1 /* NetHack 3.6 spell.c $NHDT-Date: 1447653429 2015/11/16 05:57:09 $ $NHDT-Branch: master $:$NHDT-Revision: 1.72 $ */
2 /* Copyright (c) M. Stephenson 1988 */
3 /* NetHack may be freely redistributed. See license for details. */
5 /* JNetHack Copyright */
6 /* (c) Issei Numata, Naoki Hamada, Shigehiro Miyashita, 1994-2000 */
7 /* For 3.4-, Copyright (c) SHIRAKATA Kentaro, 2002-2016 */
8 /* JNetHack may be freely redistributed. See license for details. */
12 /* spellmenu arguments; 0 thru n-1 used as spl_book[] index when swapping */
13 #define SPELLMENU_CAST (-2)
14 #define SPELLMENU_VIEW (-1)
15 #define SPELLMENU_SORT (MAXSPELL) /* special menu entry */
17 /* spell retention period, in turns; at 10% of this value, player becomes
18 eligible to reread the spellbook and regain 100% retention (the threshold
19 used to be 1000 turns, which was 10% of the original 10000 turn retention
20 period but didn't get adjusted when that period got doubled to 20000) */
22 /* x: need to add 1 when used for reading a spellbook rather than for hero
23 initialization; spell memory is decremented at the end of each turn,
24 including the turn on which the spellbook is read; without the extra
25 increment, the hero used to get cheated out of 1 turn of retention */
26 #define incrnknow(spell, x) (spl_book[spell].sp_know = KEEN + (x))
28 #define spellev(spell) spl_book[spell].sp_lev
29 #define spellname(spell) OBJ_NAME(objects[spellid(spell)])
30 #define spellet(spell) \
31 ((char) ((spell < 26) ? ('a' + spell) : ('A' + spell - 26)))
33 STATIC_DCL int FDECL(spell_let_to_idx, (CHAR_P));
34 STATIC_DCL boolean FDECL(cursed_book, (struct obj * bp));
35 STATIC_DCL boolean FDECL(confused_book, (struct obj *));
36 STATIC_DCL void FDECL(deadbook, (struct obj *));
37 STATIC_PTR int NDECL(learn);
38 STATIC_DCL boolean NDECL(rejectcasting);
39 STATIC_DCL boolean FDECL(getspell, (int *));
40 STATIC_PTR int FDECL(CFDECLSPEC spell_cmp, (const genericptr,
42 STATIC_DCL void NDECL(sortspells);
43 STATIC_DCL boolean NDECL(spellsortmenu);
44 STATIC_DCL boolean FDECL(dospellmenu, (const char *, int, int *));
45 STATIC_DCL int FDECL(percent_success, (int));
46 STATIC_DCL char *FDECL(spellretention, (int, char *));
47 STATIC_DCL int NDECL(throwspell);
48 STATIC_DCL void NDECL(cast_protection);
49 STATIC_DCL void FDECL(spell_backfire, (int));
50 STATIC_DCL const char *FDECL(spelltypemnemonic, (int));
52 /* The roles[] table lists the role-specific values for tuning
57 * Arc are aware of magic through historical research
58 * Bar abhor magic (Conan finds it "interferes with his animal instincts")
59 * Cav are ignorant to magic
60 * Hea are very aware of healing magic through medical research
61 * Kni are moderately aware of healing from Paladin training
62 * Mon use magic to attack and defend in lieu of weapons and armor
63 * Pri are very aware of healing magic through theological research
64 * Ran avoid magic, preferring to fight unseen and unheard
65 * Rog are moderately aware of magic through trickery
66 * Sam have limited magical awareness, preferring meditation to conjuring
67 * Tou are aware of magic from all the great films they have seen
68 * Val have limited magical awareness, preferring fighting
69 * Wiz are trained mages
71 * The arms penalty is lessened for trained fighters Bar, Kni, Ran,
72 * Sam, Val -- the penalty is its metal interference, not encumbrance.
73 * The `spelspec' is a single spell which is fundamentally easier
74 * for that role to cast.
77 * Arc map masters (SPE_MAGIC_MAPPING)
78 * Bar fugue/berserker (SPE_HASTE_SELF)
79 * Cav born to dig (SPE_DIG)
80 * Hea to heal (SPE_CURE_SICKNESS)
81 * Kni to turn back evil (SPE_TURN_UNDEAD)
82 * Mon to preserve their abilities (SPE_RESTORE_ABILITY)
83 * Pri to bless (SPE_REMOVE_CURSE)
84 * Ran to hide (SPE_INVISIBILITY)
85 * Rog to find loot (SPE_DETECT_TREASURE)
86 * Sam to be At One (SPE_CLAIRVOYANCE)
87 * Tou to smile (SPE_CHARM_MONSTER)
88 * Val control the cold (SPE_CONE_OF_COLD)
89 * Wiz all really, but SPE_MAGIC_MISSILE is their party trick
91 * See percent_success() below for more comments.
93 * uarmbon, uarmsbon, uarmhbon, uarmgbon, uarmfbon:
94 * Fighters find body armour & shield a little less limiting.
95 * Headgear, Gauntlets and Footwear are not role-specific (but
96 * still have an effect, except helm of brilliance, which is designed
97 * to permit magic-use).
100 #define uarmhbon 4 /* Metal helmets interfere with the mind */
101 #define uarmgbon 6 /* Casting channels through the hands */
102 #define uarmfbon 2 /* All metal interferes to some degree */
104 /* since the spellbook itself doesn't blow up, don't say just "explodes" */
106 static const char explodes[] = "radiates explosive energy";
109 /* convert a letter into a number in the range 0..51, or -1 if not a letter */
111 spell_let_to_idx(ilet)
117 if (indx >= 0 && indx < 26)
120 if (indx >= 0 && indx < 26)
125 /* TRUE: book should be destroyed by caller */
130 int lev = objects[bp->otyp].oc_level;
136 You_feel("a wrenching sensation.");
138 You("
\82Ë
\82¶
\82ç
\82ê
\82½
\82æ
\82¤
\82È
\8a´
\8ao
\82ð
\8a´
\82¶
\82½
\81D");
139 tele(); /* teleport him */
143 You_feel("threatened.");
145 You("
\82¨
\82Ç
\82³
\82ê
\82Ä
\82¢
\82é
\82æ
\82¤
\82È
\8bC
\82ª
\82µ
\82½
\81D");
149 make_blinded(Blinded + rn1(100, 250), TRUE);
156 pline("These runes were just too much to comprehend.");
158 pline("
\82±
\82Ì
\83\8b\81[
\83\93\95¶
\8e\9a\82ð
\97\9d\89ð
\82·
\82é
\82Ì
\82Í
\8d¢
\93ï
\82¾
\81D");
159 make_confused(HConfusion + rn1(7, 16), FALSE);
163 pline_The("book was coated with contact poison!");
165 pline("
\82±
\82Ì
\96{
\82Í
\90Ú
\90G
\8c^
\82Ì
\93Å
\82Å
\95¢
\82í
\82ê
\82Ä
\82¢
\82é
\81I");
168 erode_obj(uarmg, "gloves", ERODE_CORRODE, EF_GREASE | EF_VERBOSE);
170 erode_obj(uarmg, "
\8f¬
\8eè", ERODE_CORRODE, EF_GREASE | EF_VERBOSE);
174 /* temp disable in_use; death should not destroy the book */
176 losestr(Poison_resistance ? rn1(2, 1) : rn1(4, 3));
178 losehp(rnd(Poison_resistance ? 6 : 10), "contact-poisoned spellbook",
181 losehp(rnd(Poison_resistance ? 6 : 10), "
\90Ú
\90G
\93Å
\82Ì
\96\82\96@
\8f\91\82Å",
188 shieldeff(u.ux, u.uy);
190 pline_The("book %s, but you are unharmed!", explodes);
192 pline("
\96{
\82Í
\8b
\97Í
\82È
\83G
\83l
\83\8b\83M
\81[
\82ð
\95ú
\8fo
\82µ
\82½
\81C
\82µ
\82©
\82µ
\82 \82È
\82½
\82Í
\8f\9d\82Â
\82©
\82È
\82¢
\81I");
195 pline("As you read the book, it %s in your %s!", explodes,
197 pline("
\96{
\82Í
\8b
\97Í
\82È
\83G
\83l
\83\8b\83M
\81[
\82ð
\82 \82È
\82½
\82Ì%s
\82É
\95ú
\8fo
\82µ
\82½
\81I",
199 dmg = 2 * rnd(10) + 5;
201 losehp(Maybe_Half_Phys(dmg), "exploding rune", KILLED_BY_AN);
203 losehp(Maybe_Half_Phys(dmg), "
\8b
\97Í
\82È
\83\8b\81[
\83\93\95¶
\8e\9a\82Ì
\83G
\83l
\83\8b\83M
\81[
\82Å", KILLED_BY_AN);
