server/src/spells/combatspells.c

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/*
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+-------------------+ Christian Schlittchen <corwin@amber.kn-bremen.de>
| | Enno Rehling <enno@eressea.de>
| Eressea PBEM host | Katja Zedel <katze@felidae.kn-bremen.de>
| (c) 1998 - 2003 | Henning Peters <faroul@beyond.kn-bremen.de>
| | Ingo Wilken <Ingo.Wilken@informatik.uni-oldenburg.de>
+-------------------+ Stefan Reich <reich@halbling.de>
This program may not be used, modified or distributed
without prior permission by the authors of Eressea.
*/
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#include <platform.h>
#include "combatspells.h"
/* kernel includes */
#include <kernel/build.h>
#include <kernel/building.h>
#include <kernel/curse.h>
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#include <kernel/faction.h>
#include <kernel/item.h>
#include <kernel/messages.h>
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#include <kernel/order.h>
#include <kernel/race.h>
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#include <kernel/region.h>
#include <kernel/unit.h>
#include <kernel/spell.h>
#include <kernel/race.h>
#include <kernel/terrain.h>
#include <guard.h>
#include <battle.h>
#include <move.h>
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/* util includes */
#include <util/attrib.h>
#include <util/base36.h>
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#include <util/log.h>
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#include <util/rand.h>
#include <util/rng.h>
#include <quicklist.h>
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/* libc includes */
#include <assert.h>
#include <stdlib.h>
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#include <string.h>
#define EFFECT_HEALING_SPELL 5
// Some spells with a fixed, known ID (in XML).
// TODO: this method of identifying spells is error-prone, do not use it for new spells.
enum {
SPL_FIREBALL = 4,
SPL_HAGEL = 5,
SPL_CHAOSROW = 18,
SPL_FLEE = 20,
SPL_SONG_OF_FEAR = 21,
SPL_BERSERK = 22,
SPL_BLOODTHIRST = 23,
SPL_WINDSHIELD = 59,
SPL_HERO = 76,
SPL_METEORRAIN = 108,
SPL_REDUCESHIELD = 109,
SPL_ARMORSHIELD = 110,
SPL_DRAIG_FUMBLESHIELD = 143,
SPL_GWYRRD_FUMBLESHIELD = 144,
SPL_CERDDOR_FUMBLESHIELD = 145,
SPL_TYBIED_FUMBLESHIELD = 146,
SPL_SHADOWKNIGHTS = 147,
SPL_SHOCKWAVE = 163,
SPL_AURA_OF_FEAR = 175
};
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/* ------------------------------------------------------------------ */
/* Kampfzauberfunktionen */
/* COMBAT */
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static const char *spell_damage(int sp)
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{
switch (sp) {
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case 0:
/* meist t<>dlich 20-65 HP */
return "5d10+15";
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case 1:
/* sehr variabel 4-48 HP */
return "4d12";
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case 2:
/* leicht verwundet 4-18 HP */
return "2d8+2";
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case 3:
/* fast immer t<>dlich 30-50 HP */
return "5d5+25";
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case 4:
/* verwundet 11-26 HP */
return "3d6+8";
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case 5:
/* leichter Schaden */
return "2d4";
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default:
/* schwer verwundet 14-34 HP */
return "4d6+10";
}
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}
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static double get_force(double power, int formel)
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{
switch (formel) {
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case 0:
/* (4,8,12,16,20,24,28,32,36,40,44,..) */
return (power * 4);
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case 1:
/* (15,30,45,60,75,90,105,120,135,150,165,..) */
return (power * 15);
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case 2:
/* (40,80,120,160,200,240,280,320,360,400,440,..) */
return (power * 40);
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case 3:
/* (2,8,18,32,50,72,98,128,162,200,242,..) */
return (power * power * 2);
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case 4:
/* (4,16,36,64,100,144,196,256,324,400,484,..) */
return (power * power * 4);
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case 5:
/* (10,40,90,160,250,360,490,640,810,1000,1210,1440,..) */
return (power * power * 10);
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case 6:
/* (6,24,54,96,150,216,294,384,486,600,726,864) */
return (power * power * 6);
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default:
return power;
}
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}
/* Generischer Kampfzauber */
int sp_kampfzauber(struct castorder * co)
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{
fighter * fi = co->magician.fig;
int level = co->level;
double power = co->force;
const spell * sp = co->sp;
battle *b = fi->side->battle;
troop at, dt;
message *m;
/* Immer aus der ersten Reihe nehmen */
int force, enemies;
int killed = 0;
const char *damage;
if (power <= 0)
return 0;
at.fighter = fi;
at.index = 0;
switch (sp->id) {
/* lovar halbiert im Schnitt! */
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case SPL_FIREBALL:
damage = spell_damage(0);
force = lovar(get_force(power, 0));
break;
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case SPL_HAGEL:
damage = spell_damage(2);
force = lovar(get_force(power, 4));
break;
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case SPL_METEORRAIN:
damage = spell_damage(1);
force = lovar(get_force(power, 1));
break;
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default:
damage = spell_damage(10);
force = lovar(get_force(power, 10));
}
enemies = count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW - 1, SELECT_ADVANCE);
if (enemies == 0) {
message *m =
msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
message_all(b, m);
msg_release(m);
return 0;
}
while (force > 0 && killed < enemies) {
dt = select_enemy(fi, FIGHT_ROW, BEHIND_ROW - 1, SELECT_ADVANCE);
assert(dt.fighter);
--force;
killed += terminate(dt, at, AT_COMBATSPELL, damage, false);
}
m = msg_message("battle::combatspell", "mage spell dead",
fi->unit, sp, killed);
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message_all(b, m);
msg_release(m);
return level;
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}
/* Versteinern */
int sp_petrify(struct castorder * co)
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{
fighter * fi = co->magician.fig;
int level = co->level;
double power = co->force;
const spell * sp = co->sp;
battle *b = fi->side->battle;
unit *mage = fi->unit;
/* Wirkt auf erste und zweite Reihe */
int force, enemies;
int stoned = 0;
message *m;
force = lovar(get_force(power, 0));
enemies = count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE);
if (!enemies) {
message *m =
msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
message_all(b, m);
msg_release(m);
return 0;
}
while (force && stoned < enemies) {
troop dt = select_enemy(fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE);
