forked from github/server
3057 lines
87 KiB
C
3057 lines
87 KiB
C
/*
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Copyright (c) 1998-2014,
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Enno Rehling <enno@eressea.de>
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Katja Zedel <katze@felidae.kn-bremen.de
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Christian Schlittchen <corwin@amber.kn-bremen.de>
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Permission to use, copy, modify, and/or distribute this software for any
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purpose with or without fee is hereby granted, provided that the above
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copyright notice and this permission notice appear in all copies.
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THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
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OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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**/
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#include <platform.h>
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#include <kernel/config.h>
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#include "magic.h"
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#include "skill.h"
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#include "study.h"
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#include "laws.h"
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#include <kernel/ally.h>
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#include <kernel/building.h>
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#include <kernel/curse.h>
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#include <kernel/faction.h>
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#include <kernel/item.h>
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#include <kernel/messages.h>
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#include <kernel/objtypes.h>
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#include <kernel/order.h>
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#include <kernel/pathfinder.h>
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#include <kernel/plane.h>
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#include <kernel/pool.h>
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#include <kernel/race.h>
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#include <kernel/region.h>
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#include <kernel/ship.h>
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#include <kernel/spell.h>
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#include <kernel/spellbook.h>
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#include <kernel/terrain.h>
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#include <kernel/unit.h>
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#include <triggers/timeout.h>
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#include <triggers/shock.h>
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#include <triggers/killunit.h>
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#include <triggers/giveitem.h>
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#include <triggers/changerace.h>
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#include <triggers/clonedied.h>
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/* util includes */
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#include <util/attrib.h>
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#include <util/gamedata.h>
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#include <util/language.h>
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#include <util/lists.h>
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#include <util/log.h>
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#include <util/parser.h>
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#include <selist.h>
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#include <util/resolve.h>
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#include <util/rand.h>
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#include <util/rng.h>
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#include <util/umlaut.h>
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#include <util/base36.h>
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#include <util/event.h>
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#include <critbit.h>
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#include <storage.h>
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/* libc includes */
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#include <assert.h>
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#include <stdio.h>
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#include <string.h>
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#include <stdlib.h>
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#include <limits.h>
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#include <assert.h>
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#include <errno.h>
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#include <math.h>
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const char *magic_school[MAXMAGIETYP] = {
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"gray",
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"illaun",
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"tybied",
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"cerddor",
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"gwyrrd",
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"draig",
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"common"
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};
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static void a_init_reportspell(struct attrib *a) {
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a->data.v = calloc(1, sizeof(spellbook_entry));
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}
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static void a_finalize_reportspell(struct attrib *a) {
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free(a->data.v);
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}
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attrib_type at_reportspell = {
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"reportspell",
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a_init_reportspell,
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a_finalize_reportspell,
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0, NO_WRITE, NO_READ
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};
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/**
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** at_icastle
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** TODO: separate castle-appearance from illusion-effects
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**/
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static double MagicRegeneration(void)
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{
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return config_get_flt("magic.regeneration", 1.0);
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}
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static double MagicPower(double force)
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{
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if (force > 0) {
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const char *str = config_get("magic.power");
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double value = str ? atof(str) : 1.0;
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return MAX(value * force, 1.0f);
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}
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return 0;
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}
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typedef struct icastle_data {
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const struct building_type *type;
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int time;
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} icastle_data;
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static int a_readicastle(attrib * a, void *owner, struct gamedata *data)
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{
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storage *store = data->store;
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icastle_data *idata = (icastle_data *)a->data.v;
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char token[32];
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READ_TOK(store, token, sizeof(token));
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if (data->version < ATTRIBOWNER_VERSION) {
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READ_INT(store, NULL);
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}
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READ_INT(store, &idata->time);
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idata->type = bt_find(token);
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return AT_READ_OK;
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}
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static void
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a_writeicastle(const attrib * a, const void *owner, struct storage *store)
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{
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icastle_data *data = (icastle_data *)a->data.v;
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UNUSED_ARG(owner);
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WRITE_TOK(store, data->type->_name);
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WRITE_INT(store, data->time);
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}
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static int a_ageicastle(struct attrib *a, void *owner)
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{
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icastle_data *data = (icastle_data *)a->data.v;
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if (data->time <= 0) {
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building *b = (building *)owner;
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region *r = b->region;
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assert(owner == b);
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ADDMSG(&r->msgs, msg_message("icastle_dissolve", "building", b));
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/* remove_building lets units leave the building */
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remove_building(&r->buildings, b);
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return AT_AGE_REMOVE;
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}
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else
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data->time--;
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return AT_AGE_KEEP;
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}
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static void a_initicastle(struct attrib *a)
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{
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a->data.v = calloc(sizeof(icastle_data), 1);
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}
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static void a_finalizeicastle(struct attrib *a) /*-V524 */
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{
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free(a->data.v);
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}
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attrib_type at_icastle = {
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"zauber_icastle",
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a_initicastle,
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a_finalizeicastle,
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a_ageicastle,
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a_writeicastle,
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a_readicastle
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};
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void make_icastle(building *b, const building_type *btype, int timeout) {
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attrib *a = a_add(&b->attribs, a_new(&at_icastle));
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icastle_data *data = (icastle_data *)a->data.v;
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data->type = btype;
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data->time = timeout;
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}
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const building_type *icastle_type(const struct attrib *a) {
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icastle_data *icastle = (icastle_data *)a->data.v;
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return icastle->type;
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}
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/* ------------------------------------------------------------- */
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extern int dice(int count, int value);
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/* ------------------------------------------------------------- */
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/* aus dem alten System übriggebliegene Funktionen, die bei der
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* Umwandlung von alt nach neu gebraucht werden */
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/* ------------------------------------------------------------- */
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static void init_mage(attrib * a)
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{
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a->data.v = calloc(sizeof(sc_mage), 1);
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}
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static void free_mage(attrib * a)
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{
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sc_mage *mage = (sc_mage *)a->data.v;
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if (mage->spellbook) {
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spellbook_clear(mage->spellbook);
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free(mage->spellbook);
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}
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free(mage);
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}
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bool FactionSpells(void)
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{
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static int config, rule;
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if (config_changed(&config)) {
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rule = config_get_int("rules.magic.factionlist", 0);
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}
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return rule != 0;
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}
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void read_spells(struct selist **slistp, magic_t mtype,
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struct storage *store)
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{
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for (;;) {
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spell *sp;
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char spname[64];
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READ_TOK(store, spname, sizeof(spname));
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if (strcmp(spname, "end") == 0)
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break;
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sp = find_spell(spname);
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if (!sp) {
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log_error("read_spells: could not find spell '%s' in school '%s'\n", spname, magic_school[mtype]);
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}
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if (sp) {
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add_spell(slistp, sp);
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}
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}
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}
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int get_spell_level_mage(const spell * sp, void * cbdata)
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{
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sc_mage *mage = (sc_mage *)cbdata;
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spellbook *book = get_spellbook(magic_school[mage->magietyp]);
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spellbook_entry *sbe = spellbook_get(book, sp);
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return sbe ? sbe->level : 0;
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}
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static int read_mage(attrib * a, void *owner, struct gamedata *data)
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{
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storage *store = data->store;
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int i, mtype;
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sc_mage *mage = (sc_mage *)a->data.v;
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char spname[64];
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READ_INT(store, &mtype);
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mage->magietyp = (magic_t)mtype;
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READ_INT(store, &mage->spellpoints);
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READ_INT(store, &mage->spchange);
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for (i = 0; i != MAXCOMBATSPELLS; ++i) {
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spell *sp = NULL;
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int level = 0;
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READ_TOK(store, spname, sizeof(spname));
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READ_INT(store, &level);
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if (strcmp("none", spname) != 0) {
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sp = find_spell(spname);
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if (!sp) {
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log_error("read_mage: could not find combat spell '%s' in school '%s'\n", spname, magic_school[mage->magietyp]);
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}
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}
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if (sp && level >= 0) {
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int slot = -1;
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if (sp->sptyp & PRECOMBATSPELL)
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slot = 0;
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else if (sp->sptyp & COMBATSPELL)
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slot = 1;
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else if (sp->sptyp & POSTCOMBATSPELL)
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slot = 2;
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if (slot >= 0) {
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mage->combatspells[slot].level = level;
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mage->combatspells[slot].sp = sp;
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}
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}
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}
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if (mage->magietyp == M_GRAY) {
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read_spellbook(&mage->spellbook, data, get_spell_level_mage, mage);
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}
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else {
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read_spellbook(0, data, 0, mage);
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}
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return AT_READ_OK;
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}
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void write_spells(struct selist *slist, struct storage *store)
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{
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selist *ql;
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int qi;
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for (ql = slist, qi = 0; ql; selist_advance(&ql, &qi, 1)) {
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spell *sp = (spell *)selist_get(ql, qi);
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WRITE_TOK(store, sp->sname);
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}
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WRITE_TOK(store, "end");
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}
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static void
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write_mage(const attrib * a, const void *owner, struct storage *store)
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{
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int i;
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sc_mage *mage = (sc_mage *)a->data.v;
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WRITE_INT(store, mage->magietyp);
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WRITE_INT(store, mage->spellpoints);
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WRITE_INT(store, mage->spchange);
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for (i = 0; i != MAXCOMBATSPELLS; ++i) {
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WRITE_TOK(store,
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mage->combatspells[i].sp ? mage->combatspells[i].sp->sname : "none");
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WRITE_INT(store, mage->combatspells[i].level);
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}
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write_spellbook(mage->spellbook, store);
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}
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attrib_type at_mage = {
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"mage",
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init_mage,
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free_mage,
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NULL,
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write_mage,
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read_mage,
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NULL,
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ATF_UNIQUE
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};
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bool is_mage(const unit * u)
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{
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return get_mage(u) != NULL;
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}
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sc_mage *get_mage(const unit * u)
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{
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if (has_skill(u, SK_MAGIC)) {
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attrib *a = a_find(u->attribs, &at_mage);
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if (a)
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return a->data.v;
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}
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return (sc_mage *)NULL;
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}
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/* ------------------------------------------------------------- */
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/* Ausgabe der Spruchbeschreibungen
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* Anzeige des Spruchs nur, wenn die Stufe des besten Magiers vorher
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* kleiner war (u->faction->seenspells). Ansonsten muss nur geprüft
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* werden, ob dieser Magier den Spruch schon kennt, und andernfalls der
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* Spruch zu seiner List-of-known-spells hinzugefügt werden.
