (!cast_selective_amnesia(false))
return (SPRET_ABORT);
break;
case SPELL_EXTENSION:
extension(powc);
break;
case SPELL_BORGNJORS_REVIVIFICATION:
cast_revivification(powc);
break;
case SPELL_SUBLIMATION_OF_BLOOD:
cast_sublimation_of_blood(powc);
break;
case SPELL_DEATHS_DOOR:
cast_deaths_door(powc);
break;
case SPELL_RING_OF_FLAMES:
cast_ring_of_flames(powc);
break;
// Escape spells.
case SPELL_BLINK:
random_blink(god != GOD_XOM);
break;
case SPELL_TELEPORT_SELF:
you_teleport();
break;
case SPELL_CONTROLLED_BLINK:
if (blink(powc, true) == -1)
return (SPRET_ABORT);
break;
// Utility spells.
case SPELL_DETECT_SECRET_DOORS:
if (_can_cast_detect())
cast_detect_secret_doors(powc);
break;
case SPELL_DETECT_TRAPS:
if (_can_cast_detect())
mprf("You detect %s", (detect_traps(powc) > 0) ? "traps!"
: "nothing.");
break;
case SPELL_DETECT_ITEMS:
if (_can_cast_detect())
mprf("You detect %s", (detect_items(powc) > 0) ? "items!"
: "nothing.");
break;
case SPELL_DETECT_CREATURES:
{
if (!_can_cast_detect())
break;
const int prev_detected = count_detected_mons();
const int num_creatures = detect_creatures(powc);
if (!num_creatures)
mpr("You detect nothing.");
else if (num_creatures == prev_detected)
{
// This is not strictly true. You could have cast
// Detect Creatures with a big enough fuzz that the detected
// glyph is still on the map when the original one has been
// killed. Then another one is spawned, so the number is
// the same as before. There's no way we can check this however.
mpr("You detect no further creatures.");
}
else
mpr("You detect creatures!");
break;
}
case SPELL_PROJECTED_NOISE:
project_noise();
break;
case SPELL_CONJURE_FLAME:
if (!conjure_flame(powc, beam.target))
return (SPRET_ABORT);
break;
case SPELL_PASSWALL:
if (!cast_passwall(spd.delta, powc))
return (SPRET_ABORT);
break;
case SPELL_APPORTATION:
if (!cast_apportation(powc, beam.target))
return (SPRET_ABORT);
break;
case SPELL_RECALL:
recall(0);
break;
case SPELL_PORTAL:
if (crawl_state.game_is_sprint() || (portal() == -1))
return (SPRET_ABORT);
break;
case SPELL_CORPSE_ROT:
corpse_rot();
break;
case SPELL_FULSOME_DISTILLATION:
if (!cast_fulsome_distillation(powc, check_range))
return (SPRET_ABORT);
break;
default:
return (SPRET_NONE);
}
return (SPRET_SUCCESS);
}
void exercise_spell(spell_type spell, bool spc, bool success)
{
// (!success) reduces skill increase for miscast spells
int skill;
int exer = 0;
int workout = 0;
unsigned int disciplines = get_spell_disciplines(spell);
//jmf: evil evil evil -- exclude HOLY bit
disciplines &= (~SPTYP_HOLY);
int skillcount = count_bits( disciplines );
if (!success)
skillcount += 4 + random2(10);
const int diff = spell_difficulty(spell);
// Fill all disciplines into a vector, then shuffle the vector, and
// exercise skills in that random order. That way, small xp pools
// don't always train exclusively the first skill.
