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|
-- 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 = {}
school_book = {}
-- 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
-- This is the function to use when casting through a stick
function get_level_device(s, max, min)
local lvl
-- No max specified ? assume 50
if not max then
max = 50
end
lvl = s_info[SKILL_DEVICE + 1].value
lvl = lvl + (get_level_use_stick * SKILL_STEP)
-- Sticks are limited
if lvl - ((spell(s).skill_level + 1) * SKILL_STEP) >= get_level_max_stick * SKILL_STEP then
lvl = (get_level_max_stick + spell(s).skill_level - 1) * SKILL_STEP
end
-- / 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 / 10
if not min then
lvl = lua_get_level(s, lvl, max, 1, 0)
else
lvl = lua_get_level(s, lvl, max, min, 0)
end
return lvl
end
-- The real get_level, works for schooled magic and for innate powers
get_level_use_stick = -1
get_level_max_stick = -1
function get_level(s, max, min)
if type(s) == "number" then
-- Ahah shall we use Magic device instead ?
if get_level_use_stick > -1 then
return get_level_device(s, max, min)
else
local lvl, na = get_level_school(s, max, min)
return lvl
end
else
return get_level_power(s, max, min)
end
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
-- Return the amount of power(mana, piety, whatever) for the spell
function get_power(s)
if check_affect(s, "piety", FALSE) then
return player.grace
else
return player.csp
end
end
-- Return the amount of power(mana, piety, whatever) for the spell
function get_power_name(s)
if check_affect(s, "piety", FALSE) then
return "piety"
else
return "mana"
end
end
-- Get the level of a power
function get_level_power(s, max, min)
if not max then max = 50 end
if not min then min = 1 end
return value_scale(s.get_current_level(), 50, max, min)
end
-- Changes the amount of power(mana, piety, whatever) for the spell
function adjust_power(s, x)
if check_affect(s, "piety", FALSE) then
inc_piety(GOD_ALL, x)
else
increase_mana(x)
end
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
-- Print the book and the spells
function print_book(book, spl, obj)
local x, y, index, sch, size, s
x = 0
y = 2
size = 0
-- Hack if the book is 255 it is a random book
if book == 255 then
school_book[book] = {spl}
end
-- Parse all spells
for index, s in school_book[book] do
local color = TERM_L_DARK
local lvl, na = get_level_school(s, 50, -50)
local xx, sch_str
if is_ok_spell(s, obj) then
if get_mana(s) > get_power(s) then color = TERM_ORANGE
else color = TERM_L_GREEN end
end
sch_str = spell_school_name(s)
if na then
c_prt(color, format("%c) %-20s%-16s %3s %4s %3d%s %s", size + strbyte("a"), spell(s).name, sch_str, na, get_mana(s), spell_chance(s), "%", __spell_info[s]()), y, x)
else
c_prt(color, format("%c) %-20s%-16s %3d %4s %3d%s %s", size + strbyte("a"), spell(s).name, sch_str, lvl, get_mana(s), spell_chance(s), "%", __spell_info[s]()), y, x)
end
y = y + 1
size = size + 1
end
prt(format(" %-20s%-16s Level Cost Fail Info", "Name", "School"), 1, x)
return y
end
-- Output the describtion when it is used as a spell
function print_spell_desc(s, y)
local index, desc, x
x = 0
if type(__spell_desc[s]) == "string" then c_prt(TERM_L_BLUE, __spell_desc[s], y, x)
else
for index, desc in __spell_desc[s] do
c_prt(TERM_L_BLUE, desc, y, x)
y = y + 1
end
end
if check_affect(s, "piety", FALSE) then
c_prt(TERM_L_WHITE, "It uses piety to cast.", y, x)
y = y + 1
end
if not check_affect(s, "blind") then
c_prt(TERM_ORANGE, "It is castable even while blinded.", y, x)
y = y + 1
end
if not check_affect(s, "confusion") then
c_prt(TERM_ORANGE, "It is castable even while confused.", y, x)