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*/
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static int read_seenspell(attrib * a, void *owner, struct gamedata *data)
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{
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storage *store = data->store;
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int i;
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spell *sp = 0;
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char token[32];
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READ_TOK(store, token, sizeof(token));
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i = atoip(token);
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if (i != 0) {
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sp = find_spellbyid((unsigned int)i);
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}
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else {
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if (data->version < UNIQUE_SPELLS_VERSION) {
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READ_INT(store, 0); /* ignore mtype */
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}
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sp = find_spell(token);
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if (!sp) {
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log_warning("read_seenspell: could not find spell '%s'\n", token);
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}
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}
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if (!sp) {
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return AT_READ_FAIL;
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}
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a->data.v = sp;
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return AT_READ_OK;
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}
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static void
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write_seenspell(const attrib * a, const void *owner, struct storage *store)
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{
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const spell *sp = (const spell *)a->data.v;
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WRITE_TOK(store, sp->sname);
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}
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attrib_type at_seenspell = {
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"seenspell", NULL, NULL, NULL, write_seenspell, read_seenspell
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};
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#define MAXSPELLS 256
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static bool already_seen(const faction * f, const spell * sp)
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{
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attrib *a;
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for (a = a_find(f->attribs, &at_seenspell); a && a->type == &at_seenspell;
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a = a->next) {
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if (a->data.v == sp)
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return true;
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}
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return false;
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}
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void show_new_spells(faction * f, int level, const spellbook *book)
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{
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if (book) {
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selist *ql = book->spells;
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int qi;
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for (qi = 0; ql; selist_advance(&ql, &qi, 1)) {
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spellbook_entry *sbe = (spellbook_entry *)selist_get(ql, qi);
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if (sbe->level <= level) {
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if (!already_seen(f, sbe->sp)) {
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attrib * a = a_new(&at_reportspell);
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spellbook_entry * entry = (spellbook_entry *)a->data.v;
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entry->level = sbe->level;
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entry->sp = sbe->sp;
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a_add(&f->attribs, a);
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a_add(&f->attribs, a_new(&at_seenspell))->data.v = sbe->sp;
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}
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}
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}
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}
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}
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/** update the spellbook with a new level
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* Written for E3
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*/
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void pick_random_spells(faction * f, int level, spellbook * book, int num_spells)
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{
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spellbook_entry *commonspells[MAXSPELLS];
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int qi, numspells = 0;
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selist *ql;
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if (level <= f->max_spelllevel) {
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return;
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}
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for (qi = 0, ql = book->spells; ql; selist_advance(&ql, &qi, 1)) {
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spellbook_entry * sbe = (spellbook_entry *)selist_get(ql, qi);
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if (sbe->level <= level) {
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commonspells[numspells++] = sbe;
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}
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}
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while (numspells > 0 && level > f->max_spelllevel) {
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int i;
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++f->max_spelllevel;
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for (i = 0; i < num_spells; ++i) {
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int maxspell = numspells;
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int spellno = -1;
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spellbook_entry *sbe = 0;
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while (!sbe && maxspell>0) {
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spellno = rng_int() % maxspell;
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sbe = commonspells[spellno];
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if (sbe->level > f->max_spelllevel) {
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/* not going to pick it in this round, move it to the end for later */
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commonspells[spellno] = commonspells[--maxspell];
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commonspells[maxspell] = sbe;
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sbe = 0;
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}
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else {
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if (f->spellbook && spellbook_get(f->spellbook, sbe->sp)) {
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/* already have this spell, remove it from the list of candidates */
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commonspells[spellno] = commonspells[--numspells];
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if (maxspell > numspells) {
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maxspell = numspells;
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}
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sbe = 0;
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}
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}
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}
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if (sbe && spellno < maxspell) {
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if (!f->spellbook) {
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f->spellbook = create_spellbook(0);
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}
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spellbook_add(f->spellbook, sbe->sp, sbe->level);
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commonspells[spellno] = commonspells[--numspells];
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}
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}
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}
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}
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/* ------------------------------------------------------------- */
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/* Erzeugen eines neuen Magiers */
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sc_mage *create_mage(unit * u, magic_t mtyp)
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{
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sc_mage *mage;
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attrib *a;
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a = a_find(u->attribs, &at_mage);
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if (a != NULL) {
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a_remove(&u->attribs, a);
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}
|
|
a = a_add(&u->attribs, a_new(&at_mage));
|
|
mage = a->data.v;
|
|
|
|
mage->magietyp = mtyp;
|
|
return mage;
|
|
}
|
|
|
|
/* ------------------------------------------------------------- */
|
|
/* Funktionen für die Bearbeitung der List-of-known-spells */
|
|
|
|
int u_hasspell(const unit *u, const struct spell *sp)
|
|
{
|
|
spellbook * book = unit_get_spellbook(u);
|
|
spellbook_entry * sbe = book ? spellbook_get(book, sp) : 0;
|
|
if (sbe) {
|
|
return sbe->level <= effskill(u, SK_MAGIC, 0);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/* ------------------------------------------------------------- */
|
|
/* Eingestellte Kampfzauberstufe ermitteln */
|
|
|
|
int get_combatspelllevel(const unit * u, int nr)
|
|
{
|
|
sc_mage *m = get_mage(u);
|
|
|
|
assert(nr < MAXCOMBATSPELLS);
|
|
if (m) {
|
|
int level = effskill(u, SK_MAGIC, 0);
|
|
return MIN(m->combatspells[nr].level, level);
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
/* ------------------------------------------------------------- */
|
|
/* Kampfzauber ermitteln, setzen oder löschen */
|
|
|
|
const spell *get_combatspell(const unit * u, int nr)
|
|
{
|
|
sc_mage *m;
|
|
|
|
assert(nr < MAXCOMBATSPELLS);
|
|
m = get_mage(u);
|
|
if (m) {
|
|
return m->combatspells[nr].sp;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
void set_combatspell(unit * u, spell * sp, struct order *ord, int level)
|
|
{
|
|
sc_mage *mage = get_mage(u);
|
|
int i = -1;
|
|
|
|
assert(mage || !"trying to set a combat spell for non-mage");
|
|
|
|
/* knowsspell prüft auf ist_magier, ist_spruch, kennt_spruch */
|
|
if (!knowsspell(u->region, u, sp)) {
|
|
/* Fehler 'Spell not found' */
|
|
cmistake(u, ord, 173, MSG_MAGIC);
|
|
return;
|
|
}
|
|
if (!u_hasspell(u, sp)) {
|
|
/* Diesen Zauber kennt die Einheit nicht */
|
|
cmistake(u, ord, 169, MSG_MAGIC);
|
|
return;
|
|
}
|
|
if (!(sp->sptyp & ISCOMBATSPELL)) {
|
|
/* Diesen Kampfzauber gibt es nicht */
|
|
cmistake(u, ord, 171, MSG_MAGIC);
|
|
return;
|
|
}
|
|
|
|
if (sp->sptyp & PRECOMBATSPELL)
|
|
i = 0;
|
|
else if (sp->sptyp & COMBATSPELL)
|
|
i = 1;
|
|
else if (sp->sptyp & POSTCOMBATSPELL)
|
|
i = 2;
|
|
assert(i >= 0);
|
|
mage->combatspells[i].sp = sp;
|
|
mage->combatspells[i].level = level;
|
|
return;
|
|
}
|
|
|
|
void unset_combatspell(unit * u, spell * sp)
|
|
{
|
|
sc_mage *m;
|
|
int nr = 0;
|
|
int i;
|
|
|
|
m = get_mage(u);
|
|
if (!m)
|
|
return;
|
|
|
|
if (!sp) {
|
|
for (i = 0; i < MAXCOMBATSPELLS; i++) {
|
|
m->combatspells[i].sp = NULL;
|
|
}
|
|
}
|
|
else if (sp->sptyp & PRECOMBATSPELL) {
|
|
if (sp != get_combatspell(u, 0))
|
|
return;
|
|
}
|
|
else if (sp->sptyp & COMBATSPELL) {
|
|
if (sp != get_combatspell(u, 1)) {
|
|
return;
|
|
}
|
|
nr = 1;
|
|
}
|
|
else if (sp->sptyp & POSTCOMBATSPELL) {
|
|
if (sp != get_combatspell(u, 2)) {
|
|
return;
|
|
}
|
|
nr = 2;
|
|
}
|
|
m->combatspells[nr].sp = NULL;
|
|
m->combatspells[nr].level = 0;
|
|
return;
|
|
}
|
|
|
|
/* ------------------------------------------------------------- */
|
|
/* Gibt die aktuelle Anzahl der Magiepunkte der Einheit zurück */
|
|
int get_spellpoints(const unit * u)
|
|
{
|
|
sc_mage *m;
|
|
|
|
m = get_mage(u);
|
|
if (!m)
|
|
return 0;
|
|
|
|
return m->spellpoints;
|
|
}
|
|
|
|
void set_spellpoints(unit * u, int sp)
|
|
{
|
|
sc_mage *m;
|
|
|
|
m = get_mage(u);
|
|
if (!m)
|
|
return;
|
|
|
|
m->spellpoints = sp;
|
|
|
|
return;
|
|
}
|
|
|
|
/*
|
|
* verändert die Anzahl der Magiepunkte der Einheit um +mp
|
|
*/
|
|
int change_spellpoints(unit * u, int mp)
|
|
{
|
|
sc_mage *m;
|
|
int sp;
|
|
|
|
m = get_mage(u);
|
|
if (!m) {
|
|
return 0;
|
|
}
|
|
|
|
/* verhindere negative Magiepunkte */
|
|
sp = MAX(m->spellpoints + mp, 0);
|
|
m->spellpoints = sp;
|
|
|
|
return sp;
|
|
}
|
|
|
|
/* bietet die Möglichkeit, die maximale Anzahl der Magiepunkte mit
|
|
* Regionszaubern oder Attributen zu beinflussen
|
|
*/
|
|
static int get_spchange(const unit * u)
|
|
{
|
|
sc_mage *m;
|
|
|
|
m = get_mage(u);
|
|
if (!m)
|
|
return 0;
|
|
|
|
return m->spchange;
|
|
}
|
|
|
|
/* ein Magier kann normalerweise maximal Stufe^2.1/1.2+1 Magiepunkte
|
|
* haben.
|
|
* Manche Rassen haben einen zusätzlichen Multiplikator
|
|
* Durch Talentverlust (zB Insekten im Berg) können negative Werte
|
|
* entstehen
|
|
*/
|
|
|
|
/* Artefakt der Stärke
|
|
* Ermöglicht dem Magier mehr Magiepunkte zu 'speichern'
|
|
*/
|
|
/** TODO: at_skillmod daraus machen */
|
|
static int use_item_aura(const region * r, const unit * u)
|
|
{
|
|
int sk, n;
|
|
|
|
sk = effskill(u, SK_MAGIC, r);
|
|
n = (int)(sk * sk * rc_maxaura(u_race(u)) / 4);
|
|
|
|
return n;
|
|
}
|
|
|
|
int max_spellpoints(const region * r, const unit * u)
|
|
{
|
|
int sk;
|
|
double n, msp = 0;
|
|
double potenz = 2.1;
|
|
double divisor = 1.2;
|
|
const struct resource_type *rtype;
|
|
|
|
sk = effskill(u, SK_MAGIC, r);
|
|
msp = rc_maxaura(u_race(u)) * (pow(sk, potenz) / divisor + 1) + get_spchange(u);
|
|
|
|
rtype = rt_find("aurafocus");
|
|
if (rtype && i_get(u->items, rtype->itype) > 0) {
|
|
msp += use_item_aura(r, u);
|
|
}
|
|
n = get_curseeffect(u->attribs, C_AURA, 0);
|
|
if (n > 0) {
|
|
msp = (msp * n) / 100;
|
|
}
|
|
return MAX((int)msp, 0);
|
|
}
|
|
|
|
int change_maxspellpoints(unit * u, int csp)
|
|
{
|
|
sc_mage *m;
|
|
|
|
m = get_mage(u);
|
|
if (!m) {
|
|
return 0;
|
|
}
|
|
m->spchange += csp;
|
|
return max_spellpoints(u->region, u);
|
|
}
|
|
|
|
/* ------------------------------------------------------------- */
|
|
/* Counter für die bereits gezauberte Anzahl Sprüche pro Runde.
|
|
* Um nur die Zahl der bereits gezauberten Sprüche zu ermitteln mit
|
|
* step = 0 aufrufen.
|
|
*/
|
|
int countspells(unit * u, int step)
|
|
{
|
|
sc_mage *m;
|
|
int count;
|
|
|
|
m = get_mage(u);
|
|
if (!m)
|
|
return 0;
|
|
|
|
if (step == 0)
|
|
return m->spellcount;
|
|
|
|
count = m->spellcount + step;
|
|
|
|
/* negative Werte abfangen. */
|
|
m->spellcount = MAX(0, count);
|
|
|
|
return m->spellcount;
|
|
}
|
|
|
|
/* ------------------------------------------------------------- */
|
|
/* Die für den Spruch benötigte Aura pro Stufe.
|
|
* Die Grundkosten pro Stufe werden hier um 2^count erhöht. Der
|
|
* Parameter count ist dabei die Anzahl der bereits gezauberten Sprüche
|
|
*/
|
|
int spellcost(unit * u, const spell * sp)
|
|
{
|
|
int k, aura = 0;
|
|
int count = countspells(u, 0);
|
|
const resource_type *r_aura = get_resourcetype(R_AURA);
|
|
|
|
for (k = 0; sp->components && sp->components[k].type; k++) {
|
|
if (sp->components[k].type == r_aura) {
|
|
aura = sp->components[k].amount;
|
|
}
|
|
}
|
|
aura *= (1 << count);
|
|
return aura;
|
|
}
|
|
|
|
/* ------------------------------------------------------------- */
|
|
/* SPC_LINEAR ist am höchstwertigen, dann müssen Komponenten für die
|
|
* Stufe des Magiers vorhanden sein.
|
|
* SPC_LINEAR hat die gewünschte Stufe als multiplikator,
|
|
* nur SPC_FIX muss nur einmal vorhanden sein, ist also am
|
|
* niedrigstwertigen und sollte von den beiden anderen Typen
|
|
* überschrieben werden */
|
|
static int spl_costtyp(const spell * sp)
|
|
{
|
|
int k;
|
|
int costtyp = SPC_FIX;
|
|
|
|
for (k = 0; sp->components && sp->components[k].type; k++) {
|
|
if (costtyp == SPC_LINEAR)
|
|
return SPC_LINEAR;
|
|
|
|
if (sp->components[k].cost == SPC_LINEAR) {
|
|
return SPC_LINEAR;
|
|
}
|
|
|
|
/* wenn keine Fixkosten, Typ übernehmen */
|
|
if (sp->components[k].cost != SPC_FIX) {
|
|
costtyp = sp->components[k].cost;
|
|
}
|
|
}
|
|
return costtyp;
|
|
}
|
|
|
|
/* ------------------------------------------------------------- */
|
|
/* durch Komponenten und cast_level begrenzter maximal möglicher
|
|
* Level
|
|
* Da die Funktion nicht alle Komponenten durchprobiert sondern beim
|
|
* ersten Fehler abbricht, muss die Fehlermeldung später mit cancast()
|
|
* generiert werden.
|
|
* */
|
|
int eff_spelllevel(unit * u, const spell * sp, int cast_level, int range)
|
|
{
|
|
const resource_type *r_aura = get_resourcetype(R_AURA);
|
|
int k, maxlevel, needplevel;
|
|
int costtyp = SPC_FIX;
|
|
|
|
for (k = 0; sp->components && sp->components[k].type; k++) {
|
|
if (cast_level == 0)
|
|
return 0;
|
|
|
|
if (sp->components[k].amount > 0) {
|
|
/* Die Kosten für Aura sind auch von der Zahl der bereits
|
|
* gezauberten Sprüche abhängig */
|
|
if (sp->components[k].type == r_aura) {
|
|
needplevel = spellcost(u, sp) * range;
|
|
}
|
|
else {
|
|
needplevel = sp->components[k].amount * range;
|
|
}
|
|
maxlevel =
|
|
get_pooled(u, sp->components[k].type, GET_DEFAULT,
|
|
needplevel * cast_level) / needplevel;
|
|
|
|
/* sind die Kosten fix, so muss die Komponente nur einmal vorhanden
|
|
* sein und der cast_level ändert sich nicht */
|
|
if (sp->components[k].cost == SPC_FIX) {
|
|
if (maxlevel < 1)
|
|
cast_level = 0;
|
|
/* ansonsten wird das Minimum aus maximal möglicher Stufe und der
|
|
* gewünschten gebildet */
|
|
}
|
|
else if (sp->components[k].cost == SPC_LEVEL) {
|
|
costtyp = SPC_LEVEL;
|
|
cast_level = MIN(cast_level, maxlevel);
|
|
/* bei Typ Linear müssen die Kosten in Höhe der Stufe vorhanden
|
|
* sein, ansonsten schlägt der Spruch fehl */
|
|
}
|
|
else if (sp->components[k].cost == SPC_LINEAR) {
|
|
costtyp = SPC_LINEAR;
|
|
if (maxlevel < cast_level)
|
|
cast_level = 0;
|
|
}
|
|
}
|
|
}
|
|
/* Ein Spruch mit Fixkosten wird immer mit der Stufe des Spruchs und
|
|
* nicht auf der Stufe des Magiers gezaubert */
|
|
if (costtyp == SPC_FIX) {
|
|
spellbook * sb = unit_get_spellbook(u);
|
|
if (sb) {
|
|
spellbook_entry * sbe = spellbook_get(sb, sp);
|
|
if (sbe) {
|
|
return MIN(cast_level, sbe->level);
|
|
}
|
|
}
|
|
log_error("spell %s is not in the spellbook for %s\n", sp->sname, unitname(u));
|
|
}
|
|
return cast_level;
|
|
}
|
|
|
|
/* ------------------------------------------------------------- */
|
|
/* Die Spruchgrundkosten werden mit der Entfernung (Farcasting)
|
|
* multipliziert, wobei die Aurakosten ein Sonderfall sind, da sie sich
|
|
* auch durch die Menge der bereits gezauberten Sprüche erhöht.
