summaryrefslogtreecommitdiff
path: root/lib/core/s_aux.lua
blob: 76f01637004b9bbbedc8c795677360afe4c44b9e (plain)
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
-- Functions to help with spells, do not touch

__schools = {}
__schools_num = 0

__tmp_spells = {}
__tmp_spells_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

function add_spell(s)
	__tmp_spells[__tmp_spells_num] = s
	
	__tmp_spells_num = __tmp_spells_num + 1
	return (__tmp_spells_num - 1)
end

function finish_spell(must_i)
	local i, s
	
	s = __tmp_spells[must_i]
	assert(s.name, "No spell name!")
	assert(s.school, "No spell school!")
	assert(s.level, "No spell level!")
	assert(s.mana, "No spell mana!")
	if not s.mana_max then s.mana_max = s.mana end
	assert(s.fail, "No spell failure rate!")
	assert(s.spell, "No spell function!")
	if not s.info then s.info = function() return "" end end
	assert(s.desc, "No spell desc!")
	if not s.random then s.random = SKILL_MAGIC end
	if s.lasting then
		assert(type(s.lasting) == "function", "Spell lasting is not function")
	end
	if s.stick then
		local k, e
		for k, e in s.stick do
			if type(k) == "table" then
				assert(e.base_level, "Arg no stick base level")
				assert(e.max_level, "Arg no stick max level")
			end
		end
	end

	i = new_spell(must_i, s.name)
	assert(i == must_i, "ACK ! i != must_i ! please contact the maintainer")
	if type(s.school) == "number" then __spell_school[i] = {s.school}
	else __spell_school[i] = s.school end
	spell(i).mana = s.mana
	spell(i).mana_max = s.mana_max
	spell(i).fail = s.fail
	spell(i).skill_level = s.level
	__spell_spell[i] = s.spell
	__spell_info[i] = s.info
	__spell_desc[i] = s.desc
	return i
end

-- Creates the school books array
__spell_spell = {}
__spell_info = {}
__spell_desc = {}
__spell_school = {}

-- Find a spell by name
function find_spell(name)
	local i

	i = 0
	while (i < __tmp_spells_num) do
		if __tmp_spells[i].name == name then return i end
		i = i + 1
	end
	return -1
end

-- 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, index, 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 __tmp_spells[s].depend then
		if __tmp_spells[s].depend() ~= TRUE then
			return min, "n/a"
		end
	end

	for index, sch in __spell_school[s] do
		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

-- Can we cast the spell ?
function is_ok_spell(s, obj)
	if get_level(s, 50, 0) == 0 then return nil end
	if __tmp_spells[s].pval and obj.pval < __tmp_spells[s].pval then return nil end
	return 1
end

-- Get the amount of mana(or power) needed
function get_mana(s)
	return spell(s).mana + get_level(s, spell(s).mana_max - spell(s).mana, 0)
end

-- Get spell school name(s) as a /-separated string.
function spell_school_name(s)
	local xx, sch_str
	xx = nil
	sch_str = ""
	for index, sch in __spell_school[s] do
		if xx then
			sch_str = sch_str.."/"..school(sch).name
		else
			xx = 1
			sch_str = sch_str..school(sch).name
		end
	end
	return sch_str
end

-- Output the desc when sued as a device
function print_device_desc(s)
	local index, desc

	for index, desc in __spell_desc[s] do
		text_out("\n" .. desc)
	end
end

function check_affect(s, name, default)
	local s_ptr = __tmp_spells[s]
	local a

	if type(s_ptr[name]) == "number" then
		a = s_ptr[name]
	else
		a = default
	end
	if a == FALSE then
		return nil
	else
		return TRUE
	end
end

-- Returns the stat to use for the spell, INT by default
function get_spell_stat(s)
	if not __tmp_spells[s].stat then return A_INT
	else return __tmp_spells[s].stat end
end


-- Can the spell be randomly found(in random books)
function can_spell_random(i)
	return __tmp_spells[i].random
end