213 /* study while confused: returns TRUE if the book is destroyed */
215 confused_book(spellbook)
216 struct obj *spellbook;
218 boolean gone = FALSE;
220 if (!rn2(3) && spellbook->otyp != SPE_BOOK_OF_THE_DEAD) {
221 spellbook->in_use = TRUE; /* in case called from learn */
224 "Being confused you have difficulties in controlling your actions.");
226 "
\8d¬
\97\90\82µ
\82Ä
\82¢
\82é
\82Ì
\82Å
\81C
\82»
\82¤
\82¢
\82¤
\82±
\82Æ
\82ð
\82·
\82é
\82Ì
\82Í
\93ï
\82µ
\82¢
\81D");
227 display_nhwindow(WIN_MESSAGE, FALSE);
229 You("accidentally tear the spellbook to pieces.");
231 You("
\82¤
\82Á
\82©
\82è
\81C
\96\82\96@
\8f\91\82ð
\88ø
\82«
\82³
\82¢
\82Ä
\82µ
\82Ü
\82Á
\82½
\81D");
232 if (!objects[spellbook->otyp].oc_name_known
233 && !objects[spellbook->otyp].oc_uname)
239 You("find yourself reading the %s line over and over again.",
240 spellbook == context.spbook.book ? "next" : "first");
242 You("%s
\82Ì
\8ds
\82ð
\89½
\93x
\82à
\8cJ
\82è
\95Ô
\82µ
\82Ä
\93Ç
\82ñ
\82Å
\82¢
\82½
\82±
\82Æ
\82É
\8bC
\95t
\82¢
\82½
\81D",
243 spellbook == context.spbook.book ? "
\8e\9f" : "
\8dÅ
\8f\89");
249 /* special effects for The Book of the Dead */
254 struct monst *mtmp, *mtmp2;
258 You("turn the pages of the Book of the Dead...");
260 You("
\8e\80\8eÒ
\82Ì
\8f\91\82Ì
\83y
\81[
\83W
\82ð
\82ß
\82
\82Á
\82½
\81D
\81D
\81D");
261 makeknown(SPE_BOOK_OF_THE_DEAD);
262 /* KMH -- Need ->known to avoid "_a_ Book of the Dead" */
264 if (invocation_pos(u.ux, u.uy) && !On_stairs(u.ux, u.uy)) {
265 register struct obj *otmp;
266 register boolean arti1_primed = FALSE, arti2_primed = FALSE,
271 pline_The("runes appear scrambled. You can't read them!");
273 pline("
\83\8b\81[
\83\93\95¶
\8e\9a\82Í
\82²
\82¿
\82á
\82Ü
\82º
\82É
\82È
\82Á
\82Ä
\82¨
\82è
\81C
\93Ç
\82Þ
\82±
\82Æ
\82ª
\82Å
\82«
\82È
\82©
\82Á
\82½
\81I");
277 if (!u.uhave.bell || !u.uhave.menorah) {
279 pline("A chill runs down your %s.", body_part(SPINE));
281 Your("%s
\82É
\8a¦
\82¯
\82ª
\91\96\82Á
\82½
\81D", body_part(SPINE));
284 You_hear("a faint chime...");
286 You_hear("
\82©
\82·
\82©
\82È
\83x
\83\8b\82Ì
\89¹
\82ð
\95·
\82¢
\82½
\81D
\81D
\81D");
287 if (!u.uhave.menorah)
289 pline("Vlad's doppelganger is amused.");
291 pline("
\83\94\83\89\83h
\82Ì
\90¶
\97ì
\82Í
\8fÎ
\82Á
\82½
\81D");
295 for (otmp = invent; otmp; otmp = otmp->nobj) {
296 if (otmp->otyp == CANDELABRUM_OF_INVOCATION && otmp->spe == 7
303 if (otmp->otyp == BELL_OF_OPENING
304 && (moves - otmp->age) < 5L) { /* you rang it recently */
314 pline_The("invocation fails!");
316 pline("
\93Á
\8eê
\94\
\97Í
\82Í
\94
\8aö
\82³
\82ê
\82È
\82©
\82Á
\82½
\81I");
318 pline("At least one of your artifacts is cursed...");
320 pline("
\8f
\82È
\82
\82Æ
\82à
\90¹
\8aí
\82Ì
\82Ð
\82Æ
\82Â
\82ª
\8eô
\82í
\82ê
\82Ä
\82¢
\82é
\81D
\81D
\81D");
321 } else if (arti1_primed && arti2_primed) {
323 (unsigned) d(2, 6); /* time til next intervene() */
325 /* successful invocation */
327 u.uevent.invoked = 1;
328 /* in case you haven't killed the Wizard yet, behave as if
330 u.uevent.udemigod = 1; /* wizdead() */
331 if (!u.udg_cnt || u.udg_cnt > soon)
333 } else { /* at least one artifact not prepared properly */
335 You("have a feeling that %s is amiss...", something);
337 You("
\89½
\82©
\82ª
\8aÔ
\88á
\82Á
\82Ä
\82¢
\82é
\82æ
\82¤
\82È
\8bC
\82ª
\82µ
\82½
\81D
\81D
\81D");
343 /* when not an invocation situation */
348 You("raised the dead!");
350 You("
\8e\80\8eÒ
\82ð
\91h
\82ç
\82¹
\82½
\81I");
351 /* first maybe place a dangerous adversary */
352 if (!rn2(3) && ((mtmp = makemon(&mons[PM_MASTER_LICH], u.ux, u.uy,
354 || (mtmp = makemon(&mons[PM_NALFESHNEE], u.ux, u.uy,
355 NO_MINVENT)) != 0)) {
359 /* next handle the affect on things you're carrying */
360 (void) unturn_dead(&youmonst);
361 /* last place some monsters around you */
364 mkundead(&mm, TRUE, NO_MINVENT);
365 } else if (book2->blessed) {
366 for (mtmp = fmon; mtmp; mtmp = mtmp2) {
367 mtmp2 = mtmp->nmon; /* tamedog() changes chain */
368 if (DEADMONSTER(mtmp))
371 if ((is_undead(mtmp->data) || is_vampshifter(mtmp))
372 && cansee(mtmp->mx, mtmp->my)) {
373 mtmp->mpeaceful = TRUE;
374 if (sgn(mtmp->data->maligntyp) == sgn(u.ualign.type)
375 && distu(mtmp->mx, mtmp->my) < 4)
377 if (mtmp->mtame < 20)
380 (void) tamedog(mtmp, (struct obj *) 0);
382 monflee(mtmp, 0, FALSE, TRUE);
389 Your("ancestors are annoyed with you!");
391 Your("
\90æ
\91c
\82Í
\82 \82È
\82½
\82ª
\8c\99\82¢
\82È
\82æ
\82¤
\82¾
\81I");
395 pline_The("headstones in the cemetery begin to move!");
397 pline("
\95æ
\92n
\82Ì
\95æ
\90Î
\82ª
\93®
\82«
\82Í
\82¶
\82ß
\82½
\81I");
401 pline("Oh my! Your name appears in the book!");
403 pline("
\82È
\82ñ
\82Ä
\82±
\82Á
\82½
\82¢
\81I
\82 \82È
\82½
\82Ì
\96¼
\91O
\82ª
\96{
\82É
\8f\91\82¢
\82Ä
\82 \82é
\81I");
415 boolean costly = TRUE;
416 struct obj *book = context.spbook.book;
418 /* JDS: lenses give 50% faster reading; 33% smaller read time */
419 if (context.spbook.delay && ublindf && ublindf->otyp == LENSES && rn2(2))
420 context.spbook.delay++;
421 if (Confusion) { /* became confused while learning */
422 (void) confused_book(book);
423 context.spbook.book = 0; /* no longer studying */
424 context.spbook.o_id = 0;
425 nomul(context.spbook.delay); /* remaining delay is uninterrupted */
426 multi_reason = "reading a book";
428 context.spbook.delay = 0;
432 .spbook.delay) { /* not if (context.spbook.delay++), so at end
434 context.spbook.delay++;
435 return 1; /* still busy */
437 exercise(A_WIS, TRUE); /* you're studying. */
438 booktype = book->otyp;
439 if (booktype == SPE_BOOK_OF_THE_DEAD) {
446 objects[booktype].oc_name_known ? "\"%s\"" : "the \"%s\" spell",
447 OBJ_NAME(objects[booktype]));
450 objects[booktype].oc_name_known ? "\"%s\"" : "\"%s\"",
451 OBJ_NAME(objects[booktype]));
453 for (i = 0; i < MAXSPELL; i++)
454 if (spellid(i) == booktype || spellid(i) == NO_SPELL)
458 impossible("Too many spells memorized!");
459 } else if (spellid(i) == booktype) {
460 /* normal book can be read and re-read a total of 4 times */
461 if (book->spestudied > MAX_SPELL_STUDY) {
463 pline("This spellbook is too faint to be read any more.");
465 pline("
\82±
\82Ì
\96\82\96@
\8f\91\82Ì
\95¶
\8e\9a\82Í
\94\96\82·
\82¬
\82Ä
\82±
\82ê
\88È
\8fã
\93Ç
\82ß
\82È
\82¢
\81D");
466 book->otyp = booktype = SPE_BLANK_PAPER;
467 /* reset spestudied as if polymorph had taken place */
468 book->spestudied = rn2(book->spestudied);
469 } else if (spellknow(i) > KEEN / 10) {
471 You("know %s quite well already.", splname);
473 You("
\82·
\82Å
\82É%s
\82ð
\8fn
\92m
\82µ
\82Ä
\82¢
\82é
\81D", splname);
475 } else { /* spellknow(i) <= KEEN/10 */
477 Your("knowledge of %s is %s.", splname,
478 spellknow(i) ? "keener" : "restored");
480 Your("%s
\82É
\91Î
\82·
\82é
\92m
\8e¯
\82Í%s
\82³
\82ê
\82½
\81D", splname,
481 spellknow(i) ? "
\82³
