server/src/magic.c

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/*
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Copyright (c) 1998-2014,
Enno Rehling <enno@eressea.de>
Katja Zedel <katze@felidae.kn-bremen.de
Christian Schlittchen <corwin@amber.kn-bremen.de>
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Permission to use, copy, modify, and/or distribute this software for any
purpose with or without fee is hereby granted, provided that the above
copyright notice and this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
**/
#include <platform.h>
#include <kernel/config.h>
#include "magic.h"
#include "skill.h"
#include "study.h"
#include "laws.h"
#include <kernel/ally.h>
#include <kernel/building.h>
#include <kernel/curse.h>
#include <kernel/faction.h>
#include <kernel/item.h>
#include <kernel/messages.h>
#include <kernel/objtypes.h>
#include <kernel/order.h>
#include <kernel/pathfinder.h>
#include <kernel/plane.h>
#include <kernel/pool.h>
#include <kernel/race.h>
#include <kernel/region.h>
#include <kernel/ship.h>
#include <kernel/spell.h>
#include <kernel/spellbook.h>
#include <kernel/terrain.h>
#include <kernel/unit.h>
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#include <triggers/timeout.h>
#include <triggers/shock.h>
#include <triggers/killunit.h>
#include <triggers/giveitem.h>
#include <triggers/changerace.h>
#include <triggers/clonedied.h>
/* util includes */
#include <util/attrib.h>
#include <util/gamedata.h>
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#include <util/language.h>
#include <util/lists.h>
#include <util/log.h>
#include <util/parser.h>
#include <quicklist.h>
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#include <util/resolve.h>
#include <util/rand.h>
#include <util/rng.h>
#include <util/umlaut.h>
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#include <util/base36.h>
#include <util/event.h>
#include <critbit.h>
#include <storage.h>
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/* libc includes */
#include <assert.h>
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <limits.h>
#include <assert.h>
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#include <errno.h>
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#include <math.h>
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const char *magic_school[MAXMAGIETYP] = {
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"gray",
"illaun",
"tybied",
"cerddor",
"gwyrrd",
"draig",
"common"
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};
static void a_init_reportspell(struct attrib *a) {
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a->data.v = calloc(1, sizeof(spellbook_entry));
}
static void a_finalize_reportspell(struct attrib *a) {
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free(a->data.v);
}
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attrib_type at_reportspell = {
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"reportspell",
a_init_reportspell,
a_finalize_reportspell,
0, NO_WRITE, NO_READ
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};
/**
** at_icastle
** TODO: separate castle-appearance from illusion-effects
**/
static double MagicRegeneration(void)
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{
return config_get_flt("magic.regeneration", 1.0);
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}
static double MagicPower(double force)
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{
if (force > 0) {
const char *str = config_get("magic.power");
double value = str ? atof(str) : 1.0;
return _max(value * force, 1.0f);
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}
return 0;
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}
typedef struct icastle_data {
const struct building_type *type;
int time;
} icastle_data;
static int a_readicastle(attrib * a, void *owner, struct gamedata *data)
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{
storage *store = data->store;
icastle_data *idata = (icastle_data *)a->data.v;
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char token[32];
READ_TOK(store, token, sizeof(token));
if (data->version < ATTRIBOWNER_VERSION) {
READ_INT(store, NULL);
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}
READ_INT(store, &idata->time);
idata->type = bt_find(token);
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return AT_READ_OK;
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}
static void
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a_writeicastle(const attrib * a, const void *owner, struct storage *store)
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{
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icastle_data *data = (icastle_data *)a->data.v;
unused_arg(owner);
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WRITE_TOK(store, data->type->_name);
WRITE_INT(store, data->time);
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}
static int a_ageicastle(struct attrib *a, void *owner)
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{
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icastle_data *data = (icastle_data *)a->data.v;
if (data->time <= 0) {
building *b = (building *)owner;
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region *r = b->region;
assert(owner == b);
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ADDMSG(&r->msgs, msg_message("icastle_dissolve", "building", b));
/* remove_building lets units leave the building */
remove_building(&r->buildings, b);
return AT_AGE_REMOVE;
}
else
data->time--;
return AT_AGE_KEEP;
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}
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static void a_initicastle(struct attrib *a)
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{
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a->data.v = calloc(sizeof(icastle_data), 1);
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}
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static void a_finalizeicastle(struct attrib *a)
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{
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free(a->data.v);
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}
attrib_type at_icastle = {
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"zauber_icastle",
a_initicastle,
a_finalizeicastle,
a_ageicastle,
a_writeicastle,
a_readicastle
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};
void make_icastle(building *b, const building_type *btype, int timeout) {
attrib *a = a_add(&b->attribs, a_new(&at_icastle));
icastle_data *data = (icastle_data *)a->data.v;
data->type = btype;
data->time = timeout;
}
const building_type *icastle_type(const struct attrib *a) {
icastle_data *icastle = (icastle_data *)a->data.v;
return icastle->type;
}
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/* ------------------------------------------------------------- */
extern int dice(int count, int value);
/* ------------------------------------------------------------- */
/* aus dem alten System übriggebliegene Funktionen, die bei der
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* Umwandlung von alt nach neu gebraucht werden */
/* ------------------------------------------------------------- */
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static void init_mage(attrib * a)
{
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a->data.v = calloc(sizeof(sc_mage), 1);
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}
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static void free_mage(attrib * a)
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{
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sc_mage *mage = (sc_mage *)a->data.v;
if (mage->spellbook) {
spellbook_clear(mage->spellbook);
free(mage->spellbook);
}
free(mage);
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}
bool FactionSpells(void)
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{
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static int config, rule;
if (config_changed(&config)) {
rule = config_get_int("rules.magic.factionlist", 0);
}
return rule != 0;
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}
void read_spells(struct quicklist **slistp, magic_t mtype,
struct storage *store)
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{
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for (;;) {
spell *sp;
char spname[64];
READ_TOK(store, spname, sizeof(spname));
if (strcmp(spname, "end") == 0)
break;
sp = find_spell(spname);
if (!sp) {
log_error("read_spells: could not find spell '%s' in school '%s'\n", spname, magic_school[mtype]);
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}
if (sp) {
add_spell(slistp, sp);
}
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}
}
int get_spell_level_mage(const spell * sp, void * cbdata)
{
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sc_mage *mage = (sc_mage *)cbdata;
spellbook *book = get_spellbook(magic_school[mage->magietyp]);
spellbook_entry *sbe = spellbook_get(book, sp);
return sbe ? sbe->level : 0;
}
static int read_mage(attrib * a, void *owner, struct gamedata *data)
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{
storage *store = data->store;
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int i, mtype;
sc_mage *mage = (sc_mage *)a->data.v;
char spname[64];
READ_INT(store, &mtype);
mage->magietyp = (magic_t)mtype;
READ_INT(store, &mage->spellpoints);
READ_INT(store, &mage->spchange);
for (i = 0; i != MAXCOMBATSPELLS; ++i) {
spell *sp = NULL;
int level = 0;
READ_TOK(store, spname, sizeof(spname));
READ_INT(store, &level);
if (strcmp("none", spname) != 0) {
sp = find_spell(spname);
if (!sp) {
log_error("read_mage: could not find combat spell '%s' in school '%s'\n", spname, magic_school[mage->magietyp]);
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}
}
if (sp && level >= 0) {
int slot = -1;
if (sp->sptyp & PRECOMBATSPELL)
slot = 0;
else if (sp->sptyp & COMBATSPELL)
slot = 1;
else if (sp->sptyp & POSTCOMBATSPELL)
slot = 2;
if (slot >= 0) {
mage->combatspells[slot].level = level;
mage->combatspells[slot].sp = sp;
}
}
}
if (mage->magietyp == M_GRAY) {
read_spellbook(&mage->spellbook, data, get_spell_level_mage, mage);
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}
else {
read_spellbook(0, data, 0, mage);
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}
return AT_READ_OK;
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}
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void write_spells(struct quicklist *slist, struct storage *store)
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{
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quicklist *ql;
int qi;
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for (ql = slist, qi = 0; ql; ql_advance(&ql, &qi, 1)) {
spell *sp = (spell *)ql_get(ql, qi);
WRITE_TOK(store, sp->sname);
}
WRITE_TOK(store, "end");
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}
static void
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write_mage(const attrib * a, const void *owner, struct storage *store)
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{
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int i;
sc_mage *mage = (sc_mage *)a->data.v;
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WRITE_INT(store, mage->magietyp);
WRITE_INT(store, mage->spellpoints);
WRITE_INT(store, mage->spchange);
for (i = 0; i != MAXCOMBATSPELLS; ++i) {
WRITE_TOK(store,
mage->combatspells[i].sp ? mage->combatspells[i].sp->sname : "none");
WRITE_INT(store, mage->combatspells[i].level);
}
write_spellbook(mage->spellbook, store);
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}
attrib_type at_mage = {
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"mage",
init_mage,
free_mage,
NULL,
write_mage,
read_mage,
NULL,
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ATF_UNIQUE
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};
bool is_mage(const unit * u)
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{
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return i2b(get_mage(u) != NULL);
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}
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sc_mage *get_mage(const unit * u)
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{
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if (has_skill(u, SK_MAGIC)) {
attrib *a = a_find(u->attribs, &at_mage);
if (a)
return a->data.v;
}
return (sc_mage *)NULL;
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}
/* ------------------------------------------------------------- */
/* Ausgabe der Spruchbeschreibungen
* Anzeige des Spruchs nur, wenn die Stufe des besten Magiers vorher
* kleiner war (u->faction->seenspells). Ansonsten muss nur geprüft
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* werden, ob dieser Magier den Spruch schon kennt, und andernfalls der
* Spruch zu seiner List-of-known-spells hinzugefügt werden.