unit *du = dt.fighter->unit;
if (!is_magic_resistant(mage, du, 0)) {
/* person ans ende hinter die lebenden schieben */
remove_troop(dt);
++stoned;
}
--force;
}
m =
msg_message("cast_petrify_effect", "mage spell amount", fi->unit, sp,
stoned);
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message_all(b, m);
msg_release(m);
return level;
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}
/* Benommenheit: eine Runde kein Angriff */
int sp_stun(struct castorder * co)
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{
fighter * fi = co->magician.fig;
int level = co->level;
double power = co->force;
const spell * sp = co->sp;
battle *b = fi->side->battle;
unit *mage = fi->unit;
message *m;
/* Aus beiden Reihen nehmen */
int force = 0, enemies;
int stunned;
if (power <= 0)
return 0;
switch (sp->id) {
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case SPL_SHOCKWAVE:
force = lovar(get_force(power, 1));
break;
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default:
assert(0);
}
enemies = count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE);
if (!enemies) {
message *m =
msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
message_all(b, m);
msg_release(m);
return 0;
}
stunned = 0;
while (force && stunned < enemies) {
troop dt = select_enemy(fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE);
fighter *df = dt.fighter;
unit *du = df->unit;
--force;
if (!is_magic_resistant(mage, du, 0)) {
df->person[dt.index].flags |= FL_STUNNED;
++stunned;
}
}
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m = msg_message("cast_stun_effect", "mage spell amount", fi->unit, sp, stunned);
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message_all(b, m);
msg_release(m);
return level;
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}
/** randomly shuffle an array
* for correctness, see Donald E. Knuth, The Art of Computer Programming
*/
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static void scramble_fighters(quicklist * ql)
{
int qi, qlen = ql_length(ql);
for (qi = 0; qi != qlen; ++qi) {
int qj = qi + (rng_int() % (qlen - qi));
void *a = ql_get(ql, qi);
void *b = ql_replace(ql, qj, a);
ql_replace(ql, qi, b);
}
}
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/* Rosthauch */
int sp_combatrosthauch(struct castorder * co)
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{
fighter * fi = co->magician.fig;
int level = co->level;
double power = co->force;
battle *b = fi->side->battle;
quicklist *ql, *fgs;
int force = lovar(power * 15);
int qi, k = 0;
if (!count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW - 1,
SELECT_ADVANCE | SELECT_FIND)) {
message *msg = msg_message("rust_effect_0", "mage", fi->unit);
message_all(b, msg);
msg_release(msg);
return 0;
}
fgs = fighters(b, fi->side, FIGHT_ROW, BEHIND_ROW - 1, FS_ENEMY);
scramble_fighters(fgs);
for (qi = 0, ql = fgs; ql; ql_advance(&ql, &qi, 1)) {
fighter *df = (fighter *)ql_get(ql, qi);
if (df->alive == 0)
continue;
if (force <= 0)
break;
/* da n _min(force, x), sollte force maximal auf 0 sinken */
assert(force >= 0);
if (df->weapons) {
int w;
for (w = 0; df->weapons[w].type != NULL; ++w) {
weapon *wp = df->weapons;
int n = _min(force, wp->used);
if (n) {
requirement *mat = wp->type->itype->construction->materials;
bool iron = false;
while (mat && mat->number > 0) {
if (mat->rtype == get_resourcetype(R_IRON)) {
iron = true;
break;
}
mat++;
}
if (iron) {
int p;
force -= n;
wp->used -= n;
k += n;
i_change(&df->unit->items, wp->type->itype, -n);
for (p = 0; n && p != df->unit->number; ++p) {
if (df->person[p].missile == wp) {
df->person[p].missile = NULL;
--n;
}
}
for (p = 0; n && p != df->unit->number; ++p) {
if (df->person[p].melee == wp) {
df->person[p].melee = NULL;
--n;
}
}
}
}
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}
}
}
ql_free(fgs);
if (k == 0) {
/* keine Waffen mehr da, die zerst<73>rt werden k<>nnten */
message *msg = msg_message("rust_effect_1", "mage", fi->unit);
message_all(b, msg);
msg_release(msg);
fi->magic = 0; /* k<>mpft nichtmagisch weiter */
level = 0;
}
else {
message *msg = msg_message("rust_effect_2", "mage", fi->unit);
message_all(b, msg);
msg_release(msg);
}
return level;
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}
int sp_sleep(struct castorder * co)
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{
fighter * fi = co->magician.fig;
int level = co->level;
const spell * sp = co->sp;
battle *b = fi->side->battle;
unit *mage = fi->unit;
unit *du;
troop dt;
int force, enemies;
int k = 0;
message *m;
/* Immer aus der ersten Reihe nehmen */
force = lovar(co->force * 25);
enemies = count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE);
if (!enemies) {
m = msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
message_all(b, m);
msg_release(m);
return 0;
}
while (force && enemies) {
dt = select_enemy(fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE);
assert(dt.fighter);
du = dt.fighter->unit;
if (!is_magic_resistant(mage, du, 0)) {
dt.fighter->person[dt.index].flags |= FL_SLEEPING;
++k;
--enemies;
}
--force;
}
m = msg_message("cast_sleep_effect", "mage spell amount", fi->unit, sp, k);
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message_all(b, m);
msg_release(m);
return level;
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}
int sp_speed(struct castorder * co)
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{
fighter * fi = co->magician.fig;
double power = co->force;
const spell * sp = co->sp;
battle *b = fi->side->battle;
int force;
int allies;
int targets = 0;
message *m;
force = lovar(power * power * 5);
allies =
count_allies(fi->side, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE, ALLY_ANY);
/* maximal 2*allies Versuche ein Opfer zu finden, ansonsten best<73>nde
* die Gefahr eine Endlosschleife*/
allies *= 2;
while (force && allies) {
troop dt = select_ally(fi, FIGHT_ROW, BEHIND_ROW, ALLY_ANY);
fighter *df = dt.fighter;
--allies;
if (df) {
if (df->person[dt.index].speed == 1) {
df->person[dt.index].speed++;
targets++;
--force;
}
}
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}
m =
msg_message("cast_speed_effect", "mage spell amount", fi->unit, sp,
targets);
message_all(b, m);
msg_release(m);
return 1;
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}
static skill_t random_skill(unit * u, bool weighted)
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{
int n = 0;
skill *sv;
for (sv = u->skills; sv != u->skills + u->skill_size; ++sv) {
if (sv->level > 0) {
if (weighted)
n += sv->level;
else
++n;
}
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}
if (n == 0)
return NOSKILL;
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n = rng_int() % n;
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for (sv = u->skills; sv != u->skills + u->skill_size; ++sv) {
if (sv->level > 0) {
if (weighted) {
if (n < (int)sv->level)
return sv->id;
n -= sv->level;
}
else {
if (n == 0)
return sv->id;
--n;
}
}
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}
assert(0 == 1); /* Hier sollte er niemals ankommen. */
return NOSKILL;
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}
/** The mind blast spell for regular folks.