-- Find a random spell
function get_random_spell(typ, level)
	local spl, tries

	tries = 1000
	while tries > 0 do
		tries = tries - 1
		spl = rand_int(__tmp_spells_num)
		if (can_spell_random(spl) == typ) and (rand_int(spell(spl).skill_level * 3) < level) then
			break
		end
	end
	if tries > 0 then
		return spl
	else
		return -1
	end
end

-- Execute a lasting spell
function exec_lasting_spell(spl)
	assert(__tmp_spells[spl].lasting, "No lasting effect for spell "..__tmp_spells[spl].name.." but called as such")
	return __tmp_spells[spl].lasting()
end

-- Helper function for spell effect to know if they are or not obvious
function is_obvious(effect, old)
	if old then
		if old == TRUE or effect == TRUE then
			return TRUE
		else
			return FALSE
		end
	else
		return effect
	end
end

-------------------------Sticks-------------------------

-- Fire off the spell
function activate_stick(spl)
	local ret = __spell_spell[spl]()
	local charge, obvious
	if not ret then
		charge = FALSE
		obvious = FALSE
	else
		charge = TRUE
		obvious = ret
	end
	return obvious, charge
end

----------------------------------- Wand, Staves, Rods specific functions ----------------------------

-- Get a spell for a given stick(wand, staff, rod)
function get_random_stick(stick, level)
	local spl, tries

	tries = 1000
	while tries > 0 do
		tries = tries - 1
		spl = rand_int(__tmp_spells_num)
		if __tmp_spells[spl].stick and (type(__tmp_spells[spl].stick[stick]) == "table") then
			if (rand_int(spell(spl).skill_level * 3) < level) and (magik(100 - __tmp_spells[spl].stick[stick].rarity) == TRUE) then
				break
			end
		end
	end
	if tries > 0 then
		return spl
	else
		return -1
	end
end

-- Get a random base level
function get_stick_base_level(stick, level, spl)
	-- Paranoia
	if spl < 0 or spl >= __tmp_spells_num or not __tmp_spells[spl].stick[stick] then return 0 end

	local min, max = __tmp_spells[spl].stick[stick].base_level[1], __tmp_spells[spl].stick[stick].base_level[2]
	local range = max - min;

	-- Ok the basic idea is to have a max possible level of half the dungeon level
	if range * 2 > level then range = level / 2 end

	-- Randomize a bit
	range = m_bonus(range, dun_level)

	-- And get the result
	return min + range
end

-- Get a random max level
function get_stick_max_level(stick, level, spl)
	-- Paranoia
	if spl < 0 or spl >= __tmp_spells_num or not __tmp_spells[spl].stick[stick] then return 0 end

	local min, max = __tmp_spells[spl].stick[stick].max_level[1], __tmp_spells[spl].stick[stick].max_level[2]
	local range = max - min;

	-- Ok the basic idea is to have a max possible level of half the dungeon level
	if range * 2 > level then range = level / 2 end

	-- Randomize a bit
	range = m_bonus(range, dun_level)

	-- And get the result
	return min + range
end

-- Get the number of desired charges
function get_stick_charges(spl)
	return __tmp_spells[spl].stick.charge[1] + randint(__tmp_spells[spl].stick.charge[2]);
end

-- Get activation desc
function get_activation_desc(spl)
	local turns
	if type(__tmp_spells[spl].activate) == 'number' then
		turns = __tmp_spells[spl].activate
	else
		turns = __tmp_spells[spl].activate[1] .. '+d' .. __tmp_spells[spl].activate[2]
	end
	return __tmp_spells[spl].desc[1] .. ' every ' .. turns .. ' turns'
end

-- Compute the timeout of an activation
function get_activation_timeout(spl)
	if type(__tmp_spells[spl].activate) == 'number' then
		return __tmp_spells[spl].activate
	else
		return __tmp_spells[spl].activate[1] + randint(__tmp_spells[spl].activate[2])
	end
end

-- Fire off the spell
function activate_activation(spl, item)
	__spell_spell[spl](item)
end