|
|
* Je nach Kostenart werden dann die Komponenten noch mit cast_level
|
|
* multipliziert.
|
|
*/
|
|
void pay_spell(unit * u, const spell * sp, int cast_level, int range)
|
|
{
|
|
const resource_type *r_aura = get_resourcetype(R_AURA);
|
|
int k;
|
|
int resuse;
|
|
|
|
assert(cast_level > 0);
|
|
for (k = 0; sp->components && sp->components[k].type; k++) {
|
|
if (sp->components[k].type == r_aura) {
|
|
resuse = spellcost(u, sp) * range;
|
|
}
|
|
else {
|
|
resuse = sp->components[k].amount * range;
|
|
}
|
|
|
|
if (sp->components[k].cost == SPC_LINEAR
|
|
|| sp->components[k].cost == SPC_LEVEL) {
|
|
resuse *= cast_level;
|
|
}
|
|
|
|
use_pooled(u, sp->components[k].type, GET_DEFAULT, resuse);
|
|
}
|
|
}
|
|
|
|
/* ------------------------------------------------------------- */
|
|
/* Ein Magier kennt den Spruch und kann sich die Beschreibung anzeigen
|
|
* lassen, wenn diese in seiner Spruchliste steht. Zaubern muss er ihn
|
|
* aber dann immer noch nicht können, vieleicht ist seine Stufe derzeit
|
|
* nicht ausreichend oder die Komponenten fehlen.
|
|
*/
|
|
bool knowsspell(const region * r, const unit * u, const spell * sp)
|
|
{
|
|
/* Ist überhaupt ein gültiger Spruch angegeben? */
|
|
if (!sp || sp->id == 0) {
|
|
return false;
|
|
}
|
|
/* steht der Spruch in der Spruchliste? */
|
|
return u_hasspell(u, sp) != 0;
|
|
}
|
|
|
|
/* Um einen Spruch zu beherrschen, muss der Magier die Stufe des
|
|
* Spruchs besitzen, nicht nur wissen, das es ihn gibt (also den Spruch
|
|
* in seiner Spruchliste haben).
|
|
* Kosten für einen Spruch können Magiepunkte, Silber, Kraeuter
|
|
* und sonstige Gegenstaende sein.
|
|
*/
|
|
|
|
bool
|
|
cancast(unit * u, const spell * sp, int level, int range, struct order * ord)
|
|
{
|
|
const resource_type *r_aura = get_resourcetype(R_AURA);
|
|
int k;
|
|
int itemanz;
|
|
resource *reslist = NULL;
|
|
|
|
if (!knowsspell(u->region, u, sp)) {
|
|
/* Diesen Zauber kennt die Einheit nicht */
|
|
cmistake(u, ord, 173, MSG_MAGIC);
|
|
return false;
|
|
}
|
|
/* reicht die Stufe aus? */
|
|
if (effskill(u, SK_MAGIC, 0) < level) {
|
|
/* die Einheit ist nicht erfahren genug für diesen Zauber */
|
|
cmistake(u, ord, 169, MSG_MAGIC);
|
|
return false;
|
|
}
|
|
|
|
for (k = 0; sp->components && sp->components[k].type; ++k) {
|
|
if (sp->components[k].amount > 0) {
|
|
const resource_type *rtype = sp->components[k].type;
|
|
int itemhave;
|
|
|
|
/* Die Kosten für Aura sind auch von der Zahl der bereits
|
|
* gezauberten Sprüche abhängig */
|
|
if (rtype == r_aura) {
|
|
itemanz = spellcost(u, sp) * range;
|
|
}
|
|
else {
|
|
itemanz = sp->components[k].amount * range;
|
|
}
|
|
|
|
/* sind die Kosten stufenabhängig, so muss itemanz noch mit dem
|
|
* level multipliziert werden */
|
|
switch (sp->components[k].cost) {
|
|
case SPC_LEVEL:
|
|
case SPC_LINEAR:
|
|
itemanz *= level;
|
|
break;
|
|
case SPC_FIX:
|
|
default:
|
|
break;
|
|
}
|
|
|
|
itemhave = get_pooled(u, rtype, GET_DEFAULT, itemanz);
|
|
if (itemhave < itemanz) {
|
|
resource *res = malloc(sizeof(resource));
|
|
res->number = itemanz - itemhave;
|
|
res->type = rtype;
|
|
res->next = reslist;
|
|
reslist = res;
|
|
}
|
|
}
|
|
}
|
|
if (reslist != NULL) {
|
|
ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "missing_components_list",
|
|
"list", reslist));
|
|
while (reslist) {
|
|
resource *res = reslist->next;
|
|
free(reslist);
|
|
reslist = res;
|
|
}
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/* ------------------------------------------------------------- */
|
|
/* generische Spruchstaerke,
|
|
*
|
|
* setzt sich derzeit aus der Stufe des Magiers, Magieturmeffekt,
|
|
* Spruchitems und Antimagiefeldern zusammen. Es koennen noch die
|
|
* Stufe des Spruchs und Magiekosten mit einfliessen.
|
|
*
|
|
* Die effektive Spruchstärke und ihre Auswirkungen werden in der
|
|
* Spruchfunktionsroutine ermittelt.
|
|
*/
|
|
|
|
double
|
|
spellpower(region * r, unit * u, const spell * sp, int cast_level, struct order *ord)
|
|
{
|
|
double force = cast_level;
|
|
static int elf_power, config;
|
|
const struct resource_type *rtype;
|
|
|
|
if (sp == NULL) {
|
|
return 0;
|
|
}
|
|
else {
|
|
/* Bonus durch Magieturm und gesegneten Steinkreis */
|
|
struct building *b = inside_building(u);
|
|
const struct building_type *btype = building_is_active(b) ? b->type : NULL;
|
|
if (btype && btype->flags & BTF_MAGIC) ++force;
|
|
}
|
|
|
|
if (config_changed(&config)) {
|
|
elf_power = config_get_int("rules.magic.elfpower", 0);
|
|
}
|
|
if (elf_power) {
|
|
static int rc_cache;
|
|
static const race *rc_elf;
|
|
if (rc_changed(&rc_cache)) {
|
|
rc_elf = get_race(RC_ELF);
|
|
}
|
|
if (u_race(u) == rc_elf && r_isforest(r)) {
|
|
++force;
|
|
}
|
|
}
|
|
rtype = rt_find("rop");
|
|
if (rtype && i_get(u->items, rtype->itype) > 0) {
|
|
++force;
|
|
}
|
|
|
|
if (r->attribs) {
|
|
curse *c;
|
|
|
|
/* Antimagie in der Zielregion */
|
|
c = get_curse(r->attribs, ct_find("antimagiczone"));
|
|
if (curse_active(c)) {
|
|
unit *mage = c->magician;
|
|
force -= curse_geteffect(c);
|
|
curse_changevigour(&r->attribs, c, -cast_level);
|
|
cmistake(u, ord, 185, MSG_MAGIC);
|
|
if (mage != NULL && mage->faction != NULL) {
|
|
if (force > 0) {
|
|
ADDMSG(&mage->faction->msgs, msg_message("reduce_spell",
|
|
"self mage region", mage, u, r));
|
|
}
|
|
else {
|
|
ADDMSG(&mage->faction->msgs, msg_message("block_spell",
|
|
"self mage region", mage, u, r));
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Patzerfluch-Effekt: */
|
|
c = get_curse(r->attribs, ct_find("fumble"));
|
|
if (curse_active(c)) {
|
|
unit *mage = c->magician;
|
|
force -= curse_geteffect(c);
|
|
curse_changevigour(&u->attribs, c, -1);
|
|
cmistake(u, ord, 185, MSG_MAGIC);
|
|
if (mage != NULL && mage->faction != NULL) {
|
|
if (force > 0) {
|
|
ADDMSG(&mage->faction->msgs, msg_message("reduce_spell",
|
|
"self mage region", mage, u, r));
|
|
}
|
|
else {
|
|
ADDMSG(&mage->faction->msgs, msg_message("block_spell",
|
|
"self mage region", mage, u, r));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return MAX(force, 0);
|
|
}
|
|
|
|
/* ------------------------------------------------------------- */
|
|
/* farcasting() == 1 -> gleiche Region, da man mit Null nicht vernünfigt
|
|
* rechnen kann */
|
|
static int farcasting(unit * magician, region * r)
|
|
{
|
|
int dist;
|
|
int mult;
|
|
|
|
if (!r) {
|
|
return INT_MAX;
|
|
}
|
|
|
|
dist = koor_distance(r->x, r->y, magician->region->x, magician->region->y);
|
|
|
|
if (dist > 24)
|
|
return INT_MAX;
|
|
|
|
mult = 1 << dist;
|
|
if (dist > 1) {
|
|
if (!path_exists(magician->region, r, dist * 2, allowed_fly))
|
|
mult = INT_MAX;
|
|
}
|
|
|
|
return mult;
|
|
}
|
|
|
|
/* ------------------------------------------------------------- */
|
|
/* Antimagie - Magieresistenz */
|
|
/* ------------------------------------------------------------- */
|
|
|
|
/* allgemeine Magieresistenz einer Einheit,
|
|
* reduziert magischen Schaden */
|
|
double magic_resistance(unit * target)
|
|
{
|
|
attrib *a;
|
|
curse *c;
|
|
const curse_type * ct_goodresist = 0, *ct_badresist = 0;
|
|
const resource_type *rtype;
|
|
const race *rc = u_race(target);
|
|
double probability = rc_magres(rc);
|
|
const plane *pl = rplane(target->region);
|
|
|
|
if (rc == get_race(RC_HIRNTOETER) && !pl) {
|
|
probability /= 2;
|
|
}
|
|
assert(target->number > 0);
|
|
/* Magier haben einen Resistenzbonus vom Magietalent * 5% */
|
|
probability += effskill(target, SK_MAGIC, 0) * 0.05;
|
|
|
|
/* Auswirkungen von Zaubern auf der Einheit */
|
|
c = get_curse(target->attribs, ct_find("magicresistance"));
|
|
if (c) {
|
|
probability += 0.01 * curse_geteffect(c) * get_cursedmen(target, c);
|
|
}
|
|
|
|
/* Unicorn +10 */
|
|
rtype = get_resourcetype(R_UNICORN);
|
|
if (rtype) {
|
|
int n = i_get(target->items, rtype->itype);
|
|
if (n) {
|
|
probability += n * 0.1 / target->number;
|
|
}
|
|
}
|
|
|
|
/* Auswirkungen von Zaubern auf der Region */
|
|
a = a_find(target->region->attribs, &at_curse);
|
|
if (a) {
|
|
ct_badresist = ct_find("badmagicresistancezone");
|
|
ct_goodresist = ct_find("goodmagicresistancezone");
|
|
}
|
|
while (a && a->type == &at_curse) {
|
|
curse *c = (curse *)a->data.v;
|
|
unit *mage = c->magician;
|
|
|
|
if (mage != NULL) {
|
|
if (ct_goodresist && c->type == ct_goodresist) {
|
|
if (alliedunit(mage, target->faction, HELP_GUARD)) {
|
|
probability += curse_geteffect(c) * 0.01;
|
|
ct_goodresist = 0; /* only one effect per region */
|
|
}
|
|
}
|
|
else if (ct_badresist && c->type == ct_badresist) {
|
|
if (!alliedunit(mage, target->faction, HELP_GUARD)) {
|
|
probability -= curse_geteffect(c) * 0.01;
|
|
ct_badresist = 0; /* only one effect per region */
|
|
}
|
|
}
|
|
}
|
|
a = a->next;
|
|
}
|
|
/* Bonus durch Artefakte */
|
|
/* TODO (noch gibs keine) */
|
|
|
|
/* Bonus durch Gebäude */
|
|
{
|
|
struct building *b = inside_building(target);
|
|
const struct building_type *btype = building_is_active(b) ? b->type : NULL;
|
|
|
|
/* gesegneter Steinkreis gibt 30% dazu */
|
|
if (btype)
|
|
probability += btype->magresbonus * 0.01;
|
|
}
|
|
|
|
return (probability<0.9) ? probability : 0.9;
|
|
}
|
|
|
|
/* ------------------------------------------------------------- */
|
|
/* Prüft, ob das Objekt dem Zauber widerstehen kann.
|
|
* Objekte können Regionen, Units, Gebäude oder Schiffe sein.