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*/
static int read_seenspell(attrib * a, void *owner, struct gamedata *data)
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{
storage *store = data->store;
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int i;
spell *sp = 0;
char token[32];
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READ_TOK(store, token, sizeof(token));
i = atoip(token);
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if (i != 0) {
sp = find_spellbyid((unsigned int)i);
}
else {
if (data->version < UNIQUE_SPELLS_VERSION) {
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READ_INT(store, 0); /* ignore mtype */
}
sp = find_spell(token);
if (!sp) {
log_warning("read_seenspell: could not find spell '%s'\n", token);
}
}
if (!sp) {
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return AT_READ_FAIL;
}
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a->data.v = sp;
return AT_READ_OK;
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}
static void
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write_seenspell(const attrib * a, const void *owner, struct storage *store)
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{
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const spell *sp = (const spell *)a->data.v;
WRITE_TOK(store, sp->sname);
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}
attrib_type at_seenspell = {
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"seenspell", NULL, NULL, NULL, write_seenspell, read_seenspell
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};
#define MAXSPELLS 256
static bool already_seen(const faction * f, const spell * sp)
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{
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attrib *a;
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for (a = a_find(f->attribs, &at_seenspell); a && a->type == &at_seenspell;
a = a->next) {
if (a->data.v == sp)
return true;
}
return false;
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}
void show_new_spells(faction * f, int level, const spellbook *book)
{
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if (book) {
quicklist *ql = book->spells;
int qi;
for (qi = 0; ql; ql_advance(&ql, &qi, 1)) {
spellbook_entry *sbe = (spellbook_entry *)ql_get(ql, qi);
if (sbe->level <= level) {
if (!already_seen(f, sbe->sp)) {
attrib * a = a_new(&at_reportspell);
spellbook_entry * entry = (spellbook_entry *)a->data.v;
entry->level = sbe->level;
entry->sp = sbe->sp;
a_add(&f->attribs, a);
a_add(&f->attribs, a_new(&at_seenspell))->data.v = sbe->sp;
}
}
}
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}
}
/** update the spellbook with a new level
* Written for E3
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*/
void pick_random_spells(faction * f, int level, spellbook * book, int num_spells)
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{
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spellbook_entry *commonspells[MAXSPELLS];
int qi, numspells = 0;
quicklist *ql;
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if (level <= f->max_spelllevel) {
return;
}
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for (qi = 0, ql = book->spells; ql; ql_advance(&ql, &qi, 1)) {
spellbook_entry * sbe = (spellbook_entry *)ql_get(ql, qi);
if (sbe->level <= level) {
commonspells[numspells++] = sbe;
}
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}
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while (numspells > 0 && level > f->max_spelllevel) {
int i;
++f->max_spelllevel;
for (i = 0; i < num_spells; ++i) {
int maxspell = numspells;
int spellno = -1;
spellbook_entry *sbe = 0;
while (!sbe && maxspell>0) {
spellno = rng_int() % maxspell;
sbe = commonspells[spellno];
if (sbe->level > f->max_spelllevel) {
// not going to pick it in this round, move it to the end for later
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commonspells[spellno] = commonspells[--maxspell];
commonspells[maxspell] = sbe;
sbe = 0;
}
else if (f->spellbook && spellbook_get(f->spellbook, sbe->sp)) {
// already have this spell, remove it from the list of candidates
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commonspells[spellno] = commonspells[--numspells];
if (maxspell > numspells) {
maxspell = numspells;
}
sbe = 0;
}
}
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if (sbe && spellno < maxspell) {
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if (!f->spellbook) {
f->spellbook = create_spellbook(0);
}
spellbook_add(f->spellbook, sbe->sp, sbe->level);
commonspells[spellno] = commonspells[--numspells];
}
}
}
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}
/* ------------------------------------------------------------- */
/* Erzeugen eines neuen Magiers */
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sc_mage *create_mage(unit * u, magic_t mtyp)
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{
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sc_mage *mage;
attrib *a;
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a = a_find(u->attribs, &at_mage);
if (a != NULL) {
a_remove(&u->attribs, a);
}
a = a_add(&u->attribs, a_new(&at_mage));
mage = a->data.v;
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mage->magietyp = mtyp;
return mage;
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}
/* ------------------------------------------------------------- */
/* Funktionen für die Bearbeitung der List-of-known-spells */
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int u_hasspell(const unit *u, const struct spell *sp)
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{
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spellbook * book = unit_get_spellbook(u);
spellbook_entry * sbe = book ? spellbook_get(book, sp) : 0;
if (sbe) {
return sbe->level <= effskill(u, SK_MAGIC, 0);
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}
return 0;
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}
/* ------------------------------------------------------------- */
/* Eingestellte Kampfzauberstufe ermitteln */
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int get_combatspelllevel(const unit * u, int nr)
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{
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sc_mage *m = get_mage(u);
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assert(nr < MAXCOMBATSPELLS);
if (m) {
int level = effskill(u, SK_MAGIC, 0);
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return _min(m->combatspells[nr].level, level);
}
return -1;
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}
/* ------------------------------------------------------------- */
/* Kampfzauber ermitteln, setzen oder löschen */
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const spell *get_combatspell(const unit * u, int nr)
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{
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sc_mage *m;
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assert(nr < MAXCOMBATSPELLS);
m = get_mage(u);
if (m) {
return m->combatspells[nr].sp;
}
else if (u_race(u)->precombatspell != NULL) {
return u_race(u)->precombatspell;
}
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return NULL;
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}
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void set_combatspell(unit * u, spell * sp, struct order *ord, int level)
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{
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sc_mage *mage = get_mage(u);
int i = -1;
assert(mage || !"trying to set a combat spell for non-mage");
/* knowsspell prüft auf ist_magier, ist_spruch, kennt_spruch */
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if (!knowsspell(u->region, u, sp)) {
/* Fehler 'Spell not found' */
cmistake(u, ord, 173, MSG_MAGIC);
return;
}
if (!u_hasspell(u, sp)) {
/* Diesen Zauber kennt die Einheit nicht */
cmistake(u, ord, 169, MSG_MAGIC);
return;
}
if (!(sp->sptyp & ISCOMBATSPELL)) {
/* Diesen Kampfzauber gibt es nicht */
cmistake(u, ord, 171, MSG_MAGIC);
return;
}
if (sp->sptyp & PRECOMBATSPELL)
i = 0;
else if (sp->sptyp & COMBATSPELL)
i = 1;
else if (sp->sptyp & POSTCOMBATSPELL)
i = 2;
assert(i >= 0);
mage->combatspells[i].sp = sp;
mage->combatspells[i].level = level;
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return;
}
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void unset_combatspell(unit * u, spell * sp)
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{
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sc_mage *m;
int nr = 0;
int i;
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m = get_mage(u);
if (!m)
return;
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if (!sp) {
for (i = 0; i < MAXCOMBATSPELLS; i++) {
m->combatspells[i].sp = NULL;
}
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}
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else if (sp->sptyp & PRECOMBATSPELL) {
if (sp != get_combatspell(u, 0))
return;
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}
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else if (sp->sptyp & COMBATSPELL) {
if (sp != get_combatspell(u, 1)) {
return;
}
nr = 1;
}
else if (sp->sptyp & POSTCOMBATSPELL) {
if (sp != get_combatspell(u, 2)) {
return;
}
nr = 2;
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}
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m->combatspells[nr].sp = NULL;
m->combatspells[nr].level = 0;
return;
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}
/* ------------------------------------------------------------- */
/* Gibt die aktuelle Anzahl der Magiepunkte der Einheit zurück */
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int get_spellpoints(const unit * u)
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{
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sc_mage *m;
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m = get_mage(u);
if (!m)
return 0;
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return m->spellpoints;
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}
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void set_spellpoints(unit * u, int sp)
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{
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sc_mage *m;
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m = get_mage(u);
if (!m)
return;
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m->spellpoints = sp;
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return;
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}
/*
* verändert die Anzahl der Magiepunkte der Einheit um +mp
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*/
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int change_spellpoints(unit * u, int mp)
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{
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sc_mage *m;
int sp;
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m = get_mage(u);
if (!m) {
return 0;
}
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/* verhindere negative Magiepunkte */
sp = _max(m->spellpoints + mp, 0);
m->spellpoints = sp;
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return sp;
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}
/* bietet die Möglichkeit, die maximale Anzahl der Magiepunkte mit
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* Regionszaubern oder Attributen zu beinflussen
*/
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static int get_spchange(const unit * u)
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{
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sc_mage *m;
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m = get_mage(u);
if (!m)
return 0;
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return m->spchange;
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}
/* ein Magier kann normalerweise maximal Stufe^2.1/1.2+1 Magiepunkte
* haben.
* Manche Rassen haben einen zusätzlichen Multiplikator
* Durch Talentverlust (zB Insekten im Berg) können negative Werte
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* entstehen
*/
/* Artefakt der Stärke
* Ermöglicht dem Magier mehr Magiepunkte zu 'speichern'
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*/
/** TODO: at_skillmod daraus machen */
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static int use_item_aura(const region * r, const unit * u)
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{
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int sk, n;
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sk = effskill(u, SK_MAGIC, r);
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n = (int)(sk * sk * u_race(u)->maxaura / 4);
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return n;
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}
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int max_spellpoints(const region * r, const unit * u)
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{
int sk;
double n, msp;
double potenz = 2.1;
double divisor = 1.2;
const struct resource_type *rtype;
sk = effskill(u, SK_MAGIC, r);
msp = u_race(u)->maxaura * (pow(sk, potenz) / divisor + 1) + get_spchange(u);
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rtype = rt_find("aurafocus");
if (rtype && i_get(u->items, rtype->itype) > 0) {
msp += use_item_aura(r, u);
}
n = get_curseeffect(u->attribs, C_AURA, 0);
if (n > 0) {
msp = (msp * n) / 100;
}
return _max((int)msp, 0);
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}
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int change_maxspellpoints(unit * u, int csp)
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{
sc_mage *m;
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m = get_mage(u);
if (!m) {
return 0;
}
m->spchange += csp;
return max_spellpoints(u->region, u);
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}
/* ------------------------------------------------------------- */
/* Counter für die bereits gezauberte Anzahl Sprüche pro Runde.
* Um nur die Zahl der bereits gezauberten Sprüche zu ermitteln mit
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* step = 0 aufrufen.
*/
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int countspells(unit * u, int step)
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{
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sc_mage *m;
int count;
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m = get_mage(u);
if (!m)
return 0;
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if (step == 0)
return m->spellcount;
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count = m->spellcount + step;
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/* negative Werte abfangen. */
m->spellcount = _max(0, count);
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return m->spellcount;
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}
/* ------------------------------------------------------------- */
/* Die für den Spruch benötigte Aura pro Stufe.
* Die Grundkosten pro Stufe werden hier um 2^count erhöht. Der
* Parameter count ist dabei die Anzahl der bereits gezauberten Sprüche
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*/
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int spellcost(unit * u, const spell * sp)
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{
int k, aura = 0;
int count = countspells(u, 0);
const resource_type *r_aura = get_resourcetype(R_AURA);
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for (k = 0; sp->components && sp->components[k].type; k++) {
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if (sp->components[k].type == r_aura) {
aura = sp->components[k].amount;
}
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}
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aura *= (1 << count);
return aura;
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}
/* ------------------------------------------------------------- */
/* SPC_LINEAR ist am höchstwertigen, dann müssen Komponenten für die
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* Stufe des Magiers vorhanden sein.
* SPC_LINEAR hat die gewünschte Stufe als multiplikator,
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* nur SPC_FIX muss nur einmal vorhanden sein, ist also am
* niedrigstwertigen und sollte von den beiden anderen Typen
* überschrieben werden */
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static int spl_costtyp(const spell * sp)
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{
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int k;
int costtyp = SPC_FIX;
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for (k = 0; sp->components && sp->components[k].type; k++) {
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if (costtyp == SPC_LINEAR)
return SPC_LINEAR;
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if (sp->components[k].cost == SPC_LINEAR) {
return SPC_LINEAR;
}
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/* wenn keine Fixkosten, Typ übernehmen */
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if (sp->components[k].cost != SPC_FIX) {
costtyp = sp->components[k].cost;
}
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}
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return costtyp;
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}
/* ------------------------------------------------------------- */
/* durch Komponenten und cast_level begrenzter maximal möglicher
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* Level
* Da die Funktion nicht alle Komponenten durchprobiert sondern beim
* ersten Fehler abbricht, muss die Fehlermeldung später mit cancast()
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* generiert werden.
