server/src/common/kernel/item.c

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/* vi: set ts=2:
*
*
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* Eressea PB(E)M host Copyright (C) 1998-2000
* Christian Schlittchen (corwin@amber.kn-bremen.de)
* Katja Zedel (katze@felidae.kn-bremen.de)
* Henning Peters (faroul@beyond.kn-bremen.de)
* Enno Rehling (enno@eressea-pbem.de)
* Ingo Wilken (Ingo.Wilken@informatik.uni-oldenburg.de)
*
* This program may not be used, modified or distributed without
* prior permission by the authors of Eressea.
*/
#include <config.h>
#include "eressea.h"
#include "item.h"
#include "alchemy.h"
#include "build.h"
#include "faction.h"
#include "message.h"
#include "pool.h"
#include "race.h"
#include "region.h"
#include "spell.h"
#include "save.h"
#include "skill.h"
#include "unit.h"
/* util includes */
#include <functions.h>
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#include <goodies.h>
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/* libc includes */
#include <assert.h>
#include <stdlib.h>
#include <string.h>
resource_type * resourcetypes;
weapon_type * weapontypes;
luxury_type * luxurytypes;
potion_type * potiontypes;
item_type * itemtypes;
herb_type * herbtypes;
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#ifdef AT_PTYPE
static attrib_type at_ptype = { "potion_type" };
#endif
#ifdef AT_WTYPE
static attrib_type at_wtype = { "weapon_type" };
#endif
#ifdef AT_LTYPE
static attrib_type at_ltype = { "luxury_type" };
#endif
#ifdef AT_ITYPE
static attrib_type at_itype = { "item_type" };
#endif
#ifdef AT_HTYPE
static attrib_type at_htype = { "herb_type" };
#endif
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static int
res_changeaura(unit * u, const resource_type * rtype, int delta)
{
assert(rtype!=NULL);
change_spellpoints(u, delta);
return 0;
}
static int
res_changeperson(unit * u, const resource_type * rtype, int delta)
{
assert(rtype!=NULL || !"not implemented");
scale_number(u, u->number+delta);
return 0;
}
static int
res_changepermaura(unit * u, const resource_type * rtype, int delta)
{
assert(rtype!=NULL);
change_maxspellpoints(u, delta);
return 0;
}
static int
res_changehp(unit * u, const resource_type * rtype, int delta)
{
assert(rtype!=NULL);
u->hp+=delta;
return 0;
}
static int
res_changepeasants(unit * u, const resource_type * rtype, int delta)
{
assert(rtype!=NULL && u->region->land);
u->region->land->peasants-=delta;
return 0;
}
int
res_changeitem(unit * u, const resource_type * rtype, int delta)
{
int num;
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if (rtype == oldresourcetype[R_STONE] && u->race==RC_STONEGOLEM && delta<=0) {
int reduce = delta / GOLEM_STONE;
if (delta % GOLEM_STONE != 0) --reduce;
scale_number(u, u->number+reduce);
num = u->number;
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} else if (rtype == oldresourcetype[R_IRON] && u->race==RC_IRONGOLEM && delta<=0) {
int reduce = delta / GOLEM_IRON;
if (delta % GOLEM_IRON != 0) --reduce;
scale_number(u, u->number+reduce);
num = u->number;
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} else {
const item_type * itype = resource2item(rtype);
item * i;
assert(itype!=NULL);
i = i_change(&u->items, itype, delta);
if (i==NULL) return 0;
num = i->number;
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}
return num;
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}
const char *
resourcename(const resource_type * rtype, int flags)
{
int i = 0;
if (rtype->name) return rtype->name(rtype, flags);
if (flags & NMF_PLURAL) i = 1;
if (flags & NMF_APPEARANCE) return rtype->_appearance[i];
return rtype->_name[i];
}
resource_type *
new_resourcetype(const char ** names, const char ** appearances, int flags)
{
resource_type * rtype = rt_find(names[0]);
if (rtype==NULL) {
int i;
rtype = calloc(sizeof(resource_type), 1);
for (i=0; i!=2; ++i) {
rtype->_name[i] = strdup(names[i]);
if (appearances) rtype->_appearance[i] = strdup(appearances[i]);
else rtype->_appearance[i] = NULL;
}
rt_register(rtype);
}
#ifndef NDEBUG
else {
/* TODO: check that this is the same type */
}
#endif
rtype->flags |= flags;
return rtype;
}
void
it_register(item_type * itype)
{
item_type ** p_itype = &itemtypes;
while (*p_itype && *p_itype != itype) p_itype = &(*p_itype)->next;
if (*p_itype==NULL) {
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#ifdef AT_ITYPE
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a_add(&itype->rtype->attribs, a_new(&at_itype))->data.v = (void*) itype;
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#else
itype->rtype->itype = itype;
#endif
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*p_itype = itype;
rt_register(itype->rtype);
}
}
item_type *
new_itemtype(resource_type * rtype,
int iflags, int weight, int capacity, int minskill, skill_t skill)
{
item_type * itype;
assert (resource2item(rtype) == NULL);
assert(rtype->flags & RTF_ITEM);
itype = calloc(sizeof(item_type), 1);
itype->rtype = rtype;
itype->weight = weight;
itype->capacity = capacity;
itype->minskill = minskill;
itype->skill = skill;
itype->flags |= iflags;
it_register(itype);
rtype->uchange = res_changeitem;
return itype;
}
void
lt_register(luxury_type * ltype)
{
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#ifdef AT_LTYPE
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a_add(&ltype->itype->rtype->attribs, a_new(&at_ltype))->data.v = (void*) ltype;
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#else
ltype->itype->rtype->ltype = ltype;
#endif
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ltype->next = luxurytypes;
luxurytypes = ltype;
}
luxury_type *
new_luxurytype(item_type * itype, int price)
{
luxury_type * ltype;
assert(resource2luxury(itype->rtype) == NULL);
assert(itype->flags & ITF_LUXURY);
ltype = calloc(sizeof(luxury_type), 1);
ltype->itype = itype;
ltype->price = price;
lt_register(ltype);
return ltype;
}
void
wt_register(weapon_type * wtype)
{
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#ifdef AT_WTYPE
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a_add(&wtype->itype->rtype->attribs, a_new(&at_wtype))->data.v = (void*) wtype;
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#else
wtype->itype->rtype->wtype = wtype;
#endif
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wtype->next = weapontypes;
weapontypes = wtype;
}
weapon_type *
new_weapontype(item_type * itype,
int wflags, double magres, const char* damage[], int offmod, int defmod, int reload, skill_t skill, int minskill)
{
weapon_type * wtype;
assert(resource2weapon(itype->rtype)==NULL);
assert(itype->flags & ITF_WEAPON);
wtype = calloc(sizeof(weapon_type), 1);
if (damage) {
wtype->damage[0] = damage[0];
wtype->damage[1] = damage[1];
}
wtype->defmod = defmod;
wtype->flags |= wflags;
wtype->itype = itype;
wtype->magres = magres;
wtype->minskill = minskill;
wtype->offmod = offmod;
wtype->reload = reload;
wtype->skill = skill;
wt_register(wtype);
return wtype;
}
void
pt_register(potion_type * ptype)
{
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#ifdef AT_PTYPE
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a_add(&ptype->itype->rtype->attribs, a_new(&at_ptype))->data.v = (void*) ptype;
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#else
ptype->itype->rtype->ptype = ptype;
#endif
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ptype->next = potiontypes;
potiontypes = ptype;
}
potion_type *
new_potiontype(item_type * itype,
int level)
{
potion_type * ptype;
assert(resource2potion(itype->rtype)==NULL);
assert(itype->flags & ITF_POTION);
ptype = calloc(sizeof(potion_type), 1);
ptype->itype = itype;
ptype->level = level;
pt_register(ptype);
return ptype;
}
void
ht_register(herb_type * htype)
{
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#ifdef AT_HTYPE
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a_add(&htype->itype->rtype->attribs, a_new(&at_htype))->data.v = (void*) htype;
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#else
htype->itype->rtype->htype = htype;
#endif
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htype->next = herbtypes;
herbtypes = htype;
}
herb_type *
new_herbtype(item_type * itype,
terrain_t terrain)
{
herb_type * htype;
assert(resource2herb(itype->rtype)==NULL);
assert(itype->flags & ITF_HERB);
htype = calloc(sizeof(herb_type), 1);
htype->itype = itype;
htype->terrain = terrain;
ht_register(htype);
return htype;
}
void
rt_register(resource_type * rtype)
{
resource_type ** prtype = &resourcetypes;
if (!rtype->hashkey)
rtype->hashkey = hashstring(rtype->_name[0]);
while (*prtype && *prtype!=rtype) prtype=&(*prtype)->next;
if (*prtype == NULL) {
*prtype = rtype;
}
}
const resource_type *
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item2resource(const item_type * itype)
{
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return itype->rtype;
}
const item_type *
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resource2item(const resource_type * rtype)
{
#ifdef AT_ITYPE
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attrib * a = a_find(rtype->attribs, &at_itype);
if (a) return (const item_type *)a->data.v;
return NULL;
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#else
return rtype->itype;
#endif
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}
const herb_type *
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resource2herb(const resource_type * rtype)
{
#ifdef AT_HTYPE
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attrib * a = a_find(rtype->attribs, &at_htype);