|
|
* TYP_UNIT:
|
|
* Das höchste Talent des Ziels ist sein 'Magieresistenz-Talent', Magier
|
|
* bekommen einen Bonus. Grundchance ist 50%, für jede Stufe
|
|
* Unterschied gibt es 5%, minimalchance ist 5% für jeden (5-95%)
|
|
* Scheitert der Spruch an der Magieresistenz, so gibt die Funktion
|
|
* true zurück
|
|
*/
|
|
|
|
bool
|
|
target_resists_magic(unit * magician, void *obj, int objtyp, int t_bonus)
|
|
{
|
|
double probability = 0.0;
|
|
|
|
if (magician == NULL)
|
|
return true;
|
|
if (obj == NULL)
|
|
return true;
|
|
|
|
switch (objtyp) {
|
|
case TYP_UNIT:
|
|
{
|
|
int at, pa = 0;
|
|
skill *sv;
|
|
unit *u = (unit *)obj;
|
|
|
|
if (u_race(u)==get_race(RC_SPELL)) {
|
|
return true;
|
|
}
|
|
at = effskill(magician, SK_MAGIC, 0);
|
|
|
|
for (sv = u->skills; sv != u->skills + u->skill_size; ++sv) {
|
|
int sk = eff_skill(u, sv, 0);
|
|
if (pa < sk)
|
|
pa = sk;
|
|
}
|
|
|
|
/* Contest */
|
|
probability = 0.05 * (10 + pa - at);
|
|
|
|
probability += magic_resistance((unit *)obj);
|
|
break;
|
|
}
|
|
|
|
case TYP_REGION:
|
|
/* Bonus durch Zauber */
|
|
probability +=
|
|
0.01 * get_curseeffect(((region *)obj)->attribs, C_RESIST_MAGIC, 0);
|
|
break;
|
|
|
|
case TYP_BUILDING:
|
|
/* Bonus durch Zauber */
|
|
probability +=
|
|
0.01 * get_curseeffect(((building *)obj)->attribs, C_RESIST_MAGIC, 0);
|
|
|
|
/* Bonus durch Typ */
|
|
probability += 0.01 * ((building *)obj)->type->magres;
|
|
|
|
break;
|
|
|
|
case TYP_SHIP:
|
|
/* Bonus durch Zauber */
|
|
probability +=
|
|
0.01 * get_curseeffect(((ship *)obj)->attribs, C_RESIST_MAGIC, 0);
|
|
break;
|
|
}
|
|
|
|
probability = MAX(0.02, probability + t_bonus * 0.01);
|
|
probability = MIN(0.98, probability);
|
|
|
|
/* gibt true, wenn die Zufallszahl kleiner als die chance ist und
|
|
* false, wenn sie gleich oder größer ist, dh je größer die
|
|
* Magieresistenz (chance) desto eher gibt die Funktion true zurück */
|
|
return chance(probability);
|
|
}
|
|
|
|
/* ------------------------------------------------------------- */
|
|
|
|
bool is_magic_resistant(unit * magician, unit * target, int resist_bonus)
|
|
{
|
|
return (bool)target_resists_magic(magician, target, TYP_UNIT,
|
|
resist_bonus);
|
|
}
|
|
|
|
/* ------------------------------------------------------------- */
|
|
/* Patzer */
|
|
/* ------------------------------------------------------------- */
|
|
/* allgemeine Zauberpatzer:
|
|
* Treten auf, wenn die Stufe des Magieres zu niedrig ist.
|
|
* Abhaengig von Staerke des Spruchs.
|
|
*
|
|
* Die Warscheinlichkeit reicht von 20% (beherrscht den Spruch gerade
|
|
* eben) bis zu etwa 1% bei doppelt so gut wie notwendig
|
|
*/
|
|
|
|
bool fumble(region * r, unit * u, const spell * sp, int cast_grade)
|
|
{
|
|
/* X ergibt Zahl zwischen 1 und 0, je kleiner, desto besser der Magier.
|
|
* 0,5*40-20=0, dh wenn der Magier doppelt so gut ist, wie der Spruch
|
|
* benötigt, gelingt er immer, ist er gleich gut, gelingt der Spruch mit
|
|
* 20% Warscheinlichkeit nicht
|
|
* */
|
|
|
|
int fumble_chance, rnd = 0;
|
|
int effsk = effskill(u, SK_MAGIC, r);
|
|
struct building *b = inside_building(u);
|
|
const struct building_type *btype = building_is_active(b) ? b->type : NULL;
|
|
int fumble_enabled = config_get_int("magic.fumble.enable", 1);
|
|
sc_mage * mage;
|
|
|
|
if (effsk<=0 || !fumble_enabled) {
|
|
return false;
|
|
}
|
|
fumble_chance = (int)((cast_grade * 40.0 / (double)effsk) - 20.0);
|
|
if (btype) {
|
|
fumble_chance -= btype->fumblebonus;
|
|
}
|
|
|
|
/* CHAOSPATZERCHANCE 10 : +10% Chance zu Patzern */
|
|
mage = get_mage(u);
|
|
if (mage->magietyp == M_DRAIG) {
|
|
fumble_chance += CHAOSPATZERCHANCE;
|
|
}
|
|
if (is_cursed(u->attribs, C_MBOOST, 0)) {
|
|
fumble_chance += CHAOSPATZERCHANCE;
|
|
}
|
|
if (is_cursed(u->attribs, C_FUMBLE, 0)) {
|
|
fumble_chance += CHAOSPATZERCHANCE;
|
|
}
|
|
|
|
/* wenn die Chance kleiner als 0 ist, können wir gleich false
|
|
* zurückgeben */
|
|
if (fumble_chance <= 0) {
|
|
return false;
|
|
}
|
|
rnd = rng_int() % 100;
|
|
|
|
return (rnd <= fumble_chance);
|
|
}
|
|
|
|
/* ------------------------------------------------------------- */
|
|
/* Dummy-Zauberpatzer, Platzhalter für speziel auf die Sprüche
|
|
* zugeschnittene Patzer */
|
|
static void fumble_default(castorder * co)
|
|
{
|
|
unit *mage = co->magician.u;
|
|
|
|
cmistake(mage, co->order, 180, MSG_MAGIC);
|
|
|
|
return;
|
|
}
|
|
|
|
/* Die normalen Spruchkosten müssen immer bezahlt werden, hier noch
|
|
* alle weiteren Folgen eines Patzers
|
|
*/
|
|
|
|
static void do_fumble(castorder * co)
|
|
{
|
|
curse *c;
|
|
region *r = co_get_region(co);
|
|
unit *u = co->magician.u;
|
|
const spell *sp = co->sp;
|
|
int level = co->level;
|
|
int duration;
|
|
double effect;
|
|
static const race *rc_toad;
|
|
static int rc_cache;
|
|
|
|
ADDMSG(&u->faction->msgs,
|
|
msg_message("patzer", "unit region spell", u, r, sp));
|
|
switch (rng_int() % 10) {
|
|
case 0:
|
|
/* wenn vorhanden spezieller Patzer, ansonsten nix */
|
|
if (sp->fumble) {
|
|
sp->fumble(co);
|
|
}
|
|
else {
|
|
fumble_default(co);
|
|
}
|
|
break;
|
|
|
|
case 1: /* toad */
|
|
{
|
|
/* one or two things will happen: the toad changes her race back,
|
|
* and may or may not get toadslime.
|
|
* The list of things to happen are attached to a timeout
|
|
* trigger and that's added to the triggerlit of the mage gone toad.
|
|
*/
|
|
trigger *trestore = trigger_changerace(u, u_race(u), u->irace);
|
|
if (chance(0.7)) {
|
|
const resource_type *rtype = rt_find("toadslime");
|
|
if (rtype) {
|
|
t_add(&trestore, trigger_giveitem(u, rtype->itype, 1));
|
|
}
|
|
}
|
|
duration = rng_int() % level / 2;
|
|
if (duration < 2) duration = 2;
|
|
add_trigger(&u->attribs, "timer", trigger_timeout(duration, trestore));
|
|
if (rc_changed(&rc_cache)) {
|
|
rc_toad = get_race(RC_TOAD);
|
|
}
|
|
u_setrace(u, rc_toad);
|
|
u->irace = NULL;
|
|
ADDMSG(&r->msgs, msg_message("patzer6", "unit region spell", u, r, sp));
|
|
break;
|
|
}
|
|
/* fall-through is intentional! */
|
|
|
|
case 2:
|
|
/* temporary skill loss */
|
|
duration = MAX(rng_int() % level / 2, 2);
|
|
effect = level / -2.0;
|
|
c = create_curse(u, &u->attribs, ct_find("skillmod"), level,
|
|
duration, effect, 1);
|
|
c->data.i = SK_MAGIC;
|
|
ADDMSG(&u->faction->msgs, msg_message("patzer2", "unit region", u, r));
|
|
break;
|
|
case 3:
|
|
case 4:
|
|
/* Spruch schlägt fehl, alle Magiepunkte weg */
|
|
set_spellpoints(u, 0);
|
|
ADDMSG(&u->faction->msgs, msg_message("patzer3", "unit region spell",
|
|
u, r, sp));
|
|
break;
|
|
|
|
case 5:
|
|
case 6:
|
|
/* Spruch gelingt, aber alle Magiepunkte weg */
|
|
co->level = sp->cast(co);
|
|
set_spellpoints(u, 0);
|
|
ADDMSG(&u->faction->msgs, msg_message("patzer4", "unit region spell",
|
|
u, r, sp));
|
|
break;
|
|
|
|
case 7:
|
|
case 8:
|
|
case 9:
|
|
default:
|
|
/* Spruch gelingt, alle nachfolgenden Sprüche werden 2^4 so teuer */
|
|
co->level = sp->cast(co);
|
|
ADDMSG(&u->faction->msgs, msg_message("patzer5", "unit region spell",
|
|
u, r, sp));
|
|
countspells(u, 3);
|
|
}
|
|
}
|
|
|
|
/* ------------------------------------------------------------- */
|
|
/* Regeneration von Aura */
|
|
/* ------------------------------------------------------------- */
|
|
|
|
/* Ein Magier regeneriert pro Woche W(Stufe^1.5/2+1), mindestens 1
|
|
* Zwerge nur die Hälfte
|
|
*/
|
|
static double regeneration(unit * u)
|
|
{
|
|
int sk;
|
|
double aura, d;
|
|
double potenz = 1.5;
|
|
double divisor = 2.0;
|
|
|
|
sk = effskill(u, SK_MAGIC, 0);
|
|
/* Rassenbonus/-malus */
|
|
d = pow(sk, potenz) * u_race(u)->regaura / divisor;
|
|
d++;
|
|
|
|
/* Einfluss von Artefakten */
|
|
/* TODO (noch gibs keine) */
|
|
|
|
/* Würfeln */
|
|
aura = (rng_double() * d + rng_double() * d) / 2 + 1;
|
|
|
|
aura *= MagicRegeneration();
|
|
|
|
return aura;
|
|
}
|
|
|
|
void regenerate_aura(void)
|
|
{
|
|
region *r;
|
|
unit *u;
|
|
int aura, auramax;
|
|
double reg_aura;
|
|
int regen;
|
|
double mod;
|
|
int regen_enabled = config_get_int("magic.regeneration.enable", 1);
|
|
|
|
if (!regen_enabled) return;
|
|
|
|
for (r = regions; r; r = r->next) {
|
|
for (u = r->units; u; u = u->next) {
|
|
if (u->number && is_mage(u)) {
|
|
aura = get_spellpoints(u);
|
|
auramax = max_spellpoints(r, u);
|
|
if (aura < auramax) {
|
|
struct building *b = inside_building(u);
|
|
const struct building_type *btype = building_is_active(b) ? b->type : NULL;
|
|
reg_aura = regeneration(u);
|
|
|
|
/* Magierturm erhöht die Regeneration um 75% */
|
|
/* Steinkreis erhöht die Regeneration um 50% */
|
|
if (btype)
|
|
reg_aura *= btype->auraregen;
|
|
|
|
/* Bonus/Malus durch Zauber */
|
|
mod = get_curseeffect(u->attribs, C_AURA, 0);
|
|
if (mod > 0) {
|
|
reg_aura = (reg_aura * mod) / 100.0;
|
|
}
|
|
|
|
/* Einfluss von Artefakten */
|
|
/* TODO (noch gibs keine) */
|
|
|
|
/* maximal Differenz bis Maximale-Aura regenerieren
|
|
* mindestens 1 Aura pro Monat */
|
|
regen = (int)reg_aura;
|
|
reg_aura -= regen;
|
|
if (chance(reg_aura))
|
|
++regen;
|
|
regen = MAX(1, regen);
|
|
regen = MIN((auramax - aura), regen);
|
|
|
|
aura += regen;
|
|
ADDMSG(&u->faction->msgs, msg_message("regenaura",
|
|
"unit region amount", u, r, regen));
|
|
}
|
|
set_spellpoints(u, MIN(aura, auramax));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static bool
|
|
verify_ship(region * r, unit * mage, const spell * sp, spllprm * spobj,
|
|
order * ord)
|
|
{
|
|
ship *sh = findship(spobj->data.i);
|
|
|
|
if (sh != NULL && sh->region != r && (sp->sptyp & SEARCHLOCAL)) {
|
|
/* Burg muss in gleicher Region sein */
|
|
sh = NULL;
|
|
}
|
|
|
|
if (sh == NULL) {
|
|
/* Burg nicht gefunden */
|
|
spobj->flag = TARGET_NOTFOUND;
|
|
ADDMSG(&mage->faction->msgs, msg_message("spellshipnotfound",
|
|
"unit region command id", mage, mage->region, ord, spobj->data.i));
|
|
return false;
|
|
}
|
|
spobj->flag = 0;
|
|
spobj->data.sh = sh;
|
|
return true;
|
|
}
|
|
|
|
static bool
|
|
verify_building(region * r, unit * mage, const spell * sp, spllprm * spobj,
|
|
order * ord)
|
|
{
|
|
building *b = findbuilding(spobj->data.i);
|
|
|
|
if (b != NULL && b->region != r && (sp->sptyp & SEARCHLOCAL)) {
|
|
/* Burg muss in gleicher Region sein */
|
|
b = NULL;
|
|
}
|
|
|
|
if (b == NULL) {
|
|
/* Burg nicht gefunden */
|
|
spobj->flag = TARGET_NOTFOUND;
|
|
ADDMSG(&mage->faction->msgs, msg_message("spellbuildingnotfound",
|
|
"unit region command id", mage, mage->region, ord, spobj->data.i));
|
|
return false;
|
|
}
|
|
spobj->flag = 0;
|
|
spobj->data.b = b;
|
|
return true;
|
|
}
|
|
|
|
message *msg_unitnotfound(const struct unit * mage, struct order * ord,
|
|
const struct spllprm * spobj)
|
|
{
|
|
/* Einheit nicht gefunden */
|
|
char tbuf[20];
|
|
const char *uid = 0;
|
|
|
|
if (spobj->typ == SPP_TEMP) {
|
|
sprintf(tbuf, "%s %s", LOC(mage->faction->locale,
|
|
parameters[P_TEMP]), itoa36(spobj->data.i));
|
|
uid = tbuf;
|
|
}
|
|
else if (spobj->typ == SPP_UNIT) {
|
|
uid = itoa36(spobj->data.i);
|
|
}
|
|
assert(uid);
|
|
return msg_message("unitnotfound_id",
|
|
"unit region command id", mage, mage->region, ord, uid);
|
|
}
|
|
|
|
static bool
|
|
verify_unit(region * r, unit * mage, const spell * sp, spllprm * spobj,
|
|
order * ord)
|
|
{
|
|
unit *u = NULL;
|
|
switch (spobj->typ) {
|
|
case SPP_UNIT:
|
|
u = findunit(spobj->data.i);
|
|
break;
|
|
case SPP_TEMP:
|
|
u = findnewunit(r, mage->faction, spobj->data.i);
|
|
if (u == NULL)
|
|
u = findnewunit(mage->region, mage->faction, spobj->data.i);
|
|
break;
|
|
default:
|
|
assert(!"shouldn't happen, this");
|
|
}
|
|
if (u != NULL && (sp->sptyp & SEARCHLOCAL)) {
|
|
if (u->region != r)
|
|
u = NULL;
|
|
else if (sp->sptyp & TESTCANSEE) {
|
|
if (!cansee(mage->faction, r, u, 0) && !ucontact(u, mage)) {
|
|
u = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (u == NULL) {
|
|
/* Einheit nicht gefunden */
|
|
spobj->flag = TARGET_NOTFOUND;
|
|
ADDMSG(&mage->faction->msgs, msg_unitnotfound(mage, ord, spobj));
|
|
return false;
|
|
}
|
|
/* Einheit wurde gefunden, pointer setzen */
|
|
spobj->flag = 0;
|
|
spobj->data.u = u;
|
|
return true;
|
|
}
|
|
|
|
/* ------------------------------------------------------------- */
|
|
/* Zuerst wird versucht alle noch nicht gefundenen Objekte zu finden
|
|
* oder zu prüfen, ob das gefundene Objekt wirklich hätte gefunden
|
|
* werden dürfen (nicht alle Zauber wirken global). Dabei zählen wir die
|
|
* Misserfolge (failed).
