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-rw-r--r--lib/mods/theme/core/s_aux.lua146
1 files changed, 0 insertions, 146 deletions
diff --git a/lib/mods/theme/core/s_aux.lua b/lib/mods/theme/core/s_aux.lua
deleted file mode 100644
index 3e98ec94..00000000
--- a/lib/mods/theme/core/s_aux.lua
+++ /dev/null
@@ -1,146 +0,0 @@
--- Functions to help with spells, do not touch
-
-__schools = {}
-__schools_num = 0
-
-function add_school(s)
- __schools[__schools_num] = s
-
- __schools_num = __schools_num + 1
- return (__schools_num - 1)
-end
-
-function finish_school(i)
- local s
-
- s = __schools[i]
- assert(s.name, "No school name!")
- assert(s.skill, "No school skill!")
-
- -- Need hooks?
- if s.hooks then
- add_hooks(s.hooks)
- end
-
- new_school(i, s.name, s.skill)
-end
-
--- Creates the school books array
-__spell_school = {}
-
--- Find if the school is under the influence of a god, returns nil or the level
-function get_god_level(sch)
- if __schools[sch].gods[player.pgod] then
- return (s_info[__schools[sch].gods[player.pgod].skill + 1].value * __schools[sch].gods[player.pgod].mul) / __schools[sch].gods[player.pgod].div
- else
- return nil
- end
-end
-
--- Change this fct if I want to switch to learnable spells
-function get_level_school(s, max, min)
- local lvl, sch, num, bonus
- local allow_spell_power = TRUE
-
- lvl = 0
- num = 0
- bonus = 0
-
- -- No max specified ? assume 50
- if not max then
- max = 50
- end
- if not min then
- min = 1
- end
-
- -- Do we pass tests?
- if check_spell_depends(s) ~= TRUE then
- return min, "n/a"
- end
-
- local index = 0
- while 1 do
- sch = spell_get_school_idx(s, index)
- if sch == -1 then
- break
- end
- index = index + 1
-
- local r, s, p, ok = 0, 0, 0, 0
-
- -- Does it require we worship a specific god?
- if __schools[sch].god then
- if __schools[sch].god ~= player.pgod then
- if min then return min, "n/a"
- else return 1, "n/a" end
- end
- end
-
- -- Take the basic skill value
- r = s_info[(school(sch).skill) + 1].value
-
- -- Do we pass tests?
- if __schools[sch].depend then
- if __schools[sch].depend() ~= TRUE then
- return min, "n/a"
- end
- end
-
- -- Are we under sorcery effect ?
- if __schools[sch].sorcery then
- s = s_info[SKILL_SORCERY + 1].value
- end
-
- -- Are we affected by spell power ?
- -- All teh schools must allow it for it to work
- if not __schools[sch].spell_power then
- allow_spell_power = nil
- end
-
- -- Are we under a god effect ?
- if __schools[sch].gods then
- p = get_god_level(sch)
- if not p then p = 0 end
- end
-
- -- Find the higher
- ok = r
- if ok < s then ok = s end
- if ok < p then ok = p end
-
- -- Do we need to add a special bonus ?
- if __schools[sch].bonus_level then
- bonus = bonus + (__schools[sch].bonus_level() * (SKILL_STEP / 10))
- end
-
- -- All schools must be non zero to be able to use it
- if ok == 0 then return min, "n/a" end
-
- -- Apply it
- lvl = lvl + ok
- num = num + 1
- end
-
- -- Add the Spellpower skill as a bonus
- if allow_spell_power then
- bonus = bonus + (get_skill_scale(SKILL_SPELL, 20) * (SKILL_STEP / 10))
- end
-
- -- Add bonus from objects
- bonus = bonus + (player.to_s * (SKILL_STEP / 10))
-
- -- / 10 because otherwise we can overflow a s32b and we can use a u32b because the value can be negative
- -- The loss of information should be negligible since 1 skill = 1000 internally
- lvl = (lvl / num) / 10
- lvl = lua_get_level(s, lvl, max, min, bonus)
-
- return lvl, nil
-end
-
--- The real get_level, works for schooled magic and for innate powers
-function get_level(s, max, min)
- if not max then max = 50 end
- if not min then min = 1 end
- return %get_level(s, max, min)
-end