2010-08-08 07:53:41 +02:00
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/* vi: set ts=2:
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+-------------------+ Christian Schlittchen <corwin@amber.kn-bremen.de>
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| | Enno Rehling <enno@eressea.de>
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| Eressea PBEM host | Katja Zedel <katze@felidae.kn-bremen.de>
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| (c) 1998 - 2003 | Henning Peters <faroul@beyond.kn-bremen.de>
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| | Ingo Wilken <Ingo.Wilken@informatik.uni-oldenburg.de>
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+-------------------+ Stefan Reich <reich@halbling.de>
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This program may not be used, modified or distributed
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without prior permission by the authors of Eressea.
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*/
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#include <platform.h>
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#include <kernel/config.h>
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#include "combatspells.h"
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/* kernel includes */
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#include <kernel/battle.h>
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#include <kernel/build.h>
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#include <kernel/building.h>
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#include <kernel/faction.h>
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#include <kernel/item.h>
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#include <kernel/magic.h>
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#include <kernel/message.h>
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#include <kernel/order.h>
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#include <kernel/region.h>
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#include <kernel/unit.h>
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#include <kernel/move.h>
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#include <kernel/spell.h>
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#include <kernel/spellid.h>
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#include <kernel/race.h>
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#include <kernel/skill.h>
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#include <kernel/terrain.h>
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/* util includes */
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#include <util/attrib.h>
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#include <util/base36.h>
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#include <util/rand.h>
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#include <util/rng.h>
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/* libc includes */
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#include <assert.h>
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#include <string.h>
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#define EFFECT_HEALING_SPELL 5
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/* ------------------------------------------------------------------ */
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/* Kampfzauberfunktionen */
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/* COMBAT */
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static const char *
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spell_damage(int sp)
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{
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switch (sp) {
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case 0:
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/* meist t<>dlich 20-65 HP */
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return "5d10+15";
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case 1:
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/* sehr variabel 4-48 HP */
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return "4d12";
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case 2:
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/* leicht verwundet 4-18 HP */
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return "2d8+2";
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case 3:
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/* fast immer t<>dlich 30-50 HP */
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return "5d5+25";
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case 4:
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/* verwundet 11-26 HP */
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return "3d6+8";
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case 5:
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/* leichter Schaden */
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return "2d4";
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default:
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/* schwer verwundet 14-34 HP */
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return "4d6+10";
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}
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}
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static double
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get_force(double power, int formel)
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{
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switch (formel) {
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case 0:
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/* (4,8,12,16,20,24,28,32,36,40,44,..)*/
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return (power * 4);
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case 1:
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/* (15,30,45,60,75,90,105,120,135,150,165,..) */
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return (power*15);
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case 2:
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/* (40,80,120,160,200,240,280,320,360,400,440,..)*/
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return (power*40);
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case 3:
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/* (2,8,18,32,50,72,98,128,162,200,242,..)*/
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return (power*power*2);
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case 4:
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/* (4,16,36,64,100,144,196,256,324,400,484,..)*/
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return (power*power*4);
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case 5:
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/* (10,40,90,160,250,360,490,640,810,1000,1210,1440,..)*/
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return (power*power*10);
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case 6:
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/* (6,24,54,96,150,216,294,384,486,600,726,864)*/
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return (power*power*6);
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default:
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return power;
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}
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}
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/* Generischer Kampfzauber */
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int
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sp_kampfzauber(fighter * fi, int level, double power, spell * sp)
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{
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battle *b = fi->side->battle;
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troop at, dt;
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message * m;
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/* Immer aus der ersten Reihe nehmen */
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int force, enemies;
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int killed = 0;
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const char *damage;
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if (power <= 0) return 0;
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at.fighter = fi;
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at.index = 0;
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switch(sp->id) {
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/* lovar halbiert im Schnitt! */
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case SPL_FIREBALL:
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damage = spell_damage(0);
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force = lovar(get_force(power,0));
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break;
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case SPL_HAGEL:
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damage = spell_damage(2);
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force = lovar(get_force(power,4));
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break;
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case SPL_METEORRAIN:
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damage = spell_damage(1);
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force = lovar(get_force(power,1));
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break;
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default:
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damage = spell_damage(10);
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force = lovar(get_force(power,10));
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}
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enemies = count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW-1, SELECT_ADVANCE);
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if (enemies==0) {
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message * m = msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
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message_all(b, m);
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msg_release(m);
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return 0;
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}
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while (force>0 && killed < enemies) {
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dt = select_enemy(fi, FIGHT_ROW, BEHIND_ROW-1, SELECT_ADVANCE);
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assert(dt.fighter);
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--force;
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killed += terminate(dt, at, AT_COMBATSPELL, damage, false);
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}
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m = msg_message("battle::combatspell", "mage spell dead",
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fi->unit, sp, killed);
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message_all(b, m);
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msg_release(m);
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return level;
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}
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/* Versteinern */
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int
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sp_petrify(fighter * fi, int level, double power, spell * sp)
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{
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battle *b = fi->side->battle;
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unit *mage = fi->unit;
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/* Wirkt auf erste und zweite Reihe */
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int force, enemies;
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int stoned = 0;
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message * m;
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force = lovar(get_force(power, 0));
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enemies = count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE);
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if (!enemies) {
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message * m = msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
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message_all(b, m);
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msg_release(m);
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return 0;
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}
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while (force && stoned < enemies) {
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troop dt = select_enemy(fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE);
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unit * du = dt.fighter->unit;
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if (is_magic_resistant(mage, du, 0) == false) {
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/* person ans ende hinter die lebenden schieben */
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remove_troop(dt);
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++stoned;
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}
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--force;
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}
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m = msg_message("cast_petrify_effect", "mage spell amount", fi->unit, sp, stoned);
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message_all(b, m);
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msg_release(m);
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return level;
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}
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/* Benommenheit: eine Runde kein Angriff */
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int
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sp_stun(fighter * fi, int level, double power, spell * sp)