|
|
* Dann folgen die Tests der gefundenen Objekte auf Magieresistenz und
|
|
* Sichtbarkeit. Dabei zählen wir die magieresistenten (resists)
|
|
* Objekte. Alle anderen werten wir als Erfolge (success) */
|
|
|
|
/* gibt bei Misserfolg 0 zurück, bei Magieresistenz zumindeste eines
|
|
* Objektes 1 und bei Erfolg auf ganzer Linie 2 */
|
|
static void
|
|
verify_targets(castorder * co, int *invalid, int *resist, int *success)
|
|
{
|
|
unit *mage = co->magician.u;
|
|
const spell *sp = co->sp;
|
|
region *target_r = co_get_region(co);
|
|
spellparameter *sa = co->par;
|
|
int i;
|
|
|
|
*invalid = 0;
|
|
*resist = 0;
|
|
*success = 0;
|
|
|
|
if (sa && sa->length) {
|
|
/* zuerst versuchen wir vorher nicht gefundene Objekte zu finden.
|
|
* Wurde ein Objekt durch globalsuche gefunden, obwohl der Zauber
|
|
* gar nicht global hätte suchen dürften, setzen wir das Objekt
|
|
* zurück. */
|
|
for (i = 0; i < sa->length; i++) {
|
|
spllprm *spobj = sa->param[i];
|
|
|
|
switch (spobj->typ) {
|
|
case SPP_TEMP:
|
|
case SPP_UNIT:
|
|
if (!verify_unit(target_r, mage, sp, spobj, co->order))
|
|
++ * invalid;
|
|
break;
|
|
case SPP_BUILDING:
|
|
if (!verify_building(target_r, mage, sp, spobj, co->order))
|
|
++ * invalid;
|
|
break;
|
|
case SPP_SHIP:
|
|
if (!verify_ship(target_r, mage, sp, spobj, co->order))
|
|
++ * invalid;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* Nun folgen die Tests auf cansee und Magieresistenz */
|
|
for (i = 0; i < sa->length; i++) {
|
|
spllprm *spobj = sa->param[i];
|
|
unit *u;
|
|
building *b;
|
|
ship *sh;
|
|
region *tr;
|
|
|
|
if (spobj->flag == TARGET_NOTFOUND)
|
|
continue;
|
|
switch (spobj->typ) {
|
|
case SPP_TEMP:
|
|
case SPP_UNIT:
|
|
u = spobj->data.u;
|
|
|
|
if ((sp->sptyp & TESTRESISTANCE)
|
|
&& target_resists_magic(mage, u, TYP_UNIT, 0)) {
|
|
/* Fehlermeldung */
|
|
spobj->data.i = u->no;
|
|
spobj->flag = TARGET_RESISTS;
|
|
++*resist;
|
|
ADDMSG(&mage->faction->msgs, msg_message("spellunitresists",
|
|
"unit region command target", mage, mage->region, co->order, u));
|
|
break;
|
|
}
|
|
|
|
/* TODO: Test auf Parteieigenschaft Magieresistsenz */
|
|
++*success;
|
|
break;
|
|
case SPP_BUILDING:
|
|
b = spobj->data.b;
|
|
|
|
if ((sp->sptyp & TESTRESISTANCE)
|
|
&& target_resists_magic(mage, b, TYP_BUILDING, 0)) { /* Fehlermeldung */
|
|
spobj->data.i = b->no;
|
|
spobj->flag = TARGET_RESISTS;
|
|
++*resist;
|
|
ADDMSG(&mage->faction->msgs, msg_message("spellbuildingresists",
|
|
"unit region command id",
|
|
mage, mage->region, co->order, spobj->data.i));
|
|
break;
|
|
}
|
|
++*success;
|
|
break;
|
|
case SPP_SHIP:
|
|
sh = spobj->data.sh;
|
|
|
|
if ((sp->sptyp & TESTRESISTANCE)
|
|
&& target_resists_magic(mage, sh, TYP_SHIP, 0)) { /* Fehlermeldung */
|
|
spobj->data.i = sh->no;
|
|
spobj->flag = TARGET_RESISTS;
|
|
++*resist;
|
|
ADDMSG(&mage->faction->msgs, msg_feedback(mage, co->order,
|
|
"spellshipresists", "ship", sh));
|
|
break;
|
|
}
|
|
++*success;
|
|
break;
|
|
|
|
case SPP_REGION:
|
|
/* haben wir ein Regionsobjekt, dann wird auch dieses und
|
|
nicht target_r überprüft. */
|
|
tr = spobj->data.r;
|
|
|
|
if ((sp->sptyp & TESTRESISTANCE)
|
|
&& target_resists_magic(mage, tr, TYP_REGION, 0)) { /* Fehlermeldung */
|
|
spobj->flag = TARGET_RESISTS;
|
|
++*resist;
|
|
ADDMSG(&mage->faction->msgs, msg_message("spellregionresists",
|
|
"unit region command", mage, mage->region, co->order));
|
|
break;
|
|
}
|
|
++*success;
|
|
break;
|
|
case SPP_INT:
|
|
case SPP_STRING:
|
|
++*success;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
/* der Zauber hat keine expliziten Parameter/Ziele, es kann sich
|
|
* aber um einen Regionszauber handeln. Wenn notwendig hier die
|
|
* Magieresistenz der Region prüfen. */
|
|
if ((sp->sptyp & REGIONSPELL)) {
|
|
/* Zielobjekt Region anlegen */
|
|
spllprm *spobj = (spllprm *)malloc(sizeof(spllprm));
|
|
spobj->flag = 0;
|
|
spobj->typ = SPP_REGION;
|
|
spobj->data.r = target_r;
|
|
|
|
sa = calloc(1, sizeof(spellparameter));
|
|
sa->length = 1;
|
|
sa->param = calloc(sa->length, sizeof(spllprm *));
|
|
sa->param[0] = spobj;
|
|
co->par = sa;
|
|
|
|
if ((sp->sptyp & TESTRESISTANCE)) {
|
|
if (target_resists_magic(mage, target_r, TYP_REGION, 0)) {
|
|
/* Fehlermeldung */
|
|
ADDMSG(&mage->faction->msgs, msg_message("spellregionresists",
|
|
"unit region command", mage, mage->region, co->order));
|
|
spobj->flag = TARGET_RESISTS;
|
|
++*resist;
|
|
}
|
|
else {
|
|
++*success;
|
|
}
|
|
}
|
|
else {
|
|
++*success;
|
|
}
|
|
}
|
|
else {
|
|
++*success;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* ------------------------------------------------------------- */
|
|
/* Hilfsstrukturen für ZAUBERE */
|
|
/* ------------------------------------------------------------- */
|
|
|
|
static void free_spellparameter(spellparameter * pa)
|
|
{
|
|
int i;
|
|
|
|
assert(pa->param);
|
|
|
|
for (i = 0; i < pa->length; i++) {
|
|
assert(pa->param[i]);
|
|
switch (pa->param[i]->typ) {
|
|
case SPP_STRING:
|
|
free(pa->param[i]->data.s);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
free(pa->param[i]);
|
|
}
|
|
free(pa->param);
|
|
free(pa);
|
|
}
|
|
|
|
static int addparam_string(const char *const param[], spllprm ** spobjp)
|
|
{
|
|
spllprm *spobj = *spobjp = malloc(sizeof(spllprm));
|
|
assert(param[0]);
|
|
|
|
spobj->flag = 0;
|
|
spobj->typ = SPP_STRING;
|
|
spobj->data.xs = strdup(param[0]);
|
|
return 1;
|
|
}
|
|
|
|
static int addparam_int(const char *const param[], spllprm ** spobjp)
|
|
{
|
|
spllprm *spobj = *spobjp = malloc(sizeof(spllprm));
|
|
assert(param[0]);
|
|
|
|
spobj->flag = 0;
|
|
spobj->typ = SPP_INT;
|
|
spobj->data.i = atoi((char *)param[0]);
|
|
return 1;
|
|
}
|
|
|
|
static int addparam_ship(const char *const param[], spllprm ** spobjp)
|
|
{
|
|
spllprm *spobj = *spobjp = malloc(sizeof(spllprm));
|
|
int id = atoi36((const char *)param[0]);
|
|
|
|
spobj->flag = 0;
|
|
spobj->typ = SPP_SHIP;
|
|
spobj->data.i = id;
|
|
return 1;
|
|
}
|
|
|
|
static int addparam_building(const char *const param[], spllprm ** spobjp)
|
|
{
|
|
spllprm *spobj = *spobjp = malloc(sizeof(spllprm));
|
|
int id = atoi36((const char *)param[0]);
|
|
|
|
spobj->flag = 0;
|
|
spobj->typ = SPP_BUILDING;
|
|
spobj->data.i = id;
|
|
return 1;
|
|
}
|
|
|
|
static int
|
|
addparam_region(const char *const param[], spllprm ** spobjp, const unit * u,
|
|
order * ord)
|
|
{
|
|
assert(param[0]);
|
|
if (param[1] == 0) {
|
|
/* Fehler: Zielregion vergessen */
|
|
cmistake(u, ord, 194, MSG_MAGIC);
|
|
return -1;
|
|
}
|
|
else {
|
|
plane *pl = getplanebyid(0);
|
|
int tx = atoi((const char *)param[0]), ty = atoi((const char *)param[1]);
|
|
int x = rel_to_abs(pl, u->faction, tx, 0);
|
|
int y = rel_to_abs(pl, u->faction, ty, 1);
|
|
region *rt;
|
|
|
|
pnormalize(&x, &y, pl);
|
|
rt = findregion(x, y);
|
|
|
|
if (rt != NULL) {
|
|
spllprm *spobj = *spobjp = (spllprm *)malloc(sizeof(spllprm));
|
|
|
|
spobj->flag = 0;
|
|
spobj->typ = SPP_REGION;
|
|
spobj->data.r = rt;
|
|
}
|
|
else {
|
|
/* Fehler: Zielregion vergessen */
|
|
cmistake(u, ord, 194, MSG_MAGIC);
|
|
return -1;
|
|
}
|
|
return 2;
|
|
}
|
|
}
|
|
|
|
static int
|
|
addparam_unit(const char *const param[], spllprm ** spobjp, const unit * u,
|
|
order * ord)
|
|
{
|
|
spllprm *spobj;
|
|
int i = 0;
|
|
sppobj_t otype = SPP_UNIT;
|
|
|
|
*spobjp = NULL;
|
|
if (isparam(param[0], u->faction->locale, P_TEMP)) {
|
|
if (param[1] == NULL) {
|
|
/* Fehler: Ziel vergessen */
|
|
cmistake(u, ord, 203, MSG_MAGIC);
|
|
return -1;
|
|
}
|
|
++i;
|
|
otype = SPP_TEMP;
|
|
}
|
|
|
|
spobj = *spobjp = malloc(sizeof(spllprm));
|
|
spobj->flag = 0;
|
|
spobj->typ = otype;
|
|
spobj->data.i = atoi36((const char *)param[i]);
|
|
|
|
return i + 1;
|
|
}
|
|
|
|
static spellparameter *add_spellparameter(region * target_r, unit * u,
|
|
const char *syntax, const char *const param[], int size, struct order *ord)
|
|
{
|
|
bool fail = false;
|
|
int i = 0;
|
|
int p = 0;
|
|
const char *c;
|
|
spellparameter *par;
|
|
int minlen = 0;
|
|
|
|
for (c = syntax; *c != 0; ++c) {
|
|
/* this makes sure that:
|
|
* minlen("kc?") = 0
|
|
* minlen("kc+") = 1
|
|
* minlen("cccc+c?") = 4
|
|
*/
|
|
if (*c == '?')