if (a) return (const herb_type *)a->data.v;
return NULL;
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#else
return rtype->htype;
#endif
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}
const weapon_type *
resource2weapon(const resource_type * rtype) {
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#ifdef AT_WTYPE
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attrib * a = a_find(rtype->attribs, &at_wtype);
if (a) return (const weapon_type *)a->data.v;
return NULL;
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#else
return rtype->wtype;
#endif
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}
const luxury_type *
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resource2luxury(const resource_type * rtype)
{
#ifdef AT_LTYPE
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attrib * a = a_find(rtype->attribs, &at_ltype);
if (a) return (const luxury_type *)a->data.v;
return NULL;
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#else
return rtype->ltype;
#endif
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}
const potion_type *
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resource2potion(const resource_type * rtype)
{
#ifdef AT_PTYPE
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attrib * a = a_find(rtype->attribs, &at_ptype);
if (a) return (const potion_type *)a->data.v;
return NULL;
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#else
return rtype->ptype;
#endif
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}
resource_type *
rt_find(const char * name)
{
unsigned int hash = hashstring(name);
resource_type * rtype;
for (rtype=resourcetypes; rtype; rtype=rtype->next)
if (rtype->hashkey==hash && !strcmp(rtype->_name[0], name)) break;
return rtype;
}
item_type *
it_find(const char * name)
{
unsigned int hash = hashstring(name);
item_type * itype;
for (itype=itemtypes; itype; itype=itype->next)
if (itype->rtype->hashkey==hash && strcmp(itype->rtype->_name[0], name) == 0) break;
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if (!itype) for (itype=itemtypes; itype; itype=itype->next)
if (strcmp(itype->rtype->_name[1], name) == 0) break;
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return itype;
}
luxury_type *
lt_find(const char * name)
{
unsigned int hash = hashstring(name);
luxury_type * ltype;
for (ltype=luxurytypes; ltype; ltype=ltype->next)
if (ltype->itype->rtype->hashkey==hash && !strcmp(ltype->itype->rtype->_name[0], name)) break;
return ltype;
}
herb_type *
ht_find(const char * name)
{
unsigned int hash = hashstring(name);
herb_type * htype;
for (htype=herbtypes; htype; htype=htype->next)
if (htype->itype->rtype->hashkey==hash && !strcmp(htype->itype->rtype->_name[0], name)) break;
return htype;
}
potion_type *
pt_find(const char * name)
{
unsigned int hash = hashstring(name);
potion_type * ptype;
for (ptype=potiontypes; ptype; ptype=ptype->next)
if (ptype->itype->rtype->hashkey==hash && !strcmp(ptype->itype->rtype->_name[0], name)) break;
return ptype;
}
item **
i_find(item ** i, const item_type * it)
{
while (*i && (*i)->type!=it) i = &(*i)->next;
return i;
}
int
i_get(const item * i, const item_type * it)
{
i = *i_find((item**)&i, it);
if (i) return i->number;
return 0;
}
item *
i_add(item ** pi, item * i)
{
assert(i && i->type && !i->next);
while (*pi) {
int d = strcmp((*pi)->type->rtype->_name[0], i->type->rtype->_name[0]);
if (d>=0) break;
pi = &(*pi)->next;
}
if (*pi && (*pi)->type==i->type) {
(*pi)->number += i->number;
i_free(i);
} else {
i->next = *pi;
*pi = i;
}
return *pi;
}
void
i_merge(item ** pi, item ** si)
{
item * i = *si;
while (i) {
item * itmp;
while (*pi) {
int d = strcmp((*pi)->type->rtype->_name[0], i->type->rtype->_name[0]);
if (d>=0) break;
pi=&(*pi)->next;
}
if (*pi && (*pi)->type==i->type) {
(*pi)->number += i->number;
i_free(i_remove(&i, i));
} else {
itmp = i->next;
i->next=*pi;
*pi = i;
i = itmp;
}
}
*si=NULL;
}
item *
i_change(item ** pi, const item_type * itype, int delta)
{
assert(itype);
while (*pi) {
int d = strcmp((*pi)->type->rtype->_name[0], itype->rtype->_name[0]);
if (d>=0) break;
pi=&(*pi)->next;
}
if (!*pi || (*pi)->type!=itype) {
item * i;
if (delta==0) return NULL;
i = i_new(itype);
i->next = *pi;
i->number = delta;
*pi = i;
} else {
item * i = *pi;
i->number+=delta;
assert(i->number >= 0);
if (i->number==0) {
*pi = i->next;
free(i);
return NULL;
}
}
return *pi;
}
item *
i_remove(item ** pi, item * i)
{
assert(i);
while ((*pi)->type!=i->type) pi = &(*pi)->next;
assert(*pi);
*pi = i->next;
i->next = NULL;
return i;
}
void
i_free(item * i) {
assert(!i->next);
free(i);
}
void
i_freeall(item *i) {
item *in;
while(i) {
in = i->next;
free(i);
i = in;
}
}
item *
i_new(const item_type * itype)
{
item * i = calloc(1, sizeof(item));
assert(itype);
i->type = itype;
return i;
}
#include "region.h"
static boolean
give_horses(const unit * s, const unit * d, const item_type * itype, int n, const char * cmd)
{
if (d==NULL && itype == olditemtype[I_HORSE])
rsethorses(s->region, rhorses(s->region) + n);
return true;
}
#define R_MAXUNITRESOURCE R_HITPOINTS
#define R_MINOTHER R_SILVER
#define R_MINHERB R_PLAIN_1
#define R_MINPOTION R_FAST
#define R_MINITEM R_IRON
#define MAXITEMS MAX_ITEMS
#define MAXRESOURCES MAX_RESOURCES
#define MAXHERBS MAX_HERBS
#define MAXPOTIONS MAX_POTIONS
#define MAXHERBSPERPOTION 6
#define FIRSTLUXURY (I_BALM)
#define LASTLUXURY (I_INCENSE +1)
#define MAXLUXURIES (LASTLUXURY - FIRSTLUXURY)
item_type * olditemtype[MAXITEMS+1];
resource_type * oldresourcetype[MAXRESOURCES+1];
herb_type * oldherbtype[MAXHERBS+1];
luxury_type * oldluxurytype[MAXLUXURIES+1];
potion_type * oldpotiontype[MAXPOTIONS+1];
/*** alte items ***/
int
get_item(const unit * u, item_t it)
{
const item_type * type = olditemtype[it];
item * i = *i_find((item**)&u->items, type);
if (i) assert(i->number>=0);
return i?i->number:0;
}
int
set_item(unit * u, item_t it, int value)
{
const item_type * type = olditemtype[it];
item * i = *i_find(&u->items, type);
if (!i)
i = i_add(&u->items, i_new(type));
return i->number = value;
}
int
change_item(unit * u, item_t it, int value)
{
const item_type * type = olditemtype[it];
item * i = *i_find(&u->items, type);
if (!i) {
if (!value) return 0;
else i = i_add(&u->items, i_new(type));
}
return i->number += value;
}
/*** alte herbs ***/
int
get_herb(const unit * u, herb_t h)
{
const item_type * type = oldherbtype[h]->itype;
item * it = *i_find((item**)&u->items, type);
return it?it->number:0;
}
int
set_herb(unit * u, herb_t h, int value)
{
const item_type * type = oldherbtype[h]->itype;
item * i = *i_find((item**)&u->items, type);
if (!i)
i = i_add(&u->items, i_new(type));
return i->number = value;
}
int
change_herb(unit * u, herb_t h, int value)
{
const item_type * type = oldherbtype[h]->itype;
item * i = *i_find(&u->items, type);
if (!i) {
if (!value) return 0;
else i = i_add(&u->items, i_new(type));
}
return i->number += value;
}
/*** alte potions ***/
int
get_potion(const unit * u, potion_t p)
{
const item_type * type = oldpotiontype[p]->itype;
item * it = *i_find((item**)&u->items, type);
return it?it->number:0;
}
void use_birthdayamulet(region * r, unit * magician, strlist * cmdstrings);
enum {
IS_RESOURCE,
IS_PRODUCT,
IS_LUXURY,
IS_MAGIC,
/* wird f<>r ZEIGE gebraucht */
IS_ITEM,
IS_RACE
};
/* t_item::flags */
#define FL_ITEM_CURSED (1<<0)
#define FL_ITEM_NOTLOST (1<<1)
#define FL_ITEM_NOTINBAG (1<<2) /* nicht im Bag Of Holding */
#define FL_ITEM_ANIMAL (1<<3) /* ist ein Tier */
#define FL_ITEM_MOUNT ((1<<4) | FL_ITEM_ANIMAL) /* ist ein Reittier */
/* ------------------------------------------------------------- */
/* Spr<70>che auf Artefakten */
/* Benutzung magischer Gegenst<73>nde */
/* ------------------------------------------------------------- */
/* ------------------------------------------------------------- */
/* Antimagie - curse aufl<66>sen - f<>r Kristall */
/* ------------------------------------------------------------- */
static int
destroy_curse_crystal(attrib **alist, int cast_level, int force)
{
attrib ** ap = alist;
while (*ap && force > 0) {
curse * c;
attrib * a = *ap;
if (!fval(a->type, ATF_CURSE)) {
do { ap = &(*ap)->next; } while (*ap && a->type==(*ap)->type);
continue;
}
c = (curse*)a->data.v;
/* Immunit<69>t pr<70>fen */
if (c->flag & CURSE_IMMUN) continue;
if (cast_level < c->vigour) { /* Zauber ist nicht stark genug */
int chance;
/* pro Stufe Unterschied -20% */
chance = (10 + (cast_level - c->vigour)*2);
if(rand()%10 >= chance){
if (c->type->change_vigour)
c->type->change_vigour(c, -2);
force -= c->vigour;
c->vigour -= 2;
if(c->vigour <= 0) {
a_remove(alist, a);
}
}
} else { /* Zauber ist st<73>rker als curse */
if (force >= c->vigour){ /* reicht die Kraft noch aus? */
force -= c->vigour;
if (c->type->change_vigour)
c->type->change_vigour(c, -c->vigour);
a_remove(alist, a);
}
}
if(*ap) ap = &(*ap)->next;
}
return force;
}
/* ------------------------------------------------------------- */
/* Kann auch von Nichtmagier benutzt werden, erzeugt eine
* Antimagiezone, die zwei Runden bestehen bleibt */
static void
use_antimagiccrystal(region * r, unit * mage, strlist * cmdstrings)
{
int effect;
int power;
int duration = 2;
spell *sp = find_spellbyid(SPL_ANTIMAGICZONE);
unused(cmdstrings);
/* Reduziert die St<53>rke jedes Spruchs um effect */
effect = sp->level*4; /* Stufe 5 =~ 15 */
/* H<>lt Spr<70>che bis zu einem summierten Gesamtlevel von power aus.