\82ç
\82É
\8c¤
\82¬
\82·
\82Ü" : "
\95\9c\8c³");
485 exercise(A_WIS, TRUE); /* extra study */
487 /* make book become known even when spell is already
488 known, in case amnesia made you forget the book */
489 makeknown((int) booktype);
490 } else { /* (spellid(i) == NO_SPELL) */
491 /* for a normal book, spestudied will be zero, but for
492 a polymorphed one, spestudied will be non-zero and
493 one less reading is available than when re-learning */
494 if (book->spestudied >= MAX_SPELL_STUDY) {
495 /* pre-used due to being the product of polymorph */
497 pline("This spellbook is too faint to read even once.");
499 pline("
\82±
\82Ì
\96\82\96@
\8f\91\82Ì
\95¶
\8e\9a\82Í
\94\96\82·
\82¬
\82Ä
\82±
\82ê
\88È
\8fã
\93Ç
\82ß
\82È
\82¢
\81D");
500 book->otyp = booktype = SPE_BLANK_PAPER;
501 /* reset spestudied as if polymorph had taken place */
502 book->spestudied = rn2(book->spestudied);
504 spl_book[i].sp_id = booktype;
505 spl_book[i].sp_lev = objects[booktype].oc_level;
509 You(i > 0 ? "add %s to your repertoire." : "learn %s.", splname);
511 You(i > 0 ? "%s
\82ð
\83\8c\83p
\81[
\83g
\83\8a\81[
\82É
\89Á
\82¦
\82½
\81D" : "%s
\82ð
\8fK
\93¾
\82µ
\82½
\81D", splname);
513 makeknown((int) booktype);
516 if (book->cursed) { /* maybe a demon cursed it */
517 if (cursed_book(book)) {
519 context.spbook.book = 0;
520 context.spbook.o_id = 0;
526 context.spbook.book = 0;
527 context.spbook.o_id = 0;
532 study_book(spellbook)
533 register struct obj *spellbook;
535 int booktype = spellbook->otyp;
536 boolean confused = (Confusion != 0);
537 boolean too_hard = FALSE;
539 /* attempting to read dull book may make hero fall asleep */
540 if (!confused && booktype != SPE_BLANK_PAPER
542 && !strcmp(OBJ_DESCR(objects[booktype]), "dull")) {
544 && !strcmp(OBJ_DESCR(objects[booktype]), "
\89\94\90F
\82Ì
\96\82\96@
\8f\91")) {
546 int dullbook = rnd(25) - ACURR(A_WIS);
548 /* adjust chance if hero stayed awake, got interrupted, retries */
549 if (context.spbook.delay && spellbook == context.spbook.book)
550 dullbook -= rnd(objects[booktype].oc_level);
553 eyes = body_part(EYE);
554 if (eyecount(youmonst.data) > 1)
555 eyes = makeplural(eyes);
557 pline("This book is so dull that you can't keep your %s open.",
559 pline("
\82±
\82Ì
\96{
\82Í
\91Þ
\8bü
\82·
\82¬
\82Ä%s
\82ð
\8aJ
\82¯
\82Ä
\82¢
\82ç
\82ê
\82È
\82¢
\81D",
561 dullbook += rnd(2 * objects[booktype].oc_level);
562 fall_asleep(-dullbook, TRUE);
567 if (context.spbook.delay && !confused && spellbook == context.spbook.book
568 /* handle the sequence: start reading, get interrupted, have
569 context.spbook.book become erased somehow, resume reading it */
570 && booktype != SPE_BLANK_PAPER) {
572 You("continue your efforts to %s.",
573 (booktype == SPE_NOVEL) ? "read the novel" : "memorize the spell");
575 You("%s
\82ð
\8dÄ
\8aJ
\82µ
\82½
\81D",
576 (booktype == SPE_NOVEL) ? "
\93Ç
\8f\91" : "
\96\82\96@
\82Ì
\8aw
\8fK");
579 /* KMH -- Simplified this code */
580 if (booktype == SPE_BLANK_PAPER) {
582 pline("This spellbook is all blank.");
584 pline("
\82±
\82Ì
\96\82\96@
\8f\91\82Í
\90^
\82Á
\94\92\82¾
\81D");
590 if (booktype == SPE_NOVEL) {
591 /* Obtain current Terry Pratchett book title */
592 const char *tribtitle = noveltitle(&spellbook->novelidx);
594 if (read_tribute("books", tribtitle, 0, (char *) 0, 0,
596 u.uconduct.literate++;
597 check_unpaid(spellbook);
598 if (!u.uevent.read_tribute) {
599 /* give bonus of 20 xp and 4*20+0 pts */
600 more_experienced(20, 0);
602 u.uevent.read_tribute = 1; /* only once */
608 switch (objects[booktype].oc_level) {
611 context.spbook.delay = -objects[booktype].oc_delay;
615 context.spbook.delay = -(objects[booktype].oc_level - 1)
616 * objects[booktype].oc_delay;
620 context.spbook.delay =
621 -objects[booktype].oc_level * objects[booktype].oc_delay;
624 context.spbook.delay = -8 * objects[booktype].oc_delay;
627 impossible("Unknown spellbook level %d, book %d;",
628 objects[booktype].oc_level, booktype);
632 /* Books are often wiser than their readers (Rus.) */
633 spellbook->in_use = TRUE;
634 if (!spellbook->blessed && spellbook->otyp != SPE_BOOK_OF_THE_DEAD) {
635 if (spellbook->cursed) {
638 /* uncursed - chance to fail */
640 ACURR(A_INT) + 4 + u.ulevel / 2
641 - 2 * objects[booktype].oc_level
642 + ((ublindf && ublindf->otyp == LENSES) ? 2 : 0);
643 /* only wizards know if a spell is too difficult */
644 if (Role_if(PM_WIZARD) && read_ability < 20 && !confused) {
648 "This spellbook is %sdifficult to comprehend. Continue?",
649 (read_ability < 12 ? "very " : ""));
651 "
\82±
\82Ì
\96\82\96@
\8f\91\82ð
\97\9d\89ð
\82·
\82é
\82Ì
\82Í%s
\8d¢
\93ï
\82¾
\81D
\91±
\82¯
\82Ü
\82·
\82©
\81H",
652 (read_ability < 12 ? "
\82Æ
\82Ä
\82à" : ""));
654 if (yn(qbuf) != 'y') {
655 spellbook->in_use = FALSE;
659 /* its up to random luck now */
660 if (rnd(20) > read_ability) {
667 boolean gone = cursed_book(spellbook);
669 nomul(context.spbook.delay); /* study time */
670 multi_reason = "reading a book";
672 context.spbook.delay = 0;
673 if (gone || !rn2(3)) {
676 pline_The("spellbook crumbles to dust!");
678 pline("
\96\82\96@
\8f\91\82Í
\90o
\82Æ
\82È
\82Á
\82½
\81I");
679 if (!objects[spellbook->otyp].oc_name_known
680 && !objects[spellbook->otyp].oc_uname)
684 spellbook->in_use = FALSE;
686 } else if (confused) {
687 if (!confused_book(spellbook)) {
688 spellbook->in_use = FALSE;
690 nomul(context.spbook.delay);
691 multi_reason = "reading a book";
693 context.spbook.delay = 0;
696 spellbook->in_use = FALSE;
699 You("begin to %s the runes.",
700 spellbook->otyp == SPE_BOOK_OF_THE_DEAD ? "recite" : "memorize");
702 You("
\83\8b\81[
\83\93\95¶
\8e\9a\82ð%s
\82µ
\82Í
\82¶
\82ß
\82½
\81D",
703 spellbook->otyp == SPE_BOOK_OF_THE_DEAD ? "
\88Ã
\8f¥" : "
\8bL
\89¯");
707 context.spbook.book = spellbook;
708 if (context.spbook.book)
709 context.spbook.o_id = context.spbook.book->o_id;
711 set_occupation(learn, "studying", 0);
713 set_occupation(learn, "
\8aw
\82Ô", 0);
717 /* a spellbook has been destroyed or the character has changed levels;
718 the stored address for the current book is no longer valid */
723 if (obj == context.spbook.book) {
724 context.spbook.book = (struct obj *) 0;
725 context.spbook.o_id = 0;
729 /* renaming an object usually results in it having a different address;
730 so the sequence start reading, get interrupted, name the book, resume
731 reading would read the "new" book from scratch */
733 book_substitution(old_obj, new_obj)
734 struct obj *old_obj, *new_obj;
736 if (old_obj == context.spbook.book) {
737 context.spbook.book = new_obj;
738 if (context.spbook.book)
739 context.spbook.o_id = context.spbook.book->o_id;
743 /* called from moveloop() */
749 * The time relative to the hero (a pass through move
750 * loop) causes all spell knowledge to be decremented.