* */
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int eff_spelllevel(unit * u, const spell * sp, int cast_level, int range)
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{
const resource_type *r_aura = get_resourcetype(R_AURA);
int k, maxlevel, needplevel;
int costtyp = SPC_FIX;
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for (k = 0; sp->components && sp->components[k].type; k++) {
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if (cast_level == 0)
return 0;
if (sp->components[k].amount > 0) {
/* Die Kosten für Aura sind auch von der Zahl der bereits
* gezauberten Sprüche abhängig */
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if (sp->components[k].type == r_aura) {
needplevel = spellcost(u, sp) * range;
}
else {
needplevel = sp->components[k].amount * range;
}
maxlevel =
get_pooled(u, sp->components[k].type, GET_DEFAULT,
needplevel * cast_level) / needplevel;
/* sind die Kosten fix, so muss die Komponente nur einmal vorhanden
* sein und der cast_level ändert sich nicht */
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if (sp->components[k].cost == SPC_FIX) {
if (maxlevel < 1)
cast_level = 0;
/* ansonsten wird das Minimum aus maximal möglicher Stufe und der
* gewünschten gebildet */
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}
else if (sp->components[k].cost == SPC_LEVEL) {
costtyp = SPC_LEVEL;
cast_level = _min(cast_level, maxlevel);
/* bei Typ Linear müssen die Kosten in Höhe der Stufe vorhanden
* sein, ansonsten schlägt der Spruch fehl */
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}
else if (sp->components[k].cost == SPC_LINEAR) {
costtyp = SPC_LINEAR;
if (maxlevel < cast_level)
cast_level = 0;
}
}
}
/* Ein Spruch mit Fixkosten wird immer mit der Stufe des Spruchs und
* nicht auf der Stufe des Magiers gezaubert */
if (costtyp == SPC_FIX) {
spellbook * sb = unit_get_spellbook(u);
if (sb) {
spellbook_entry * sbe = spellbook_get(sb, sp);
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if (sbe) {
return _min(cast_level, sbe->level);
}
}
log_error("spell %s is not in the spellbook for %s\n", sp->sname, unitname(u));
}
return cast_level;
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}
/* ------------------------------------------------------------- */
/* Die Spruchgrundkosten werden mit der Entfernung (Farcasting)
* multipliziert, wobei die Aurakosten ein Sonderfall sind, da sie sich
* auch durch die Menge der bereits gezauberten Sprüche erhöht.
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* Je nach Kostenart werden dann die Komponenten noch mit cast_level
* multipliziert.
*/
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void pay_spell(unit * u, const spell * sp, int cast_level, int range)
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{
const resource_type *r_aura = get_resourcetype(R_AURA);
int k;
int resuse;
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assert(cast_level > 0);
for (k = 0; sp->components && sp->components[k].type; k++) {
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if (sp->components[k].type == r_aura) {
resuse = spellcost(u, sp) * range;
}
else {
resuse = sp->components[k].amount * range;
}
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if (sp->components[k].cost == SPC_LINEAR
|| sp->components[k].cost == SPC_LEVEL) {
resuse *= cast_level;
}
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use_pooled(u, sp->components[k].type, GET_DEFAULT, resuse);
}
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}
/* ------------------------------------------------------------- */
/* Ein Magier kennt den Spruch und kann sich die Beschreibung anzeigen
* lassen, wenn diese in seiner Spruchliste steht. Zaubern muss er ihn
* aber dann immer noch nicht können, vieleicht ist seine Stufe derzeit
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* nicht ausreichend oder die Komponenten fehlen.
*/
bool knowsspell(const region * r, const unit * u, const spell * sp)
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{
/* Ist überhaupt ein gültiger Spruch angegeben? */
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if (!sp || sp->id == 0) {
return false;
}
/* steht der Spruch in der Spruchliste? */
return u_hasspell(u, sp) != 0;
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}
/* Um einen Spruch zu beherrschen, muss der Magier die Stufe des
* Spruchs besitzen, nicht nur wissen, das es ihn gibt (also den Spruch
* in seiner Spruchliste haben).
* Kosten für einen Spruch können Magiepunkte, Silber, Kraeuter
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* und sonstige Gegenstaende sein.
*/
bool
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cancast(unit * u, const spell * sp, int level, int range, struct order * ord)
{
const resource_type *r_aura = get_resourcetype(R_AURA);
int k;
int itemanz;
resource *reslist = NULL;
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if (!knowsspell(u->region, u, sp)) {
/* Diesen Zauber kennt die Einheit nicht */
cmistake(u, ord, 173, MSG_MAGIC);
return false;
}
/* reicht die Stufe aus? */
if (effskill(u, SK_MAGIC, 0) < level) {
/* die Einheit ist nicht erfahren genug für diesen Zauber */
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cmistake(u, ord, 169, MSG_MAGIC);
return false;
}
for (k = 0; sp->components && sp->components[k].type; ++k) {
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if (sp->components[k].amount > 0) {
const resource_type *rtype = sp->components[k].type;
int itemhave;
/* Die Kosten für Aura sind auch von der Zahl der bereits
* gezauberten Sprüche abhängig */
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if (rtype == r_aura) {
itemanz = spellcost(u, sp) * range;
}
else {
itemanz = sp->components[k].amount * range;
}
/* sind die Kosten stufenabhängig, so muss itemanz noch mit dem
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* level multipliziert werden */
switch (sp->components[k].cost) {
case SPC_LEVEL:
case SPC_LINEAR:
itemanz *= level;
break;
case SPC_FIX:
default:
break;
}
itemhave = get_pooled(u, rtype, GET_DEFAULT, itemanz);
if (itemhave < itemanz) {
resource *res = malloc(sizeof(resource));
res->number = itemanz - itemhave;
res->type = rtype;
res->next = reslist;
reslist = res;
}
}
}
if (reslist != NULL) {
ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "missing_components_list",
"list", reslist));
while (reslist) {
resource *res = reslist->next;
free(reslist);
reslist = res;
}
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return false;
}
return true;
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}
/* ------------------------------------------------------------- */
/* generische Spruchstaerke,
*
* setzt sich derzeit aus der Stufe des Magiers, Magieturmeffekt,
* Spruchitems und Antimagiefeldern zusammen. Es koennen noch die
* Stufe des Spruchs und Magiekosten mit einfliessen.
*
* Die effektive Spruchstärke und ihre Auswirkungen werden in der
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* Spruchfunktionsroutine ermittelt.
*/
double
spellpower(region * r, unit * u, const spell * sp, int cast_level, struct order *ord)
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{
double force = cast_level;
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static int elf_power, config;
const struct resource_type *rtype;
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if (sp == NULL) {
return 0;
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}
else {
/* Bonus durch Magieturm und gesegneten Steinkreis */
struct building *b = inside_building(u);
const struct building_type *btype = building_is_active(b) ? b->type : NULL;
if (btype && btype->flags & BTF_MAGIC) ++force;
}
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2016-10-03 20:27:36 +02:00
if (config_changed(&config)) {
elf_power = config_get_int("rules.magic.elfpower", 0);
}
if (elf_power) {
static int rc_cache;
static const race *rc_elf;
if (rc_changed(&rc_cache)) {
rc_elf = get_race(RC_ELF);
}
if (u_race(u) == rc_elf && r_isforest(r)) {
++force;
}
}
rtype = rt_find("rop");
if (rtype && i_get(u->items, rtype->itype) > 0) {
++force;
}
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if (r->attribs) {
curse *c;
/* Antimagie in der Zielregion */
c = get_curse(r->attribs, ct_find("antimagiczone"));
if (curse_active(c)) {
unit *mage = c->magician;
force -= curse_geteffect(c);
curse_changevigour(&r->attribs, c, -cast_level);
cmistake(u, ord, 185, MSG_MAGIC);
if (mage != NULL && mage->faction != NULL) {
if (force > 0) {
ADDMSG(&mage->faction->msgs, msg_message("reduce_spell",
"self mage region", mage, u, r));
}
else {
ADDMSG(&mage->faction->msgs, msg_message("block_spell",
"self mage region", mage, u, r));
}
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}
}
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/* Patzerfluch-Effekt: */
c = get_curse(r->attribs, ct_find("fumble"));
if (curse_active(c)) {
unit *mage = c->magician;
force -= curse_geteffect(c);
curse_changevigour(&u->attribs, c, -1);
cmistake(u, ord, 185, MSG_MAGIC);
if (mage != NULL && mage->faction != NULL) {
if (force > 0) {
ADDMSG(&mage->faction->msgs, msg_message("reduce_spell",
"self mage region", mage, u, r));
}
else {
ADDMSG(&mage->faction->msgs, msg_message("block_spell",
"self mage region", mage, u, r));
}
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}
}
}
return _max(force, 0);
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}
/* ------------------------------------------------------------- */
/* farcasting() == 1 -> gleiche Region, da man mit Null nicht vernünfigt
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* rechnen kann */
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static int farcasting(unit * magician, region * r)
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{
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int dist;
int mult;
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if (!r) {
return INT_MAX;
}
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dist = koor_distance(r->x, r->y, magician->region->x, magician->region->y);
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if (dist > 24)
return INT_MAX;
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mult = 1 << dist;
if (dist > 1) {
if (!path_exists(magician->region, r, dist * 2, allowed_fly))
mult = INT_MAX;
}
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return mult;
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}
/* ------------------------------------------------------------- */
/* Antimagie - Magieresistenz */
/* ------------------------------------------------------------- */
/* allgemeine Magieresistenz einer Einheit,
* reduziert magischen Schaden */
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double magic_resistance(unit * target)
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{
attrib *a;
curse *c;
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const curse_type * ct_goodresist = 0, *ct_badresist = 0;
const resource_type *rtype;
const race *rc = u_race(target);
double probability = rc->magres;
const plane *pl = rplane(target->region);
if (rc == get_race(RC_HIRNTOETER) && !pl) {
probability /= 2;
}
assert(target->number > 0);
/* Magier haben einen Resistenzbonus vom Magietalent * 5% */
probability += effskill(target, SK_MAGIC, 0) * 0.05;
/* Auswirkungen von Zaubern auf der Einheit */
c = get_curse(target->attribs, ct_find("magicresistance"));
if (c) {
probability += 0.01 * curse_geteffect(c) * get_cursedmen(target, c);
}
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/* Unicorn +10 */
rtype = get_resourcetype(R_UNICORN);
if (rtype) {
int n = i_get(target->items, rtype->itype);
if (n) {
probability += n * 0.1 / target->number;
}
}
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/* Auswirkungen von Zaubern auf der Region */
a = a_find(target->region->attribs, &at_curse);
if (a) {
ct_badresist = ct_find("badmagicresistancezone");
ct_goodresist = ct_find("goodmagicresistancezone");
}
while (a && a->type == &at_curse) {
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curse *c = (curse *)a->data.v;
unit *mage = c->magician;
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if (mage != NULL) {
if (ct_goodresist && c->type == ct_goodresist) {
if (alliedunit(mage, target->faction, HELP_GUARD)) {
probability += curse_geteffect(c) * 0.01;
ct_goodresist = 0; /* only one effect per region */
}
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}
else if (ct_badresist && c->type == ct_badresist) {
if (!alliedunit(mage, target->faction, HELP_GUARD)) {
probability -= curse_geteffect(c) * 0.01;
ct_badresist = 0; /* only one effect per region */
}
}
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}
a = a->next;
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}
/* Bonus durch Artefakte */
/* TODO (noch gibs keine) */
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/* Bonus durch Gebäude */
{
struct building *b = inside_building(target);
const struct building_type *btype = building_is_active(b) ? b->type : NULL;
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/* gesegneter Steinkreis gibt 30% dazu */
if (btype)
probability += btype->magresbonus * 0.01;
}
return (probability<0.9) ? probability : 0.9;
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}
/* ------------------------------------------------------------- */
/* Prüft, ob das Objekt dem Zauber widerstehen kann.