* Jeder Zauber reduziert die 'Lebenskraft' (vigour) der Antimagiezone
* um seine Stufe */
power = sp->level * 20; /* Stufe 5 =~ 100 */
power = destroy_curse_crystal(&r->attribs, effect, power);
if(power) {
create_curse(mage, &r->attribs, C_ANTIMAGICZONE, 0, power, duration, effect, 0);
}
change_item(mage, I_ANTIMAGICCRYSTAL, -1);
add_message(&mage->faction->msgs,
new_message(mage->faction, "use_antimagiccrystal%u:unit%r:region", mage, r));
return;
}
/* ------------------------------------------------------------- */
/* Kann auch von Nichtmagier benutzt werden, modifiziert Taktik f<>r diese
* Runde um -1 - 4 Punkte. */
static void
use_tacticcrystal(region * r, unit * u, strlist * cmdstrings)
{
int effect = rand()%6 - 1;
int duration = 1; /* wirkt nur eine Runde */
int power = 5; /* Widerstand gegen Antimagiespr<70>che, ist in diesem
Fall egal, da der curse f<EFBFBD>r den Kampf gelten soll,
der vor den Antimagiezaubern passiert */
unused(cmdstrings);
create_curse(u, &u->attribs, C_SKILL, SK_TACTICS, power,
duration, effect, u->number);
change_item(u, I_TACTICCRYSTAL, -1);
add_message(&u->faction->msgs,
new_message(u->faction, "use_tacticcrystal%u:unit%r:region", u, r));
return;
}
t_item itemdata[MAXITEMS] = {
/* name[4]; typ; skill; minskill; material[6]; gewicht; preis;
* benutze_funktion; */
{ /* I_IRON */
{"Eisen", "Eisen", "Eisen", "Eisen"}, G_N,
IS_RESOURCE, SK_MINING, 1, {0, 0, 0, 0, 0, 0}, 500, 0, 0, NULL
},
{ /* I_WOOD */
{"Holz", "Holz", "Holz", "Holz"}, G_N,
IS_RESOURCE, SK_LUMBERJACK, 1, {0, 0, 0, 0, 0, 0}, 500, 0, 0, NULL
},
{ /* I_STONE */
{"Stein", "Steine", "Stein", "Steine"}, G_M,
IS_RESOURCE, SK_QUARRYING, 1, {0, 0, 0, 0, 0, 0}, 6000, 0, 0, NULL
},
{ /* I_HORSE */
{"Pferd", "Pferde", "Pferd", "Pferde"}, G_N,
IS_RESOURCE, SK_HORSE_TRAINING, 1, {0, 0, 0, 0, 0, 0}, 5000, 0, FL_ITEM_MOUNT | FL_ITEM_ANIMAL | FL_ITEM_NOTINBAG, NULL
},
{ /* I_WAGON */
{"Wagen", "Wagen", "Wagen", "Wagen"}, G_M,
IS_PRODUCT, SK_CARTMAKER, 1, {0, 5, 0, 0, 0, 0}, 4000, 0, FL_ITEM_NOTINBAG, NULL
},
{ /* I_CATAPULT */
{"Katapult", "Katapulte", "Katapult", "Katapulte"}, G_N,
IS_PRODUCT, SK_CARTMAKER, 5, {0, 10, 0, 0, 0, 0}, 12000, 0, FL_ITEM_NOTINBAG, NULL
},
{ /* I_SWORD */
{"Schwert", "Schwerter", "Schwert", "Schwerter"}, G_N,
IS_PRODUCT, SK_WEAPONSMITH, 3, {1, 0, 0, 0, 0, 0}, 100, 0, 0, NULL
},
{ /* I_SPEAR */
{"Speer", "Speere", "Speer", "Speere"}, G_M,
IS_PRODUCT, SK_WEAPONSMITH, 2, {0, 1, 0, 0, 0, 0}, 100, 0, 0, NULL
},
{ /* I_CROSSBOW */
{"Armbrust", "Armbr<EFBFBD>ste", "Armbrust", "Armbr<EFBFBD>ste"}, G_F,
IS_PRODUCT, SK_WEAPONSMITH, 3, {0, 1, 0, 0, 0, 0}, 100, 0, 0, NULL
},
{ /* I_LONGBOW */
{"Bogen", "B<EFBFBD>gen", "Bogen", "B<EFBFBD>gen"}, G_M,
IS_PRODUCT, SK_WEAPONSMITH, 2, {0, 1, 0, 0, 0, 0}, 100, 0, 0, NULL
},
{ /* I_CHAIN_MAIL */
{"Kettenhemd", "Kettenhemden", "Kettenhemd", "Kettenhemden"}, G_N,
IS_PRODUCT, SK_ARMORER, 3, {3, 0, 0, 0, 0, 0}, 200, 0, 0, NULL
},
{ /* I_PLATE_ARMOR */
{"Plattenpanzer", "Plattenpanzer", "Plattenpanzer", "Plattenpanzer"}, G_M,
IS_PRODUCT, SK_ARMORER, 4, {5, 0, 0, 0, 0, 0}, 400, 0, 0, NULL
},
{ /* I_BALM */
{"Balsam", "Balsam", "Balsam", "Balsam"}, G_N,
IS_LUXURY, 0, 0, {0, 0, 0, 0, 0, 0}, 200, 4, 0, NULL
},
{ /* I_SPICES */
{"Gew<EFBFBD>rz", "Gew<EFBFBD>rz", "Gew<EFBFBD>rz", "Gew<EFBFBD>rz"}, G_N,
IS_LUXURY, 0, 0, {0, 0, 0, 0, 0, 0}, 200, 5, 0, NULL
},
{ /* I_JEWELERY */
{"Juwel", "Juwelen", "Juwel", "Juwelen"}, G_N,
IS_LUXURY, 0, 0, {0, 0, 0, 0, 0, 0}, 100, 7, 0, NULL
},
{ /* I_MYRRH */
{"Myrrhe", "Myrrhe", "Myrrhe", "Myrrhe"}, G_F,
IS_LUXURY, 0, 0, {0, 0, 0, 0, 0, 0}, 200, 5, 0, NULL
},
{ /* I_OIL */
{"<EFBFBD>l", "<EFBFBD>l", "<EFBFBD>l", "<EFBFBD>l"}, G_N,
IS_LUXURY, 0, 0, {0, 0, 0, 0, 0, 0}, 300, 3, 0, NULL
},
{ /* I_SILK */
{"Seide", "Seide", "Seide", "Seide"}, G_F,
IS_LUXURY, 0, 0, {0, 0, 0, 0, 0, 0}, 300, 6, 0, NULL
},
{ /* I_INCENSE */
{"Weihrauch", "Weihrauch", "Weihrauch", "Weihrauch"}, G_M,
IS_LUXURY, 0, 0, {0, 0, 0, 0, 0, 0}, 200, 4, 0, NULL
},
#ifdef COMPATIBILITY
{ /* I_AMULET_OF_DARKNESS */
{"Amulett der Dunkelheit", "Amulette der Dunkelheit", "Amulett", "Amulette"}, G_N,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL
},
{ /* I_AMULET_OF_DEATH */
{"Amulett des Todes", "Amulette des Todes", "Amulett", "Amulette"}, G_N,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL
},
#endif
{ /* I_AMULET_OF_HEALING */
{"Amulett der Heilung", "Amulette der Heilung", "Amulett", "Amulette"}, G_N,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL
},
{ /* I_AMULET_OF_TRUE_SEEING 22 */
{"Amulett des wahren Sehens", "Amulette des wahren Sehens", "Amulett",
"Amulette"}, G_N,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL
},
#ifdef COMPATIBILITY
{ /* I_CLOAK_OF_INVULNERABILITY 23 */
{"Mantel der Unverletzlichkeit", "M<EFBFBD>ntel der Unverletzlichkeit",
"Kettenhemd", "Kettenhemden"}, G_M,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL
},
#endif
{ /* I_RING_OF_INVISIBILITY 24 */
{"Ring der Unsichtbarkeit", "Ringe der Unsichtbarkeit", "", ""}, G_M,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL
},
{ /* I_RING_OF_POWER 25 */
{"Ring der Macht", "Ringe der Macht", "", ""}, G_M,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL
},
{ /* I_FIRESWORD */
{"Flammenschwert", "Flammenschwerter",
"Flammenschwert", "Flammenschwerter"}, G_N,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 100, 0, 0, NULL
},
#ifdef COMPATIBILITY
{ /* I_SHIELDSTONE 27 */
{"Schildstein", "Schildsteine", "Amulett", "Amulette"}, G_M,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL
},
{ /* I_STAFF_OF_FIRE 28 */
{"Zauberstab des Feuers", "Zauberst<EFBFBD>be des Feuers", "Zauberstab",
"Zauberst<EFBFBD>be"}, G_M,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL
},
{ /* I_STAFF_OF_LIGHTNING 29 */
{"Zauberstab der Blitze", "Zauberst<EFBFBD>be der Blitze", "Zauberstab",
"Zauberst<EFBFBD>be"}, G_M,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL
},
{ /* I_WAND_OF_TELEPORTATION 30 */
{"Zauberstab der Teleportation", "Zauberst<EFBFBD>be der Teleportation",
"Zauberstab", "Zauberst<EFBFBD>be"}, G_M,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL
},
{ /* I_EYE_OF_HORAX 31 */
{"Kristallauge des Einhorns", "Kristallaugen des Einhorns",
"Kristallauge des Einhorns", "Kristallaugen des Einhorns"}, G_N,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL
},
{ /* I_TELEPORTCRYSTAL 32 */
{"Kristall der Weiten Reise", "Kristalle der Weiten Reise",
"Kristall der Weiten Reise", "Kristalle der Weiten Reise"}, G_M,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL
},
#endif
{ /* I_DRAGONHEAD 33 */
{"Drachenkopf", "Drachenk<EFBFBD>pfe", "Drachenkopf", "Drachenk<EFBFBD>pfe"}, G_M,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 500, 0, 0, NULL
},
{ /* I_CHASTITY_BELT 34 */
{"Amulett der Keuschheit", "Amulette der Keuschheit",
"Amulett", "Amulette"}, G_N,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL
},
{ /* I_GREATSWORD 35 */
{"Bih<EFBFBD>nder", "Bih<EFBFBD>nder", "Bih<EFBFBD>nder", "Bih<EFBFBD>nder"}, G_M,
IS_PRODUCT, SK_WEAPONSMITH, 4, {2, 0, 0, 0, 0, 0}, 200, 0, 0, NULL
},
{ /* I_AXE 36 */
{"Kriegsaxt", "Kriegs<EFBFBD>xte", "Kriegsaxt", "Kriegs<EFBFBD>xte"}, G_F,
IS_PRODUCT, SK_WEAPONSMITH, 3, {1, 1, 0, 0, 0, 0}, 200, 0, 0, NULL
},
{ /* I_GREATBOW 37 */
