Neue funktion set_level(), setzt den level statt skillpunkte zu setzen - angepasst an allen stellen, wo das sinnvoll war. mehr dazu heute abend.

This commit is contained in:
Enno Rehling 2002-02-10 13:23:30 +00:00
parent a856ed1b1a
commit f1fc6dce4f
14 changed files with 229 additions and 194 deletions

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@ -1026,7 +1026,7 @@ forgetskill(unit * u)
struct message * m = add_message(&u->faction->msgs, struct message * m = add_message(&u->faction->msgs,
msg_message("forget", "unit skill", u, talent)); msg_message("forget", "unit skill", u, talent));
msg_release(m); msg_release(m);
set_skill(u, talent, 0); set_level(u, talent, 0);
} }
} }

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@ -362,11 +362,10 @@ live(region * r)
if (best > 0) { if (best > 0) {
int value = get_effect(u, oldpotiontype[P_FOOL]); int value = get_effect(u, oldpotiontype[P_FOOL]);
#if SKILLPOINTS #if SKILLPOINTS
int k; int k = get_skill(u, ibest);
value = min(value, u->number) * 30; value = min(value, u->number) * 30;
k = get_skill(u, ibest) - value; k = min(k, value);
k = max(k, 0); change_skill(u, ibest, -k);
set_skill(u, ibest, k);
#else #else
/* Talent sinkt für max. 10 Personen um 1 Stufe */ /* Talent sinkt für max. 10 Personen um 1 Stufe */
int k = min(u->number, value); int k = min(u->number, value);

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@ -1096,15 +1096,11 @@ plan_monsters(void)
un = createunit(r, findfaction(MONSTER_FACTION), ra, new_race[RC_DRACOID]); un = createunit(r, findfaction(MONSTER_FACTION), ra, new_race[RC_DRACOID]);
name_unit(un); name_unit(un);
change_money(u, -un->number * 50); change_money(u, -un->number * 50);
#if SKILLPOINTS
set_skill(un, SK_SPEAR, un->number * (level_days(3) + rand() % (level_days(6)-level_days(3)))); set_level(un, SK_SPEAR, (3 + rand() % 4));
set_skill(un, SK_SWORD, un->number * (level_days(3) + rand() % (level_days(6)-level_days(3)))); set_level(un, SK_SWORD, (3 + rand() % 4));
set_skill(un, SK_LONGBOW, un->number * (level_days(2) + rand() % (level_days(4)-level_days(2)))); set_level(un, SK_LONGBOW, (2 + rand() % 3));
#else
set_skill(un, SK_SPEAR, un->number * (3 + rand() % 4));
set_skill(un, SK_SWORD, un->number * (3 + rand() % 4));
set_skill(un, SK_LONGBOW, un->number * (2 + rand() % 3));
#endif
switch (rand() % 3) { switch (rand() % 3) {
case 0: case 0:
set_item(un, I_LONGBOW, un->number); set_item(un, I_LONGBOW, un->number);
@ -1174,7 +1170,6 @@ split_unit(region * r, unit *u)
unit *u2; unit *u2;
skill_t sk; skill_t sk;
int newsize; int newsize;
int n;
assert(u->number!=1); assert(u->number!=1);
newsize = u->number/2; newsize = u->number/2;
@ -1185,15 +1180,23 @@ split_unit(region * r, unit *u)
set_string(&u2->thisorder, "WARTEN"); set_string(&u2->thisorder, "WARTEN");
set_string(&u2->lastorder, "WARTEN"); set_string(&u2->lastorder, "WARTEN");
#if SKILLPOINTS
for(sk = 0; sk < MAXSKILLS; sk++) { for(sk = 0; sk < MAXSKILLS; sk++) {
int i; int n = get_skill(u, sk);
n = get_skill(u, sk); int i = (n / u->number) * newsize;
i = (n / u->number) * newsize;
i += (n % u->number) * newsize / u->number; i += (n % u->number) * newsize / u->number;
set_skill(u2, sk, i); set_skill(u2, sk, i);
set_skill(u, sk, n-i); set_skill(u, sk, n-i);
} }
set_number(u, u->number - newsize); set_number(u, u->number - newsize);
#else
scale_number(u, u->number - newsize);
for(sk = 0; sk < MAXSKILLS; sk++) {
int n = get_skill(u, sk);
int level = n / u->number;
set_level(u2, sk, level);
}
#endif
} }
boolean boolean