751 * The hero's speed, rest status, conscious status etc.
752 * does not alter the loss of memory.
754 for (i = 0; i < MAXSPELL && spellid(i) != NO_SPELL; i++)
760 /* return True if spellcasting is inhibited;
761 only covers a small subset of reasons why casting won't work */
765 /* rejections which take place before selecting a particular spell */
768 You("are too impaired to cast a spell.");
770 You("
\96\82\96@
\82ð
\8f¥
\82¦
\82ç
\82ê
\82È
\82¢
\81D");
772 } else if (!freehand()) {
773 /* Note: !freehand() occurs when weapon and shield (or two-handed
774 * weapon) are welded to hands, so "arms" probably doesn't need
775 * to be makeplural(bodypart(ARM)).
777 * But why isn't lack of free arms (for gesturing) an issue when
778 * poly'd hero has no limbs?
781 Your("arms are not free to cast!");
783 pline("
\96\82\96@
\82ð
\8f¥
\82¦
\82æ
\82¤
\82É
\82à
\98r
\82Ì
\8e©
\97R
\82ª
\8cø
\82©
\82È
\82¢
\81I");
790 * Return TRUE if a spell was picked, with the spell index in the return
791 * parameter. Otherwise return FALSE.
798 char ilet, lets[BUFSZ], qbuf[QBUFSZ];
800 if (spellid(0) == NO_SPELL) {
802 You("don't know any spells right now.");
804 You("
\8d¡
\82Ì
\82Æ
\82±
\82ë
\89½
\82Ì
\96\82\96@
\82à
\92m
\82ç
\82È
\82¢
\81D");
808 return FALSE; /* no spell chosen */
810 if (flags.menu_style == MENU_TRADITIONAL) {
811 /* we know there is at least 1 known spell */
812 for (nspells = 1; nspells < MAXSPELL && spellid(nspells) != NO_SPELL;
818 else if (nspells < 27)
819 Sprintf(lets, "a-%c", 'a' + nspells - 1);
820 else if (nspells == 27)
821 Sprintf(lets, "a-zA");
822 /* this assumes that there are at most 52 spells... */
824 Sprintf(lets, "a-zA-%c", 'A' + nspells - 27);
828 Sprintf(qbuf, "Cast which spell? [%s *?]", lets);
830 Sprintf(qbuf, "
\82Ç
\82Ì
\96\82\96@
\82ð
\8f¥
\82¦
\82é
\81H[%s ?]", lets);
831 ilet = yn_function(qbuf, (char *) 0, '\0');
832 if (ilet == '*' || ilet == '?')
833 break; /* use menu mode */
834 if (index(quitchars, ilet))
837 idx = spell_let_to_idx(ilet);
838 if (idx < 0 || idx >= nspells) {
840 You("don't know that spell.");
842 You("
\82»
\82ñ
\82È
\96\82\96@
\82Í
\92m
\82ç
\82È
\82¢
\81D");
843 continue; /* ask again */
850 return dospellmenu("Choose which spell to cast", SPELLMENU_CAST,
852 return dospellmenu("
\82Ç
\82Ì
\96\82\96@
\82ð
\8f¥
\82¦
\82é
\81H", SPELLMENU_CAST,
856 /* the 'Z' command -- cast a spell */
862 if (getspell(&spell_no))
863 return spelleffects(spell_no, FALSE);
867 STATIC_OVL const char *
868 spelltypemnemonic(skill)
877 case P_HEALING_SPELL:
882 case P_DIVINATION_SPELL:
887 case P_ENCHANTMENT_SPELL:
889 return "enchantment";
908 impossible("Unknown spell skill, %d;", skill);
914 spell_skilltype(booktype)
917 return objects[booktype].oc_skill;
923 int l = u.ulevel, loglev = 0,
924 gain, natac = u.uac + u.uspellprot;
925 /* note: u.uspellprot is subtracted when find_ac() factors it into u.uac,
926 so adding here factors it back out
927 (versions prior to 3.6 had this backwards) */
929 /* loglev=log2(u.ulevel)+1 (1..5) */
935 /* The more u.uspellprot you already have, the less you get,
936 * and the better your natural ac, the less you get.
938 * LEVEL AC SPELLPROT from successive SPE_PROTECTION casts
942 * 2-3 10 0, 2, 4, 5, 6, 7, 8
943 * 2-3 0 0, 2, 4, 5, 6
945 * 4-7 10 0, 3, 6, 8, 9, 10, 11, 12
946 * 4-7 0 0, 3, 5, 7, 8, 9
948 * 7-15 -10 0, 3, 5, 6
949 * 8-15 10 0, 4, 7, 10, 12, 13, 14, 15, 16
950 * 8-15 0 0, 4, 7, 9, 10, 11, 12
951 * 8-15 -10 0, 4, 6, 7, 8
952 * 16-30 10 0, 5, 9, 12, 14, 16, 17, 18, 19, 20
953 * 16-30 0 0, 5, 9, 11, 13, 14, 15
954 * 16-30 -10 0, 5, 8, 9, 10
956 natac = (10 - natac) / 10; /* convert to positive and scale down */
957 gain = loglev - (int) u.uspellprot / (4 - min(3, natac));
962 const char *hgolden = hcolor(NH_GOLDEN), *atmosphere;
966 pline_The("%s haze around you becomes more dense.", hgolden);
968 pline("
\82 \82È
\82½
\82Ì
\82Ü
\82í
\82è
\82Ì%s
\89à
\82ª
\94Z
\82
\82È
\82Á
\82½
\81D", hgolden);
970 rmtyp = levl[u.ux][u.uy].typ;
971 atmosphere = u.uswallow
972 ? ((u.ustuck->data == &mons[PM_FOG_CLOUD])
977 : is_whirly(u.ustuck->data)
982 : is_animal(u.ustuck->data)
990 : "
\82Ë
\82Î
\82Ë
\82Î")
1016 pline_The("%s around you begins to shimmer with %s haze.",
1017 atmosphere, an(hgolden));
1019 pline("
\82 \82È
\82½
\82Ì
\82Ü
\82í
\82è
\82Ì%s
\82ª%s
\96¶
\82Å
\83L
\83\89\83L
\83\89\82Æ
\8cõ
\82è
\82Í
\82¶
\82ß
\82½
\81D",
1020 atmosphere, hgolden);
1024 u.uspellprot += gain;
1025 u.uspmtime = (P_SKILL(spell_skilltype(SPE_PROTECTION)) == P_EXPERT)
1028 u.usptime = u.uspmtime;
1032 Your("skin feels warm for a moment.");
1034 Your("
\94§
\82Í
\88ê
\8fu
\83|
\83J
\83|
\83J
\82µ
\82½
\81D");
1038 /* attempting to cast a forgotten spell will cause disorientation */
1040 spell_backfire(spell)
1043 long duration = (long) ((spellev(spell) + 1) * 3), /* 6..24 */
1044 old_stun = (HStun & TIMEOUT), old_conf = (HConfusion & TIMEOUT);
1046 /* Prior to 3.4.1, only effect was confusion; it still predominates.
1048 * 3.6.0: this used to override pre-existing confusion duration
1049 * (cases 0..8) and pre-existing stun duration (cases 4..9);
1050 * increase them instead. (Hero can no longer cast spells while
1051 * Stunned, so the potential increment to stun duration here is
1052 * just hypothetical.)
1059 make_confused(old_conf + duration, FALSE); /* 40% */
1064 make_confused(old_conf + 2L * duration / 3L, FALSE); /* 30% */
1065 make_stunned(old_stun + duration / 3L, FALSE);
1069 make_stunned(old_conf + 2L * duration / 3L, FALSE); /* 20% */
1070 make_confused(old_stun + duration / 3L, FALSE);
1073 make_stunned(old_stun + duration, FALSE); /* 10% */
1080 spelleffects(spell, atme)
1084 int energy, damage, chance, n, intell;
1085 int skill, role_skill;
1086 boolean confused = (Confusion != 0);
1087 boolean physical_damage = FALSE;
1092 * Reject attempting to cast while stunned or with no free hands.