{"Elfenbogen", "Elfenb<EFBFBD>gen", "Elfenbogen", "Elfenb<EFBFBD>gen"}, G_M,
IS_PRODUCT, SK_WEAPONSMITH, 5, {0, 0, 0, 0, 0, 1}, 100, 0, 0, NULL
},
{ /* I_EOGSWORD 38 */
{"Laenschwert", "Laenschwerter", "Laenschwert", "Laenschwerter"}, G_N,
IS_PRODUCT, SK_WEAPONSMITH, 8, {0, 0, 0, 0, 1, 0}, 100, 0, 0, NULL
},
{ /* I_EOGSHIELD 39 */
{"Laenschild", "Laenschilde", "Laenschild", "Laenschilde"}, G_N,
IS_PRODUCT, SK_ARMORER, 7, {0, 0, 0, 0, 1, 0}, 0, 0, 0, NULL
},
{ /* I_EOGCHAIN 40 */
{"Laenkettenhemd", "Laenkettenhemden", "Laenkettenhemd", "Laenkettenhemden"}, G_N,
IS_PRODUCT, SK_ARMORER, 9, {0, 0, 0, 0, 3, 0}, 100, 0, 0, NULL
},
{ /* I_EOG 41 */
{"Laen", "Laen", "Laen", "Laen"}, G_N,
IS_RESOURCE, SK_MINING, 7, {0, 0, 0, 0, 0, 0}, 200, 0, 0, NULL
},
{ /* I_SHIELD 42 */
{"Schild", "Schilde", "Schild", "Schilde"}, G_N,
IS_PRODUCT, SK_ARMORER, 2, {1, 0, 0, 0, 0, 0}, 100, 0, 0, NULL
},
{ /* I_HALBERD 43 */
{"Hellebarde", "Hellebarden", "Hellebarde", "Hellebarden"}, G_F,
IS_PRODUCT, SK_WEAPONSMITH, 3, {1, 1, 0, 0, 0, 0}, 200, 0, 0, NULL
},
{ /* I_LANCE 44 */
{"Lanze", "Lanzen", "Lanze", "Lanzen"}, G_F,
IS_PRODUCT, SK_WEAPONSMITH, 2, {0, 2, 0, 0, 0, 0}, 200, 0, 0, NULL
},
{ /* I_MALLORN 45 */
{"Mallorn", "Mallorn", "Mallorn", "Mallorn"}, G_N,
IS_RESOURCE, SK_LUMBERJACK, 2, {0, 0, 0, 0, 0, 0}, 500, 0, 0, NULL
},
{ /* I_KEKS 46 *//* Item f<>r Questenzwecke */
{"Keks", "Kekse", "Keks", "Kekse"}, G_M,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL
},
{ /* I_APFEL 47 *//* Item f<>r Questenzwecke */
{"Apfel", "<EFBFBD>pfel", "Apfel", "<EFBFBD>pfel"}, G_M,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL
},
{ /* I_NUSS 48 *//* Item f<>r Questenzwecke */
{"Nu<EFBFBD>", "N<EFBFBD>sse", "Nu<EFBFBD>", "N<EFBFBD>sse"}, G_F,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL
},
{ /* I_MANDELKERN 49 *//* Item f<>r Questenzwecke */
{"Mandelkern", "Mandelkerne", "Mandelkern", "Mandelkerne"}, G_M,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL
},
#ifdef COMPATIBILITY
{ /* I_STAB_DES_SCHICKSALS 53 */
{"Stab des Schicksals", "St<EFBFBD>be des Schicksals",
"Stab des Schicksals", "St<EFBFBD>be des Schicksals"}, G_M,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL
},
{ /* I_STAB_DER_VERDAMMNIS 54 */
{"Stab der Verdammnis", "St<EFBFBD>be der Verdammnis",
"Stab der Verdammnis", "St<EFBFBD>be der Verdammnis"}, G_M,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL
},
{ /* I_STAB_DES_TODES 55 */
{"Stab des Todes", "St<EFBFBD>be des Todes",
"Stab des Todes", "St<EFBFBD>be des Todes"}, G_M,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL
},
{ /* I_STAB_DES_CHAOS 56 */
{"Stab des Chaos", "St<EFBFBD>be des Chaos",
"Stab des Chaos", "St<EFBFBD>be des Chaos"}, G_M,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL
},
{ /* I_STECKEN_DER_MACHT 57 */
{"Stecken der Macht", "Stecken der Macht",
"Stecken der Macht", "Stecken der Macht"}, G_M,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL
},
#endif
{ /* I_AMULETT_DES_TREFFENS 58 */
{"Amulett des Treffens", "Amulette des Treffens",
"Amulett des Treffens", "Amulette des Treffens"}, G_N,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL
},
{ /* I_DRACHENBLUT 59 */
{"Drachenblut", "Drachenblut", "Drachenblut", "Drachenblut"}, G_N,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 100, 0, 0, NULL
},
{ /* I_FEENSTIEFEL 60 */
{"Feenstiefel", "Feenstiefel", "Feenstiefel", "Feenstiefel"}, G_M,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 100, 0, 0, NULL
},
{ /* I_BIRTHDAYAMULET 69 */
{"Katzenamulett", "Katzenamulette", "Amulett", "Amulette"}, G_N,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 100, 0, 0, &use_birthdayamulet
},
{ /* I_PEGASUS 60 */
{"Pegasus", "Pegasi", "Pegasus", "Pegasi" }, G_M,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 5000, 0, FL_ITEM_ANIMAL | FL_ITEM_NOTINBAG, NULL
},
{ /* I_UNICORN 61 */
{"Elfenpferd", "Elfenpferde", "Elfenpferd", "Elfenpferde"}, G_N,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 5000, 0, FL_ITEM_ANIMAL | FL_ITEM_NOTINBAG, NULL
},
{ /* I_DOLPHIN 62 */
{"Delphin", "Delphine", "Delphin", "Delphine"}, G_M,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 5000, 0, FL_ITEM_ANIMAL | FL_ITEM_NOTINBAG, NULL
},
{ /* I_ANTIMAGICCRYSTAL 63 */
{"Antimagiekristall", "Antimagiekristalle", "Amulett", "Amulette"}, G_M,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, &use_antimagiccrystal
},
{ /* I_RING_OF_NIMBLEFINGER 64 */
{"Ring der flinken Finger", "Ringe der flinken Finger", "", ""}, G_M,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL
},
{ /* I_TROLLBELT 65 */
{"G<EFBFBD>rtel der Trollst<73>rke", "G<EFBFBD>rtel der Trollst<73>rke", "", ""}, G_M,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL
},
{ /* I_PRESSCARD 67 */
{"Akkredition des Xontormia-Expre<72>", "Akkreditionen des Xontormia-Expre<72>",
"Akkredition des Xontormia-Expre<72>", "Akkreditionen des Xontormia-Expre<72>"}, G_F,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, FL_ITEM_CURSED, NULL
},
{ /* I_RUNESWORD 68 */
{"Runenschwert", "Runenschwerter", "Runenschwert", "Runenschwerter"}, G_N,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 100, 0, 0, NULL
},
{ /* I_AURAKULUM 69 */
{"Aurafocus", "Aurafocuse", "Amulett", "Amulette"}, G_M,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 100, 0, 0, NULL
},
{ /* I_SEASERPENTHEAD 70 */
{"Seeschlangenkopf", "Seeschlangenk<EFBFBD>pfe",
"Seeschlangenkopf", "Seeschlangenk<EFBFBD>pfe"}, G_M,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 500, 0, 0, NULL
},
{ /* I_TACTICCRYSTAL 71 */
{"Traumauge", "Traumaugen",
"", ""}, G_N,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 100, 0, 0, &use_tacticcrystal
},
{ /* I_RING_OF_REGENERATION 72 */
{"Ring der Regeneration", "Ringe der Regeneration",
"", ""}, G_M,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 100, 0, 0, NULL
},
{ /* I_TOADSLIME 73 */
{"Tiegel mit Kr<4B>tenschleim", "Tiegel mit Kr<4B>tenschleim",
"", ""}, G_M,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 100, 0, 0, NULL
},
{
{"Zauberbeutel", "Zauberbeutel", "Zauberbeutel", "Zauberbeutel"}, G_M,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 100, 0, FL_ITEM_NOTINBAG, NULL
},
{ /* I_RUSTY_SWORD */
{"Schartiges Schwert", "Schartige Schwerter", "Schartiges Schwert", "Schartige Schwerter"}, G_N,
IS_PRODUCT, SK_WEAPONSMITH, 3, {1, 0, 0, 0, 0, 0}, 100, 0, 0, NULL
},
{ /* I_RUSTY_SHIELD 42 */
{"Rostiges Schild", "Rostige Schilde", "Rostiges Schild", "Rostige Schilde"}, G_N,
IS_PRODUCT, SK_ARMORER, 2, {1, 0, 0, 0, 0, 0}, 100, 0, 0, NULL
},
{ /* I_RUSTY_CHAIN_MAIL */
{"Rostiges Kettenhemd", "Rostige Kettenhemden", "Rostiges Kettenhemd", "Rostige Kettenhemden"}, G_N,
IS_PRODUCT, SK_ARMORER, 3, {3, 0, 0, 0, 0, 0}, 200, 0, 0, NULL
},
{ /* I_SACK_OF_CONSERVATION */
{"Magischer Kr<4B>uterbeutel", "Magische Kr<4B>uterbeutel", "", ""}, G_M,
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 100, 0, 0, NULL
}
};
const item_t matresource[] = {
I_IRON,
I_WOOD,
I_STONE,
-1,
I_EOG,
I_MALLORN
};
#include "movement.h"
static int
mod_elves_only(const unit * u, const region * r, skill_t sk, int value)
{
if (u->race==RC_ELF) return value;
unused(r);
return -118;
}
typedef int material_t;
enum { /* Vorsicht! Reihenfolge der ersten 3 mu<6D> wie I_IRON ... sein! */
