// Temporary for spell names.. #include "cnr_spells_inc" int spell_GetLevel(int nSpellID, int nCasterClass = -1); string spell_GetName(int nSpellID); int spell_GetSchool(int nSpellID); int spell_GetSpellFocusFeat(int nSpellSchool, int bGreaterFocusFeat=FALSE); string spell_GetName(int nSpellID) { return CnrGetNameForSpell(nSpellID); } int spell_GetLevel(int nSpellID, int nCasterClass = -1) { string sColumn; switch (nCasterClass) { case CLASS_TYPE_BARD: sColumn="Bard"; break; case CLASS_TYPE_CLERIC: sColumn="Cleric"; break; case CLASS_TYPE_DRUID: sColumn="Druid"; break; case CLASS_TYPE_PALADIN: sColumn="Paladin"; break; case CLASS_TYPE_RANGER: sColumn="Ranger"; break; case CLASS_TYPE_WIZARD: case CLASS_TYPE_SORCERER: // Wizards and Sorcerers use the same column. sColumn="Wiz_Sorc"; break; default: sColumn="Innate"; break; } string sLevel = Get2DAString("spells", sColumn, nSpellID); return (sLevel=="") ? -1 : StringToInt(sLevel); } int spell_GetSchool(int nSpellID) { string sSchool = Get2DAString("spells", "School", nSpellID); if (sSchool == "A") return SPELL_SCHOOL_ABJURATION; if (sSchool == "C") return SPELL_SCHOOL_CONJURATION; if (sSchool == "D") return SPELL_SCHOOL_DIVINATION; if (sSchool == "E") return SPELL_SCHOOL_ENCHANTMENT; if (sSchool == "V") return SPELL_SCHOOL_EVOCATION; if (sSchool == "I") return SPELL_SCHOOL_ILLUSION; if (sSchool == "N") return SPELL_SCHOOL_NECROMANCY; if (sSchool == "T") return SPELL_SCHOOL_TRANSMUTATION; return SPELL_SCHOOL_GENERAL; } int spell_GetSpellFocusFeat(int nSpellSchool, int bGreaterFocusFeat=FALSE) { switch (nSpellSchool) { case SPELL_SCHOOL_ABJURATION: return bGreaterFocusFeat ? FEAT_GREATER_SPELL_FOCUS_ABJURATION : FEAT_SPELL_FOCUS_ABJURATION; case SPELL_SCHOOL_CONJURATION: return bGreaterFocusFeat ? FEAT_GREATER_SPELL_FOCUS_CONJURATION : FEAT_SPELL_FOCUS_CONJURATION; case SPELL_SCHOOL_DIVINATION: return bGreaterFocusFeat ? FEAT_GREATER_SPELL_FOCUS_DIVINATION : FEAT_SPELL_FOCUS_DIVINATION; case SPELL_SCHOOL_ENCHANTMENT: return bGreaterFocusFeat ? FEAT_GREATER_SPELL_FOCUS_ENCHANTMENT : FEAT_SPELL_FOCUS_ENCHANTMENT; case SPELL_SCHOOL_EVOCATION: return bGreaterFocusFeat ? FEAT_GREATER_SPELL_FOCUS_EVOCATION : FEAT_SPELL_FOCUS_EVOCATION; case SPELL_SCHOOL_ILLUSION: return bGreaterFocusFeat ? FEAT_GREATER_SPELL_FOCUS_ILLUSION : FEAT_SPELL_FOCUS_ILLUSION; case SPELL_SCHOOL_NECROMANCY: return bGreaterFocusFeat ? FEAT_GREATER_SPELL_FOCUS_NECROMANCY : FEAT_SPELL_FOCUS_NECROMANCY; case SPELL_SCHOOL_TRANSMUTATION: return bGreaterFocusFeat ? FEAT_GREATER_SPELL_FOCUS_TRANSMUTATION : FEAT_SPELL_FOCUS_TRANSMUTATION; } return -1; }