1093 * Already done in getspell() to stop casting before choosing
1094 * which spell, but duplicated here for cases where spelleffects()
1095 * gets called directly for ^T without intrinsic teleport capability
1096 * or #turn for non-priest/non-knight.
1097 * (There's no duplication of messages; when the rejection takes
1098 * place in getspell(), we don't get called.)
1100 if (rejectcasting()) {
1101 return 0; /* no time elapses */
1105 * Spell casting no longer affects knowledge of the spell. A
1106 * decrement of spell knowledge is done every turn.
1108 if (spellknow(spell) <= 0) {
1110 Your("knowledge of this spell is twisted.");
1112 Your("
\82±
\82Ì
\96\82\96@
\82É
\8aÖ
\82·
\82é
\92m
\8e¯
\82Í
\82æ
\82¶
\82ê
\82½
\81D");
1114 pline("It invokes nightmarish images in your mind...");
1116 pline("
\82»
\82ê
\82Í
\88«
\96²
\82ð
\90S
\82É
\95\82\82Î
\82¹
\82½
\81D
\81D
\81D");
1117 spell_backfire(spell);
1119 } else if (spellknow(spell) <= KEEN / 200) { /* 100 turns left */
1121 You("strain to recall the spell.");
1123 You("
\96\82\96@
\82ð
\8ev
\82¢
\82¾
\82·
\82Ì
\82É
\8bê
\98J
\82µ
\82½
\81D");
1124 } else if (spellknow(spell) <= KEEN / 40) { /* 500 turns left */
1126 You("have difficulty remembering the spell.");
1128 You("
\8eô
\95¶
\82ð
\8ev
\82¢
\8fo
\82·
\82Ì
\82ª
\93ï
\82µ
\82
\82È
\82Á
\82Ä
\82«
\82½
\81D");
1129 } else if (spellknow(spell) <= KEEN / 20) { /* 1000 turns left */
1131 Your("knowledge of this spell is growing faint.");
1133 Your("
\82±
\82Ì
\96\82\96@
\82É
\8aÖ
\82·
\82é
\92m
\8e¯
\82ª
\82¨
\82Ú
\82ë
\82°
\82É
\82È
\82Á
\82Ä
\82«
\82½
\81D");
1134 } else if (spellknow(spell) <= KEEN / 10) { /* 2000 turns left */
1136 Your("recall of this spell is gradually fading.");
1138 Your("
\82±
\82Ì
\96\82\96@
\82É
\8aÖ
\82·
\82é
\92m
\8e¯
\82ª
\8f\99\81X
\82É
\94\96\82ê
\82Ä
\82«
\82½
\81D");
1140 energy = (spellev(spell) * 5); /* 5 <= energy <= 35 */
1142 if (u.uhunger <= 10 && spellid(spell) != SPE_DETECT_FOOD) {
1144 You("are too hungry to cast that spell.");
1146 pline("
\95 \82ª
\8c¸
\82è
\82·
\82¬
\82Ä
\96\82\96@
\82ð
\8f¥
\82¦
\82ç
\82ê
\82È
\82¢
\81D");
1148 } else if (ACURR(A_STR) < 4 && spellid(spell) != SPE_RESTORE_ABILITY) {
1150 You("lack the strength to cast spells.");
1152 pline("
\8b
\82³
\82ª
\8f
\82È
\82·
\82¬
\82Ä
\96\82\96@
\82ð
\8f¥
\82¦
\82ç
\82ê
\82È
\82¢
\81D");
1154 } else if (check_capacity(
1156 "Your concentration falters while carrying so much stuff.")) {
1158 "
\82½
\82
\82³
\82ñ
\82à
\82Ì
\82ð
\8e\9d\82¿
\82·
\82¬
\82Ä
\8fW
\92\86\82Å
\82«
\82È
\82¢
\81D")){
1162 if (u.uhave.amulet) {
1164 You_feel("the amulet draining your energy away.");
1166 pline("
\96\82\8f\9c\82¯
\82ª
\82 \82È
\82½
\82Ì
\83G
\83l
\83\8b\83M
\81[
\82ð
\8bz
\82¢
\82Æ
\82Á
\82Ä
\82¢
\82é
\82æ
\82¤
\82È
\8bC
\82ª
\82µ
\82½
\81D");
1167 energy += rnd(2 * energy);
1169 if (energy > u.uen) {
1171 You("don't have enough energy to cast that spell.");
1173 pline("
\96\82\96@
\82ð
\8f¥
\82¦
\82é
\82¾
\82¯
\82Ì
\8f\
\95ª
\82È
\83G
\83l
\83\8b\83M
\81[
\82ª
\82È
\82¢
\81D");
1176 if (spellid(spell) != SPE_DETECT_FOOD) {
1177 int hungr = energy * 2;
1179 /* If hero is a wizard, their current intelligence
1180 * (bonuses + temporary + current)
1181 * affects hunger reduction in casting a spell.
1182 * 1. int = 17-18 no reduction
1183 * 2. int = 16 1/4 hungr
1184 * 3. int = 15 1/2 hungr
1185 * 4. int = 1-14 normal reduction
1186 * The reason for this is:
1187 * a) Intelligence affects the amount of exertion
1189 * b) Wizards have spent their life at magic and
1190 * understand quite well how to cast spells.
1192 intell = acurr(A_INT);
1193 if (!Role_if(PM_WIZARD))
1214 /* don't put player (quite) into fainting from
1215 * casting a spell, particularly since they might
1216 * not even be hungry at the beginning; however,
1217 * this is low enough that they must eat before
1218 * casting anything else except detect food
1220 if (hungr > u.uhunger - 3)
1221 hungr = u.uhunger - 3;
1226 chance = percent_success(spell);
1227 if (confused || (rnd(100) > chance)) {
1229 You("fail to cast the spell correctly.");
1231 You("
\96\82\96@
\82ð
\90³
\82µ
\82
\8f¥
\82¦
\82é
\82±
\82Æ
\82ª
\82Å
\82«
\82È
\82©
\82Á
\82½
\81D");
1232 u.uen -= energy / 2;
1239 exercise(A_WIS, TRUE);
1240 /* pseudo is a temporary "false" object containing the spell stats */
1241 pseudo = mksobj(spellid(spell), FALSE, FALSE);
1242 pseudo->blessed = pseudo->cursed = 0;
1243 pseudo->quan = 20L; /* do not let useup get it */
1245 * Find the skill the hero has in a spell type category.
1246 * See spell_skilltype for categories.
1248 skill = spell_skilltype(pseudo->otyp);
1249 role_skill = P_SKILL(skill);
1251 switch (pseudo->otyp) {
1253 * At first spells act as expected. As the hero increases in skill
1254 * with the appropriate spell type, some spells increase in their
1255 * effects, e.g. more damage, further distance, and so on, without
1256 * additional cost to the spellcaster.
1259 case SPE_CONE_OF_COLD:
1260 if (role_skill >= P_SKILLED) {
1266 if (!u.dx && !u.dy && !u.dz) {
1267 if ((damage = zapyourself(pseudo, TRUE)) != 0) {
1270 Sprintf(buf, "zapped %sself with a spell",
1272 losehp(damage, buf, NO_KILLER_PREFIX);
1274 Strcpy(buf, "
\8e©
\95ª
\8e©
\90g
\82Ì
\96\82\96@
\82ð
\97\81\82Ñ
\82Ä");
1275 losehp(damage, buf, KILLED_BY);
1280 pseudo->otyp - SPE_MAGIC_MISSILE + 10,
1281 spell_damage_bonus(u.ulevel / 2 + 1), 0,
1282 (pseudo->otyp == SPE_CONE_OF_COLD)
1286 u.dx = cc.x + rnd(3) - 2;
1287 u.dy = cc.y + rnd(3) - 2;
1288 if (!isok(u.dx, u.dy) || !cansee(u.dx, u.dy)
1289 || IS_STWALL(levl[u.dx][u.dy].typ) || u.uswallow) {
1290 /* Spell is reflected back to center */
1297 } /* else fall through... */
1299 /* these spells are all duplicates of wand effects */
1300 case SPE_FORCE_BOLT:
1301 physical_damage = TRUE;
1304 case SPE_MAGIC_MISSILE:
1306 case SPE_SLOW_MONSTER:
1307 case SPE_WIZARD_LOCK:
1309 case SPE_TURN_UNDEAD:
1311 case SPE_TELEPORT_AWAY:
1312 case SPE_CANCELLATION:
1313 case SPE_FINGER_OF_DEATH:
1315 case SPE_DETECT_UNSEEN:
1317 case SPE_EXTRA_HEALING:
1318 case SPE_DRAIN_LIFE:
1319 case SPE_STONE_TO_FLESH:
1320 if (!(objects[pseudo->otyp].oc_dir == NODIR)) {
1322 u.dx = u.dy = u.dz = 0;
1323 } else if (!getdir((char *) 0)) {
1324 /* getdir cancelled, re-use previous direction */
1326 * FIXME: reusing previous direction only makes sense
1327 * if there is an actual previous direction. When there
1328 * isn't one, the spell gets cast at self which is rarely
1329 * what the player intended. Unfortunately, the way
1330 * spelleffects() is organized means that aborting with
1331 * "nevermind" is not an option.