std::vector<int> disc;
for (int ndx = 0; ndx <= SPTYP_LAST_EXPONENT; ndx++)
{
if (!spell_typematch( spell, 1 << ndx ))
continue;
disc.push_back(ndx);
}
std::random_shuffle(disc.begin(), disc.end());
for (unsigned int k = 0; k < disc.size(); ++k)
{
int ndx = disc[k];
skill = spell_type2skill( 1 << ndx );
workout = (random2(1 + diff) / skillcount);
if (!one_chance_in(5))
workout++; // most recently, this was an automatic add {dlb}
const int exercise_amount = exercise( skill, workout );
exer += exercise_amount;
}
/* ******************************************************************
Other recent formulae for the above:
* workout = random2(spell_difficulty(spell_ex)
* (10 + (spell_difficulty(spell_ex) * 2 )) / 10 / spellsy + 1);
* workout = spell_difficulty(spell_ex)
* (15 + spell_difficulty(spell_ex)) / 15 / spellsy;
spellcasting had also been generally exercised at the same time
****************************************************************** */
if (spc)
{
const int exercise_amount =
exercise(SK_SPELLCASTING, one_chance_in(3) ? 1
: random2(1 + random2(diff)));
exer += exercise_amount;
}
// Avoid doubly rewarding spell practise in sprint
// (by inflated XP and inflated piety gain)
if (crawl_state.game_is_sprint())
exer = sprint_modify_exp_inverse(exer);
if (exer)
did_god_conduct(DID_SPELL_PRACTISE, exer);
}
const char* failure_rate_to_string( int fail )
{
return (fail == 100) ? "Useless" : // 0% success chance
(fail > 77) ? "Terrible" : // 0-5%
(fail > 71) ? "Cruddy" : // 5-10%
(fail > 64) ? "Bad" : // 10-20%
(fail > 59) ? "Very Poor" : // 20-30%
(fail > 50) ? "Poor" : // 30-50%
(fail > 40) ? "Fair" : // 50-70%
(fail > 35) ? "Good" : // 70-80%
(fail > 28) ? "Very Good" : // 80-90%
(fail > 22) ? "Great" : // 90-95%
(fail > 0) ? "Excellent" // 95-100%
: "Perfect"; // 100%
}
static unsigned int _breakpoint_rank(int val, const int breakpoints[],
unsigned int num_breakpoints)
{
unsigned int result = 0;
while (result < num_breakpoints && val >= breakpoints[result])
++result;
return result;
}
const char* spell_hunger_string(spell_type spell)
{
if (you.is_undead == US_UNDEAD)
return ("N/A");
const int hunger = spell_hunger(spell);
// Spell hunger is "Fruit" if casting the spell five times costs at
// most one "Fruit".
const char* hunger_descriptions[] = {
"None", "Sultana", "Strawberry", "Choko", "Honeycomb", "Ration"
};
const int breakpoints[] = { 1, 15, 41, 121, 401 };
return (hunger_descriptions[_breakpoint_rank(hunger, breakpoints,
ARRAYSZ(breakpoints))]);
}
int spell_power_colour(spell_type spell)
{
const int powercap = spell_power_cap(spell);
if (powercap == 0)
return DARKGREY;
const int power = calc_spell_power(spell, true);
if (power >= powercap)
return WHITE;
if (power * 3 < powercap)
return RED;
if (power * 3 < powercap * 2)
return YELLOW;
return GREEN;
}
static int _power_to_barcount( int power )
{
if (power == -1)
return -1;
const int breakpoints[] = { 5, 10, 15, 25, 35, 50, 75, 100, 150 };
return (_breakpoint_rank(power, breakpoints, ARRAYSZ(breakpoints)) + 1);
}
int spell_power_bars( spell_type spell )
{
const int cap = spell_power_cap(spell);
if (cap == 0)
return -1;
const int power = std::min(calc_spell_power(spell, true), cap);
return _power_to_barcount(power);
}
#ifdef WIZARD
static std::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 = std::min(calc_spell_power(spell, true), cap);
return make_stringf("%d (%d)", power, cap);
}
#endif
std::string spell_power_string(spell_type spell)
{
#ifdef WIZARD
if (you.wizard)
return _wizard_spell_power_numeric_string(spell);
#endif
const int numbars = spell_power_bars(spell);
const int capbars = _power_to_barcount(spell_power_cap(spell));
ASSERT(numbars <= capbars);
if (numbars < 0)
return "N/A";
else
return std::string(numbars, '#') + std::string(capbars - numbars, '.');
}
int calc_spell_range(spell_type spell, int power, bool real_cast)
{
if (power == 0)
power = calc_spell_power(spell, true);
const int range = spell_range(spell, power, real_cast);
return (range);
}
std::string spell_range_string(spell_type spell)
{
const int cap = spell_power_cap(spell);
const int range = calc_spell_range(spell);
const int maxrange = spell_range(spell, cap, false);
if (range < 0)
return "N/A";
else
{
return std::string("@") + std::string(range - 1, '-')
+ std::string(">") + std::string(maxrange - range, '.');
}
}
std::string spell_schools_string(spell_type spell)
{
std::string desc;
bool already = false;
for (int i = 0; i <= SPTYP_LAST_EXPONENT; ++i)
{
if (spell_typematch(spell, (1<<i)))
{
if (already)
desc += "/";
desc += spelltype_long_name(1 << i);
already = true;
}
}
return (desc);
}
|