forked from github/server
1715 lines
46 KiB
C
1715 lines
46 KiB
C
/*
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+-------------------+ Christian Schlittchen <corwin@amber.kn-bremen.de>
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| | Enno Rehling <enno@eressea.de>
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| Eressea PBEM host | Katja Zedel <katze@felidae.kn-bremen.de>
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| (c) 1998 - 2003 | Henning Peters <faroul@beyond.kn-bremen.de>
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| | Ingo Wilken <Ingo.Wilken@informatik.uni-oldenburg.de>
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+-------------------+ Stefan Reich <reich@halbling.de>
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This program may not be used, modified or distributed
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without prior permission by the authors of Eressea.
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*/
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#include <platform.h>
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#include "combatspells.h"
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/* kernel includes */
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#include <kernel/build.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/order.h>
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#include <kernel/race.h>
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#include <kernel/region.h>
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#include <kernel/unit.h>
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#include <kernel/spell.h>
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#include <kernel/race.h>
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#include <kernel/terrain.h>
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#include <guard.h>
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#include <battle.h>
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#include <move.h>
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/* util includes */
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#include <util/attrib.h>
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#include <util/base36.h>
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#include <util/log.h>
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#include <util/rand.h>
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#include <util/rng.h>
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#include <selist.h>
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/* libc includes */
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#include <assert.h>
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#include <stdlib.h>
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#include <string.h>
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#define EFFECT_HEALING_SPELL 5
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/* ------------------------------------------------------------------ */
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/* Kampfzauberfunktionen */
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/* COMBAT */
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static const char *spell_damage(int sp)
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{
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switch (sp) {
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case 0:
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/* meist t<>dlich 20-65 HP */
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return "5d10+15";
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case 1:
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/* sehr variabel 4-48 HP */
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return "4d12";
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case 2:
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/* leicht verwundet 4-18 HP */
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return "2d8+2";
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case 3:
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/* fast immer t<>dlich 30-50 HP */
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return "5d5+25";
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case 4:
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/* verwundet 11-26 HP */
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return "3d6+8";
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case 5:
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/* leichter Schaden */
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return "2d4";
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default:
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/* schwer verwundet 14-34 HP */
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return "4d6+10";
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}
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}
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static double get_force(double power, int formel)
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{
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switch (formel) {
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case 0:
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/* (4,8,12,16,20,24,28,32,36,40,44,..) */
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return (power * 4);
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case 1:
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/* (15,30,45,60,75,90,105,120,135,150,165,..) */
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return (power * 15);
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case 2:
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/* (40,80,120,160,200,240,280,320,360,400,440,..) */
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return (power * 40);
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case 3:
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/* (2,8,18,32,50,72,98,128,162,200,242,..) */
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return (power * power * 2);
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case 4:
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/* (4,16,36,64,100,144,196,256,324,400,484,..) */
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return (power * power * 4);
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case 5:
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/* (10,40,90,160,250,360,490,640,810,1000,1210,1440,..) */
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return (power * power * 10);
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case 6:
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/* (6,24,54,96,150,216,294,384,486,600,726,864) */
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return (power * power * 6);
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default:
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return power;
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}
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}
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/* Generischer Kampfzauber */
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int damage_spell(struct castorder * co, int dmg, int strength)
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{
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fighter * fi = co->magician.fig;
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int level = co->level;
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const spell * sp = co->sp;
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double power = co->force;
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battle *b = fi->side->battle;
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troop at, dt;
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message *m;
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/* Immer aus der ersten Reihe nehmen */
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int enemies, killed = 0;
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int force = lovar(get_force(power, strength));
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const char *damage = spell_damage(dmg);
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at.fighter = fi;
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at.index = 0;
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enemies = count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW - 1, SELECT_ADVANCE);
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if (enemies == 0) {
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message *m =
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msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
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message_all(b, m);
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msg_release(m);
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return 0;
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}
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while (force > 0 && killed < enemies) {
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dt = select_enemy(fi, FIGHT_ROW, BEHIND_ROW - 1, SELECT_ADVANCE);
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assert(dt.fighter);
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--force;
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killed += terminate(dt, at, AT_COMBATSPELL, damage, false);
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}
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m = msg_message("battle::combatspell", "mage spell dead",
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fi->unit, sp, killed);
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message_all(b, m);
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msg_release(m);
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return level;
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}
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/* Versteinern */
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int sp_petrify(struct castorder * co)
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{
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fighter * fi = co->magician.fig;
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int level = co->level;
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double power = co->force;
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const spell * sp = co->sp;
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battle *b = fi->side->battle;
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unit *mage = fi->unit;
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/* Wirkt auf erste und zweite Reihe */
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int force, enemies;
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int stoned = 0;
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message *m;
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force = lovar(get_force(power, 0));
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enemies = count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE);
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if (!enemies) {
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message *m =
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msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
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message_all(b, m);
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msg_release(m);
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return 0;
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}
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while (force && stoned < enemies) {
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troop dt = select_enemy(fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE);
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unit *du = dt.fighter->unit;
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if (!is_magic_resistant(mage, du, 0)) {
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/* person ans ende hinter die lebenden schieben */
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remove_troop(dt);
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++stoned;
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}
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--force;
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}
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m =
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msg_message("cast_petrify_effect", "mage spell amount", fi->unit, sp,
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stoned);
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message_all(b, m);
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msg_release(m);
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return level;
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}
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/* Benommenheit: eine Runde kein Angriff */
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int sp_stun(struct castorder * co)
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{
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fighter * fi = co->magician.fig;
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int level = co->level;
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double power = co->force;
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const spell * sp = co->sp;
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battle *b = fi->side->battle;
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unit *mage = fi->unit;
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message *m;
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/* Aus beiden Reihen nehmen */
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int force = 0, enemies;
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int stunned;
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if (power <= 0)
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return 0;
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force = lovar(get_force(power, 1));
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enemies = count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE);
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if (!enemies) {
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message *m =
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msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
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message_all(b, m);
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msg_release(m);
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return 0;
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}
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stunned = 0;
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while (force && stunned < enemies) {
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troop dt = select_enemy(fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE);
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fighter *df = dt.fighter;
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unit *du = df->unit;
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--force;
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if (!is_magic_resistant(mage, du, 0)) {
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df->person[dt.index].flags |= FL_STUNNED;
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++stunned;
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}
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}
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m = msg_message("cast_stun_effect", "mage spell amount", fi->unit, sp, stunned);
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message_all(b, m);
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msg_release(m);
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return level;
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}
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/** randomly shuffle an array
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* for correctness, see Donald E. Knuth, The Art of Computer Programming
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*/
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static void scramble_fighters(selist * ql)
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{