* This spell temporarily reduces the skill of the victims
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*/
int sp_mindblast_temp(struct castorder * co)
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{
fighter * fi = co->magician.fig;
int level = co->level;
double power = co->force;
const spell * sp = co->sp;
battle *b = fi->side->battle;
unit *mage = fi->unit;
int k = 0, reset = 0, maxloss = (level + 2) / 3;
message *m;
int force = lovar(power * 25);
int enemies = count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE);
if (!enemies) {
m = msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
message_all(b, m);
msg_release(m);
return 0;
}
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while (force > 0 && enemies > 0) {
unit *du;
troop dt = select_enemy(fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE);
assert(dt.fighter);
du = dt.fighter->unit;
if (du->flags & UFL_MARK) {
/* not this one again */
continue;
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}
if (humanoidrace(u_race(du)) && force >= du->number) {
if (!is_magic_resistant(mage, du, 0)) {
skill_t sk = random_skill(du, true);
if (sk != NOSKILL) {
int n = 1 + rng_int() % maxloss;
attrib *a = make_skillmod(sk, SMF_ALWAYS, NULL, 0.0, n);
/* neat: you can add a whole lot of these to a unit, they stack */
a_add(&du->attribs, a);
}
k += du->number;
}
force -= du->number;
}
du->flags |= UFL_MARK;
reset = 1;
enemies -= du->number;
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}
if (reset) {
unit *u;
for (u = b->region->units; u; u = u->next) {
u->flags &= ~UFL_MARK;
}
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}
m = msg_message("sp_mindblast_temp_effect", "mage spell amount", mage, sp, k);
message_all(b, m);
msg_release(m);
return level;
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}
/** A mind blast spell for monsters.
* This spell PERMANENTLY reduces the skill of the victims or kills them
* when they have no skills left. Not currently in use.
*/
int sp_mindblast(struct castorder * co)
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{
fighter * fi = co->magician.fig;
int level = co->level;
double power = co->force;
const spell * sp = co->sp;
battle *b = fi->side->battle;
unit *mage = fi->unit;
int killed = 0, k = 0, reset = 0;
message *m;
int force = lovar(power * 25);
int enemies = count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE);
if (!enemies) {
m = msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
message_all(b, m);
msg_release(m);
return 0;
}
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while (enemies > 0 && force > 0) {
unit *du;
troop dt = select_enemy(fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE);
assert(dt.fighter);
du = dt.fighter->unit;
if (du->flags & UFL_MARK) {
/* not this one again */
continue;
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}
if (humanoidrace(u_race(du)) && force >= du->number) {
if (!is_magic_resistant(mage, du, 0)) {
skill_t sk = random_skill(du, false);
if (sk != NOSKILL) {
skill *sv = unit_skill(du, sk);
if (sv) {
int n = 1 + rng_int() % 3;
reduce_skill(du, sv, n);
k += du->number;
}
}
else {
/* unit has no skill. kill it. */
kill_troop(dt);
++killed;
}
}
force -= du->number;
}
else {
/* only works against humanoids, don't try others. but do remove them
* from 'force' once or we may never terminate. */
du->flags |= UFL_MARK;
reset = 1;
}
enemies -= du->number;
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}
if (reset) {
unit *u;
for (u = b->region->units; u; u = u->next) {
u->flags &= ~UFL_MARK;
}
}
m =
msg_message("sp_mindblast_effect", "mage spell amount dead", mage, sp, k,
killed);
message_all(b, m);
msg_release(m);
return level;
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}
int sp_dragonodem(struct castorder * co)
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{
fighter * fi = co->magician.fig;
int level = co->level;
double power = co->force;
const spell * sp = co->sp;
battle *b = fi->side->battle;
troop dt;
troop at;
int force, enemies;
int killed = 0;
const char *damage;
/* 11-26 HP */
damage = spell_damage(4);
/* Jungdrache 3->54, Drache 6->216, Wyrm 12->864 Treffer */
force = lovar(get_force(power, 6));
enemies = count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW - 1, SELECT_ADVANCE);
if (!enemies) {
struct message *m =
msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
message_all(b, m);
msg_release(m);
return 0;
}
else {
struct message *m;
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at.fighter = fi;
at.index = 0;
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while (force && killed < enemies) {
dt = select_enemy(fi, FIGHT_ROW, BEHIND_ROW - 1, SELECT_ADVANCE);
assert(dt.fighter);
--force;
killed += terminate(dt, at, AT_COMBATSPELL, damage, false);
}
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m =
msg_message("battle::combatspell", "mage spell dead", fi->unit, sp,
killed);
message_all(b, m);
msg_release(m);
}
return level;
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}
/* Feuersturm: Betrifft sehr viele Gegner (in der Regel alle),
* macht nur vergleichsweise geringen Schaden */
int sp_immolation(struct castorder * co)
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{
fighter * fi = co->magician.fig;
int level = co->level;
const spell * sp = co->sp;
battle *b = fi->side->battle;
troop at;
int force, qi, killed = 0;
const char *damage;
quicklist *fgs, *ql;
message *m;
/* 2d4 HP */
damage = spell_damage(5);
/* Betrifft alle Gegner */
force = 99999;
if (!count_enemies(b, fi, FIGHT_ROW, AVOID_ROW, SELECT_ADVANCE | SELECT_FIND)) {
message *m =
msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
message_all(b, m);
msg_release(m);
return 0;
}
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at.fighter = fi;
at.index = 0;
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fgs = fighters(b, fi->side, FIGHT_ROW, AVOID_ROW, FS_ENEMY);
for (qi = 0, ql = fgs; ql; ql_advance(&ql, &qi, 1)) {
fighter *df = (fighter *)ql_get(ql, qi);
int n = df->alive - df->removed;
troop dt;
dt.fighter = df;
while (n != 0) {
dt.index = --n;
killed += terminate(dt, at, AT_COMBATSPELL, damage, false);
if (--force == 0)
break;
}
if (force == 0)
break;
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}
ql_free(fgs);
m =