* Objekte können Regionen, Units, Gebäude oder Schiffe sein.
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* TYP_UNIT:
* Das höchste Talent des Ziels ist sein 'Magieresistenz-Talent', Magier
* bekommen einen Bonus. Grundchance ist 50%, für jede Stufe
* Unterschied gibt es 5%, minimalchance ist 5% für jeden (5-95%)
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* Scheitert der Spruch an der Magieresistenz, so gibt die Funktion
* true zurück
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*/
bool
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target_resists_magic(unit * magician, void *obj, int objtyp, int t_bonus)
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{
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double probability = 0.0;
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if (magician == NULL)
return true;
if (obj == NULL)
return true;
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switch (objtyp) {
case TYP_UNIT:
{
int at, pa = 0;
skill *sv;
unit *u = (unit *)obj;
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at = effskill(magician, SK_MAGIC, 0);
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for (sv = u->skills; sv != u->skills + u->skill_size; ++sv) {
int sk = eff_skill(u, sv, 0);
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if (pa < sk)
pa = sk;
}
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/* Contest */
probability = 0.05 * (10 + pa - at);
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probability += magic_resistance((unit *)obj);
break;
}
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case TYP_REGION:
/* Bonus durch Zauber */
probability +=
0.01 * get_curseeffect(((region *)obj)->attribs, C_RESIST_MAGIC, 0);
break;
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case TYP_BUILDING:
/* Bonus durch Zauber */
probability +=
0.01 * get_curseeffect(((building *)obj)->attribs, C_RESIST_MAGIC, 0);
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/* Bonus durch Typ */
probability += 0.01 * ((building *)obj)->type->magres;
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break;
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case TYP_SHIP:
/* Bonus durch Zauber */
probability +=
0.01 * get_curseeffect(((ship *)obj)->attribs, C_RESIST_MAGIC, 0);
break;
}
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probability = _max(0.02, probability + t_bonus * 0.01);
probability = _min(0.98, probability);
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/* gibt true, wenn die Zufallszahl kleiner als die chance ist und
* false, wenn sie gleich oder größer ist, dh je größer die
* Magieresistenz (chance) desto eher gibt die Funktion true zurück */
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return chance(probability);
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}
/* ------------------------------------------------------------- */
bool is_magic_resistant(unit * magician, unit * target, int resist_bonus)
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{
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return (bool)target_resists_magic(magician, target, TYP_UNIT,
resist_bonus);
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}
/* ------------------------------------------------------------- */
/* Patzer */
/* ------------------------------------------------------------- */
/* allgemeine Zauberpatzer:
* Treten auf, wenn die Stufe des Magieres zu niedrig ist.
* Abhaengig von Staerke des Spruchs.
*
* Die Warscheinlichkeit reicht von 20% (beherrscht den Spruch gerade
* eben) bis zu etwa 1% bei doppelt so gut wie notwendig
*/
bool fumble(region * r, unit * u, const spell * sp, int cast_grade)
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{
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/* X ergibt Zahl zwischen 1 und 0, je kleiner, desto besser der Magier.
* 0,5*40-20=0, dh wenn der Magier doppelt so gut ist, wie der Spruch
* benötigt, gelingt er immer, ist er gleich gut, gelingt der Spruch mit
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* 20% Warscheinlichkeit nicht
* */
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int fumble_chance, rnd = 0;
int effsk = effskill(u, SK_MAGIC, r);
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struct building *b = inside_building(u);
const struct building_type *btype = building_is_active(b) ? b->type : NULL;
int fumble_enabled = config_get_int("magic.fumble.enable", 1);
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sc_mage * mage;
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if (effsk<=0 || !fumble_enabled) {
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return false;
}
fumble_chance = (int)((cast_grade * 40.0 / (double)effsk) - 20.0);
if (btype) {
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fumble_chance -= btype->fumblebonus;
}
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/* CHAOSPATZERCHANCE 10 : +10% Chance zu Patzern */
mage = get_mage(u);
if (mage->magietyp == M_DRAIG) {
fumble_chance += CHAOSPATZERCHANCE;
}
if (is_cursed(u->attribs, C_MBOOST, 0)) {
fumble_chance += CHAOSPATZERCHANCE;
}
if (is_cursed(u->attribs, C_FUMBLE, 0)) {
fumble_chance += CHAOSPATZERCHANCE;
}
/* wenn die Chance kleiner als 0 ist, können wir gleich false
* zurückgeben */
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if (fumble_chance <= 0) {
return false;
}
rnd = rng_int() % 100;
return (rnd <= fumble_chance);
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}
/* ------------------------------------------------------------- */
/* Dummy-Zauberpatzer, Platzhalter für speziel auf die Sprüche
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* zugeschnittene Patzer */
static void fumble_default(castorder * co)
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{
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unit *mage = co->magician.u;
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cmistake(mage, co->order, 180, MSG_MAGIC);
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return;
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}
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/* Die normalen Spruchkosten müssen immer bezahlt werden, hier noch
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* alle weiteren Folgen eines Patzers
*/
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static void do_fumble(castorder * co)
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{
curse *c;
region *r = co_get_region(co);
unit *u = co->magician.u;
const spell *sp = co->sp;
int level = co->level;
int duration;
double effect;
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static const race *rc_toad;
static int rc_cache;
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ADDMSG(&u->faction->msgs,
msg_message("patzer", "unit region spell", u, r, sp));
switch (rng_int() % 10) {
case 0:
/* wenn vorhanden spezieller Patzer, ansonsten nix */
if (sp->fumble) {
sp->fumble(co);
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}
else {
fumble_default(co);
}
break;
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case 1: /* toad */
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{
/* one or two things will happen: the toad changes her race back,
* and may or may not get toadslime.
* The list of things to happen are attached to a timeout
* trigger and that's added to the triggerlit of the mage gone toad.
*/
trigger *trestore = trigger_changerace(u, u_race(u), u->irace);
if (chance(0.7)) {
const resource_type *rtype = rt_find("toadslime");
if (rtype) {
t_add(&trestore, trigger_giveitem(u, rtype->itype, 1));
}
}
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duration = rng_int() % level / 2;
if (duration < 2) duration = 2;
add_trigger(&u->attribs, "timer", trigger_timeout(duration, trestore));
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if (rc_changed(&rc_cache)) {
rc_toad = get_race(RC_TOAD);
}
u_setrace(u, rc_toad);
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u->irace = NULL;
ADDMSG(&r->msgs, msg_message("patzer6", "unit region spell", u, r, sp));
break;
}
/* fall-through is intentional! */
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case 2:
/* temporary skill loss */
duration = _max(rng_int() % level / 2, 2);
effect = level / -2.0;
c = create_curse(u, &u->attribs, ct_find("skillmod"), level,
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duration, effect, 1);
c->data.i = SK_MAGIC;
ADDMSG(&u->faction->msgs, msg_message("patzer2", "unit region", u, r));
break;
case 3:
case 4:
/* Spruch schlägt fehl, alle Magiepunkte weg */
set_spellpoints(u, 0);
ADDMSG(&u->faction->msgs, msg_message("patzer3", "unit region spell",
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u, r, sp));
break;
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case 5:
case 6:
/* Spruch gelingt, aber alle Magiepunkte weg */
co->level = sp->cast(co);
set_spellpoints(u, 0);
ADDMSG(&u->faction->msgs, msg_message("patzer4", "unit region spell",
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u, r, sp));
break;
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case 7:
case 8:
case 9:
default:
/* Spruch gelingt, alle nachfolgenden Sprüche werden 2^4 so teuer */
co->level = sp->cast(co);
ADDMSG(&u->faction->msgs, msg_message("patzer5", "unit region spell",
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u, r, sp));
countspells(u, 3);
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}
}
/* ------------------------------------------------------------- */
/* Regeneration von Aura */
/* ------------------------------------------------------------- */
/* Ein Magier regeneriert pro Woche W(Stufe^1.5/2+1), mindestens 1
* Zwerge nur die Hälfte
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*/
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static double regeneration(unit * u)
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{
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int sk;
double aura, d;
double potenz = 1.5;
double divisor = 2.0;
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sk = effskill(u, SK_MAGIC, 0);
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/* Rassenbonus/-malus */
d = pow(sk, potenz) * u_race(u)->regaura / divisor;
d++;
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/* Einfluss von Artefakten */
/* TODO (noch gibs keine) */
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/* Würfeln */
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aura = (rng_double() * d + rng_double() * d) / 2 + 1;
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2014-08-08 01:03:46 +02:00
aura *= MagicRegeneration();
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return aura;
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}
void regenerate_aura(void)
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{
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region *r;
unit *u;
int aura, auramax;
double reg_aura;
int regen;
double mod;
int regen_enabled = config_get_int("magic.regeneration.enable", 1);
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if (!regen_enabled) return;
for (r = regions; r; r = r->next) {
for (u = r->units; u; u = u->next) {
if (u->number && is_mage(u)) {
aura = get_spellpoints(u);
auramax = max_spellpoints(r, u);
if (aura < auramax) {
struct building *b = inside_building(u);
const struct building_type *btype = building_is_active(b) ? b->type : NULL;
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reg_aura = regeneration(u);
/* Magierturm erhöht die Regeneration um 75% */
/* Steinkreis erhöht die Regeneration um 50% */
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if (btype)
reg_aura *= btype->auraregen;
/* Bonus/Malus durch Zauber */
mod = get_curseeffect(u->attribs, C_AURA, 0);
if (mod > 0) {
reg_aura = (reg_aura * mod) / 100.0;
}
/* Einfluss von Artefakten */
/* TODO (noch gibs keine) */
/* maximal Differenz bis Maximale-Aura regenerieren
* mindestens 1 Aura pro Monat */
regen = (int)reg_aura;
reg_aura -= regen;
if (chance(reg_aura))
++regen;
regen = _max(1, regen);
regen = _min((auramax - aura), regen);
aura += regen;
ADDMSG(&u->faction->msgs, msg_message("regenaura",
"unit region amount", u, r, regen));
}
set_spellpoints(u, _min(aura, auramax));
}
}
}
2010-08-08 10:06:34 +02:00
}
static bool
2011-03-07 08:02:35 +01:00
verify_ship(region * r, unit * mage, const spell * sp, spllprm * spobj,
2014-08-08 01:03:46 +02:00
order * ord)
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{
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ship *sh = findship(spobj->data.i);
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if (sh != NULL && sh->region != r && (sp->sptyp & SEARCHLOCAL)) {
/* Burg muss in gleicher Region sein */
sh = NULL;
}
2010-08-08 10:06:34 +02:00
2014-08-08 01:03:46 +02:00
if (sh == NULL) {
/* Burg nicht gefunden */
spobj->flag = TARGET_NOTFOUND;
ADDMSG(&mage->faction->msgs, msg_message("spellshipnotfound",
"unit region command id", mage, mage->region, ord, spobj->data.i));
return false;
}
spobj->flag = 0;
spobj->data.sh = sh;
return true;
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}
