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
|
/*
* File: spl-util.cc *
* Summary: data handlers for player-available spell list *
* Written by: don brodale <dbrodale@bigfootinteractive.com> *
*/
#include "AppHdr.h"
#include "spl-util.h"
#include <stdlib.h>
#include <stdio.h>
#include <ctype.h>
#include <string.h>
#include <limits.h>
#include <algorithm>
#include "externs.h"
#include "beam.h"
#include "coord.h"
#include "coordit.h"
#include "directn.h"
#include "debug.h"
#include "godabil.h"
#include "stuff.h"
#include "env.h"
#include "libutil.h"
#include "macro.h"
#include "mon-behv.h"
#include "mon-util.h"
#include "notes.h"
#include "player.h"
#include "religion.h"
#include "spells4.h"
#include "spl-cast.h"
#include "spl-book.h"
#include "spl-zap.h"
#include "terrain.h"
#include "itemprop.h"
#include "item_use.h"
#include "transform.h"
struct spell_desc
{
int id;
const char *title;
unsigned int disciplines; // bitfield
unsigned int flags; // bitfield
unsigned int level;
// Usually in the range 0..200 (0 means uncapped).
// Note that some spells are also capped through zap_type.
// See spell_power_cap below.
int power_cap;
// At power 0, you get min_range. At power power_cap, you get max_range.
int min_range;
int max_range;
// How much louder or quieter the spell is than the default.
int noise_mod;
const char *target_prompt;
// If a monster is casting this, does it need a tracer?
bool ms_needs_tracer;
// The spell can be used no matter what the monster's foe is.
bool ms_utility;
};
static struct spell_desc spelldata[] =
{
#include "spl-data.h"
};
static int spell_list[NUM_SPELLS];
#define SPELLDATASIZE (sizeof(spelldata)/sizeof(struct spell_desc))
static struct spell_desc *_seekspell(spell_type spellid);
static bool _cloud_helper(cloud_func func, const coord_def& where,
int pow, int spread_rate,
cloud_type ctype, kill_category whose,
killer_type killer, int colour,
std::string name, std::string tile);
//
// BEGIN PUBLIC FUNCTIONS
//
// All this does is merely refresh the internal spell list {dlb}:
void init_spell_descs(void)
{
for (int i = 0; i < NUM_SPELLS; i++)
spell_list[i] = -1;
for (unsigned int i = 0; i < SPELLDATASIZE; i++)
{
spell_desc &data = spelldata[i];
#ifdef DEBUG
if (data.id < SPELL_NO_SPELL || data.id >= NUM_SPELLS)
end(1, false, "spell #%d has invalid id %d", i, data.id);
if (data.title == NULL || strlen(data.title) == 0)
end(1, false, "spell #%d, id %d has no name", i, data.id);
if (data.level < 1 || data.level > 9)
{
end(1, false, "spell '%s' has invalid level %d",
data.title, data.level);
}
if (data.min_range > data.max_range)
{
end(1, false, "spell '%s' has min_range larger than max_range",
data.title);
}
if (data.flags & SPFLAG_TARGETING_MASK)
{
if (data.min_range <= -1 || data.max_range <= 0)
{
end(1, false, "targeted/directed spell '%s' has invalid range",
data.title);
}
}
#endif
spell_list[data.id] = i;
}
}
typedef std::map<std::string, spell_type> spell_name_map;
static spell_name_map spell_name_cache;
void init_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 std::string spell_name = lowercase_string(sptitle);
spell_name_cache[spell_name] = type;
}
}
spell_type spell_by_name(std::string name, bool partial_match)
{
if (name.empty())
return (SPELL_NO_SPELL);
lowercase(name);
if (!partial_match)
{
spell_name_map::iterator i = spell_name_cache.find(name);
if (i != spell_name_cache.end())
return (i->second);
return (SPELL_NO_SPELL);
}
int spellmatch = -1;
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);
const std::string spell_name = lowercase_string(sptitle);
if (spell_name.find(name) != std::string::npos)
{
if (spell_name == name)
return static_cast<spell_type>(i);
spellmatch = i;
}
}
return (spellmatch != -1 ? static_cast<spell_type>(spellmatch)
: SPELL_NO_SPELL);
}
spschool_flag_type school_by_name(std::string name)
{
spschool_flag_type short_match, long_match;
int short_matches, long_matches;
short_match = long_match = SPTYP_NONE;
short_matches = long_matches = 0;
lowercase(name);