|
|
--minlen;
|
|
else if (*c != '+' && *c != 'k')
|
|
++minlen;
|
|
}
|
|
c = syntax;
|
|
|
|
/* mindestens ein Ziel (Ziellose Zauber werden nicht
|
|
* geparst) */
|
|
if (minlen && size == 0) {
|
|
/* Fehler: Ziel vergessen */
|
|
cmistake(u, ord, 203, MSG_MAGIC);
|
|
return 0;
|
|
}
|
|
|
|
par = malloc(sizeof(spellparameter));
|
|
par->length = size;
|
|
if (!size) {
|
|
par->param = NULL;
|
|
return par;
|
|
}
|
|
par->param = malloc(size * sizeof(spllprm *));
|
|
|
|
while (!fail && *c && i < size && param[i] != NULL) {
|
|
spllprm *spobj = NULL;
|
|
int j = -1;
|
|
switch (*c) {
|
|
case '?':
|
|
/* tja. das sollte moeglichst nur am Ende passieren,
|
|
* weil sonst die kacke dampft. */
|
|
j = 0;
|
|
++c;
|
|
assert(*c == 0);
|
|
break;
|
|
case '+':
|
|
/* das vorhergehende Element kommt ein oder mehrmals vor, wir
|
|
* springen zum key zurück */
|
|
j = 0;
|
|
--c;
|
|
break;
|
|
case 'u':
|
|
/* Parameter ist eine Einheit, evtl. TEMP */
|
|
j = addparam_unit(param + i, &spobj, u, ord);
|
|
++c;
|
|
break;
|
|
case 'r':
|
|
/* Parameter sind zwei Regionskoordinaten innerhalb der "normalen" Plane */
|
|
j = addparam_region(param + i, &spobj, u, ord);
|
|
++c;
|
|
break;
|
|
case 'b':
|
|
/* Parameter ist eine Burgnummer */
|
|
j = addparam_building(param + i, &spobj);
|
|
++c;
|
|
break;
|
|
case 's':
|
|
j = addparam_ship(param + i, &spobj);
|
|
++c;
|
|
break;
|
|
case 'c':
|
|
/* Text, wird im Spruch ausgewertet */
|
|
j = addparam_string(param + i, &spobj);
|
|
++c;
|
|
break;
|
|
case 'i': /* Zahl */
|
|
j = addparam_int(param + i, &spobj);
|
|
++c;
|
|
break;
|
|
case 'k':
|
|
++c;
|
|
switch (findparam_ex(param[i++], u->faction->locale)) {
|
|
case P_REGION:
|
|
spobj = (spllprm *)malloc(sizeof(spllprm));
|
|
spobj->flag = 0;
|
|
spobj->typ = SPP_REGION;
|
|
spobj->data.r = target_r;
|
|
j = 0;
|
|
++c;
|
|
break;
|
|
case P_UNIT:
|
|
if (i < size) {
|
|
j = addparam_unit(param + i, &spobj, u, ord);
|
|
++c;
|
|
}
|
|
break;
|
|
case P_BUILDING:
|
|
case P_GEBAEUDE:
|
|
if (i < size) {
|
|
j = addparam_building(param + i, &spobj);
|
|
++c;
|
|
}
|
|
break;
|
|
case P_SHIP:
|
|
if (i < size) {
|
|
j = addparam_ship(param + i, &spobj);
|
|
++c;
|
|
}
|
|
break;
|
|
default:
|
|
j = -1;
|
|
break;
|
|
}
|
|
break;
|
|
default:
|
|
j = -1;
|
|
break;
|
|
}
|
|
if (j < 0)
|
|
fail = true;
|
|
else {
|
|
if (spobj != NULL)
|
|
par->param[p++] = spobj;
|
|
i += j;
|
|
}
|
|
}
|
|
|
|
/* im Endeffekt waren es evtl. nur p parameter (wegen TEMP) */
|
|
par->length = p;
|
|
if (fail || par->length < minlen) {
|
|
cmistake(u, ord, 209, MSG_MAGIC);
|
|
free_spellparameter(par);
|
|
return NULL;
|
|
}
|
|
|
|
return par;
|
|
}
|
|
|
|
struct unit * co_get_caster(const struct castorder * co) {
|
|
return co->_familiar ? co->_familiar : co->magician.u;
|
|
}
|
|
|
|
struct region * co_get_region(const struct castorder * co) {
|
|
return co->_rtarget;
|
|
}
|
|
|
|
castorder *create_castorder(castorder * co, unit *caster, unit * familiar, const spell * sp, region * r,
|
|
int lev, double force, int range, struct order * ord, spellparameter * p)
|
|
{
|
|
if (!co) co = (castorder*)calloc(1, sizeof(castorder));
|
|
|
|
co->magician.u = caster;
|
|
co->_familiar = familiar;
|
|
co->sp = sp;
|
|
co->level = lev;
|
|
co->force = MagicPower(force);
|
|
co->_rtarget = r ? r : (familiar ? familiar->region : (caster ? caster->region : 0));
|
|
co->distance = range;
|
|
co->order = copy_order(ord);
|
|
co->par = p;
|
|
|
|
return co;
|
|
}
|
|
|
|
void free_castorder(struct castorder *co)
|
|
{
|
|
if (co->par) free_spellparameter(co->par);
|
|
if (co->order) free_order(co->order);
|
|
}
|
|
|
|
/* Hänge c-order co an die letze c-order von cll an */
|
|
void add_castorder(spellrank * cll, castorder * co)
|
|
{
|
|
if (cll->begin == NULL) {
|
|
cll->end = &cll->begin;
|
|
}
|
|
|
|
*cll->end = co;
|
|
cll->end = &co->next;
|
|
|
|
return;
|
|
}
|
|
|
|
void free_castorders(castorder * co)
|
|
{
|
|
castorder *co2;
|
|
|
|
while (co) {
|
|
co2 = co;
|
|
co = co->next;
|
|
free_castorder(co2);
|
|
free(co2);
|
|
}
|
|
return;
|
|
}
|
|
|
|
/* ------------------------------------------------------------- */
|
|
/***
|
|
** at_familiarmage
|
|
**/
|
|
|
|
typedef struct familiar_data {
|
|
unit *mage;
|
|
unit *familiar;
|
|
} famililar_data;
|
|
|
|
bool is_familiar(const unit * u)
|
|
{
|
|
attrib *a = a_find(u->attribs, &at_familiarmage);
|
|
return a != NULL;
|
|
}
|
|
|
|
static void
|
|
a_write_unit(const attrib * a, const void *owner, struct storage *store)
|
|
{
|
|
unit *u = (unit *)a->data.v;
|
|
write_unit_reference(u, store);
|
|
}
|
|
|
|
static int sm_familiar(const unit * u, const region * r, skill_t sk, int value)
|
|
{ /* skillmod */
|
|
if (sk == SK_MAGIC)
|
|
return value;
|
|
else {
|
|
int mod;
|
|
unit *familiar = get_familiar(u);
|
|
if (familiar == NULL) {
|
|
/* the familiar is dead */
|
|
return value;
|
|
}
|
|
mod = effskill(familiar, sk, r) / 2;
|
|
if (r != familiar->region) {
|
|
mod /= distance(r, familiar->region);
|
|
}
|
|
return value + mod;
|
|
}
|
|
}
|
|
|
|
static void set_familiar(unit * mage, unit * familiar)
|
|
{
|
|
/* if the skill modifier for the mage does not yet exist, add it */
|
|
attrib *a = a_find(mage->attribs, &at_skillmod);
|
|
while (a && a->type == &at_skillmod) {
|
|
skillmod_data *smd = (skillmod_data *)a->data.v;
|
|
if (smd->special == sm_familiar)
|
|
break;
|
|
a = a->next;
|
|
}
|
|
if (a == NULL) {
|
|
attrib *an = a_add(&mage->attribs, a_new(&at_skillmod));
|
|
skillmod_data *smd = (skillmod_data *)an->data.v;
|
|
smd->special = sm_familiar;
|
|
smd->skill = NOSKILL;
|
|
}
|
|
|
|
a = a_find(mage->attribs, &at_familiar);
|
|
if (a == NULL) {
|
|
a = a_add(&mage->attribs, a_new(&at_familiar));
|
|
a->data.v = familiar;
|
|
}
|
|
else
|
|
assert(!a->data.v || a->data.v == familiar);
|
|
/* TODO: Diese Attribute beim Tod des Familiars entfernen: */
|
|
|
|
a = a_find(familiar->attribs, &at_familiarmage);
|
|
if (a == NULL) {
|
|
a = a_add(&familiar->attribs, a_new(&at_familiarmage));
|
|
a->data.v = mage;
|
|
}
|
|
else
|
|
assert(!a->data.v || a->data.v == mage);
|
|
}
|
|
|
|
void remove_familiar(unit * mage)
|
|
{
|
|
attrib *a = a_find(mage->attribs, &at_familiar);
|
|
attrib *an;
|
|
skillmod_data *smd;
|
|
|
|
if (a != NULL) {
|
|
a_remove(&mage->attribs, a);
|
|
}
|
|
a = a_find(mage->attribs, &at_skillmod);
|
|
while (a && a->type == &at_skillmod) {
|
|
an = a->next;
|
|
smd = (skillmod_data *)a->data.v;
|
|
if (smd->special == sm_familiar)
|
|
a_remove(&mage->attribs, a);
|
|
a = an;
|
|
}
|
|
}
|
|
|
|
bool create_newfamiliar(unit * mage, unit * familiar)
|
|
{
|
|
/* if the skill modifier for the mage does not yet exist, add it */
|
|
attrib *a;
|
|
attrib *afam = a_find(mage->attribs, &at_familiar);
|
|
attrib *amage = a_find(familiar->attribs, &at_familiarmage);
|
|
|
|
if (afam == NULL) {
|
|
afam = a_add(&mage->attribs, a_new(&at_familiar));
|
|
}
|
|
afam->data.v = familiar;
|
|
if (amage == NULL) {
|
|
amage = a_add(&familiar->attribs, a_new(&at_familiarmage));
|
|
}
|
|
amage->data.v = mage;
|
|
|
|
/* TODO: Diese Attribute beim Tod des Familiars entfernen: */
|
|
/* Wenn der Magier stirbt, dann auch der Vertraute */
|
|
add_trigger(&mage->attribs, "destroy", trigger_killunit(familiar));
|
|
/* Wenn der Vertraute stirbt, dann bekommt der Magier einen Schock */
|
|
add_trigger(&familiar->attribs, "destroy", trigger_shock(mage));
|
|
|
|
a = a_find(mage->attribs, &at_skillmod);
|
|
while (a && a->type == &at_skillmod) {
|
|
skillmod_data *smd = (skillmod_data *)a->data.v;
|
|
if (smd->special == sm_familiar)
|
|
break;
|
|
a = a->next;
|
|
}
|
|
if (a == NULL) {
|
|
attrib *an = a_add(&mage->attribs, a_new(&at_skillmod));
|
|
skillmod_data *smd = (skillmod_data *)an->data.v;
|
|
smd->special = sm_familiar;
|
|
smd->skill = NOSKILL;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
static int resolve_familiar(variant data, void *addr)
|
|
{
|
|
unit *familiar;
|
|
int result = resolve_unit(data, &familiar);
|
|
if (result == 0 && familiar) {
|
|
attrib *a = a_find(familiar->attribs, &at_familiarmage);
|
|
if (a != NULL && a->data.v) {
|
|
unit *mage = (unit *)a->data.v;
|
|
set_familiar(mage, familiar);
|
|
}
|
|
}
|
|
*(unit **)addr = familiar;
|
|
return result;
|
|
}
|
|
|
|
static int read_familiar(attrib * a, void *owner, struct gamedata *data)
|
|
{
|
|
int result =
|
|
read_reference(&a->data.v, data, read_unit_reference, resolve_familiar);
|
|
if (result == 0 && a->data.v == NULL) {
|
|
return AT_READ_FAIL;
|
|
}
|
|
return AT_READ_OK;
|
|
}
|
|
|
|
/* clones */
|
|
|
|
void create_newclone(unit * mage, unit * clone)
|
|
{
|
|
attrib *a;
|
|
|
|
a = a_find(mage->attribs, &at_clone);
|
|
if (a == NULL) {
|
|
a = a_add(&mage->attribs, a_new(&at_clone));
|
|
a->data.v = clone;
|
|
}
|
|
else
|
|
assert(!a->data.v || a->data.v == clone);
|
|
/* TODO: Diese Attribute beim Tod des Klons entfernen: */
|
|
|
|
a = a_find(clone->attribs, &at_clonemage);
|
|
if (a == NULL) {
|
|
a = a_add(&clone->attribs, a_new(&at_clonemage));
|
|
a->data.v = mage;
|
|
}
|
|
else
|
|
assert(!a->data.v || a->data.v == mage);
|
|
|
|
/* Wenn der Magier stirbt, wird das in destroy_unit abgefangen.