msg_message("battle::combatspell", "mage spell killed", fi->unit, sp,
killed);
message_all(b, m);
msg_release(m);
return level;
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}
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int sp_drainodem(fighter * fi, int level, double power, spell * sp)
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{
battle *b = fi->side->battle;
troop dt;
troop at;
int force, enemies;
int drained = 0;
int killed = 0;
const char *damage;
message *m;
/* 11-26 HP */
damage = spell_damage(4);
/* Jungdrache 3->54, Drache 6->216, Wyrm 12->864 Treffer */
force = lovar(get_force(power, 6));
enemies = count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW - 1, SELECT_ADVANCE);
if (!enemies) {
m = msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
message_all(b, m);
msg_release(m);
return 0;
}
at.fighter = fi;
at.index = 0;
while (force && drained < enemies) {
dt = select_enemy(fi, FIGHT_ROW, BEHIND_ROW - 1, SELECT_ADVANCE);
assert(dt.fighter);
if (hits(at, dt, NULL)) {
drain_exp(dt.fighter->unit, 90);
++drained;
killed += terminate(dt, at, AT_COMBATSPELL, damage, false);
}
--force;
}
m =
msg_message("cast_drainlife_effect", "mage spell amount", fi->unit, sp,
drained);
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message_all(b, m);
msg_release(m);
return level;
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}
/* ------------------------------------------------------------- */
/* PRECOMBAT */
int sp_shadowcall(struct castorder * co)
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{
fighter * fi = co->magician.fig;
int level = co->level;
double power = co->force;
battle *b = fi->side->battle;
region *r = b->region;
unit *mage = fi->unit;
attrib *a;
int force = (int)(get_force(power, 3) / 2);
unit *u;
const char *races[3] = { "shadowbat", "nightmare", "vampunicorn" };
const race *rc = rc_find(races[rng_int() % 3]);
message *msg;
u = create_unit(r, mage->faction, force, rc, 0, NULL, mage);
setstatus(u, ST_FIGHT);
set_level(u, SK_WEAPONLESS, (int)(power / 2));
set_level(u, SK_STAMINA, (int)(power / 2));
u->hp = u->number * unit_max_hp(u);
a = a_new(&at_unitdissolve);
a->data.ca[0] = 0;
a->data.ca[1] = 100;
a_add(&u->attribs, a);
make_fighter(b, u, fi->side, is_attacker(fi));
msg =
msg_message("sp_shadowcall_effect", "mage amount race", mage, u->number,
u_race(u));
message_all(b, msg);
msg_release(msg);
return level;
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}
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static fighter *summon_allies(const fighter *fi, const race *rc, int number) {
attrib *a;
unit *mage = fi->unit;
side *si = fi->side;
battle *b = si->battle;
region *r = b->region;
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message *msg;
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unit *u =
create_unit(r, mage->faction, number, rc, 0, NULL, mage);
leave(u, true);
setstatus(u, ST_FIGHT);
u->hp = u->number * unit_max_hp(u);
if (mage->flags & UFL_ANON_FACTION) {
u->flags |= UFL_ANON_FACTION;
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}
a = a_new(&at_unitdissolve);
a->data.ca[0] = 0;
a->data.ca[1] = 100;
a_add(&u->attribs, a);
msg = msg_message("sp_wolfhowl_effect", "mage amount race", mage, u->number, rc);
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message_all(b, msg);
msg_release(msg);
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return make_fighter(b, u, si, is_attacker(fi));
}
int sp_igjarjuk(castorder *co) {
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unit *u;
fighter *fm = co->magician.fig, *fi;
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const race *rc = get_race(RC_WYRM);
fi = summon_allies(fm, rc, 1);
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u = fi->unit;
unit_setname(u, "Igjarjuk");
log_info("%s summons Igjarjuk in %s", unitname(fm->unit), regionname(u->region, 0));
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return co->level;
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}
int sp_wolfhowl(castorder * co)
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{
fighter * fi = co->magician.fig;
int level = co->level;
double power = co->force;
int force = (int)(get_force(power, 3) / 2);
const race * rc = get_race(RC_WOLF);
if (force > 0) {
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unit *u;
int skills = (int)(power/3);
fi = summon_allies(fi, rc, force);
u = fi->unit;
set_level(u, SK_WEAPONLESS, skills);
set_level(u, SK_STAMINA, skills);
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u->hp = u->number * unit_max_hp(u);
}
return level;
}
int sp_shadowknights(struct castorder * co)
{
fighter * fi = co->magician.fig;
int level = co->level;
double power = co->force;
unit *u;
battle *b = fi->side->battle;
region *r = b->region;
unit *mage = fi->unit;
attrib *a;
int force = _max(1, (int)get_force(power, 3));
message *msg;
u =
create_unit(r, mage->faction, force, get_race(RC_SHADOWKNIGHT), 0, NULL,
mage);
setstatus(u, ST_FIGHT);
u->hp = u->number * unit_max_hp(u);
if (mage->flags & UFL_ANON_FACTION) {
u->flags |= UFL_ANON_FACTION;
}
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a = a_new(&at_unitdissolve);
a->data.ca[0] = 0;
a->data.ca[1] = 100;
a_add(&u->attribs, a);
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make_fighter(b, u, fi->side, is_attacker(fi));
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msg = msg_message("sp_shadowknights_effect", "mage", mage);
message_all(b, msg);
msg_release(msg);
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return level;
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}
int sp_strong_wall(struct castorder * co)
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{
fighter * fi = co->magician.fig;
int level = co->level;
double power = co->force;
battle *b = fi->side->battle;
unit *mage = fi->unit;
building *burg;
double effect;
message *msg;
if (!mage->building) {
return 0;
}
burg = mage->building;
effect = power / 4;
create_curse(mage, &burg->attribs, ct_find("strongwall"), power, 1, effect, 0);
msg =
msg_message("sp_strongwalls_effect", "mage building", mage, mage->building);
message_all(b, msg);
msg_release(msg);
return level;
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}
/** Spells: chaosrow / song of confusion.