for (int i = 0; i <= SPTYP_RANDOM; i++)
{
spschool_flag_type type = (spschool_flag_type) (1 << i);
std::string short_name = spelltype_short_name(type);
std::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) != std::string::npos)
{
short_match = type;
short_matches++;
}
if (long_name.find(name) != std::string::npos)
{
long_match = type;
long_matches++;
}
}
if (short_matches != 1 && long_matches != 1)
return SPTYP_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 SPTYP_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]);
}
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 )
{
int i, j;
// first we find a slot in our head:
for (i = 0; i < 25; i++)
{
if (you.spells[i] == SPELL_NO_SPELL)
break;
}
you.spells[i] = spell;
// now we find an available label:
for (j = 0; j < 52; j++)
{
if (you.spell_letter_table[j] == -1)
break;
}
you.spell_letter_table[j] = i;
you.spell_no++;
take_note(Note(NOTE_LEARN_SPELL, spell));
return (true);
}
bool del_spell_from_memory_by_slot( int slot )
{
int j;
you.spells[ slot ] = SPELL_NO_SPELL;
for (j = 0; j < 52; j++)
{
if (you.spell_letter_table[j] == slot)
you.spell_letter_table[j] = -1;
}
you.spell_no--;
return (true);
}
int spell_hunger(spell_type which_spell)
{
const int level = spell_difficulty(which_spell);
const int basehunger[] = {
50, 95, 160, 250, 350, 550, 700, 850, 1000
};
int hunger;
if (level < 10 && level > 0)
hunger = basehunger[level-1];
else
hunger = (basehunger[0] * level * level) / 4;
hunger -= you.intel() * you.skills[SK_SPELLCASTING];
if (hunger < 0)
hunger = 0;
return hunger;
}
// Used to determine whether or not a monster should always fire this spell
// if selected. If not, we should use a tracer.
// Note - this function assumes that the monster is "nearby" its target!
bool spell_needs_tracer(spell_type spell)
{
return (_seekspell(spell)->ms_needs_tracer);
}
// 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_HELLFIRE_BURST);
}
bool spell_needs_foe(spell_type spell)
{
return (!_seekspell(spell)->ms_utility);
}
bool spell_harms_target(spell_type spell)
{
const unsigned int flags = _seekspell(spell)->flags;
if (flags & (SPFLAG_HELPFUL | SPFLAG_NEUTRAL))
return false;
if (flags & SPFLAG_TARGETING_MASK)
return true;
return false;
}
bool spell_harms_area(spell_type spell)
{
const unsigned int flags = _seekspell(spell)->flags;
if (flags & (SPFLAG_HELPFUL | SPFLAG_NEUTRAL))
return false;
if (flags & SPFLAG_AREA)
return true;
return false;
}
bool spell_sanctuary_castable(spell_type spell)
{
return false;
}
// applied to spell misfires (more power = worse) and triggers
// for Xom acting (more power = more likely to grab his attention) {dlb}
int spell_mana(spell_type which_spell)
{
if (vehumet_supports_spell(which_spell)
&& you.religion == GOD_VEHUMET
&& !player_under_penance()
&& you.piety >= piety_breakpoint(3)
&& _seekspell(which_spell)->level >= 5)
{
return (_seekspell(which_spell)->level - 1);
}
return (_seekspell(which_spell)->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 )
{
int levels = spell_difficulty( which_spell );
if (which_spell == SPELL_DELAYED_FIREBALL
&& you.has_spell(SPELL_FIREBALL))
{
levels -= spell_difficulty( SPELL_FIREBALL );
}
else if (which_spell == SPELL_FIREBALL
&& you.has_spell(SPELL_DELAYED_FIREBALL))
{
levels = 0;
}
return (levels);
}
unsigned int get_spell_flags( spell_type which_spell )
{
return (_seekspell(which_spell)->flags);
}
const char *get_spell_target_prompt( spell_type which_spell )
{
return (_seekspell(which_spell)->target_prompt);
}
bool spell_typematch(spell_type which_spell, unsigned int which_discipline)
{
return (_seekspell(which_spell)->disciplines & which_discipline);
}
//jmf: next two for simple bit handling
unsigned int get_spell_disciplines(spell_type spell)
{
return (_seekspell(spell)->disciplines);
}
int count_bits(unsigned int bits)
{
unsigned int n;
int c = 0;
for (n = 1; n < INT_MAX; n <<= 1)
if (n & bits)
c++;
return (c);
}
// NOTE: Assumes that any single spell won't belong to conflicting
// disciplines.
