forked from github/server
parent
5ca0e5cd8a
commit
0ebf9e3187
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@ -47,36 +47,24 @@ register_archetype(archetype * arch)
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archetypes = arch;
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}
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const archetype *
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get_archetype(const char * name)
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{
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const archetype * arch = archetypes;
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for (;arch;arch=arch->next) {
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if (strcmp(name, arch->name)==0) {
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return arch;
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}
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}
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return NULL;
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}
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void
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init_archetypes(void)
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{
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char zName[64];
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const struct locale * lang = locales;
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for (;lang;lang=nextlocale(lang)) {
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variant var;
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archetype * arch = archetypes;
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struct tnode * tokens = get_translations(lang, UT_ARCHETYPES);
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for (;arch;arch=arch->next) {
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const char * s;
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const char *s1, *s2;
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var.v = arch;
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s = locale_getstring(lang, arch->name);
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if (s!=NULL) addtoken(tokens, s, var);
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sprintf(zName, "%s_p", arch->name);
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s = locale_getstring(lang, zName);
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if (s!=NULL) addtoken(tokens, s, var);
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s1 = LOC(lang, arch->name[0]);
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addtoken(tokens, s1, var);
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s2 = LOC(lang, arch->name[1]);
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if (strcmp(s2, s1)!=0) {
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addtoken(tokens, s2, var);
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}
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}
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}
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}
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@ -84,6 +72,7 @@ init_archetypes(void)
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static int
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parse_archetypes(xmlDocPtr doc)
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{
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char zName[64];
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xmlXPathContextPtr xpath = xmlXPathNewContext(doc);
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xmlXPathObjectPtr result = xmlXPathEvalExpression(BAD_CAST "/eressea/archetypes/archetype", xpath);
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xmlNodeSetPtr nodes = result->nodesetval;
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@ -98,7 +87,9 @@ parse_archetypes(xmlDocPtr doc)
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property = xmlGetProp(node, BAD_CAST "name");
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assert(property!=NULL);
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arch->name = strdup((const char *)property);
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arch->name[0] = strdup((const char *)property);
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sprintf(zName, "%s_p", arch->name[0]);
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arch->name[1] = strdup(zName);
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xmlFree(property);
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property = xmlGetProp(node, BAD_CAST "equip");
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@ -106,7 +97,7 @@ parse_archetypes(xmlDocPtr doc)
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arch->equip = get_equipment((const char*)property);
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xmlFree(property);
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} else {
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arch->equip = get_equipment(arch->name);
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arch->equip = get_equipment(arch->name[0]);
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}
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property = xmlGetProp(node, BAD_CAST "building");
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@ -18,7 +18,7 @@ extern "C" {
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#endif
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typedef struct archetype {
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char * name;
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char * name[2];
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int size;
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struct building_type * btype;
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struct equipment * equip;
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@ -28,7 +28,6 @@ extern "C" {
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extern const struct archetype * find_archetype(const char * s, const struct locale * lang);
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extern void init_archetypes(void);
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extern const struct archetype * get_archetype(const char * name);
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extern void register_archetype(struct archetype * arch);
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extern void register_archetypes(void);
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@ -1058,14 +1058,15 @@ maintain_buildings(region * r, boolean crash)
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static int
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recruit_archetype(unit * u, order * ord)
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{
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int n;
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int want;
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const char * s;
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init_tokens(ord);
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skip_token();
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n = geti();
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want = geti();
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s = getstrtoken();
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if (n>0 && s && s[0]) {
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if (want>0 && s && s[0]) {
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int n = want;
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const archetype * arch = find_archetype(s, u->faction->locale);
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attrib * a = NULL;
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@ -1111,11 +1112,11 @@ recruit_archetype(unit * u, order * ord)
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a->data.i += n*arch->size;
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}
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ADDMSG(&u->faction->msgs, msg_message("recruit_archetype",
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"unit amount archetype", u, n, arch->name));
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"unit amount archetype", u, n, arch->name[n==1]));
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return n;
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} else switch(n) {
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case ENOMATERIALS:
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ADDMSG(&u->faction->msgs, msg_materials_required(u, ord, arch->ctype));
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ADDMSG(&u->faction->msgs, msg_materials_required(u, ord, arch->ctype, want));
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break;
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case ELOWSKILL:
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case ENEEDSKILL:
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@ -1235,9 +1236,9 @@ manufacture(unit * u, const item_type * itype, int want)
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return;
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}
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if(want==0)