* German Title: 'Gesang der Verwirrung'
*/
int sp_chaosrow(struct castorder * co)
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{
fighter * fi = co->magician.fig;
int level = co->level;
double power = co->force;
const spell * sp = co->sp;
battle *b = fi->side->battle;
unit *mage = fi->unit;
quicklist *fgs, *ql;
message *m;
const char *mtype;
int qi, k = 0;
if (!count_enemies(b, fi, FIGHT_ROW, NUMROWS, SELECT_ADVANCE | SELECT_FIND)) {
m = msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
message_all(b, m);
msg_release(m);
return 0;
}
if (sp->id == SPL_CHAOSROW)
power *= 40;
else
power = get_force(power, 5);
fgs = fighters(b, fi->side, FIGHT_ROW, NUMROWS, FS_ENEMY);
scramble_fighters(fgs);
for (qi = 0, ql = fgs; ql; ql_advance(&ql, &qi, 1)) {
fighter *df = (fighter *)ql_get(ql, qi);
int n = df->unit->number;
if (df->alive == 0)
continue;
if (power <= 0.0)
break;
/* force sollte wegen des _max(0,x) nicht unter 0 fallen k<>nnen */
if (is_magic_resistant(mage, df->unit, 0))
continue;
if (chance(power / n)) {
int row = statusrow(df->status);
df->side->size[row] -= df->alive;
if (u_race(df->unit)->battle_flags & BF_NOBLOCK) {
df->side->nonblockers[row] -= df->alive;
}
row = FIRST_ROW + (rng_int() % (NUMROWS - FIRST_ROW));
switch (row) {
case FIGHT_ROW:
df->status = ST_FIGHT;
break;
case BEHIND_ROW:
df->status = ST_CHICKEN;
break;
case AVOID_ROW:
df->status = ST_AVOID;
break;
case FLEE_ROW:
df->status = ST_FLEE;
break;
default:
assert(!"unknown combatrow");
}
assert(statusrow(df->status) == row);
df->side->size[row] += df->alive;
if (u_race(df->unit)->battle_flags & BF_NOBLOCK) {
df->side->nonblockers[row] += df->alive;
}
k += df->alive;
}
power = _max(0, power - n);
}
ql_free(fgs);
if (sp->id == SPL_CHAOSROW) {
mtype = (k > 0) ? "sp_chaosrow_effect_1" : "sp_chaosrow_effect_0";
}
else {
mtype = (k > 0) ? "sp_confusion_effect_1" : "sp_confusion_effect_0";
}
m = msg_message(mtype, "mage", mage);
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message_all(b, m);
msg_release(m);
return level;
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}
/* Gesang der Furcht (Kampfzauber) */
/* Panik (Pr<50>kampfzauber) */
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int sp_flee(struct castorder * co)
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{
fighter * fi = co->magician.fig;
int level = co->level;
double power = co->force;
const spell * sp = co->sp;
battle *b = fi->side->battle;
unit *mage = fi->unit;
quicklist *fgs, *ql;
int force, n, qi;
int panik = 0;
message *msg;
switch (sp->id) {
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case SPL_FLEE:
force = (int)get_force(power, 4);
break;
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case SPL_SONG_OF_FEAR:
force = (int)get_force(power, 3);
break;
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case SPL_AURA_OF_FEAR:
force = (int)get_force(power, 5);
break;
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default:
force = (int)get_force(power, 10);
}
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if (!count_enemies(b, fi, FIGHT_ROW, AVOID_ROW, SELECT_ADVANCE | SELECT_FIND)) {
msg = msg_message("sp_flee_effect_0", "mage spell", mage, sp);
message_all(b, msg);
msg_release(msg);
return 0;
}
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fgs = fighters(b, fi->side, FIGHT_ROW, AVOID_ROW, FS_ENEMY);
scramble_fighters(fgs);
for (qi = 0, ql = fgs; ql; ql_advance(&ql, &qi, 1)) {
fighter *df = (fighter *)ql_get(ql, qi);
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for (n = 0; n != df->alive; ++n) {
if (force < 0)
break;
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if (df->person[n].flags & FL_PANICED) { /* bei SPL_SONG_OF_FEAR m<>glich */
df->person[n].attack -= 1;
--force;
++panik;
}
else if (!(df->person[n].flags & FL_COURAGE)
|| !(u_race(df->unit)->flags & RCF_UNDEAD)) {
if (!is_magic_resistant(mage, df->unit, 0)) {
df->person[n].flags |= FL_PANICED;
++panik;
}
--force;
}
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}
}
ql_free(fgs);
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msg = msg_message("sp_flee_effect_1", "mage spell amount", mage, sp, panik);
message_all(b, msg);
msg_release(msg);
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return level;
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}
/* Heldenmut */
int sp_hero(struct castorder * co)
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{
fighter * fi = co->magician.fig;
int level = co->level;
double power = co->force;
const spell * sp = co->sp;
battle *b = fi->side->battle;
int df_bonus = 0;
int force = 0;
int allies;
int targets = 0;
message *m;
switch (sp->id) {
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case SPL_HERO:
df_bonus = (int)(power / 5);
force = _max(1, lovar(get_force(power, 4)));
break;
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default:
df_bonus = 1;
force = _max(1, (int)power);
}
allies =
count_allies(fi->side, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE, ALLY_ANY);
/* maximal 2*allies Versuche ein Opfer zu finden, ansonsten best<73>nde
* die Gefahr eine Endlosschleife*/
allies *= 2;
while (force && allies) {
troop dt = select_ally(fi, FIGHT_ROW, BEHIND_ROW, ALLY_ANY);
fighter *df = dt.fighter;
--allies;
if (df) {
if (!(df->person[dt.index].flags & FL_COURAGE)) {
df->person[dt.index].defence += df_bonus;
df->person[dt.index].flags = df->person[dt.index].flags | FL_COURAGE;
targets++;
--force;
}
}
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}
m =
msg_message("cast_hero_effect", "mage spell amount", fi->unit, sp, targets);
message_all(b, m);
msg_release(m);
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return level;
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}
int sp_berserk(struct castorder * co)
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{
fighter * fi = co->magician.fig;
int level = co->level;
double power = co->force;
const spell * sp = co->sp;
battle *b = fi->side->battle;
int at_bonus = 0;
int df_malus = 0;
int force = 0;
int allies = 0;