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@ -325,16 +325,16 @@ get_unit(region * r, unit * u)
if (fval(u, FL_PARTEITARNUNG)) fset(newunit, FL_PARTEITARNUNG); if (fval(u, FL_PARTEITARNUNG)) fset(newunit, FL_PARTEITARNUNG);
switch (rand() % 4) { switch (rand() % 4) {
case 0: case 0:
set_skill(newunit, SK_MINING, skill_level(1) * newunit->number); set_level(newunit, SK_MINING, 1);
break; break;
case 1: case 1:
set_skill(newunit, SK_LUMBERJACK, skill_level(1) * newunit->number); set_level(newunit, SK_LUMBERJACK, 1);
break; break;
case 2: case 2:
set_skill(newunit, SK_CARTMAKER, skill_level(1) * newunit->number); set_level(newunit, SK_CARTMAKER, 1);
break; break;
case 3: case 3:
set_skill(newunit, SK_QUARRYING, skill_level(1) * newunit->number); set_level(newunit, SK_QUARRYING, 1);
break; break;
} }
set_item(newunit, I_WAGON, rand() % 2); set_item(newunit, I_WAGON, rand() % 2);
@ -358,19 +358,19 @@ get_allies(region * r, unit * u)
switch (rand() % 4) { switch (rand() % 4) {
case 0: case 0:
set_skill(newunit, SK_SWORD, skill_level(1+rand()%3) * newunit->number); set_level(newunit, SK_SWORD, 1+rand()%3);
set_item(newunit, I_SWORD, newunit->number); set_item(newunit, I_SWORD, newunit->number);
break; break;
case 1: case 1:
set_skill(newunit, SK_SPEAR, skill_level(1+rand()%3) * newunit->number); set_level(newunit, SK_SPEAR, 1+rand()%3);
set_item(newunit, I_SPEAR, newunit->number); set_item(newunit, I_SPEAR, newunit->number);
break; break;
case 2: case 2:
set_skill(newunit, SK_CROSSBOW, skill_level(1+rand()%3) * newunit->number); set_level(newunit, SK_CROSSBOW, 1+rand()%3);
set_item(newunit, I_CROSSBOW, newunit->number); set_item(newunit, I_CROSSBOW, newunit->number);
break; break;
case 3: case 3:
set_skill(newunit, SK_LONGBOW, skill_level(1+rand()%3) * newunit->number); set_level(newunit, SK_LONGBOW, 1+rand()%3);
set_item(newunit, I_LONGBOW, newunit->number); set_item(newunit, I_LONGBOW, newunit->number);
break; break;
} }
@ -379,7 +379,7 @@ get_allies(region * r, unit * u)
} }
if (rand() % 100 < 30) { if (rand() % 100 < 30) {
set_item(newunit, I_HORSE, newunit->number); set_item(newunit, I_HORSE, newunit->number);
set_skill(newunit, SK_RIDING, skill_level(1+rand()%3) * newunit->number); set_level(newunit, SK_RIDING, 1+rand()%3);
} }
break; break;
} else { } else {
@ -391,12 +391,12 @@ get_allies(region * r, unit * u)
newunit = createunit(r, u->faction, rand() % 6 + 2, u->faction->race); newunit = createunit(r, u->faction, rand() % 6 + 2, u->faction->race);
set_string(&newunit->name, "Waldbewohner"); set_string(&newunit->name, "Waldbewohner");
set_money(newunit, (rand() % 20 + 10) * newunit->number); set_money(newunit, (rand() % 20 + 10) * newunit->number);
set_skill(newunit, SK_LONGBOW, skill_level(2+rand()%3) * newunit->number); set_level(newunit, SK_LONGBOW, 2+rand()%3);
set_item(newunit, I_LONGBOW, newunit->number); set_item(newunit, I_LONGBOW, newunit->number);
set_skill(newunit, SK_OBSERVATION, skill_level(2+rand()%2) * newunit->number); set_level(newunit, SK_OBSERVATION, 2+rand()%2);
set_skill(newunit, SK_STEALTH, skill_level(1+rand()%2) * newunit->number); set_level(newunit, SK_STEALTH, 1+rand()%2);
if (rand() % 100 < 20) { if (rand() % 100 < 20) {
set_skill(newunit, SK_HERBALISM, skill_level(1+rand()%2) * newunit->number); set_level(newunit, SK_HERBALISM, 1+rand()%2);
} }
} }
break; break;
@ -408,9 +408,9 @@ get_allies(region * r, unit * u)
newunit = createunit(r, u->faction, rand() % 6 + 2, u->faction->race); newunit = createunit(r, u->faction, rand() % 6 + 2, u->faction->race);
set_string(&newunit->name, "Sumpfbewohner"); set_string(&newunit->name, "Sumpfbewohner");
set_money(newunit, (rand() % 20 + 10) * newunit->number); set_money(newunit, (rand() % 20 + 10) * newunit->number);
set_skill(newunit, SK_SPEAR, skill_level(2+rand()%3) * newunit->number); set_level(newunit, SK_SPEAR, 2+rand()%3);
set_item(newunit, I_SPEAR, newunit->number); set_item(newunit, I_SPEAR, newunit->number);
set_skill(newunit, SK_STEALTH, skill_level(2+rand()%3) * newunit->number); set_level(newunit, SK_STEALTH, 2+rand()%3);
break; break;
case T_DESERT: case T_DESERT:
@ -420,12 +420,12 @@ get_allies(region * r, unit * u)
newunit = createunit(r, u->faction, rand() % 12 + 2, u->faction->race); newunit = createunit(r, u->faction, rand() % 12 + 2, u->faction->race);
set_string(&newunit->name, "Berber"); set_string(&newunit->name, "Berber");
set_money(newunit, (rand() % 30 + 20) * newunit->number); set_money(newunit, (rand() % 30 + 20) * newunit->number);
set_skill(newunit, SK_SWORD, skill_level(1+rand()%2) * newunit->number); set_level(newunit, SK_SWORD, 1+rand()%2);
set_item(newunit, I_SWORD, newunit->number); set_item(newunit, I_SWORD, newunit->number);
set_skill(newunit, SK_TRADE, skill_level(1+rand()%3) * newunit->number); set_level(newunit, SK_TRADE, 1+rand()%3);
set_skill(newunit, SK_RIDING, skill_level(2+rand()%2) * newunit->number); set_level(newunit, SK_RIDING, 2+rand()%2);
set_item(newunit, I_HORSE, newunit->number); set_item(newunit, I_HORSE, newunit->number);
set_skill(newunit, SK_HORSE_TRAINING, skill_level(2+rand()%2) * newunit->number); set_level(newunit, SK_HORSE_TRAINING, 2+rand()%2);
break; break;
case T_HIGHLAND: case T_HIGHLAND:
@ -435,7 +435,7 @@ get_allies(region * r, unit * u)
newunit = createunit(r, u->faction, rand() % 8 + 2, u->faction->race); newunit = createunit(r, u->faction, rand() % 8 + 2, u->faction->race);
set_string(&newunit->name, "Hochlandbarbaren"); set_string(&newunit->name, "Hochlandbarbaren");
set_money(newunit, (rand() % 10 + 20) * newunit->number); set_money(newunit, (rand() % 10 + 20) * newunit->number);
set_skill(newunit, SK_SWORD, skill_level(1+rand()%2) * newunit->number); set_level(newunit, SK_SWORD, 1+rand()%2);
set_item(newunit, I_SWORD, newunit->number); set_item(newunit, I_SWORD, newunit->number);
break; break;
@ -447,10 +447,10 @@ get_allies(region * r, unit * u)
newunit = createunit(r, u->faction, rand() % 6 + 2, u->faction->race); newunit = createunit(r, u->faction, rand() % 6 + 2, u->faction->race);
set_string(&newunit->name, "Bergbewohner"); set_string(&newunit->name, "Bergbewohner");
set_money(newunit, (rand() % 40 + 60) * newunit->number); set_money(newunit, (rand() % 40 + 60) * newunit->number);
set_skill(newunit, SK_SWORD, skill_level(2+rand()%2) * newunit->number); set_level(newunit, SK_SWORD, 2+rand()%2);
set_item(newunit, I_SWORD, newunit->number); set_item(newunit, I_SWORD, newunit->number);
set_skill(newunit, SK_ARMORER, skill_level(2+rand()%2) * newunit->number); set_level(newunit, SK_ARMORER, 2+rand()%2);
set_skill(newunit, SK_TRADE, skill_level(1+rand()%3) * newunit->number); set_level(newunit, SK_TRADE, 1+rand()%3);
if (rand() % 100 < 60) { if (rand() % 100 < 60) {
set_item(newunit, I_PLATE_ARMOR, newunit->number); set_item(newunit, I_PLATE_ARMOR, newunit->number);
} }
@ -464,9 +464,9 @@ get_allies(region * r, unit * u)
newunit = createunit(r, u->faction, rand() % 4 + 2, u->faction->race); newunit = createunit(r, u->faction, rand() % 4 + 2, u->faction->race);
set_string(&newunit->name, "Eisleute"); set_string(&newunit->name, "Eisleute");
set_money(newunit, (rand() % 20 + 20) * newunit->number); set_money(newunit, (rand() % 20 + 20) * newunit->number);
set_skill(newunit, SK_SWORD, skill_level(2+rand()%2) * newunit->number); set_level(newunit, SK_SWORD, 2+rand()%2);
set_item(newunit, I_SWORD, newunit->number); set_item(newunit, I_SWORD, newunit->number);
set_skill(newunit, SK_ARMORER, skill_level(2+rand()%2) * newunit->number); set_level(newunit, SK_ARMORER, 2+rand()%2);
break; break;
} }
@ -1333,10 +1333,10 @@ randomevents(void)
unit * u; unit * u;
if (rterrain(r) == T_OCEAN && rand()%10000 < 1) { if (rterrain(r) == T_OCEAN && rand()%10000 < 1) {
u = createunit(r, findfaction(MONSTER_FACTION), 1, new_race[RC_SEASERPENT]); u = createunit(r, findfaction(MONSTER_FACTION), 1, new_race[RC_SEASERPENT]);
set_skill(u, SK_MAGIC, u->number * skill_level(4)); set_level(u, SK_MAGIC, 4);
set_skill(u, SK_OBSERVATION, u->number * skill_level(3)); set_level(u, SK_OBSERVATION, 3);
set_skill(u, SK_STEALTH, u->number * skill_level(2)); set_level(u, SK_STEALTH, 2);
set_skill(u, SK_AUSDAUER, u->number * skill_level(1)); set_level(u, SK_AUSDAUER, 1);
set_string(&u->name, "Seeschlange"); set_string(&u->name, "Seeschlange");
} }
@ -1361,10 +1361,10 @@ randomevents(void)
} }
set_money(u, u->number * (rand() % 500 + 100)); set_money(u, u->number * (rand() % 500 + 100));
set_skill(u, SK_MAGIC, u->number * skill_level(4)); set_level(u, SK_MAGIC, 4);
set_skill(u, SK_OBSERVATION, u->number * skill_level(1+rand()%3)); set_level(u, SK_OBSERVATION, 1+rand()%3);
set_skill(u, SK_AUSDAUER, u->number * skill_level(1)); set_level(u, SK_STEALTH, 1);
set_skill(u, SK_STEALTH, u->number * skill_level(1)); set_level(u, SK_AUSDAUER, 1);
log_printf("%d %s in %s.\n", u->number, log_printf("%d %s in %s.\n", u->number,
LOC(default_locale, rc_name(u->race, u->number!=1)), regionname(r, NULL)); LOC(default_locale, rc_name(u->race, u->number!=1)), regionname(r, NULL));
@ -1437,7 +1437,7 @@ randomevents(void)
for (i=0;i < MAXSKILLS;i++) { for (i=0;i < MAXSKILLS;i++) {
if (rc->bonus[i] >= 1) { if (rc->bonus[i] >= 1) {
set_skill(u, i, skill_level(1) * u->number); set_level(u, SK_AUSDAUER, 1);
} }
} }
u->hp = unit_max_hp(u) * u->number; u->hp = unit_max_hp(u) * u->number;