1334 pline_The("magical energy is released!");
1336 pline("
\96\82\96@
\82Ì
\83G
\83l
\83\8b\83M
\81[
\82ª
\89ð
\95ú
\82³
\82ê
\82½
\81I");
1338 if (!u.dx && !u.dy && !u.dz) {
1339 if ((damage = zapyourself(pseudo, TRUE)) != 0) {
1343 Sprintf(buf, "zapped %sself with a spell", uhim());
1345 Strcpy(buf, "
\8e©
\95ª
\8e©
\90g
\82Ì
\96\82\96@
\82ð
\97\81\82Ñ
\82Ä");
1346 if (physical_damage)
1347 damage = Maybe_Half_Phys(damage);
1349 losehp(damage, buf, NO_KILLER_PREFIX);
1351 losehp(damage, buf, KILLED_BY);
1358 update_inventory(); /* spell may modify inventory */
1361 /* these are all duplicates of scroll effects */
1362 case SPE_REMOVE_CURSE:
1363 case SPE_CONFUSE_MONSTER:
1364 case SPE_DETECT_FOOD:
1365 case SPE_CAUSE_FEAR:
1367 /* high skill yields effect equivalent to blessed scroll */
1368 if (role_skill >= P_SKILLED)
1369 pseudo->blessed = 1;
1371 case SPE_CHARM_MONSTER:
1372 case SPE_MAGIC_MAPPING:
1373 case SPE_CREATE_MONSTER:
1374 (void) seffects(pseudo);
1377 /* these are all duplicates of potion effects */
1378 case SPE_HASTE_SELF:
1379 case SPE_DETECT_TREASURE:
1380 case SPE_DETECT_MONSTERS:
1381 case SPE_LEVITATION:
1382 case SPE_RESTORE_ABILITY:
1383 /* high skill yields effect equivalent to blessed potion */
1384 if (role_skill >= P_SKILLED)
1385 pseudo->blessed = 1;
1387 case SPE_INVISIBILITY:
1388 (void) peffects(pseudo);
1391 case SPE_CURE_BLINDNESS:
1392 healup(0, 0, FALSE, TRUE);
1394 case SPE_CURE_SICKNESS:
1397 You("are no longer ill.");
1399 Your("
\95a
\8bC
\82Í
\92¼
\82Á
\82½
\81D");
1402 make_slimed(0L, "The slime disappears!");
1404 make_slimed(0L, "
\83X
\83\89\83C
\83\80\82Í
\8fÁ
\82¦
\82½
\81I");
1405 healup(0, 0, TRUE, FALSE);
1407 case SPE_CREATE_FAMILIAR:
1408 (void) make_familiar((struct obj *) 0, u.ux, u.uy, FALSE);
1410 case SPE_CLAIRVOYANCE:
1413 /* at present, only one thing blocks clairvoyance */
1414 else if (uarmh && uarmh->otyp == CORNUTHAUM)
1416 You("sense a pointy hat on top of your %s.", body_part(HEAD));
1418 You("
\82Æ
\82ª
\82Á
\82½
\96X
\8eq
\82ð%s
\82Ì
\8fã
\82É
\94
\8c©
\82µ
\82½
\81D", body_part(HEAD));
1420 case SPE_PROTECTION:
1424 if (!jump(max(role_skill, 1)))
1425 pline1(nothing_happens);
1428 impossible("Unknown spell %d attempted.", spell);
1429 obfree(pseudo, (struct obj *) 0);
1433 /* gain skill for successful cast */
1434 use_skill(skill, spellev(spell));
1436 obfree(pseudo, (struct obj *) 0); /* now, get rid of it */
1440 /* Choose location where spell takes effect. */
1449 pline("You're joking! In this weather?");
1451 pline("
\90\85\92\86\82Å
\89½
\82ð
\82µ
\82æ
\82¤
\82Á
\82Ä
\82¢
\82¤
\82ñ
\82¾
\82¢
\81H");
1453 } else if (Is_waterlevel(&u.uz)) {
1455 You("had better wait for the sun to come out.");
1457 You("
\91¾
\97z
\82ª
\8c»
\82ê
\82é
\82Ü
\82Å
\91Ò
\82Á
\82½
\82Ù
\82¤
\82ª
\82æ
\82¢
\82¾
\82ë
\82¤
\81D");
1462 pline("Where do you want to cast the spell?");
1464 pline("
\82Ç
\82±
\82É
\8cü
\82©
\82Á
\82Ä
\96\82\96@
\82ð
\8f¥
\82¦
\82é
\81H");
1468 if (getpos(&cc, TRUE, "the desired position") < 0)
1470 if (getpos(&cc, TRUE, "
\96]
\82Ý
\82Ì
\8fê
\8f\8a") < 0)
1471 return 0; /* user pressed ESC */
1472 /* The number of moves from hero to where the spell drops.*/
1473 if (distmin(u.ux, u.uy, cc.x, cc.y) > 10) {
1475 pline_The("spell dissipates over the distance!");
1477 pline("
\89\93\82·
\82¬
\82é
\81I");
1479 } else if (u.uswallow) {
1481 pline_The("spell is cut short!");
1483 pline("
\82¾
\82ß
\82¾
\81I
\8bß
\82·
\82¬
\82é
\81I");
1484 exercise(A_WIS, FALSE); /* What were you THINKING! */
1488 } else if ((!cansee(cc.x, cc.y)
1489 && (!(mtmp = m_at(cc.x, cc.y)) || !canspotmon(mtmp)))
1490 || IS_STWALL(levl[cc.x][cc.y].typ)) {
1492 Your("mind fails to lock onto that location!");
1494 You("
\82»
\82±
\82É
\8cü
\82©
\82Á
\82Ä
\8fW
\92\86\82µ
\82½
\82ª
\8e¸
\94s
\82µ
\82½
\81I");
1503 /* forget a random selection of known spells due to amnesia;
1504 they used to be lost entirely, as if never learned, but now we
1505 just set the memory retention to zero so that they can't be cast */
1511 /* in case reading has been interrupted earlier, discard context */
1512 context.spbook.book = 0;
1513 context.spbook.o_id = 0;
1514 /* count the number of known spells */
1515 for (n = 0; n < MAXSPELL; ++n)
1516 if (spellid(n) == NO_SPELL)
1519 /* lose anywhere from zero to all known spells;
1520 if confused, use the worse of two die rolls */
1527 /* good Luck might ameliorate spell loss */
1528 if (nzap > 1 && !rnl(7))
1532 * Forget 'nzap' out of 'n' known spells by setting their memory
1533 * retention to zero. Every spell has the same probability to be
1534 * forgotten, even if its retention is already zero.
1536 * Perhaps we should forget the corresponding book too?
1538 * (3.4.3 removed spells entirely from the list, but always did
1539 * so from its end, so the 'nzap' most recently learned spells
1540 * were the ones lost by default. Player had sort control over
1541 * the list, so could move the most useful spells to front and
1542 * only lose them if 'nzap' turned out to be a large value.
1544 * Discarding from the end of the list had the virtue of making
1545 * casting letters for lost spells become invalid and retaining
1546 * the original letter for the ones which weren't lost, so there
1547 * was no risk to the player of accidentally casting the wrong
1548 * spell when using a letter that was in use prior to amnesia.
1549 * That wouldn't be the case if we implemented spell loss spread
1550 * throughout the list of known spells; every spell located past
1551 * the first lost spell would end up with new letter assigned.)
1553 for (i = 0; nzap > 0; ++i) {
1554 /* when nzap is small relative to the number of spells left,
1555 the chance to lose spell [i] is small; as the number of
1556 remaining candidates shrinks, the chance per candidate
1557 gets bigger; overall, exactly nzap entries are affected */
1558 if (rn2(n - i) < nzap) {
1559 /* lose access to spell [i] */
1562 /* also forget its book */
1563 forget_single_object(spellid(i));
1565 /* and abuse wisdom */
1566 exercise(A_WIS, FALSE);
1567 /* there's now one less spell slated to be forgotten */
1574 * Allow player to sort the list of known spells. Manually swapping
1575 * pairs of them becomes very tedious once the list reaches two pages.
