forked from github/server
- bugfix fehlender burgenbonus (maxcapacity 4)
- removed old xml-writing code - fixed a crash related to astralspace kingdoms: - building type castle
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a8b9c29be4
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@ -576,64 +576,3 @@ buildingowner(const region * r, const building * b)
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fset(first, UFL_OWNER);
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fset(first, UFL_OWNER);
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return first;
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return first;
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}
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}
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#ifdef BETA_CODE
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void
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xml_writebuildings(void)
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{
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FILE * F = fopen("buildings.xml", "w");
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building_typelist *btl= buildingtypes;
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while (btl) {
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int i;
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const building_type * bt = btl->type;
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fprintf(F, "<building name=\"%s\"", bt->_name);
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if (bt->capacity>=0) fprintf(F, " capacity=\"%d\"", bt->capacity);
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if (bt->maxcapacity>=0) fprintf(F, " maxcapacity=\"%d\"", bt->maxcapacity);
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if (bt->maxsize>=0) fprintf(F, " maxsize=\"%d\"", bt->maxsize);
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if (bt->flags & BTF_INDESTRUCTIBLE) fputs(" nodestroy", F);
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if (bt->flags & BTF_NOBUILD) fputs(" nobuild", F);
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if (bt->flags & BTF_UNIQUE) fputs(" unique", F);
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if (bt->flags & BTF_DECAY) fputs(" decay", F);
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if (bt->flags & BTF_PROTECTION) fputs(" protection", F);
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if (bt->flags & BTF_MAGIC) fputs(" magic", F);
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fputs(">\n", F);
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if (bt->name) {
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const char * name = get_functionname((pf_generic)bt->name);
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assert(name);
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fprintf(F, "\t<function name=\"name\" value=\"%s\"></function>\n",
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name);
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}
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if (bt->init) {
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const char * name = get_functionname((pf_generic)bt->init);
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assert(name);
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fprintf(F, "\t<function name=\"init\" value=\"%s\"></function>\n",
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name);
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}
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for (i=0;bt->maintenance && bt->maintenance[i].number;++i) {
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const maintenance * m = bt->maintenance + i;
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fprintf(F, "\t<maintenance type=\"%s\" amount=\"%u\"",
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oldresourcetype[m->type]->_name[0], m->number);
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if (m->flags & MTF_VARIABLE) fputs(" variable", F);
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if (m->flags & MTF_VITAL) fputs(" vital", F);
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fputs(">\n", F);
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}
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if (bt->construction) {
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fprintf(F, "\t<construction skill=\"%s\" minskill=\"%u\" reqsize=\"%u\"",
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skillname(bt->construction->skill, NULL), bt->construction->minskill,
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bt->construction->reqsize);
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if (bt->construction->maxsize>=0) fprintf(F, " maxsize=\"%d\"", bt->construction->maxsize);
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fputs(">\n", F);
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for (i=0;bt->construction->materials[i].number!=0;++i) {
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fprintf(F, "\t\t<requirement type=\"%s\" quantity=\"%d\"></requirement>\n",
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oldresourcetype[bt->construction->materials[i].type]->_name[0],
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bt->construction->materials[i].number);
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}
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fputs("\t</construction>\n", F);
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}
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fputs("</building>\n\n", F);
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btl=btl->next;
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}
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fclose(F);
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}
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#endif
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@ -219,10 +219,13 @@ give_starting_equipment(struct unit *u)
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break;
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break;
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case RC_HUMAN:
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case RC_HUMAN:
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{
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{
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building *b = new_building(bt_find("castle"), r, u->faction->locale);
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const building_type * btype = bt_find("castle");
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b->size = 10;
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if (btype!=NULL) {
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u->building = b;
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building *b = new_building(btype, r, u->faction->locale);
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fset(u, UFL_OWNER);
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b->size = 10;
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u->building = b;
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fset(u, UFL_OWNER);
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}
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}
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}
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break;
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break;
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case RC_CAT:
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case RC_CAT:
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@ -96,7 +96,7 @@ r_standard_to_astral(const region *r)
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if (rplane(r) != get_normalplane()) return NULL;
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if (rplane(r) != get_normalplane()) return NULL;
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r2 = tpregion(r);
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r2 = tpregion(r);
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if (fval(r2->terrain, FORBIDDEN_REGION)) return NULL;
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if (r2==NULL || fval(r2->terrain, FORBIDDEN_REGION)) return NULL;
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return r2;
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return r2;
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}
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}
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@ -112,7 +112,7 @@ r_astral_to_standard(const region *r)
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y = (r->y-TE_CENTER_Y)*TP_DISTANCE;
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y = (r->y-TE_CENTER_Y)*TP_DISTANCE;
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r2 = findregion(x,y);
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r2 = findregion(x,y);
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if (rplane(r2)!=get_normalplane()) return NULL;
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if (r2==NULL || rplane(r2)!=get_normalplane()) return NULL;
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return r2;
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return r2;
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}
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}
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@ -166,7 +166,7 @@
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</construction>
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</construction>
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</building>
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</building>
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<building name="castle" capacity="1" maxcapacity="4">
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<building name="castle" capacity="1">
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<function name="name" value="castle_name"/>
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<function name="name" value="castle_name"/>
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<construction skill="building" minskill="1" maxsize="2" reqsize="1">
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<construction skill="building" minskill="1" maxsize="2" reqsize="1">
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<requirement type="stone" quantity="1" recycle="0.5"/>
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<requirement type="stone" quantity="1" recycle="0.5"/>
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@ -12,6 +12,7 @@
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<xi:include href="calendar.xml"/>
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<xi:include href="calendar.xml"/>
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<xi:include href="kingdoms/terrains.xml"/>
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<xi:include href="kingdoms/terrains.xml"/>
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<xi:include href="kingdoms/equipment.xml"/>
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<xi:include href="kingdoms/equipment.xml"/>
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<xi:include href="kingdoms/buildings.xml"/>
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<equipment>
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<equipment>
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<set name="new_faction">
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<set name="new_faction">
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