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@ -539,7 +539,13 @@ sp_mindblast(fighter * fi, int level, int power, spell * sp)
sk = random_skill(du); sk = random_skill(du);
if (sk != NOSKILL) { if (sk != NOSKILL) {
/* Skill abziehen */ /* Skill abziehen */
#if SKILLPOINTS
change_skill(du, sk, -(30+rand()%61)); change_skill(du, sk, -(30+rand()%61));
#else
if (learn_skill(du, sk, 30+rand()%61)) {
change_skill(du, sk, -1);
}
#endif
--enemies; --enemies;
} else { } else {
troop t; troop t;
@ -632,22 +638,19 @@ sp_dragonodem(fighter * fi, int level, int power, spell * sp)
int int
sp_wolfhowl(fighter * fi, int level, int power, spell * sp) sp_wolfhowl(fighter * fi, int level, int power, spell * sp)
{ {
unit *u;
battle *b = fi->side->battle; battle *b = fi->side->battle;
region *r = b->region; region *r = b->region;
unit *mage = fi->unit; unit *mage = fi->unit;
attrib *a; attrib *a;
int force; int force = get_force(power, 3)/2;
unit *u = createunit(r, mage->faction, force, new_race[RC_WOLF]);
unused(sp); unused(sp);
force = get_force(power, 3)/2;
u = createunit(r, mage->faction, force, new_race[RC_WOLF]);
u->status = ST_FIGHT; u->status = ST_FIGHT;
set_string(&u->name, force == 1 ? "Wolf" : "Wölfe"); set_string(&u->name, force == 1 ? "Wolf" : "Wölfe");
set_skill(u, SK_WEAPONLESS, level_days(power/3) * u->number); set_level(u, SK_WEAPONLESS, power/3);
set_skill(u, SK_AUSDAUER, level_days(power/3) * u->number); set_level(u, SK_AUSDAUER, power/3);
u->hp = u->number * unit_max_hp(u); u->hp = u->number * unit_max_hp(u);
if (fval(mage, FL_PARTEITARNUNG)) if (fval(mage, FL_PARTEITARNUNG))

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@ -538,17 +538,6 @@ verify_data(void)
#endif #endif
} }
int
get_skill(const unit * u, skill_t id)
{
skillvalue *i = u->skills;
for (; i != u->skills + u->skill_size; ++i)
if (i->id == id)
return i->value;
return 0;
}
int int
distribute(int old, int new_value, int n) distribute(int old, int new_value, int n)
{ {
@ -706,7 +695,7 @@ scale_number (unit * u, int n)
} }
for (skill = 0; skill < MAXSKILLS; skill++) { for (skill = 0; skill < MAXSKILLS; skill++) {
if (n==0 || u->number == 0) { if (n==0 || u->number == 0) {
set_skill(u, skill, 0); set_level(u, skill, 0);
} else { } else {
int sval = get_skill(u, skill); int sval = get_skill(u, skill);
int snew = sval / u->number * n; int snew = sval / u->number * n;