M_EISEN,
M_HOLZ,
M_STEIN,
M_SILBER,
M_EOG,
M_MALLORN,
M_MAX_MAT,
NOMATERIAL = (material_t) - 1
};
static int
limit_oldtypes(const region * r, const resource_type * rtype)
/* TODO: split into seperate functions. really much nicer. */
{
if (rtype==oldresourcetype[R_EOG]) {
return rlaen(r);
} else if (rtype==oldresourcetype[R_IRON]) {
return riron(r);
} else if (rtype==oldresourcetype[R_STONE]) {
return terrain[rterrain(r)].quarries;
} else if (rtype==oldresourcetype[R_WOOD]) {
return rtrees(r);
} else if (rtype==oldresourcetype[R_MALLORN]) {
return rtrees(r);
} else if (rtype==oldresourcetype[R_HORSE]) {
return rhorses(r);
} else {
assert(!"das kann man nicht produzieren!");
}
return 0;
}
static void
2001-02-18 09:37:57 +01:00
use_oldresource(region * r, const resource_type * rtype, int norders)
2001-01-25 10:37:55 +01:00
/* TODO: split into seperate functions. really much nicer. */
{
assert(norders>0);
if (rtype==oldresourcetype[R_EOG]) {
int avail = rlaen(r);
assert(norders <= avail);
rsetlaen(r, avail-norders);
} else if (rtype==oldresourcetype[R_IRON]) {
int avail = riron(r);
assert(norders <= avail);
rsetiron(r, avail-norders);
} else if (rtype==oldresourcetype[R_WOOD]) {
int avail = rtrees(r);
assert(norders <= avail);
rsettrees(r, avail-norders);
woodcounts(r, norders);
} else if (rtype==oldresourcetype[R_MALLORN]) {
int avail = rtrees(r);
assert(norders <= avail);
rsettrees(r, avail-norders);
woodcounts(r, norders*2);
} else if (rtype==oldresourcetype[R_HORSE]) {
int avail = rhorses(r);
assert(norders <= avail);
rsethorses(r, avail-norders);
}
}
2001-02-18 09:37:57 +01:00
static int
use_olditem(struct unit * user, const struct item_type * itype, const char * cmd)
{
item_t i;
for (i=0;i!=MAXITEMS;++i) {
if (olditemtype[i]==itype) {
strlist * s = makestrlist(cmd);
itemdata[i].benutze_funktion(user->region, user, s);
}
}
return 0;
}
2001-02-10 14:20:09 +01:00
typedef const char* translate_t[5];
static translate_t translation[] = {
{ "Holz", "log", "logs", "log", "logs" },
{ "Eisen", "iron", "irons", "iron", "irons" },
{ "Wagen", "cart", "carts", "cart", "carts" },
{ "Plattenpanzer", "plate", "plates", "plate", "plates" },
{ "Balsam", "balm", "balms", "balm", "balms" },
{ "Gew<EFBFBD>rz", "spice", "spices", "spice", "spices" },
{ "Myrrhe", "myrrh", "myrrhs", "myrrh", "myrrhs" },
{ "<EFBFBD>l", "oil", "oils", "oil", "oils" },
{ "Seide", "silk", "silks", "silk", "silks" },
{ "Weihrauch", "incense", "incenses", "incense", "incenses" },
{ "Bih<EFBFBD>nder", "greatsword", "greatswords", "greatsword", "greatswords" },
{ "Laen", "laen", "laens", "laen", "laens" },
{ "Goliathwasser", "p1", "p1s", NULL, NULL },
{ "Wasser des Lebens", "p2", "p2s", NULL, NULL },
{ "Bauernblut", "p5", "p5s", NULL, NULL },
{ "Gehirnschmalz", "p6", "p6s", NULL, NULL },
{ "Nestw<EFBFBD>rme", "p8", "p8s", NULL, NULL },
{ "Pferdegl<EFBFBD>ck", "p9", "p9s", NULL, NULL },
{ "Berserkerblut", "p10", "p10s", NULL, NULL },
{ "Bauernlieb", "p11", "p11s", NULL, NULL },
{ "Heiltrank", "p14", "p14s", NULL, NULL },
{ "Flachwurz", "h0", "h0s", NULL, NULL },
{ "Elfenlieb", "h5", "h5s", NULL, NULL },
{ "Wasserfinder", "h9", "h9s", NULL, NULL },
{ "Windbeutel", "h12", "h12s", NULL, NULL },
{ "Steinbei<EFBFBD>er", "h15", "h15s", NULL, NULL },
{ NULL, NULL, NULL, NULL, NULL }
};
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static void
init_olditems(void)
{
item_t i;
resource_type * rtype;
const struct locale * lang = find_locale("de");
assert(lang);
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for (i=0; i!=MAXITEMS; ++i) {
int iflags = ITF_NONE;
int rflags = RTF_ITEM|RTF_POOLED;
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int m, n;
const char * name[2];
const char * appearance[2];
int weight = itemdata[i].gewicht;
int capacity = 0;
int skill=0, minskill=0; /* skill required for *using* it */
int price;
attrib * a;
skillmod_data * smd;
item_type * itype;
construction * con = calloc(sizeof(construction), 1);
con->minskill = itemdata[i].minskill;
con->skill = itemdata[i].skill;
con->maxsize = -1;
con->reqsize = 1;
con->improvement = NULL;
for (m=0, n=0;m!=M_MAX_MAT;++m)
if (itemdata[i].material[m]>0) ++n;
if (n>0) {
con->materials = calloc(sizeof(requirement), n+1);
for (m=0, n=0;m!=M_MAX_MAT;++m) {
if (itemdata[i].material[m]>0) {
con->materials[n].type = matresource[m];
con->materials[n].number = itemdata[i].material[m];
con->materials[n].recycle = 0.0;
++n;
if (m==M_EISEN) {
}
}
}
}
if (itemdata[i].flags & FL_ITEM_CURSED) iflags |= ITF_CURSED;
if (itemdata[i].flags & FL_ITEM_NOTLOST) iflags |= ITF_NOTLOST;
if (itemdata[i].flags & FL_ITEM_NOTINBAG) iflags |= ITF_BIG;
if (itemdata[i].typ == IS_LUXURY) iflags |= ITF_LUXURY;
if (itemdata[i].flags & FL_ITEM_ANIMAL) iflags |= ITF_ANIMAL;
2001-02-10 14:20:09 +01:00
name[0]=NULL;
{
int ci;
for (ci=0;translation[ci][0];++ci) {
if (!strcmp(translation[ci][0], itemdata[i].name[0])) {
name[0] = translation[ci][1];
name[1] = translation[ci][2];
appearance[0] = translation[ci][3];
appearance[1] = translation[ci][4];
2001-02-10 14:20:09 +01:00
}
}
}
if (name[0]==NULL) {
name[0] = reverse_lookup(lang, itemdata[i].name[0]);
name[1] = reverse_lookup(lang, itemdata[i].name[1]);
appearance[0] = reverse_lookup(lang, itemdata[i].name[2]);
appearance[1] = reverse_lookup(lang, itemdata[i].name[3]);
2001-02-10 14:20:09 +01:00
}
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rtype = new_resourcetype(name, appearance, rflags);
itype = new_itemtype(rtype, iflags, weight, capacity, minskill, skill);
switch (i) {
case I_HORSE:
itype->give = give_horses;
break;
case I_WAGON:
itype->capacity = WAGONCAPACITY;
break;
case I_BAG_OF_HOLDING:
itype->capacity = BAGCAPACITY;
break;
case I_TROLLBELT:
itype->capacity = STRENGTHCAPACITY;
break;
case I_GREATBOW:
a = a_add(&con->attribs, a_new(&at_skillmod));
smd = (skillmod_data*)a->data.v;
smd->skill=NOSKILL;
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smd->special = mod_elves_only;
break;
default:
if (itemdata[i].flags & FL_ITEM_MOUNT) itype->capacity = HORSECAPACITY;
}
/* itemdata::typ Analyse. IS_PRODUCT und IS_MAGIC sind so gut wie egal. */
switch (itemdata[i].typ) {
case IS_LUXURY:
price = itemdata[i].preis;
oldluxurytype[i-FIRSTLUXURY] = new_luxurytype(itype, price);
break;
case IS_RESOURCE:
rtype->flags |= RTF_LIMITED;
itype->flags |= ITF_NOBUILDBESIEGED;
a = a_add(&rtype->attribs, a_new(&at_resourcelimit));
{
resource_limit * rdata = (resource_limit*)a->data.v;
rdata->limit = limit_oldtypes;
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rdata->use = use_oldresource;
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}
break;
}
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if (itemdata[i].benutze_funktion) {
itype->use = use_olditem;
}
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itype->construction = con;
olditemtype[i] = itype;
oldresourcetype[item2res(i)] = rtype;
}
}
const char *herbdata[3][MAXHERBS] =
{
{
"Flachwurz", /* PLAIN_1 */
"W<EFBFBD>rziger Wagemut", /* PLAIN_2 */
"Eulenauge", /* PLAIN_3 */
"Gr<EFBFBD>ner Spinnerich", /* H_FOREST_1 */
"Blauer Baumringel",
"Elfenlieb",
"Gurgelkraut", /* SWAMP_1 */
"Knotiger Saugwurz",
"Blasenmorchel", /* SWAMP_3 */
"Wasserfinder",
"Kakteenschwitz",
"Sandf<EFBFBD>ule",