bool disciplines_conflict(unsigned int disc1, unsigned int disc2)
{
const unsigned int combined = disc1 | disc2;
return ( (combined & SPTYP_EARTH) && (combined & SPTYP_AIR)
|| (combined & SPTYP_FIRE) && (combined & SPTYP_ICE)
|| (combined & SPTYP_HOLY) && (combined & SPTYP_NECROMANCY));
}
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, int power,
bool pass_through_trans, actor *agent)
{
int rv = 0;
for (radius_iterator ri(you.pos(), LOS_RADIUS); ri; ++ri)
if (pass_through_trans || you.see_cell_no_trans(*ri))
rv += cf(*ri, power, 0, agent);
return (rv);
}
// Applies the effect to all nine squares around/including the target.
// Returns summation of return values from passed in function.
int apply_area_square(cell_func cf, const coord_def& where, int power,
actor *agent)
{
int rv = 0;
for (adjacent_iterator ai(where, false); ai; ++ai)
rv += cf(*ai, power, 0, agent);
return (rv);
}
// Applies the effect to the eight squares beside the target.
// Returns summation of return values from passed in function.
int apply_area_around_square(cell_func cf, const coord_def& where, int power,
actor *agent)
{
int rv = 0;
for (adjacent_iterator ai(where, true); ai; ++ai)
rv += cf(*ai, power, 0, agent);
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 power, int max_targs,
actor *agent)
{
int rv = 0;
if (max_targs <= 0)
return 0;
if (max_targs >= 9 && !exclude_center)
return (apply_area_square(cf, where, power, agent));
if (max_targs >= 8 && exclude_center)
return (apply_area_around_square(cf, where, power, agent));
coord_def targs[8];
int count = 0;
for (adjacent_iterator ai(where, exclude_center); ai; ++ai)
{
if (monster_at(*ai) == NULL && *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 symetric,
// 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(swaped 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 symetry all the non-chosen slots are
// the same... and similarly, by symetry, 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 = std::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], power, 0, agent);
}
}
return (rv);
}
// Apply func to one square of player's choice beside the player.
int apply_one_neighbouring_square(cell_func cf, int power, actor *agent)
{
dist bmove;
direction_chooser_args args;
args.restricts = DIR_DIR;
args.mode = TARG_ANY;
mpr("Which direction? [ESC to cancel]", MSGCH_PROMPT);
direction(bmove, args);
if (!bmove.isValid)
{
canned_msg(MSG_OK);
return (-1);
}
return cf(you.pos() + bmove.delta, power, 1, agent);
}
int apply_area_within_radius(cell_func cf, const coord_def& where,
int pow, int radius, int ctype,
actor *agent)
{
int rv = 0;
for (radius_iterator ri(where, radius, false, false); ri; ++ri)
rv += cf(*ri, pow, ctype, agent);
return (rv);
}
// apply_area_cloud:
// Try to make a realistic cloud by expanding from a point, filling empty
// floor tiles until we run out of material (passed in as number).
// We really need some sort of a queue structure, since ideally I'd like
// to do a (shallow) breadth-first-search of the dungeon floor.
// This ought to work okay for small clouds.
void apply_area_cloud( cloud_func func, const coord_def& where,
int pow, int number, cloud_type ctype,
kill_category whose, killer_type killer,
int spread_rate, int colour, std::string name,
std::string tile)
{
if (!in_bounds(where))
return;
int good_squares = 0;
int neighbours[8] = { 0, 0, 0, 0, 0, 0, 0, 0 };
if (number && _cloud_helper(func, where, pow, spread_rate, ctype, whose,
killer, colour, name, tile))
number--;
if (number == 0)
return;
// These indices depend on the order in Compass (see main.cc)
int compass_order_orth[4] = { 2, 6, 4, 0 };
int compass_order_diag[4] = { 1, 3, 5, 7 };
int* const arrs[2] = { compass_order_orth, compass_order_diag };
for ( int m = 0; m < 2; ++m )
{
// Randomise, but do orthogonals first and diagonals later.
