/* vi: set ts=2: * * * Eressea PB(E)M host Copyright (C) 1998-2003 * Christian Schlittchen (corwin@amber.kn-bremen.de) * Katja Zedel (katze@felidae.kn-bremen.de) * Henning Peters (faroul@beyond.kn-bremen.de) * Enno Rehling (enno@eressea-pbem.de) * Ingo Wilken (Ingo.Wilken@informatik.uni-oldenburg.de) * * This program may not be used, modified or distributed without * prior permission by the authors of Eressea. */ /* Neue items in common/items/ anlegen! */ #include #include "eressea.h" #include "item.h" #include #include "alchemy.h" #include "build.h" #include "faction.h" #include "message.h" #include "pool.h" #include "race.h" #include "region.h" #include "spell.h" #include "save.h" #include "skill.h" #include "unit.h" /* triggers includes */ #include #include /* util includes */ #include #include #include #include /* libc includes */ #include #include #include resource_type * resourcetypes; luxury_type * luxurytypes; potion_type * potiontypes; herb_type * herbtypes; #define IMAXHASH 127 static item_type * itemtypes[IMAXHASH]; static int res_changeaura(unit * u, const resource_type * rtype, int delta) { assert(rtype!=NULL); change_spellpoints(u, delta); return 0; } static int res_changeperson(unit * u, const resource_type * rtype, int delta) { assert(rtype!=NULL || !"not implemented"); scale_number(u, u->number+delta); return 0; } static int res_changepermaura(unit * u, const resource_type * rtype, int delta) { assert(rtype!=NULL); change_maxspellpoints(u, delta); return 0; } static int res_changehp(unit * u, const resource_type * rtype, int delta) { assert(rtype!=NULL); u->hp+=delta; return 0; } static int res_changepeasants(unit * u, const resource_type * rtype, int delta) { assert(rtype!=NULL && u->region->land); u->region->land->peasants+=delta; return 0; } int res_changeitem(unit * u, const resource_type * rtype, int delta) { int num; if (rtype == oldresourcetype[R_STONE] && u->race==new_race[RC_STONEGOLEM] && delta<=0) { int reduce = delta / GOLEM_STONE; if (delta % GOLEM_STONE != 0) --reduce; scale_number(u, u->number+reduce); num = u->number; } else if (rtype == oldresourcetype[R_IRON] && u->race==new_race[RC_IRONGOLEM] && delta<=0) { int reduce = delta / GOLEM_IRON; if (delta % GOLEM_IRON != 0) --reduce; scale_number(u, u->number+reduce); num = u->number; } else { const item_type * itype = resource2item(rtype); item * i; assert(itype!=NULL); i = i_change(&u->items, itype, delta); if (i==NULL) return 0; num = i->number; } return num; } const char * resourcename(const resource_type * rtype, int flags) { int i = 0; if (rtype->name) return rtype->name(rtype, flags); if (flags & NMF_PLURAL) i = 1; if (flags & NMF_APPEARANCE && rtype->_appearance[i]) { return rtype->_appearance[i]; } return rtype->_name[i]; } resource_type * new_resourcetype(const char ** names, const char ** appearances, int flags) { resource_type * rtype = rt_find(names[0]); if (rtype==NULL) { int i; rtype = calloc(sizeof(resource_type), 1); for (i=0; i!=2; ++i) { rtype->_name[i] = strdup(names[i]); if (appearances) rtype->_appearance[i] = strdup(appearances[i]); else rtype->_appearance[i] = NULL; } rt_register(rtype); } #ifndef NDEBUG else { /* TODO: check that this is the same type */ } #endif rtype->flags |= flags; return rtype; } void it_register(item_type * itype) { int hash = hashstring(itype->rtype->_name[0]); int key = hash % IMAXHASH; item_type ** p_itype = &itemtypes[key]; while (*p_itype && *p_itype != itype) p_itype = &(*p_itype)->next; if (*p_itype==NULL) { itype->rtype->itype = itype; *p_itype = itype; rt_register(itype->rtype); } } item_type * new_itemtype(resource_type * rtype, int iflags, int weight, int capacity) { item_type * itype; assert (resource2item(rtype) == NULL); assert(rtype->flags & RTF_ITEM); itype = calloc(sizeof(item_type), 1); itype->rtype = rtype; itype->weight = weight; itype->capacity = capacity; itype->flags |= iflags; it_register(itype); rtype->uchange = res_changeitem; return itype; } static void lt_register(luxury_type * ltype) { ltype->itype->rtype->ltype = ltype; ltype->next = luxurytypes; luxurytypes = ltype; } luxury_type * new_luxurytype(item_type * itype, int price) { luxury_type * ltype; assert(resource2luxury(itype->rtype) == NULL); assert(itype->flags & ITF_LUXURY); ltype = calloc(sizeof(luxury_type), 1); ltype->itype = itype; ltype->price = price; lt_register(ltype); return ltype; } weapon_type * new_weapontype(item_type * itype, int wflags, double magres, const char* damage[], int offmod, int defmod, int reload, skill_t sk, int minskill) { weapon_type * wtype; assert(resource2weapon(itype->rtype)==NULL); assert(itype->flags & ITF_WEAPON); wtype = calloc(sizeof(weapon_type), 1); if (damage) { wtype->damage[0] = strdup(damage[0]); wtype->damage[1] = strdup(damage[1]); } wtype->defmod = defmod; wtype->flags |= wflags; wtype->itype = itype; wtype->magres = magres; wtype->minskill = minskill; wtype->offmod = offmod; wtype->reload = reload; wtype->skill = sk; itype->rtype->wtype = wtype; return wtype; } armor_type * new_armortype(item_type * itype, double penalty, double magres, int prot, unsigned int flags) { armor_type * atype; assert(itype->rtype->atype==NULL); atype = calloc(sizeof(armor_type), 1); atype->itype = itype; atype->penalty = penalty; atype->magres = magres; atype->prot = prot; atype->flags = flags; itype->rtype->atype = atype; return atype; } static void pt_register(potion_type * ptype) { ptype->itype->rtype->ptype = ptype; ptype->next = potiontypes; potiontypes = ptype; } potion_type * new_potiontype(item_type * itype, int level) { potion_type * ptype; assert(resource2potion(itype->rtype)==NULL); assert(itype->flags & ITF_POTION); ptype = calloc(sizeof(potion_type), 1); ptype->itype = itype; ptype->level = level; pt_register(ptype); return ptype; } static void ht_register(herb_type * htype) { htype->itype->rtype->htype = htype; htype->next = herbtypes; herbtypes = htype; } herb_type * new_herbtype(item_type * itype, terrain_t terrain) { herb_type * htype; assert(resource2herb(itype->rtype)==NULL); assert(itype->flags & ITF_HERB); htype = calloc(sizeof(herb_type), 1); htype->itype = itype; htype->terrain = terrain; ht_register(htype); return htype; } void rt_register(resource_type * rtype) { resource_type ** prtype = &resourcetypes; if (!rtype->hashkey) rtype->hashkey = hashstring(rtype->_name[0]); while (*prtype && *prtype!=rtype) prtype=&(*prtype)->next; if (*prtype == NULL) { *prtype = rtype; } } const resource_type * item2resource(const item_type * itype) { return itype->rtype; } const item_type * resource2item(const resource_type * rtype) { return rtype->itype; } const herb_type * resource2herb(const resource_type * rtype) { return rtype->htype; } const weapon_type * resource2weapon(const resource_type * rtype) { return rtype->wtype; } const luxury_type * resource2luxury(const resource_type * rtype) { #ifdef AT_LTYPE attrib * a = a_find(rtype->attribs, &at_ltype); if (a) return (const luxury_type *)a->data.v; return NULL; #else return rtype->ltype; #endif } const potion_type * resource2potion(const resource_type * rtype) { #ifdef AT_PTYPE attrib * a = a_find(rtype->attribs, &at_ptype); if (a) return (const potion_type *)a->data.v; return NULL; #else return rtype->ptype; #endif } resource_type * rt_find(const char * name) { unsigned int hash = hashstring(name); resource_type * rtype; for (rtype=resourcetypes; rtype; rtype=rtype->next) if (rtype->hashkey==hash && !strcmp(rtype->_name[0], name)) break; return rtype; } static const char * it_aliases[][2] = { { "Runenschwert", "runesword" }, { "p12", "truthpotion" }, { "p1", "goliathwater" }, { "p5", "peasantblood" }, { NULL, NULL }, }; static const char * it_alias(const char * zname) { int i; for (i=0;it_aliases[i][0];++i) { if (strcasecmp(it_aliases[i][0], zname)==0) return it_aliases[i][1]; } return zname; } item_type * it_find(const char * zname) { const char * name = it_alias(zname); unsigned int hash = hashstring(name); item_type * itype; unsigned int key = hash % IMAXHASH; for (itype=itemtypes[key]; itype; itype=itype->next) { if (itype->rtype->hashkey==hash && strcmp(itype->rtype->_name[0], name) == 0) { break; } } if (itype==NULL) { for (itype=itemtypes[key]; itype; itype=itype->next) { if (strcmp(itype->rtype->_name[1], name) == 0) break; } } return itype; } luxury_type * lt_find(const char * name) { unsigned int hash = hashstring(name); luxury_type * ltype; for (ltype=luxurytypes; ltype; ltype=ltype->next) if (ltype->itype->rtype->hashkey==hash && !strcmp(ltype->itype->rtype->_name[0], name)) break; return ltype; } herb_type * ht_find(const char * name) { unsigned int hash = hashstring(name); herb_type * htype; for (htype=herbtypes; htype; htype=htype->next) if (htype->itype->rtype->hashkey==hash && !strcmp(htype->itype->rtype->_name[0], name)) break; return htype; } potion_type * pt_find(const char * name) { unsigned int hash = hashstring(name); potion_type * ptype; for (ptype=potiontypes; ptype; ptype=ptype->next) if (ptype->itype->rtype->hashkey==hash && !strcmp(ptype->itype->rtype->_name[0], name)) break; return ptype; } item ** i_find(item ** i, const item_type * it) { while (*i && (*i)->type!=it) i = &(*i)->next; return i; } int i_get(const item * i, const item_type * it) { i = *i_find((item**)&i, it); if (i) return i->number; return 0; } item * i_add(item ** pi, item * i) { assert(i && i->type && !i->next); while (*pi) { int d = strcmp((*pi)->type->rtype->_name[0], i->type->rtype->_name[0]); if (d>=0) break; pi = &(*pi)->next; } if (*pi && (*pi)->type==i->type) { (*pi)->number += i->number; i_free(i); } else { i->next = *pi; *pi = i; } return *pi; } void i_merge(item ** pi, item ** si) { item * i = *si; while (i) { item * itmp; while (*pi) { int d = strcmp((*pi)->type->rtype->_name[0], i->type->rtype->_name[0]); if (d>=0) break; pi=&(*pi)->next; } if (*pi && (*pi)->type==i->type) { (*pi)->number += i->number; i_free(i_remove(&i, i)); } else { itmp = i->next; i->next=*pi; *pi = i; i = itmp; } } *si=NULL; } item * i_change(item ** pi, const item_type * itype, int delta) { assert(itype); while (*pi) { int d = strcmp((*pi)->type->rtype->_name[0], itype->rtype->_name[0]); if (d>=0) break; pi=&(*pi)->next; } if (!*pi || (*pi)->type!=itype) { item * i; if (delta==0) return NULL; i = i_new(itype, delta); i->next = *pi; *pi = i; } else { item * i = *pi; i->number+=delta; assert(i->number >= 0); if (i->number==0) { *pi = i->next; free(i); return NULL; } } return *pi; } item * i_remove(item ** pi, item * i) { assert(i); while ((*pi)->type!=i->type) pi = &(*pi)->next; assert(*pi); *pi = i->next; i->next = NULL; return i; } void i_free(item * i) { assert(!i->next); free(i); } void i_freeall(item *i) { item *in; while(i) { in = i->next; free(i); i = in; } } item * i_new(const item_type * itype, int size) { item * i = calloc(1, sizeof(item)); assert(itype); i->type = itype; i->number = size; return i; } #include "region.h" static boolean give_horses(const unit * s, const unit * d, const item_type * itype, int n, struct order * ord) { if (d==NULL && itype == olditemtype[I_HORSE]) rsethorses(s->region, rhorses(s->region) + n); return true; } #define R_MAXUNITRESOURCE R_HITPOINTS #define R_MINOTHER R_SILVER #define R_MINHERB R_PLAIN_1 #define R_MINPOTION R_FAST #define R_MINITEM R_IRON #define MAXITEMS MAX_ITEMS #define MAXRESOURCES MAX_RESOURCES #define MAXHERBS MAX_HERBS #define MAXPOTIONS MAX_POTIONS #define MAXHERBSPERPOTION 6 #define FIRSTLUXURY (I_BALM) #define LASTLUXURY (I_INCENSE +1) #define MAXLUXURIES (LASTLUXURY - FIRSTLUXURY) #define item2res(itm) (resource_t)(itm+R_MINITEM) #define herb2res(itm) (resource_t)(itm+R_MINHERB) #define potion2res(itm) (resource_t)(itm+R_MINPOTION) item_type * olditemtype[MAXITEMS+1]; resource_type * oldresourcetype[MAXRESOURCES+1]; herb_type * oldherbtype[MAXHERBS+1]; luxury_type * oldluxurytype[MAXLUXURIES+1]; potion_type * oldpotiontype[MAXPOTIONS+1]; /*** alte items ***/ int get_item(const unit * u, item_t it) { const item_type * type = olditemtype[it]; item * i = *i_find((item**)&u->items, type); if (i) assert(i->number>=0); return i?i->number:0; } int set_item(unit * u, item_t it, int value) { const item_type * type = olditemtype[it]; item * i = *i_find(&u->items, type); if (!i) { i = i_add(&u->items, i_new(type, value)); } else { i->number = value; } return value; } int change_item(unit * u, item_t it, int value) { const item_type * type = olditemtype[it]; item * i = *i_find(&u->items, type); if (!i) { if (!value) return 0; assert(value>0); i = i_add(&u->items, i_new(type, value)); } else { i->number += value; } return i->number; } /*** alte herbs ***/ int get_herb(const unit * u, herb_t h) { const item_type * type = oldherbtype[h]->itype; item * it = *i_find((item**)&u->items, type); return it?it->number:0; } int set_herb(unit * u, herb_t h, int value) { const item_type * type = oldherbtype[h]->itype; item * i = *i_find((item**)&u->items, type); if (!i) i = i_add(&u->items, i_new(type, value)); else i->number = value; return value; } int change_herb(unit * u, herb_t h, int value) { const item_type * type = oldherbtype[h]->itype; item * i = *i_find(&u->items, type); if (!i) { if (!value) return 0; assert(value>0); i = i_add(&u->items, i_new(type, value)); } else { i->number += value; } return i->number; } /*** alte potions ***/ int get_potion(const unit * u, potion_t p) { const item_type * type = oldpotiontype[p]->itype; item * it = *i_find((item**)&u->items, type); return it?it->number:0; } void use_birthdayamulet(region * r, unit * magician, int amount, struct order * ord); enum { IS_RESOURCE, IS_PRODUCT, IS_LUXURY, IS_MAGIC, /* wird für ZEIGE gebraucht */ IS_ITEM, IS_RACE }; /* t_item::flags */ #define FL_ITEM_CURSED (1<<0) #define FL_ITEM_NOTLOST (1<<1) #define FL_ITEM_NOTINBAG (1<<2) /* nicht im Bag Of Holding */ #define FL_ITEM_ANIMAL (1<<3) /* ist ein Tier */ #define FL_ITEM_MOUNT ((1<<4) | FL_ITEM_ANIMAL) /* ist ein Reittier */ #if 0 /* ------------------------------------------------------------- */ /* Sprüche auf Artefakten */ /* Benutzung magischer Gegenstände */ /* ------------------------------------------------------------- */ /* ------------------------------------------------------------- */ /* Antimagie - curse auflösen - für Kristall */ /* ------------------------------------------------------------- */ static int destroy_curse_crystal(attrib **alist, int cast_level, int force) { attrib ** ap = alist; while (*ap && force > 0) { curse * c; attrib * a = *ap; if (!fval(a->type, ATF_CURSE)) { do { ap = &(*ap)->next; } while (*ap && a->type==(*ap)->type); continue; } c = (curse*)a->data.v; /* Immunität prüfen */ if (c->flag & CURSE_IMMUN); if (cast_level < c->vigour) { /* Zauber ist nicht stark genug */ /* pro Stufe Unterschied -20% */ double probability = 1 + (cast_level - c->vigour) * 0.2; if (chance(probability)) { if (c->type->change_vigour) c->type->change_vigour(c, -2); force -= c->vigour; c->vigour -= 2; if(c->vigour <= 0) { a_remove(alist, a); } } } else { /* Zauber ist stärker als curse */ if (force >= c->vigour){ /* reicht die Kraft noch aus? */ force -= c->vigour; if (c->type->change_vigour) c->type->change_vigour(c, -c->vigour); a_remove(alist, a); } } if(*ap) ap = &(*ap)->next; } return force; } #endif /* ------------------------------------------------------------- */ /* Kann auch von Nichtmagiern benutzt werden, erzeugt eine * Antimagiezone, die zwei Runden bestehen bleibt */ static void use_antimagiccrystal(region * r, unit * mage, int amount, struct order * ord) { int i; for (i=0;i!