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{
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battle *b = fi->side->battle;
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unit *mage = fi->unit;
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message * m;
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troop at;
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/* Aus beiden Reihen nehmen */
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int force=0, enemies;
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int stunned;
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if (power <= 0) return 0;
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at.fighter = fi;
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at.index = 0;
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switch(sp->id) {
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case SPL_SHOCKWAVE:
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force = lovar(get_force(power,1));
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break;
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default:
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assert(0);
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}
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enemies = count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE);
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if (!enemies) {
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message * m = msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
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message_all(b, m);
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msg_release(m);
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return 0;
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}
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stunned = 0;
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while (force && stunned < enemies) {
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troop dt = select_enemy(fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE);
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fighter * df = dt.fighter;
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unit * du = df->unit;
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--force;
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if (is_magic_resistant(mage, du, 0) == false) {
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df->person[dt.index].flags |= FL_STUNNED;
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++stunned;
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}
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}
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m = msg_message("cast_stun_effect", "mage spell amount", fi->unit, sp, stunned);
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message_all(b, m);
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msg_release(m);
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return level;
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}
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/* ------------------------------------------------------------- */
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/* F<>r Spr<70>che 'get_scrambled_list_of_enemys_in_row', so da<64> man diese
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* Liste nur noch einmal durchlaufen muss, um Fl<EFBFBD>chenzauberwirkungen
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* abzuarbeiten */
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/* Rosthauch */
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int
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sp_combatrosthauch(fighter * fi, int level, double power, spell * sp)
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{
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battle *b = fi->side->battle;
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cvector *fgs;
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void **fig;
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int force = lovar(power * 15);
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int k = 0;
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/* Immer aus der ersten Reihe nehmen */
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unused(sp);
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if (!count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW-1, SELECT_ADVANCE|SELECT_FIND)) {
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message * msg = msg_message("rust_effect_0", "mage", fi->unit);
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message_all(b, msg);
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msg_release(msg);
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return 0;
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}
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fgs = fighters(b, fi->side, FIGHT_ROW, BEHIND_ROW-1, FS_ENEMY);
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v_scramble(fgs->begin, fgs->end);
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for (fig = fgs->begin; fig != fgs->end; ++fig) {
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fighter *df = *fig;
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if (df->alive==0) continue;
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if (force<=0) break;
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/* da n MIN(force, x), sollte force maximal auf 0 sinken */
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assert(force >= 0);
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if (df->weapons) {
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int w;
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for (w=0;df->weapons[w].type!=NULL;++w) {
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weapon * wp = df->weapons;
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int n = MIN(force, wp->used);
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if (n) {
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requirement * mat = wp->type->itype->construction->materials;
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boolean iron = false;
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while (mat && mat->number>0) {
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if (mat->rtype==oldresourcetype[R_IRON]) {
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iron = true;
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break;
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}
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mat++;
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}
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if (iron) {
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int p;
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force -=n;
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wp->used -= n;
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k +=n;
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i_change(&df->unit->items, wp->type->itype, -n);
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for (p=0;n && p!=df->unit->number;++p) {
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if (df->person[p].missile==wp) {
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df->person[p].missile = NULL;
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--n;
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}
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}
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for (p=0;n && p!=df->unit->number;++p) {
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if (df->person[p].melee==wp) {
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df->person[p].melee = NULL;
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--n;
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}
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}
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}
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}
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}
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}
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|
|
}
|
|
|
|
|
cv_kill(fgs);
|
|
|
|
|
free(fgs);
|
|
|
|
|
|
|
|
|
|
if (k == 0) {
|
|
|
|
|
/* keine Waffen mehr da, die zerst<73>rt werden k<>nnten */
|
|
|
|
|
message * msg = msg_message("rust_effect_1", "mage", fi->unit);
|
|
|
|
|
message_all(b, msg);
|
|
|
|
|
msg_release(msg);
|
|
|
|
|
fi->magic = 0; /* k<>mpft nichtmagisch weiter */
|
|
|
|
|
level = 0;
|
|
|
|
|
} else {
|
|
|
|
|
message * msg = msg_message("rust_effect_2", "mage", fi->unit);
|
|
|
|
|
message_all(b, msg);
|
|
|
|
|
msg_release(msg);
|
|
|
|
|
}
|
|
|
|
|
return level;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int
|
|
|
|
|
sp_sleep(fighter * fi, int level, double power, spell * sp)
|
|
|
|
|
{
|
|
|
|
|
battle *b = fi->side->battle;
|
|
|
|
|
unit *mage = fi->unit;
|
|
|
|
|
unit *du;
|
|
|
|
|
troop dt;
|
|
|
|
|
int force, enemies;
|
|
|
|
|
int k = 0;
|
|
|
|
|
message * m;
|
|
|
|
|
/* Immer aus der ersten Reihe nehmen */
|
|
|
|
|
|
|
|
|
|
force = lovar(power * 25);
|
|
|
|
|
enemies = count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE);
|
|
|
|
|
|
|
|
|
|
if (!enemies) {
|
|
|
|
|
m = msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
|
|
|
|
|
message_all(b, m);
|
|
|
|
|
msg_release(m);
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
while (force && enemies) {
|
|
|
|
|
dt = select_enemy(fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE);
|
|
|
|
|
assert(dt.fighter);
|
|
|
|
|
du = dt.fighter->unit;
|
|
|
|
|
if (!is_magic_resistant(mage, du, 0)) {
|
|
|
|
|
dt.fighter->person[dt.index].flags |= FL_SLEEPING;
|
|
|
|
|
++k;
|
|
|
|
|
--enemies;
|
|
|
|
|
}
|
|
|
|
|
--force;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
m = msg_message("cast_sleep_effect", "mage spell amount", fi->unit, sp, k);
|
|
|
|
|
message_all(b, m);
|
|
|
|
|
msg_release(m);
|
|
|
|
|
return level;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
int
|
|
|
|
|
sp_speed(fighter * fi, int level, double power, spell * sp)
|
|
|
|
|
{
|
|
|
|
|
battle *b = fi->side->battle;
|
|
|
|
|
int force;
|
|
|
|
|
int allies;
|
|
|
|
|
int targets = 0;
|
|
|
|
|
message * m;
|
|
|
|
|
|
|
|
|
|
force = lovar(power * power * 5);
|
|
|
|
|
|
|
|
|
|
allies = count_allies(fi->side, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE, ALLY_ANY);
|
|
|
|
|
/* maximal 2*allies Versuche ein Opfer zu finden, ansonsten best<73>nde
|
|
|
|
|
* die Gefahr eine Endlosschleife*/
|
|
|
|
|
allies *= 2;
|
|
|
|
|
|
|
|
|
|
while (force && allies) {
|
|
|
|
|
troop dt = select_ally(fi, FIGHT_ROW, BEHIND_ROW, ALLY_ANY);
|
|
|
|
|
fighter *df = dt.fighter;
|
|
|
|
|
--allies;
|
|
|
|
|
|
|
|
|
|
if (df) {
|
|
|
|
|
if (df->person[dt.index].speed == 1) {
|
|
|
|
|
df->person[dt.index].speed++;
|
|
|
|
|
targets++;
|
|
|
|
|
--force;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
m = msg_message("cast_speed_effect", "mage spell amount", fi->unit, sp, targets);
|
|
|
|
|
message_all(b, m);
|
|
|
|
|
msg_release(m);
|
|
|
|
|
return 1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static skill_t
|
|
|
|
|
random_skill(unit *u, boolean weighted)
|
|
|
|
|
{
|
|
|
|
|
int n = 0;
|
|
|
|
|
skill * sv;
|
|
|
|
|
|
|
|
|
|
for (sv = u->skills; sv != u->skills + u->skill_size; ++sv) {
|
|
|
|
|
if (sv->level>0) {
|
|
|
|
|
if (weighted) n+= sv->level;
|
|
|
|
|
else ++n;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (n == 0)
|
|
|
|
|
return NOSKILL;
|
|
|
|
|
|
|
|
|
|
n = rng_int()%n;
|
|
|
|
|
|
|
|
|
|
for (sv = u->skills; sv != u->skills + u->skill_size; ++sv) {
|
|
|
|
|
if (sv->level>0) {
|
|
|
|
|
if (weighted) {
|
|
|
|
|
if (n<(int)sv->level) return sv->id;
|
|
|
|
|
n-=sv->level;
|
|
|
|
|
} else {
|
|
|
|
|
if (n == 0) return sv->id;
|
|
|
|
|
--n;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
assert(0==1); /* Hier sollte er niemals ankommen. */
|
|
|
|
|
return NOSKILL;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** The mind blast spell for regular folks.
|
|
|
|
|
* This spell temporarily reduces the skill of the victims
|
|
|
|
|
*/
|
|
|
|
|
int
|
|
|
|
|
sp_mindblast_temp(fighter * fi, int level, double power, spell * sp)
|
|
|
|
|
{
|
|
|
|
|
battle *b = fi->side->battle;
|
|
|
|
|
unit *mage = fi->unit;
|
|
|
|
|
int k = 0, reset = 0, maxloss = (level+2)/3;
|
|
|
|
|
message * m;
|
|
|
|
|
int force = lovar(power * 25);
|
|
|
|
|
int enemies = count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE);
|
|
|
|
|
|
|
|
|
|
if (!enemies) {
|
|
|
|
|
m = msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
|
|
|
|
|
message_all(b, m);
|
|
|
|
|
msg_release(m);
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
while (force>0 && enemies>0) {
|
|
|
|
|
unit *du;
|
|
|
|
|
troop dt = select_enemy(fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE);
|
|
|
|
|
|
|
|
|
|
assert(dt.fighter);
|
|
|
|
|
du = dt.fighter->unit;
|
|
|
|
|
if (fval(du, UFL_MARK)) {
|
|
|
|
|
/* not this one again */
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (humanoidrace(du->race) && force>=du->number) {
|
|
|
|
|
if (!is_magic_resistant(mage, du, 0)) {
|
|
|
|
|
skill_t sk = random_skill(du, true);
|
|
|
|
|
if (sk != NOSKILL) {
|
|
|
|
|
int n = 1 + rng_int() % maxloss;
|
|
|
|
|
attrib * a = make_skillmod(sk, SMF_ALWAYS, NULL, 0.0, n);
|
|
|
|
|
/* neat: you can add a whole lot of these to a unit, they stack */
|
|
|
|
|
a_add(&du->attribs, a);
|
|
|
|
|
}
|
|
|
|
|
k += du->number;
|
|
|
|
|
}
|
|
|
|
|
force -= du->number;
|
|
|
|
|
}
|
|
|
|
|
fset(du, UFL_MARK);
|
|
|
|
|
reset = 1;
|
|
|
|
|
enemies -= du->number;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (reset) {
|
|
|
|
|
unit * u;
|
|
|
|
|
for (u=b->region->units;u;u=u->next) {
|
|
|
|
|
freset(u, UFL_MARK);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
m = msg_message("sp_mindblast_temp_effect", "mage spell amount", mage, sp, k);
|
|
|
|
|
message_all(b, m);
|
|
|
|
|
msg_release(m);
|
|
|
|
|
return level;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** A mind blast spell for monsters.
|
|
|
|
|
* This spell PERMANENTLY reduces the skill of the victims or kills them
|
|
|
|
|
* when they have no skills left. Not currently in use.