int targets = 0;
message *m;
switch (sp->id) {
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case SPL_BERSERK:
case SPL_BLOODTHIRST:
at_bonus = _max(1, level / 3);
df_malus = 2;
force = (int)get_force(power, 2);
break;
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default:
at_bonus = 1;
df_malus = 0;
force = (int)power;
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}
allies =
count_allies(fi->side, FIGHT_ROW, BEHIND_ROW - 1, SELECT_ADVANCE, ALLY_ANY);
/* maximal 2*allies Versuche ein Opfer zu finden, ansonsten best<73>nde
* die Gefahr eine Endlosschleife*/
allies *= 2;
while (force && allies) {
troop dt = select_ally(fi, FIGHT_ROW, BEHIND_ROW - 1, ALLY_ANY);
fighter *df = dt.fighter;
--allies;
if (df) {
if (!(df->person[dt.index].flags & FL_COURAGE)) {
df->person[dt.index].attack += at_bonus;
df->person[dt.index].defence -= df_malus;
df->person[dt.index].flags = df->person[dt.index].flags | FL_COURAGE;
targets++;
--force;
}
}
}
m =
msg_message("cast_berserk_effect", "mage spell amount", fi->unit, sp,
targets);
message_all(b, m);
msg_release(m);
return level;
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}
int sp_frighten(struct castorder * co)
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{
fighter * fi = co->magician.fig;
int level = co->level;
double power = co->force;
const spell * sp = co->sp;
battle *b = fi->side->battle;
unit *mage = fi->unit;
int at_malus = 0;
int df_malus = 0;
int force = 0;
int enemies = 0;
int targets = 0;
message *m;
at_malus = _max(1, level - 4);
df_malus = 2;
force = (int)get_force(power, 2);
enemies = count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW - 1, SELECT_ADVANCE);
if (!enemies) {
message *m =
msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
message_all(b, m);
msg_release(m);
return 0;
}
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while (force && enemies) {
troop dt = select_enemy(fi, FIGHT_ROW, BEHIND_ROW - 1, SELECT_ADVANCE);
fighter *df = dt.fighter;
--enemies;
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if (!df)
break;
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assert(!helping(fi->side, df->side));
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if (df->person[dt.index].flags & FL_COURAGE) {
df->person[dt.index].flags &= ~(FL_COURAGE);
}
if (!is_magic_resistant(mage, df->unit, 0)) {
df->person[dt.index].attack -= at_malus;
df->person[dt.index].defence -= df_malus;
targets++;
}
--force;
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}
m =
msg_message("cast_frighten_effect", "mage spell amount", fi->unit, sp,
targets);
message_all(b, m);
msg_release(m);
return level;
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}
int sp_tiredsoldiers(struct castorder * co)
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{
fighter * fi = co->magician.fig;
int level = co->level;
double power = co->force;
const spell * sp = co->sp;
battle *b = fi->side->battle;
unit *mage = fi->unit;
int n = 0;
int force = (int)(power * power * 4);
message *m;
if (!count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW,
SELECT_ADVANCE | SELECT_FIND)) {
message *m =
msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
message_all(b, m);
msg_release(m);
return 0;
}
while (force) {
troop t = select_enemy(fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE);
fighter *df = t.fighter;
if (!df)
break;
assert(!helping(fi->side, df->side));
if (!(df->person[t.index].flags & FL_TIRED)) {
if (!is_magic_resistant(mage, df->unit, 0)) {
df->person[t.index].flags = df->person[t.index].flags | FL_TIRED;
df->person[t.index].defence -= 2;
++n;
}
}
--force;
}
m = msg_message("cast_tired_effect", "mage spell amount", fi->unit, sp, n);
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message_all(b, m);
msg_release(m);
return level;
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}
int sp_windshield(struct castorder * co)
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{
fighter * fi = co->magician.fig;
int level = co->level;
double power = co->force;
const spell * sp = co->sp;
battle *b = fi->side->battle;
int force, at_malus;
int enemies;
message *m;
switch (sp->id) {
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case SPL_WINDSHIELD:
force = (int)get_force(power, 4);
at_malus = level / 4;
break;
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default:
force = (int)power;
at_malus = 2;
}
enemies = count_enemies(b, fi, BEHIND_ROW, BEHIND_ROW, SELECT_ADVANCE);
if (!enemies) {
m = msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
message_all(b, m);
msg_release(m);
return 0;
}
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while (force && enemies) {
troop dt = select_enemy(fi, BEHIND_ROW, BEHIND_ROW, SELECT_ADVANCE);
fighter *df = dt.fighter;
--enemies;
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if (!df)
break;
assert(!helping(fi->side, df->side));
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if (df->person[dt.index].missile) {
/* this suxx... affects your melee weapon as well. */
df->person[dt.index].attack -= at_malus;
--force;
}
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}
m = msg_message("cast_storm_effect", "mage spell", fi->unit, sp);
message_all(b, m);
msg_release(m);
return level;
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}
int sp_reeling_arrows(struct castorder * co)
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{
fighter * fi = co->magician.fig;
int level = co->level;
const spell * sp = co->sp;
battle *b = fi->side->battle;
message *m;
b->reelarrow = true;
m = msg_message("cast_spell_effect", "mage spell", fi->unit, sp);
message_all(b, m);
msg_release(m);
return level;
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}
/* Magier weicht dem Kampf aus. Wenn er sich bewegen kann, zieht er in
* eine Nachbarregion, wobei ein NACH ber<EFBFBD>cksichtigt wird. Ansonsten
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* bleibt er stehen und nimmt nicht weiter am Kampf teil. */
int sp_denyattack(struct castorder * co)
{