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@ -199,7 +199,7 @@ give_starting_equipment(struct region *r, struct unit *u)
switch(old_race(u->race)) { switch(old_race(u->race)) {
case RC_DWARF: case RC_DWARF:
set_skill(u, SK_SWORD, 30); set_level(u, SK_SWORD, 1);
set_item(u, I_AXE, 1); set_item(u, I_AXE, 1);
set_item(u, I_CHAIN_MAIL, 1); set_item(u, I_CHAIN_MAIL, 1);
break; break;
@ -208,11 +208,11 @@ give_starting_equipment(struct region *r, struct unit *u)
set_show_item(u->faction, I_FEENSTIEFEL); set_show_item(u->faction, I_FEENSTIEFEL);
break; break;
case RC_ORC: case RC_ORC:
set_skill(u, SK_SPEAR, 300); set_level(u, SK_SPEAR, 4);
set_skill(u, SK_SWORD, 300); set_level(u, SK_SWORD, 4);
set_skill(u, SK_CROSSBOW, 300); set_level(u, SK_CROSSBOW, 4);
set_skill(u, SK_LONGBOW, 300); set_level(u, SK_LONGBOW, 4);
set_skill(u, SK_CATAPULT, 300); set_level(u, SK_CATAPULT, 4);
break; break;
case RC_GOBLIN: case RC_GOBLIN:
set_item(u, I_RING_OF_INVISIBILITY, 1); set_item(u, I_RING_OF_INVISIBILITY, 1);
@ -228,12 +228,12 @@ give_starting_equipment(struct region *r, struct unit *u)
} }
break; break;
case RC_TROLL: case RC_TROLL:
set_skill(u, SK_BUILDING, 30); set_level(u, SK_BUILDING, 1);
set_skill(u, SK_OBSERVATION, 180); set_level(u, SK_OBSERVATION, 3);
set_item(u, I_STONE, 50); set_item(u, I_STONE, 50);
break; break;
case RC_DAEMON: case RC_DAEMON:
set_skill(u, SK_AUSDAUER, 3600); set_level(u, SK_AUSDAUER, 15);
u->hp = unit_max_hp(u); u->hp = unit_max_hp(u);
break; break;
case RC_INSECT: case RC_INSECT:
@ -241,8 +241,8 @@ give_starting_equipment(struct region *r, struct unit *u)
i_change(&u->items, oldpotiontype[P_WARMTH]->itype, 9); i_change(&u->items, oldpotiontype[P_WARMTH]->itype, 9);
break; break;
case RC_HALFLING: case RC_HALFLING:
set_skill(u, SK_TRADE, 30); set_level(u, SK_TRADE, 1);
set_skill(u, SK_RIDING, 90); set_level(u, SK_RIDING, 2);
set_item(u, I_HORSE, 2); set_item(u, I_HORSE, 2);
set_item(u, I_WAGON, 1); set_item(u, I_WAGON, 1);
set_item(u, I_BALM, 5); set_item(u, I_BALM, 5);
@ -265,7 +265,7 @@ give_starting_equipment(struct region *r, struct unit *u)
u->ship = sh; u->ship = sh;
fset(u, FL_OWNER); fset(u, FL_OWNER);
} }
set_skill(u, SK_SAILING, 30); set_level(u, SK_SAILING, 1);
break; break;
case RC_CENTAUR: case RC_CENTAUR:
rsethorses(r, 250+rand()%51+rand()%51); rsethorses(r, 250+rand()%51+rand()%51);
@ -275,29 +275,6 @@ give_starting_equipment(struct region *r, struct unit *u)
set_money(u, 2000 + turn * 10); set_money(u, 2000 + turn * 10);
} }
void
give_latestart_bonus(region *r, unit *u, int b)
{
change_skill(u, SK_OBSERVATION, b*30*u->number);
change_money(u, 200*b);
{
unit *u2 = createunit(r, u->faction, 1, u->race);
change_skill(u2, SK_TACTICS, ((b*30)/2) * u2->number);
u2->irace = u->irace;
fset(u2, FL_PARTEITARNUNG);
}
{
unit *u2 = createunit(r, u->faction, 2*b, u->race);
change_skill(u2, SK_SPEAR, 180 * u2->number);
change_skill(u2, SK_TAXING, 180 * u2->number);
change_item(u2, I_SPEAR, u2->number);
u2->irace = u->irace;
fset(u2, FL_PARTEITARNUNG);
}
}
int int
unit_max_hp(const unit * u) unit_max_hp(const unit * u)
{ {
@ -385,41 +362,41 @@ oldfamiliars(unit * familiar)
switch(frt) { switch(frt) {
case RC_HOUSECAT: case RC_HOUSECAT:
/* Kräu+1, Mag, Pfer+1, Spi+3, Tar+3, Wahr+4, Aus */ /* Kräu+1, Mag, Pfer+1, Spi+3, Tar+3, Wahr+4, Aus */
set_skill(familiar, SK_MAGIC, 30); set_level(familiar, SK_MAGIC, 1);
set_skill(familiar, SK_SPY, 30); set_level(familiar, SK_SPY, 1);
set_skill(familiar, SK_STEALTH, 30); set_level(familiar, SK_STEALTH, 1);
set_skill(familiar, SK_OBSERVATION, 30); set_level(familiar, SK_OBSERVATION, 1);
m = create_mage(familiar, M_GRAU); m = create_mage(familiar, M_GRAU);
break; break;
case RC_TUNNELWORM: case RC_TUNNELWORM:
/* Ber+50,Hol+50,Sbau+50,Aus+2*/ /* Ber+50,Hol+50,Sbau+50,Aus+2*/
set_skill(familiar, SK_MAGIC, 30); set_level(familiar, SK_MAGIC, 1);
set_skill(familiar, SK_MINING, 30); set_level(familiar, SK_MINING, 1);
set_skill(familiar, SK_LUMBERJACK, 30); set_level(familiar, SK_LUMBERJACK, 1);
set_skill(familiar, SK_ROAD_BUILDING, 30); set_level(familiar, SK_ROAD_BUILDING, 1);
set_skill(familiar, SK_AUSDAUER, 30); set_level(familiar, SK_AUSDAUER, 1);
m = create_mage(familiar, M_GRAU); m = create_mage(familiar, M_GRAU);
break; break;
case RC_EAGLE: case RC_EAGLE:
/* Spi, Wahr+2, Aus */ /* Spi, Wahr+2, Aus */
set_skill(familiar, SK_MAGIC, 30); set_level(familiar, SK_MAGIC, 1);
set_skill(familiar, SK_OBSERVATION, 30); set_level(familiar, SK_OBSERVATION, 1);
m = create_mage(familiar, M_GRAU); m = create_mage(familiar, M_GRAU);
break; break;
case RC_RAT: case RC_RAT:
/* Spionage+5, Tarnung+4, Wahrnehmung+2, Ausdauer */ /* Spionage+5, Tarnung+4, Wahrnehmung+2, Ausdauer */
set_skill(familiar, SK_MAGIC, 30); set_level(familiar, SK_MAGIC, 1);
set_skill(familiar, SK_SPY, 30); set_level(familiar, SK_SPY, 1);
set_skill(familiar, SK_STEALTH, 30); set_level(familiar, SK_STEALTH, 1);
set_skill(familiar, SK_OBSERVATION, 30); set_level(familiar, SK_OBSERVATION, 1);
set_skill(familiar, SK_AUSDAUER, 50+rand()%500+rand()%500); set_level(familiar, SK_AUSDAUER, 1+rand()%8);
/* set_number(familiar, 50+rand()%500+rand()%500); */ /* set_number(familiar, 50+rand()%500+rand()%500); */
m = create_mage(familiar, M_GRAU); m = create_mage(familiar, M_GRAU);
break; break;
case RC_PSEUDODRAGON: case RC_PSEUDODRAGON:
/* Magie+1, Spionage, Tarnung, Wahrnehmung, Ausdauer */ /* Magie+1, Spionage, Tarnung, Wahrnehmung, Ausdauer */
m = create_mage(familiar, M_GRAU); m = create_mage(familiar, M_GRAU);
set_skill(familiar, SK_MAGIC, 30); set_level(familiar, SK_MAGIC, 1);
addspell(familiar, SPL_FLEE); addspell(familiar, SPL_FLEE);
addspell(familiar, SPL_SLEEP); addspell(familiar, SPL_SLEEP);
addspell(familiar, SPL_FRIGHTEN); addspell(familiar, SPL_FRIGHTEN);