|
|
|
|
|
*/
|
|
|
|
|
int
|
|
|
|
|
sp_mindblast(fighter * fi, int level, double power, spell * sp)
|
|
|
|
|
{
|
|
|
|
|
battle *b = fi->side->battle;
|
|
|
|
|
unit *mage = fi->unit;
|
|
|
|
|
int killed = 0, k = 0, reset = 0;
|
|
|
|
|
message * m;
|
|
|
|
|
int force = lovar(power * 25);
|
|
|
|
|
int enemies = count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE);
|
|
|
|
|
|
|
|
|
|
if (!enemies) {
|
|
|
|
|
m = msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
|
|
|
|
|
message_all(b, m);
|
|
|
|
|
msg_release(m);
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
while (enemies>0 && force>0) {
|
|
|
|
|
unit *du;
|
|
|
|
|
troop dt = select_enemy(fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE);
|
|
|
|
|
|
|
|
|
|
assert(dt.fighter);
|
|
|
|
|
du = dt.fighter->unit;
|
|
|
|
|
if (fval(du, UFL_MARK)) {
|
|
|
|
|
/* not this one again */
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (humanoidrace(du->race) && force>=du->number) {
|
|
|
|
|
if (!is_magic_resistant(mage, du, 0)) {
|
|
|
|
|
skill_t sk = random_skill(du, false);
|
|
|
|
|
if (sk != NOSKILL) {
|
|
|
|
|
skill * sv = get_skill(du, sk);
|
|
|
|
|
int n = 1 + rng_int() % 3;
|
|
|
|
|
|
|
|
|
|
reduce_skill(du, sv, n);
|
|
|
|
|
k+=du->number;
|
|
|
|
|
} else {
|
|
|
|
|
/* unit has no skill. kill it. */
|
|
|
|
|
kill_troop(dt);
|
|
|
|
|
++killed;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
force -= du->number;
|
|
|
|
|
} else {
|
|
|
|
|
/* only works against humanoids, don't try others. but do remove them
|
|
|
|
|
* from 'force' once or we may never terminate. */
|
|
|
|
|
fset(du, UFL_MARK);
|
|
|
|
|
reset = 1;
|
|
|
|
|
}
|
|
|
|
|
enemies -= du->number;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (reset) {
|
|
|
|
|
unit * u;
|
|
|
|
|
for (u=b->region->units;u;u=u->next) {
|
|
|
|
|
freset(u, UFL_MARK);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
m = msg_message("sp_mindblast_effect", "mage spell amount dead", mage, sp, k, killed);
|
|
|
|
|
message_all(b, m);
|
|
|
|
|
msg_release(m);
|
|
|
|
|
return level;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int
|
|
|
|
|
sp_dragonodem(fighter * fi, int level, double power, spell * sp)
|
|
|
|
|
{
|
|
|
|
|
battle *b = fi->side->battle;
|
|
|
|
|
troop dt;
|
|
|
|
|
troop at;
|
|
|
|
|
int force, enemies;
|
|
|
|
|
int killed = 0;
|
|
|
|
|
const char *damage;
|
|
|
|
|
|
|
|
|
|
/* 11-26 HP */
|
|
|
|
|
damage = spell_damage(4);
|
|
|
|
|
/* Jungdrache 3->54, Drache 6->216, Wyrm 12->864 Treffer */
|
|
|
|
|
force = lovar(get_force(power, 6));
|
|
|
|
|
|
|
|
|
|
enemies = count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW-1, SELECT_ADVANCE);
|
|
|
|
|
|
|
|
|
|
if (!enemies) {
|
|
|
|
|
struct message * m = msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
|
|
|
|
|
message_all(b, m);
|
|
|
|
|
msg_release(m);
|
|
|
|
|
return 0;
|
|
|
|
|
} else {
|
|
|
|
|
struct message * m;
|
|
|
|
|
|
|
|
|
|
at.fighter = fi;
|
|
|
|
|
at.index = 0;
|
|
|
|
|
|
|
|
|
|
while (force && killed < enemies) {
|
|
|
|
|
dt = select_enemy(fi, FIGHT_ROW, BEHIND_ROW-1, SELECT_ADVANCE);
|
|
|
|
|
assert(dt.fighter);
|
|
|
|
|
--force;
|
|
|
|
|
killed += terminate(dt, at, AT_COMBATSPELL, damage, false);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
m = msg_message("battle::combatspell", "mage spell dead", fi->unit, sp, killed);
|
|
|
|
|
message_all(b, m);
|
|
|
|
|
msg_release(m);
|
|
|
|
|
}
|
|
|
|
|
return level;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Feuersturm: Betrifft sehr viele Gegner (in der Regel alle),
|
|
|
|
|
* macht nur vergleichsweise geringen Schaden */
|
|
|
|
|
int
|
|
|
|
|
sp_immolation(fighter * fi, int level, double power, spell * sp)
|
|
|
|
|
{
|
|
|
|
|
battle *b = fi->side->battle;
|
|
|
|
|
troop at;
|
|
|
|
|
int force;
|
|
|
|
|
int killed = 0;
|
|
|
|
|
const char *damage;
|
|
|
|
|
cvector *fgs;
|
|
|
|
|
void **fig;
|
|
|
|
|
message * m;
|
|
|
|
|
|
|
|
|
|
/* 2d4 HP */
|
|
|
|
|
damage = spell_damage(5);
|
|
|
|
|
/* Betrifft alle Gegner */
|
|
|
|
|
force = 99999;
|
|
|
|
|
|
|
|
|
|
if (!count_enemies(b, fi, FIGHT_ROW, AVOID_ROW, SELECT_ADVANCE|SELECT_FIND)) {
|
|
|
|
|
message * m = msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
|
|
|
|
|
message_all(b, m);
|
|
|
|
|
msg_release(m);
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
at.fighter = fi;
|
|
|
|
|
at.index = 0;
|
|
|
|
|
|
|
|
|
|
fgs = fighters(b, fi->side, FIGHT_ROW, AVOID_ROW, FS_ENEMY);
|
|
|
|
|
for (fig = fgs->begin; fig != fgs->end; ++fig) {
|
|
|
|
|
fighter *df = *fig;
|
|
|
|
|
int n = df->alive-df->removed;
|
|
|
|
|
troop dt;
|
|
|
|
|
|
|
|
|
|
dt.fighter = df;
|
|
|
|
|
while (n!=0) {
|
|
|
|
|
dt.index = --n;
|
|
|
|
|
killed += terminate(dt, at, AT_COMBATSPELL, damage, false);
|
|
|
|
|
if (--force==0) break;
|
|
|
|
|
}
|
|
|
|
|
if (force==0) break;
|
|
|
|
|
}
|
|
|
|
|
cv_kill(fgs);
|
|
|
|
|
free(fgs);
|
|
|
|
|
|
|
|
|
|
m = msg_message("battle::combatspell", "mage spell killed", fi->unit, sp, killed);
|
|
|
|
|
message_all(b, m);
|
|
|
|
|
msg_release(m);
|
|
|
|
|
return level;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int
|
|
|
|
|
sp_drainodem(fighter * fi, int level, double power, spell * sp)
|
|
|
|
|
{
|
|
|
|
|
battle *b = fi->side->battle;
|
|
|
|
|
troop dt;
|
|
|
|
|
troop at;
|
|
|
|
|
int force, enemies;
|
|
|
|
|
int drained = 0;
|
|
|
|
|
int killed = 0;
|
|
|
|
|
const char *damage;
|
|
|
|
|
message * m;
|
|
|
|
|
|
|
|
|
|
/* 11-26 HP */
|
|
|
|
|
damage = spell_damage(4);
|
|
|
|
|
/* Jungdrache 3->54, Drache 6->216, Wyrm 12->864 Treffer */
|
|
|
|
|
force = lovar(get_force(power, 6));