static bool
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verify_building(region * r, unit * mage, const spell * sp, spllprm * spobj,
2014-08-08 01:03:46 +02:00
order * ord)
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{
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building *b = findbuilding(spobj->data.i);
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if (b != NULL && b->region != r && (sp->sptyp & SEARCHLOCAL)) {
/* Burg muss in gleicher Region sein */
b = NULL;
}
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if (b == NULL) {
/* Burg nicht gefunden */
spobj->flag = TARGET_NOTFOUND;
ADDMSG(&mage->faction->msgs, msg_message("spellbuildingnotfound",
"unit region command id", mage, mage->region, ord, spobj->data.i));
return false;
}
spobj->flag = 0;
spobj->data.b = b;
return true;
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}
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message *msg_unitnotfound(const struct unit * mage, struct order * ord,
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const struct spllprm * spobj)
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{
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/* Einheit nicht gefunden */
char tbuf[20];
const char *uid = 0;
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if (spobj->typ == SPP_TEMP) {
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sprintf(tbuf, "%s %s", LOC(mage->faction->locale,
parameters[P_TEMP]), itoa36(spobj->data.i));
uid = tbuf;
}
else if (spobj->typ == SPP_UNIT) {
uid = itoa36(spobj->data.i);
}
assert(uid);
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return msg_message("unitnotfound_id",
"unit region command id", mage, mage->region, ord, uid);
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}
static bool
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verify_unit(region * r, unit * mage, const spell * sp, spllprm * spobj,
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order * ord)
{
unit *u = NULL;
switch (spobj->typ) {
case SPP_UNIT:
u = findunit(spobj->data.i);
break;
case SPP_TEMP:
u = findnewunit(r, mage->faction, spobj->data.i);
if (u == NULL)
u = findnewunit(mage->region, mage->faction, spobj->data.i);
break;
default:
assert(!"shouldn't happen, this");
}
if (u != NULL && (sp->sptyp & SEARCHLOCAL)) {
if (u->region != r)
u = NULL;
else if (sp->sptyp & TESTCANSEE) {
if (!cansee(mage->faction, r, u, 0) && !ucontact(u, mage)) {
u = NULL;
}
}
}
if (u == NULL) {
/* Einheit nicht gefunden */
spobj->flag = TARGET_NOTFOUND;
ADDMSG(&mage->faction->msgs, msg_unitnotfound(mage, ord, spobj));
return false;
}
/* Einheit wurde gefunden, pointer setzen */
spobj->flag = 0;
spobj->data.u = u;
return true;
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}
/* ------------------------------------------------------------- */
/* Zuerst wird versucht alle noch nicht gefundenen Objekte zu finden
* oder zu prüfen, ob das gefundene Objekt wirklich hätte gefunden
* werden dürfen (nicht alle Zauber wirken global). Dabei zählen wir die
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* Misserfolge (failed).
* Dann folgen die Tests der gefundenen Objekte auf Magieresistenz und
* Sichtbarkeit. Dabei zählen wir die magieresistenten (resists)
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* Objekte. Alle anderen werten wir als Erfolge (success) */
/* gibt bei Misserfolg 0 zurück, bei Magieresistenz zumindeste eines
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* Objektes 1 und bei Erfolg auf ganzer Linie 2 */
static void
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verify_targets(castorder * co, int *invalid, int *resist, int *success)
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{
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unit *mage = co->magician.u;
const spell *sp = co->sp;
region *target_r = co_get_region(co);
spellparameter *sa = co->par;
int i;
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*invalid = 0;
*resist = 0;
*success = 0;
if (sa && sa->length) {
/* zuerst versuchen wir vorher nicht gefundene Objekte zu finden.
* Wurde ein Objekt durch globalsuche gefunden, obwohl der Zauber
* gar nicht global hätte suchen dürften, setzen wir das Objekt
* zurück. */
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for (i = 0; i < sa->length; i++) {
spllprm *spobj = sa->param[i];
switch (spobj->typ) {
case SPP_TEMP:
case SPP_UNIT:
if (!verify_unit(target_r, mage, sp, spobj, co->order))
++ * invalid;
break;
case SPP_BUILDING:
if (!verify_building(target_r, mage, sp, spobj, co->order))
++ * invalid;
break;
case SPP_SHIP:
if (!verify_ship(target_r, mage, sp, spobj, co->order))
++ * invalid;
break;
default:
break;
}
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}
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/* Nun folgen die Tests auf cansee und Magieresistenz */
for (i = 0; i < sa->length; i++) {
spllprm *spobj = sa->param[i];
unit *u;
building *b;
ship *sh;
region *tr;
if (spobj->flag == TARGET_NOTFOUND)
continue;
switch (spobj->typ) {
case SPP_TEMP:
case SPP_UNIT:
u = spobj->data.u;
if ((sp->sptyp & TESTRESISTANCE)
&& target_resists_magic(mage, u, TYP_UNIT, 0)) {
/* Fehlermeldung */
spobj->data.i = u->no;
spobj->flag = TARGET_RESISTS;
++*resist;
ADDMSG(&mage->faction->msgs, msg_message("spellunitresists",
"unit region command target", mage, mage->region, co->order, u));
break;
}
/* TODO: Test auf Parteieigenschaft Magieresistsenz */
++*success;
break;
case SPP_BUILDING:
b = spobj->data.b;
if ((sp->sptyp & TESTRESISTANCE)
&& target_resists_magic(mage, b, TYP_BUILDING, 0)) { /* Fehlermeldung */
spobj->data.i = b->no;
spobj->flag = TARGET_RESISTS;
++*resist;
ADDMSG(&mage->faction->msgs, msg_message("spellbuildingresists",
"unit region command id",
mage, mage->region, co->order, spobj->data.i));
break;
}
++*success;
break;
case SPP_SHIP:
sh = spobj->data.sh;
if ((sp->sptyp & TESTRESISTANCE)
&& target_resists_magic(mage, sh, TYP_SHIP, 0)) { /* Fehlermeldung */
spobj->data.i = sh->no;
spobj->flag = TARGET_RESISTS;
++*resist;
ADDMSG(&mage->faction->msgs, msg_feedback(mage, co->order,
"spellshipresists", "ship", sh));
break;
}
++*success;
break;
case SPP_REGION:
/* haben wir ein Regionsobjekt, dann wird auch dieses und
nicht target_r überprüft. */
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tr = spobj->data.r;
if ((sp->sptyp & TESTRESISTANCE)
&& target_resists_magic(mage, tr, TYP_REGION, 0)) { /* Fehlermeldung */
spobj->flag = TARGET_RESISTS;
++*resist;
ADDMSG(&mage->faction->msgs, msg_message("spellregionresists",
"unit region command", mage, mage->region, co->order));
break;
}
++*success;
break;
case SPP_INT:
case SPP_STRING:
++*success;
break;
default:
break;
}
}
}
else {
/* der Zauber hat keine expliziten Parameter/Ziele, es kann sich
* aber um einen Regionszauber handeln. Wenn notwendig hier die
* Magieresistenz der Region prüfen. */
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if ((sp->sptyp & REGIONSPELL)) {
/* Zielobjekt Region anlegen */
spllprm *spobj = (spllprm *)malloc(sizeof(spllprm));
spobj->flag = 0;
spobj->typ = SPP_REGION;
spobj->data.r = target_r;
sa = calloc(1, sizeof(spellparameter));
sa->length = 1;
sa->param = calloc(sa->length, sizeof(spllprm *));
sa->param[0] = spobj;
co->par = sa;
if ((sp->sptyp & TESTRESISTANCE)) {
if (target_resists_magic(mage, target_r, TYP_REGION, 0)) {
/* Fehlermeldung */
ADDMSG(&mage->faction->msgs, msg_message("spellregionresists",
"unit region command", mage, mage->region, co->order));
spobj->flag = TARGET_RESISTS;
++*resist;
}
else {
++*success;
}
}
else {
++*success;
}
}
else {
++*success;
}
}
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}
/* ------------------------------------------------------------- */
/* Hilfsstrukturen für ZAUBERE */
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/* ------------------------------------------------------------- */
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static void free_spellparameter(spellparameter * pa)
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{
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int i;
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assert(pa->param);
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for (i = 0; i < pa->length; i++) {
assert(pa->param[i]);
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switch (pa->param[i]->typ) {
case SPP_STRING:
free(pa->param[i]->data.s);
break;
default:
break;
}
free(pa->param[i]);
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}
free(pa->param);
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free(pa);
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}
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static int addparam_string(const char *const param[], spllprm ** spobjp)
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{
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spllprm *spobj = *spobjp = malloc(sizeof(spllprm));
assert(param[0]);
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spobj->flag = 0;
spobj->typ = SPP_STRING;
spobj->data.xs = _strdup(param[0]);
return 1;
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}
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static int addparam_int(const char *const param[], spllprm ** spobjp)
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{
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spllprm *spobj = *spobjp = malloc(sizeof(spllprm));
assert(param[0]);
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spobj->flag = 0;
spobj->typ = SPP_INT;
spobj->data.i = atoi((char *)param[0]);
return 1;
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}
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static int addparam_ship(const char *const param[], spllprm ** spobjp)
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{
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spllprm *spobj = *spobjp = malloc(sizeof(spllprm));
int id = atoi36((const char *)param[0]);
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spobj->flag = 0;
spobj->typ = SPP_SHIP;
spobj->data.i = id;
return 1;
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}
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static int addparam_building(const char *const param[], spllprm ** spobjp)
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{
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spllprm *spobj = *spobjp = malloc(sizeof(spllprm));
int id = atoi36((const char *)param[0]);
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spobj->flag = 0;
spobj->typ = SPP_BUILDING;
spobj->data.i = id;
return 1;
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}
static int
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addparam_region(const char *const param[], spllprm ** spobjp, const unit * u,
order * ord)
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{
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assert(param[0]);
if (param[1] == 0) {
/* Fehler: Zielregion vergessen */
cmistake(u, ord, 194, MSG_MAGIC);
return -1;
}
else {
plane *pl = getplanebyid(0);
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int tx = atoi((const char *)param[0]), ty = atoi((const char *)param[1]);
int x = rel_to_abs(pl, u->faction, tx, 0);
int y = rel_to_abs(pl, u->faction, ty, 1);
region *rt;
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pnormalize(&x, &y, pl);
rt = findregion(x, y);
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if (rt != NULL) {
spllprm *spobj = *spobjp = (spllprm *)malloc(sizeof(spllprm));
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spobj->flag = 0;
spobj->typ = SPP_REGION;
spobj->data.r = rt;
}
else {
/* Fehler: Zielregion vergessen */
cmistake(u, ord, 194, MSG_MAGIC);
return -1;
}
return 2;
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}
}
static int
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addparam_unit(const char *const param[], spllprm ** spobjp, const unit * u,
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order * ord)
{
spllprm *spobj;
int i = 0;
sppobj_t otype = SPP_UNIT;
*spobjp = NULL;
if (isparam(param[0], u->faction->locale, P_TEMP)) {
if (param[1] == NULL) {
/* Fehler: Ziel vergessen */
cmistake(u, ord, 203, MSG_MAGIC);
return -1;
}
++i;
otype = SPP_TEMP;
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}
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spobj = *spobjp = malloc(sizeof(spllprm));
spobj->flag = 0;
spobj->typ = otype;
spobj->data.i = atoi36((const char *)param[i]);
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return i + 1;
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}
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static spellparameter *add_spellparameter(region * target_r, unit * u,
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const char *syntax, const char *const param[], int size, struct order *ord)
{
bool fail = false;
int i = 0;
int p = 0;
const char *c;
spellparameter *par;
int minlen = 0;
for (c = syntax; *c != 0; ++c) {
/* this makes sure that:
* minlen("kc?") = 0
* minlen("kc+") = 1
* minlen("cccc+c?") = 4
*/
if (*c == '?')
