server/src/magic.c

3073 lines
88 KiB
C

#ifdef _MSC_VER
#define _CRT_SECURE_NO_WARNINGS
#endif
#include "magic.h"
#include "contact.h"
#include "helpers.h"
#include "laws.h"
#include "skill.h"
#include "spells.h"
#include "study.h"
#include <triggers/timeout.h>
#include <triggers/shock.h>
#include <triggers/killunit.h>
#include <triggers/giveitem.h>
#include <triggers/changerace.h>
#include <triggers/clonedied.h>
#include <spells/regioncurse.h>
#include <spells/buildingcurse.h>
#include <spells/unitcurse.h>
#include <kernel/ally.h>
#include <kernel/attrib.h>
#include <kernel/building.h>
#include <kernel/callbacks.h>
#include <kernel/config.h>
#include <kernel/curse.h>
#include <kernel/equipment.h>
#include <kernel/event.h>
#include <kernel/faction.h>
#include <kernel/gamedata.h>
#include <kernel/item.h>
#include <kernel/messages.h>
#include <kernel/objtypes.h>
#include <kernel/order.h>
#include <kernel/pathfinder.h>
#include <kernel/plane.h>
#include <kernel/pool.h>
#include <kernel/race.h>
#include <kernel/region.h>
#include <kernel/ship.h>
#include <kernel/spell.h>
#include <kernel/spellbook.h>
#include <kernel/terrain.h>
#include <kernel/unit.h>
/* util includes */
#include <util/aliases.h>
#include <util/base36.h>
#include <util/language.h>
#include <util/lists.h>
#include <util/log.h>
#include <util/macros.h>
#include <util/param.h>
#include <util/parser.h>
#include <util/rand.h>
#include <util/resolve.h>
#include <util/rng.h>
#include <util/strings.h>
#include <util/umlaut.h>
#include <selist.h>
#include <critbit.h>
#include <storage.h>
/* libc includes */
#include <assert.h>
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <limits.h>
#include <assert.h>
#include <errno.h>
#include <math.h>
const char *magic_school[MAXMAGIETYP] = {
"gray",
"illaun",
"tybied",
"cerddor",
"gwyrrd",
"draig",
"common"
};
struct combatspell {
int level;
const struct spell *sp;
};
typedef struct sc_mage {
magic_t magietyp;
int spellpoints;
int spchange;
int spellcount;
struct combatspell combatspells[MAXCOMBATSPELLS];
struct spellbook *spellbook;
} sc_mage;
void mage_set_spellpoints(sc_mage *m, int aura)
{
m->spellpoints = aura;
}
int mage_get_spellpoints(const sc_mage *m)
{
return m ? m->spellpoints : 0;
}
int mage_change_spellpoints(sc_mage *m, int delta)
{
if (m) {
int val = m->spellpoints + delta;
return m->spellpoints = (val >= 0) ? val : m->spellpoints;
}
return 0;
}
magic_t mage_get_type(const sc_mage *m)
{
return m ? m->magietyp : M_GRAY;
}
const spell *mage_get_combatspell(const sc_mage *mage, int nr, int *level)
{
assert(nr < MAXCOMBATSPELLS);
if (mage) {
if (level) {
*level = mage->combatspells[nr].level;
}
return mage->combatspells[nr].sp;
}
return NULL;
}
void unit_set_magic(struct unit *u, enum magic_t mtype)
{
sc_mage *mage = get_mage(u);
if (mage) {
mage->magietyp = mtype;
}
}
magic_t unit_get_magic(const unit *u)
{
return mage_get_type(get_mage(u));
}
void unit_add_spell(unit * u, struct spell * sp, int level)
{
sc_mage *mage = get_mage(u);
if (!mage) {
log_error("adding new spell %s to a previously non-magical unit %s\n", sp->sname, unitname(u));
mage = create_mage(u, M_GRAY);
}
if (!mage->spellbook) {
mage->spellbook = create_spellbook(0);
}
spellbook_add(mage->spellbook, sp, level);
}
/**
** at_icastle
** TODO: separate castle-appearance from illusion-effects
**/
static double MagicRegeneration(void)
{
return config_get_flt("magic.regeneration", 1.0);
}
static double MagicPower(double force)
{
if (force > 0) {
const char *str = config_get("magic.power");
double value = str ? atof(str) : 1.0;
return fmax(value * force, 1.0f);
}
return 0;
}
typedef struct icastle_data {
const struct building_type *type;
int time;
} icastle_data;
static int a_readicastle(variant *var, void *owner, struct gamedata *data)
{
storage *store = data->store;
icastle_data *idata = (icastle_data *)var->v;
char token[32];
UNUSED_ARG(owner);
READ_TOK(store, token, sizeof(token));
if (data->version < ATTRIBOWNER_VERSION) {
READ_INT(store, NULL);
}
READ_INT(store, &idata->time);
idata->type = bt_find(token);
return AT_READ_OK;
}
static void
a_writeicastle(const variant *var, const void *owner, struct storage *store)