|
|
|
|
|
|
|
|
|
|
enemies = count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW-1, SELECT_ADVANCE);
|
|
|
|
|
|
|
|
|
|
if (!enemies) {
|
|
|
|
|
m = msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
|
|
|
|
|
message_all(b, m);
|
|
|
|
|
msg_release(m);
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
at.fighter = fi;
|
|
|
|
|
at.index = 0;
|
|
|
|
|
|
|
|
|
|
while (force && drained < enemies) {
|
|
|
|
|
dt = select_enemy(fi, FIGHT_ROW, BEHIND_ROW-1, SELECT_ADVANCE);
|
|
|
|
|
assert(dt.fighter);
|
|
|
|
|
if (hits(at, dt, NULL)) {
|
|
|
|
|
drain_exp(dt.fighter->unit, 90);
|
|
|
|
|
++drained;
|
|
|
|
|
killed += terminate(dt, at, AT_COMBATSPELL, damage, false);
|
|
|
|
|
}
|
|
|
|
|
--force;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
m = msg_message("cast_drainlife_effect", "mage spell amount", fi->unit, sp, drained);
|
|
|
|
|
message_all(b, m);
|
|
|
|
|
msg_release(m);
|
|
|
|
|
return level;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* ------------------------------------------------------------- */
|
|
|
|
|
/* PRECOMBAT */
|
|
|
|
|
|
|
|
|
|
int
|
|
|
|
|
sp_shadowcall(fighter * fi, int level, double power, spell * sp)
|
|
|
|
|
{
|
|
|
|
|
battle *b = fi->side->battle;
|
|
|
|
|
region *r = b->region;
|
|
|
|
|
unit *mage = fi->unit;
|
|
|
|
|
attrib *a;
|
|
|
|
|
int force = (int)(get_force(power, 3)/2);
|
|
|
|
|
unit *u;
|
|
|
|
|
const char * races[3] = { "shadowbat", "nightmare", "vampunicorn" };
|
|
|
|
|
const race *rc = rc_find(races[rng_int()%3]);
|
|
|
|
|
message * msg;
|
|
|
|
|
|
|
|
|
|
unused(sp);
|
|
|
|
|
|
|
|
|
|
u = create_unit(r, mage->faction, force, rc, 0, NULL, mage);
|
|
|
|
|
setstatus(u, ST_FIGHT);
|
|
|
|
|
|
|
|
|
|
set_level(u, SK_WEAPONLESS, (int)(power/2));
|
|
|
|
|
set_level(u, SK_STAMINA, (int)(power/2));
|
|
|
|
|
u->hp = u->number * unit_max_hp(u);
|
|
|
|
|
|
|
|
|
|
a = a_new(&at_unitdissolve);
|
|
|
|
|
a->data.ca[0] = 0;
|
|
|
|
|
a->data.ca[1] = 100;
|
|
|
|
|
a_add(&u->attribs, a);
|
|
|
|
|
|
|
|
|
|
make_fighter(b, u, fi->side, is_attacker(fi));
|
|
|
|
|
msg = msg_message("sp_shadowcall_effect", "mage amount race", mage, u->number, u->race);
|
|
|
|
|
message_all(b, msg);
|
|
|
|
|
msg_release(msg);
|
|
|
|
|
return level;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int
|
|
|
|
|
sp_wolfhowl(fighter * fi, int level, double power, spell * sp)
|
|
|
|
|
{
|
|
|
|
|
battle *b = fi->side->battle;
|
|
|
|
|
region *r = b->region;
|
|
|
|
|
unit *mage = fi->unit;
|
|
|
|
|
attrib *a;
|
|
|
|
|
message * msg;
|
|
|
|
|
int force = (int)(get_force(power, 3)/2);
|
|
|
|
|
unit * u = create_unit(r, mage->faction, force, new_race[RC_WOLF], 0, NULL, mage);
|
|
|
|
|
unused(sp);
|
|
|
|
|
|
|
|
|
|
leave(u, true);
|
|
|
|
|
setstatus(u, ST_FIGHT);
|
|
|
|
|
|
|
|
|
|
set_level(u, SK_WEAPONLESS, (int)(power/3));
|
|
|
|
|
set_level(u, SK_STAMINA, (int)(power/3));
|
|
|
|
|
u->hp = u->number * unit_max_hp(u);
|
|
|
|
|
|
|
|
|
|
if (fval(mage, UFL_ANON_FACTION)) {
|
|
|
|
|
fset(u, UFL_ANON_FACTION);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
a = a_new(&at_unitdissolve);
|
|
|
|
|
a->data.ca[0] = 0;
|
|
|
|
|
a->data.ca[1] = 100;
|
|
|
|
|
a_add(&u->attribs, a);
|
|
|
|
|
|
|
|
|
|
make_fighter(b, u, fi->side, is_attacker(fi));
|
|
|
|
|
msg = msg_message("sp_wolfhowl_effect", "mage amount race", mage, u->number, u->race);
|
|
|
|
|
message_all(b, msg);
|
|
|
|
|
msg_release(msg);
|
|
|
|
|
|
|
|
|
|
return level;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int
|
|
|
|
|
sp_shadowknights(fighter * fi, int level, double power, spell * sp)
|
|
|
|
|
{
|
|
|
|
|
unit *u;
|
|
|
|
|
battle *b = fi->side->battle;
|
|
|
|
|
region *r = b->region;
|
|
|
|
|
unit *mage = fi->unit;
|
|
|
|
|
attrib *a;
|
|
|
|
|
int force = MAX(1, (int)get_force(power, 3));
|
|
|
|
|
message * msg;
|
|
|
|
|
|
|
|
|
|
unused(sp);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
u = create_unit(r, mage->faction, force, new_race[RC_SHADOWKNIGHT], 0, NULL, mage);
|
|
|
|
|
setstatus(u, ST_FIGHT);
|
|
|
|
|
|
|
|
|
|
u->hp = u->number * unit_max_hp(u);
|
|
|
|
|
|
|
|
|
|
if (fval(mage, UFL_ANON_FACTION)) {
|
|
|
|
|
fset(u, UFL_ANON_FACTION);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
a = a_new(&at_unitdissolve);
|
|
|
|
|
a->data.ca[0] = 0;
|
|
|
|
|
a->data.ca[1] = 100;
|
|
|
|
|
a_add(&u->attribs, a);
|
|
|
|
|
|
|
|
|
|
make_fighter(b, u, fi->side, is_attacker(fi));
|
|
|
|
|
|
|
|
|
|
msg = msg_message("sp_shadowknights_effect", "mage", mage);
|
|
|
|
|
message_all(b, msg);
|
|
|
|
|
msg_release(msg);
|
|
|
|
|
|
|
|
|
|
return level;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int
|
|
|
|
|
sp_strong_wall(fighter * fi, int level, double power, spell * sp)
|
|
|
|
|
{
|
|
|
|
|
battle *b = fi->side->battle;
|
|
|
|
|
unit *mage = fi->unit;
|
|
|
|
|
building *burg;
|
|
|
|
|
double effect;
|
|
|
|
|
static boolean init = false;
|
|
|
|
|
message * msg;
|
|
|
|
|
static const curse_type * strongwall_ct;
|
|
|
|
|
if (!init) { init = true; strongwall_ct = ct_find("strongwall"); }
|
|
|
|
|
|
|
|
|
|
unused(sp);
|
|
|
|
|
|
|
|
|
|
if (!mage->building) {
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
burg = mage->building;
|
|
|
|
|
|
|
|
|
|
effect = power*0.25;
|
|
|
|
|
create_curse(mage, &burg->attribs, strongwall_ct, power, 1, effect, 0);
|
|
|
|
|
|
|
|
|
|
msg = msg_message("sp_strongwalls_effect", "mage building", mage, mage->building);
|
|
|
|
|
message_all(b, msg);
|
|
|
|
|
msg_release(msg);
|
|
|
|
|
|
|
|
|
|
return level;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** Spells: chaosrow / song of confusion.
