server/src/flyingship.c

101 lines
2.6 KiB
C
Raw Normal View History

#include <platform.h>
#include <kernel/config.h>
#include "flyingship.h"
#include <kernel/build.h>
#include <kernel/curse.h>
#include <kernel/faction.h>
#include <kernel/messages.h>
#include <kernel/region.h>
#include <kernel/unit.h>
#include <spells/shipcurse.h>
/* libc includes */
#include <assert.h>
/* ------------------------------------------------------------- */
/* Name: Luftschiff
* Stufe: 6
*
* Wirkung:
* Lae<EFBFBD>t ein Schiff eine Runde lang fliegen. Wirkt nur auf Boote und
* Langboote.
* Kombinierbar mit "Guenstige Winde", aber nicht mit "Sturmwind".
*
* Flag:
* (ONSHIPCAST | SHIPSPELL | TESTRESISTANCE)
*/
int sp_flying_ship(castorder * co)
{
ship *sh;
unit *u;
region *r = co_get_region(co);
unit *mage = co->magician.u;
int cast_level = co->level;
double power = co->force;
spellparameter *pa = co->par;
message *m = NULL;
int cno;
/* wenn kein Ziel gefunden, Zauber abbrechen */
if (pa->param[0]->flag == TARGET_NOTFOUND)
return 0;
sh = pa->param[0]->data.sh;
if (sh->type->construction->maxsize > 50) {
ADDMSG(&mage->faction->msgs, msg_feedback(mage, co->order,
"error_flying_ship_too_big", "ship", sh));
return 0;
}
/* Duration = 1, nur diese Runde */
cno = levitate_ship(sh, mage, power, 1);
if (cno == 0) {
if (is_cursed(sh->attribs, C_SHIP_FLYING, 0)) {
/* Auf dem Schiff befindet liegt bereits so ein Zauber. */
cmistake(mage, co->order, 211, MSG_MAGIC);
}
else if (is_cursed(sh->attribs, C_SHIP_SPEEDUP, 0)) {
/* Es ist zu gefaehrlich, ein sturmgepeitschtes Schiff fliegen zu lassen. */
cmistake(mage, co->order, 210, MSG_MAGIC);
}
return 0;
}
sh->coast = NODIRECTION;
/* melden, 1x pro Partei */
for (u = r->units; u; u = u->next)
freset(u->faction, FFL_SELECT);
for (u = r->units; u; u = u->next) {
/* das sehen natuerlich auch die Leute an Land */
if (!fval(u->faction, FFL_SELECT)) {
fset(u->faction, FFL_SELECT);
if (!m)
m = msg_message("flying_ship_result", "mage ship", mage, sh);
add_message(&u->faction->msgs, m);
}
}
if (m)
msg_release(m);
return cast_level;
}
int levitate_ship(ship * sh, unit * mage, double power, int duration)
{
curse *c = shipcurse_flyingship(sh, mage, power, duration);
if (c) {
return c->no;
}
return 0;
}
bool flying_ship(const ship * sh)
{
if (sh->type->flags & SFL_FLY)
return true;
if (sh->flags & SF_FLYING)
return true;
return false;
}