y = y + 1
end
end
-- Output the desc when sued as a device
function print_device_desc(s)
local index, desc
if type(__spell_desc[s]) == "string" then text_out(__spell_desc[s])
else
for index, desc in __spell_desc[s] do
text_out("\n" .. desc)
end
end
end
function book_spells_num(book)
local size, index, sch
size = 0
-- Hack if the book is 255 it is a random book
if book == 255 then
return 1
end
-- Parse all spells
for index, s in school_book[book] do
size = size + 1
end
return size
end
function spell_x(book, spl, s)
if book == 255 then
return spl
else
local i, x, val
i, val = next(school_book[book], nil)
x = 0
while x < s do
i, val = next(school_book[book], i)
x = x + 1
end
return val
end
end
function spell_in_book(book, spell)
local i, s
for i, s in school_book[book] do
if s == spell then return TRUE end
end
return FALSE
end
-- Returns spell chance of failure for spell
function spell_chance(s)
local chance, s_ptr
s_ptr = spell(s)
-- Extract the base spell failure rate
if get_level_use_stick > -1 then
chance = lua_spell_device_chance(s_ptr.fail, get_level(s, 50), s_ptr.skill_level)
else
chance = lua_spell_chance(s_ptr.fail, get_level(s, 50), s_ptr.skill_level, get_mana(s), get_power(s), get_spell_stat(s))
end
-- Return the chance
return chance
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
function cast_school_spell(s, s_ptr, no_cost)
local use = FALSE
-- No magic
if (player.antimagic > 0) then
msg_print("Your anti-magic field disrupts any magic attempts.")
return
end
-- No magic
if (player.anti_magic == TRUE) then
msg_print("Your anti-magic shell disrupts any magic attempts.")
return
end
-- if it costs something then some condition must be met
if not no_cost then
-- Require lite
if (check_affect(s, "blind")) and ((player.blind > 0) or (no_lite() == TRUE)) then
msg_print("You cannot see!")
return
end
-- Not when confused
if (check_affect(s, "confusion")) and (player.confused > 0) then
msg_print("You are too confused!")
return
end
-- Enough mana
if (get_mana(s) > get_power(s)) then
if (get_check("You do not have enough "..get_power_name(s)..", do you want to try anyway?") == FALSE) then return end
end
-- Invoke the spell effect
if (magik(spell_chance(s)) == FALSE) then
if (__spell_spell[s]() ~= nil) then
use = TRUE
end
else
local index, sch
-- added because this is *extremely* important --pelpel
if (flush_failure) then flush() end
msg_print("You failed to get the spell off!")
for index, sch in __spell_school[s] do
if __schools[sch].fail then
__schools[sch].fail(spell_chance(s))
end
end
use = TRUE
end
else
__spell_spell[s]()
end
if use == TRUE then
-- Reduce mana
adjust_power(s, -get_mana(s))
-- Take a turn
if is_magestaff() == TRUE then energy_use = 80
else energy_use = 100 end
end
player.redraw = bor(player.redraw, PR_MANA)
player.window = bor(player.window, PW_PLAYER)
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
------- Add new GF type ----------
max_gf = MAX_GF
function add_spell_type(t)
t.index = max_gf
max_gf = max_gf + 1
assert(t.color, "No GF color")
if not t.monster then t.monster = function() end end
if not t.angry then t.angry = function() end end
if not t.object then t.object = function() end end
if not t.player then t.player = function() end end
if not t.grid then t.grid = function() end end
add_hooks
{
[HOOK_GF_COLOR] = function (gf, new_gfx)
local t = %t
if gf == t.index then return TRUE, t.color[new_gfx + 1] end
end,
[HOOK_GF_EXEC] = function (action, who, gf, dam, rad, y, x, extra)
local t = %t
if t.index == gf then
return t[action](who, dam, rad, y, x, extra)
end
end,
}
return t.index
end
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