|
|
|
|
|
* German Title: 'Gesang der Verwirrung'
|
|
|
|
|
*/
|
|
|
|
|
int
|
|
|
|
|
sp_chaosrow(fighter * fi, int level, double power, spell * sp)
|
|
|
|
|
{
|
|
|
|
|
battle *b = fi->side->battle;
|
|
|
|
|
unit *mage = fi->unit;
|
|
|
|
|
cvector *fgs;
|
|
|
|
|
void **fig;
|
|
|
|
|
message * m;
|
|
|
|
|
const char * mtype;
|
|
|
|
|
int k = 0;
|
|
|
|
|
|
|
|
|
|
if (!count_enemies(b, fi, FIGHT_ROW, NUMROWS, SELECT_ADVANCE|SELECT_FIND)) {
|
|
|
|
|
m = msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
|
|
|
|
|
message_all(b, m);
|
|
|
|
|
msg_release(m);
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (sp->id==SPL_CHAOSROW) power *=40;
|
|
|
|
|
else power = get_force(power, 5);
|
|
|
|
|
|
|
|
|
|
fgs = fighters(b, fi->side, FIGHT_ROW, NUMROWS, FS_ENEMY);
|
|
|
|
|
v_scramble(fgs->begin, fgs->end);
|
|
|
|
|
|
|
|
|
|
for (fig = fgs->begin; fig != fgs->end; ++fig) {
|
|
|
|
|
fighter *df = *fig;
|
|
|
|
|
int n = df->unit->number;
|
|
|
|
|
|
|
|
|
|
if (df->alive==0) continue;
|
|
|
|
|
if (power<=0.0) break;
|
|
|
|
|
/* force sollte wegen des MAX(0,x) nicht unter 0 fallen k<>nnen */
|
|
|
|
|
|
|
|
|
|
if (is_magic_resistant(mage, df->unit, 0)) continue;
|
|
|
|
|
|
|
|
|
|
if (chance(power/n)) {
|
|
|
|
|
int row = statusrow(df->status);
|
|
|
|
|
df->side->size[row] -= df->alive;
|
|
|
|
|
if (df->unit->race->battle_flags & BF_NOBLOCK) {
|
|
|
|
|
df->side->nonblockers[row] -= df->alive;
|
|
|
|
|
}
|
|
|
|
|
row = FIRST_ROW + (rng_int()%(LAST_ROW-FIRST_ROW));
|
|
|
|
|
switch (row) {
|
|
|
|
|
case FIGHT_ROW:
|
|
|
|
|
df->status = ST_FIGHT;
|
|
|
|
|
break;
|
|
|
|
|
case BEHIND_ROW:
|
|
|
|
|
df->status = ST_CHICKEN;
|
|
|
|
|
break;
|
|
|
|
|
case AVOID_ROW:
|
|
|
|
|
df->status = ST_AVOID;
|
|
|
|
|
break;
|
|
|
|
|
case FLEE_ROW:
|
|
|
|
|
df->status = ST_FLEE;
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
assert(!"unknown combatrow");
|
|
|
|
|
}
|
|
|
|
|
assert(statusrow(df->status)==row);
|
|
|
|
|
df->side->size[row] += df->alive;
|
|
|
|
|
if (df->unit->race->battle_flags & BF_NOBLOCK) {
|
|
|
|
|
df->side->nonblockers[row] += df->alive;
|
|
|
|
|
}
|
|
|
|
|
k+=df->alive;
|
|
|
|
|
}
|
|
|
|
|
power = MAX(0, power-n);
|
|
|
|
|
}
|
|
|
|
|
cv_kill(fgs);
|
|
|
|
|
free(fgs);
|
|
|
|
|
|
|
|
|
|
if (sp->id==SPL_CHAOSROW) {
|
|
|
|
|
mtype = (k>0) ? "sp_chaosrow_effect_1" : "sp_chaosrow_effect_0";
|
|
|
|
|
} else {
|
|
|
|
|
mtype = (k>0) ? "sp_confusion_effect_1" : "sp_confusion_effect_0";
|
|
|
|
|
}
|
|
|
|
|
m = msg_message(mtype, "mage", mage);
|
|
|
|
|
message_all(b, m);
|
|
|
|
|
msg_release(m);
|
|
|
|
|
return level;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Gesang der Furcht (Kampfzauber) */
|
|
|
|
|
/* Panik (Pr<50>kampfzauber) */
|
|
|
|
|
|
|
|
|
|
int
|
|
|
|
|
sp_flee(fighter * fi, int level, double power, spell * sp)
|
|
|
|
|
{
|
|
|
|
|
battle *b = fi->side->battle;
|
|
|
|
|
unit *mage = fi->unit;
|
|
|
|
|
cvector *fgs;
|
|
|
|
|
void **fig;
|
|
|
|
|
int force, n;
|
|
|
|
|
int panik = 0;
|
|
|
|
|
message * msg;
|
|
|
|
|
|
|
|
|
|
switch(sp->id) {
|
|
|
|
|
case SPL_FLEE:
|
|
|
|
|
force = (int)get_force(power,4);
|
|
|
|
|
break;
|
|
|
|
|
case SPL_SONG_OF_FEAR:
|
|
|
|
|
force = (int)get_force(power,3);
|
|
|
|
|
break;
|
|
|
|
|
case SPL_AURA_OF_FEAR:
|
|
|
|
|
force = (int)get_force(power,5);
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
force = (int)get_force(power,10);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!count_enemies(b, fi, FIGHT_ROW, AVOID_ROW, SELECT_ADVANCE|SELECT_FIND)) {
|
|
|
|
|
msg = msg_message("sp_flee_effect_0", "mage spell", mage, sp);
|
|
|
|
|
message_all(b, msg);
|
|
|
|
|
msg_release(msg);
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
fgs = fighters(b, fi->side, FIGHT_ROW, AVOID_ROW, FS_ENEMY);
|
|
|
|
|
v_scramble(fgs->begin, fgs->end);
|
|
|
|
|
|
|
|
|
|
for (fig = fgs->begin; fig != fgs->end; ++fig) {
|
|
|
|
|
fighter *df = *fig;
|
|
|
|
|
for (n=0; n!=df->alive; ++n) {
|
|
|
|
|
if (force < 0)
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
if (df->person[n].flags & FL_PANICED) { /* bei SPL_SONG_OF_FEAR m<>glich */
|
|
|
|
|
df->person[n].attack -= 1;
|
|
|
|
|
--force;
|
|
|
|
|
++panik;
|
|
|
|
|
} else if (!(df->person[n].flags & FL_COURAGE)
|
|
|
|
|
|| !fval(df->unit->race, RCF_UNDEAD))
|
|
|
|
|
{
|
|
|
|
|
if (is_magic_resistant(mage, df->unit, 0) == false) {
|
|
|
|
|
df->person[n].flags |= FL_PANICED;
|
|
|
|
|
++panik;
|
|
|
|
|
}
|
|
|
|
|
--force;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
cv_kill(fgs);
|
|
|
|
|
free(fgs);
|
|
|
|
|
|
|
|
|
|
msg = msg_message("sp_flee_effect_1", "mage spell amount", mage, sp, panik);
|
|
|
|
|
message_all(b, msg);
|
|
|
|
|
msg_release(msg);
|
|
|
|
|
|
|
|
|
|
return level;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Heldenmut */
|
|
|
|
|
int
|
|
|
|
|
sp_hero(fighter * fi, int level, double power, spell * sp)
|
|
|
|
|
{
|
|
|
|
|
battle *b = fi->side->battle;
|
|
|
|
|
int df_bonus = 0;
|
|
|
|
|
int force = 0;
|
|
|
|
|
int allies;
|
|
|
|
|
int targets = 0;
|
|
|
|
|
message * m;
|
|
|
|
|
|
|
|
|
|
switch(sp->id) {
|
|
|
|
|
case SPL_HERO:
|
|
|
|
|
df_bonus = (int)(power/5);
|
|
|
|
|
force = MAX(1, lovar(get_force(power, 4)));
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
default:
|
|
|
|
|
df_bonus = 1;
|
|
|
|
|
force = MAX(1, (int)power);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
allies = count_allies(fi->side, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE, ALLY_ANY);
|
|
|
|
|
/* maximal 2*allies Versuche ein Opfer zu finden, ansonsten best<73>nde
|
|
|
|
|
* die Gefahr eine Endlosschleife*/
|
|
|
|
|
allies *= 2;
|
|
|
|
|
|
|
|
|
|
while (force && allies) {
|
|
|
|
|
troop dt = select_ally(fi, FIGHT_ROW, BEHIND_ROW, ALLY_ANY);
|
|
|
|
|
fighter *df = dt.fighter;
|
|
|
|
|
--allies;
|
|
|
|
|
|
|
|
|
|
if (df) {
|
|
|
|
|
if (!(df->person[dt.index].flags & FL_COURAGE)) {
|
|
|
|
|
df->person[dt.index].defence += df_bonus;
|
|
|
|
|
df->person[dt.index].flags = df->person[dt.index].flags | FL_COURAGE;
|
|
|
|
|
targets++;
|
|
|
|
|
--force;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
m = msg_message("cast_hero_effect", "mage spell amount", fi->unit, sp, targets);
|
|
|
|
|
message_all(b, m);
|
|
|
|
|
msg_release(m);
|
|
|
|
|
|
|
|
|
|
return level;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int
|
|
|
|
|
