forked from github/server
- Katapultmunition. Ab sofort baubar, wird aber erst mit
#define CATAPULT_AMMUNITION 1 benötigt und benutzt.
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@ -18,6 +18,7 @@
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#include "demonseye.h"
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#include "demonseye.h"
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#include "weapons.h"
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#include "weapons.h"
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#include "xerewards.h"
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#include "xerewards.h"
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#include "catapultammo.h"
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#if GROWING_TREES
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#if GROWING_TREES
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# include "seed.h"
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# include "seed.h"
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#endif
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#endif
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@ -36,6 +37,7 @@ register_items(void)
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#endif
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#endif
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register_birthday_firework();
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register_birthday_firework();
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register_lebkuchenherz();
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register_lebkuchenherz();
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register_catapultammo();
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}
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}
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void
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void
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@ -16,11 +16,14 @@
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#include <eressea.h>
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#include <eressea.h>
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#include "weapons.h"
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#include "weapons.h"
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#include "catapultammo.h"
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#include <unit.h>
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#include <unit.h>
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#include <build.h>
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#include <build.h>
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#include <race.h>
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#include <race.h>
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#include <item.h>
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#include <item.h>
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#include <battle.h>
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#include <battle.h>
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#include <pool.h>
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/* util includes */
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/* util includes */
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#include <functions.h>
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#include <functions.h>
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@ -35,7 +38,7 @@ static weapon_mod wm_bow[] = {
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};
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};
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static weapon_mod wm_catapult[] = {
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static weapon_mod wm_catapult[] = {
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{ 1, WMF_MISSILE_TARGET },
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{ 4, WMF_MISSILE_TARGET },
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{ 0, 0 }
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{ 0, 0 }
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};
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};
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@ -187,6 +190,8 @@ attack_firesword(const troop * at, int *casualties, int row)
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return true;
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return true;
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}
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}
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#define CATAPULT_ATTACKS 6
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static boolean
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static boolean
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attack_catapult(const troop * at, int * casualties, int row)
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attack_catapult(const troop * at, int * casualties, int row)
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{
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{
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@ -202,8 +207,15 @@ attack_catapult(const troop * at, int * casualties, int row)
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if (row>BEHIND_ROW) return false; /* keine weiteren attacken */
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if (row>BEHIND_ROW) return false; /* keine weiteren attacken */
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assert(wp->type->itype==olditemtype[I_CATAPULT]);
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assert(wp->type->itype==olditemtype[I_CATAPULT]);
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assert(af->person[at->index].reload==0);
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assert(af->person[at->index].reload==0);
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#if CATAPULT_AMMUNITION
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if(new_get_pooled(au, &rt_catapultammo, GET_SLACK|GET_RESERVE|GET_POOLED_SLACK|GET_POOLED_RESERVE|GET_POOLED_FORCE) <= 0) {
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/* No ammo. Use other weapon if available. */
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return true;
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}
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#endif
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if (af->catmsg == -1) {
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if (af->catmsg == -1) {
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int i, k=0;
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int i, k=0;
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for (i=0;i<=at->index;++i) {
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for (i=0;i<=at->index;++i) {
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@ -215,7 +227,12 @@ attack_catapult(const troop * at, int * casualties, int row)
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}
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}
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minrow = FIGHT_ROW;
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minrow = FIGHT_ROW;
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maxrow = FIGHT_ROW;
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maxrow = FIGHT_ROW;
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n = min(10, count_enemies(b, af->side, FS_ENEMY, minrow, maxrow));
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n = min(CATAPULT_ATTACKS, count_enemies(b, af->side, FS_ENEMY, minrow, maxrow));
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#if CATAPULT_AMMUNITION
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new_use_pooled(au, &rt_catapultammo, GET_SLACK|GET_RESERVE|GET_POOLED_SLACK|GET_POOLED_RESERVE|GET_POOLED_FORCE, 1);
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#endif
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while (--n >= 0) {
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while (--n >= 0) {
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/* Select defender */
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/* Select defender */
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@ -34,3 +34,5 @@
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#define GUARD_DISABLES_PRODUCTION 1
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#define GUARD_DISABLES_PRODUCTION 1
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#define RESOURCE_QUANTITY 1.0
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#define RESOURCE_QUANTITY 1.0
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#define RECRUITFRACTION 5
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#define RECRUITFRACTION 5
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#define CATAPULT_AMMUNITION 0 /* Gebaut werden kann sie auch mit 0! */
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@ -30,8 +30,9 @@
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#define SKILLPOINTS 0
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#define SKILLPOINTS 0
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#define NEW_MIGRATION 1
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#define NEW_MIGRATION 1
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#define PEASANTS_DO_NOT_STARVE 0
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#define PEASANTS_DO_NOT_STARVE 0
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#define GUARD_DISABLES_RECRUIT 0
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#define GUARD_DISABLES_RECRUIT 1
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#define GUARD_DISABLES_PRODUCTION 0
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#define GUARD_DISABLES_PRODUCTION 1
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#define RESOURCE_QUANTITY 1.0
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#define RESOURCE_QUANTITY 0.5
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#define RECRUITFRACTION 20
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#define RECRUITFRACTION 5
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#define CATAPULT_AMMUNITION 1
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@ -32,4 +32,5 @@
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#define GUARD_DISABLES_PRODUCTION 0
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#define GUARD_DISABLES_PRODUCTION 0
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#define RESOURCE_QUANTITY 1.0
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#define RESOURCE_QUANTITY 1.0
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#define RECRUITFRACTION 20
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#define RECRUITFRACTION 20
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#define CATAPULT_AMMUNITION 0
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@ -33,7 +33,8 @@
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#define GUARD_DISABLES_RECRUIT 1
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#define GUARD_DISABLES_RECRUIT 1
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#define GUARD_DISABLES_PRODUCTION 1
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#define GUARD_DISABLES_PRODUCTION 1
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#define RESOURCE_QUANTITY 1.0
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#define RESOURCE_QUANTITY 1.0
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#define RECRUITFRACTION 20
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#define RECRUITFRACTION 5
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#define CATAPULT_AMMUNITION 1
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#define VICTORY_CONDITION VICTORY_MURDER
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#define VICTORY_CONDITION VICTORY_MURDER
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#define VICTORY_DELAY 4
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#define VICTORY_DELAY 4
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@ -32,4 +32,5 @@
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#define GUARD_DISABLES_PRODUCTION 0
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#define GUARD_DISABLES_PRODUCTION 0
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#define RESOURCE_QUANTITY 1.0
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#define RESOURCE_QUANTITY 1.0
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#define RECRUITFRACTION 20
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#define RECRUITFRACTION 20
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#define CATAPULT_AMMUNITION 0
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@ -609,6 +609,14 @@
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<string name="vial_p">
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<string name="vial_p">
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<text locale="de">Phiolen</text>
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<text locale="de">Phiolen</text>
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</string>
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</string>
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<string name="catapultammo">
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<text locale="de">Katapultmunition</text>
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<text locale="en">catapult ammunition</text>
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</string>
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<string name="catapultammo_p">
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<text locale="de">Katapultmunition</text>
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<text locale="en">catapult ammunition</text>
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</string>
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<comment>Resourcen</comment>
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<comment>Resourcen</comment>
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<string name="money">
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<string name="money">
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