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want=maxbuild(u, itype->construction);
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if (want==0) {
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want = maxbuild(u, itype->construction);
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}
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n = build(u, itype->construction, 0, want);
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switch (n) {
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case ENEEDSKILL:
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@ -1250,7 +1251,7 @@ manufacture(unit * u, const item_type * itype, int want)
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sk, minskill, itype->rtype, 1));
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return;
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case ENOMATERIALS:
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ADDMSG(&u->faction->msgs, msg_materials_required(u, u->thisorder, itype->construction));
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ADDMSG(&u->faction->msgs, msg_materials_required(u, u->thisorder, itype->construction, want));
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return;
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}
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if (n>0) {
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@ -1647,8 +1648,9 @@ create_potion(unit * u, const potion_type * ptype, int want)
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{
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int built;
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if(want==0)
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want=maxbuild(u, ptype->itype->construction);
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if (want==0) {
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want = maxbuild(u, ptype->itype->construction);
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}
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built = build(u, ptype->itype->construction, 0, want);
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switch (built) {
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case ELOWSKILL:
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@ -1661,7 +1663,7 @@ create_potion(unit * u, const potion_type * ptype, int want)
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break;
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case ENOMATERIALS:
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/* something missing from the list of materials */
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ADDMSG(&u->faction->msgs, msg_materials_required(u, u->thisorder, ptype->itype->construction));
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ADDMSG(&u->faction->msgs, msg_materials_required(u, u->thisorder, ptype->itype->construction, want));
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return;
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break;
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default:
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@ -753,6 +753,16 @@ trailinto(const region * r, const struct locale * lang)
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return "%s";
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}
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static void
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eval_localize(struct opstack ** stack, const void * userdata) /* (string, locale) -> string */
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{
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const struct faction * f = (const struct faction *)userdata;
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const struct locale * lang = f?f->locale:default_locale;
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const char *c = (const char *)opop_v(stack);
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c = locale_string(lang, c);
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opush_v(stack, strcpy(balloc(strlen(c)+1), c));
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}
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static void
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eval_trail(struct opstack ** stack, const void * userdata) /* (int, int) -> int */
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{
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@ -3105,6 +3115,7 @@ report_init(void)
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add_function("direction", &eval_direction);
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add_function("int36", &eval_int36);
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add_function("trail", &eval_trail);
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add_function("localize", &eval_localize);
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add_function("spell", &eval_spell);
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add_function("resources", &eval_resources);
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@ -769,15 +769,16 @@ build(unit * u, const construction * ctype, int completed, int want)
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}
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message *
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msg_materials_required(unit * u, order * ord, const construction * ctype)
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msg_materials_required(unit * u, order * ord, const construction * ctype, int multi)
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{
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/* something missing from the list of materials */
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int c;
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/* something missing from the list of materials */
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resource * reslist = NULL;
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if (multi<=0 || multi==INT_MAX) multi = 1;
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for (c=0;ctype->materials[c].number; ++c) {
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resource * res = malloc(sizeof(resource));
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res->number = ctype->materials[c].number / ctype->reqsize;
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res->number = multi * ctype->materials[c].number / ctype->reqsize;
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res->type = ctype->materials[c].rtype;
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res->next = reslist;
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reslist = res;
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@ -812,7 +813,7 @@ build_building(unit * u, const building_type * btype, int want, order * ord)
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{
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region * r = u->region;
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boolean newbuilding = false;
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int built = 0, id;
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int n = want, built = 0, id;
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building * b = NULL;
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/* einmalige Korrektur */
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static char buffer[8 + IDSIZE + 1 + NAMESIZE + 1];
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@ -869,26 +870,26 @@ build_building(unit * u, const building_type * btype, int want, order * ord)
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cmistake(u, ord, 318, MSG_PRODUCE);
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return;
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}
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want = 1;
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n = 1;
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}
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if (b) built = b->size;
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if (want<=0 || want == INT_MAX) {
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if (n<=0 || n == INT_MAX) {
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if(b == NULL) {
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if(btype->maxsize > 0) {
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want = btype->maxsize - built;
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n = btype->maxsize - built;
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} else {
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want = INT_MAX;
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n = INT_MAX;
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}
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} else {
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if(b->type->maxsize > 0) {
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want = b->type->maxsize - built;
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if (b->type->maxsize > 0) {
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n = b->type->maxsize - built;
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} else {
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want = INT_MAX;
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n = INT_MAX;