=amount;++i) { int effect, duration = 2; double force; spell *sp = find_spellbyid(SPL_ANTIMAGICZONE); attrib ** ap = &r->attribs; unused(ord); /* Reduziert die Stärke jedes Spruchs um effect */ effect = sp->level; /* Hält Sprüche bis zu einem summierten Gesamtlevel von power aus. * Jeder Zauber reduziert die 'Lebenskraft' (vigour) der Antimagiezone * um seine Stufe */ force = sp->level * 20; /* Stufe 5 =~ 100 */ /* Regionszauber auflösen */ while (*ap && force > 0) { curse * c; attrib * a = *ap; if (!fval(a->type, ATF_CURSE)) { do { ap = &(*ap)->next; } while (*ap && a->type==(*ap)->type); continue; } c = (curse*)a->data.v; /* Immunität prüfen */ if (c->flag & CURSE_IMMUNE) { do { ap = &(*ap)->next; } while (*ap && a->type==(*ap)->type); continue; } force = destr_curse(c, effect, force); if(c->vigour <= 0) { a_remove(&r->attribs, a); } if(*ap) ap = &(*ap)->next; } if(force > 0) { variant var ; var.i = effect; create_curse(mage, &r->attribs, ct_find("antimagiczone"), force, duration, var, 0); } } use_pooled(mage, mage->region, R_ANTIMAGICCRYSTAL, amount); add_message(&mage->faction->msgs, new_message(mage->faction, "use_antimagiccrystal%u:unit%r:region", mage, r)); return; } /* ------------------------------------------------------------- */ /* Kann auch von Nichtmagier benutzt werden, modifiziert Taktik für diese * Runde um -1 - 4 Punkte. */ static void use_tacticcrystal(region * r, unit * u, int amount, struct order * ord) { int i; for (i=0;i!=amount;++i) { int duration = 1; /* wirkt nur eine Runde */ int power = 5; /* Widerstand gegen Antimagiesprüche, ist in diesem Fall egal, da der curse für den Kampf gelten soll, der vor den Antimagiezaubern passiert */ curse * c; variant effect; effect.i = rand()%6 - 1; c = create_curse(u, &u->attribs, ct_find("skillmod"), power, duration, effect, u->number); c->data.i = SK_TACTICS; unused(ord); } use_pooled(u, u->region, R_TACTICCRYSTAL, amount); add_message(&u->faction->msgs, new_message(u->faction, "use_tacticcrystal%u:unit%r:region", u, r)); return; } static t_item itemdata[MAXITEMS] = { /* name[4]; typ; sk; minskill; material[6]; gewicht; preis; * benutze_funktion; */ { /* I_IRON */ {"Eisen", "Eisen", "Eisen", "Eisen"}, IS_RESOURCE, SK_MINING, 1, {0, 0, 0, 0, 0, 0}, 500, 0, FL_ITEM_NOTLOST, NULL }, { /* I_WOOD */ {"Holz", "Holz", "Holz", "Holz"}, IS_RESOURCE, SK_LUMBERJACK, 1, {0, 0, 0, 0, 0, 0}, 500, 0, FL_ITEM_NOTLOST, NULL }, { /* I_STONE */ {"Stein", "Steine", "Stein", "Steine"}, IS_RESOURCE, SK_QUARRYING, 1, {0, 0, 0, 0, 0, 0}, 6000, 0, FL_ITEM_NOTLOST, NULL }, { /* I_HORSE */ {"Pferd", "Pferde", "Pferd", "Pferde"}, IS_RESOURCE, SK_HORSE_TRAINING, 1, {0, 0, 0, 0, 0, 0}, 5000, 0, FL_ITEM_MOUNT | FL_ITEM_ANIMAL | FL_ITEM_NOTINBAG, NULL }, { /* I_WAGON */ {"Wagen", "Wagen", "Wagen", "Wagen"}, IS_PRODUCT, SK_CARTMAKER, 1, {0, 5, 0, 0, 0, 0}, 4000, 0, FL_ITEM_NOTINBAG, NULL }, { /* I_CATAPULT */ {"Katapult", "Katapulte", "Katapult", "Katapulte"}, IS_PRODUCT, SK_CARTMAKER, 5, {0, 10, 0, 0, 0, 0}, 10000, 0, FL_ITEM_NOTINBAG, NULL }, { /* I_SWORD */ {"Schwert", "Schwerter", "Schwert", "Schwerter"}, IS_PRODUCT, SK_WEAPONSMITH, 3, {1, 0, 0, 0, 0, 0}, 100, 0, 0, NULL }, { /* I_SPEAR */ {"Speer", "Speere", "Speer", "Speere"}, IS_PRODUCT, SK_WEAPONSMITH, 2, {0, 1, 0, 0, 0, 0}, 100, 0, 0, NULL }, { /* I_CROSSBOW */ {"Armbrust", "Armbrüste", "Armbrust", "Armbrüste"}, IS_PRODUCT, SK_WEAPONSMITH, 3, {0, 1, 0, 0, 0, 0}, 100, 0, 0, NULL }, { /* I_LONGBOW */ {"Bogen", "Bögen", "Bogen", "Bögen"}, IS_PRODUCT, SK_WEAPONSMITH, 2, {0, 1, 0, 0, 0, 0}, 100, 0, 0, NULL }, { /* I_CHAIN_MAIL */ {"Kettenhemd", "Kettenhemden", "Kettenhemd", "Kettenhemden"}, IS_PRODUCT, SK_ARMORER, 3, {3, 0, 0, 0, 0, 0}, 200, 0, 0, NULL }, { /* I_PLATE_ARMOR */ {"Plattenpanzer", "Plattenpanzer", "Plattenpanzer", "Plattenpanzer"}, IS_PRODUCT, SK_ARMORER, 4, {5, 0, 0, 0, 0, 0}, 400, 0, 0, NULL }, { /* I_BALM */ {"Balsam", "Balsam", "Balsam", "Balsam"}, IS_LUXURY, 0, 0, {0, 0, 0, 0, 0, 0}, 200, 4, 0, NULL }, { /* I_SPICES */ {"Gewürz", "Gewürz", "Gewürz", "Gewürz"}, IS_LUXURY, 0, 0, {0, 0, 0, 0, 0, 0}, 200, 5, 0, NULL }, { /* I_JEWELERY */ {"Juwel", "Juwelen", "Juwel", "Juwelen"}, IS_LUXURY, 0, 0, {0, 0, 0, 0, 0, 0}, 100, 7, 0, NULL }, { /* I_MYRRH */ {"Myrrhe", "Myrrhe", "Myrrhe", "Myrrhe"}, IS_LUXURY, 0, 0, {0, 0, 0, 0, 0, 0}, 200, 5, 0, NULL }, { /* I_OIL */ {"Öl", "Öl", "Öl", "Öl"}, IS_LUXURY, 0, 0, {0, 0, 0, 0, 0, 0}, 300, 3, 0, NULL }, { /* I_SILK */ {"Seide", "Seide", "Seide", "Seide"}, IS_LUXURY, 0, 0, {0, 0, 0, 0, 0, 0}, 300, 6, 0, NULL }, { /* I_INCENSE */ {"Weihrauch", "Weihrauch", "Weihrauch", "Weihrauch"}, IS_LUXURY, 0, 0, {0, 0, 0, 0, 0, 0}, 200, 4, 0, NULL }, { /* I_AMULET_OF_HEALING */ {"Amulett der Heilung", "Amulette der Heilung", "Amulett", "Amulette"}, IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL }, { /* I_AMULET_OF_TRUE_SEEING 22 */ {"Amulett des wahren Sehens", "Amulette des wahren Sehens", "Amulett", "Amulette"}, IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL }, { /* I_RING_OF_INVISIBILITY 24 */ {"Ring der Unsichtbarkeit", "Ringe der Unsichtbarkeit", "", ""}, IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL }, { /* I_RING_OF_POWER 25 */ {"Ring der Macht", "Ringe der Macht", "", ""}, IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL }, { /* I_FIRESWORD */ {"Flammenschwert", "Flammenschwerter", "Flammenschwert", "Flammenschwerter"}, IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 100, 0, 0, NULL }, { /* I_DRAGONHEAD 33 */ {"Drachenkopf", "Drachenköpfe", "Drachenkopf", "Drachenköpfe"}, IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 500, 0, 0, NULL }, { /* I_CHASTITY_BELT 34 */ {"Amulett der Keuschheit", "Amulette der Keuschheit", "Amulett", "Amulette"}, IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL }, { /* I_GREATSWORD 35 */ {"Bihänder", "Bihänder", "Bihänder", "Bihänder"}, IS_PRODUCT, SK_WEAPONSMITH, 4, {2, 0, 0, 0, 0, 0}, 200, 0, 0, NULL }, { /* I_AXE 36 */ {"Kriegsaxt", "Kriegsäxte", "Kriegsaxt", "Kriegsäxte"}, IS_PRODUCT, SK_WEAPONSMITH, 3, {1, 1, 0, 0, 0, 0}, 200, 0, 0, NULL }, { /* I_LAENSWORD 38 */ {"Laenschwert", "Laenschwerter", "Laenschwert", "Laenschwerter"}, IS_PRODUCT, SK_WEAPONSMITH, 8, {0, 0, 0, 0, 1, 0}, 100, 0, 0, NULL }, { /* I_LAEN 41 */ {"Laen", "Laen", "Laen", "Laen"}, IS_RESOURCE, SK_MINING, 7, {0, 0, 0, 0, 0, 0}, 200, 0, 0, NULL }, { /* I_SHIELD 42 */ {"Schild", "Schilde", "Schild", "Schilde"}, IS_PRODUCT, SK_ARMORER, 2, {1, 0, 0, 0, 0, 0}, 100, 0, 0, NULL }, { /* I_LANCE 44 */ {"Lanze", "Lanzen", "Lanze", "Lanzen"}, IS_PRODUCT, SK_WEAPONSMITH, 2, {0, 2, 0, 0, 0, 0}, 200, 0, 0, NULL }, { /* I_MALLORN 45 */ {"Mallorn", "Mallorn", "Mallorn", "Mallorn"}, IS_RESOURCE, SK_LUMBERJACK, 2, {0, 0, 0, 0, 0, 0}, 500, 0, 0, NULL }, { /* I_KEKS 46 *//* Item für Questenzwecke */ {"Keks", "Kekse", "Keks", "Kekse"}, IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL }, { /* I_APFEL 47 *//* Item für Questenzwecke */ {"Apfel", "Äpfel", "Apfel", "Äpfel"}, IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL }, { /* I_NUSS 48 *//* Item