fighter * fi = co->magician.fig;
int level = co->level;
const spell * sp = co->sp;
battle *b = fi->side->battle;
unit *mage = fi->unit;
region *r = b->region;
message *m;
/* Fliehende Einheiten verlassen auf jeden Fall Geb<65>ude und Schiffe. */
if (!(r->terrain->flags & SEA_REGION)) {
leave(mage, false);
}
/* und bewachen nicht */
setguard(mage, false);
/* irgendwie den langen befehl sperren */
/* wir tun so, als w<>re die Person geflohen */
fi->flags |= FIG_NOLOOT;
fi->run.hp = mage->hp;
fi->run.number = mage->number;
/* fighter leeren */
rmfighter(fi, mage->number);
m = msg_message("cast_escape_effect", "mage spell", fi->unit, sp);
message_all(b, m);
msg_release(m);
return level;
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}
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static void do_meffect(fighter * af, int typ, int effect, int duration)
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{
battle *b = af->side->battle;
meffect *me = (meffect *)malloc(sizeof(struct meffect));
ql_push(&b->meffects, me);
me->magician = af;
me->typ = typ;
me->effect = effect;
me->duration = duration;
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}
int sp_armorshield(struct castorder * co)
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{
fighter * fi = co->magician.fig;
int level = co->level;
double power = co->force;
const spell * sp = co->sp;
int effect;
int duration;
battle *b = fi->side->battle;
message *m = msg_message("cast_spell_effect", "mage spell", fi->unit, sp);
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message_all(b, m);
msg_release(m);
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/* gibt R<>stung +effect f<>r duration Treffer */
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switch (sp->id) {
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case SPL_ARMORSHIELD:
effect = level / 3;
duration = (int)(20 * power * power);
break;
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default:
effect = level / 4;
duration = (int)(power * power);
}
do_meffect(fi, SHIELD_ARMOR, effect, duration);
return level;
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}
int sp_reduceshield(struct castorder * co)
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{
fighter * fi = co->magician.fig;
int level = co->level;
double power = co->force;
const spell * sp = co->sp;
int effect;
int duration;
battle *b = fi->side->battle;
message *m = msg_message("cast_spell_effect", "mage spell", fi->unit, sp);
message_all(b, m);
msg_release(m);
/* jeder Schaden wird um effect% reduziert bis der Schild duration
* Trefferpunkte aufgefangen hat */
switch (sp->id) {
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case SPL_REDUCESHIELD:
effect = 50;
duration = (int)(50 * power * power);
break;
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default:
effect = level * 3;
duration = (int)get_force(power, 5);
}
do_meffect(fi, SHIELD_REDUCE, effect, duration);
return level;
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}
int sp_fumbleshield(struct castorder * co)
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{
fighter * fi = co->magician.fig;
int level = co->level;
const spell * sp = co->sp;
int effect;
int duration;
battle *b = fi->side->battle;
message *m = msg_message("cast_spell_effect", "mage spell", fi->unit, sp);
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message_all(b, m);
msg_release(m);
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/* der erste Zauber schl<68>gt mit 100% fehl */
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switch (sp->id) {
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case SPL_DRAIG_FUMBLESHIELD:
case SPL_GWYRRD_FUMBLESHIELD:
case SPL_CERDDOR_FUMBLESHIELD:
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case SPL_TYBIED_FUMBLESHIELD:
duration = 100;
effect = _max(1, 25 - level);
break;
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default:
duration = 100;
effect = 10;
}
do_meffect(fi, SHIELD_BLOCK, effect, duration);
return level;
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}
/* ------------------------------------------------------------- */
/* POSTCOMBAT */
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static int count_healable(battle * b, fighter * df)
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{
side *s;
int healable = 0;
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for (s = b->sides; s != b->sides + b->nsides; ++s) {
if (helping(df->side, s)) {
healable += s->casualties;
}
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}
return healable;
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}
static bool has_ao_healing(const unit *u) {
item *const* iter = i_findc(&u->items, it_find("ao_healing"));
return (*iter && (*iter)->number > 0);
}
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/* wiederbeleben */
int sp_reanimate(struct castorder * co)
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{
fighter * fi = co->magician.fig;
int level = co->level;
double power = co->force;
battle *b = fi->side->battle;
unit *mage = fi->unit;
int healable, j = 0;
double c = 0.50 + 0.02 * power;
double k = EFFECT_HEALING_SPELL * power;
bool use_item = has_ao_healing(mage);
message *msg;
if (use_item) {
k *= 2;
c += 0.10;
}
healable = count_healable(b, fi);
healable = (int)_min(k, healable);
while (healable--) {
fighter *tf = select_corpse(b, fi);
if (tf != NULL && tf->side->casualties > 0
&& u_race(tf->unit) != get_race(RC_DAEMON)
&& (chance(c))) {
assert(tf->alive < tf->unit->number);
/* t.fighter->person[].hp beginnt mit t.index = 0 zu z<>hlen,
* t.fighter->alive ist jedoch die Anzahl lebender in der Einheit,
* also sind die hp von t.fighter->alive
* t.fighter->hitpoints[t.fighter->alive-1] und der erste Tote
* oder weggelaufene ist t.fighter->hitpoints[tf->alive] */
tf->person[tf->alive].hp = 2;
++tf->alive;
++tf->side->size[SUM_ROW];
++tf->side->size[tf->unit->status + 1];
++tf->side->healed;
--tf->side->casualties;
assert(tf->side->casualties >= 0);
--tf->side->dead;
