forked from github/server
Fehlende "" um skill-namen
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e1dc630bcd
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@ -80,16 +80,17 @@ is_waiting(const unit * u)
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static order *
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monster_attack(unit * u, const unit * target)
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{
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char zText[20];
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char zText[20];
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if (u->region!=target->region) return NULL;
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if (u->region!=target->region) return NULL;
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if (u->faction==target->faction) return NULL;
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if (!cansee(u->faction, u->region, target, 0)) return NULL;
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if (is_waiting(u)) return NULL;
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if (!cansee(u->faction, u->region, target, 0)) return NULL;
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if (is_waiting(u)) return NULL;
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sprintf(zText, "%s %s",
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locale_string(u->faction->locale, keywords[K_ATTACK]), unitid(target));
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return parse_order(zText, u->faction->locale);
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sprintf(zText, "%s %s",
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locale_string(u->faction->locale, keywords[K_ATTACK]),
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unitid(target));
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return parse_order(zText, u->faction->locale);
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}
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@ -324,7 +325,8 @@ monster_move(region * r, unit * u)
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if (d == NODIRECTION)
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return NULL;
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sprintf(buf, "%s %s", locale_string(u->faction->locale, keywords[K_MOVE]), locale_string(u->faction->locale, directions[d]));
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sprintf(buf, "%s %s", locale_string(u->faction->locale, keywords[K_MOVE]),
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locale_string(u->faction->locale, directions[d]));
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return parse_order(buf, u->faction->locale);
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}
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@ -453,35 +455,36 @@ monster_seeks_target(region *r, unit *u)
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return NULL; /* this is a bug workaround! remove!! */
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}
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if(r == target->region ) { /* Wir haben ihn! */
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if (u->race == new_race[RC_ALP]) {
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alp_findet_opfer(u, r);
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}
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else {
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assert(!"Seeker-Monster hat keine Aktion fuer Ziel");
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}
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return NULL;
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}
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if(r == target->region ) { /* Wir haben ihn! */
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if (u->race == new_race[RC_ALP]) {
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alp_findet_opfer(u, r);
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}
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else {
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assert(!"Seeker-Monster hat keine Aktion fuer Ziel");
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}
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return NULL;
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}
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/* Simpler Ansatz: Nachbarregion mit gerinster Distanz suchen.
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* Sinnvoll momentan nur bei Monstern, die sich nicht um das
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* Terrain kümmern. Nebelwände & Co machen derzeit auch nix...
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*/
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dist2 = distance(r, target->region);
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d = NODIRECTION;
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for( i = 0; i < MAXDIRECTIONS; i++ ) {
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nr = rconnect(r, i);
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assert(nr);
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dist = distance(nr, target->region);
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if( dist < dist2 ) {
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dist2 = dist;
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d = i;
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}
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}
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assert(d != NODIRECTION );
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/* Simpler Ansatz: Nachbarregion mit gerinster Distanz suchen.
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* Sinnvoll momentan nur bei Monstern, die sich nicht um das
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* Terrain kümmern. Nebelwände & Co machen derzeit auch nix...
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*/
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dist2 = distance(r, target->region);
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d = NODIRECTION;
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for( i = 0; i < MAXDIRECTIONS; i++ ) {
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nr = rconnect(r, i);
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assert(nr);
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dist = distance(nr, target->region);
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if( dist < dist2 ) {
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dist2 = dist;
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d = i;
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}
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}
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assert(d != NODIRECTION );
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sprintf(buf, "%s %s", locale_string(u->faction->locale, keywords[K_MOVE]), locale_string(u->faction->locale, directions[d]));
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return parse_order(buf, u->faction->locale);
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sprintf(buf, "%s %s", locale_string(u->faction->locale, keywords[K_MOVE]),
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locale_string(u->faction->locale, directions[d]));
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return parse_order(buf, u->faction->locale);
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}
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unit *
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@ -677,32 +680,32 @@ extern attrib_type at_direction;
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static order *
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monster_learn(unit *u)
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{
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int c = 0;
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int n;
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skill * sv;
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int c = 0;
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int n;
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skill * sv;
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const struct locale * lang = u->faction->locale;
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/* Monster lernt ein zufälliges Talent aus allen, in denen es schon
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* Lerntage hat. */
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/* Monster lernt ein zufälliges Talent aus allen, in denen es schon
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* Lerntage hat. */
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for (sv = u->skills; sv != u->skills + u->skill_size; ++sv) {
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if (sv->level>0) ++c;
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}
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if(c == 0) return NULL;
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if(c == 0) return NULL;
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n = rand()%c + 1;
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c = 0;
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n = rand()%c + 1;
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c = 0;
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for (sv = u->skills; sv != u->skills + u->skill_size; ++sv) {
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if (sv->level>0) {
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if (++c == n) {
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sprintf(buf, "%s %s", locale_string(lang, keywords[K_STUDY]),
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skillname(sv->id, lang));
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return parse_order(buf, lang);
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}
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}
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}
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if (sv->level>0) {
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if (++c == n) {
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sprintf(buf, "%s \"%s\"", locale_string(lang, keywords[K_STUDY]),
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skillname(sv->id, lang));
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return parse_order(buf, lang);
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}
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}
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}
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return NULL;
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}
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@ -775,7 +778,8 @@ recruit_dracoids(unit * dragon, int size)
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if (weapon->rtype->wtype->flags & WTF_MISSILE) un->status = ST_BEHIND;
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else un->status = ST_FIGHT;
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sprintf(buf, "%s \"%s\"", keywords[K_STUDY], skillname(weapon->rtype->wtype->skill, f->locale));
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sprintf(buf, "%s \"%s\"", keywords[K_STUDY],
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skillname(weapon->rtype->wtype->skill, f->locale));
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new_order = parse_order(buf, default_locale);
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#ifdef LASTORDER
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set_order(&un->lastorder, new_order);
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@ -870,7 +874,8 @@ plan_dragon(unit * u)
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}
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}
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if (long_order==NULL) {
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sprintf(buf, "%s \"%s\"", keywords[K_STUDY], skillname(SK_OBSERVATION, u->faction->locale));
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sprintf(buf, "%s \"%s\"", keywords[K_STUDY],
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skillname(SK_OBSERVATION, u->faction->locale));
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long_order = parse_order(buf, default_locale);
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}
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return long_order;
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@ -953,8 +958,9 @@ plan_monsters(void)
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* zu bewachen: */
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if (u->race->bonus[SK_WEAPONLESS] != -99) {
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if (eff_skill(u, SK_WEAPONLESS, u->region) < 1) {
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sprintf(buf, "%s %s", locale_string(f->locale, keywords[K_STUDY]),
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skillname(SK_WEAPONLESS, f->locale));
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sprintf(buf, "%s \"%s\"",
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locale_string(f->locale, keywords[K_STUDY]),
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skillname(SK_WEAPONLESS, f->locale));
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long_order = parse_order(buf, f->locale);
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}
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}
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