|
|
* Kein Trigger, zu kompliziert. */
|
|
|
|
/* Wenn der Klon stirbt, dann bekommt der Magier einen Schock */
|
|
add_trigger(&clone->attribs, "destroy", trigger_clonedied(mage));
|
|
}
|
|
|
|
static void set_clone(unit * mage, unit * clone)
|
|
{
|
|
attrib *a;
|
|
|
|
a = a_find(mage->attribs, &at_clone);
|
|
if (a == NULL) {
|
|
a = a_add(&mage->attribs, a_new(&at_clone));
|
|
a->data.v = clone;
|
|
}
|
|
else
|
|
assert(!a->data.v || a->data.v == clone);
|
|
|
|
a = a_find(clone->attribs, &at_clonemage);
|
|
if (a == NULL) {
|
|
a = a_add(&clone->attribs, a_new(&at_clonemage));
|
|
a->data.v = mage;
|
|
}
|
|
else
|
|
assert(!a->data.v || a->data.v == mage);
|
|
}
|
|
|
|
unit *has_clone(unit * mage)
|
|
{
|
|
attrib *a = a_find(mage->attribs, &at_clone);
|
|
if (a)
|
|
return (unit *)a->data.v;
|
|
return NULL;
|
|
}
|
|
|
|
static int resolve_clone(variant data, void *addr)
|
|
{
|
|
unit *clone;
|
|
int result = resolve_unit(data, &clone);
|
|
if (result == 0 && clone) {
|
|
attrib *a = a_find(clone->attribs, &at_clonemage);
|
|
if (a != NULL && a->data.v) {
|
|
unit *mage = (unit *)a->data.v;
|
|
set_clone(mage, clone);
|
|
}
|
|
}
|
|
*(unit **)addr = clone;
|
|
return result;
|
|
}
|
|
|
|
static int read_clone(attrib * a, void *owner, struct gamedata *data)
|
|
{
|
|
int result =
|
|
read_reference(&a->data.v, data, read_unit_reference, resolve_clone);
|
|
if (result == 0 && a->data.v == NULL) {
|
|
return AT_READ_FAIL;
|
|
}
|
|
return AT_READ_OK;
|
|
}
|
|
|
|
/* mages */
|
|
|
|
static int resolve_mage(variant data, void *addr)
|
|
{
|
|
unit *mage;
|
|
int result = resolve_unit(data, &mage);
|
|
if (result == 0 && mage) {
|
|
attrib *a = a_find(mage->attribs, &at_familiar);
|
|
if (a != NULL && a->data.v) {
|
|
unit *familiar = (unit *)a->data.v;
|
|
set_familiar(mage, familiar);
|
|
}
|
|
}
|
|
*(unit **)addr = mage;
|
|
return result;
|
|
}
|
|
|
|
static int read_magician(attrib * a, void *owner, struct gamedata *data)
|
|
{
|
|
int result =
|
|
read_reference(&a->data.v, data, read_unit_reference, resolve_mage);
|
|
if (result == 0 && a->data.v == NULL) {
|
|
return AT_READ_FAIL;
|
|
}
|
|
return AT_READ_OK;
|
|
}
|
|
|
|
static int age_unit(attrib * a, void *owner)
|
|
/* if unit is gone or dead, remove the attribute */
|
|
{
|
|
unit *u = (unit *)a->data.v;
|
|
UNUSED_ARG(owner);
|
|
return (u != NULL && u->number > 0) ? AT_AGE_KEEP : AT_AGE_REMOVE;
|
|
}
|
|
|
|
attrib_type at_familiarmage = {
|
|
"familiarmage",
|
|
NULL,
|
|
NULL,
|
|
age_unit,
|
|
a_write_unit,
|
|
read_magician,
|
|
NULL,
|
|
ATF_UNIQUE
|
|
};
|
|
|
|
attrib_type at_familiar = {
|
|
"familiar",
|
|
NULL,
|
|
NULL,
|
|
age_unit,
|
|
a_write_unit,
|
|
read_familiar,
|
|
NULL,
|
|
ATF_UNIQUE
|
|
};
|
|
|
|
attrib_type at_clonemage = {
|
|
"clonemage",
|
|
NULL,
|
|
NULL,
|
|
age_unit,
|
|
a_write_unit,
|
|
read_magician,
|
|
NULL,
|
|
ATF_UNIQUE
|
|
};
|
|
|
|
attrib_type at_clone = {
|
|
"clone",
|
|
NULL,
|
|
NULL,
|
|
age_unit,
|
|
a_write_unit,
|
|
read_clone,
|
|
NULL,
|
|
ATF_UNIQUE
|
|
};
|
|
|
|
unit *get_familiar(const unit * u)
|
|
{
|
|
attrib *a = a_find(u->attribs, &at_familiar);
|
|
if (a != NULL) {
|
|
unit *u = (unit *)a->data.v;
|
|
if (u->number > 0)
|
|
return u;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
unit *get_familiar_mage(const unit * u)
|
|
{
|
|
attrib *a = a_find(u->attribs, &at_familiarmage);
|
|
if (a != NULL) {
|
|
unit *u = (unit *)a->data.v;
|
|
if (u->number > 0)
|
|
return u;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
unit *get_clone(const unit * u)
|
|
{
|
|
attrib *a = a_find(u->attribs, &at_clone);
|
|
if (a != NULL) {
|
|
unit *u = (unit *)a->data.v;
|
|
if (u->number > 0)
|
|
return u;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
unit *get_clone_mage(const unit * u)
|
|
{
|
|
attrib *a = a_find(u->attribs, &at_clonemage);
|
|
if (a != NULL) {
|
|
unit *u = (unit *)a->data.v;
|
|
if (u->number > 0)
|
|
return u;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
static bool is_moving_ship(const region * r, ship * sh)
|
|
{
|
|
const unit *u = ship_owner(sh);
|
|
|
|
if (u)
|
|
switch (getkeyword(u->thisorder)) {
|
|
case K_ROUTE:
|
|
case K_MOVE:
|
|
case K_FOLLOW:
|
|
return true;
|
|
default:
|
|
return false;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
static castorder *cast_cmd(unit * u, order * ord)
|
|
{
|
|
char token[128];
|
|
region *r = u->region;
|
|
region *target_r = r;
|
|
int level, range;
|
|
unit *familiar = NULL;
|
|
const char *s;
|
|
spell *sp = 0;
|
|
plane *pl;
|
|
spellparameter *args = NULL;
|
|
unit * caster = u;
|
|
param_t param;
|
|
|
|
if (LongHunger(u)) {
|
|
cmistake(u, ord, 224, MSG_MAGIC);
|
|
return 0;
|
|
}
|
|
pl = rplane(r);
|
|
if (pl && fval(pl, PFL_NOMAGIC)) {
|
|
cmistake(u, ord, 269, MSG_MAGIC);
|
|
return 0;
|
|
}
|
|
level = effskill(u, SK_MAGIC, 0);
|
|
|
|
init_order(ord);
|
|
s = gettoken(token, sizeof(token));
|
|
param = findparam(s, u->faction->locale);
|
|
/* für Syntax ' STUFE x REGION y z ' */
|
|
if (param == P_LEVEL) {
|
|
int p = getint();
|
|
level = MIN(p, level);
|
|
if (level < 1) {
|
|
/* Fehler "Das macht wenig Sinn" */
|
|
syntax_error(u, ord);
|
|
return 0;
|
|
}
|
|
s = gettoken(token, sizeof(token));
|
|
param = findparam(s, u->faction->locale);
|
|
}
|
|
if (param == P_REGION) {
|
|
int t_x = getint();
|
|
int t_y = getint();
|
|
plane *pl = getplane(u->region);
|
|
t_x = rel_to_abs(pl, u->faction, t_x, 0);
|
|
t_y = rel_to_abs(pl, u->faction, t_y, 1);
|
|
pnormalize(&t_x, &t_y, pl);
|
|
target_r = findregion(t_x, t_y);
|
|
if (!target_r) {
|
|
/* Fehler "Die Region konnte nicht verzaubert werden" */
|
|
ADDMSG(&u->faction->msgs, msg_message("spellregionresists",
|
|
"unit region command", u, u->region, ord));
|
|
return 0;
|
|
}
|
|
s = gettoken(token, sizeof(token));
|
|
param = findparam(s, u->faction->locale);
|
|
}
|
|
/* für Syntax ' REGION x y STUFE z '
|
|
* hier nach REGION nochmal auf STUFE prüfen */
|
|
if (param == P_LEVEL) {
|
|
int p = getint();
|
|
level = MIN(p, level);
|
|
if (level < 1) {
|
|
/* Fehler "Das macht wenig Sinn" */
|
|
syntax_error(u, ord);
|
|
return 0;
|
|
}
|
|
s = gettoken(token, sizeof(token));
|
|
}
|
|
if (!s || !s[0]) {
|
|
/* Fehler "Es wurde kein Zauber angegeben" */
|
|
cmistake(u, ord, 172, MSG_MAGIC);
|
|
return 0;
|
|
}
|
|
|
|
sp = unit_getspell(u, s, u->faction->locale);
|
|
|
|
/* Vertraute können auch Zauber sprechen, die sie selbst nicht
|
|
* können. unit_getspell findet aber nur jene Sprüche, die
|
|
* die Einheit beherrscht. */
|
|
if (!sp && is_familiar(u)) {
|
|
caster = get_familiar_mage(u);
|
|
if (caster) {
|
|
familiar = u;
|
|
sp = unit_getspell(caster, s, caster->faction->locale);
|
|
}
|
|
else {
|
|
/* somehow, this familiar has no mage! */
|
|
log_error("cast_cmd: familiar %s is without a mage?\n", unitname(u));
|
|
caster = u;
|
|
}
|
|
}
|
|
|
|
if (!sp) {
|
|
/* Fehler 'Spell not found' */
|
|
cmistake(u, ord, 173, MSG_MAGIC);
|
|
return 0;
|
|
}
|
|
/* um testen auf spruchnamen zu unterbinden sollte vor allen
|
|
* fehlermeldungen die anzeigen das der magier diesen Spruch
|
|
* nur in diese Situation nicht anwenden kann, noch eine
|
|
* einfache Sicherheitsprüfung kommen */
|
|
if (!knowsspell(r, u, sp)) {
|
|
/* vorsicht! u kann der familiar sein */
|
|
if (!familiar) {
|
|
cmistake(u, ord, 173, MSG_MAGIC);
|
|
return 0;
|
|
}
|
|
}
|
|
if (sp->sptyp & ISCOMBATSPELL) {
|
|
/* Fehler: "Dieser Zauber ist nur im Kampf sinnvoll" */
|
|
cmistake(u, ord, 174, MSG_MAGIC);
|
|
return 0;
|
|
}
|
|
/* Auf dem Ozean Zaubern als quasi-langer Befehl können
|
|
* normalerweise nur Meermenschen, ausgenommen explizit als
|
|
* OCEANCASTABLE deklarierte Sprüche */
|
|
if (fval(r->terrain, SEA_REGION)) {
|
|
if (u_race(u) != get_race(RC_AQUARIAN)
|
|
&& !fval(u_race(u), RCF_SWIM)
|
|
&& !(sp->sptyp & OCEANCASTABLE)) {
|
|
/* Fehlermeldung */
|
|
ADDMSG(&u->faction->msgs, msg_message("spellfail_onocean",
|
|
"unit region command", u, u->region, ord));
|
|
return 0;
|
|
}
|
|
/* Auf bewegenden Schiffen kann man nur explizit als
|
|
* ONSHIPCAST deklarierte Zauber sprechen */
|
|
}
|
|
else if (u->ship) {
|
|
if (is_moving_ship(r, u->ship)) {
|
|
if (!(sp->sptyp & ONSHIPCAST)) {
|
|
/* Fehler: "Diesen Spruch kann man nicht auf einem sich
|
|
* bewegenden Schiff stehend zaubern" */
|
|
cmistake(u, ord, 175, MSG_MAGIC);
|
|
return 0;
|
|
}
|
|
}
|
|
}
|
|
/* Farcasting bei nicht farcastbaren Sprüchen abfangen */
|
|
range = farcasting(u, target_r);
|
|
if (range > 1) {
|
|
if (!(sp->sptyp & FARCASTING)) {
|
|
/* Fehler "Diesen Spruch kann man nicht in die Ferne
|
|
* richten" */
|
|
cmistake(u, ord, 176, MSG_MAGIC);
|
|
return 0;
|
|
}
|
|
if (range > 1024) { /* (2^10) weiter als 10 Regionen entfernt */
|
|
ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "spellfail::nocontact",
|
|
"target", target_r));
|
|
return 0;
|
|
}
|
|
}
|
|
/* Stufenangabe bei nicht Stufenvariierbaren Sprüchen abfangen */
|
|
if (!(sp->sptyp & SPELLLEVEL)) {
|
|
int ilevel = effskill(u, SK_MAGIC, 0);
|
|
if (ilevel != level) {
|
|
level = ilevel;
|
|
ADDMSG(&u->faction->msgs, msg_message("spellfail::nolevel",
|
|
"mage region command", u, u->region, ord));
|
|
}
|
|
}
|
|
/* Vertrautenmagie */
|
|
/* Kennt der Vertraute den Spruch, so zaubert er ganz normal.
|
|
* Ansonsten zaubert der Magier durch seinen Vertrauten, dh
|
|
* zahlt Komponenten und Aura. Dabei ist die maximale Stufe
|
|
* die des Vertrauten!