@ -430,15 +407,15 @@ oldfamiliars(unit * familiar)
/* Alc, Arm, Bog+2, Han-2, Kräu+4, Mag+1, Pfer+5, Rei+5, /* Alc, Arm, Bog+2, Han-2, Kräu+4, Mag+1, Pfer+5, Rei+5,
* Rüs-2, Sbau, Seg-2, Sta, Spi+2, Tak-2, Tar+3, Unt+10, * Rüs-2, Sbau, Seg-2, Sta, Spi+2, Tak-2, Tar+3, Unt+10,
* Waf-2, Wag-2, Wahr+2, Steu-2, Aus-1 */ * Waf-2, Wag-2, Wahr+2, Steu-2, Aus-1 */
set_skill(familiar, SK_MAGIC, 30); set_level(familiar, SK_MAGIC, 1);
set_skill(familiar, SK_LONGBOW, 30); set_level(familiar, SK_LONGBOW, 1);
set_skill(familiar, SK_HERBALISM, 30); set_level(familiar, SK_HERBALISM, 1);
set_skill(familiar, SK_HORSE_TRAINING, 30); set_level(familiar, SK_HORSE_TRAINING, 1);
set_skill(familiar, SK_RIDING, 30); set_level(familiar, SK_RIDING, 1);
set_skill(familiar, SK_SPY, 30); set_level(familiar, SK_SPY, 1);
set_skill(familiar, SK_STEALTH, 30); set_level(familiar, SK_STEALTH, 1);
set_skill(familiar, SK_ENTERTAINMENT, 30); set_level(familiar, SK_ENTERTAINMENT, 1);
set_skill(familiar, SK_OBSERVATION, 30); set_level(familiar, SK_OBSERVATION, 1);
m = create_mage(familiar, M_GRAU); m = create_mage(familiar, M_GRAU);
addspell(familiar, SPL_SEDUCE); addspell(familiar, SPL_SEDUCE);
addspell(familiar, SPL_CALM_MONSTER); addspell(familiar, SPL_CALM_MONSTER);
@ -448,9 +425,9 @@ oldfamiliars(unit * familiar)
break; break;
case RC_UNICORN: case RC_UNICORN:
/* Mag+2, Spi, Tak, Tar+4, Wahr+4, Aus */ /* Mag+2, Spi, Tak, Tar+4, Wahr+4, Aus */
set_skill(familiar, SK_MAGIC, 30); set_level(familiar, SK_MAGIC, 1);
set_skill(familiar, SK_STEALTH, 30); set_level(familiar, SK_STEALTH, 1);
set_skill(familiar, SK_OBSERVATION, 30); set_level(familiar, SK_OBSERVATION, 1);
m = create_mage(familiar, M_GRAU); m = create_mage(familiar, M_GRAU);
addspell(familiar, SPL_RESISTMAGICBONUS); addspell(familiar, SPL_RESISTMAGICBONUS);
addspell(familiar, SPL_SONG_OF_PEACE); addspell(familiar, SPL_SONG_OF_PEACE);
@ -461,13 +438,13 @@ oldfamiliars(unit * familiar)
break; break;
case RC_WARG: case RC_WARG:
/* Spi, Tak, Tar, Wahri+2, Aus */ /* Spi, Tak, Tar, Wahri+2, Aus */
set_skill(familiar, SK_MAGIC, 30); set_level(familiar, SK_MAGIC, 1);
set_skill(familiar, SK_OBSERVATION, 30); set_level(familiar, SK_OBSERVATION, 1);
m = create_mage(familiar, M_GRAU); m = create_mage(familiar, M_GRAU);
break; break;
case RC_WRAITH: case RC_WRAITH:
/* Mag+1, Rei-2, Hie, Sta, Spi, Tar, Wahr, Aus */ /* Mag+1, Rei-2, Hie, Sta, Spi, Tar, Wahr, Aus */
set_skill(familiar, SK_MAGIC, 30); set_level(familiar, SK_MAGIC, 1);
m = create_mage(familiar, M_GRAU); m = create_mage(familiar, M_GRAU);
addspell(familiar, SPL_STEALAURA); addspell(familiar, SPL_STEALAURA);
addspell(familiar, SPL_FRIGHTEN); addspell(familiar, SPL_FRIGHTEN);
@ -475,28 +452,28 @@ oldfamiliars(unit * familiar)
break; break;
case RC_IMP: case RC_IMP:
/* Mag+1,Rei-1,Hie,Sta,Spi+1,Tar+1,Wahr+1,Steu+1,Aus*/ /* Mag+1,Rei-1,Hie,Sta,Spi+1,Tar+1,Wahr+1,Steu+1,Aus*/
set_skill(familiar, SK_MAGIC, 30); set_level(familiar, SK_MAGIC, 1);
set_skill(familiar, SK_SPY, 30); set_level(familiar, SK_SPY, 1);
set_skill(familiar, SK_STEALTH, 30); set_level(familiar, SK_STEALTH, 1);
set_skill(familiar, SK_OBSERVATION, 30); set_level(familiar, SK_OBSERVATION, 1);
set_skill(familiar, SK_TAXING, 30); set_level(familiar, SK_TAXING, 1);
m = create_mage(familiar, M_GRAU); m = create_mage(familiar, M_GRAU);
addspell(familiar, SPL_STEALAURA); addspell(familiar, SPL_STEALAURA);
break; break;
case RC_DREAMCAT: case RC_DREAMCAT:
/* Mag+1,Hie,Sta,Spi+1,Tar+1,Wahr+1,Steu+1,Aus*/ /* Mag+1,Hie,Sta,Spi+1,Tar+1,Wahr+1,Steu+1,Aus*/
set_skill(familiar, SK_MAGIC, 30); set_level(familiar, SK_MAGIC, 1);
set_skill(familiar, SK_SPY, 30); set_level(familiar, SK_SPY, 1);
set_skill(familiar, SK_STEALTH, 30); set_level(familiar, SK_STEALTH, 1);
set_skill(familiar, SK_OBSERVATION, 30); set_level(familiar, SK_OBSERVATION, 1);
set_skill(familiar, SK_TAXING, 30); set_level(familiar, SK_TAXING, 1);
m = create_mage(familiar, M_GRAU); m = create_mage(familiar, M_GRAU);
addspell(familiar, SPL_ILL_SHAPESHIFT); addspell(familiar, SPL_ILL_SHAPESHIFT);
addspell(familiar, SPL_TRANSFERAURA_TRAUM); addspell(familiar, SPL_TRANSFERAURA_TRAUM);
break; break;
case RC_FEY: case RC_FEY:
/* Mag+1,Rei-1,Hie-1,Sta-1,Spi+2,Tar+5,Wahr+2,Aus */ /* Mag+1,Rei-1,Hie-1,Sta-1,Spi+2,Tar+5,Wahr+2,Aus */
set_skill(familiar, SK_MAGIC, 30); set_level(familiar, SK_MAGIC, 1);
m = create_mage(familiar,M_GRAU); m = create_mage(familiar,M_GRAU);
addspell(familiar, SPL_DENYATTACK); addspell(familiar, SPL_DENYATTACK);
addspell(familiar, SPL_CALM_MONSTER); addspell(familiar, SPL_CALM_MONSTER);
@ -504,22 +481,22 @@ oldfamiliars(unit * familiar)
break; break;
case RC_OWL: case RC_OWL:
/* Spi+1,Tar+1,Wahr+5,Aus */ /* Spi+1,Tar+1,Wahr+5,Aus */
set_skill(familiar, SK_MAGIC, 30); set_level(familiar, SK_MAGIC, 1);
set_skill(familiar, SK_SPY, 30); set_level(familiar, SK_SPY, 1);
set_skill(familiar, SK_STEALTH, 30); set_level(familiar, SK_STEALTH, 1);
set_skill(familiar, SK_OBSERVATION, 30); set_level(familiar, SK_OBSERVATION, 1);
m = create_mage(familiar,M_GRAU); m = create_mage(familiar,M_GRAU);
break; break;
case RC_HELLCAT: case RC_HELLCAT:
/* Spi, Tak, Tar, Wahr+1, Aus */ /* Spi, Tak, Tar, Wahr+1, Aus */
set_skill(familiar, SK_MAGIC, 30); set_level(familiar, SK_MAGIC, 1);
set_skill(familiar, SK_OBSERVATION, 30); set_level(familiar, SK_OBSERVATION, 1);
m = create_mage(familiar,M_GRAU); m = create_mage(familiar,M_GRAU);
break; break;
case RC_TIGER: case RC_TIGER:
/* Spi, Tak, Tar, Wahr+1, Aus */ /* Spi, Tak, Tar, Wahr+1, Aus */
set_skill(familiar, SK_MAGIC, 30); set_level(familiar, SK_MAGIC, 1);
set_skill(familiar, SK_OBSERVATION, 30); set_level(familiar, SK_OBSERVATION, 1);
m = create_mage(familiar,M_GRAU); m = create_mage(familiar,M_GRAU);
break; break;
} }