std::random_shuffle( arrs[m], arrs[m] + 4 );
for ( int i = 0; i < 4 && number; ++i )
{
const int aux = arrs[m][i];
if ( _cloud_helper(func, where + Compass[aux],
pow, spread_rate, ctype, whose, killer, colour,
name, tile))
{
number--;
good_squares++;
neighbours[aux]++;
}
}
}
// Get a random permutation.
int perm[8];
for ( int i = 0; i < 8; ++i )
perm[i] = i;
std::random_shuffle(perm, perm+8);
for (int i = 0; i < 8 && number; i++)
{
// Spread (in random order.)
const int j = perm[i];
if (neighbours[j] == 0)
continue;
int spread = number / good_squares;
number -= spread;
good_squares--;
apply_area_cloud(func, where + Compass[j], pow, spread, ctype, whose,
killer, spread_rate, colour, name, tile);
}
}
// Select a spell direction and fill dist and pbolt appropriately.
// Return false if the user canceled, true otherwise.
// FIXME: this should accept a direction_chooser_args directly rather
// than move the arguments into one.
bool spell_direction( dist &spelld, bolt &pbolt,
targeting_type restrict, targ_mode_type mode,
int range,
bool needs_path, bool may_target_monster,
bool may_target_self, const char *target_prefix,
const char* top_prompt, bool cancel_at_self )
{
if (range < 1)
range = (pbolt.range < 1) ? LOS_RADIUS : pbolt.range;
direction_chooser_args args;
args.restricts = restrict;
args.mode = mode;
args.range = range;
args.just_looking = false;
args.needs_path = needs_path;
args.may_target_monster = may_target_monster;
args.may_target_self = may_target_self;
args.target_prefix = target_prefix;
if (top_prompt)
args.top_prompt = top_prompt;
args.behaviour = NULL;
args.cancel_at_self = cancel_at_self;
direction(spelld, args);
if (!spelld.isValid)
{
// Check for user cancel.
canned_msg(MSG_OK);
return (false);
}
pbolt.set_target(spelld);
pbolt.source = you.pos();
return (true);
}
const char* spelltype_short_name( int which_spelltype )
{
switch (which_spelltype)
{
case SPTYP_CONJURATION:
return ("Conj");
case SPTYP_ENCHANTMENT:
return ("Ench");
case SPTYP_FIRE:
return ("Fire");
case SPTYP_ICE:
return ("Ice");
case SPTYP_TRANSMUTATION:
return ("Trmt");
case SPTYP_NECROMANCY:
return ("Necr");
case SPTYP_HOLY:
return ("Holy");
case SPTYP_SUMMONING:
return ("Summ");
case SPTYP_DIVINATION:
return ("Divn");
case SPTYP_TRANSLOCATION:
return ("Tloc");
case SPTYP_POISON:
return ("Pois");
case SPTYP_EARTH:
return ("Erth");
case SPTYP_AIR:
return ("Air");
case SPTYP_RANDOM:
return ("Rndm");
default:
return "Bug";
}
}
const char* spelltype_long_name( int which_spelltype )
{
switch (which_spelltype)
{
case SPTYP_CONJURATION:
return ("Conjuration");
case SPTYP_ENCHANTMENT:
return ("Enchantment");
case SPTYP_FIRE:
return ("Fire");
case SPTYP_ICE:
return ("Ice");
case SPTYP_TRANSMUTATION:
return ("Transmutation");
case SPTYP_NECROMANCY:
return ("Necromancy");
case SPTYP_HOLY:
return ("Holy");
case SPTYP_SUMMONING:
return ("Summoning");
case SPTYP_DIVINATION:
return ("Divination");
case SPTYP_TRANSLOCATION:
return ("Translocation");
case SPTYP_POISON:
return ("Poison");
case SPTYP_EARTH:
return ("Earth");
case SPTYP_AIR:
return ("Air");