1577 * Possible extensions:
1578 * provide means for player to control ordering of skill classes;
1579 * provide means to supply value N such that first N entries stick
1580 * while rest of list is being sorted;
1581 * make chosen sort order be persistent such that when new spells
1582 * are learned, they get inserted into sorted order rather than be
1583 * appended to the end of the list?
1585 static const char *spl_sortchoices[] = {
1587 "by casting letter",
1589 "
\91I
\91ð
\82·
\82é
\95¶
\8e\9a\8f\87",
1590 #define SORTBY_LETTER 0
1594 "
\95¶
\8e\9a\83R
\81[
\83h
\8f\87",
1595 #define SORTBY_ALPHA 1
1597 "by level, low to high",
1599 "
\83\8c\83x
\83\8b\8f¸
\8f\87",
1600 #define SORTBY_LVL_LO 2
1602 "by level, high to low",
1604 "
\83\8c\83x
\83\8b\8d~
\8f\87",
1605 #define SORTBY_LVL_HI 3
1607 "by skill group, alphabetized within each group",
1609 "
\83X
\83L
\83\8b\83O
\83\8b\81[
\83v
\96\88\82É
\95¶
\8e\9a\83R
\81[
\83h
\8f\87",
1610 #define SORTBY_SKL_AL 4
1612 "by skill group, low to high level within group",
1614 "
\83X
\83L
\83\8b\83O
\83\8b\81[
\83v
\96\88\82É
\83\8c\83x
\83\8b\8f¸
\8f\87",
1615 #define SORTBY_SKL_LO 5
1617 "by skill group, high to low level within group",
1619 "
\83X
\83L
\83\8b\83O
\83\8b\81[
\83v
\96\88\82É
\83\8c\83x
\83\8b\8d~
\8f\87",
1620 #define SORTBY_SKL_HI 6
1622 "maintain current ordering",
1624 "
\8c»
\8dÝ
\82Ì
\8f\87\8f\98\82ð
\88Û
\8e\9d",
1625 #define SORTBY_CURRENT 7
1626 /* a menu choice rather than a sort choice */
1628 "reassign casting letters to retain current order",
1630 "
\8c»
\8dÝ
\82Ì
\8f\87\8f\98\82ð
\95Ï
\82¦
\82¸
\82É
\91I
\91ð
\82·
\82é
\95¶
\8e\9a\82ð
\8dÄ
\8a\84\82è
\93\96\82Ä",
1631 #define SORTRETAINORDER 8
1633 static int spl_sortmode = 0; /* index into spl_sortchoices[] */
1634 static int *spl_orderindx = 0; /* array of spl_book[] indices */
1636 /* qsort callback routine */
1637 STATIC_PTR int CFDECLSPEC
1638 spell_cmp(vptr1, vptr2)
1639 const genericptr vptr1;
1640 const genericptr vptr2;
1643 * gather up all of the possible parameters except spell name
1644 * in advance, even though some might not be needed:
1645 * indx. = spl_orderindx[] index into spl_book[];
1646 * otyp. = spl_book[] index into objects[];
1647 * levl. = spell level;
1648 * skil. = skill group aka spell class.
1650 int indx1 = *(int *) vptr1, indx2 = *(int *) vptr2,
1651 otyp1 = spl_book[indx1].sp_id, otyp2 = spl_book[indx2].sp_id,
1652 levl1 = objects[otyp1].oc_level, levl2 = objects[otyp2].oc_level,
1653 skil1 = objects[otyp1].oc_skill, skil2 = objects[otyp2].oc_skill;
1655 switch (spl_sortmode) {
1657 return indx1 - indx2;
1662 return levl1 - levl2;
1666 return levl2 - levl1;
1670 return skil1 - skil2;
1674 return skil1 - skil2;
1676 return levl1 - levl2;
1680 return skil1 - skil2;
1682 return levl2 - levl1;
1684 case SORTBY_CURRENT:
1686 return (vptr1 < vptr2) ? -1
1687 : (vptr1 > vptr2); /* keep current order */
1689 /* tie-breaker for most sorts--alphabetical by spell name */
1690 return strcmpi(OBJ_NAME(objects[otyp1]), OBJ_NAME(objects[otyp2]));
1693 /* sort the index used for display order of the "view known spells"
1694 list (sortmode == SORTBY_xxx), or sort the spellbook itself to make
1695 the current display order stick (sortmode == SORTRETAINORDER) */
1700 #if defined(SYSV) || defined(DGUX)
1706 if (spl_sortmode == SORTBY_CURRENT)
1708 for (n = 0; n < MAXSPELL && spellid(n) != NO_SPELL; ++n)
1711 return; /* not enough entries to need sorting */
1713 if (!spl_orderindx) {
1714 /* we haven't done any sorting yet; list is in casting order */
1715 if (spl_sortmode == SORTBY_LETTER /* default */
1716 || spl_sortmode == SORTRETAINORDER)
1718 /* allocate enough for full spellbook rather than just N spells */
1719 spl_orderindx = (int *) alloc(MAXSPELL * sizeof(int));
1720 for (i = 0; i < MAXSPELL; i++)
1721 spl_orderindx[i] = i;
1724 if (spl_sortmode == SORTRETAINORDER) {
1725 struct spell tmp_book[MAXSPELL];
1727 /* sort spl_book[] rather than spl_orderindx[];
1728 this also updates the index to reflect the new ordering (we
1729 could just free it since that ordering becomes the default) */
1730 for (i = 0; i < MAXSPELL; i++)
1731 tmp_book[i] = spl_book[spl_orderindx[i]];
1732 for (i = 0; i < MAXSPELL; i++)
1733 spl_book[i] = tmp_book[i], spl_orderindx[i] = i;
1734 spl_sortmode = SORTBY_LETTER; /* reset */
1738 /* usual case, sort the index rather than the spells themselves */
1739 qsort((genericptr_t) spl_orderindx, n, sizeof *spl_orderindx, spell_cmp);
1743 /* called if the [sort spells] entry in the view spells menu gets chosen */
1748 menu_item *selected;
1753 tmpwin = create_nhwindow(NHW_MENU);
1755 any = zeroany; /* zero out all bits */
1757 for (i = 0; i < SIZE(spl_sortchoices); i++) {
1758 if (i == SORTRETAINORDER) {
1759 let = 'z'; /* assumes fewer than 26 sort choices... */
1760 /* separate final choice from others with a blank line */
1762 add_menu(tmpwin, NO_GLYPH, &any, 0, 0, ATR_NONE, "",
1768 add_menu(tmpwin, NO_GLYPH, &any, let, 0, ATR_NONE, spl_sortchoices[i],
1769 (i == spl_sortmode) ? MENU_SELECTED : MENU_UNSELECTED);
1771 end_menu(tmpwin, "View known spells list sorted");
1773 n = select_menu(tmpwin, PICK_ONE, &selected);
1774 destroy_nhwindow(tmpwin);
1776 choice = selected[0].item.a_int - 1;
1777 /* skip preselected entry if we have more than one item chosen */
1778 if (n > 1 && choice == spl_sortmode)
1779 choice = selected[1].item.a_int - 1;
1780 free((genericptr_t) selected);
1781 spl_sortmode = choice;
1787 /* the '+' command -- view known spells */
1793 struct spell spl_tmp;
1795 if (spellid(0) == NO_SPELL) {
1797 You("don't know any spells right now.");
1799 You("
\96\82\96@
\82ð
\92m
\82ç
\82È
\82¢
\81D");
1802 while (dospellmenu("Currently known spells",
1804 while (dospellmenu("
\8c»
\8dÝ
\92m
\82Á
\82Ä
\82¢
\82é
\96\82\96@
\88ê
\97\97",
1805 SPELLMENU_VIEW, &splnum)) {
1806 if (splnum == SPELLMENU_SORT) {
1807 if (spellsortmenu())
1811 Sprintf(qbuf, "Reordering spells; swap '%c' with",
1813 Sprintf(qbuf, "'%c'
\82Æ
\95À
\82Ñ
\95Ï
\82¦
\82é
\96\82\96@
\82Í
\81H",
1815 if (!dospellmenu(qbuf, splnum, &othnum))
1818 spl_tmp = spl_book[splnum];
1819 spl_book[splnum] = spl_book[othnum];
1820 spl_book[othnum] = spl_tmp;
1824 if (spl_orderindx) {
1825 free((genericptr_t) spl_orderindx);
1828 spl_sortmode = SORTBY_LETTER; /* 0 */
1833 dospellmenu(prompt, splaction, spell_no)
1835 int splaction; /* SPELLMENU_CAST, SPELLMENU_VIEW, or spl_book[] index */
1839 int i, n, how, splnum;
1840 char buf[BUFSZ], retentionbuf[24];
1842 menu_item *selected;
1845 tmpwin = create_nhwindow(NHW_MENU);
1847 any = zeroany; /* zero out all bits */
1850 * The correct spacing of the columns when not using
1851 * tab separation depends on the following:
1852 * (1) that the font is monospaced, and
1853 * (2) that selection letters are pre-pended to the
1854 * given string and are of the form "a - ".