View File

@ -298,15 +298,11 @@ level_days(int level)
return 30 * ((level+1) * level / 2); return 30 * ((level+1) * level / 2);
} }
#if SKILLPOINTS
int int
level(int days) level(int days)
{ {
int i; int i;
#ifdef SLOW_SKILLS
/* that's just too many function calls, baby: */
i = 0;
while (level_days(i+1) <= days) ++i;
#else
static int ldays[64]; static int ldays[64];
static boolean init = false; static boolean init = false;
if (!init) { if (!init) {
@ -314,9 +310,9 @@ level(int days)
for (i=0;i!=64;++i) ldays[i] = level_days(i+1); for (i=0;i!=64;++i) ldays[i] = level_days(i+1);
} }
for (i=0;i!=64;++i) if (ldays[i]>days) return i; for (i=0;i!=64;++i) if (ldays[i]>days) return i;
#endif
return i; return i;
} }
#endif
int int
eff_skill(const unit * u, skill_t sk, const region * r) eff_skill(const unit * u, skill_t sk, const region * r)
@ -326,7 +322,11 @@ eff_skill(const unit * u, skill_t sk, const region * r)
if (u->number==0) return 0; if (u->number==0) return 0;
if (r->planep && sk == SK_STEALTH && fval(r->planep, PFL_NOSTEALTH)) return 0; if (r->planep && sk == SK_STEALTH && fval(r->planep, PFL_NOSTEALTH)) return 0;
#if SKILLPOINTS
result = level(get_skill(u, sk) / u->number); result = level(get_skill(u, sk) / u->number);
#else
result = get_skill(u, sk) / u->number;
#endif
if (result == 0) return 0; if (result == 0) return 0;
assert(r); assert(r);
@ -366,7 +366,11 @@ pure_skill(unit * u, skill_t sk, region * r)
if (u->number==0) return 0; if (u->number==0) return 0;
#if SKILLPOINTS
result = level(get_skill(u, sk) / u->number); result = level(get_skill(u, sk) / u->number);
#else
result = get_skill(u, sk) / u->number;
#endif
return max(result, 0); return max(result, 0);
} }
@ -381,9 +385,8 @@ remove_zero_skills(void)
for(r=regions; r; r=r->next) { for(r=regions; r; r=r->next) {
for(u=r->units; u; u=u->next) { for(u=r->units; u; u=u->next) {
for (sk = 0; sk != MAXSKILLS; sk++) { for (sk = 0; sk != MAXSKILLS; sk++) {
if(get_skill(u, sk) < u->number) { if (get_skill(u, sk) < u->number) {
set_skill(u, sk, 0); set_level(u, sk, 0);
} }
} }
} }