für Questenzwecke */ {"Nuß", "Nüsse", "Nuß", "Nüsse"}, IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL }, { /* I_MANDELKERN 49 *//* Item für Questenzwecke */ {"Mandelkern", "Mandelkerne", "Mandelkern", "Mandelkerne"}, IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL }, { /* I_AMULETT_DES_TREFFENS 58 */ {"Amulett des Treffens", "Amulette des Treffens", "Amulett des Treffens", "Amulette des Treffens"}, IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL }, { /* I_DRACHENBLUT 59 */ {"Drachenblut", "Drachenblut", "Drachenblut", "Drachenblut"}, IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 100, 0, 0, NULL }, { /* I_FEENSTIEFEL 60 */ {"Feenstiefel", "Feenstiefel", "Feenstiefel", "Feenstiefel"}, IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL }, { /* I_BIRTHDAYAMULET 69 */ {"Katzenamulett", "Katzenamulette", "Amulett", "Amulette"}, IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 100, 0, 0, &use_birthdayamulet }, { /* I_PEGASUS 60 */ {"Pegasus", "Pegasi", "Pegasus", "Pegasi" }, IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 5000, 0, FL_ITEM_ANIMAL | FL_ITEM_NOTINBAG | FL_ITEM_NOTLOST, NULL }, { /* I_UNICORN 61 */ {"Elfenpferd", "Elfenpferde", "Elfenpferd", "Elfenpferde"}, IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 5000, 0, FL_ITEM_ANIMAL | FL_ITEM_NOTINBAG | FL_ITEM_NOTLOST, NULL }, { /* I_DOLPHIN 62 */ {"Delphin", "Delphine", "Delphin", "Delphine"}, IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 5000, 0, FL_ITEM_ANIMAL | FL_ITEM_NOTINBAG | FL_ITEM_NOTLOST, NULL }, { /* I_ANTIMAGICCRYSTAL 63 */ {"Antimagiekristall", "Antimagiekristalle", "Amulett", "Amulette"}, IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, &use_antimagiccrystal }, { /* I_RING_OF_NIMBLEFINGER 64 */ {"Ring der flinken Finger", "Ringe der flinken Finger", "", ""}, IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL }, { /* I_TROLLBELT 65 */ {"Gürtel der Trollstärke", "Gürtel der Trollstärke", "", ""}, IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL }, { /* I_PRESSCARD 67 */ {"Akkredition des Xontormia-Expreß", "Akkreditionen des Xontormia-Expreß", "Akkredition des Xontormia-Expreß", "Akkreditionen des Xontormia-Expreß"}, IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, FL_ITEM_CURSED, NULL }, { /* I_RUNESWORD 68 */ {"Runenschwert", "Runenschwerter", "Runenschwert", "Runenschwerter"}, IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 100, 0, 0, NULL }, { /* I_AURAKULUM 69 */ {"Aurafocus", "Aurafocuse", "Amulett", "Amulette"}, IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 100, 0, 0, NULL }, { /* I_SEASERPENTHEAD 70 */ {"Seeschlangenkopf", "Seeschlangenköpfe", "Seeschlangenkopf", "Seeschlangenköpfe"}, IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 500, 0, 0, NULL }, { /* I_TACTICCRYSTAL 71 */ {"Traumauge", "Traumaugen", "", ""}, IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 100, 0, 0, &use_tacticcrystal }, { /* I_RING_OF_REGENERATION 72 */ {"Ring der Regeneration", "Ringe der Regeneration", "", ""}, IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 100, 0, 0, NULL }, { /* I_TOADSLIME 73 */ {"Tiegel mit Krötenschleim", "Tiegel mit Krötenschleim", "", ""}, IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 100, 0, 0, NULL }, { {"Zauberbeutel", "Zauberbeutel", "Zauberbeutel", "Zauberbeutel"}, IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 100, 0, FL_ITEM_NOTINBAG|FL_ITEM_NOTLOST, NULL }, { /* I_RUSTY_SWORD */ {"Schartiges Schwert", "Schartige Schwerter", "Schartiges Schwert", "Schartige Schwerter"}, IS_PRODUCT, SK_WEAPONSMITH, 3, {1, 0, 0, 0, 0, 0}, 100, 0, 0, NULL }, { /* I_RUSTY_SHIELD 42 */ {"Rostiger Schild", "Rostige Schilde", "Rostiger Schild", "Rostige Schilde"}, IS_PRODUCT, SK_ARMORER, 2, {1, 0, 0, 0, 0, 0}, 100, 0, 0, NULL }, { /* I_RUSTY_CHAIN_MAIL */ {"Rostiges Kettenhemd", "Rostige Kettenhemden", "Rostiges Kettenhemd", "Rostige Kettenhemden"}, IS_PRODUCT, SK_ARMORER, 3, {3, 0, 0, 0, 0, 0}, 200, 0, 0, NULL }, { /* I_SACK_OF_CONSERVATION */ {"Magischer Kräuterbeutel", "Magische Kräuterbeutel", "", ""}, IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 100, 0, 0, NULL }, { /* I_SPHERE_OF_INVISIBILITY */ {"Sphäre der Unsichtbarkeit", "Sphären der Unsichtbarkeit", "", ""}, IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 100, 0, 0, NULL }, { /* I_RUSTY_GREATSWORD */ {"Rostiger Zweihänder", "Rostige Zweihänder", "Rostiger Zweihänder", "Rostige Zweihänder"}, IS_PRODUCT, SK_WEAPONSMITH, 4, {2, 0, 0, 0, 0, 0}, 200, 0, 0, NULL }, { /* I_RUSTY_AXE */ {"Rostige Kriegsaxt", "Rostige Kriegsäxte", "Rostige Kriegsaxt", "Rostige Kriegsäxte"}, IS_PRODUCT, SK_WEAPONSMITH, 3, {1, 1, 0, 0, 0, 0}, 200, 0, 0, NULL }, { /* I_RUSTY_HALBERD */ {"Rostige Hellebarde", "Rostige Hellebarden", "Rostige Hellebarde", "Rostige Hellebarden"}, IS_PRODUCT, SK_WEAPONSMITH, 3, {1, 1, 0, 0, 0, 0}, 200, 0, 0, NULL } }; const item_t matresource[] = { I_IRON, I_WOOD, I_STONE, -1, I_LAEN, I_MALLORN }; #include "movement.h" static int mod_elves_only(const unit * u, const region * r, skill_t sk, int value) { if (u->race == new_race[RC_ELF]) return value; unused(r); return -118; } typedef int material_t; enum { /* Vorsicht! Reihenfolge der ersten 3 muß wie I_IRON ... sein! */ M_EISEN, M_HOLZ, M_STEIN, M_SILBER, M_EOG, M_MALLORN, M_MAX_MAT, NOMATERIAL = (material_t) - 1 }; static int limit_oldtypes(const region * r, const resource_type * rtype) /* TODO: split into seperate functions. really much nicer. */ { if (rtype==oldresourcetype[R_WOOD]) { return rtrees(r,2) + rtrees(r,1); #if NEW_RESOURCEGROWTH == 0 } else if (rtype==oldresourcetype[R_EOG]) { return rlaen(r); } else if (rtype==oldresourcetype[R_IRON]) { return riron(r); } else if (rtype==oldresourcetype[R_STONE]) { return terrain[rterrain(r)].quarries; #endif } else if (rtype==oldresourcetype[R_MALLORN]) { return rtrees(r,2) + rtrees(r,1); } else if (rtype==oldresourcetype[R_HORSE]) { return rhorses(r); } else { assert(!"das kann man nicht produzieren!"); } return 0; } static void use_oldresource(region * r, const resource_type * rtype, int norders) /* TODO: split into seperate functions. really much nicer. */ { assert(norders>0); if (rtype==oldresourcetype[R_WOOD] || rtype==oldresourcetype[R_MALLORN]) { int avail_grownup = rtrees(r,2); int avail_young = rtrees(r,1); int wcount; assert(norders <= avail_grownup + avail_young); if(norders <= avail_grownup) { rsettrees(r, 2, avail_grownup-norders); wcount = norders; } else { rsettrees(r, 2, 0); rsettrees(r, 1, avail_young-(norders-avail_grownup)); wcount = norders * 3; } if(rtype==oldresourcetype[R_MALLORN]) { woodcounts(r, wcount); } else { woodcounts(r, wcount*2); } #if NEW_RESOURCEGROWTH == 0 } else if (rtype==oldresourcetype[R_EOG]) { int avail = rlaen(r); assert(norders <= avail); rsetlaen(r, avail-norders); } else if (rtype==oldresourcetype[R_IRON]) { int avail = riron(r); assert(norders <= avail); rsetiron(r, avail-norders); #endif } else if (rtype==oldresourcetype[R_HORSE]) { int avail = rhorses(r); assert(norders <= avail); rsethorses(r, avail-norders); } else if (rtype!=oldresourcetype[R_STONE]) { assert(!"unknown resource"); } } static int use_olditem(struct unit * user, const struct item_type * itype, int amount, struct order * ord) { item_t it; for (it=0;it!