forked from github/server
"Ozean wird im CR zum Regionstyp Mahlstrom, verliert im CR aber seinen Namen" Maelstrom wird jetzt programmatisch in terrain_name gemacht (auch wenn es besser in terrain::name() sein sollte).
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@ -1270,11 +1270,7 @@ report_computer(const char * filename, report_context * ctx)
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else fprintf(F, "REGION %d %d %d\n", region_x(r, f), region_y(r, f), r->planep->id);
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else fprintf(F, "REGION %d %d %d\n", region_x(r, f), region_y(r, f), r->planep->id);
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}
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}
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if (r->land && strlen(rname(r, f->locale))) fprintf(F, "\"%s\";Name\n", rname(r, f->locale));
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if (r->land && strlen(rname(r, f->locale))) fprintf(F, "\"%s\";Name\n", rname(r, f->locale));
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if (is_cursed(r->attribs,C_MAELSTROM, 0))
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tname = "maelstrom";
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else {
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tname = terrain_name(r);
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tname = terrain_name(r);
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}
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fprintf(F, "\"%s\";Terrain\n", add_translation(tname, locale_string(f->locale, tname)));
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fprintf(F, "\"%s\";Terrain\n", add_translation(tname, locale_string(f->locale, tname)));
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if (sr->mode!=see_unit) fprintf(F, "\"%s\";visibility\n", visibility[sr->mode]);
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if (sr->mode!=see_unit) fprintf(F, "\"%s\";visibility\n", visibility[sr->mode]);
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@ -741,13 +741,7 @@ trailinto(const region * r, const struct locale * lang)
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char ref[32];
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char ref[32];
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const char * s;
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const char * s;
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if (r) {
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if (r) {
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const char * tname;
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const char * tname = terrain_name(r);
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if (is_cursed(r->attribs, C_MAELSTROM, 0)) {
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/* das kostet. evtl. wäre ein FL_CURSED gut? */
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tname = "maelstrom";
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} else {
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tname = terrain_name(r);
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}
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strcat(strcpy(ref, tname), "_trail");
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strcat(strcpy(ref, tname), "_trail");
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s = locale_string(lang, ref);
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s = locale_string(lang, ref);
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if (s && *s) {
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if (s && *s) {
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@ -836,11 +830,8 @@ describe(FILE * F, const region * r, int partial, faction * f)
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/* Terrain */
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/* Terrain */
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bufp += strxcpy(bufp, ", ");
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bufp += strxcpy(bufp, ", ");
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if (is_cursed(r->attribs,C_MAELSTROM, 0)) {
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tname = "maelstrom";
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} else {
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tname = terrain_name(r);
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tname = terrain_name(r);
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}
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bufp += strxcpy(bufp, LOC(f->locale, tname));
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bufp += strxcpy(bufp, LOC(f->locale, tname));
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/* Bäume */
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/* Bäume */
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@ -2572,7 +2572,7 @@ aftermath(battle * b)
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* stehen in fig->run.items. Dann werden die Fliehenden auf
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* stehen in fig->run.items. Dann werden die Fliehenden auf
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* die leere (tote) alte Einheit gemapt */
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* die leere (tote) alte Einheit gemapt */
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#ifdef SIMPLE_ESCAPE
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#ifdef SIMPLE_ESCAPE
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if (!fval(df, FIG_NOLOOT)){
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if (!fval(df, FIG_NOLOOT)) {
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loot_items(df);
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loot_items(df);
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}
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}
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#else
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#else
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@ -123,7 +123,13 @@ oldterrain(const struct terrain_type * terrain)
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const char *
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const char *
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terrain_name(const struct region * r)
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terrain_name(const struct region * r)
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{
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{
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if (r->terrain->name!=NULL) return r->terrain->name(r);
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if (r->terrain->name!=NULL) {
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return r->terrain->name(r);
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} else if (fval(r->terrain, SEA_REGION)) {
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if (is_cursed(r->attribs, C_MAELSTROM, 0)) {
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return "maelstrom";
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}
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}
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return r->terrain->_name;
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return r->terrain->_name;
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}
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}
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