case SPTYP_RANDOM:
return ("Random");
default:
return "Bug";
}
}
int spell_type2skill(unsigned int spelltype)
{
switch (spelltype)
{
case SPTYP_CONJURATION: return (SK_CONJURATIONS);
case SPTYP_ENCHANTMENT: return (SK_ENCHANTMENTS);
case SPTYP_FIRE: return (SK_FIRE_MAGIC);
case SPTYP_ICE: return (SK_ICE_MAGIC);
case SPTYP_TRANSMUTATION: return (SK_TRANSMUTATIONS);
case SPTYP_NECROMANCY: return (SK_NECROMANCY);
case SPTYP_SUMMONING: return (SK_SUMMONINGS);
case SPTYP_TRANSLOCATION: return (SK_TRANSLOCATIONS);
case SPTYP_POISON: return (SK_POISON_MAGIC);
case SPTYP_EARTH: return (SK_EARTH_MAGIC);
case SPTYP_AIR: return (SK_AIR_MAGIC);
default:
case SPTYP_HOLY:
case SPTYP_DIVINATION:
#ifdef DEBUG_DIAGNOSTICS
mprf(MSGCH_DIAGNOSTICS, "spell_type2skill: called with spelltype %u",
spelltype );
#endif
return (-1);
}
} // end spell_type2skill()
/*
**************************************************
* *
* END PUBLIC FUNCTIONS *
* *
**************************************************
*/
//jmf: Simplified; moved init code to top function, init_spell_descs().
static spell_desc *_seekspell(spell_type spell)
{
ASSERT(spell >= 0 && spell < NUM_SPELLS);
const int index = spell_list[spell];
ASSERT(index != -1);
return (&spelldata[index]);
}
bool is_valid_spell(spell_type spell)
{
return (spell > SPELL_NO_SPELL && spell < NUM_SPELLS
&& spell_list[spell] != -1);
}
static bool _cloud_helper(cloud_func func, const coord_def& where,
int pow, int spread_rate,
cloud_type ctype, kill_category whose,
killer_type killer, int colour, std::string name,
std::string tile)
{
if (in_bounds(where)
&& !feat_is_solid(grd(where))
&& env.cgrid(where) == EMPTY_CLOUD)
{
func(where, pow, spread_rate, ctype, whose, killer, colour, name,
tile);
return (true);
}
return (false);
}
static bool _spell_range_varies(spell_type spell)
{
int minrange = _seekspell(spell)->min_range;
int maxrange = _seekspell(spell)->max_range;
return (minrange < maxrange);
}
int spell_power_cap(spell_type spell)
{
const int scap = _seekspell(spell)->power_cap;
const int zcap = spell_zap_power_cap(spell);
if (scap == 0)
return (zcap);
else if (zcap == 0)
return (scap);
else
{
// Two separate power caps; pre-zapping spell power
// goes into range.
if (scap <= zcap || _spell_range_varies(spell))
return (scap);
else
return (zcap);
}
}
int spell_range(spell_type spell, int pow, bool real_cast, bool player_spell)
{
int minrange = _seekspell(spell)->min_range;
int maxrange = _seekspell(spell)->max_range;
ASSERT(maxrange >= minrange);
// spells with no range have maxrange == minrange == -1
if (maxrange < 0)
return maxrange;
// Sandblast is a special case.
if (spell == SPELL_SANDBLAST && wielding_rocks())
{
minrange++;
maxrange++;
}
if (player_spell
&& vehumet_supports_spell(spell)
&& you.religion == GOD_VEHUMET
&& !player_under_penance()
&& you.piety >= piety_breakpoint(2))
{
if (maxrange < LOS_RADIUS)
maxrange++;
if (minrange < LOS_RADIUS)
minrange++;
}
if (minrange == maxrange)
return minrange;
const int powercap = spell_power_cap(spell);
if (powercap <= pow)
return maxrange;
// Round appropriately.