--minlen;
else if (*c != '+' && *c != 'k')
++minlen;
}
c = syntax;
/* mindestens ein Ziel (Ziellose Zauber werden nicht
* geparst) */
if (minlen && size == 0) {
/* Fehler: Ziel vergessen */
cmistake(u, ord, 203, MSG_MAGIC);
return 0;
}
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par = malloc(sizeof(spellparameter));
par->length = size;
if (!size) {
par->param = NULL;
return par;
}
par->param = malloc(size * sizeof(spllprm *));
while (!fail && *c && i < size && param[i] != NULL) {
spllprm *spobj = NULL;
int j = -1;
switch (*c) {
case '?':
/* tja. das sollte moeglichst nur am Ende passieren,
* weil sonst die kacke dampft. */
j = 0;
++c;
assert(*c == 0);
break;
case '+':
/* das vorhergehende Element kommt ein oder mehrmals vor, wir
* springen zum key zurück */
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j = 0;
--c;
break;
case 'u':
/* Parameter ist eine Einheit, evtl. TEMP */
j = addparam_unit(param + i, &spobj, u, ord);
++c;
break;
case 'r':
/* Parameter sind zwei Regionskoordinaten innerhalb der "normalen" Plane */
j = addparam_region(param + i, &spobj, u, ord);
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++c;
break;
case 'b':
/* Parameter ist eine Burgnummer */
j = addparam_building(param + i, &spobj);
++c;
break;
case 's':
j = addparam_ship(param + i, &spobj);
++c;
break;
case 'c':
/* Text, wird im Spruch ausgewertet */
j = addparam_string(param + i, &spobj);
++c;
break;
case 'i': /* Zahl */
j = addparam_int(param + i, &spobj);
++c;
break;
case 'k':
++c;
switch (findparam_ex(param[i++], u->faction->locale)) {
case P_REGION:
spobj = (spllprm *)malloc(sizeof(spllprm));
spobj->flag = 0;
spobj->typ = SPP_REGION;
spobj->data.r = target_r;
j = 0;
++c;
break;
case P_UNIT:
if (i < size) {
j = addparam_unit(param + i, &spobj, u, ord);
++c;
}
break;
case P_BUILDING:
case P_GEBAEUDE:
if (i < size) {
j = addparam_building(param + i, &spobj);
++c;
}
break;
case P_SHIP:
if (i < size) {
j = addparam_ship(param + i, &spobj);
++c;
}
break;
default:
j = -1;
break;
}
break;
default:
j = -1;
break;
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}
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if (j < 0)
fail = true;
else {
if (spobj != NULL)
par->param[p++] = spobj;
i += j;
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}
}
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/* im Endeffekt waren es evtl. nur p parameter (wegen TEMP) */
par->length = p;
if (fail || par->length < minlen) {
cmistake(u, ord, 209, MSG_MAGIC);
free_spellparameter(par);
return NULL;
}
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return par;
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}
struct unit * co_get_caster(const struct castorder * co) {
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return co->_familiar ? co->_familiar : co->magician.u;
}
struct region * co_get_region(const struct castorder * co) {
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return co->_rtarget;
}
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castorder *create_castorder(castorder * co, unit *caster, unit * familiar, const spell * sp, region * r,
int lev, double force, int range, struct order * ord, spellparameter * p)
{
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if (!co) co = (castorder*)calloc(1, sizeof(castorder));
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co->magician.u = caster;
co->_familiar = familiar;
co->sp = sp;
co->level = lev;
co->force = MagicPower(force);
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co->_rtarget = r ? r : (familiar ? familiar->region : (caster ? caster->region : 0));
co->distance = range;
co->order = copy_order(ord);
co->par = p;
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return co;
}
void free_castorder(struct castorder *co)
{
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if (co->par) free_spellparameter(co->par);
if (co->order) free_order(co->order);
}
/* Hänge c-order co an die letze c-order von cll an */
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void add_castorder(spellrank * cll, castorder * co)
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{
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if (cll->begin == NULL) {
cll->end = &cll->begin;
}
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*cll->end = co;
cll->end = &co->next;
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return;
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}
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void free_castorders(castorder * co)
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{
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castorder *co2;
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while (co) {
co2 = co;
co = co->next;
free_castorder(co2);
free(co2);
}
return;
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}
/* ------------------------------------------------------------- */
/***
** at_familiarmage
**/
typedef struct familiar_data {
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unit *mage;
unit *familiar;
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} famililar_data;
bool is_familiar(const unit * u)
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{
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attrib *a = a_find(u->attribs, &at_familiarmage);
return i2b(a != NULL);
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}
static void
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a_write_unit(const attrib * a, const void *owner, struct storage *store)
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{
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unit *u = (unit *)a->data.v;
write_unit_reference(u, store);
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}
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static int sm_familiar(const unit * u, const region * r, skill_t sk, int value)
{ /* skillmod */
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if (sk == SK_MAGIC)
return value;
else {
int mod;
unit *familiar = get_familiar(u);
if (familiar == NULL) {
/* the familiar is dead */
return value;
}
mod = effskill(familiar, sk, r) / 2;
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if (r != familiar->region) {
mod /= distance(r, familiar->region);
}
return value + mod;
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}
}
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static void set_familiar(unit * mage, unit * familiar)
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{
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/* if the skill modifier for the mage does not yet exist, add it */
attrib *a = a_find(mage->attribs, &at_skillmod);
while (a && a->type == &at_skillmod) {
skillmod_data *smd = (skillmod_data *)a->data.v;
if (smd->special == sm_familiar)
break;
a = a->next;
}
if (a == NULL) {
attrib *an = a_add(&mage->attribs, a_new(&at_skillmod));
skillmod_data *smd = (skillmod_data *)an->data.v;
smd->special = sm_familiar;
smd->skill = NOSKILL;
}
a = a_find(mage->attribs, &at_familiar);
if (a == NULL) {
a = a_add(&mage->attribs, a_new(&at_familiar));
a->data.v = familiar;
}
else
assert(!a->data.v || a->data.v == familiar);
/* TODO: Diese Attribute beim Tod des Familiars entfernen: */
a = a_find(familiar->attribs, &at_familiarmage);
if (a == NULL) {
a = a_add(&familiar->attribs, a_new(&at_familiarmage));
a->data.v = mage;
}
else
assert(!a->data.v || a->data.v == mage);
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}
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void remove_familiar(unit * mage)
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{
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attrib *a = a_find(mage->attribs, &at_familiar);
attrib *an;
skillmod_data *smd;
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if (a != NULL) {
a_remove(&mage->attribs, a);
}
a = a_find(mage->attribs, &at_skillmod);
while (a && a->type == &at_skillmod) {
an = a->next;
smd = (skillmod_data *)a->data.v;
if (smd->special == sm_familiar)
a_remove(&mage->attribs, a);
a = an;
}
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}
bool create_newfamiliar(unit * mage, unit * familiar)
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{
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/* if the skill modifier for the mage does not yet exist, add it */
attrib *a;
attrib *afam = a_find(mage->attribs, &at_familiar);
attrib *amage = a_find(familiar->attribs, &at_familiarmage);
if (afam == NULL) {
afam = a_add(&mage->attribs, a_new(&at_familiar));
}
afam->data.v = familiar;
if (amage == NULL) {
amage = a_add(&familiar->attribs, a_new(&at_familiarmage));
}
amage->data.v = mage;
/* TODO: Diese Attribute beim Tod des Familiars entfernen: */
/* Wenn der Magier stirbt, dann auch der Vertraute */
add_trigger(&mage->attribs, "destroy", trigger_killunit(familiar));
/* Wenn der Vertraute stirbt, dann bekommt der Magier einen Schock */
add_trigger(&familiar->attribs, "destroy", trigger_shock(mage));
a = a_find(mage->attribs, &at_skillmod);
while (a && a->type == &at_skillmod) {
skillmod_data *smd = (skillmod_data *)a->data.v;
if (smd->special == sm_familiar)
break;
a = a->next;
}
if (a == NULL) {
attrib *an = a_add(&mage->attribs, a_new(&at_skillmod));
skillmod_data *smd = (skillmod_data *)an->data.v;
smd->special = sm_familiar;
smd->skill = NOSKILL;
}
return true;
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}
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static int resolve_familiar(variant data, void *addr)
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{
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unit *familiar;
int result = resolve_unit(data, &familiar);
if (result == 0 && familiar) {
attrib *a = a_find(familiar->attribs, &at_familiarmage);
if (a != NULL && a->data.v) {
unit *mage = (unit *)a->data.v;
set_familiar(mage, familiar);
}
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}
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*(unit **)addr = familiar;
return result;
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}
static int read_familiar(attrib * a, void *owner, struct gamedata *data)
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{
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int result =
read_reference(&a->data.v, data, read_unit_reference, resolve_familiar);
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if (result == 0 && a->data.v == NULL) {
return AT_READ_FAIL;
}
return AT_READ_OK;
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}
/* clones */
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void create_newclone(unit * mage, unit * clone)
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{
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attrib *a;
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a = a_find(mage->attribs, &at_clone);
if (a == NULL) {
a = a_add(&mage->attribs, a_new(&at_clone));
a->data.v = clone;
}
else
assert(!a->data.v || a->data.v == clone);
/* TODO: Diese Attribute beim Tod des Klons entfernen: */
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a = a_find(clone->attribs, &at_clonemage);
if (a == NULL) {
a = a_add(&clone->attribs, a_new(&at_clonemage));
a->data.v = mage;
}
else
assert(!a->data.v || a->data.v == mage);
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/* Wenn der Magier stirbt, wird das in destroy_unit abgefangen.