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int qi, qlen = selist_length(ql);
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for (qi = 0; qi != qlen; ++qi) {
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int qj = qi + (rng_int() % (qlen - qi));
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void *a = selist_get(ql, qi);
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void *b = selist_replace(ql, qj, a);
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selist_replace(ql, qi, b);
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}
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}
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static bool select_armed(const side *vs, const fighter *fig, void *cbdata)
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{
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int row = get_unitrow(fig, vs);
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UNUSED_ARG(cbdata);
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if (row >= FIGHT_ROW && row < BEHIND_ROW) {
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return fig->alive > 0 && fig->weapons;
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}
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return false;
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}
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/* Rosthauch */
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int sp_combatrosthauch(struct castorder * co)
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{
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fighter * fi = co->magician.fig;
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int level = co->level;
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double power = co->force;
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battle *b = fi->side->battle;
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selist *ql, *fgs;
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int force = lovar(power * 15);
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int qi, k = 0;
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if (!count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW - 1,
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SELECT_ADVANCE | SELECT_FIND)) {
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message *msg = msg_message("rust_effect_0", "mage", fi->unit);
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message_all(b, msg);
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msg_release(msg);
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return 0;
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}
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fgs = select_fighters(b, fi->side, FS_ENEMY, select_armed, NULL);
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scramble_fighters(fgs);
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for (qi = 0, ql = fgs; force>0 && ql; selist_advance(&ql, &qi, 1)) {
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fighter *df = (fighter *)selist_get(ql, qi);
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int w;
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for (w = 0; df->weapons[w].type != NULL; ++w) {
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weapon *wp = df->weapons;
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int n = MIN(force, wp->used);
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if (n) {
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requirement *mat = wp->type->itype->construction->materials;
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bool iron = false;
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while (mat && mat->number > 0) {
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if (mat->rtype == get_resourcetype(R_IRON)) {
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iron = true;
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break;
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}
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mat++;
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}
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if (iron) {
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int p;
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force -= n;
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wp->used -= n;
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k += n;
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i_change(&df->unit->items, wp->type->itype, -n);
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for (p = 0; n && p != df->unit->number; ++p) {
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if (df->person[p].missile == wp) {
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df->person[p].missile = NULL;
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--n;
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}
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}
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for (p = 0; n && p != df->unit->number; ++p) {
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if (df->person[p].melee == wp) {
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df->person[p].melee = NULL;
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--n;
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}
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}
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}
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}
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}
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}
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selist_free(fgs);
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if (k == 0) {
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/* keine Waffen mehr da, die zerst<73>rt werden k<>nnten */
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message *msg = msg_message("rust_effect_1", "mage", fi->unit);
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message_all(b, msg);
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msg_release(msg);
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fi->magic = 0; /* k<>mpft nichtmagisch weiter */
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level = 0;
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}
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else {
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message *msg = msg_message("rust_effect_2", "mage", fi->unit);
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message_all(b, msg);
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msg_release(msg);
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}
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return level;
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}
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int sp_sleep(struct castorder * co)
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{
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fighter * fi = co->magician.fig;
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int level = co->level;
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const spell * sp = co->sp;
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battle *b = fi->side->battle;
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unit *mage = fi->unit;
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unit *du;
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troop dt;
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int force, enemies;
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int k = 0;
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message *m;
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/* Immer aus der ersten Reihe nehmen */
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force = lovar(co->force * 25);
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enemies = count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE);
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if (!enemies) {
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m = msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
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message_all(b, m);
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msg_release(m);
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return 0;
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}
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while (force && enemies) {
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dt = select_enemy(fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE);
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assert(dt.fighter);
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du = dt.fighter->unit;
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if (!is_magic_resistant(mage, du, 0)) {
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dt.fighter->person[dt.index].flags |= FL_SLEEPING;
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++k;
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--enemies;
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}
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--force;
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}
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m = msg_message("cast_sleep_effect", "mage spell amount", fi->unit, sp, k);
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message_all(b, m);
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msg_release(m);
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return level;
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}
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int sp_speed(struct castorder * co)
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{
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fighter * fi = co->magician.fig;
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double power = co->force;
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const spell * sp = co->sp;
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battle *b = fi->side->battle;
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int force;
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int allies;
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int targets = 0;
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message *m;
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force = lovar(power * power * 5);
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allies =
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count_allies(fi->side, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE, ALLY_ANY);
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/* maximal 2*allies Versuche ein Opfer zu finden, ansonsten best<73>nde
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* die Gefahr eine Endlosschleife*/
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allies *= 2;
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while (force && allies) {
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troop dt = select_ally(fi, FIGHT_ROW, BEHIND_ROW, ALLY_ANY);
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fighter *df = dt.fighter;
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--allies;
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if (df) {
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if (df->person[dt.index].speed == 1) {
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df->person[dt.index].speed++;
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targets++;
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--force;
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}
|
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}
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}
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m =
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msg_message("cast_speed_effect", "mage spell amount", fi->unit, sp,
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targets);
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message_all(b, m);
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msg_release(m);
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return 1;
|
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}
|
||
|
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static skill_t random_skill(unit * u, bool weighted)
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{
|
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int n = 0;
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skill *sv;
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|
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for (sv = u->skills; sv != u->skills + u->skill_size; ++sv) {
|
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if (sv->level > 0) {
|
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if (weighted)
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n += sv->level;
|
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else
|
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++n;
|
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}
|
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}
|
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|
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if (n == 0)
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return NOSKILL;
|
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|
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n = rng_int() % n;
|
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|
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for (sv = u->skills; sv != u->skills + u->skill_size; ++sv) {
|
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if (sv->level > 0) {
|
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if (weighted) {
|
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if (n < (int)sv->level)
|
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return sv->id;
|
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n -= sv->level;
|
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}
|
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else {
|
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if (n == 0)
|
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return sv->id;
|
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--n;
|
||
}
|
||
}
|
||
}
|
||
|
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assert(0 == 1); /* Hier sollte er niemals ankommen. */
|
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return NOSKILL;
|
||
}
|
||
|
||
/** The mind blast spell for regular folks.
|
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* This spell temporarily reduces the skill of the victims
|
||
*/
|
||
int sp_mindblast_temp(struct castorder * co)
|
||
{
|
||
fighter * fi = co->magician.fig;
|
||
int level = co->level;
|
||
double power = co->force;
|
||
const spell * sp = co->sp;
|
||
battle *b = fi->side->battle;
|
||
unit *mage = fi->unit;
|
||
int k = 0, reset = 0, maxloss = (level + 2) / 3;
|
||
message *m;
|
||
int force = lovar(power * 25);
|
||
int enemies = count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE);
|
||
|
||
if (!enemies) {
|
||
m = msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
|
||
message_all(b, m);
|
||
msg_release(m);
|
||
return 0;
|
||
}
|
||
|
||
while (force > 0 && enemies > 0) {
|
||
unit *du;
|
||
troop dt = select_enemy(fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE);
|
||
|
||
assert(dt.fighter);
|
||
du = dt.fighter->unit;
|
||
if (du->flags & UFL_MARK) {
|
||
/* not this one again */
|
||
continue;
|
||
}
|
||
|
||
if (humanoidrace(u_race(du)) && force >= du->number) {
|
||
if (!is_magic_resistant(mage, du, 0)) {
|
||
skill_t sk = random_skill(du, true);
|
||
if (sk != NOSKILL) {
|
||
int n = 1 + rng_int() % maxloss;
|
||
attrib *a = make_skillmod(sk, NULL, 0.0, n);
|
||
/* neat: you can add a whole lot of these to a unit, they stack */
|
||
a_add(&du->attribs, a);
|
||
}
|
||
k += du->number;
|
||
}
|
||
force -= du->number;
|
||
}
|
||
du->flags |= UFL_MARK;
|
||
reset = 1;
|
||
enemies -= du->number;
|
||
}
|
||
|
||
if (reset) {
|
||
unit *u;
|
||
for (u = b->region->units; u; u = u->next) {
|
||
u->flags &= ~UFL_MARK;
|
||
}
|
||
}
|
||
|
||
m = msg_message("sp_mindblast_temp_effect", "mage spell amount", mage, sp, k);
|
||
message_all(b, m);
|
||
msg_release(m);
|
||
return level;
|
||
}
|
||
|
||
/** A mind blast spell for monsters.