=MAXITEMS;++it) { if (olditemtype[it]==itype) { itemdata[it].benutze_funktion(user->region, user, amount, ord); return 0; } } return EUNUSABLE; } typedef const char* translate_t[5]; static translate_t translation[] = { { "Delphin", "dolphin", "dolphin_p", "dolphin", "dolphin_p" }, { "Holz", "log", "log_p", "log", "log_p" }, { "Eisen", "iron", "iron_p", "iron", "iron_p" }, { "Drachenblut", "dragonblood", "dragonblood_p", "dragonblood", "dragonblood_p" }, { "Feenstiefel", "fairyboot", "fairyboot_p", "fairyboot", "fairyboot_p" }, { "Gürtel der Trollstärke", "trollbelt", "trollbelt_p", "trollbelt", "trollbelt_p" }, { "Mallorn", "mallorn", "mallorn_p", "mallorn", "mallorn_p" }, { "Wagen", "cart", "cart_p", "cart", "cart_p" }, { "Plattenpanzer", "plate", "plate_p", "plate", "plate_p" }, { "Trollgürtel", "trollbelt", "trollbelt_p", "trollbelt", "trollbelt_p" }, { "Balsam", "balm", "balm_p", "balm", "balm_p" }, { "Gewürz", "spice", "spice_p", "spice", "spice_p" }, { "Myrrhe", "myrrh", "myrrh_p", "myrrh", "myrrh_p" }, { "Stein", "stone", "stone_p", "stone", "stone_p" }, { "Öl", "oil", "oil_p", "oil", "oil_p" }, { "Seide", "silk", "silk_p", "silk", "silk_p" }, { "Weihrauch", "incense", "incense_p", "incense", "incense_p" }, { "Bihänder", "greatsword", "greatsword_p", "greatsword", "greatsword_p" }, { "Laen", "laen", "laen_p", "laen", "laen_p" }, { "Goliathwasser", "goliathwater", "goliathwater_p", NULL, NULL }, { "Wasser des Lebens", "p2", "p2_p", NULL, NULL }, { "Bauernblut", "peasantblood", "peasantblood_p", NULL, NULL }, { "Gehirnschmalz", "p6", "p6_p", NULL, NULL }, { "Nestwärme", "p8", "p8_p", NULL, NULL }, { "Pferdeglück", "p9", "p9_p", NULL, NULL }, { "Berserkerblut", "p10", "p10_p", NULL, NULL }, { "Bauernlieb", "p11", "p11_p", NULL, NULL }, { "Heiltrank", "p14", "p14_p", NULL, NULL }, { "Flachwurz", "h0", "h0_p", NULL, NULL }, { "Elfenlieb", "h5", "h5_p", NULL, NULL }, { "Wasserfinder", "h9", "h9_p", NULL, NULL }, { "Windbeutel", "h12", "h12_p", NULL, NULL }, { "Steinbeißer", "h15", "h15_p", NULL, NULL }, { NULL, NULL, NULL, NULL, NULL } }; static void init_olditems(void) { item_t i; resource_type * rtype; const struct locale * lang = find_locale("de"); assert(lang); for (i=0; i!=MAXITEMS; ++i) { int iflags = ITF_NONE; int rflags = RTF_ITEM|RTF_POOLED; int m, n; const char * name[2]; const char * appearance[2]; int weight = itemdata[i].gewicht; int capacity = 0; int price; attrib * a; item_type * itype; construction * con = calloc(sizeof(construction), 1); con->minskill = itemdata[i].minskill; if (i==I_LAEN && SkillCap(SK_QUARRYING)) { /* at least 4 levels on which you can mine laen */ con->minskill = SkillCap(SK_QUARRYING)-3; } con->skill = itemdata[i].skill; con->maxsize = -1; con->reqsize = 1; con->improvement = NULL; for (m=0, n=0;m!=M_MAX_MAT;++m) if (itemdata[i].material[m]>0) ++n; if (n>0) { con->materials = calloc(sizeof(requirement), n+1); for (m=0, n=0;m!=M_MAX_MAT;++m) { if (itemdata[i].material[m]>0) { con->materials[n].type = matresource[m]; con->materials[n].number = itemdata[i].material[m]; con->materials[n].recycle = 0.0; ++n; if (m==M_EISEN) { } } } } if (itemdata[i].flags & FL_ITEM_CURSED) iflags |= ITF_CURSED; if (itemdata[i].flags & FL_ITEM_NOTLOST) iflags |= ITF_NOTLOST; if (itemdata[i].flags & FL_ITEM_NOTINBAG) iflags |= ITF_BIG; if (itemdata[i].typ == IS_LUXURY) iflags |= ITF_LUXURY; if (itemdata[i].flags & FL_ITEM_ANIMAL) iflags |= ITF_ANIMAL; name[0]=NULL; { int ci; for (ci=0;translation[ci][0];++ci) { if (!strcmp(translation[ci][0], itemdata[i].name[0])) { name[0] = translation[ci][1]; name[1] = translation[ci][2]; appearance[0] = translation[ci][3]; appearance[1] = translation[ci][4]; } } } if (name[0]==NULL) { name[0] = reverse_lookup(lang, itemdata[i].name[0]); name[1] = reverse_lookup(lang, itemdata[i].name[1]); appearance[0] = reverse_lookup(lang, itemdata[i].name[2]); appearance[1] = reverse_lookup(lang, itemdata[i].name[3]); } rtype = new_resourcetype(name, appearance, rflags); itype = new_itemtype(rtype, iflags, weight, capacity); switch (i) { case I_HORSE: case I_UNICORN: itype->capacity = HORSECAPACITY; itype->give = give_horses; break; case I_WAGON: itype->capacity = WAGONCAPACITY; break; case I_BAG_OF_HOLDING: itype->capacity = BAGCAPACITY; break; case I_TROLLBELT: /* This is wrong. according to the item description it multiplies * the strength of the wearer by a factor of * 50 (STRENGTHMULTIPLIER), not add a fixed 50000 */ /* only used in battle.c for items of type ITF_ANIMAL */ itype->capacity = STRENGTHCAPACITY; break; default: if (itemdata[i].flags & FL_ITEM_MOUNT) itype->capacity = HORSECAPACITY; } /* itemdata::typ Analyse. IS_PRODUCT und IS_MAGIC sind so gut wie egal. */ switch (itemdata[i].typ) { case IS_LUXURY: price = itemdata[i].preis; oldluxurytype[i-FIRSTLUXURY] = new_luxurytype(itype, price); break; case IS_RESOURCE: rtype->flags |= RTF_LIMITED; itype->flags |= ITF_NOBUILDBESIEGED; a = a_add(&rtype->attribs, a_new(&at_resourcelimit)); { resource_limit * rdata = (resource_limit*)a->data.v; rdata->limit = limit_oldtypes; rdata->use = use_oldresource; } break; } if (itemdata[i].benutze_funktion) { itype->use = use_olditem; } itype->construction = con; olditemtype[i] = itype; oldresourcetype[item2res(i)] = rtype; } } const char *herbdata[3][MAXHERBS] = { { "Flachwurz", /* PLAIN_1 */ "Würziger Wagemut", /* PLAIN_2 */ "Eulenauge", /* PLAIN_3 */ "Grüner Spinnerich", /* H_FOREST_1 */ "Blauer Baumringel", "Elfenlieb", "Gurgelkraut", /* SWAMP_1 */ "Knotiger Saugwurz", "Blasenmorchel", /* SWAMP_3 */ "Wasserfinder", "Kakteenschwitz", "Sandfäule", "Windbeutel", /* HIGHLAND_1 */ "Fjordwuchs", "Alraune", "Steinbeißer", /* MOUNTAIN_1 */ "Spaltwachs", "Höhlenglimm", "Eisblume", /* GLACIER_1 */ "Weißer Wüterich", "Schneekristall" }, { "Flachwurz", "Würzige Wagemut", "Eulenaugen", "Grüne Spinneriche", "Blaue Baumringel", "Elfenlieb", "Gurgelkräuter", "Knotige Saugwurze", "Blasenmorcheln", "Wasserfinder", "Kakteenschwitze", "Sandfäulen", "Windbeutel", "Fjordwuchse", "Alraunen", "Steinbeißer", "Spaltwachse", "Höhlenglimme", "Eisblumen", "Weiße Wüteriche", "Schneekristalle" }, { "4", "10", "7", "2", "4", "1", "5", "5", "4", "3", "3", "5", "4", "6", "1", "3", "1", "5", "1", "1", "3" } }; void init_oldherbs(void) { herb_t h; const char * names[2]; const char * appearance[2] = { "herbbag", "herbbag" }; const struct locale * lang = find_locale("de"); assert(lang); for (h=0;h!=MAXHERBS;++h) { item_type * itype; terrain_t t; resource_type * rtype; names[0] = NULL; { int ci; for (ci=0;translation[ci][0];++ci) { if (!strcmp(translation[ci][0], herbdata[0][h])) { names[0] = translation[ci][1]; names[1] = translation[ci][2]; } } } if (!names[0]) { names[0] = reverse_lookup(lang, herbdata[0][h]); names[1] = reverse_lookup(lang, herbdata[1][h]); } rtype = new_resourcetype(names, appearance, RTF_ITEM|RTF_POOLED); itype = new_itemtype(rtype, ITF_HERB, 0, 0); t = (terrain_t)(h/3+1); if (t>T_PLAIN) --t; oldherbtype[h] = new_herbtype(itype, t); oldresourcetype[herb2res(h)] = rtype; } } static const char *potionnames[3][MAXPOTIONS] = { { /* Stufe 1: */ "Siebenmeilentee", "Goliathwasser", "Wasser des Lebens", /* Stufe 2: */ "Schaffenstrunk", "Wundsalbe", "Bauernblut", /* Stufe 3: */ "Gehirnschmalz", "Dumpfbackenbrot", "Nestwärme", "Pferdeglück", "Berserkerblut", /* Stufe 4: */ "Bauernlieb", "Trank der Wahrheit", "Elixier der Macht", "Heiltrank" }, { /* Stufe 1: */ "Siebenmeilentees", "Goliathwasser", "Wasser des Lebens", /* Stufe 2: */ "Schaffenstrünke", "Wundsalben", "Bauernblut", /* Stufe 3: */ "Gehirnschmalz", "Dumpfbackenbrote", "Nestwärme", "Pferdeglück", "Berserkerblut", /* Stufe 4: */ "Bauernlieb", "Tränke der Wahrheit", "Elixiere der Macht", "Heiltränke" }, { /* Stufe 1: */ "einen Siebenmeilentee", "ein