"Windbeutel", /* HIGHLAND_1 */
"Fjordwuchs",
"Alraune",
"Steinbei<EFBFBD>er", /* MOUNTAIN_1 */
"Spaltwachs",
"H<EFBFBD>hlenglimm",
"Eisblume", /* GLACIER_1 */
"Wei<EFBFBD>er W<>terich",
"Schneekristall"
},
{
"Flachwurz",
"W<EFBFBD>rzige Wagemut",
"Eulenaugen",
"Gr<EFBFBD>ne Spinneriche",
"Blaue Baumringel",
"Elfenlieb",
"Gurgelkr<EFBFBD>uter",
"Knotige Saugwurze",
"Blasenmorcheln",
"Wasserfinder",
"Kakteenschwitze",
"Sandf<EFBFBD>ulen",
"Windbeutel",
"Fjordwuchse",
"Alraunen",
"Steinbei<EFBFBD>er",
"Spaltwachse",
"H<EFBFBD>hlenglimme",
"Eisblumen",
"Wei<EFBFBD>e W<>teriche",
"Schneekristalle"
},
{
"4",
"10",
"7",
"2",
"4",
"1",
"5",
"5",
"4",
"3",
"3",
"5",
"4",
"6",
"1",
"3",
"1",
"5",
"1",
"1",
"3"
}
};
void
init_oldherbs(void)
{
herb_t h;
const char * names[2];
const char * appearance[2] = { "herbbag", "herbbag" };
const struct locale * lang = find_locale("de");
assert(lang);
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for (h=0;h!=MAXHERBS;++h) {
item_type * itype;
terrain_t t;
resource_type * rtype;
2001-02-10 14:20:09 +01:00
names[0] = NULL;
{
int ci;
for (ci=0;translation[ci][0];++ci) {
if (!strcmp(translation[ci][0], herbdata[0][h])) {
names[0] = translation[ci][1];
names[1] = translation[ci][2];
}
}
}
if (!names[0]) {
names[0] = reverse_lookup(lang, herbdata[0][h]);
names[1] = reverse_lookup(lang, herbdata[1][h]);
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}
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rtype = new_resourcetype(names, appearance, RTF_ITEM|RTF_POOLED);
2001-01-25 10:37:55 +01:00
itype = new_itemtype(rtype, ITF_HERB, 0, 0, 0, NOSKILL);
t = (terrain_t)(h/3+1);
#ifdef NO_FOREST
if (t>T_PLAIN) --t;
#endif
oldherbtype[h] = new_herbtype(itype, t);
oldresourcetype[herb2res(h)] = rtype;
}
}
const char *potionnames[3][MAXPOTIONS] =
{
{
/* Stufe 1: */
"Siebenmeilentee",
"Goliathwasser",
"Wasser des Lebens",
/* Stufe 2: */
"Schaffenstrunk",
"Wundsalbe",
"Bauernblut",
/* Stufe 3: */
"Gehirnschmalz",
"Dumpfbackenbrot",
"Nestw<EFBFBD>rme",
"Pferdegl<EFBFBD>ck",
"Berserkerblut",
/* Stufe 4: */
"Bauernlieb",
"Trank der Wahrheit",
"Elixier der Macht",
"Heiltrank"
},
{
/* Stufe 1: */
"Siebenmeilentees",
"Goliathwasser",
"Wasser des Lebens",
/* Stufe 2: */
"Schaffenstr<EFBFBD>nke",
"Wundsalben",
"Bauernblut",
/* Stufe 3: */
"Gehirnschmalz",
"Dumpfbackenbrote",
"Nestw<EFBFBD>rme",
"Pferdegl<EFBFBD>ck",
"Berserkerblut",
/* Stufe 4: */
"Bauernlieb",
"Tr<EFBFBD>nke der Wahrheit",
"Elixiere der Macht",
"Heiltr<EFBFBD>nke"
},
{
/* Stufe 1: */
"einen Siebenmeilentee",
"ein Goliathwasser",
"ein Wasser des Lebens",
/* Stufe 2: */
"einen Schaffenstrunk",
"eine Wundsalbe",
"ein Bauernblut",
/* Stufe 3: */
"ein Gehirnschmalz",
"ein Dumpfbackenbrot",
"eine Nestw<74>rme",
"ein Pferdegl<67>ck",
"ein Berserkerblut",
/* Stufe 4: */
"ein Bauernlieb",
"ein Trank der Wahrheit",
"ein Elixier der Macht",
"einen Heiltrank"
}
};
int potionlevel[MAXPOTIONS] =
{
1,
1,
1,
2,
2,
2,
3,
3,
3,
3,
3,
4,
1,
4,
4
};
#ifdef NEW_RECEIPIES
herb_t potionherbs[MAXPOTIONS][MAXHERBSPERPOTION] =
{ /* Ben<65>tigte Kr<4B>uter */
/* Stufe 1: */
/* Siebenmeilentee: */
{H_FOREST_2, H_HIGHLAND_1, NOHERB, NOHERB, NOHERB, NOHERB},
/* Goliathwasser: */
{H_SWAMP_1, H_HIGHLAND_2, NOHERB, NOHERB, NOHERB, NOHERB},
/* Wasser des Lebens: */
{H_FOREST_3, H_SWAMP_2, NOHERB, NOHERB, NOHERB, NOHERB},
/* Stufe 2: */
/* Schaffenstrunk: */
{H_HIGHLAND_3, H_MOUNTAIN_2, H_PLAIN_2, NOHERB, NOHERB, NOHERB},
/* Wundsalbe: */
{H_GLACIER_2, H_FOREST_2, H_PLAIN_2, NOHERB, NOHERB, NOHERB},
/* Bauernblut: */
{H_MOUNTAIN_3, H_HIGHLAND_2, H_FOREST_2, NOHERB, NOHERB, NOHERB},
/* Stufe 3: */
/* Gehirnschmalz: */
{H_DESERT_1, H_MOUNTAIN_1, H_HIGHLAND_1, H_SWAMP_1, NOHERB, NOHERB},
/* Dumpfbackenbrote: */
{H_PLAIN_3, H_FOREST_1, H_MOUNTAIN_3, H_HIGHLAND_2, NOHERB, NOHERB},
/* Nestw<74>rme: */
{H_GLACIER_1, H_FOREST_1, H_MOUNTAIN_2, H_DESERT_2, NOHERB, NOHERB},
/* Pferdeglueck: */
{H_FOREST_2, H_DESERT_3, H_DESERT_2, H_SWAMP_2, NOHERB, NOHERB},
/* Berserkerblut: */
{H_GLACIER_2, H_HIGHLAND_3, H_PLAIN_1, H_DESERT_3, NOHERB, NOHERB},
/* Stufe 4: */
/* Bauernlieb: */
{H_HIGHLAND_3, H_GLACIER_3, H_MOUNTAIN_1, H_SWAMP_3, H_FOREST_3, NOHERB},
/* Trank der Wahrheit: */
{H_PLAIN_1, H_HIGHLAND_2, NOHERB, NOHERB, NOHERB, NOHERB},
/* Elixier der Macht: */
{H_FOREST_3, H_DESERT_1, H_HIGHLAND_1, H_FOREST_1, H_SWAMP_3, NOHERB},
/* Heiltrank: */
{H_SWAMP_1, H_HIGHLAND_1, H_GLACIER_1, H_FOREST_3, H_MOUNTAIN_2, NOHERB}
};
#else
herb_t potionherbs[MAXPOTIONS][MAXHERBSPERPOTION] =
{ /* Ben<65>tigte Kr<4B>uter */
/* Stufe 1: */
/* Siebenmeilentee: */
{H_PLAIN_2, H_FOREST_1, H_HIGHLAND_1, NOHERB, NOHERB, NOHERB},
/* Goliathwasser: */
{H_PLAIN_1, H_SWAMP_3, H_HIGHLAND_2, NOHERB, NOHERB, NOHERB},
/* Wasser des Lebens: */
{H_FOREST_2, H_PLAIN_1, H_SWAMP_2, NOHERB, NOHERB, NOHERB},
/* Stufe 2: */
/* Schaffenstrunk: */
{H_PLAIN_1, H_HIGHLAND_2, H_MOUNTAIN_1, H_PLAIN_2, NOHERB, NOHERB},
/* Scheusalsbier/Wundsalbe: */
{H_FOREST_2, H_MOUNTAIN_3, H_FOREST_1, H_PLAIN_3, NOHERB, NOHERB},
/* Duft der Rose/Bauernblut: */
{H_MOUNTAIN_1, H_HIGHLAND_1, H_FOREST_2, H_PLAIN_2, NOHERB, NOHERB},
/* Stufe 3: */
/* Gehirnschmalz: */
{H_FOREST_1, H_DESERT_1, H_MOUNTAIN_3, H_HIGHLAND_1, H_SWAMP_1, NOHERB},
/* Dumpfbackenbrote: */
{H_PLAIN_1, H_FOREST_1, H_MOUNTAIN_2, H_SWAMP_2, H_HIGHLAND_1, NOHERB},
/* Stahlpasten/Nestw<74>rme: */
{H_GLACIER_3, H_FOREST_2, H_MOUNTAIN_3, H_DESERT_1, H_SWAMP_3, NOHERB},
/* Pferdeglueck: */
{H_FOREST_3, H_DESERT_2, H_HIGHLAND_1, H_MOUNTAIN_1, H_SWAMP_3, NOHERB},
/* Berserkerblut: */
{H_GLACIER_2, H_MOUNTAIN_1, H_HIGHLAND_1, H_PLAIN_2, H_DESERT_2, NOHERB},
/* Stufe 4: */
/* Bauernlieb: */
{H_FOREST_1, H_HIGHLAND_2, H_GLACIER_3, H_MOUNTAIN_2, H_SWAMP_3, H_FOREST_3},
/* Riesengras/Trank der Wahrheit: */
{H_PLAIN_1, H_SWAMP_3, H_HIGHLAND_1, NOHERB, NOHERB, NOHERB},
/* Faulobstschnaps/Elixier der Macht: */
{H_FOREST_2, H_DESERT_3, H_HIGHLAND_3, H_FOREST_1, H_SWAMP_2, H_SWAMP_1},
/* Heiltrank: */
{H_SWAMP_1, H_PLAIN_3, H_HIGHLAND_3, H_GLACIER_1, H_FOREST_1, H_MOUNTAIN_3}
};
#endif
const char *potiontext[MAXPOTIONS] =
{
/* Stufe 1: */
"F<EFBFBD>r den Siebenmeilentee koche man einen Blauen Baumringel auf und "
"gie<EFBFBD>e dieses Gebr<62>u in einen Windbeutel. Das heraustropfende Wasser "
"fange man auf, filtere es und verabreiche es alsdann. Durch diesen "
"Tee k<>nnen bis zu zehn Menschen schnell wie ein Pferd laufen.",
"Zuerst brate man das Gurgelkraut leicht an und w<>rze das Zeug mit "
"ein wenig Fjordwuchs. Man lasse alles so lange kochen, bis fast alle "
"Fl<EFBFBD>ssigkeit verdampft ist. Diesen Brei stelle man <20>ber Nacht raus. "
"Am n<>chsten Morgen presse man den Brei aus. Die so gewonnene "
"Fl<EFBFBD>ssigkeit, Goliathwasser genannt, verleiht bis zu zehn M<>nnern die "
"Tragkraft eines Pferdes.",
"Das 'Wasser des Lebens' ist in der Lage, aus gef<65>llten Baumst<73>mmen "
"wieder lebende B<>ume zu machen. Dazu wird ein knotiger Saugwurz zusammen mit einem "
"Elfenlieb erw<72>rmt, so da<64> man gerade noch den Finger reinhalten "
"kann. Dies gie<69>e man in ein Gef<65><66> und lasse es langsam abk<62>hlen. "
"Der Extrakt reicht f<>r 10 Holzst<73>mme.",
/* Stufe 2: */
"Man lasse einen W<>rzigen Wagemut drei Stunden lang in einem "
"Liter Wasser k<>cheln."