assert(tf->side->dead >= 0);
++j;
}
}
if (j <= 0) {
level = j;
}
if (use_item) {
msg =
msg_message("reanimate_effect_1", "mage amount item", mage, j,
get_resourcetype(R_AMULET_OF_HEALING));
}
else {
msg = msg_message("reanimate_effect_0", "mage amount", mage, j);
}
message_all(b, msg);
msg_release(msg);
return level;
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}
int sp_keeploot(struct castorder * co)
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{
fighter * fi = co->magician.fig;
int level = co->level;
double power = co->force;
const spell * sp = co->sp;
battle *b = fi->side->battle;
message *m = msg_message("cast_spell_effect", "mage spell", fi->unit, sp);
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message_all(b, m);
msg_release(m);
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b->keeploot = (int)_max(25, b->keeploot + 5 * power);
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return level;
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}
static int heal_fighters(quicklist * fgs, int *power, bool heal_monsters)
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{
int healhp = *power, healed = 0, qi;
quicklist *ql;
for (qi = 0, ql = fgs; ql; ql_advance(&ql, &qi, 1)) {
fighter *df = (fighter *)ql_get(ql, qi);
if (healhp <= 0)
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break;
/* Untote kann man nicht heilen */
if (df->unit->number == 0 || (u_race(df->unit)->flags & RCF_NOHEAL))
continue;
/* wir heilen erstmal keine Monster */
if (heal_monsters || playerrace(u_race(df->unit))) {
int n, hp = df->unit->hp / df->unit->number;
int rest = df->unit->hp % df->unit->number;
for (n = 0; n < df->unit->number; n++) {
int wound = hp - df->person[n].hp;
if (rest > n)
++wound;
if (wound > 0 && wound < hp) {
int heal = _min(healhp, wound);
assert(heal >= 0);
df->person[n].hp += heal;
healhp = _max(0, healhp - heal);
++healed;
if (healhp <= 0)
break;
}
}
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}
}
*power = healhp;
return healed;
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}
int sp_healing(struct castorder * co)
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{
fighter * fi = co->magician.fig;
int level = co->level;
double power = co->force;
battle *b = fi->side->battle;
unit *mage = fi->unit;
int j = 0;
int healhp = (int)power * 200;
quicklist *fgs;
message *msg;
bool use_item = has_ao_healing(mage);
/* bis zu 11 Personen pro Stufe (einen HP m<>ssen sie ja noch
* haben, sonst w<EFBFBD>ren sie tot) k<EFBFBD>nnen geheilt werden */
if (use_item) {
healhp *= 2;
}
/* gehe alle denen wir helfen der reihe nach durch, heile verwundete,
* bis zu verteilende HP aufgebraucht sind */
fgs = fighters(b, fi->side, FIGHT_ROW, AVOID_ROW, FS_HELP);
scramble_fighters(fgs);
j += heal_fighters(fgs, &healhp, false);
j += heal_fighters(fgs, &healhp, true);
ql_free(fgs);
if (j <= 0) {
level = j;
}
if (use_item) {
msg =
msg_message("healing_effect_1", "mage amount item", mage, j,
get_resourcetype(R_AMULET_OF_HEALING));
}
else {
msg = msg_message("healing_effect_0", "mage amount", mage, j);
}
message_all(b, msg);
msg_release(msg);
return level;
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}
int sp_undeadhero(struct castorder * co)
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{
fighter * fi = co->magician.fig;
int level = co->level;
double power = co->force;
battle *b = fi->side->battle;
unit *mage = fi->unit;
region *r = b->region;
quicklist *fgs, *ql;
int qi, n, undead = 0;
message *msg;
int force = (int)get_force(power, 0);
double c = 0.50 + 0.02 * power;
/* Liste aus allen K<>mpfern */
fgs = fighters(b, fi->side, FIGHT_ROW, AVOID_ROW, FS_ENEMY | FS_HELP);
scramble_fighters(fgs);
for (qi = 0, ql = fgs; ql; ql_advance(&ql, &qi, 1)) {
fighter *df = (fighter *)ql_get(ql, qi);
unit *du = df->unit;
if (force <= 0)
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break;
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/* keine Monster */
if (!playerrace(u_race(du)))
continue;
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if (df->alive + df->run.number < du->number) {
int j = 0;
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/* Wieviele Untote k<>nnen wir aus dieser Einheit wecken? */
for (n = df->alive + df->run.number; n != du->number; n++) {
if (chance(c)) {
++j;
if (--force <= 0)
break;
}
}
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if (j > 0) {
item **ilist;
unit *u =
create_unit(r, mage->faction, 0, get_race(RC_UNDEAD), 0, unit_getname(du),
du);
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/* new units gets some stats from old unit */
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if (du->display) {
unit_setinfo(u, du->display);
}
else {
unit_setinfo(u, NULL);
}
setstatus(u, du->status);
setguard(u, false);
for (ilist = &du->items; *ilist;) {
item *itm = *ilist;
int loot = itm->number * j / du->number;
if (loot != itm->number) {
int split = itm->number * j % du->number;
if (split > 0 && (rng_int() % du->number) < split) {
++loot;
}
}
i_change(&u->items, itm->type, loot);
i_change(ilist, itm->type, -loot);
if (*ilist == itm) {
ilist = &itm->next;
}
}
/* inherit stealth from magician */
if (mage->flags & UFL_ANON_FACTION) {
u->flags |= UFL_ANON_FACTION;
}
/* transfer dead people to new unit, set hitpoints to those of old unit */
transfermen(du, u, j);
u->hp = u->number * unit_max_hp(du);
assert(j <= df->side->casualties);
df->side->casualties -= j;
df->side->dead -= j;
/* counting total number of undead */
undead += j;
}
}
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}
ql_free(fgs);
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level = _min(level, undead);
if (undead == 0) {
msg =
msg_message("summonundead_effect_0", "mage region", mage, mage->region);
}
else {
msg =
msg_message("summonundead_effect_1", "mage region amount", mage,
mage->region, undead);
}
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message_all(b, msg);
msg_release(msg);
return level;
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}