sp_berserk(fighter * fi, int level, double power, spell * sp)
|
|
|
|
|
{
|
|
|
|
|
battle *b = fi->side->battle;
|
|
|
|
|
int at_bonus = 0;
|
|
|
|
|
int df_malus = 0;
|
|
|
|
|
int force = 0;
|
|
|
|
|
int allies = 0;
|
|
|
|
|
int targets = 0;
|
|
|
|
|
message * m;
|
|
|
|
|
|
|
|
|
|
switch(sp->id) {
|
|
|
|
|
case SPL_BERSERK:
|
|
|
|
|
case SPL_BLOODTHIRST:
|
|
|
|
|
at_bonus = MAX(1,level/3);
|
|
|
|
|
df_malus = 2;
|
|
|
|
|
force = (int)get_force(power,2);
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
default:
|
|
|
|
|
at_bonus = 1;
|
|
|
|
|
df_malus = 0;
|
|
|
|
|
force = (int)power;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
allies = count_allies(fi->side, FIGHT_ROW, BEHIND_ROW-1, SELECT_ADVANCE, ALLY_ANY);
|
|
|
|
|
/* maximal 2*allies Versuche ein Opfer zu finden, ansonsten best<73>nde
|
|
|
|
|
* die Gefahr eine Endlosschleife*/
|
|
|
|
|
allies *= 2;
|
|
|
|
|
|
|
|
|
|
while (force && allies) {
|
|
|
|
|
troop dt = select_ally(fi, FIGHT_ROW, BEHIND_ROW-1, ALLY_ANY);
|
|
|
|
|
fighter *df = dt.fighter;
|
|
|
|
|
--allies;
|
|
|
|
|
|
|
|
|
|
if (df) {
|
|
|
|
|
if (!(df->person[dt.index].flags & FL_COURAGE)) {
|
|
|
|
|
df->person[dt.index].attack += at_bonus;
|
|
|
|
|
df->person[dt.index].defence -= df_malus;
|
|
|
|
|
df->person[dt.index].flags = df->person[dt.index].flags | FL_COURAGE;
|
|
|
|
|
targets++;
|
|
|
|
|
--force;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
m = msg_message("cast_berserk_effect", "mage spell amount", fi->unit, sp, targets);
|
|
|
|
|
message_all(b, m);
|
|
|
|
|
msg_release(m);
|
|
|
|
|
return level;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int
|
|
|
|
|
sp_frighten(fighter * fi, int level, double power, spell * sp)
|
|
|
|
|
{
|
|
|
|
|
battle *b = fi->side->battle;
|
|
|
|
|
unit *mage = fi->unit;
|
|
|
|
|
int at_malus = 0;
|
|
|
|
|
int df_malus = 0;
|
|
|
|
|
int force = 0;
|
|
|
|
|
int enemies = 0;
|
|
|
|
|
int targets = 0;
|
|
|
|
|
message * m;
|
|
|
|
|
|
|
|
|
|
at_malus = MAX(1,level - 4);
|
|
|
|
|
df_malus = 2;
|
|
|
|
|
force = (int)get_force(power, 2);
|
|
|
|
|
|
|
|
|
|
enemies = count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW-1, SELECT_ADVANCE);
|
|
|
|
|
if (!enemies) {
|
|
|
|
|
message * m = msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
|
|
|
|
|
message_all(b, m);
|
|
|
|
|
msg_release(m);
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
while (force && enemies) {
|
|
|
|
|
troop dt = select_enemy(fi, FIGHT_ROW, BEHIND_ROW-1, SELECT_ADVANCE);
|
|
|
|
|
fighter *df = dt.fighter;
|
|
|
|
|
--enemies;
|
|
|
|
|
|
|
|
|
|
if (!df)
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
assert(!helping(fi->side, df->side));
|
|
|
|
|
|
|
|
|
|
if (df->person[dt.index].flags & FL_COURAGE) {
|
|
|
|
|
df->person[dt.index].flags &= ~(FL_COURAGE);
|
|
|
|
|
}
|
|
|
|
|
if (is_magic_resistant(mage, df->unit, 0) == false) {
|
|
|
|
|
df->person[dt.index].attack -= at_malus;
|
|
|
|
|
df->person[dt.index].defence -= df_malus;
|
|
|
|
|
targets++;
|
|
|
|
|
}
|
|
|
|
|
--force;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
m = msg_message("cast_frighten_effect", "mage spell amount", fi->unit, sp, targets);
|
|
|
|
|
message_all(b, m);
|
|
|
|
|
msg_release(m);
|
|
|
|
|
return level;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
int
|
|
|
|
|
sp_tiredsoldiers(fighter * fi, int level, double power, spell * sp)
|
|
|
|
|
{
|
|
|
|
|
battle *b = fi->side->battle;
|
|
|
|
|
unit *mage = fi->unit;
|
|
|
|
|
int n = 0;
|
|
|
|
|
int force = (int)(power * power * 4);
|
|
|
|
|
message * m;
|
|
|
|
|
|
|
|
|
|
if (!count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE|SELECT_FIND)) {
|
|
|
|
|
message * m = msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
|
|
|
|
|
message_all(b, m);
|
|
|
|
|
msg_release(m);
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
while (force) {
|
|
|
|
|
troop t = select_enemy(fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE);
|
|
|
|
|
fighter *df = t.fighter;
|
|
|
|
|
|
|
|
|
|
if (!df)
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
assert(!helping(fi->side, df->side));
|
|
|
|
|
if (!(df->person[t.index].flags & FL_TIRED)) {
|
|
|
|
|
if (is_magic_resistant(mage, df->unit, 0) == false) {
|
|
|
|
|
df->person[t.index].flags = df->person[t.index].flags | FL_TIRED;
|
|
|
|
|
df->person[t.index].defence -= 2;
|
|
|
|
|
++n;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
--force;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
m = msg_message("cast_tired_effect", "mage spell amount", fi->unit, sp, n);
|
|
|
|
|
message_all(b, m);
|
|
|
|
|
msg_release(m);
|
|
|
|
|
return level;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int
|
|
|
|
|
sp_windshield(fighter * fi, int level, double power, spell * sp)
|
|
|
|
|
{
|
|
|
|
|
battle *b = fi->side->battle;
|
|
|
|
|
int force, at_malus;
|
|
|
|
|
int enemies;
|
|
|
|
|
message * m;
|
|
|
|
|
|
|
|
|
|
switch(sp->id) {
|
|
|
|
|
case SPL_WINDSHIELD:
|
|
|
|
|
force = (int)get_force(power,4);
|
|
|
|
|
at_malus = level/4;
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
default:
|
|
|
|
|
force = (int)power;
|
|
|
|
|
at_malus = 2;
|
|
|
|
|
}
|
|
|
|
|
enemies = count_enemies(b, fi, BEHIND_ROW, BEHIND_ROW, SELECT_ADVANCE);
|
|
|
|
|
if (!enemies) {
|
|
|
|
|
m = msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
|
|
|
|
|
message_all(b, m);
|
|
|
|
|
msg_release(m);
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
while (force && enemies) {
|
|
|
|
|
troop dt = select_enemy(fi, BEHIND_ROW, BEHIND_ROW, SELECT_ADVANCE);
|
|
|
|
|
fighter *df = dt.fighter;
|
|
|
|
|
--enemies;
|
|
|
|
|
|
|
|
|
|
if (!df)
|
|
|
|
|
break;
|
|
|
|
|
assert(!helping(fi->side, df->side));
|
|
|
|
|
|
|
|
|
|
if (df->person[dt.index].missile) {
|
|
|
|
|
/* this suxx... affects your melee weapon as well. */
|
|
|
|
|
df->person[dt.index].attack -= at_malus;
|
|
|
|
|
--force;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
m = msg_message("cast_storm_effect", "mage spell", fi->unit, sp);
|
|
|
|
|
message_all(b, m);
|
|
|
|
|
msg_release(m);
|
|
|
|
|
return level;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int
|
|
|
|
|
sp_reeling_arrows(fighter * fi, int level, double power, spell * sp)
|
|
|
|
|
{
|
|
|
|
|
battle *b = fi->side->battle;
|
|
|
|
|
message * m;
|
|
|
|
|
|
|
|
|
|
unused(power);
|
|
|
|
|
|
|
|
|
|
b->reelarrow = true;
|
|
|
|
|