"Dann gebe man eine geriebene Alraune dazu und bestreue "
"das ganze mit bei Vollmond geerntetem Spaltwachs. Nun lasse man den "
"Sud drei Tage an einem dunklen und warmen Ort ziehen und seie dann die "
"Fl<EFBFBD>ssigkeit ab. Dieser Schaffenstrunk erh<72>ht die Kraft und Ausdauer von "
"zehn M<>nnern, so da<64> sie doppelt soviel schaffen k<>nnen wie sonst.",
"Ist man nach einem einem harten Kampf schwer verwundet, ist es ratsam, "
"etwas Wundsalbe parat zu haben. Streicht man diese magische Paste auf "
"die Wunden, schlie<69>en sich diese augenblicklich. F<>r die Herstellung "
"ben<EFBFBD>tigt der Alchemist nebst einem Blauen "
"Baumringel einen W<>rzigen Wagemut und einen Wei<65>en W<>terich. Eine solche Portion "
"heilt bis zu 400 Lebenspunkte.",
"Zu den gef<65>hrlichsten und geheimsten Wissen der Alchemisten z<>hlt die "
"Kenntnis um diesen Trank. Den finstersten H<>llen entrissen, erm<72>glicht "
"die Kenntnis dieser Formel die Herstellung eines Elixiers, welches "
"D<EFBFBD>monen als Nahrung dient. Von normalen Lebewesen eingenommen, f<>hrt "
"es zu schnellem Tod und ewigen Nichtleben. Die Herstellung ben<65>tigt "
"nebst Fjordwuchs, etwas H<>hlenglimm und einem Blauen Baumringel auch einen Bauern aus der Region, "
"welcher in einem tagelangen blutigen Ritual get<65>tet wird. Ein Fl<46>schchen "
"des Tranks kann den Hunger von 100 D<>monen f<>r eine Woche stillen.",
/* Stufe 3: */
"F<EFBFBD>r das Gehirnschmalz verr<72>hre man den Saft eines Wasserfinders mit "
"recht viel geriebenem Windbeutel und ein wenig Gurgelkraut. Dies lasse "
"man kurz aufwallen. Wenn die Fl<46>ssigkeit nur noch handwarm ist, gebe "
"man etwas Steinbei<65>er dazu. Das ganze mu<6D> "
"genau siebenmal rechtsherum und siebenmal linksherum mit einem gro<72>en "
"L<EFBFBD>ffel ger<65>hrt werden. Wenn keine Bewegung mehr zu erkennen ist, "
"f<EFBFBD>lle man den Saft ab. Der Saft erh<72>ht die Lernf<6E>higkeit von bis zu "
"zehn Personen um zehn Tage.",
"Das Dumpfbackenbrot ist eine sehr gemeine Sache, macht es doch jeden "
"Lernerfolg zunichte oder l<><6C>t einen gar Dinge vergessen! F<>r zehn "
"Portionen verknete man einen geriebenen Fjordwuchs, einen zersto<74>enes "
"Eulenauge und einen kleingeschnittenen Gr<47>nen Spinnerich zu "
"einem geschmeidigen Teig. Diesen backe man eine Stunde lang bei guter Hitze "
"und bestreiche das Ergebnis mit etwas H<>hlenglimm. "
"Wer dieses Brot gegessen hat, kann eine Woche lang "
"nichts lernen, und so er nichts zu lernen versucht, wird er gar "
"eine Woche seiner besten F<>higkeit vergessen.",
"Nestw<EFBFBD>rme erlaubt es einem Insekt, im Winter au<61>erhalb von W<>sten neue "
"Rekruten anzuwerben. "
"Zur Zubereitung nimmt der ge<67>bte Alchemist einen Kakteenschwitz, "
"vermischt ihn mit einer Portion Spaltwachs, die in einer sternklaren "
"Nacht gesammelt wurde, gibt zur Vertreibung des Winters einige "
"Bl<EFBFBD>tenbl<EFBFBD>tter der Eisblume in den Sud, und r<>hrt alles mit einem gr<67>nen "
"Spinnerich bis es eine "
"violette Farbe annimmt. Ein Trank reicht eine Woche lang f<>r eine "
"ganze Region. ",
"F<EFBFBD>r das Pferdegl<67>ck zerhacke man einen Kakteenschwitz, "
"einen blauen Baumringel und etwas knotigen Saugwurz und koche das "
"ganze mit einem Eimer Wasser auf. Dann f<>ge man etwas Sandf<64>ule dazu "
"und lasse diesen Sud drei Tage lang ziehen. Letztlich gebe man es "
2001-04-11 20:01:50 +02:00
"den Pferden zu trinken, auf da<64> sie sich doppelt so schnell vermehren.",
2001-01-25 10:37:55 +01:00
"Will man seine Krieger zu H<>chstleistungen antreiben, sei das "
"Berserkerblut empfohlen. Um es herzustellen, braucht man einen "
"Wei<EFBFBD>en W<>terich, etwas Flachwurz, "
"Sandf<EFBFBD>ule und eine Alraune. Alle Zutaten m<>ssen "
"m<EFBFBD>glichst klein geschnitten und anschlie<69>end zwei Stunden lang gekocht "
"werden. Den abgek<65>hlten Brei gebe man in ein Tuch und presse ihn aus. "
"Der so gewonnene Saft reicht aus, um zehn K<>mpfer besser angreifen zu "
"lassen.",
/* Stufe 4 */
"Das Bauernlieb bet<65>rt Mann und Frau gleichwohl und l<><6C>t in ihnen "
"den Wunsch nach Kindern anwachsen. F<>r eine gro<72>e Portion h<>hle "
"man eine Alraune aus, gebe kleingehackten Blasenmorchel, Elfenlieb "
"und Schneekristall dazu, streue ein wenig geriebenen Steinbei<65>er dar<61>ber und lasse dieses zwanzig "
"Stunden lang auf kleiner Flamme kochen. Bis zu 1000 Bauern vermag "
"der Trank das Gl<47>ck von Zwillinge zu bescheren.",
/* Stufe 1, Trank der Wahrheit */
"Dieses wirkungsvolle einfache Gebr<62>u sch<63>rft die Sinne des Trinkers "
"derart, da<64> er in der Lage ist, eine Woche lang auch die komplexesten "
"Illusionen zu durchschauen. Zur Herstellung ben<65>tigt ein Alchemist "
"einen Flachwurz und einen Fjordwuchs.",
"Eines der seltensten und wertvollsten alchemistischen Elixiere, verleiht "
"dieser Trank dem Anwender f<>r einige Wochen die Kraft eines Drachen. "
"Der Trank erh<72>ht die Lebensenergie von maximal zehn "
"Personen auf das f<>nffache. Die Wirkung ist direkt nach der Einnahme "
"am st<73>rksten und klingt danach langsam ab. Zur Herstellung "
"ben<EFBFBD>tigt der Alchemist ein Elfenlieb, einen Windbeutel, "
"ein St<53>ck Wasserfinder und einen Gr<47>nen Spinnerich. "
"<EFBFBD>ber dieses Mischung streue er schlie<69>lich einen zerriebenen Blasenmorchel "
"und r<>hre dieses Pulver unter etwas Drachenblut.",
"F<EFBFBD>r einen Heiltrank nehme man die Schale eines Windbeutels "
"und etwas Gurgelkraut, r<>hre eine "
"kleingehacktes Elfenlieb dazu und bestreue alles mit den "
"Bl<EFBFBD>ten einer Eisblume. Dies mu<6D> vier Tage lang g<>ren, wobei man am "
"zweiten Tag einen Spaltwachs dazutun mu<6D>. Dann ziehe man vorsichtig "
"den oben schwimmenden Saft ab. Ein solcher Trank gibt vier M<>nnern "
"(oder einem Mann vier mal) im Kampf eine Chance von 50%, sonst t<>dliche "
"Wunden zu <20>berleben. Der Trank wird von ihnen automatisch bei "
"Verletzung angewandt.",
};
static int
use_warmthpotion(struct unit *u, const struct potion_type *ptype, const char *cmd)
{
assert(ptype==oldpotiontype[P_WARMTH]);
if (u->faction->race == RC_INSECT) {
fset(u, FL_WARMTH);
cmistake(u, cmd, 164, MSG_EVENT);
} else {
/* nur f<>r insekten: */
cmistake(u, cmd, 163, MSG_EVENT);
return ECUSTOM;
}
unused(ptype);
return 0;
}
static int
use_bloodpotion(struct unit *u, const struct potion_type *ptype, const char *cmd)
{
assert(ptype==oldpotiontype[P_BAUERNBLUT]);
unused(ptype);
if (u->race == RC_DAEMON) {
attrib * a = (attrib*)a_find(u->attribs, &at_bauernblut);
if (!a) a = a_add(&u->attribs, a_new(&at_bauernblut));
a->data.i += 100;
} else {
/* bekommt nicht: */
cmistake(u, cmd, 165, MSG_EVENT);
u->race = RC_GHOUL;
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u_setfaction(u, findfaction(MONSTER_FACTION));
}
return 0;
}
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void
init_oldpotions(void)
{
potion_t p;
const char * names[2];
const char * appearance[2] = { "vial", "vials" };
const struct locale * lang = find_locale("de");
assert(lang);
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for (p=0;p!=MAXPOTIONS;++p) {
item_type * itype;
resource_type * rtype;
construction * con = calloc(sizeof(construction), 1);
int i = 0;
while (i!=MAXHERBSPERPOTION && potionherbs[p][i]!=NOHERB) ++i;
if (p==P_BAUERNBLUT || p==P_MACHT) ++i;
con->materials = calloc(sizeof(requirement), i + 1);
for (i=0;i!=MAXHERBSPERPOTION && potionherbs[p][i]!=NOHERB;++i) {
#ifdef NO_OLD_ITEMS
con->materials[i].rtype = oldherbtype[potionherbs[p][i]]->itype->rtype;
#else
con->materials[i].type = herb2res(potionherbs[p][i]);
#endif
con->materials[i].number = 1;
con->materials[i].recycle = 0;
}
if (p == P_BAUERNBLUT) {
con->materials[i].number = 1;
con->materials[i].recycle = 0;
#ifdef NO_OLD_ITEMS
con->materials[i].rtype = oldresourcetype[R_PEASANTS];
#else
con->materials[i].type = R_PEASANTS;
#endif
++i;
}
else if (p == P_MACHT) {
con->materials[i].number = 1;
con->materials[i].recycle = 0;
#ifdef NO_OLD_ITEMS
con->materials[i].rtype = oldresourcetype[R_DRACHENBLUT];
#else
con->materials[i].type = R_DRACHENBLUT;
#endif
++i;
}
con->skill = SK_ALCHEMY;
con->minskill = potionlevel[p]*2;
con->maxsize = 1;
con->reqsize = 1;
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names[0] = NULL;
{
int ci;
for (ci=0;translation[ci][0];++ci) {
if (!strcmp(translation[ci][0], potionnames[0][p])) {
names[0] = translation[ci][1];
names[1] = translation[ci][2];
}
}
}
if (!names[0]) {
names[0] = reverse_lookup(lang, potionnames[0][p]);
names[1] = reverse_lookup(lang, potionnames[1][p]);
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}
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rtype = new_resourcetype(names, appearance, RTF_ITEM|RTF_POOLED);
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if (p==P_FOOL) rtype->flags |= RTF_SNEAK;
oldresourcetype[potion2res(p)] = rtype;
itype = new_itemtype(rtype, ITF_POTION, 0, 0, 0, NOSKILL);
itype->construction = con;
itype->use = use_potion;
oldpotiontype[p] = new_potiontype(itype, (terrain_t)p/3);
oldpotiontype[p]->level = potionlevel[p];
oldpotiontype[p]->text = potiontext[p];
}