View File

@ -147,7 +147,7 @@ do_shock(unit *u, char *reason)
for (sk=0; sk < MAXSKILLS; sk++) { for (sk=0; sk < MAXSKILLS; sk++) {
int n = get_skill(u, sk); int n = get_skill(u, sk);
if (n!=0 && rand()%10 < 2) { if (n!=0 && rand()%10 < 2) {
change_skill(u, sk, -1); change_level(u, sk, -1);
} }
} }
#endif #endif
@ -1467,8 +1467,8 @@ sp_create_irongolem(castorder *co)
u2 = create_unit(r, mage->faction, force*8, new_race[RC_IRONGOLEM], 0, u2 = create_unit(r, mage->faction, force*8, new_race[RC_IRONGOLEM], 0,
LOC(mage->faction->locale, rc_name(new_race[RC_IRONGOLEM], 1)), mage); LOC(mage->faction->locale, rc_name(new_race[RC_IRONGOLEM], 1)), mage);
set_skill(u2, SK_ARMORER, skill_level(1)*u2->number); set_level(u2, SK_ARMORER, 1);
set_skill(u2, SK_WEAPONSMITH, skill_level(1)*u2->number); set_level(u2, SK_WEAPONSMITH, 1);
a = a_new(&at_unitdissolve); a = a_new(&at_unitdissolve);
a->data.ca[0] = 0; a->data.ca[0] = 0;
@ -1527,8 +1527,8 @@ sp_create_stonegolem(castorder *co)
u2 = create_unit(r, mage->faction, force*5, new_race[RC_STONEGOLEM], 0, u2 = create_unit(r, mage->faction, force*5, new_race[RC_STONEGOLEM], 0,
LOC(mage->faction->locale, rc_name(new_race[RC_STONEGOLEM], 1)), mage); LOC(mage->faction->locale, rc_name(new_race[RC_STONEGOLEM], 1)), mage);
set_skill(u2, SK_ROAD_BUILDING, skill_level(1)*u2->number); set_level(u2, SK_ROAD_BUILDING, 1);
set_skill(u2, SK_BUILDING, skill_level(1)*u2->number); set_level(u2, SK_BUILDING, 1);
a = a_new(&at_unitdissolve); a = a_new(&at_unitdissolve);
a->data.ca[0] = 0; a->data.ca[0] = 0;
@ -3384,8 +3384,8 @@ sp_summonshadow(castorder *co)
/* Bekommen Tarnung = (Magie+Tarnung)/2 und Wahrnehmung 1. */ /* Bekommen Tarnung = (Magie+Tarnung)/2 und Wahrnehmung 1. */
val = (get_skill(mage, SK_MAGIC) + get_skill(mage, SK_STEALTH))/(2*mage->number); val = (get_skill(mage, SK_MAGIC) + get_skill(mage, SK_STEALTH))/(2*mage->number);
set_skill(u, SK_STEALTH, u->number * val); set_level(u, SK_STEALTH, val);
set_skill(u, SK_OBSERVATION, u->number * skill_level(1)); set_level(u, SK_OBSERVATION, 1);
sprintf(buf, "%s beschwört %d Dämonen aus dem Reich der Schatten.", sprintf(buf, "%s beschwört %d Dämonen aus dem Reich der Schatten.",
unitname(mage), force*force); unitname(mage), force*force);
@ -3429,12 +3429,8 @@ sp_summonshadowlords(castorder *co)
fset(u, FL_PARTEITARNUNG); fset(u, FL_PARTEITARNUNG);
/* Bekommen Tarnung = Magie und Wahrnehmung 5. */ /* Bekommen Tarnung = Magie und Wahrnehmung 5. */
set_skill(u, SK_STEALTH, (u->number * get_skill(mage, SK_MAGIC)/mage->number)); set_level(u, SK_STEALTH, get_level(mage, SK_MAGIC));
#if SKILLPOINTS set_level(u, SK_OBSERVATION, 5);
set_skill(u, SK_OBSERVATION, u->number * level_days(5));
#else
set_skill(u, SK_OBSERVATION, u->number * 5);
#endif
sprintf(buf, "%s beschwört %d Schattenmeister.", sprintf(buf, "%s beschwört %d Schattenmeister.",
unitname(mage), force*force); unitname(mage), force*force);
addmessage(0, mage->faction, buf, MSG_MAGIC, ML_INFO); addmessage(0, mage->faction, buf, MSG_MAGIC, ML_INFO);
@ -4522,7 +4518,7 @@ sp_pump(castorder *co)
u = createunit(rt, mage->faction, RS_FARVISION, new_race[RC_SPELL]); u = createunit(rt, mage->faction, RS_FARVISION, new_race[RC_SPELL]);
set_string(&u->name, "Zauber: Aushorchen"); set_string(&u->name, "Zauber: Aushorchen");
u->age = 2; u->age = 2;
set_skill(u, SK_OBSERVATION, eff_skill(target, SK_OBSERVATION, r)); set_level(u, SK_OBSERVATION, eff_skill(target, SK_OBSERVATION, u->region));
return cast_level; return cast_level;
} }
@ -5251,7 +5247,7 @@ sp_dreamreading(castorder *co)
set_number(u2, 1); set_number(u2, 1);
set_string(&u2->name, "sp_dreamreading"); set_string(&u2->name, "sp_dreamreading");
u2->age = 2; /* Nur für diese Runde. */ u2->age = 2; /* Nur für diese Runde. */
set_skill(u2, SK_OBSERVATION, get_skill(u, SK_OBSERVATION)/u->number); set_level(u2, SK_OBSERVATION, eff_skill(u, SK_OBSERVATION, u2->region));
sprintf(buf, "%s verliert sich in die Träume von %s und erhält einen " sprintf(buf, "%s verliert sich in die Träume von %s und erhält einen "
"Eindruck von %s.", unitname(mage), unitname(u), regionid(u->region)); "Eindruck von %s.", unitname(mage), unitname(u), regionid(u->region));

View File

@ -27,6 +27,7 @@
#include "unit.h" #include "unit.h"
#include "region.h" #include "region.h"
#include "race.h" #include "race.h"
#include "skill.h"
#include "faction.h" #include "faction.h"
#include "plane.h" #include "plane.h"
@ -130,8 +131,8 @@ random_in_teleport_plane(void)
u = createunit(r, f0, 1+rand()%10+rand()%10, new_race[RC_HIRNTOETER]); u = createunit(r, f0, 1+rand()%10+rand()%10, new_race[RC_HIRNTOETER]);
set_string(&u->name, "Hirntöter"); set_string(&u->name, "Hirntöter");
set_string(&u->display, "Wabernde grüne Schwaden treiben durch den Nebel und verdichten sich zu einer unheimlichen Kreatur, die nur aus einem langen Ruderschwanz und einem riesigen runden Maul zu bestehen scheint."); set_string(&u->display, "Wabernde grüne Schwaden treiben durch den Nebel und verdichten sich zu einer unheimlichen Kreatur, die nur aus einem langen Ruderschwanz und einem riesigen runden Maul zu bestehen scheint.");
set_skill(u, SK_STEALTH, 30); set_level(u, SK_STEALTH, 1);
set_skill(u, SK_OBSERVATION, 30); set_level(u, SK_OBSERVATION, 1);
break; break;
} }
} }