m = msg_message("cast_spell_effect", "mage spell", fi->unit, sp);
|
|
|
|
|
message_all(b, m);
|
|
|
|
|
msg_release(m);
|
|
|
|
|
return level;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int
|
|
|
|
|
sp_denyattack(fighter * fi, int level, double power, spell * sp)
|
|
|
|
|
{
|
|
|
|
|
/* Magier weicht dem Kampf aus. Wenn er sich bewegen kann, zieht er in
|
|
|
|
|
* eine Nachbarregion, wobei ein NACH ber<EFBFBD>cksichtigt wird. Ansonsten
|
|
|
|
|
* bleibt er stehen und nimmt nicht weiter am Kampf teil. */
|
|
|
|
|
battle *b = fi->side->battle;
|
|
|
|
|
unit *mage = fi->unit;
|
|
|
|
|
region *r = b->region;
|
|
|
|
|
message * m;
|
|
|
|
|
|
|
|
|
|
unused(power);
|
|
|
|
|
|
|
|
|
|
/* Fliehende Einheiten verlassen auf jeden Fall Geb<65>ude und Schiffe. */
|
|
|
|
|
if (!fval(r->terrain, SEA_REGION)) {
|
|
|
|
|
leave(mage, false);
|
|
|
|
|
}
|
|
|
|
|
/* und bewachen nicht */
|
|
|
|
|
setguard(mage, GUARD_NONE);
|
|
|
|
|
/* irgendwie den langen befehl sperren */
|
|
|
|
|
/* fset(fi, FIG_ATTACKED); */
|
|
|
|
|
|
|
|
|
|
/* wir tun so, als w<>re die Person geflohen */
|
|
|
|
|
fset(fi, FIG_NOLOOT);
|
|
|
|
|
fi->run.hp = mage->hp;
|
|
|
|
|
fi->run.number = mage->number;
|
|
|
|
|
/* fighter leeren */
|
|
|
|
|
rmfighter(fi, mage->number);
|
|
|
|
|
|
|
|
|
|
m = msg_message("cast_escape_effect", "mage spell", fi->unit, sp);
|
|
|
|
|
message_all(b, m);
|
|
|
|
|
msg_release(m);
|
|
|
|
|
|
|
|
|
|
return level;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void
|
|
|
|
|
do_meffect(fighter * af, int typ, int effect, int duration)
|
|
|
|
|
{
|
|
|
|
|
battle *b = af->side->battle;
|
|
|
|
|
meffect *meffect = calloc(1, sizeof(struct meffect));
|
|
|
|
|
cv_pushback(&b->meffects, meffect);
|
|
|
|
|
meffect->magician = af;
|
|
|
|
|
meffect->typ = typ;
|
|
|
|
|
meffect->effect = effect;
|
|
|
|
|
meffect->duration = duration;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int
|
|
|
|
|
sp_armorshield(fighter * fi, int level, double power, spell * sp)
|
|
|
|
|
{
|
|
|
|
|
int effect;
|
|
|
|
|
int duration;
|
|
|
|
|
battle *b = fi->side->battle;
|
|
|
|
|
message * m = msg_message("cast_spell_effect", "mage spell", fi->unit, sp);
|
|
|
|
|
|
|
|
|
|
message_all(b, m);
|
|
|
|
|
msg_release(m);
|
|
|
|
|
|
|
|
|
|
/* gibt R<>stung +effect f<>r duration Treffer */
|
|
|
|
|
|
|
|
|
|
switch(sp->id) {
|
|
|
|
|
case SPL_ARMORSHIELD:
|
|
|
|
|
effect = level/3;
|
|
|
|
|
duration = (int)(20*power*power);
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
default:
|
|
|
|
|
effect = level/4;
|
|
|
|
|
duration = (int)(power*power);
|
|
|
|
|
}
|
|
|
|
|
do_meffect(fi, SHIELD_ARMOR, effect, duration);
|
|
|
|
|
return level;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int
|
|
|
|
|
sp_reduceshield(fighter * fi, int level, double power, spell * sp)
|
|
|
|
|
{
|
|
|
|
|
int effect;
|
|
|
|
|
int duration;
|
|
|
|
|
battle *b = fi->side->battle;
|
|
|
|
|
message * m = msg_message("cast_spell_effect", "mage spell", fi->unit, sp);
|
|
|
|
|
message_all(b, m);
|
|
|
|
|
msg_release(m);
|
|
|
|
|
|
|
|
|
|
/* jeder Schaden wird um effect% reduziert bis der Schild duration
|
|
|
|
|
* Trefferpunkte aufgefangen hat */
|
|
|
|
|
|
|
|
|
|
switch(sp->id) {
|
|
|
|
|
case SPL_REDUCESHIELD:
|
|
|
|
|
effect = 50;
|
|
|
|
|
duration = (int)(50*power*power);
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
default:
|
|
|
|
|
effect = level*3;
|
|
|
|
|
duration = (int)get_force(power,5);
|
|
|
|
|
}
|
|
|
|
|
do_meffect(fi, SHIELD_REDUCE, effect, duration);
|
|
|
|
|
return level;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int
|
|
|
|
|
sp_fumbleshield(fighter * fi, int level, double power, spell * sp)
|
|
|
|
|
{
|
|
|
|
|
int effect;
|
|
|
|
|
int duration;
|
|
|
|
|
battle *b = fi->side->battle;
|
|
|
|
|
message * m = msg_message("cast_spell_effect", "mage spell", fi->unit, sp);
|
|
|
|
|
|
|
|
|
|
message_all(b, m);
|
|
|
|
|
msg_release(m);
|
|
|
|
|
|
|
|
|
|
/* der erste Zauber schl<68>gt mit 100% fehl */
|
|
|
|
|
|
|
|
|
|
switch(sp->id) {
|
|
|
|
|
case SPL_DRAIG_FUMBLESHIELD:
|
|
|
|
|
case SPL_GWYRRD_FUMBLESHIELD:
|
|
|
|
|
case SPL_CERRDOR_FUMBLESHIELD:
|
|
|
|
|
case SPL_TYBIED_FUMBLESHIELD:
|
|
|
|
|
duration = 100;
|
|
|
|
|
effect = MAX(1, 25-level);
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
default:
|
|
|
|
|
duration = 100;
|
|
|
|
|
effect = 10;
|
|
|
|
|
}
|
|
|
|
|
do_meffect(fi, SHIELD_BLOCK, effect, duration);
|
|
|
|
|
return level;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* ------------------------------------------------------------- */
|
|
|
|
|
/* POSTCOMBAT */
|
|
|
|
|
|
|
|
|
|
static int
|
|
|
|
|
count_healable(battle *b, fighter *df)
|
|
|
|
|
{
|
|
|
|
|
side *s;
|
|
|
|
|
int healable = 0;
|
|
|
|
|
|
|
|
|
|
for (s=b->sides;s!=b->sides+b->nsides;++s) {
|
|
|
|
|
if (helping(df->side, s)) {
|
|
|
|
|
healable += s->casualties;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return healable;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* wiederbeleben */
|
|
|
|
|
int
|
|
|
|
|
sp_reanimate(fighter * fi, int level, double power, spell * sp)
|
|
|
|
|
{
|
|
|
|
|
battle *b = fi->side->battle;
|
|
|
|
|
unit *mage = fi->unit;
|
|
|
|
|
int healable, j=0;
|
|
|
|
|
double c = 0.50 + 0.02 * power;
|
|
|
|
|
double k = EFFECT_HEALING_SPELL * power;
|
|
|
|
|
boolean use_item = get_item(mage, I_AMULET_OF_HEALING) > 0;
|
|
|
|
|
message * msg;
|
|
|
|
|
|
|
|
|
|
if (use_item) {
|
|
|
|
|
k *= 2;
|
|
|
|
|
c += 0.10;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
healable = count_healable(b, fi);
|
|
|
|
|
healable = (int)MIN(k, healable);
|
|
|
|
|
while (healable--) {
|
|
|
|
|
fighter * tf = select_corpse(b, fi);
|
|
|
|
|
if (tf!=NULL && tf->side->casualties > 0
|
|
|
|
|
&& tf->unit->race != new_race[RC_DAEMON]
|
|
|
|
|
&& (chance(c)))
|
|
|
|
|
{
|
|
|
|
|
assert(tf->alive < tf->unit->number);
|
|
|
|
|
/* t.fighter->person[].hp beginnt mit t.index = 0 zu z<>hlen,
|
|
|
|
|
* t.fighter->alive ist jedoch die Anzahl lebender in der Einheit,
|
|
|
|
|
* also sind die hp von t.fighter->alive
|
|
|
|
|
* t.fighter->hitpoints[t.fighter->alive-1] und der erste Tote
|
|
|
|
|
* oder weggelaufene ist t.fighter->hitpoints[tf->alive] */
|
|
|
|
|
tf->person[tf->alive].hp = 2;
|
|
|
|
|
++tf->alive;
|
|
|
|
|
++tf->side->size[SUM_ROW];
|
|
|
|
|
++tf->side->size[tf->unit->status + 1];
|
|
|
|