return ((pow * (maxrange - minrange) + powercap / 2) / powercap + minrange);
}
int spell_noise(spell_type spell)
{
const spell_desc *desc = _seekspell(spell);
return desc->noise_mod + spell_noise(desc->disciplines, desc->level);
}
int spell_noise(unsigned int disciplines, int level)
{
if (disciplines == SPTYP_NONE)
return (0);
else if (disciplines & SPTYP_CONJURATION)
return (level);
else if (disciplines && !(disciplines & (SPTYP_POISON | SPTYP_AIR)))
return div_round_up(level * 3, 4);
else
return div_round_up(level, 2);
}
spell_type zap_type_to_spell(zap_type zap)
{
switch (zap)
{
case ZAP_FLAME:
return(SPELL_THROW_FLAME);
case ZAP_FROST:
return(SPELL_THROW_FROST);
case ZAP_SLOWING:
return(SPELL_SLOW);
case ZAP_HASTING:
return(SPELL_HASTE);
case ZAP_MAGIC_DARTS:
return(SPELL_MAGIC_DART);
case ZAP_HEALING:
return(SPELL_MAJOR_HEALING);
case ZAP_PARALYSIS:
return(SPELL_PARALYSE);
case ZAP_FIRE:
return(SPELL_BOLT_OF_FIRE);
case ZAP_COLD:
return(SPELL_BOLT_OF_COLD);
case ZAP_PRIMAL_WAVE:
return(SPELL_PRIMAL_WAVE);
case ZAP_CONFUSION:
return(SPELL_CONFUSE);
case ZAP_INVISIBILITY:
return(SPELL_INVISIBILITY);
case ZAP_DIGGING:
return(SPELL_DIG);
case ZAP_FIREBALL:
return(SPELL_FIREBALL);
case ZAP_TELEPORTATION:
return(SPELL_TELEPORT_OTHER);
case ZAP_LIGHTNING:
return(SPELL_LIGHTNING_BOLT);
case ZAP_POLYMORPH_OTHER:
return(SPELL_POLYMORPH_OTHER);
case ZAP_NEGATIVE_ENERGY:
return(SPELL_BOLT_OF_DRAINING);
case ZAP_ENSLAVEMENT:
return(SPELL_ENSLAVEMENT);
case ZAP_DISINTEGRATION:
return(SPELL_DISINTEGRATE);
default:
DEBUGSTR("zap_type_to_spell() only handles wand zaps for now");
}
return SPELL_NO_SPELL;
}
bool spell_is_empowered(spell_type spell)
{
if( (you.religion == GOD_VEHUMET)
&& vehumet_supports_spell(spell)
&& piety_rank() > 2)
{
return (true);
}
switch (spell)
{
case SPELL_SWIFTNESS:
// looking at player_movement_speed, this should be correct ~DMB
if (player_movement_speed() > 6
&& you.duration[DUR_CONTROLLED_FLIGHT] > 0
&& you.duration[DUR_SWIFTNESS] < 1)
{
return (true);
}
break;
case SPELL_STONESKIN:
if (you.duration[DUR_TRANSFORMATION] > 0
&& you.attribute[ATTR_TRANSFORMATION] == TRAN_STATUE
&& you.duration[DUR_STONESKIN] < 1)
{
return (true);
}
break;
case SPELL_OZOCUBUS_ARMOUR:
if (you.duration[DUR_TRANSFORMATION] > 0
&& you.attribute[ATTR_TRANSFORMATION] == TRAN_ICE_BEAST
&& you.duration[DUR_ICY_ARMOUR] < 1)
{
return (true);
}
break;
default:
break;
}
return (false);
}
bool spell_is_useful(spell_type spell)
{
if (you_cannot_memorise(spell) || god_hates_spell(spell, you.religion))
return (false);
if (you.duration[DUR_CONF] > 0)
return (false);
if (spell_is_empowered(spell))
return (true);
// due to the way this function is used, you should generally try to be
// fairly specific about the circumstances in which a spell is "useful".
switch (spell)
{
case SPELL_CONTROL_TELEPORT:
if (you.duration[DUR_TELEPORT] > 0
&& you.duration[DUR_CONTROL_TELEPORT] < 1)
{
return (true);
}
break;
case SPELL_HASTE:
if (you.duration[DUR_SLOW] > 0
&& you.duration[DUR_HASTE] <= 0)
{
return (true);
}
case SPELL_BLINK:
case SPELL_CONTROLLED_BLINK:
case SPELL_TELEPORT_SELF:
return (true);
default: // quash unhandled constants warnings
break;
}
return (false);
}
bool spell_is_risky(spell_type spell)
{
if (god_hates_spell(spell, you.religion))
return (true);
switch (spell)
{
case SPELL_ALTER_SELF:
return (true);
default:
break;
};
return (false);
}
// This function attempts to determine if 'spell' is useless to
// the player. if 'transient' is true, then it will include checks
// for volatile or temporary states (such as status effects, mana, etc.)