Goliathwasser", "ein Wasser des Lebens", /* Stufe 2: */ "einen Schaffenstrunk", "eine Wundsalbe", "ein Bauernblut", /* Stufe 3: */ "ein Gehirnschmalz", "ein Dumpfbackenbrot", "eine Nestwärme", "ein Pferdeglück", "ein Berserkerblut", /* Stufe 4: */ "ein Bauernlieb", "ein Trank der Wahrheit", "ein Elixier der Macht", "einen Heiltrank" } }; int potionlevel[MAXPOTIONS] = { 1, 1, 1, 2, 2, 2, 3, 3, 3, 3, 3, 4, 1, 4, 4 }; #ifdef NEW_RECEIPIES herb_t potionherbs[MAXPOTIONS][MAXHERBSPERPOTION] = { /* Benötigte Kräuter */ /* Stufe 1: */ /* Siebenmeilentee: */ {H_FOREST_2, H_HIGHLAND_1, NOHERB, NOHERB, NOHERB, NOHERB}, /* Goliathwasser: */ {H_SWAMP_1, H_HIGHLAND_2, NOHERB, NOHERB, NOHERB, NOHERB}, /* Wasser des Lebens: */ {H_FOREST_3, H_SWAMP_2, NOHERB, NOHERB, NOHERB, NOHERB}, /* Stufe 2: */ /* Schaffenstrunk: */ {H_HIGHLAND_3, H_MOUNTAIN_2, H_PLAIN_2, NOHERB, NOHERB, NOHERB}, /* Wundsalbe: */ {H_GLACIER_2, H_FOREST_2, H_PLAIN_2, NOHERB, NOHERB, NOHERB}, /* Bauernblut: */ {H_MOUNTAIN_3, H_HIGHLAND_2, H_FOREST_2, NOHERB, NOHERB, NOHERB}, /* Stufe 3: */ /* Gehirnschmalz: */ {H_DESERT_1, H_MOUNTAIN_1, H_HIGHLAND_1, H_SWAMP_1, NOHERB, NOHERB}, /* Dumpfbackenbrote: */ {H_PLAIN_3, H_FOREST_1, H_MOUNTAIN_3, H_HIGHLAND_2, NOHERB, NOHERB}, /* Nestwärme: */ {H_GLACIER_1, H_FOREST_1, H_MOUNTAIN_2, H_DESERT_2, NOHERB, NOHERB}, /* Pferdeglueck: */ {H_FOREST_2, H_DESERT_3, H_DESERT_2, H_SWAMP_2, NOHERB, NOHERB}, /* Berserkerblut: */ {H_GLACIER_2, H_HIGHLAND_3, H_PLAIN_1, H_DESERT_3, NOHERB, NOHERB}, /* Stufe 4: */ /* Bauernlieb: */ {H_HIGHLAND_3, H_GLACIER_3, H_MOUNTAIN_1, H_SWAMP_3, H_FOREST_3, NOHERB}, /* Trank der Wahrheit: */ {H_PLAIN_1, H_HIGHLAND_2, NOHERB, NOHERB, NOHERB, NOHERB}, /* Elixier der Macht: */ {H_FOREST_3, H_DESERT_1, H_HIGHLAND_1, H_FOREST_1, H_SWAMP_3, NOHERB}, /* Heiltrank: */ {H_SWAMP_1, H_HIGHLAND_1, H_GLACIER_1, H_FOREST_3, H_MOUNTAIN_2, NOHERB} }; #else herb_t potionherbs[MAXPOTIONS][MAXHERBSPERPOTION] = { /* Benötigte Kräuter */ /* Stufe 1: */ /* Siebenmeilentee: */ {H_PLAIN_2, H_FOREST_1, H_HIGHLAND_1, NOHERB, NOHERB, NOHERB}, /* Goliathwasser: */ {H_PLAIN_1, H_SWAMP_3, H_HIGHLAND_2, NOHERB, NOHERB, NOHERB}, /* Wasser des Lebens: */ {H_FOREST_2, H_PLAIN_1, H_SWAMP_2, NOHERB, NOHERB, NOHERB}, /* Stufe 2: */ /* Schaffenstrunk: */ {H_PLAIN_1, H_HIGHLAND_2, H_MOUNTAIN_1, H_PLAIN_2, NOHERB, NOHERB}, /* Scheusalsbier/Wundsalbe: */ {H_FOREST_2, H_MOUNTAIN_3, H_FOREST_1, H_PLAIN_3, NOHERB, NOHERB}, /* Duft der Rose/Bauernblut: */ {H_MOUNTAIN_1, H_HIGHLAND_1, H_FOREST_2, H_PLAIN_2, NOHERB, NOHERB}, /* Stufe 3: */ /* Gehirnschmalz: */ {H_FOREST_1, H_DESERT_1, H_MOUNTAIN_3, H_HIGHLAND_1, H_SWAMP_1, NOHERB}, /* Dumpfbackenbrote: */ {H_PLAIN_1, H_FOREST_1, H_MOUNTAIN_2, H_SWAMP_2, H_HIGHLAND_1, NOHERB}, /* Stahlpasten/Nestwärme: */ {H_GLACIER_3, H_FOREST_2, H_MOUNTAIN_3, H_DESERT_1, H_SWAMP_3, NOHERB}, /* Pferdeglueck: */ {H_FOREST_3, H_DESERT_2, H_HIGHLAND_1, H_MOUNTAIN_1, H_SWAMP_3, NOHERB}, /* Berserkerblut: */ {H_GLACIER_2, H_MOUNTAIN_1, H_HIGHLAND_1, H_PLAIN_2, H_DESERT_2, NOHERB}, /* Stufe 4: */ /* Bauernlieb: */ {H_FOREST_1, H_HIGHLAND_2, H_GLACIER_3, H_MOUNTAIN_2, H_SWAMP_3, H_FOREST_3}, /* Riesengras/Trank der Wahrheit: */ {H_PLAIN_1, H_SWAMP_3, H_HIGHLAND_1, NOHERB, NOHERB, NOHERB}, /* Faulobstschnaps/Elixier der Macht: */ {H_FOREST_2, H_DESERT_3, H_HIGHLAND_3, H_FOREST_1, H_SWAMP_2, H_SWAMP_1}, /* Heiltrank: */ {H_SWAMP_1, H_PLAIN_3, H_HIGHLAND_3, H_GLACIER_1, H_FOREST_1, H_MOUNTAIN_3} }; #endif static const char *potiontext[MAXPOTIONS] = { /* Stufe 1: */ "Für den Siebenmeilentee koche man einen Blauen Baumringel auf und " "gieße dieses Gebräu in einen Windbeutel. Das heraustropfende Wasser " "fange man auf, filtere es und verabreiche es alsdann. Durch diesen " "Tee können bis zu zehn Menschen schnell wie ein Pferd laufen.", NULL, "Das 'Wasser des Lebens' ist in der Lage, aus gefällten Baumstämmen " "wieder lebende Bäume zu machen. Dazu wird ein knotiger Saugwurz zusammen mit einem " "Elfenlieb erwärmt, so daß man gerade noch den Finger reinhalten " "kann. Dies gieße man in ein Gefäß und lasse es langsam abkühlen. " "Der Extrakt reicht für 10 Holzstämme.", /* Stufe 2: */ "Man lasse einen Würzigen Wagemut drei Stunden lang in einem " "Liter Wasser köcheln." "Dann gebe man eine geriebene Alraune dazu und bestreue " "das ganze mit bei Vollmond geerntetem Spaltwachs. Nun lasse man den " "Sud drei Tage an einem dunklen und warmen Ort ziehen und seie dann die " "Flüssigkeit ab. Dieser Schaffenstrunk erhöht die Kraft und Ausdauer von " "zehn Männern, so daß sie doppelt soviel schaffen können wie sonst.", "Ist man nach einem einem harten Kampf schwer verwundet, ist es ratsam, " "etwas Wundsalbe parat zu haben. Streicht man diese magische Paste auf " "die Wunden, schließen sich diese augenblicklich. Für die Herstellung " "benötigt der Alchemist nebst einem Blauen " "Baumringel einen Würzigen Wagemut und einen Weißen Wüterich. Eine solche Portion " "heilt bis zu 400 Lebenspunkte.", "Zu den gefährlichsten und geheimsten Wissen der Alchemisten zählt die " "Kenntnis um diesen Trank. Den finstersten Höllen entrissen, ermöglicht " "die Kenntnis dieser Formel die Herstellung eines Elixiers, welches " "Dämonen als Nahrung dient. Von normalen Lebewesen eingenommen, führt " "es zu schnellem Tod und ewigen Nichtleben. Die Herstellung benötigt " "nebst Fjordwuchs, etwas Höhlenglimm und einem Blauen Baumringel auch einen Bauern aus der Region, " "welcher in einem tagelangen blutigen Ritual getötet wird. Ein Fläschchen " "des Tranks kann den Hunger von 100 Dämonen für eine Woche stillen.", /* Stufe 3: */ "Für das Gehirnschmalz verrühre man den Saft eines Wasserfinders mit " "recht viel geriebenem Windbeutel und ein wenig Gurgelkraut. Dies lasse " "man kurz aufwallen. Wenn die Flüssigkeit nur noch handwarm ist, gebe " "man etwas Steinbeißer dazu. Das ganze muß " "genau siebenmal rechtsherum und siebenmal linksherum mit einem großen " "Löffel gerührt werden. Wenn keine Bewegung mehr zu erkennen ist, " "fülle man den Saft ab. Der Saft erhöht die Lernfähigkeit von bis zu " "zehn Personen um zehn Tage.", "Das Dumpfbackenbrot ist eine sehr gemeine Sache, macht es doch jeden " "Lernerfolg zunichte oder läßt einen gar Dinge vergessen! Für zehn " "Portionen verknete man einen geriebenen Fjordwuchs, einen zerstoßenes " "Eulenauge und einen kleingeschnittenen Grünen Spinnerich zu " "einem geschmeidigen Teig. Diesen backe man eine Stunde lang bei guter Hitze " "und bestreiche das Ergebnis mit etwas Höhlenglimm. " "Wer dieses Brot gegessen hat, kann eine Woche lang " "nichts lernen, und so er nichts zu lernen versucht, wird er gar " "eine Woche seiner besten Fähigkeit vergessen.", "Nestwärme erlaubt es einem Insekt, im Winter außerhalb von Wüsten neue " "Rekruten anzuwerben. " "Zur Zubereitung nimmt der geübte Alchemist einen Kakteenschwitz, " "vermischt ihn mit einer Portion Spaltwachs, die in einer sternklaren " "Nacht gesammelt wurde, gibt zur Vertreibung des Winters einige " "Blütenblätter der Eisblume in den Sud, und rührt alles mit einem grünen " "Spinnerich bis es eine " "violette Farbe annimmt. Ein Trank reicht eine Woche lang für eine " "ganze Region. ", "Für das Pferdeglück zerhacke man einen Kakteenschwitz, " "einen blauen Baumringel und etwas knotigen Saugwurz und koche das " "ganze mit einem Eimer Wasser auf. Dann füge man etwas Sandfäule dazu " "und lasse diesen Sud drei Tage lang ziehen. Letztlich gebe man es " "den Pferden zu trinken, auf daß sie sich doppelt so schnell vermehren.", "Will man seine Krieger zu