* Kein Trigger, zu kompliziert. */
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/* Wenn der Klon stirbt, dann bekommt der Magier einen Schock */
add_trigger(&clone->attribs, "destroy", trigger_clonedied(mage));
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}
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static void set_clone(unit * mage, unit * clone)
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{
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attrib *a;
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a = a_find(mage->attribs, &at_clone);
if (a == NULL) {
a = a_add(&mage->attribs, a_new(&at_clone));
a->data.v = clone;
}
else
assert(!a->data.v || a->data.v == clone);
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a = a_find(clone->attribs, &at_clonemage);
if (a == NULL) {
a = a_add(&clone->attribs, a_new(&at_clonemage));
a->data.v = mage;
}
else
assert(!a->data.v || a->data.v == mage);
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}
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unit *has_clone(unit * mage)
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{
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attrib *a = a_find(mage->attribs, &at_clone);
if (a)
return (unit *)a->data.v;
return NULL;
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}
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static int resolve_clone(variant data, void *addr)
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{
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unit *clone;
int result = resolve_unit(data, &clone);
if (result == 0 && clone) {
attrib *a = a_find(clone->attribs, &at_clonemage);
if (a != NULL && a->data.v) {
unit *mage = (unit *)a->data.v;
set_clone(mage, clone);
}
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}
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*(unit **)addr = clone;
return result;
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}
static int read_clone(attrib * a, void *owner, struct gamedata *data)
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{
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int result =
read_reference(&a->data.v, data, read_unit_reference, resolve_clone);
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if (result == 0 && a->data.v == NULL) {
return AT_READ_FAIL;
}
return AT_READ_OK;
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}
/* mages */
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static int resolve_mage(variant data, void *addr)
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{
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unit *mage;
int result = resolve_unit(data, &mage);
if (result == 0 && mage) {
attrib *a = a_find(mage->attribs, &at_familiar);
if (a != NULL && a->data.v) {
unit *familiar = (unit *)a->data.v;
set_familiar(mage, familiar);
}
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}
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*(unit **)addr = mage;
return result;
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}
static int read_magician(attrib * a, void *owner, struct gamedata *data)
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{
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int result =
read_reference(&a->data.v, data, read_unit_reference, resolve_mage);
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if (result == 0 && a->data.v == NULL) {
return AT_READ_FAIL;
}
return AT_READ_OK;
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}
static int age_unit(attrib * a, void *owner)
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/* if unit is gone or dead, remove the attribute */
{
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unit *u = (unit *)a->data.v;
unused_arg(owner);
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return (u != NULL && u->number > 0) ? AT_AGE_KEEP : AT_AGE_REMOVE;
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}
attrib_type at_familiarmage = {
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"familiarmage",
NULL,
NULL,
age_unit,
a_write_unit,
read_magician,
NULL,
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ATF_UNIQUE
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};
attrib_type at_familiar = {
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"familiar",
NULL,
NULL,
age_unit,
a_write_unit,
read_familiar,
NULL,
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ATF_UNIQUE
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};
attrib_type at_clonemage = {
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"clonemage",
NULL,
NULL,
age_unit,
a_write_unit,
read_magician,
NULL,
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ATF_UNIQUE
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};
attrib_type at_clone = {
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"clone",
NULL,
NULL,
age_unit,
a_write_unit,
read_clone,
NULL,
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ATF_UNIQUE
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};
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unit *get_familiar(const unit * u)
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{
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attrib *a = a_find(u->attribs, &at_familiar);
if (a != NULL) {
unit *u = (unit *)a->data.v;
if (u->number > 0)
return u;
}
return NULL;
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}
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unit *get_familiar_mage(const unit * u)
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{
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attrib *a = a_find(u->attribs, &at_familiarmage);
if (a != NULL) {
unit *u = (unit *)a->data.v;
if (u->number > 0)
return u;
}
return NULL;
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}
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unit *get_clone(const unit * u)
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{
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attrib *a = a_find(u->attribs, &at_clone);
if (a != NULL) {
unit *u = (unit *)a->data.v;
if (u->number > 0)
return u;
}
return NULL;
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}
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unit *get_clone_mage(const unit * u)
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{
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attrib *a = a_find(u->attribs, &at_clonemage);
if (a != NULL) {
unit *u = (unit *)a->data.v;
if (u->number > 0)
return u;
}
return NULL;
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}
static bool is_moving_ship(const region * r, ship * sh)
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{
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const unit *u = ship_owner(sh);
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if (u)
switch (getkeyword(u->thisorder)) {
case K_ROUTE:
case K_MOVE:
case K_FOLLOW:
return true;
default:
return false;
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}
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return false;
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}
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static castorder *cast_cmd(unit * u, order * ord)
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{
char token[128];
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region *r = u->region;
region *target_r = r;
int level, range;
unit *familiar = NULL;
const char *s;
spell *sp = 0;
plane *pl;
spellparameter *args = NULL;
unit * caster = u;
param_t param;
if (LongHunger(u)) {
cmistake(u, ord, 224, MSG_MAGIC);
return 0;
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}
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pl = rplane(r);
if (pl && fval(pl, PFL_NOMAGIC)) {
cmistake(u, ord, 269, MSG_MAGIC);
return 0;
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}
level = effskill(u, SK_MAGIC, 0);
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init_order(ord);
s = gettoken(token, sizeof(token));
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param = findparam(s, u->faction->locale);
/* für Syntax ' STUFE x REGION y z ' */
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if (param == P_LEVEL) {
int p = getint();
level = _min(p, level);
if (level < 1) {
/* Fehler "Das macht wenig Sinn" */
syntax_error(u, ord);
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return 0;
}
s = gettoken(token, sizeof(token));
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param = findparam(s, u->faction->locale);
}
if (param == P_REGION) {
int t_x = getint();
int t_y = getint();
plane *pl = getplane(u->region);
t_x = rel_to_abs(pl, u->faction, t_x, 0);
t_y = rel_to_abs(pl, u->faction, t_y, 1);
pnormalize(&t_x, &t_y, pl);
target_r = findregion(t_x, t_y);
if (!target_r) {
/* Fehler "Die Region konnte nicht verzaubert werden" */
ADDMSG(&u->faction->msgs, msg_message("spellregionresists",
"unit region command", u, u->region, ord));
return 0;
}
s = gettoken(token, sizeof(token));
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param = findparam(s, u->faction->locale);
}
/* für Syntax ' REGION x y STUFE z '
* hier nach REGION nochmal auf STUFE prüfen */
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if (param == P_LEVEL) {
int p = getint();
level = _min(p, level);
if (level < 1) {
/* Fehler "Das macht wenig Sinn" */
syntax_error(u, ord);
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return 0;
}
s = gettoken(token, sizeof(token));
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}
if (!s || !s[0]) {
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/* Fehler "Es wurde kein Zauber angegeben" */
cmistake(u, ord, 172, MSG_MAGIC);
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return 0;
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}
sp = unit_getspell(u, s, u->faction->locale);
/* Vertraute können auch Zauber sprechen, die sie selbst nicht
* können. unit_getspell findet aber nur jene Sprüche, die
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* die Einheit beherrscht. */
if (!sp && is_familiar(u)) {
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caster = get_familiar_mage(u);
if (caster) {
familiar = u;
sp = unit_getspell(caster, s, caster->faction->locale);
}
else {
/* somehow, this familiar has no mage! */
log_error("cast_cmd: familiar %s is without a mage?\n", unitname(u));
caster = u;
}
}
if (!sp) {
/* Fehler 'Spell not found' */
cmistake(u, ord, 173, MSG_MAGIC);
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return 0;
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}
/* um testen auf spruchnamen zu unterbinden sollte vor allen
* fehlermeldungen die anzeigen das der magier diesen Spruch
* nur in diese Situation nicht anwenden kann, noch eine
* einfache Sicherheitsprüfung kommen */
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if (!knowsspell(r, u, sp)) {
/* vorsicht! u kann der familiar sein */
if (!familiar) {
cmistake(u, ord, 173, MSG_MAGIC);
return 0;
}
}
if (sp->sptyp & ISCOMBATSPELL) {
/* Fehler: "Dieser Zauber ist nur im Kampf sinnvoll" */
cmistake(u, ord, 174, MSG_MAGIC);
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return 0;
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}
/* Auf dem Ozean Zaubern als quasi-langer Befehl können
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* normalerweise nur Meermenschen, ausgenommen explizit als
* OCEANCASTABLE deklarierte Sprüche */
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if (fval(r->terrain, SEA_REGION)) {
if (u_race(u) != get_race(RC_AQUARIAN)
&& !fval(u_race(u), RCF_SWIM)
&& !(sp->sptyp & OCEANCASTABLE)) {
/* Fehlermeldung */
ADDMSG(&u->faction->msgs, msg_message("spellfail_onocean",
"unit region command", u, u->region, ord));
return 0;
}
/* Auf bewegenden Schiffen kann man nur explizit als
* ONSHIPCAST deklarierte Zauber sprechen */
}
else if (u->ship) {
if (is_moving_ship(r, u->ship)) {
if (!(sp->sptyp & ONSHIPCAST)) {
/* Fehler: "Diesen Spruch kann man nicht auf einem sich
* bewegenden Schiff stehend zaubern" */
cmistake(u, ord, 175, MSG_MAGIC);
return 0;
}
}
}
/* Farcasting bei nicht farcastbaren Sprüchen abfangen */
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range = farcasting(u, target_r);
if (range > 1) {
if (!(sp->sptyp & FARCASTING)) {
/* Fehler "Diesen Spruch kann man nicht in die Ferne
* richten" */
cmistake(u, ord, 176, MSG_MAGIC);
return 0;
}
if (range > 1024) { /* (2^10) weiter als 10 Regionen entfernt */
ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "spellfail::nocontact",
"target", target_r));
return 0;
}
}
/* Stufenangabe bei nicht Stufenvariierbaren Sprüchen abfangen */
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if (!(sp->sptyp & SPELLLEVEL)) {
int ilevel = effskill(u, SK_MAGIC, 0);
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if (ilevel != level) {
level = ilevel;
ADDMSG(&u->faction->msgs, msg_message("spellfail::nolevel",
"mage region command", u, u->region, ord));
}
}
/* Vertrautenmagie */
/* Kennt der Vertraute den Spruch, so zaubert er ganz normal.
* Ansonsten zaubert der Magier durch seinen Vertrauten, dh
* zahlt Komponenten und Aura. Dabei ist die maximale Stufe
* die des Vertrauten!