|
|
* Der Spruch wirkt dann auf die Region des Vertrauten und
|
|
* gilt nicht als Farcasting. */
|
|
if (familiar) {
|
|
if ((sp->sptyp & NOTFAMILIARCAST)) {
|
|
/* Fehler: "Diesen Spruch kann der Vertraute nicht zaubern" */
|
|
cmistake(u, ord, 177, MSG_MAGIC);
|
|
return 0;
|
|
}
|
|
if (caster != familiar) { /* Magier zaubert durch Vertrauten */
|
|
if (range > 1) { /* Fehler! Versucht zu Farcasten */
|
|
ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "familiar_farcast",
|
|
"mage", caster));
|
|
return 0;
|
|
}
|
|
if (distance(caster->region, r) > effskill(caster, SK_MAGIC, 0)) {
|
|
ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "familiar_toofar",
|
|
"mage", caster));
|
|
return 0;
|
|
}
|
|
/* mage auf magier setzen, level anpassen, range für Erhöhung
|
|
* der Spruchkosten nutzen, langen Befehl des Magiers
|
|
* löschen, zaubern kann er noch */
|
|
range *= 2;
|
|
set_order(&caster->thisorder, NULL);
|
|
level = MIN(level, effskill(caster, SK_MAGIC, 0) / 2);
|
|
}
|
|
}
|
|
/* Weitere Argumente zusammenbasteln */
|
|
if (sp->parameter) {
|
|
char **params = (char**)malloc(2 * sizeof(char *));
|
|
int p = 0, size = 2;
|
|
for (;;) {
|
|
s = gettoken(token, sizeof(token));
|
|
if (!s || *s == 0)
|
|
break;
|
|
if (p + 1 >= size) {
|
|
char ** tmp;
|
|
tmp = (char**)realloc(params, sizeof(char *) * size * 2);
|
|
if (tmp) {
|
|
size *= 2;
|
|
params = tmp;
|
|
}
|
|
else {
|
|
log_error("error allocationg %d bytes: %s", size * 2, strerror(errno));
|
|
break;
|
|
}
|
|
}
|
|
params[p++] = strdup(s);
|
|
}
|
|
params[p] = 0;
|
|
args =
|
|
add_spellparameter(target_r, caster, sp->parameter,
|
|
(const char *const *)params, p, ord);
|
|
for (p = 0; params[p]; ++p)
|
|
free(params[p]);
|
|
free(params);
|
|
if (args == NULL) {
|
|
/* Syntax war falsch */
|
|
return 0;
|
|
}
|
|
}
|
|
return create_castorder(0, caster, familiar, sp, target_r, level, 0, range, ord,
|
|
args);
|
|
}
|
|
|
|
/* ------------------------------------------------------------- */
|
|
/* Damit man keine Rituale in fremden Gebiet machen kann, diese vor
|
|
* Bewegung zaubern. Magier sind also in einem fremden Gebiet eine Runde
|
|
* lang verletzlich, da sie es betreten, und angegriffen werden können,
|
|
* bevor sie ein Ritual machen können.
|
|
*
|
|
* Syntax: ZAUBER [REGION X Y] [STUFE <stufe>] "Spruchname" [Einheit-1
|
|
* Einheit-2 ..]
|
|
*
|
|
* Nach Priorität geordnet die Zauber global auswerten.
|
|
*
|
|
* Die Kosten für Farcasting multiplizieren sich mit der Entfernung,
|
|
* cast_level gibt die virtuelle Stufe an, die den durch das Farcasten
|
|
* entstandenen Spruchkosten entspricht. Sind die Spruchkosten nicht
|
|
* levelabhängig, so sind die Kosten nur von der Entfernung bestimmt,
|
|
* die Stärke/Level durch den realen Skill des Magiers
|
|
*/
|
|
|
|
void magic(void)
|
|
{
|
|
region *r;
|
|
int rank;
|
|
castorder *co;
|
|
spellrank spellranks[MAX_SPELLRANK];
|
|
const race *rc_spell = get_race(RC_SPELL);
|
|
const race *rc_insect = get_race(RC_INSECT);
|
|
|
|
memset(spellranks, 0, sizeof(spellranks));
|
|
|
|
for (r = regions; r; r = r->next) {
|
|
unit *u;
|
|
for (u = r->units; u; u = u->next) {
|
|
order *ord;
|
|
|
|
if (u->number <= 0 || u_race(u) == rc_spell)
|
|
continue;
|
|
|
|
if (u_race(u) == rc_insect && r_insectstalled(r) &&
|
|
!is_cursed(u->attribs, C_KAELTESCHUTZ, 0))
|
|
continue;
|
|
|
|
if (fval(u, UFL_WERE | UFL_LONGACTION)) {
|
|
continue;
|
|
}
|
|
|
|
for (ord = u->orders; ord; ord = ord->next) {
|
|
if (getkeyword(ord) == K_CAST) {
|
|
castorder *co = cast_cmd(u, ord);
|
|
fset(u, UFL_LONGACTION | UFL_NOTMOVING);
|
|
if (co) {
|
|
const spell *sp = co->sp;
|
|
add_castorder(&spellranks[sp->rank], co);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Da sich die Aura und Komponenten in der Zwischenzeit verändert
|
|
* haben können und sich durch vorherige Sprüche das Zaubern
|
|
* erschwert haben kann, muss beim zaubern erneut geprüft werden, ob der
|
|
* Spruch überhaupt gezaubert werden kann.
|
|
* (level) die effektive Stärke des Spruchs (= Stufe, auf der der
|
|
* Spruch gezaubert wird) */
|
|
|
|
for (rank = 0; rank < MAX_SPELLRANK; rank++) {
|
|
for (co = spellranks[rank].begin; co; co = co->next) {
|
|
order *ord = co->order;
|
|
int invalid, resist, success, cast_level = co->level;
|
|
bool fumbled = false;
|
|
unit *u = co->magician.u;
|
|
const spell *sp = co->sp;
|
|
region *target_r = co_get_region(co);
|
|
|
|
/* reichen die Komponenten nicht, wird der Level reduziert. */
|
|
co->level = eff_spelllevel(u, sp, cast_level, co->distance);
|
|
|
|
if (co->level < 1) {
|
|
/* Fehlermeldung mit Komponenten generieren */
|
|
cancast(u, sp, cast_level, co->distance, ord);
|
|
continue;
|
|
}
|
|
|
|
if (cast_level > co->level) {
|
|
/* Sprüche mit Fixkosten werden immer auf Stufe des Spruchs
|
|
* gezaubert, co->level ist aber defaultmäßig Stufe des Magiers */
|
|
if (spl_costtyp(sp) != SPC_FIX) {
|
|
ADDMSG(&u->faction->msgs, msg_message("missing_components",
|
|
"unit spell level", u, sp, cast_level));
|
|
}
|
|
}
|
|
|
|
/* Prüfen, ob die realen Kosten für die gewünschten Stufe bezahlt
|
|
* werden können */
|
|
if (!cancast(u, sp, co->level, co->distance, ord)) {
|
|
/* die Fehlermeldung wird in cancast generiert */
|
|
continue;
|
|
}
|
|
|
|
co->force = MagicPower(spellpower(target_r, u, sp, co->level, ord));
|
|
/* die Stärke kann durch Antimagie auf 0 sinken */
|
|
if (co->force <= 0) {
|
|
co->force = 0;
|
|
ADDMSG(&u->faction->msgs, msg_message("missing_force",
|
|
"unit spell level", u, sp, co->level));
|
|
}
|
|
|
|
/* Ziele auf Existenz prüfen und Magieresistenz feststellen. Wurde
|
|
* kein Ziel gefunden, so ist verify_targets=0. Scheitert der
|
|
* Spruch an der Magieresistenz, so ist verify_targets = 1, bei
|
|
* Erfolg auf ganzer Linie ist verify_targets= 2
|
|
*/
|
|
verify_targets(co, &invalid, &resist, &success);
|
|
if (success + resist == 0) {
|
|
/* kein Ziel gefunden, Fehlermeldungen sind in verify_targets */
|
|
/* keine kosten für den zauber */
|
|
continue; /* äußere Schleife, nächster Zauberer */
|
|
}
|
|
else if (co->force > 0 && resist > 0) {
|
|
/* einige oder alle Ziele waren magieresistent */
|
|
if (success == 0) {
|
|
co->force = 0;
|
|
/* zwar wurde mindestens ein Ziel gefunden, das widerstand
|
|
* jedoch dem Zauber. Kosten abziehen und abbrechen. */
|
|
ADDMSG(&u->faction->msgs, msg_message("spell_resist",
|
|
"unit region spell", u, r, sp));
|
|
}
|
|
}
|
|
|
|
/* Auch für Patzer gibt es Erfahrung, müssen die Spruchkosten
|
|
* bezahlt werden und die nachfolgenden Sprüche werden teurer */
|
|
if (co->force > 0) {
|
|
if (fumble(target_r, u, sp, co->level)) {
|
|
/* zuerst bezahlen, dann evt in do_fumble alle Aura verlieren */
|
|
fumbled = true;
|
|
}
|
|
else {
|
|
co->level = sp->cast(co);
|
|
if (co->level <= 0) {
|
|
/* Kosten nur für real benötige Stufe berechnen */
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
/* erst bezahlen, dann Kostenzähler erhöhen */
|
|
if (co->level > 0) {
|
|
pay_spell(u, sp, co->level, co->distance);
|
|
}
|
|
if (fumbled) {
|
|
do_fumble(co);
|
|
}
|
|
countspells(u, 1);
|
|
}
|
|
}
|
|
|
|
/* Sind alle Zauber gesprochen gibts Erfahrung */
|
|
for (r = regions; r; r = r->next) {
|
|
unit *u;
|
|
for (u = r->units; u; u = u->next) {
|
|
if (is_mage(u) && countspells(u, 0) > 0) {
|
|
produceexp(u, SK_MAGIC, u->number);
|
|
/* Spruchlistenaktualiesierung ist in Regeneration */
|
|
}
|
|
}
|
|
}
|
|
for (rank = 0; rank < MAX_SPELLRANK; rank++) {
|
|
free_castorders(spellranks[rank].begin);
|
|
}
|
|
remove_empty_units();
|
|
}
|
|
|
|
const char *spell_info(const spell * sp, const struct locale *lang)
|
|
{
|
|
return LOC(lang, mkname("spellinfo", sp->sname));
|
|
}
|
|
|
|
/* TODO: should take the name, not the spell (spellref optimizations) */
|
|
const char *spell_name(const spell * sp, const struct locale *lang)
|
|
{
|
|
return LOC(lang, mkname("spell", sp->sname));
|
|
}
|
|
|
|
const char *curse_name(const curse_type * ctype, const struct locale *lang)
|
|
{
|
|
return LOC(lang, mkname("spell", ctype->cname));
|
|
}
|
|
|
|
static void select_spellbook(void **tokens, spellbook *sb, const struct locale * lang) {
|
|
selist * ql;
|
|
int qi;
|
|
|
|
assert(sb);
|
|
assert(lang);
|
|
|
|
for (qi = 0, ql = sb->spells; ql; selist_advance(&ql, &qi, 1)) {
|
|
spellbook_entry *sbe = (spellbook_entry *)selist_get(ql, qi);
|
|
|
|
const char *n = spell_name(sbe->sp, lang);
|
|
if (!n) {
|
|
log_error("no translation in locale %s for spell %s\n", locale_name(lang), sbe->sp->sname);
|
|
}
|
|
else {
|
|
variant token;
|
|
token.v = sbe->sp;
|
|
addtoken((struct tnode **)tokens, n, token);
|
|
}
|
|
}
|
|
}
|
|
|
|
spell *unit_getspell(struct unit *u, const char *name, const struct locale * lang)
|
|
{
|
|
void * tokens = 0;
|
|
spellbook *sb;
|
|
|
|
sb = unit_get_spellbook(u);
|
|
if (sb) {
|
|
select_spellbook(&tokens, sb, lang);
|
|
}
|
|
#if 0 /* TODO: some familiars can cast spells from the mage's spellbook? */
|
|
u = get_familiar_mage(u);
|
|
if (u) {
|
|
sb = unit_get_spellbook(u);
|
|
if (sb) {
|
|
select_spellbook(&tokens, sb, lang);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if (tokens) {
|
|
variant token;
|
|
if (findtoken(tokens, name, &token) != E_TOK_NOMATCH) {
|
|
freetokens(tokens);
|
|
return (spell *)token.v;
|
|
}
|
|
freetokens(tokens);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static critbit_tree cb_spellbooks;
|
|
|
|
spellbook * get_spellbook(const char * name)
|
|
{
|
|
char buffer[64];
|
|
spellbook * result;
|
|
void * match;
|
|
|
|
if (cb_find_prefix(&cb_spellbooks, name, strlen(name), &match, 1, 0) > 0) {
|
|
cb_get_kv(match, &result, sizeof(result));
|
|
}
|
|
else {
|
|
size_t len = strlen(name);
|
|
result = create_spellbook(name);
|
|
assert(strlen(name) + sizeof(result) < sizeof(buffer));
|
|
len = cb_new_kv(name, len, &result, sizeof(result), buffer);
|
|
if (cb_insert(&cb_spellbooks, buffer, len) == CB_EXISTS) {
|
|
log_error("cb_insert failed although cb_find returned nothing for spellbook=%s", name);
|
|
assert(!"should not happen");
|
|
}
|
|
result = 0;
|
|
if (cb_find_prefix(&cb_spellbooks, name, strlen(name), &match, 1, 0) > 0) {
|
|
cb_get_kv(match, &result, sizeof(result));
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
void free_spellbook(spellbook *sb) {
|
|
spellbook_clear(sb);
|
|
free(sb);
|
|
}
|
|
|
|
static int free_spellbook_cb(const void *match, const void *key, size_t keylen, void *data) {
|
|
spellbook *sb;
|
|
cb_get_kv(match, &sb, sizeof(sb));
|
|
free_spellbook(sb);
|
|
return 0;
|
|
}
|
|
|
|
void free_spellbooks(void)
|
|
{
|
|
cb_foreach(&cb_spellbooks, "", 0, free_spellbook_cb, NULL);
|
|
cb_clear(&cb_spellbooks);
|
|
}
|