|
||
* This spell PERMANENTLY reduces the skill of the victims or kills them
|
||
* when they have no skills left. Not currently in use.
|
||
*/
|
||
int sp_mindblast(struct castorder * co)
|
||
{
|
||
fighter * fi = co->magician.fig;
|
||
int level = co->level;
|
||
double power = co->force;
|
||
const spell * sp = co->sp;
|
||
battle *b = fi->side->battle;
|
||
unit *mage = fi->unit;
|
||
int killed = 0, k = 0, reset = 0;
|
||
message *m;
|
||
int force = lovar(power * 25);
|
||
int enemies = count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE);
|
||
|
||
if (!enemies) {
|
||
m = msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
|
||
message_all(b, m);
|
||
msg_release(m);
|
||
return 0;
|
||
}
|
||
|
||
while (enemies > 0 && force > 0) {
|
||
unit *du;
|
||
troop dt = select_enemy(fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE);
|
||
|
||
assert(dt.fighter);
|
||
du = dt.fighter->unit;
|
||
if (du->flags & UFL_MARK) {
|
||
/* not this one again */
|
||
continue;
|
||
}
|
||
|
||
if (humanoidrace(u_race(du)) && force >= du->number) {
|
||
if (!is_magic_resistant(mage, du, 0)) {
|
||
skill_t sk = random_skill(du, false);
|
||
if (sk != NOSKILL) {
|
||
skill *sv = unit_skill(du, sk);
|
||
if (sv) {
|
||
int n = 1 + rng_int() % 3;
|
||
|
||
reduce_skill(du, sv, n);
|
||
k += du->number;
|
||
}
|
||
}
|
||
else {
|
||
/* unit has no skill. kill it. */
|
||
kill_troop(dt);
|
||
++killed;
|
||
}
|
||
}
|
||
force -= du->number;
|
||
}
|
||
else {
|
||
/* only works against humanoids, don't try others. but do remove them
|
||
* from 'force' once or we may never terminate. */
|
||
du->flags |= UFL_MARK;
|
||
reset = 1;
|
||
}
|
||
enemies -= du->number;
|
||
}
|
||
|
||
if (reset) {
|
||
unit *u;
|
||
for (u = b->region->units; u; u = u->next) {
|
||
u->flags &= ~UFL_MARK;
|
||
}
|
||
}
|
||
|
||
m =
|
||
msg_message("sp_mindblast_effect", "mage spell amount dead", mage, sp, k,
|
||
killed);
|
||
message_all(b, m);
|
||
msg_release(m);
|
||
return level;
|
||
}
|
||
|
||
int sp_dragonodem(struct castorder * co)
|
||
{
|
||
fighter * fi = co->magician.fig;
|
||
int level = co->level;
|
||
double power = co->force;
|
||
const spell * sp = co->sp;
|
||
battle *b = fi->side->battle;
|
||
troop dt;
|
||
troop at;
|
||
int force, enemies;
|
||
int killed = 0;
|
||
const char *damage;
|
||
|
||
/* 11-26 HP */
|
||
damage = spell_damage(4);
|
||
/* Jungdrache 3->54, Drache 6->216, Wyrm 12->864 Treffer */
|
||
force = lovar(get_force(power, 6));
|
||
|
||
enemies = count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW - 1, SELECT_ADVANCE);
|
||
|
||
if (!enemies) {
|
||
struct message *m =
|
||
msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
|
||
message_all(b, m);
|
||
msg_release(m);
|
||
return 0;
|
||
}
|
||
else {
|
||
struct message *m;
|
||
|
||
at.fighter = fi;
|
||
at.index = 0;
|
||
|
||
while (force && killed < enemies) {
|
||
dt = select_enemy(fi, FIGHT_ROW, BEHIND_ROW - 1, SELECT_ADVANCE);
|
||
assert(dt.fighter);
|
||
--force;
|
||
killed += terminate(dt, at, AT_COMBATSPELL, damage, false);
|
||
}
|
||
|
||
m =
|
||
msg_message("battle::combatspell", "mage spell dead", fi->unit, sp,
|
||
killed);
|
||
message_all(b, m);
|
||
msg_release(m);
|
||
}
|
||
return level;
|
||
}
|
||
|
||
/* Feuersturm: Betrifft sehr viele Gegner (in der Regel alle),
|
||
* macht nur vergleichsweise geringen Schaden */
|
||
int sp_immolation(struct castorder * co)
|
||
{
|
||
fighter * fi = co->magician.fig;
|
||
int level = co->level;
|
||
const spell * sp = co->sp;
|
||
battle *b = fi->side->battle;
|
||
troop at;
|
||
int force, qi, killed = 0;
|
||
const char *damage;
|
||
selist *fgs, *ql;
|
||
message *m;
|
||
|
||
/* 2d4 HP */
|
||
damage = spell_damage(5);
|
||
/* Betrifft alle Gegner */
|
||
force = 99999;
|
||
|
||
if (!count_enemies(b, fi, FIGHT_ROW, AVOID_ROW, SELECT_ADVANCE | SELECT_FIND)) {
|
||
message *m =
|
||
msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
|
||
message_all(b, m);
|
||
msg_release(m);
|
||
return 0;
|
||
}
|
||
|
||
at.fighter = fi;
|
||
at.index = 0;
|
||
|
||
fgs = fighters(b, fi->side, FIGHT_ROW, AVOID_ROW, FS_ENEMY);
|
||
for (qi = 0, ql = fgs; ql; selist_advance(&ql, &qi, 1)) {
|
||
fighter *df = (fighter *)selist_get(ql, qi);
|
||
int n = df->alive - df->removed;
|
||
troop dt;
|
||
|
||
dt.fighter = df;
|
||
while (n != 0) {
|
||
dt.index = --n;
|
||
killed += terminate(dt, at, AT_COMBATSPELL, damage, false);
|
||
if (--force == 0)
|
||
break;
|
||
}
|
||
if (force == 0)
|
||
break;
|
||
}
|
||
selist_free(fgs);
|
||
|
||
m =
|
||
msg_message("battle::combatspell", "mage spell killed", fi->unit, sp,
|
||
killed);
|
||
message_all(b, m);
|
||
msg_release(m);
|
||
return level;
|
||
}
|
||
|
||
int sp_drainodem(fighter * fi, int level, double power, spell * sp)