1856 if (!iflags.menu_tab_sep) {
1858 Sprintf(buf, "%-20s Level %-12s Fail Retention", " Name",
1861 Sprintf(buf, "%-20s Level %-12s
\90¬
\8c÷
\97¦", " Name", "
\95ª
\97Þ");
1863 fmt = "%-20s %2d %-12s %3d%% %9s";
1866 Sprintf(buf, "Name\tLevel\tCategory\tFail\tRetention");
1868 Sprintf(buf, "
\96¼
\91O\t
\83\8c\83x
\83\8b\t
\95ª
\97Þ\t
\90¬
\8c÷
\97¦");
1869 fmt = "%s\t%-d\t%s\t%-d%%\t%s";
1871 add_menu(tmpwin, NO_GLYPH, &any, 0, 0, iflags.menu_headings, buf,
1873 for (i = 0; i < MAXSPELL && spellid(i) != NO_SPELL; i++) {
1874 splnum = !spl_orderindx ? i : spl_orderindx[i];
1875 Sprintf(buf, fmt, spellname(splnum), spellev(splnum),
1876 spelltypemnemonic(spell_skilltype(spellid(splnum))),
1877 100 - percent_success(splnum),
1878 spellretention(splnum, retentionbuf));
1880 any.a_int = splnum + 1; /* must be non-zero */
1881 add_menu(tmpwin, NO_GLYPH, &any, spellet(splnum), 0, ATR_NONE, buf,
1882 (splnum == splaction) ? MENU_SELECTED : MENU_UNSELECTED);
1885 if (splaction == SPELLMENU_VIEW) {
1886 if (spellid(1) == NO_SPELL) {
1887 /* only one spell => nothing to swap with */
1890 /* more than 1 spell, add an extra menu entry */
1891 any.a_int = SPELLMENU_SORT + 1;
1892 add_menu(tmpwin, NO_GLYPH, &any, '+', 0, ATR_NONE,
1893 "[sort spells]", MENU_UNSELECTED);
1896 end_menu(tmpwin, prompt);
1898 n = select_menu(tmpwin, how, &selected);
1899 destroy_nhwindow(tmpwin);
1901 *spell_no = selected[0].item.a_int - 1;
1902 /* menu selection for `PICK_ONE' does not
1903 de-select any preselected entry */
1904 if (n > 1 && *spell_no == splaction)
1905 *spell_no = selected[1].item.a_int - 1;
1906 free((genericptr_t) selected);
1907 /* default selection of preselected spell means that
1908 user chose not to swap it with anything */
1909 if (*spell_no == splaction)
1912 } else if (splaction >= 0) {
1913 /* explicit de-selection of preselected spell means that
1914 user is still swapping but not for the current spell */
1915 *spell_no = splaction;
1922 percent_success(spell)
1925 /* Intrinsic and learned ability are combined to calculate
1926 * the probability of player's success at cast a given spell.
1928 int chance, splcaster, special, statused;
1932 /* Calculate intrinsic ability (splcaster) */
1934 splcaster = urole.spelbase;
1935 special = urole.spelheal;
1936 statused = ACURR(urole.spelstat);
1938 if (uarm && is_metallic(uarm))
1939 splcaster += (uarmc && uarmc->otyp == ROBE) ? urole.spelarmr / 2
1941 else if (uarmc && uarmc->otyp == ROBE)
1942 splcaster -= urole.spelarmr;
1944 splcaster += urole.spelshld;
1946 if (uarmh && is_metallic(uarmh) && uarmh->otyp != HELM_OF_BRILLIANCE)
1947 splcaster += uarmhbon;
1948 if (uarmg && is_metallic(uarmg))
1949 splcaster += uarmgbon;
1950 if (uarmf && is_metallic(uarmf))
1951 splcaster += uarmfbon;
1953 if (spellid(spell) == urole.spelspec)
1954 splcaster += urole.spelsbon;
1956 /* `healing spell' bonus */
1957 if (spellid(spell) == SPE_HEALING || spellid(spell) == SPE_EXTRA_HEALING
1958 || spellid(spell) == SPE_CURE_BLINDNESS
1959 || spellid(spell) == SPE_CURE_SICKNESS
1960 || spellid(spell) == SPE_RESTORE_ABILITY
1961 || spellid(spell) == SPE_REMOVE_CURSE)
1962 splcaster += special;
1967 /* Calculate learned ability */
1969 /* Players basic likelihood of being able to cast any spell
1970 * is based of their `magic' statistic. (Int or Wis)
1972 chance = 11 * statused / 2;
1975 * High level spells are harder. Easier for higher level casters.
1976 * The difficulty is based on the hero's level and their skill level
1977 * in that spell type.
1979 skill = P_SKILL(spell_skilltype(spellid(spell)));
1980 skill = max(skill, P_UNSKILLED) - 1; /* unskilled => 0 */
1982 (spellev(spell) - 1) * 4 - ((skill * 6) + (u.ulevel / 3) + 1);
1984 if (difficulty > 0) {
1985 /* Player is too low level or unskilled. */
1986 chance -= isqrt(900 * difficulty + 2000);
1988 /* Player is above level. Learning continues, but the
1989 * law of diminishing returns sets in quickly for
1990 * low-level spells. That is, a player quickly gains
1991 * no advantage for raising level.
1993 int learning = 15 * -difficulty / spellev(spell);
1994 chance += learning > 20 ? 20 : learning;
1997 /* Clamp the chance: >18 stat and advanced learning only help
1998 * to a limit, while chances below "hopeless" only raise the
1999 * specter of overflowing 16-bit ints (and permit wearing a
2000 * shield to raise the chances :-).
2007 /* Wearing anything but a light shield makes it very awkward
2008 * to cast a spell. The penalty is not quite so bad for the
2009 * player's role-specific spell.
2011 if (uarms && weight(uarms) > (int) objects[SMALL_SHIELD].oc_weight) {
2012 if (spellid(spell) == urole.spelspec) {
2019 /* Finally, chance (based on player intell/wisdom and level) is
2020 * combined with ability (based on player intrinsics and
2021 * encumbrances). No matter how intelligent/wise and advanced
2022 * a player is, intrinsics and encumbrance can prevent casting;
2023 * and no matter how able, learning is always required.
2025 chance = chance * (20 - splcaster) / 15 - splcaster;
2027 /* Clamp to percentile */
2037 spellretention(idx, outbuf)
2041 long turnsleft, percent, accuracy;
2044 skill = P_SKILL(spell_skilltype(spellid(idx)));
2045 skill = max(skill, P_UNSKILLED); /* restricted same as unskilled */
2046 turnsleft = spellknow(idx);
2047 *outbuf = '\0'; /* lint suppression */
2049 if (turnsleft < 1L) {
2050 /* spell has expired; hero can't successfully cast it anymore */
2051 Strcpy(outbuf, "(gone)");
2052 } else if (turnsleft >= (long) KEEN) {
2053 /* full retention, first turn or immediately after reading book */
2054 Strcpy(outbuf, "100%");
2057 * Retention is displayed as a range of percentages of
2058 * amount of time left until memory of the spell expires;
2059 * the precision of the range depends upon hero's skill
2061 * expert: 2% intervals; 1-2, 3-4, ..., 99-100;
2062 * skilled: 5% intervals; 1-5, 6-10, ..., 95-100;
2063 * basic: 10% intervals; 1-10, 11-20, ..., 91-100;
2064 * unskilled: 25% intervals; 1-25, 26-50, 51-75, 76-100.
2066 * At the low end of each range, a value of N% really means
2067 * (N-1)%+1 through N%; so 1% is "greater than 0, at most 200".
2068 * KEEN is a multiple of 100; KEEN/100 loses no precision.
2070 percent = (turnsleft - 1L) / ((long) KEEN / 100L) + 1L;
2072 (skill == P_EXPERT) ? 2L : (skill == P_SKILLED)
2074 : (skill == P_BASIC) ? 10L : 25L;
2075 /* round up to the high end of this range */
2076 percent = accuracy * ((percent - 1L) / accuracy + 1L);
2077 Sprintf(outbuf, "%ld%%-%ld%%", percent - accuracy + 1L, percent);
2082 /* Learn a spell during creation of the initial inventory */
2087 int i, otyp = obj->otyp;
2089 for (i = 0; i < MAXSPELL; i++)
2090 if (spellid(i) == NO_SPELL || spellid(i) == otyp)
2093 if (i == MAXSPELL) {
2094 impossible("Too many spells memorized!");
2095 } else if (spellid(i) != NO_SPELL) {
2096 /* initial inventory shouldn't contain duplicate spellbooks */
2097 impossible("Spell %s already known.", OBJ_NAME(objects[otyp]));
2099 spl_book[i].sp_id = otyp;
2100 spl_book[i].sp_lev = objects[otyp].oc_level;