oldpotiontype[P_WARMTH]->use = &use_warmthpotion;
oldpotiontype[P_BAUERNBLUT]->use = &use_bloodpotion;
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}
resource_type * r_silver;
resource_type * r_aura;
resource_type * r_permaura;
resource_type * r_peasants;
resource_type * r_unit;
resource_type * r_hp;
resource_type * r_person;
resource_type * r_silver;
item_type * i_silver;
static const char * names[] = { "money", "moneys", "person", "persons", "permaura", "permauras", "hp", "hps", "peasant", "peasants", "aura", "auras", "unit", "units" };
void
init_resources(void)
{
/* silver was never an item: */
r_silver = new_resourcetype(&names[0], NULL, RTF_ITEM|RTF_POOLED);
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i_silver = new_itemtype(r_silver, ITF_NONE, 1/*weight*/, 0, 0, NOSKILL);
r_silver->uchange = res_changeitem;
r_person = new_resourcetype(&names[2], NULL, RTF_NONE);
r_person->uchange = res_changeperson;
r_permaura = new_resourcetype(&names[4], NULL, RTF_NONE);
r_permaura->uchange = res_changepermaura;
r_hp = new_resourcetype(&names[6], NULL, RTF_NONE);
r_hp->uchange = res_changehp;
r_peasants = new_resourcetype(&names[8], NULL, RTF_NONE);
r_peasants->uchange = res_changepeasants;
r_aura = new_resourcetype(&names[10], NULL, RTF_NONE);
r_aura->uchange = res_changeaura;
r_unit = new_resourcetype(&names[12], NULL, RTF_NONE);
r_unit->uchange = res_changeperson;
oldresourcetype[R_SILVER] = r_silver;
oldresourcetype[R_AURA] = r_aura;
oldresourcetype[R_PERMAURA] = r_permaura;
oldresourcetype[R_HITPOINTS] = r_hp;
oldresourcetype[R_PEASANTS] = r_peasants;
oldresourcetype[R_PERSON] = r_person;
oldresourcetype[R_UNIT] = r_unit;
/* alte typen registrieren: */
init_olditems();
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init_oldherbs();
init_oldpotions();
}
int
get_money(const unit * u)
{
const item * i = u->items;
while (i && i->type!=i_silver) i=i->next;
if (i==NULL) return 0;
return i->number;
}
int
set_money(unit * u, int v)
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{
item ** ip = &u->items;
while (*ip && (*ip)->type!=i_silver) ip = &(*ip)->next;
if ((*ip)==NULL && v) {
i_add(&u->items, i_new(i_silver))->number = v;
return v;
}
if ((*ip)!=NULL) {
if (v) (*ip)->number = v;
else i_remove(ip, *ip);
}
return v;
}
int
change_money(unit * u, int v)
{
item ** ip = &u->items;
while (*ip && (*ip)->type!=i_silver) ip = &(*ip)->next;
if ((*ip)==NULL && v) {
i_add(&u->items, i_new(i_silver))->number = v;
return v;
}
if ((*ip)!=NULL) {
item * i = *ip;
if (i->number + v != 0) {
i->number += v;
return i->number;
}
else i_free(i_remove(ip, *ip));
}
return 0;
}
static local_names * rnames;
const resource_type *
findresourcetype(const char * name, const locale * lang)
{
local_names * rn = rnames;
void * i;
while (rn) {
if (rn->lang==lang) break;
rn=rn->next;
}
if (!rn) {
const resource_type * rtl = resourcetypes;
rn = calloc(sizeof(local_names), 1);
rn->next = rnames;
rn->lang = lang;
while (rtl) {
addtoken(&rn->names, locale_string(lang, rtl->_name[0]), (void*)rtl);
addtoken(&rn->names, locale_string(lang, rtl->_name[1]), (void*)rtl);
rtl=rtl->next;
}
rnames = rn;
}
if (findtoken(&rn->names, name, &i)==E_TOK_NOMATCH) return NULL;
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return (const resource_type*)i;
}
attrib_type at_showitem = {
"showitem"
};
attrib_type at_seenitem = {
"showitem",
NULL,
NULL,
NULL,
a_writedefault,
a_readdefault
};
static local_names * inames;
const item_type *
finditemtype(const char * name, const locale * lang)
{
local_names * in = inames;
void * i;
while (in) {
if (in->lang==lang) break;
in=in->next;
}
if (!in) {
const item_type * itl = itemtypes;
in = calloc(sizeof(local_names), 1);
in->next = inames;
in->lang = lang;
while (itl) {
addtoken(&in->names, locale_string(lang, itl->rtype->_name[0]), (void*)itl);
addtoken(&in->names, locale_string(lang, itl->rtype->_name[1]), (void*)itl);
itl=itl->next;
}
inames = in;
}
if (findtoken(&in->names, name, &i)==E_TOK_NOMATCH) return NULL;
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return (const item_type*)i;
}
static void
init_resourcelimit(attrib * a)
{
a->data.v = calloc(sizeof(resource_limit), 1);
}
static void
finalize_resourcelimit(attrib * a)
{
free(a->data.v);
}
attrib_type at_resourcelimit = {
"resourcelimit",
init_resourcelimit,
finalize_resourcelimit,
};
#define DYNAMIC_TYPES
#ifdef DYNAMIC_TYPES
void
rt_write(FILE * F, const resource_type * rt)
{
fprintf(F, "RESOURCETYPE %d\n", rt->hashkey);
a_write(F, rt->attribs); /* scheisse, weil nicht CR. */
fputc('\n', F);
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fprintf(F, "\"%s\";name_singular\n", rt->_name[0]);
fprintf(F, "\"%s\";name_plural\n", rt->_name[1]);
fprintf(F, "\"%s\";appearance_singular\n", rt->_appearance[0]);
fprintf(F, "\"%s\";appearance_plural\n", rt->_appearance[1]);
fprintf(F, "%d;flags\n", rt->flags);
if (rt->uchange) {
assert(rt->uchange==res_changeitem || !"not implemented");
fputs("\"res_changeitem\";uchange\n", F);
}
if (rt->uget!=NULL) assert(!"not implemented");
if (rt->name!=NULL) assert(!"not implemented");
fputs("END RESOURCETYPE\n", F);
}
void
it_write(FILE * F, const item_type * it)
/* Written at Gate E2 of Amsterdam Airport.
* If someone had installed power outlets there,
* I would have been able to test this stuff */
{
fprintf(F, "ITEMTYPE %s\n", it->rtype->_name[0]);
fprintf(F, "%d;flags\n", it->flags);
fprintf(F, "%d;weight\n", it->weight);
fprintf(F, "%d;capacity\n", it->capacity);
fprintf(F, "%d;minskill\n", it->minskill);
fprintf(F, "%d;skill\n", it->skill);
if (it->use!=NULL) {
const char * name = get_functionname((pf_generic)it->use);
fprintf(F, "\"%s\";use\n", name);
}
if (it->give!=NULL) {
const char * name = get_functionname((pf_generic)it->give);
fprintf(F, "\"%s\";give\n", name);
}
fputs("END ITEMTYPE\n", F);
}
resource_type *
rt_read(FILE * F)
/* this function is pretty picky */
{
resource_type * rt = calloc(sizeof(resource_type), 1);
unsigned int hash;
int i = fscanf(F, "%d\n", &hash);
if (i==0 || i==EOF) {
free(rt);
return NULL;
}
a_read(F, &rt->attribs); /* scheisse, weil nicht CR. */
for (;;) {
char * semi = buf;
char * s = NULL;
int i = 0;
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fgets(buf, sizeof(buf), F);
if (strlen(buf)==1) continue;
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buf[strlen(buf)-1]=0;
for(;;) {
char * s = strchr(semi, ';');
if (s==NULL) break;
semi = s + 1;
}
if (semi==buf) {
assert(!strcmp(buf, "END RESOURCETYPE"));
break;
}
*(semi-1)=0;
if (buf[0]=='\"') {
s = buf+1;
assert(*(semi-2)=='\"');
*(semi-2)=0;
}
else {
i = atoi(buf);
}
switch (semi[0]) {
case 'a':
if (!strcmp(semi, "appearance_singular")) rt->_appearance[0]=strdup(s);
if (!strcmp(semi, "appearance_plural")) rt->_appearance[1]=strdup(s);
break;
case 'f':
if (!strcmp(semi, "flags")) rt->flags=i;
break;
case 'n':
if (!strcmp(semi, "name_singular")) rt->_name[0]=strdup(s);
if (!strcmp(semi, "name_plural")) rt->_name[1]=strdup(s);
break;
case 'u':
if (!strcmp(semi, "uchange")) {
if (!strcmp(s, "res_changeitem")) rt->uchange = res_changeitem;
}
}
}
rt_register(rt);
return rt;
}
item_type *
it_read(FILE * F)
/* this function is pretty picky */
{
item_type * it = calloc(sizeof(item_type), 1);
int i = fscanf(F, "%s\n", buf);
if (i==0 || i==EOF) {
free(it);
return NULL;
}
it->rtype = rt_find(buf);
assert(it->rtype || !"resource does not exist");
for (;;) {
char * semi = buf;
char * s = NULL;
int i = 0;
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fgets(buf, sizeof(buf), F);
if (strlen(buf)==1) continue;
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buf[strlen(buf)-1]=0;
for(;;) {
char * s = strchr(semi, ';');
if (s==NULL) break;
semi = s + 1;
}
if (semi==buf) {
assert(!strcmp(buf, "END ITEMTYPE"));
break;
}
*(semi-1)=0;
if (buf[0]=='\"') {
s = buf+1;
assert(*(semi-2)=='\"');
*(semi-2)=0;
}
else {
i = atoi(buf);
}
switch (semi[0]) {
case 'c':
if (!strcmp(semi, "capacity")) it->capacity=i;
break;
case 'f':
if (!strcmp(semi, "flags")) it->flags=i;
break;
case 'g':
if (!strcmp(semi, "give")) it->give = (int (*)(const unit*, const unit*, const struct item_type *, int, const char *))get_function(s);
break;
case 'm':
if (!strcmp(semi, "minskill")) it->minskill=i;
break;
case 's':
if (!strcmp(semi, "skill")) it->skill=i;
break;
case 'u':
if (!strcmp(semi, "use")) it->use = (int (*)(unit *, const struct item_type *, const char *))get_function(s);
break;
case 'w':
if (!strcmp(semi, "weight")) it->weight=i;
break;
}
}
it_register(it);
return it;
}
#endif
const char*
resname(resource_t res, int index)
{
const item_type * itype = resource2item(oldresourcetype[res]);
if (itype!=NULL) {
return locale_string(NULL, resourcename(oldresourcetype[res], index));
}
else if (res == R_AURA) {
return "Aura";
} else if (res == R_PERMAURA) {
return "permanente Aura";
} else if (res == R_PEASANTS) {
return index==1?"Bauer":"Bauern";
} else if (res == R_UNIT) {
return index==1?"Einheit":"Einheiten";
} else if (res == R_PERSON) {
return index==1?"Person":"Personen";
} else if (res == R_HITPOINTS) {
return index==1?"Trefferpunkt":"Trefferpunkte";
}
return NULL;
}