|
||
{
|
||
battle *b = fi->side->battle;
|
||
troop dt;
|
||
troop at;
|
||
int force, enemies;
|
||
int drained = 0;
|
||
int killed = 0;
|
||
const char *damage;
|
||
message *m;
|
||
|
||
/* 11-26 HP */
|
||
damage = spell_damage(4);
|
||
/* Jungdrache 3->54, Drache 6->216, Wyrm 12->864 Treffer */
|
||
force = lovar(get_force(power, 6));
|
||
|
||
enemies = count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW - 1, SELECT_ADVANCE);
|
||
|
||
if (!enemies) {
|
||
m = msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
|
||
message_all(b, m);
|
||
msg_release(m);
|
||
return 0;
|
||
}
|
||
|
||
at.fighter = fi;
|
||
at.index = 0;
|
||
|
||
while (force && drained < enemies) {
|
||
dt = select_enemy(fi, FIGHT_ROW, BEHIND_ROW - 1, SELECT_ADVANCE);
|
||
assert(dt.fighter);
|
||
if (hits(at, dt, NULL)) {
|
||
drain_exp(dt.fighter->unit, 90);
|
||
++drained;
|
||
killed += terminate(dt, at, AT_COMBATSPELL, damage, false);
|
||
}
|
||
--force;
|
||
}
|
||
|
||
m =
|
||
msg_message("cast_drainlife_effect", "mage spell amount", fi->unit, sp,
|
||
drained);
|
||
message_all(b, m);
|
||
msg_release(m);
|
||
return level;
|
||
}
|
||
|
||
/* ------------------------------------------------------------- */
|
||
/* PRECOMBAT */
|
||
|
||
static fighter *summon_allies(const fighter *fi, const race *rc, int number) {
|
||
attrib *a;
|
||
unit *mage = fi->unit;
|
||
side *si = fi->side;
|
||
battle *b = si->battle;
|
||
region *r = b->region;
|
||
message *msg;
|
||
unit *u =
|
||
create_unit(r, mage->faction, number, rc, 0, NULL, mage);
|
||
leave(u, true);
|
||
setstatus(u, ST_FIGHT);
|
||
|
||
u->hp = u->number * unit_max_hp(u);
|
||
|
||
if (mage->flags & UFL_ANON_FACTION) {
|
||
u->flags |= UFL_ANON_FACTION;
|
||
}
|
||
|
||
a = a_new(&at_unitdissolve);
|
||
a->data.ca[0] = 0;
|
||
a->data.ca[1] = 100;
|
||
a_add(&u->attribs, a);
|
||
|
||
msg = msg_message("sp_wolfhowl_effect", "mage amount race", mage, u->number, rc);
|
||
message_all(b, msg);
|
||
msg_release(msg);
|
||
|
||
return make_fighter(b, u, si, is_attacker(fi));
|
||
}
|
||
|
||
int sp_igjarjuk(castorder *co) {
|
||
unit *u;
|
||
fighter *fm = co->magician.fig, *fi;
|
||
const race *rc = get_race(RC_WYRM);
|
||
fi = summon_allies(fm, rc, 1);
|
||
u = fi->unit;
|
||
unit_setname(u, "Igjarjuk");
|
||
log_info("%s summons Igjarjuk in %s", unitname(fm->unit), regionname(u->region, 0));
|
||
return co->level;
|
||
}
|
||
|
||
int sp_wolfhowl(castorder * co)
|
||
{
|
||
fighter * fi = co->magician.fig;
|
||
int level = co->level;
|
||
double power = co->force;
|
||
int force = (int)(get_force(power, 3) / 2);
|
||
const race * rc = get_race(RC_WOLF);
|
||
if (force > 0) {
|
||
unit *u;
|
||
int skills = (int)(power/3);
|
||
fi = summon_allies(fi, rc, force);
|
||
u = fi->unit;
|
||
set_level(u, SK_WEAPONLESS, skills);
|
||
set_level(u, SK_STAMINA, skills);
|
||
u->hp = u->number * unit_max_hp(u);
|
||
}
|
||
return level;
|
||
}
|
||
|
||
int sp_shadowknights(struct castorder * co)
|
||
{
|
||
fighter * fi = co->magician.fig;
|
||
int level = co->level;
|
||
double power = co->force;
|
||
unit *u;
|
||
battle *b = fi->side->battle;
|
||
region *r = b->region;
|
||
unit *mage = fi->unit;
|
||
attrib *a;
|
||
int force = MAX(1, (int)get_force(power, 3));
|
||
message *msg;
|
||
|
||
u =
|
||
create_unit(r, mage->faction, force, get_race(RC_SHADOWKNIGHT), 0, NULL,
|
||
mage);
|
||
setstatus(u, ST_FIGHT);
|
||
|
||
u->hp = u->number * unit_max_hp(u);
|
||
|
||
if (mage->flags & UFL_ANON_FACTION) {
|
||
u->flags |= UFL_ANON_FACTION;
|
||
}
|
||
|
||
a = a_new(&at_unitdissolve);
|
||
a->data.ca[0] = 0;
|
||
a->data.ca[1] = 100;
|
||
a_add(&u->attribs, a);
|
||
|
||
make_fighter(b, u, fi->side, is_attacker(fi));
|
||
|
||
msg = msg_message("sp_shadowknights_effect", "mage", mage);
|
||
message_all(b, msg);
|
||
msg_release(msg);
|
||
|
||
return level;
|
||
}
|
||
|
||
int sp_strong_wall(struct castorder * co)
|
||
{
|
||
fighter * fi = co->magician.fig;
|
||
int level = co->level;
|
||
double power = co->force;
|
||
battle *b = fi->side->battle;
|
||
unit *mage = fi->unit;
|
||
building *burg;
|
||
double effect;
|
||
message *msg;
|
||
|
||
if (!mage->building) {
|
||
return 0;
|
||
}
|
||
burg = mage->building;
|
||
|
||
effect = power / 4;
|
||
create_curse(mage, &burg->attribs, ct_find("strongwall"), power, 1, effect, 0);
|
||
|
||
msg =
|
||
msg_message("sp_strongwalls_effect", "mage building", mage, mage->building);
|
||
message_all(b, msg);
|
||
msg_release(msg);
|
||
|
||
return level;
|
||
}
|
||
|
||
static bool select_alive(const side *vs, const fighter *fig, void *cbdata)
|
||
{
|
||
UNUSED_ARG(vs);
|
||
UNUSED_ARG(cbdata);
|
||
return fig->alive > 0;
|
||
}
|
||
|
||
/** Spells: chaosrow / song of confusion.