Höchstleistungen antreiben, sei das " "Berserkerblut empfohlen. Um es herzustellen, braucht man einen " "Weißen Wüterich, etwas Flachwurz, " "Sandfäule und eine Alraune. Alle Zutaten müssen " "möglichst klein geschnitten und anschließend zwei Stunden lang gekocht " "werden. Den abgekühlten Brei gebe man in ein Tuch und presse ihn aus. " "Der so gewonnene Saft reicht aus, um zehn Kämpfer besser angreifen zu " "lassen.", /* Stufe 4 */ "Das Bauernlieb betört Mann und Frau gleichwohl und läßt in ihnen " "den Wunsch nach Kindern anwachsen. Für eine große Portion höhle " "man eine Alraune aus, gebe kleingehackten Blasenmorchel, Elfenlieb " "und Schneekristall dazu, streue ein wenig geriebenen Steinbeißer darüber und lasse dieses zwanzig " "Stunden lang auf kleiner Flamme kochen. Bis zu 1000 Bauern vermag " "der Trank das Glück von Zwillinge zu bescheren.", /* Stufe 1, Trank der Wahrheit */ NULL, "Eines der seltensten und wertvollsten alchemistischen Elixiere, verleiht " "dieser Trank dem Anwender für einige Wochen die Kraft eines Drachen. " "Der Trank erhöht die Lebensenergie von maximal zehn " "Personen auf das fünffache. Die Wirkung ist direkt nach der Einnahme " "am stärksten und klingt danach langsam ab. Zur Herstellung " "benötigt der Alchemist ein Elfenlieb, einen Windbeutel, " "ein Stück Wasserfinder und einen Grünen Spinnerich. " "Über dieses Mischung streue er schließlich einen zerriebenen Blasenmorchel " "und rühre dieses Pulver unter etwas Drachenblut.", "Für einen Heiltrank nehme man die Schale eines Windbeutels " "und etwas Gurgelkraut, rühre eine " "kleingehacktes Elfenlieb dazu und bestreue alles mit den " "Blüten einer Eisblume. Dies muß vier Tage lang gären, wobei man am " "zweiten Tag einen Spaltwachs dazutun muß. Dann ziehe man vorsichtig " "den oben schwimmenden Saft ab. Ein solcher Trank gibt vier Männern " "(oder einem Mann vier mal) im Kampf eine Chance von 50%, sonst tödliche " "Wunden zu überleben. Der Trank wird von ihnen automatisch bei " "Verletzung angewandt.", }; static int heal(unit * user, int effect) { int req = unit_max_hp(user) * user->number - user->hp; if (req>0) { req = min(req, effect); effect -= req; user->hp += req; } return effect; } static int use_healingpotion(struct unit *user, const struct potion_type *ptype, int amount, struct order * ord) { int effect = amount * 400; unit * u = user->region->units; effect = heal(user, effect); while (effect>0 && u!=NULL) { if (u->faction==user->faction) { effect = heal(u, effect); } u = u->next; } return 0; } static int use_warmthpotion(struct unit *u, const struct potion_type *ptype, int amount, struct order * ord) { assert(ptype==oldpotiontype[P_WARMTH]); if (u->faction->race == new_race[RC_INSECT]) { fset(u, UFL_WARMTH); } else { /* nur für insekten: */ cmistake(u, ord, 163, MSG_EVENT); return ECUSTOM; } unused(ptype); return 0; } static int use_foolpotion(struct unit *u, int targetno, const struct item_type *itype, int amount, struct order * ord) { unit * target = findunit(targetno); if (target==NULL || u->region!=target->region) { cmistake(u, ord, 63, MSG_EVENT); return ECUSTOM; } if (effskill(u, SK_STEALTH)<=effskill(target, SK_OBSERVATION)) { cmistake(u, ord, 64, MSG_EVENT); return ECUSTOM; } ADDMSG(&u->faction->msgs, msg_message("givedumb", "unit recipient amount", u, target, amount)); assert(oldpotiontype[P_FOOL]->itype==itype); change_effect(target, oldpotiontype[P_FOOL], amount); new_use_pooled(u, itype->rtype, GET_DEFAULT, amount); return 0; } static int use_bloodpotion(struct unit *u, const struct potion_type *ptype, int amount, struct order * ord) { assert(ptype==oldpotiontype[P_BAUERNBLUT]); unused(ptype); if (u->race == new_race[RC_DAEMON] ) { change_effect(u, ptype, 100*amount); } else { trigger * trestore = trigger_changerace(u, u->race, u->irace); int duration = 2 + rand() % 8; add_trigger(&u->attribs, "timer", trigger_timeout(duration, trestore)); u->irace = u->race = new_race[RC_TOAD]; } return 0; } #include static int use_mistletoe(struct unit * user, const struct item_type * itype, int amount, struct order * ord) { int mtoes = new_get_pooled(user, itype->rtype, GET_SLACK|GET_RESERVE|GET_POOLED_SLACK); if (user->number>mtoes) { ADDMSG(&user->faction->msgs, msg_message("use_singleperson", "unit item region command", user, itype->rtype, user->region, ord)); return -1; } new_use_pooled(user, itype->rtype, GET_SLACK|GET_RESERVE|GET_POOLED_SLACK, user->number); a_add(&user->attribs, make_fleechance((float)1.0)); ADDMSG(&user->faction->msgs, msg_message("use_item", "unit item", user, itype->rtype)); return 0; } static int use_magicboost(struct unit * user, const struct item_type * itype, int amount, struct order * ord) { int mtoes = new_get_pooled(user, itype->rtype, GET_SLACK|GET_RESERVE|GET_POOLED_SLACK); faction * f = user->faction; if (user->number>mtoes) { ADDMSG(&user->faction->msgs, msg_message("use_singleperson", "unit item region command", user, itype->rtype, user->region, ord)); return -1; } if (!is_mage(user) || find_key(f->attribs, atoi36("mbst"))!=NULL) { cmistake(user, user->thisorder, 214, MSG_EVENT); return -1; } new_use_pooled(user, itype->rtype, GET_SLACK|GET_RESERVE|GET_POOLED_SLACK, user->number); a_add(&f->attribs, make_key(atoi36("mbst"))); set_level(user, sk_find("sk_magic"), 3); ADDMSG(&user->faction->msgs, msg_message("use_item", "unit item", user, itype->rtype)); return 0; } static int use_snowball(struct unit * user, const struct item_type * itype, int amount, struct order * ord) { return 0; } static void init_oldpotions(void) { potion_t p; const char * names[2]; const char * appearance[2] = { "vial", "vial_p" }; const struct locale * lang = find_locale("de"); assert(lang); for (p=0;p!=MAXPOTIONS;++p) { item_type * itype; resource_type * rtype; construction * con = calloc(sizeof(construction), 1); int i = 0; while (i!=MAXHERBSPERPOTION && potionherbs[p][i]!=NOHERB) ++i; if (p==P_BAUERNBLUT || p==P_MACHT) ++i; con->materials = calloc(sizeof(requirement), i + 1); for (i=0;i!=MAXHERBSPERPOTION && potionherbs[p][i]!=NOHERB;++i) { #ifdef NO_OLD_ITEMS con->materials[i].rtype = oldherbtype[potionherbs[p][i]]->itype->rtype; #else con->materials[i].type = herb2res(potionherbs[p][i]); #endif con->materials[i].number = 1; con->materials[i].recycle = 0; } if (p == P_BAUERNBLUT) { con->materials[i].number = 1; con->materials[i].recycle = 0; #ifdef NO_OLD_ITEMS con->materials[i].rtype = oldresourcetype[R_PEASANTS]; #else con->materials[i].type = R_PEASANTS; #endif ++i; } else if (p == P_MACHT) { con->materials[i].number = 1; con->materials[i].recycle = 0; #ifdef NO_OLD_ITEMS con->materials[i].rtype = oldresourcetype[R_DRACHENBLUT]; #else con->materials[i].type = R_DRACHENBLUT; #endif ++i; } con->skill = SK_ALCHEMY; con->minskill = potionlevel[p]*2; con->maxsize = -1; con->reqsize = 1; names[0] = NULL; { int ci; for (ci=0;translation[ci][0];++ci) { if (!strcmp(translation[ci][0], potionnames[0][p])) { names[0] = translation[ci][1]; names[1] = translation[ci][2]; } } } if (!names[0]) { names[0] = reverse_lookup(lang, potionnames[0][p]); names[1] = reverse_lookup(lang, potionnames[1][p]); } rtype = new_resourcetype(names, appearance, RTF_ITEM|RTF_POOLED); if (p==P_FOOL) rtype->flags |= RTF_SNEAK; oldresourcetype[potion2res(p)] = rtype; itype = new_itemtype(rtype, ITF_POTION, 0, 0); itype->construction = con; itype->use = use_potion; oldpotiontype[p] = new_potiontype(itype, (terrain_t)p/3); oldpotiontype[p]->level = potionlevel[p]; oldpotiontype[p]->text = potiontext[p]; if (p==P_FOOL) itype->useonother = &use_foolpotion; } oldpotiontype[P_WARMTH]->use = &use_warmthpotion; oldpotiontype[P_HEILWASSER]->use = &use_healingpotion; oldpotiontype[P_BAUERNBLUT]->use = &use_bloodpotion; } resource_type * r_silver; resource_type * r_aura; resource_type * r_permaura; resource_type * r_peasants; resource_type * r_unit; resource_type * r_hp; resource_type * r_silver; item_type * i_silver; static const char * names[] = { "money", "money_p", "person", "person_p", "permaura", "permaura_p", "hp", "hp_p", "peasant", "peasant_p", "aura", "aura_p", "unit", "unit_p" }; static int item_score(item_t i) { const luxury_type * ltype; switch (i) { case I_IRON: case I_WOOD: case I_STONE: case I_HORSE: return 10; case I_MALLORN: return 30; case I_LAEN: return 100; case I_WAGON: return 60; case I_SHIELD: return 30; case I_LAENSWORD: return 400; case I_CHAIN_MAIL: return 40; case I_PLATE_ARMOR: return 60; case I_BALM: case I_SPICES: case I_JEWELERY: case I_MYRRH: case I_OIL: case I_SILK: case I_INCENSE: ltype = resource2luxury(olditemtype[i]->rtype); if (ltype) return ltype->price / 5; return 0; case I_AMULET_OF_HEALING: case I_AMULET_OF_TRUE_SEEING: case I_RING_OF_INVISIBILITY: case I_RING_OF_POWER: case I_CHASTITY_BELT: case I_TROLLBELT: case I_RING_OF_NIMBLEFINGER: case I_FEENSTIEFEL: return 6000; case I_ANTIMAGICCRYSTAL: return 2000; } return 0; } static void init_oldscores(void) { item_t i; for (i = 0;olditemtype[i];i++) { item_type * itype = olditemtype[i]; itype->score = item_score(i); } } void init_resources(void) { static boolean initialized = false; if (initialized) return; initialized = true; /* silver was never an item: */ r_silver = new_resourcetype(&names[0], NULL, RTF_ITEM|RTF_POOLED); i_silver = new_itemtype(r_silver, ITF_NONE, 1/*weight*/, 0); r_silver->uchange = res_changeitem; r_permaura = new_resourcetype(&names[4], NULL, RTF_NONE); r_permaura->uchange = res_changepermaura; r_hp = new_resourcetype(&names[6], NULL, RTF_NONE); r_hp->uchange = res_changehp; r_peasants = new_resourcetype(&names[8], NULL, RTF_NONE); r_peasants->uchange = res_changepeasants; r_aura = new_resourcetype(&names[10], NULL, RTF_NONE); r_aura->uchange = res_changeaura; r_unit = new_resourcetype(&names[12], NULL, RTF_NONE); r_unit->uchange = res_changeperson; oldresourcetype[R_SILVER] = r_silver; oldresourcetype[R_AURA] = r_aura; oldresourcetype[R_PERMAURA] = r_permaura; oldresourcetype[R_HITPOINTS] = r_hp; oldresourcetype[R_PEASANTS] = r_peasants; oldresourcetype[R_UNIT] = r_unit; /* alte typen registrieren: */ init_olditems(); init_oldherbs(); init_oldpotions(); init_oldscores(); } int get_money(const unit * u) { const item * i = u->items; while (i && i->type!=i_silver) i=i->next; if (i==NULL) return 0; return i->number; } int set_money(unit * u, int v) { item ** ip = &u->items; while (*ip && (*ip)->type!=i_silver) ip = &(*ip)->next; if ((*ip)==NULL && v) { i_add(&u->items, i_new(i_silver, v)); return v; } if ((*ip)!=NULL) { if (v) (*ip)->number = v; else i_remove(ip, *ip); } return v; } int change_money(unit * u, int v) { item ** ip = &u->items; while (*ip && (*ip)->type!=i_silver) ip = &(*ip)->next; if ((*ip)==NULL && v) { i_add(&u->items, i_new(i_silver, v)); return v; } if ((*ip)!=NULL) { item * i = *ip; if (i->number + v != 0) { i->number += v; return i->number; } else i_free(i_remove(ip, *ip)); } return 0; } static local_names * rnames; const resource_type * findresourcetype(const char * name, const struct locale * lang) { local_names * rn = rnames; variant token; while (rn) { if (rn->lang==lang) break; rn = rn->next; } if (!rn) { const resource_type * rtl = resourcetypes; rn = calloc(sizeof(local_names), 1); rn->next = rnames; rn->lang = lang; while (rtl) { token.v = (void*)rtl; addtoken(&rn->names, locale_string(lang, rtl->_name[0]), token); addtoken(&rn->names, locale_string(lang, rtl->_name[1]), token); rtl=rtl->next; } rnames = rn; } if (findtoken(&rn->names, name, &token)==E_TOK_NOMATCH) return NULL; return (const resource_type*)token.v; } attrib_type at_showitem = { "showitem" }; static local_names * inames; void init_itemnames(void) { int i; for (i=0;localenames[i];++i) { const struct locale * lang = find_locale(localenames[i]); boolean exist = false; local_names * in = inames; while (in!=NULL) { if (in->lang==lang) { exist = true; break; } in = in->next; } if (in==NULL) in = calloc(sizeof(local_names), 1); in->next = inames; in->lang = lang; if (!exist) { int key; for (key=0;key!=IMAXHASH;++key) { const item_type * itl; for (itl=itemtypes[key];itl;itl=itl->next) { variant var; const char * iname = locale_string(lang, itl->rtype->_name[0]); if (findtoken(&in->names, iname, &var)==E_TOK_NOMATCH || var.v!=itl) { var.v = (void*)itl; addtoken(&in->names, iname, var); addtoken(&in->names, locale_string(lang, itl->rtype->_name[1]), var); } } } } inames = in; } } const item_type * finditemtype(const char * name, const struct locale * lang) { local_names * in = inames; variant var; while (in!=NULL) { if (in->lang==lang) break; in=in->next; } if (in==NULL) { init_itemnames(); for (in=inames;in->lang!=lang;in=in->next) ; } if (findtoken(&in->names, name, &var)==E_TOK_NOMATCH) return NULL; return (const item_type*)var.v; } static void init_resourcelimit(attrib * a) { a->data.v = calloc(sizeof(resource_limit), 1); } static void finalize_resourcelimit(attrib * a) { free(a->data.v); } attrib_type at_resourcelimit = { "resourcelimit", init_resourcelimit, finalize_resourcelimit, }; const char* resname(resource_t res, int index) { const item_type * itype = resource2item(oldresourcetype[res]); if (itype!=NULL) { return locale_string(NULL, resourcename(oldresourcetype[res], index)); } else if (res == R_AURA) { return index?"aura_p":"aura"; } else if (res == R_PERMAURA) { return index?"permaura_p":"permaura"; } else if (res == R_PEASANTS) { return index?"peasant_p":"peasant"; } else if (res == R_UNIT) { return index?"unit_p":"unit"; } else if (res == R_HITPOINTS) { return index?"hp_p":"hp"; } return NULL; } void register_resources(void) { register_function((pf_generic)mod_elves_only, "mod_elves_only"); register_function((pf_generic)res_changeitem, "changeitem"); register_function((pf_generic)res_changeperson, "changeperson"); register_function((pf_generic)res_changepeasants, "changepeasants"); register_function((pf_generic)res_changepermaura, "changepermaura"); register_function((pf_generic)res_changehp, "changehp"); register_function((pf_generic)res_changeaura, "changeaura"); register_function((pf_generic)limit_oldtypes, "limit_oldtypes"); register_function((pf_generic)use_oldresource, "useoldresource"); register_function((pf_generic)use_olditem, "useolditem"); register_function((pf_generic)use_potion, "usepotion"); register_function((pf_generic)use_tacticcrystal, "usetacticcrystal"); register_function((pf_generic)use_birthdayamulet, "usebirthdayamulet"); register_function((pf_generic)use_antimagiccrystal, "useantimagiccrystal"); register_function((pf_generic)use_warmthpotion, "usewarmthpotion"); register_function((pf_generic)use_bloodpotion, "usebloodpotion"); register_function((pf_generic)use_foolpotion, "usefoolpotion"); register_function((pf_generic)use_mistletoe, "usemistletoe"); register_function((pf_generic)use_magicboost, "usemagicboost"); register_function((pf_generic)use_snowball, "usesnowball"); register_function((pf_generic)give_horses, "givehorses"); /* make sure noone has deleted an I_ tpe without deleting the R_ type that goes with it! */ assert((int)I_SACK_OF_CONSERVATION == (int)R_SACK_OF_CONSERVATION); }