forked from github/server
removed duplication in good/bad dreams code
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b41049da53
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d9f8479055
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@ -117,6 +117,8 @@ int curse_age(attrib * a)
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curse *c = (curse *)a->data.v;
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curse *c = (curse *)a->data.v;
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int result = 0;
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int result = 0;
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c_clearflag(c, CURSE_ISNEW);
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if (c_flags(c) & CURSE_NOAGE) {
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if (c_flags(c) & CURSE_NOAGE) {
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c->duration = INT_MAX;
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c->duration = INT_MAX;
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}
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}
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@ -1274,7 +1274,22 @@ static int item_modification(const unit * u, skill_t sk, int val)
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return val;
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return val;
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}
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}
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static int att_modification(const unit * u, skill_t sk)
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static int update_gbdream(const unit * u, int bonus, curse *c, const curse_type *gbdream_ct, int sign){
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if (curse_active(c) && c->type == gbdream_ct) {
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double effect = curse_geteffect(c);
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unit *mage = c->magician;
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/* wir suchen jeweils den groessten Bonus und den groestsen Malus */
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if (sign * effect > sign * bonus) {
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if (mage == NULL || mage->number == 0
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|| sign>0?alliedunit(mage, u->faction, HELP_GUARD):!alliedunit(mage, u->faction, HELP_GUARD)) {
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bonus = effect;
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}
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}
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}
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return bonus;
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}
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int att_modification(const unit * u, skill_t sk)
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{
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{
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double result = 0;
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double result = 0;
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static bool init = false;
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static bool init = false;
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@ -1311,22 +1326,10 @@ static int att_modification(const unit * u, skill_t sk)
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attrib *a = a_find(u->region->attribs, &at_curse);
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attrib *a = a_find(u->region->attribs, &at_curse);
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while (a && a->type == &at_curse) {
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while (a && a->type == &at_curse) {
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curse *c = (curse *)a->data.v;
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curse *c = (curse *)a->data.v;
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if (curse_active(c) && c->type == gbdream_ct) {
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double mod = curse_geteffect(c);
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bonus = update_gbdream(u, bonus, c, gbdream_ct, 1);
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unit *mage = c->magician;
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malus = update_gbdream(u, malus, c, gbdream_ct, -1);
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/* wir suchen jeweils den groesten Bonus und den groesten Malus */
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if (mod > bonus) {
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if (mage == NULL || mage->number == 0
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|| alliedunit(mage, u->faction, HELP_GUARD)) {
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bonus = mod;
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}
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}
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else if (mod < malus) {
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if (mage == NULL || !alliedunit(mage, u->faction, HELP_GUARD)) {
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malus = mod;
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}
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}
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}
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a = a->next;
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a = a->next;
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}
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}
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result = result + bonus + malus;
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result = result + bonus + malus;
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40
src/spells.c
40
src/spells.c
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@ -4645,6 +4645,8 @@ int sp_analysedream(castorder * co)
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return cast_level;
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return cast_level;
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}
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}
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static int sp_gbdreams(castorder * co, const char *curse_name, int effect);
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/* ------------------------------------------------------------- */
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/* ------------------------------------------------------------- */
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/* Name: Schlechte Traeume
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/* Name: Schlechte Traeume
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* Stufe: 10
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* Stufe: 10
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@ -4660,28 +4662,7 @@ int sp_analysedream(castorder * co)
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* */
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* */
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int sp_baddreams(castorder * co)
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int sp_baddreams(castorder * co)
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{
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{
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int duration;
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return sp_gbdreams(co, "gbdream", -1);
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unit *mage = co->magician.u;
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int cast_level = co->level;
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float power = co->force;
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region *r = co_get_region(co);
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curse *c;
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float effect;
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/* wirkt erst in der Folgerunde, soll mindestens eine Runde wirken,
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* also duration+2 */
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duration = (int)_max(1, power / 2); /* Stufe 1 macht sonst mist */
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duration = 2 + rng_int() % duration;
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/* Nichts machen als ein entsprechendes Attribut in die Region legen. */
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effect = -1;
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c = create_curse(mage, &r->attribs, ct_find("gbdream"), power, duration, effect, 0);
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/* Erfolg melden */
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ADDMSG(&mage->faction->msgs, msg_message("regionmagic_effect",
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"unit region command", c->magician, mage->region, co->order));
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return cast_level;
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}
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}
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/* ------------------------------------------------------------- */
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/* ------------------------------------------------------------- */
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@ -4697,21 +4678,26 @@ int sp_baddreams(castorder * co)
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* (FARCASTING | SPELLLEVEL | REGIONSPELL | TESTRESISTANCE)
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* (FARCASTING | SPELLLEVEL | REGIONSPELL | TESTRESISTANCE)
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*/
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*/
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int sp_gooddreams(castorder * co)
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int sp_gooddreams(castorder * co)
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{
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return sp_gbdreams(co, "gbdream", 1);
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}
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static int sp_gbdreams(castorder * co, const char *curse_name, int effect)
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{
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{
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int duration;
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int duration;
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curse *c;
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region *r = co_get_region(co);
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unit *mage = co->magician.u;
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unit *mage = co->magician.u;
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int cast_level = co->level;
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int cast_level = co->level;
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float power = co->force;
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float power = co->force;
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float effect;
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region *r = co_get_region(co);
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curse *c;
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/* wirkt erst in der Folgerunde, soll mindestens eine Runde wirken,
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/* wirkt erst in der Folgerunde, soll mindestens eine Runde wirken,
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* also duration+2 */
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* also duration+2 */
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duration = (int)_max(1, power / 2); /* Stufe 1 macht sonst mist */
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duration = (int)_max(1, power / 2); /* Stufe 1 macht sonst mist */
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duration = 2 + rng_int() % duration;
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duration = 2 + rng_int() % duration;
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effect = 1;
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c = create_curse(mage, &r->attribs, ct_find("gbdream"), power, duration, effect, 0);
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/* Nichts machen als ein entsprechendes Attribut in die Region legen. */
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c = create_curse(mage, &r->attribs, ct_find(curse_name), power, duration, effect, 0);
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/* Erfolg melden */
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/* Erfolg melden */
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ADDMSG(&mage->faction->msgs, msg_message("regionmagic_effect",
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ADDMSG(&mage->faction->msgs, msg_message("regionmagic_effect",
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