|
||
* German Title: 'Gesang der Verwirrung'
|
||
*/
|
||
int sp_chaosrow(struct castorder * co)
|
||
{
|
||
fighter * fi = co->magician.fig;
|
||
int level = co->level;
|
||
double power = co->force;
|
||
const spell * sp = co->sp;
|
||
battle *b = fi->side->battle;
|
||
unit *mage = fi->unit;
|
||
selist *fgs, *ql;
|
||
message *m;
|
||
const char *mtype;
|
||
int qi, k = 0;
|
||
bool chaosrow = strcmp(sp->sname, "chaosrow") == 0;
|
||
|
||
if (!count_enemies(b, fi, FIGHT_ROW, NUMROWS, SELECT_ADVANCE | SELECT_FIND)) {
|
||
m = msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
|
||
message_all(b, m);
|
||
msg_release(m);
|
||
return 0;
|
||
}
|
||
|
||
power = chaosrow ? (power * 40) : get_force(power, 5);
|
||
|
||
fgs = select_fighters(b, fi->side, FS_ENEMY, select_alive, NULL);
|
||
scramble_fighters(fgs);
|
||
|
||
for (qi = 0, ql = fgs; ql; selist_advance(&ql, &qi, 1)) {
|
||
fighter *df = (fighter *)selist_get(ql, qi);
|
||
int n = df->unit->number;
|
||
|
||
if (df->alive == 0)
|
||
continue;
|
||
if (power <= 0.0)
|
||
break;
|
||
/* force sollte wegen des MAX(0,x) nicht unter 0 fallen k<>nnen */
|
||
|
||
if (is_magic_resistant(mage, df->unit, 0))
|
||
continue;
|
||
|
||
if (chance(power / n)) {
|
||
int row = statusrow(df->status);
|
||
df->side->size[row] -= df->alive;
|
||
if (u_race(df->unit)->battle_flags & BF_NOBLOCK) {
|
||
df->side->nonblockers[row] -= df->alive;
|
||
}
|
||
row = FIRST_ROW + (rng_int() % (NUMROWS - FIRST_ROW));
|
||
switch (row) {
|
||
case FIGHT_ROW:
|
||
df->status = ST_FIGHT;
|
||
break;
|
||
case BEHIND_ROW:
|
||
df->status = ST_CHICKEN;
|
||
break;
|
||
case AVOID_ROW:
|
||
df->status = ST_AVOID;
|
||
break;
|
||
case FLEE_ROW:
|
||
df->status = ST_FLEE;
|
||
break;
|
||
default:
|
||
assert(!"unknown combatrow");
|
||
}
|
||
assert(statusrow(df->status) == row);
|
||
df->side->size[row] += df->alive;
|
||
if (u_race(df->unit)->battle_flags & BF_NOBLOCK) {
|
||
df->side->nonblockers[row] += df->alive;
|
||
}
|
||
k += df->alive;
|
||
}
|
||
power = MAX(0, power - n);
|
||
}
|
||
selist_free(fgs);
|
||
|
||
if (chaosrow) {
|
||
mtype = (k > 0) ? "sp_chaosrow_effect_1" : "sp_chaosrow_effect_0";
|
||
}
|
||
else {
|
||
mtype = (k > 0) ? "sp_confusion_effect_1" : "sp_confusion_effect_0";
|
||
}
|
||
m = msg_message(mtype, "mage", mage);
|
||
message_all(b, m);
|
||
msg_release(m);
|
||
return level;
|
||
}
|
||
|
||
static bool select_afraid(const side *vs, const fighter *fig, void *cbdata)
|
||
{
|
||
int row = get_unitrow(fig, vs);
|
||
UNUSED_ARG(cbdata);
|
||
if (row >= FIGHT_ROW && row <= AVOID_ROW) {
|
||
return fig->alive + fig->run.number < fig->unit->number;
|
||
}
|
||
return false;
|
||
}
|
||
|
||
/* Gesang der Furcht (Kampfzauber) */
|
||
/* Panik (Pr<50>kampfzauber) */
|
||
int flee_spell(struct castorder * co, int strength)
|
||
{
|
||
fighter * fi = co->magician.fig;
|
||
int level = co->level;
|
||
const spell * sp = co->sp;
|
||
battle *b = fi->side->battle;
|
||
unit *mage = fi->unit;
|
||
selist *fgs, *ql;
|
||
int n, qi, panik = 0;
|
||
message *msg;
|
||
double power = co->force;
|
||
int force;
|
||
|
||
force = (int)get_force(power, strength);
|
||
if (force<=0 || !count_enemies(b, fi, FIGHT_ROW, AVOID_ROW, SELECT_ADVANCE | SELECT_FIND)) {
|
||
msg = msg_message("sp_flee_effect_0", "mage spell", mage, sp);
|
||
message_all(b, msg);
|
||
msg_release(msg);
|
||
return 0;
|
||
}
|
||
|
||
fgs = select_fighters(b, fi->side, FS_ENEMY, select_afraid, NULL);
|
||
scramble_fighters(fgs);
|
||
|
||
for (qi = 0, ql = fgs; force > 0 && ql; selist_advance(&ql, &qi, 1)) {
|
||
fighter *df = (fighter *)selist_get(ql, qi);
|
||
|
||
for (n = 0; force > 0 && n != df->alive; ++n) {
|
||
if (df->person[n].flags & FL_PANICED) { /* bei SPL_SONG_OF_FEAR m<>glich */
|
||
df->person[n].attack -= 1;
|
||
--force;
|
||
++panik;
|
||
}
|
||
else if (!(df->person[n].flags & FL_COURAGE)
|
||
|| !(u_race(df->unit)->flags & RCF_UNDEAD)) {
|
||
if (!is_magic_resistant(mage, df->unit, 0)) {
|
||
df->person[n].flags |= FL_PANICED;
|
||
++panik;
|
||
}
|
||
--force;
|
||
}
|
||
}
|
||
}
|
||
selist_free(fgs);
|
||
|
||
msg = msg_message("sp_flee_effect_1", "mage spell amount", mage, sp, panik);
|
||
message_all(b, msg);
|
||
msg_release(msg);
|
||
|
||
return level;
|
||
}
|
||
|
||
/* Heldenmut */
|
||
int sp_hero(struct castorder * co)
|
||
{
|
||
fighter * fi = co->magician.fig;
|
||
int level = co->level;
|
||
double power = co->force;
|
||
const spell * sp = co->sp;
|
||
battle *b = fi->side->battle;
|
||
int df_bonus = 0;
|
||
int force = 0;
|
||
int allies;
|
||
int targets = 0;
|
||
message *m;
|
||
|
||
df_bonus = (int)(power / 5);
|
||
force = MAX(1, lovar(get_force(power, 4)));
|
||
|
||
allies =
|
||
count_allies(fi->side, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE, ALLY_ANY);
|
||
/* maximal 2*allies Versuche ein Opfer zu finden, ansonsten best<73>nde
|
||
* die Gefahr eine Endlosschleife*/
|
||
allies *= 2;
|
||
|
||
while (force && allies) {
|
||
troop dt = select_ally(fi, FIGHT_ROW, BEHIND_ROW, ALLY_ANY);
|
||
fighter *df = dt.fighter;
|
||
--allies;
|
||
|
||
if (df) {
|
||
if (!(df->person[dt.index].flags & FL_COURAGE)) {
|
||
df->person[dt.index].defence += df_bonus;
|
||
df->person[dt.index].flags = df->person[dt.index].flags | FL_COURAGE;
|
||
targets++;
|
||
--force;
|
||
}
|
||
}
|
||
}
|
||
|
||
m =
|
||
msg_message("cast_hero_effect", "mage spell amount", fi->unit, sp, targets);
|
||
message_all(b, m);
|
||
msg_release(m);
|
||
|
||
return level;
|
||
}
|
||
|
||
int sp_berserk(struct castorder * co)
|
||
{
|
||