View File

@ -33,6 +33,7 @@
#include "race.h" #include "race.h"
#include "region.h" #include "region.h"
#include "ship.h" #include "ship.h"
#include "skill.h"
#include <attributes/moved.h> #include <attributes/moved.h>
@ -494,7 +495,7 @@ u_geteffstealth(const struct unit * u)
} }
int int
change_skill (unit * u, skill_t id, int byvalue) change_skill(unit * u, skill_t id, int byvalue)
{ {
skillvalue *i = u->skills; skillvalue *i = u->skills;
int wounds = 0; int wounds = 0;
@ -519,8 +520,8 @@ change_skill (unit * u, skill_t id, int byvalue)
return byvalue; return byvalue;
} }
int static int
change_skill_transfermen (unit * u, skill_t id, int byvalue) change_skill_transfermen(unit * u, skill_t id, int byvalue)
{ {
skillvalue *i = u->skills; skillvalue *i = u->skills;
@ -535,8 +536,47 @@ change_skill_transfermen (unit * u, skill_t id, int byvalue)
return byvalue; return byvalue;
} }
int
get_skill(const unit * u, skill_t id)
{
skillvalue *i = u->skills;
for (; i != u->skills + u->skill_size; ++i)
if (i->id == id)
return i->value;
return 0;
}
#if SKILLPOINTS
extern int level(int days);
#endif
int
get_level(const unit * u, skill_t id)
{
skillvalue *i = u->skills;
for (; i != u->skills + u->skill_size; ++i)
if (i->id == id)
#if SKILLPOINTS
return level(i->value/u->number);
#else
return i->value/u->number;
#endif
return 0;
}
void void
set_skill (unit * u, skill_t id, int value) set_level(unit * u, skill_t id, int value)
{
#if SKILLPOINTS
set_skill(u, id, level_days(value)*u->number);
#else
set_skill(u, id, u->number*value);
#endif
}
void
set_skill(unit * u, skill_t id, int value)
{ {
skillvalue *i = u->skills; skillvalue *i = u->skills;
@ -836,3 +876,18 @@ set_number(unit * u, int count)
u->debug_number = count; u->debug_number = count;
#endif #endif
} }
#if !SKILLPOINTS
boolean
learn_skill(const unit * u, skill_t sk, int days)
{
int now = get_skill(u, sk);
int nowlvl = now / u->number;
int need = (nowlvl+1) * u->number - now;
int needdays = level_days(nowlvl+1) - level_days(nowlvl);
needdays = needdays * u->number / need;
if ((rand()%needdays) < days) return true;
return false;
}
#endif

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@ -157,10 +157,13 @@ extern const struct unit u_unknown;
extern struct unit * udestroy; extern struct unit * udestroy;
int change_skill(struct unit * u, skill_t id, int byvalue); extern int change_skill(struct unit * u, skill_t id, int byvalue);
void set_skill(struct unit * u, skill_t id, int value); extern int change_level(struct unit * u, skill_t id, int bylevel);
int get_skill(const struct unit * u, skill_t id); extern void set_skill(struct unit * u, skill_t id, int value);
void transfermen(struct unit * u, struct unit * u2, int n); extern void set_level(struct unit * u, skill_t id, int level);
extern int get_skill(const struct unit * u, skill_t id);
extern int get_level(const struct unit * u, skill_t id);
extern void transfermen(struct unit * u, struct unit * u2, int n);
#undef DESTROY #undef DESTROY
@ -189,4 +192,9 @@ extern struct faction * dfindhash(int no);
extern void u_setfaction(struct unit * u, struct faction * f); extern void u_setfaction(struct unit * u, struct faction * f);
/* vorsicht Sprüche können u->number == 0 (RS_FARVISION) haben! */ /* vorsicht Sprüche können u->number == 0 (RS_FARVISION) haben! */
extern void set_number(struct unit * u, int count); extern void set_number(struct unit * u, int count);
#if !SKILLPOINTS
extern boolean learn_skill(const struct unit * u, skill_t sk, int days);
#endif
#endif #endif

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@ -378,7 +378,7 @@ gm_skill(const char * str, void * data, const char * cmd)
} else if (skill==NOSKILL || skill==SK_MAGIC || skill==SK_ALCHEMY) { } else if (skill==NOSKILL || skill==SK_MAGIC || skill==SK_ALCHEMY) {
/* unknown or not enough */ /* unknown or not enough */
mistake(u, cmd, "Dieses Talent ist unbekannt, oder kann nicht erhöht werden.\n", 0); mistake(u, cmd, "Dieses Talent ist unbekannt, oder kann nicht erhöht werden.\n", 0);
} else if (num<0 || num>5000) { } else if (num<0 || num>30) {
/* sanity check failed */ /* sanity check failed */
mistake(u, cmd, "Der gewählte Wert ist nicht zugelassen.\n", 0); mistake(u, cmd, "Der gewählte Wert ist nicht zugelassen.\n", 0);
} else { } else {
@ -388,7 +388,7 @@ gm_skill(const char * str, void * data, const char * cmd)
mistake(u, cmd, "Unzureichende Rechte für diesen Befehl.\n", 0); mistake(u, cmd, "Unzureichende Rechte für diesen Befehl.\n", 0);
} }
else { else {
set_skill(to, skill, num*to->number); set_level(to, skill, num);
} }
} }
} }

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@ -17,6 +17,7 @@
#include <unit.h> #include <unit.h>
#include <region.h> #include <region.h>
#include <skill.h>
#include <magic.h> #include <magic.h>
/* util includes */ /* util includes */
@ -104,7 +105,7 @@ sp_summon_alp(struct castorder *co)
alp->building = mage->building; alp->building = mage->building;
alp->ship = mage->ship; alp->ship = mage->ship;
} }
set_skill(alp, SK_STEALTH, alp->number * 840); /* 840 Tage = T7 */ set_level(alp, SK_STEALTH, 7);
set_string(&alp->name, "Alp"); set_string(&alp->name, "Alp");
alp->status = ST_FLEE; /* flieht */ alp->status = ST_FLEE; /* flieht */