|
++tf->side->healed;
|
|
|
|
|
--tf->side->casualties;
|
|
|
|
|
assert(tf->side->casualties>=0);
|
|
|
|
|
--tf->side->dead;
|
|
|
|
|
assert(tf->side->dead>=0);
|
|
|
|
|
++j;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (j <= 0) {
|
|
|
|
|
level = j;
|
|
|
|
|
}
|
|
|
|
|
if (use_item) {
|
|
|
|
|
msg = msg_message("reanimate_effect_1", "mage amount item", mage, j, oldresourcetype[R_AMULET_OF_HEALING]);
|
|
|
|
|
} else {
|
|
|
|
|
msg = msg_message("reanimate_effect_0", "mage amount", mage, j);
|
|
|
|
|
}
|
|
|
|
|
message_all(b, msg);
|
|
|
|
|
msg_release(msg);
|
|
|
|
|
|
|
|
|
|
return level;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int
|
|
|
|
|
sp_keeploot(fighter * fi, int level, double power, spell * sp)
|
|
|
|
|
{
|
|
|
|
|
battle *b = fi->side->battle;
|
|
|
|
|
message * m = msg_message("cast_spell_effect", "mage spell", fi->unit, sp);
|
|
|
|
|
|
|
|
|
|
message_all(b, m);
|
|
|
|
|
msg_release(m);
|
|
|
|
|
|
|
|
|
|
b->keeploot = (int)MAX(25, b->keeploot + 5*power);
|
|
|
|
|
|
|
|
|
|
return level;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static int
|
|
|
|
|
heal_fighters(cvector *fgs, int * power, boolean heal_monsters)
|
|
|
|
|
{
|
|
|
|
|
int healhp = *power;
|
|
|
|
|
int healed = 0;
|
|
|
|
|
void **fig;
|
|
|
|
|
|
|
|
|
|
for (fig = fgs->begin; fig != fgs->end; ++fig) {
|
|
|
|
|
fighter *df = *fig;
|
|
|
|
|
|
|
|
|
|
if (healhp<=0) break;
|
|
|
|
|
|
|
|
|
|
/* Untote kann man nicht heilen */
|
|
|
|
|
if (df->unit->number==0 || fval(df->unit->race, RCF_NOHEAL)) continue;
|
|
|
|
|
|
|
|
|
|
/* wir heilen erstmal keine Monster */
|
|
|
|
|
if (heal_monsters || playerrace(df->unit->race)) {
|
|
|
|
|
int n, hp = df->unit->hp / df->unit->number;
|
|
|
|
|
int rest = df->unit->hp % df->unit->number;
|
|
|
|
|
|
|
|
|
|
for (n = 0; n < df->unit->number; n++) {
|
|
|
|
|
int wound = hp - df->person[n].hp;
|
|
|
|
|
if (rest>n) ++wound;
|
|
|
|
|
|
|
|
|
|
if (wound > 0 && wound < hp) {
|
|
|
|
|
int heal = MIN(healhp, wound);
|
|
|
|
|
assert(heal>=0);
|
|
|
|
|
df->person[n].hp += heal;
|
|
|
|
|
healhp = MAX(0, healhp - heal);
|
|
|
|
|
++healed;
|
|
|
|
|
if (healhp<=0) break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
*power = healhp;
|
|
|
|
|
return healed;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int
|
|
|
|
|
sp_healing(fighter * fi, int level, double power, spell * sp)
|
|
|
|
|
{
|
|
|
|
|
battle *b = fi->side->battle;
|
|
|
|
|
unit *mage = fi->unit;
|
|
|
|
|
int j = 0;
|
|
|
|
|
int healhp = (int)power * 200;
|
|
|
|
|
cvector *fgs;
|
|
|
|
|
message * msg;
|
|
|
|
|
boolean use_item = get_item(mage, I_AMULET_OF_HEALING) > 0;
|
|
|
|
|
|
|
|
|
|
/* bis zu 11 Personen pro Stufe (einen HP m<>ssen sie ja noch
|
|
|
|
|
* haben, sonst w<EFBFBD>ren sie tot) k<EFBFBD>nnen geheilt werden */
|
|
|
|
|
|
|
|
|
|
if (use_item) {
|
|
|
|
|
healhp *= 2;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* gehe alle denen wir helfen der reihe nach durch, heile verwundete,
|
|
|
|
|
* bis zu verteilende HP aufgebraucht sind */
|
|
|
|
|
|
|
|
|
|
fgs = fighters(b, fi->side, FIGHT_ROW, AVOID_ROW, FS_HELP);
|
|
|
|
|
v_scramble(fgs->begin, fgs->end);
|
|
|
|
|
j += heal_fighters(fgs, &healhp, false);
|
|
|
|
|
j += heal_fighters(fgs, &healhp, true);
|
|
|
|
|
cv_kill(fgs);
|
|
|
|
|
free(fgs);
|
|
|
|
|
|
|
|
|
|
if (j <= 0) {
|
|
|
|
|
level = j;
|
|
|
|
|
}
|
|
|
|
|
if (use_item) {
|
|
|
|
|
msg = msg_message("healing_effect_1", "mage amount item", mage, j, oldresourcetype[R_AMULET_OF_HEALING]);
|
|
|
|
|
} else {
|
|
|
|
|
msg = msg_message("healing_effect_0", "mage amount", mage, j);
|
|
|
|
|
}
|
|
|
|
|
message_all(b, msg);
|
|
|
|
|
msg_release(msg);
|
|
|
|
|
|
|
|
|
|
return level;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int
|
|
|
|
|
sp_undeadhero(fighter * fi, int level, double power, spell * sp)
|
|
|
|
|
{
|
|
|
|
|
battle *b = fi->side->battle;
|
|
|
|
|
unit *mage = fi->unit;
|
|
|
|
|
region *r = b->region;
|
|
|
|
|
cvector *fgs;
|
|
|
|
|
void **fig;
|
|
|
|
|
int n, undead = 0;
|
|
|
|
|
message * msg;
|
|
|
|
|
int force = (int)get_force(power,0);
|
|
|
|
|
double c = 0.50 + 0.02 * power;
|
|
|
|
|
|
|
|
|
|
/* Liste aus allen K<>mpfern */
|
|
|
|
|
fgs = fighters(b, fi->side, FIGHT_ROW, AVOID_ROW, FS_ENEMY | FS_HELP );
|
|
|
|
|
v_scramble(fgs->begin, fgs->end);
|
|
|
|
|
|
|
|
|
|
for (fig = fgs->begin; fig != fgs->end; ++fig) {
|
|
|
|
|
fighter *df = *fig;
|
|
|
|
|
unit *du = df->unit;
|
|
|
|
|
|
|
|
|
|
if (force<=0) break;
|
|
|
|
|
|
|
|
|
|
/* keine Monster */
|
|
|
|
|
if (!playerrace(du->race)) continue;
|
|
|
|
|
|
|
|
|
|
if (df->alive + df->run.number < du->number) {
|
|
|
|
|
int j = 0;
|
|
|
|
|
|
|
|
|
|
/* Wieviele Untote k<>nnen wir aus dieser Einheit wecken? */
|
|
|
|
|
for (n = df->alive + df->run.number; n != du->number; n++) {
|
|
|
|
|
if (chance(c)) {
|
|
|
|
|
++j;
|
|
|
|
|
if (--force<=0) break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (j > 0) {
|
|
|
|
|
unit * u = create_unit(r, mage->faction, 0, new_race[RC_UNDEAD], 0, du->name, du);
|
|
|
|
|
|
|
|
|
|
/* new units gets some stats from old unit */
|
|
|
|
|
|
|
|
|
|
if (du->display) {
|
|
|
|
|
unit_setinfo(u, du->display);
|
|
|
|
|
} else {
|
|
|
|
|
unit_setinfo(u, NULL);
|
|
|
|
|
}
|
|
|
|
|
setstatus(u, du->status);
|
|
|
|
|
setguard(u, GUARD_NONE);
|
|
|
|
|
|
|
|
|
|
/* inherit stealth from magician */
|
|
|
|
|
if (fval(mage, UFL_ANON_FACTION)) {
|
|
|
|
|
fset(u, UFL_ANON_FACTION);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* transfer dead people to new unit, set hitpoints to those of old unit */
|
|
|
|
|
transfermen(du, u, j);
|
|
|
|
|
u->hp = u->number * unit_max_hp(du);
|
|
|
|
|
assert(j<=df->side->casualties);
|
|
|
|
|
df->side->casualties -= j;
|
|
|
|
|
df->side->dead -= j;
|
|
|
|
|
|
|
|
|
|
/* counting total number of undead */
|
|
|
|
|
undead += j;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
cv_kill(fgs);
|
|
|
|
|
free(fgs);
|
|
|
|
|
|
|
|
|
|
level = MIN(level, undead);
|
|
|
|
|
if (undead == 0) {
|
|
|
|
|
msg = msg_message("summonundead_effect_0", "mage region", mage, mage->region);
|
|
|
|
|
} else {
|
|
|
|
|
msg = msg_message("summonundead_effect_1", "mage region amount", mage, mage->region, undead);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
message_all(b, msg);
|
|
|
|
|
msg_release(msg);
|
|
|
|
|
return level;
|
|
|
|
|
}
|