fighter * fi = co->magician.fig;
|
||
int level = co->level;
|
||
double power = co->force;
|
||
const spell * sp = co->sp;
|
||
battle *b = fi->side->battle;
|
||
int at_bonus = 0;
|
||
int df_malus = 0;
|
||
int force = 0;
|
||
int allies = 0;
|
||
int targets = 0;
|
||
message *m;
|
||
|
||
at_bonus = MAX(1, level / 3);
|
||
df_malus = 2;
|
||
force = (int)get_force(power, 2);
|
||
|
||
allies =
|
||
count_allies(fi->side, FIGHT_ROW, BEHIND_ROW - 1, SELECT_ADVANCE, ALLY_ANY);
|
||
/* maximal 2*allies Versuche ein Opfer zu finden, ansonsten best<73>nde
|
||
* die Gefahr eine Endlosschleife*/
|
||
allies *= 2;
|
||
|
||
while (force && allies) {
|
||
troop dt = select_ally(fi, FIGHT_ROW, BEHIND_ROW - 1, ALLY_ANY);
|
||
fighter *df = dt.fighter;
|
||
--allies;
|
||
|
||
if (df) {
|
||
if (!(df->person[dt.index].flags & FL_COURAGE)) {
|
||
df->person[dt.index].attack += at_bonus;
|
||
df->person[dt.index].defence -= df_malus;
|
||
df->person[dt.index].flags = df->person[dt.index].flags | FL_COURAGE;
|
||
targets++;
|
||
--force;
|
||
}
|
||
}
|
||
}
|
||
|
||
m =
|
||
msg_message("cast_berserk_effect", "mage spell amount", fi->unit, sp,
|
||
targets);
|
||
message_all(b, m);
|
||
msg_release(m);
|
||
return level;
|
||
}
|
||
|
||
int sp_frighten(struct castorder * co)
|
||
{
|
||
fighter * fi = co->magician.fig;
|
||
int level = co->level;
|
||
double power = co->force;
|
||
const spell * sp = co->sp;
|
||
battle *b = fi->side->battle;
|
||
unit *mage = fi->unit;
|
||
int at_malus = 0;
|
||
int df_malus = 0;
|
||
int force = 0;
|
||
int enemies = 0;
|
||
int targets = 0;
|
||
message *m;
|
||
|
||
at_malus = MAX(1, level - 4);
|
||
df_malus = 2;
|
||
force = (int)get_force(power, 2);
|
||
|
||
enemies = count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW - 1, SELECT_ADVANCE);
|
||
if (!enemies) {
|
||
message *m =
|
||
msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
|
||
message_all(b, m);
|
||
msg_release(m);
|
||
return 0;
|
||
}
|
||
|
||
while (force && enemies) {
|
||
troop dt = select_enemy(fi, FIGHT_ROW, BEHIND_ROW - 1, SELECT_ADVANCE);
|
||
fighter *df = dt.fighter;
|
||
--enemies;
|
||
|
||
if (!df)
|
||
break;
|
||
|
||
assert(!helping(fi->side, df->side));
|
||
|
||
if (df->person[dt.index].flags & FL_COURAGE) {
|
||
df->person[dt.index].flags &= ~(FL_COURAGE);
|
||
}
|
||
if (!is_magic_resistant(mage, df->unit, 0)) {
|
||
df->person[dt.index].attack -= at_malus;
|
||
df->person[dt.index].defence -= df_malus;
|
||
targets++;
|
||
}
|
||
--force;
|
||
}
|
||
|
||
m =
|
||
msg_message("cast_frighten_effect", "mage spell amount", fi->unit, sp,
|
||
targets);
|
||
message_all(b, m);
|
||
msg_release(m);
|
||
return level;
|
||
}
|
||
|
||
int sp_tiredsoldiers(struct castorder * co)
|
||
{
|
||
fighter * fi = co->magician.fig;
|
||
int level = co->level;
|
||
double power = co->force;
|
||
const spell * sp = co->sp;
|
||
battle *b = fi->side->battle;
|
||
unit *mage = fi->unit;
|
||
int n = 0;
|
||
int force = (int)(power * power * 4);
|
||
message *m;
|
||
|
||
if (!count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW,
|
||
SELECT_ADVANCE | SELECT_FIND)) {
|
||
message *m =
|
||
msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
|
||
message_all(b, m);
|
||
msg_release(m);
|
||
return 0;
|
||
}
|
||
|
||
while (force) {
|
||
troop t = select_enemy(fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE);
|
||
fighter *df = t.fighter;
|
||
|
||
if (!df)
|
||
break;
|
||
|
||
assert(!helping(fi->side, df->side));
|
||
if (!(df->person[t.index].flags & FL_TIRED)) {
|
||
if (!is_magic_resistant(mage, df->unit, 0)) {
|
||
df->person[t.index].flags = df->person[t.index].flags | FL_TIRED;
|
||
df->person[t.index].defence -= 2;
|
||
++n;
|
||
}
|
||
}
|
||
--force;
|
||
}
|
||
|
||
m = msg_message("cast_tired_effect", "mage spell amount", fi->unit, sp, n);
|
||
message_all(b, m);
|
||
msg_release(m);
|
||
return level;
|
||
}
|
||
|
||
int sp_windshield(struct castorder * co)
|
||
{
|
||
fighter * fi = co->magician.fig;
|
||
int level = co->level;
|
||
double power = co->force;
|
||
const spell * sp = co->sp;
|
||
battle *b = fi->side->battle;
|
||
int force, at_malus;
|
||
int enemies;
|
||
message *m;
|
||
|
||
force = (int)get_force(power, 4);
|
||
at_malus = level / 4;
|
||
|
||
enemies = count_enemies(b, fi, BEHIND_ROW, BEHIND_ROW, SELECT_ADVANCE);
|
||
if (!enemies) {
|
||
m = msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
|
||
message_all(b, m);
|
||
msg_release(m);
|
||
return 0;
|
||
}
|
||
|
||
while (force && enemies) {
|
||
troop dt = select_enemy(fi, BEHIND_ROW, BEHIND_ROW, SELECT_ADVANCE);
|
||
fighter *df = dt.fighter;
|
||
--enemies;
|
||
|
||
if (!df)
|
||
break;
|
||
assert(!helping(fi->side, df->side));
|
||
|
||
if (df->person[dt.index].missile) {
|
||
/* this suxx... affects your melee weapon as well. */
|
||
df->person[dt.index].attack -= at_malus;
|
||
--force;
|
||
}
|
||
}
|
||
|
||
m = msg_message("cast_storm_effect", "mage spell", fi->unit, sp);
|
||
message_all(b, m);
|
||
msg_release(m);
|
||
return level;
|
||
}
|
||
|
||
int sp_reeling_arrows(struct castorder * co)
|
||
{
|
||
fighter * fi = co->magician.fig;
|
||
int level = co->level;
|
||
const spell * sp = co->sp;
|
||
battle *b = fi->side->battle;
|
||
message *m;
|
||
|
||
b->reelarrow = true;
|
||
m = msg_message("cast_spell_effect", "mage spell", fi->unit, sp);
|
||
message_all(b, m);
|
||
msg_release(m);
|
||
return level;
|
||
}
|
||
|
||
/* Magier weicht dem Kampf aus. Wenn er sich bewegen kann, zieht er in
|
||
* eine Nachbarregion, wobei ein NACH ber<65>cksichtigt wird. Ansonsten