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}
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}
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}
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built = build(u, btype->construction, built, want);
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built = build(u, btype->construction, built, n);
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switch (built) {
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case ECOMPLETE:
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cmistake(u, ord, 4, MSG_PRODUCE);
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return;
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case ENOMATERIALS:
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ADDMSG(&u->faction->msgs, msg_materials_required(u, ord, btype->construction));
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ADDMSG(&u->faction->msgs, msg_materials_required(u, ord, btype->construction, want));
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return;
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case ELOWSKILL:
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case ENEEDSKILL:
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@ -930,13 +931,13 @@ build_building(unit * u, const building_type * btype, int want, order * ord)
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btname = LOC(lang, btype->_name);
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if (want-built <= 0) {
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if (n-built <= 0) {
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/* gebäude fertig */
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strcpy(buffer, LOC(lang, "defaultorder"));
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new_order = parse_order(buffer, lang);
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} else if (want!=INT_MAX) {
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} else if (n!=INT_MAX) {
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/* reduzierte restgröße */
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sprintf(buffer, "%s %d %s %s", LOC(lang, keywords[K_MAKE]), want-built, btname, buildingid(b));
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sprintf(buffer, "%s %d %s %s", LOC(lang, keywords[K_MAKE]), n-built, btname, buildingid(b));
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new_order = parse_order(buffer, lang);
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} else if (btname) {
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/* Neues Haus, Befehl mit Gebäudename */
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@ -79,7 +79,7 @@ void sunhash(struct ship * sh);
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extern int build(struct unit * u, const construction * ctype, int completed, int want);
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extern int maxbuild(const struct unit *u, const construction *cons);
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extern struct message * msg_materials_required(struct unit * u, struct order * ord, const struct construction * ctype);
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extern struct message * msg_materials_required(struct unit * u, struct order * ord, const struct construction * ctype, int multi);
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/** error messages that build may return: */
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#define ELOWSKILL -1
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#define ENEEDSKILL -2
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@ -450,17 +450,6 @@ eval_int(opstack ** stack, const void * userdata)
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opush(stack, var);
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}
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#include "language.h"
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static void
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eval_localize(opstack ** stack, const void * userdata) /* (string, locale) -> string */
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{
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const struct faction * f = (const struct faction *)userdata;
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const struct locale *lang = f?f->locale:default_locale;
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const char *c = (const char *)opop_v(stack);
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c = locale_string(lang, c);
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opush_v(stack, strcpy(balloc(strlen(c)+1), c));
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}
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void
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translation_init(void)
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{
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@ -471,7 +460,6 @@ translation_init(void)
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add_function("strlen", &eval_strlen);
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add_function("if", &eval_if);
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add_function("isnull", &eval_isnull);
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add_function("localize", &eval_localize);
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}
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void
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@ -1,12 +1,22 @@
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<?xml version="1.0" encoding="iso-8859-1"?>
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<strings>
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<!-- OPTION [x] -->
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<string name="knight">
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<string name="gamedesigner">
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<text locale="en">game designer</text>
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<text locale="de">Spieldesigner</text>
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</string>
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<string name="gamedesigner_p">
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<text locale="en">game designers</text>
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<text locale="de">Spieldesigner</text>
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</string>
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<string name="knight">
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<text locale="en">knight</text>
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<text locale="de">Ritter</text>
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</string>
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<string name="knight_p">
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<text locale="en">knights</text>
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<text locale="de">Ritter</text>
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</string>
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<string name="craftsman">
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<text locale="en">craftsman</text>
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@ -14,6 +24,7 @@
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</string>
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<string name="craftsman_p">
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<text locale="en">craftsmen</text>
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<text locale="de">Handwerker</text>
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</string>
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<string name="swordsman">
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<text locale="en">swordsman</text>
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@ -21,6 +32,7 @@
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</string>
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<string name="swordsman_p">
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<text locale="en">swordsmen</text>
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<text locale="de">Schwertkämpfer</text>
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</string>
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<string name="pikeman">
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<text locale="en">swordsman</text>
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@ -26,5 +26,12 @@
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</construction>
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</archetype>
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<archetype name="gamedesigner" building="castle" cost="1">
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<construction reqsize="1">
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<requirement type="laen" quantity="100"/>
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<requirement type="mallorn" quantity="100"/>
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</construction>
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</archetype>
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</archetypes>
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Reference in New Issue