* Der Spruch wirkt dann auf die Region des Vertrauten und
* gilt nicht als Farcasting. */
if (familiar) {
if ((sp->sptyp & NOTFAMILIARCAST)) {
/* Fehler: "Diesen Spruch kann der Vertraute nicht zaubern" */
cmistake(u, ord, 177, MSG_MAGIC);
return 0;
}
if (caster != familiar) { /* Magier zaubert durch Vertrauten */
if (range > 1) { /* Fehler! Versucht zu Farcasten */
ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "familiar_farcast",
"mage", caster));
return 0;
}
if (distance(caster->region, r) > effskill(caster, SK_MAGIC, 0)) {
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ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "familiar_toofar",
"mage", caster));
return 0;
}
/* mage auf magier setzen, level anpassen, range für Erhöhung
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* der Spruchkosten nutzen, langen Befehl des Magiers
* löschen, zaubern kann er noch */
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range *= 2;
set_order(&caster->thisorder, NULL);
level = _min(level, effskill(caster, SK_MAGIC, 0) / 2);
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}
}
/* Weitere Argumente zusammenbasteln */
if (sp->parameter) {
char **params = (char**)malloc(2 * sizeof(char *));
int p = 0, size = 2;
for (;;) {
s = gettoken(token, sizeof(token));
if (!s || *s == 0)
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break;
if (p + 1 >= size) {
char ** tmp;
tmp = (char**)realloc(params, sizeof(char *) * size * 2);
if (tmp) {
size *= 2;
params = tmp;
}
else {
log_error("error allocationg %d bytes: %s", size * 2, strerror(errno));
break;
}
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}
params[p++] = _strdup(s);
}
params[p] = 0;
args =
add_spellparameter(target_r, caster, sp->parameter,
(const char *const *)params, p, ord);
for (p = 0; params[p]; ++p)
free(params[p]);
free(params);
if (args == NULL) {
/* Syntax war falsch */
return 0;
}
}
return create_castorder(0, caster, familiar, sp, target_r, level, 0, range, ord,
args);
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}
/* ------------------------------------------------------------- */
/* Damit man keine Rituale in fremden Gebiet machen kann, diese vor
* Bewegung zaubern. Magier sind also in einem fremden Gebiet eine Runde
* lang verletzlich, da sie es betreten, und angegriffen werden können,
* bevor sie ein Ritual machen können.
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*
* Syntax: ZAUBER [REGION X Y] [STUFE <stufe>] "Spruchname" [Einheit-1
* Einheit-2 ..]
*
* Nach Priorität geordnet die Zauber global auswerten.
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*
* Die Kosten für Farcasting multiplizieren sich mit der Entfernung,
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* cast_level gibt die virtuelle Stufe an, die den durch das Farcasten
* entstandenen Spruchkosten entspricht. Sind die Spruchkosten nicht
* levelabhängig, so sind die Kosten nur von der Entfernung bestimmt,
* die Stärke/Level durch den realen Skill des Magiers
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*/
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void magic(void)
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{
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region *r;
int rank;
castorder *co;
spellrank spellranks[MAX_SPELLRANK];
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const race *rc_spell = get_race(RC_SPELL);
const race *rc_insect = get_race(RC_INSECT);
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memset(spellranks, 0, sizeof(spellranks));
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for (r = regions; r; r = r->next) {
unit *u;
for (u = r->units; u; u = u->next) {
order *ord;
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if (u->number <= 0 || u_race(u) == rc_spell)
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continue;
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if (u_race(u) == rc_insect && r_insectstalled(r) &&
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!is_cursed(u->attribs, C_KAELTESCHUTZ, 0))
continue;
if (fval(u, UFL_WERE | UFL_LONGACTION)) {
continue;
}
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for (ord = u->orders; ord; ord = ord->next) {
if (getkeyword(ord) == K_CAST) {
castorder *co = cast_cmd(u, ord);
fset(u, UFL_LONGACTION | UFL_NOTMOVING);
if (co) {
const spell *sp = co->sp;
add_castorder(&spellranks[sp->rank], co);
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}
}
}
}
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}
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/* Da sich die Aura und Komponenten in der Zwischenzeit verändert
* haben können und sich durch vorherige Sprüche das Zaubern
* erschwert haben kann, muss beim zaubern erneut geprüft werden, ob der
* Spruch überhaupt gezaubert werden kann.
* (level) die effektive Stärke des Spruchs (= Stufe, auf der der
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* Spruch gezaubert wird) */
for (rank = 0; rank < MAX_SPELLRANK; rank++) {
for (co = spellranks[rank].begin; co; co = co->next) {
order *ord = co->order;
int invalid, resist, success, cast_level = co->level;
bool fumbled = false;
unit *u = co->magician.u;
const spell *sp = co->sp;
region *target_r = co_get_region(co);
/* reichen die Komponenten nicht, wird der Level reduziert. */
co->level = eff_spelllevel(u, sp, cast_level, co->distance);
if (co->level < 1) {
/* Fehlermeldung mit Komponenten generieren */
cancast(u, sp, cast_level, co->distance, ord);
continue;
}
if (cast_level > co->level) {
/* Sprüche mit Fixkosten werden immer auf Stufe des Spruchs
* gezaubert, co->level ist aber defaultmäßig Stufe des Magiers */
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if (spl_costtyp(sp) != SPC_FIX) {
ADDMSG(&u->faction->msgs, msg_message("missing_components",
"unit spell level", u, sp, cast_level));
}
}
/* Prüfen, ob die realen Kosten für die gewünschten Stufe bezahlt
* werden können */
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if (!cancast(u, sp, co->level, co->distance, ord)) {
/* die Fehlermeldung wird in cancast generiert */
continue;
}
co->force = MagicPower(spellpower(target_r, u, sp, co->level, ord));
/* die Stärke kann durch Antimagie auf 0 sinken */
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if (co->force <= 0) {
co->force = 0;
ADDMSG(&u->faction->msgs, msg_message("missing_force",
"unit spell level", u, sp, co->level));
}
/* Ziele auf Existenz prüfen und Magieresistenz feststellen. Wurde
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* kein Ziel gefunden, so ist verify_targets=0. Scheitert der
* Spruch an der Magieresistenz, so ist verify_targets = 1, bei
* Erfolg auf ganzer Linie ist verify_targets= 2
*/
verify_targets(co, &invalid, &resist, &success);
if (success + resist == 0) {
/* kein Ziel gefunden, Fehlermeldungen sind in verify_targets */
/* keine kosten für den zauber */
continue; /* äußere Schleife, nächster Zauberer */
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}
else if (co->force > 0 && resist > 0) {
/* einige oder alle Ziele waren magieresistent */
if (success == 0) {
co->force = 0;
/* zwar wurde mindestens ein Ziel gefunden, das widerstand
* jedoch dem Zauber. Kosten abziehen und abbrechen. */
ADDMSG(&u->faction->msgs, msg_message("spell_resist",
"unit region spell", u, r, sp));
}
}
/* Auch für Patzer gibt es Erfahrung, müssen die Spruchkosten
* bezahlt werden und die nachfolgenden Sprüche werden teurer */
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if (co->force > 0) {
if (fumble(target_r, u, sp, co->level)) {
/* zuerst bezahlen, dann evt in do_fumble alle Aura verlieren */
fumbled = true;
}
else {
co->level = sp->cast(co);
if (co->level <= 0) {
/* Kosten nur für real benötige Stufe berechnen */
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continue;
}
}
}
/* erst bezahlen, dann Kostenzähler erhöhen */
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if (co->level > 0) {
pay_spell(u, sp, co->level, co->distance);
}
if (fumbled) {
do_fumble(co);
}
countspells(u, 1);
}
}
/* Sind alle Zauber gesprochen gibts Erfahrung */
for (r = regions; r; r = r->next) {
unit *u;
for (u = r->units; u; u = u->next) {
if (is_mage(u) && countspells(u, 0) > 0) {
produceexp(u, SK_MAGIC, u->number);
/* Spruchlistenaktualiesierung ist in Regeneration */
}
}
}
for (rank = 0; rank < MAX_SPELLRANK; rank++) {
free_castorders(spellranks[rank].begin);
}
remove_empty_units();
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}
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const char *spell_info(const spell * sp, const struct locale *lang)
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{
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return LOC(lang, mkname("spellinfo", sp->sname));
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}
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const char *spell_name(const spell * sp, const struct locale *lang)
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{
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return LOC(lang, mkname("spell", sp->sname));
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}
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const char *curse_name(const curse_type * ctype, const struct locale *lang)
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{
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return LOC(lang, mkname("spell", ctype->cname));
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}
static void select_spellbook(void **tokens, spellbook *sb, const struct locale * lang) {
quicklist * ql;
int qi;
assert(sb);
assert(lang);
for (qi = 0, ql = sb->spells; ql; ql_advance(&ql, &qi, 1)) {
spellbook_entry *sbe = (spellbook_entry *)ql_get(ql, qi);
spell *sp = sbe->sp;
const char *n = spell_name(sp, lang);
if (!n) {
log_error("no translation in locale %s for spell %s\n", locale_name(lang), sp->sname);
}
else {
variant token;
token.v = sp;
addtoken((struct tnode **)tokens, n, token);
}
}
}
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spell *unit_getspell(struct unit *u, const char *name, const struct locale * lang)
{
void * tokens = 0;
spellbook *sb;
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sb = unit_get_spellbook(u);
if (sb) {
select_spellbook(&tokens, sb, lang);
}
#if 0 // TODO: some familiars can cast spells from the mage's spellbook?
u = get_familiar_mage(u);
if (u) {
sb = unit_get_spellbook(u);
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if (sb) {
select_spellbook(&tokens, sb, lang);
}
}
#endif
if (tokens) {
variant token;
if (findtoken(tokens, name, &token) != E_TOK_NOMATCH) {
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freetokens(tokens);
return (spell *)token.v;
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}
freetokens(tokens);
}
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return 0;
}
static critbit_tree cb_spellbooks;
spellbook * get_spellbook(const char * name)
{
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char buffer[64];
spellbook * result;
void * match;
if (cb_find_prefix(&cb_spellbooks, name, strlen(name), &match, 1, 0) > 0) {
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cb_get_kv(match, &result, sizeof(result));
}
else {
size_t len = strlen(name);
result = create_spellbook(name);
assert(strlen(name) + sizeof(result) < sizeof(buffer));
len = cb_new_kv(name, len, &result, sizeof(result), buffer);
if (cb_insert(&cb_spellbooks, buffer, len) == CB_EXISTS) {
log_error("cb_insert failed although cb_find returned nothing for spellbook=%s", name);
assert(!"should not happen");
}
result = 0;
if (cb_find_prefix(&cb_spellbooks, name, strlen(name), &match, 1, 0) > 0) {
cb_get_kv(match, &result, sizeof(result));
}
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}
return result;
}
void free_spellbook(spellbook *sb) {
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spellbook_clear(sb);
free(sb);
}
static int free_spellbook_cb(const void *match, const void *key, size_t keylen, void *data) {
spellbook *sb;
cb_get_kv(match, &sb, sizeof(sb));
free_spellbook(sb);
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return 0;
}
void free_spellbooks(void)
{
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cb_foreach(&cb_spellbooks, "", 0, free_spellbook_cb, NULL);
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cb_clear(&cb_spellbooks);
}