|
||
* bleibt er stehen und nimmt nicht weiter am Kampf teil. */
|
||
int sp_denyattack(struct castorder * co)
|
||
{
|
||
fighter * fi = co->magician.fig;
|
||
int level = co->level;
|
||
|
||
const spell * sp = co->sp;
|
||
battle *b = fi->side->battle;
|
||
unit *mage = fi->unit;
|
||
region *r = b->region;
|
||
message *m;
|
||
|
||
/* Fliehende Einheiten verlassen auf jeden Fall Geb<65>ude und Schiffe. */
|
||
if (!(r->terrain->flags & SEA_REGION)) {
|
||
leave(mage, false);
|
||
}
|
||
/* und bewachen nicht */
|
||
setguard(mage, false);
|
||
/* irgendwie den langen befehl sperren */
|
||
|
||
/* wir tun so, als w<>re die Person geflohen */
|
||
fi->flags |= FIG_NOLOOT;
|
||
fi->run.hp = mage->hp;
|
||
fi->run.number = mage->number;
|
||
/* fighter leeren */
|
||
rmfighter(fi, mage->number);
|
||
|
||
m = msg_message("cast_escape_effect", "mage spell", fi->unit, sp);
|
||
message_all(b, m);
|
||
msg_release(m);
|
||
|
||
return level;
|
||
}
|
||
|
||
static void do_meffect(fighter * af, int typ, int effect, int duration)
|
||
{
|
||
battle *b = af->side->battle;
|
||
meffect *me = (meffect *)malloc(sizeof(struct meffect));
|
||
selist_push(&b->meffects, me);
|
||
me->magician = af;
|
||
me->typ = typ;
|
||
me->effect = effect;
|
||
me->duration = duration;
|
||
}
|
||
|
||
int armor_spell(struct castorder * co, int per_level, int time_multi)
|
||
{
|
||
fighter * fi = co->magician.fig;
|
||
int level = co->level;
|
||
double power = co->force;
|
||
const spell * sp = co->sp;
|
||
int effect;
|
||
int duration;
|
||
battle *b = fi->side->battle;
|
||
message *m = msg_message("cast_spell_effect", "mage spell", fi->unit, sp);
|
||
|
||
message_all(b, m);
|
||
msg_release(m);
|
||
|
||
/* gibt R<>stung +effect f<>r duration Treffer */
|
||
|
||
effect = level / per_level;
|
||
duration = (int)(time_multi * power * power);
|
||
do_meffect(fi, SHIELD_ARMOR, effect, duration);
|
||
return level;
|
||
}
|
||
|
||
int sp_reduceshield(struct castorder * co)
|
||
{
|
||
fighter * fi = co->magician.fig;
|
||
int level = co->level;
|
||
double power = co->force;
|
||
const spell * sp = co->sp;
|
||
int effect;
|
||
int duration;
|
||
battle *b = fi->side->battle;
|
||
message *m = msg_message("cast_spell_effect", "mage spell", fi->unit, sp);
|
||
message_all(b, m);
|
||
msg_release(m);
|
||
|
||
/* jeder Schaden wird um effect% reduziert bis der Schild duration
|
||
* Trefferpunkte aufgefangen hat */
|
||
|
||
effect = 50;
|
||
duration = (int)(50 * power * power);
|
||
|
||
do_meffect(fi, SHIELD_REDUCE, effect, duration);
|
||
return level;
|
||
}
|
||
|
||
int sp_fumbleshield(struct castorder * co)
|
||
{
|
||
fighter * fi = co->magician.fig;
|
||
int level = co->level;
|
||
const spell * sp = co->sp;
|
||
int effect;
|
||
int duration;
|
||
battle *b = fi->side->battle;
|
||
message *m = msg_message("cast_spell_effect", "mage spell", fi->unit, sp);
|
||
|
||
message_all(b, m);
|
||
msg_release(m);
|
||
|
||
/* der erste Zauber schl<68>gt mit 100% fehl */
|
||
duration = 100;
|
||
effect = MAX(1, 25 - level);
|
||
|
||
do_meffect(fi, SHIELD_BLOCK, effect, duration);
|
||
return level;
|
||
}
|
||
|
||
/* ------------------------------------------------------------- */
|
||
/* POSTCOMBAT */
|
||
|
||
static int count_healable(battle * b, fighter * df)
|
||
{
|
||
side *s;
|
||
int healable = 0;
|
||
|
||
for (s = b->sides; s != b->sides + b->nsides; ++s) {
|
||
if (helping(df->side, s)) {
|
||
healable += s->casualties;
|
||
}
|
||
}
|
||
return healable;
|
||
}
|
||
static bool has_ao_healing(const unit *u) {
|
||
item *const* iter = i_findc(&u->items, it_find("ao_healing"));
|
||
return (*iter && (*iter)->number > 0);
|
||
}
|
||
|
||
/* wiederbeleben */
|
||
int sp_reanimate(struct castorder * co)
|
||
{
|
||
fighter * fi = co->magician.fig;
|
||
int level = co->level;
|
||
double power = co->force;
|
||
battle *b = fi->side->battle;
|
||
unit *mage = fi->unit;
|
||
int healable, j = 0;
|
||
double c = 0.50 + 0.02 * power;
|
||
double k = EFFECT_HEALING_SPELL * power;
|
||
bool use_item = has_ao_healing(mage);
|
||
message *msg;
|
||
|
||
if (use_item) {
|
||
k *= 2;
|
||
c += 0.10;
|
||
}
|
||
|
||
healable = count_healable(b, fi);
|
||
healable = (int)MIN(k, healable);
|
||
while (healable--) {
|
||
fighter *tf = select_corpse(b, fi);
|
||
if (tf != NULL && tf->side->casualties > 0
|
||
&& u_race(tf->unit) != get_race(RC_DAEMON)
|
||
&& (chance(c))) {
|
||
assert(tf->alive < tf->unit->number);
|
||
/* t.fighter->person[].hp beginnt mit t.index = 0 zu z<>hlen,
|
||
* t.fighter->alive ist jedoch die Anzahl lebender in der Einheit,
|
||
* also sind die hp von t.fighter->alive
|
||
* t.fighter->hitpoints[t.fighter->alive-1] und der erste Tote
|
||
* oder weggelaufene ist t.fighter->hitpoints[tf->alive] */
|
||
tf->person[tf->alive].hp = 2;
|
||
++tf->alive;
|
||
++tf->side->size[SUM_ROW];
|
||
++tf->side->size[tf->unit->status + 1];
|
||
++tf->side->healed;
|
||
--tf->side->casualties;
|
||
assert(tf->side->casualties >= 0);
|
||
--tf->side->dead;
|
||
assert(tf->side->dead >= 0);
|
||
++j;
|
||
}
|
||
}
|
||
if (j <= 0) {
|
||
level = j;
|
||
}
|
||
if (use_item) {
|
||
msg =
|
||
msg_message("reanimate_effect_1", "mage amount item", mage, j,
|
||
get_resourcetype(R_AMULET_OF_HEALING));
|
||
}
|
||
else {
|
||
msg = msg_message("reanimate_effect_0", "mage amount", mage, j);
|
||
}
|
||
message_all(b, msg);
|
||
msg_release(msg);
|
||
|
||
return level;
|
||
}
|
||
|
||
int sp_keeploot(struct castorder * co)
|
||
{
|
||
fighter * fi = co->magician.fig;
|
||