//
// its notably used by 'spell_highlight_by_utility'
bool spell_is_useless(spell_type spell, bool transient)
{
if (you_cannot_memorise(spell))
return (true);
if (transient)
{
if (you.duration[DUR_CONF] > 0
|| spell_mana(spell) > you.magic_points
|| spell_no_hostile_in_range(spell, get_dist_to_nearest_monster()))
{
return (true);
}
}
switch (spell)
{
case SPELL_BLINK:
case SPELL_CONTROLLED_BLINK:
case SPELL_TELEPORT_SELF:
if (item_blocks_teleport(false, false) )
return true;
break;
case SPELL_SWIFTNESS:
// looking at player_movement_speed, this should be correct ~DMB
if (player_movement_speed() <= 6)
return (true);
break;
case SPELL_LEVITATION:
case SPELL_FLY:
if (you.mutation[MUT_BIG_WINGS] >= 1
|| you.species == SP_KENKU && you.experience_level >= 5)
{
return (true);
}
if (transient && you.duration[DUR_LEVITATION] > 0)
return (true);
break;
case SPELL_REGENERATION:
if (you.species == SP_DEEP_DWARF)
return (true);
break;
case SPELL_INVISIBILITY:
if (transient && (you.duration[DUR_INVIS] > 0 || you.backlit()))
return (true);
break;
case SPELL_CONTROL_TELEPORT:
if (transient && you.duration[DUR_CONTROL_TELEPORT] > 0)
return (true);
break;
case SPELL_SEE_INVISIBLE:
if (you.can_see_invisible(false, false))
return (true);
break;
default:
break; // quash unhandled constants warnings
}
return (false);
}
// This function takes a spell, and determines what color it should be
// highlighted with. You shouldn't have to touch this unless you want
// to add new highlighting options.
//
// as you can see, the functions it uses to determine highlights are:
// god_hates_spell(spell, god)
// god_likes_spell(spell, god)
// spell_is_empowered(spell)
// spell_is_useful(spell)
// spell_is_useless(spell, transient)
// spell_is_risky(spell)
int spell_highlight_by_utility(spell_type spell, int default_color,
bool transient, bool force_known, bool rod_spell)
{
// if Force_known is true, and the spell is
// known, thats all that matters.
if (force_known && !you.has_spell(spell))
return COL_UNMEMORIZED;
// If your god hates the spell, that
// overrides all other concerns
if (god_hates_spell(spell, you.religion))
return (COL_FORBIDDEN);
if (spell_is_empowered(spell) && !rod_spell)
default_color = COL_EMPOWERED;
if (spell_is_useless(spell, transient))
default_color = COL_USELESS;
return (default_color);
}
bool spell_no_hostile_in_range(spell_type spell, int minRange)
{
if (minRange < 0)
return (false);
bool bonus = 0;
switch (spell)
{
// These don't target monsters.
case SPELL_APPORTATION:
case SPELL_PROJECTED_NOISE:
case SPELL_CONJURE_FLAME:
case SPELL_DIG:
case SPELL_PASSWALL:
// Airstrike has LOS_RANGE and can go through glass walls.
case SPELL_AIRSTRIKE:
// These bounce and may be aimed elsewhere to bounce at monsters
// outside range (I guess).
case SPELL_SHOCK:
case SPELL_LIGHTNING_BOLT:
case SPELL_FIRE_STORM:
return (false);
case SPELL_EVAPORATE:
case SPELL_MEPHITIC_CLOUD:
case SPELL_FIREBALL:
case SPELL_FREEZING_CLOUD:
case SPELL_POISONOUS_CLOUD:
// Increase range by one due to cloud radius.
bonus = 1;
break;
default:
break;
}
// The healing spells.
if (testbits(get_spell_flags(spell), SPFLAG_HELPFUL))
return (false);
const int range = calc_spell_range(spell);
if (range < 0)
return (false);
const int rsq = (range + bonus) * (range + bonus) + 1;
if (rsq < minRange)
return (true);
return (false);
}
|