int level = co->level;
|
||
double power = co->force;
|
||
const spell * sp = co->sp;
|
||
battle *b = fi->side->battle;
|
||
message *m = msg_message("cast_spell_effect", "mage spell", fi->unit, sp);
|
||
|
||
message_all(b, m);
|
||
msg_release(m);
|
||
|
||
b->keeploot = (int)MAX(25, b->keeploot + 5 * power);
|
||
|
||
return level;
|
||
}
|
||
|
||
static int heal_fighters(selist * fgs, int *power, bool heal_monsters)
|
||
{
|
||
int healhp = *power, healed = 0, qi;
|
||
selist *ql;
|
||
|
||
for (qi = 0, ql = fgs; ql; selist_advance(&ql, &qi, 1)) {
|
||
fighter *df = (fighter *)selist_get(ql, qi);
|
||
|
||
if (healhp <= 0)
|
||
break;
|
||
|
||
/* Untote kann man nicht heilen */
|
||
if (df->unit->number == 0 || (u_race(df->unit)->flags & RCF_NOHEAL))
|
||
continue;
|
||
|
||
/* wir heilen erstmal keine Monster */
|
||
if (heal_monsters || playerrace(u_race(df->unit))) {
|
||
int n, hp = df->unit->hp / df->unit->number;
|
||
int rest = df->unit->hp % df->unit->number;
|
||
|
||
for (n = 0; n < df->unit->number; n++) {
|
||
int wound = hp - df->person[n].hp;
|
||
if (rest > n)
|
||
++wound;
|
||
|
||
if (wound > 0 && wound < hp) {
|
||
int heal = MIN(healhp, wound);
|
||
assert(heal >= 0);
|
||
df->person[n].hp += heal;
|
||
healhp = MAX(0, healhp - heal);
|
||
++healed;
|
||
if (healhp <= 0)
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
*power = healhp;
|
||
return healed;
|
||
}
|
||
|
||
int sp_healing(struct castorder * co)
|
||
{
|
||
fighter * fi = co->magician.fig;
|
||
int level = co->level;
|
||
double power = co->force;
|
||
battle *b = fi->side->battle;
|
||
unit *mage = fi->unit;
|
||
int j = 0;
|
||
int healhp = (int)power * 200;
|
||
selist *fgs;
|
||
message *msg;
|
||
bool use_item = has_ao_healing(mage);
|
||
|
||
/* bis zu 11 Personen pro Stufe (einen HP muessen sie ja noch
|
||
* haben, sonst waeren sie tot) koennen geheilt werden */
|
||
|
||
if (use_item) {
|
||
healhp *= 2;
|
||
}
|
||
|
||
/* gehe alle denen wir helfen der reihe nach durch, heile verwundete,
|
||
* bis zu verteilende HP aufgebraucht sind */
|
||
|
||
fgs = fighters(b, fi->side, FIGHT_ROW, AVOID_ROW, FS_HELP);
|
||
scramble_fighters(fgs);
|
||
j += heal_fighters(fgs, &healhp, false);
|
||
j += heal_fighters(fgs, &healhp, true);
|
||
selist_free(fgs);
|
||
|
||
if (j <= 0) {
|
||
level = j;
|
||
}
|
||
if (use_item) {
|
||
msg =
|
||
msg_message("healing_effect_1", "mage amount item", mage, j,
|
||
get_resourcetype(R_AMULET_OF_HEALING));
|
||
}
|
||
else {
|
||
msg = msg_message("healing_effect_0", "mage amount", mage, j);
|
||
}
|
||
message_all(b, msg);
|
||
msg_release(msg);
|
||
|
||
return level;
|
||
}
|
||
|
||
static bool select_hero(const side *vs, const fighter *fig, void *cbdata)
|
||
{
|
||
UNUSED_ARG(cbdata);
|
||
|
||
if (playerrace(u_race(fig->unit))) {
|
||
int row = get_unitrow(fig, vs);
|
||
if (row >= FIGHT_ROW && row <= AVOID_ROW) {
|
||
return fig->alive + fig->run.number < fig->unit->number;
|
||
}
|
||
}
|
||
return false;
|
||
}
|
||
|
||
int sp_undeadhero(struct castorder * co)
|
||
{
|
||
fighter * fi = co->magician.fig;
|
||
int level = co->level;
|
||
double power = co->force;
|
||
battle *b = fi->side->battle;
|
||
unit *mage = fi->unit;
|
||
region *r = b->region;
|
||
selist *fgs, *ql;
|
||
int qi, n, undead = 0;
|
||
message *msg;
|
||
int force = (int)get_force(power, 0);
|
||
double c = 0.50 + 0.02 * power;
|
||
|
||
/* Liste aus allen Kaempfern */
|
||
fgs = select_fighters(b, fi->side, FS_ENEMY | FS_HELP, select_hero, NULL);
|
||
scramble_fighters(fgs);
|
||
|
||
for (qi = 0, ql = fgs; ql && force>0; selist_advance(&ql, &qi, 1)) {
|
||
fighter *df = (fighter *)selist_get(ql, qi);
|
||
unit *du = df->unit;
|
||
int j = 0;
|
||
|
||
/* Wieviele Untote koennen wir aus dieser Einheit wecken? */
|
||
for (n = df->alive + df->run.number; force>0 && n != du->number; n++) {
|
||
if (chance(c)) {
|
||
++j;
|
||
--force;
|
||
}
|
||
}
|
||
|
||
if (j > 0) {
|
||
item **ilist;
|
||
unit *u =
|
||
create_unit(r, mage->faction, 0, get_race(RC_UNDEAD), 0, unit_getname(du),
|
||
du);
|
||
|
||
/* new units gets some stats from old unit */
|
||
|
||
if (du->display) {
|
||
unit_setinfo(u, du->display);
|
||
}
|
||
else {
|
||
unit_setinfo(u, NULL);
|
||
}
|
||
setstatus(u, du->status);
|
||
setguard(u, false);
|
||
for (ilist = &du->items; *ilist;) {
|
||
item *itm = *ilist;
|
||
int loot = itm->number * j / du->number;
|
||
if (loot != itm->number) {
|
||
int split = itm->number * j % du->number;
|
||
if (split > 0 && (rng_int() % du->number) < split) {
|
||
++loot;
|
||
}
|
||
}
|
||
i_change(&u->items, itm->type, loot);
|
||
i_change(ilist, itm->type, -loot);
|
||
if (*ilist == itm) {
|
||
ilist = &itm->next;
|
||
}
|
||
}
|
||
|
||
/* inherit stealth from magician */
|
||
if (mage->flags & UFL_ANON_FACTION) {
|
||
u->flags |= UFL_ANON_FACTION;
|
||
}
|
||
|
||
/* transfer dead people to new unit, set hitpoints to those of old unit */
|
||
transfermen(du, u, j);
|
||
u->hp = u->number * unit_max_hp(du);
|
||
assert(j <= df->side->casualties);
|
||
df->side->casualties -= j;
|
||
df->side->dead -= j;
|
||
|
||
/* counting total number of undead */
|
||
undead += j;
|
||
}
|
||
}
|
||
selist_free(fgs);
|
||
|
||
level = MIN(level, undead);
|
||
if (undead == 0) {
|
||
msg =
|
||
msg_message("summonundead_effect_0", "mage region", mage, mage->region);
|
||
}
|
||
else {
|
||
msg =
|
||
msg_message("summonundead_effect_1", "mage region amount", mage,
|
||
mage->region, undead);
|
||
}
|
||
|
||
message_all(b, msg);
|
||
msg_release(msg);
|
||
return level;
|
||
}
|