{
icastle_data *data = (icastle_data *)var->v;
UNUSED_ARG(owner);
WRITE_TOK(store, data->type->_name);
WRITE_INT(store, data->time);
}
static int a_ageicastle(struct attrib *a, void *owner)
{
icastle_data *data = (icastle_data *)a->data.v;
if (data->time <= 0) {
building *b = (building *)owner;
region *r = b->region;
assert(owner == b);
ADDMSG(&r->msgs, msg_message("icastle_dissolve", "building", b));
/* remove_building lets units leave the building */
remove_building(&r->buildings, b);
return AT_AGE_REMOVE;
}
else
data->time--;
return AT_AGE_KEEP;
}
static void a_initicastle(variant *var)
{
var->v = calloc(1, sizeof(icastle_data));
}
attrib_type at_icastle = {
"zauber_icastle",
a_initicastle,
a_free_voidptr,
a_ageicastle,
a_writeicastle,
a_readicastle
};
void make_icastle(building *b, const building_type *btype, int timeout) {
attrib *a = a_add(&b->attribs, a_new(&at_icastle));
icastle_data *data = (icastle_data *)a->data.v;
data->type = btype;
data->time = timeout;
}
const building_type *icastle_type(const struct attrib *a) {
icastle_data *icastle = (icastle_data *)a->data.v;
return icastle->type;
}
/* ------------------------------------------------------------- */
extern int dice(int count, int value);
bool FactionSpells(void)
{
static int config, rule;
if (config_changed(&config)) {
rule = config_get_int("rules.magic.factionlist", 0);
}
return rule != 0;
}
int get_spell_level_mage(const spell * sp, void * cbdata)
{
sc_mage *mage = (sc_mage *)cbdata;
spellbook *book = get_spellbook(magic_school[mage->magietyp]);
spellbook_entry *sbe = spellbook_get(book, sp);
return sbe ? sbe->level : 0;
}
/* ------------------------------------------------------------- */
/* aus dem alten System uebriggebliegene Funktionen, die bei der
* Umwandlung von alt nach neu gebraucht werden */
/* ------------------------------------------------------------- */
static void init_mage(variant *var)
{
var->v = calloc(1, sizeof(sc_mage));
}
static void free_mage(variant *var)
{
sc_mage *mage = (sc_mage *)var->v;
if (mage->spellbook) {
spellbook_clear(mage->spellbook);
free(mage->spellbook);
}
free(mage);
}
static int read_mage(variant *var, void *owner, struct gamedata *data)
{
storage *store = data->store;
int i, mtype;
sc_mage *mage = (sc_mage *)var->v;
char spname[64];
UNUSED_ARG(owner);
READ_INT(store, &mtype);
mage->magietyp = (magic_t)mtype;
READ_INT(store, &mage->spellpoints);
READ_INT(store, &mage->spchange);
for (i = 0; i != MAXCOMBATSPELLS; ++i) {
spell *sp = NULL;
int level = 0;
READ_TOK(store, spname, sizeof(spname));
READ_INT(store, &level);
if (strcmp("none", spname) != 0) {
sp = find_spell(spname);
if (!sp) {
log_error("read_mage: could not find combat spell '%s' in school '%s'\n", spname, magic_school[mage->magietyp]);
}
}
if (sp && level >= 0) {
int slot = -1;
if (sp->sptyp & PRECOMBATSPELL)
slot = 0;
else if (sp->sptyp & COMBATSPELL)
slot = 1;
else if (sp->sptyp & POSTCOMBATSPELL)
slot = 2;
if (slot >= 0) {
mage->combatspells[slot].level = level;
mage->combatspells[slot].sp = sp;
}
}
}
if (mage->magietyp == M_GRAY) {
read_spellbook(&mage->spellbook, data, get_spell_level_mage, mage);
}
else {
read_spellbook(NULL, data, NULL, mage);
}
return AT_READ_OK;
}
static void
write_mage(const variant *var, const void *owner, struct storage *store)
{
int i;
sc_mage *mage = (sc_mage *)var->v;
UNUSED_ARG(owner);
WRITE_INT(store, mage->magietyp);
WRITE_INT(store, mage->spellpoints);
WRITE_INT(store, mage->spchange);
for (i = 0; i != MAXCOMBATSPELLS; ++i) {
WRITE_TOK(store,
mage->combatspells[i].sp ? mage->combatspells[i].sp->sname : "none");
WRITE_INT(store, mage->combatspells[i].level);
}
write_spellbook(mage->spellbook, store);
}
attrib_type at_mage = {
"mage",
init_mage,
free_mage,
NULL,
write_mage,
read_mage,
NULL,
ATF_UNIQUE
};
bool is_mage(const struct unit * u)
{
sc_mage *m = get_mage(u);
return (m && m->magietyp != M_GRAY);
}
sc_mage *get_mage(const unit * u)
{
attrib *a = a_find(u->attribs, &at_mage);
if (a) {
return (sc_mage *)a->data.v;
}
return NULL;
}
struct spellbook * mage_get_spellbook(const struct sc_mage * mage) {
if (mage) {
return mage->spellbook;
}
return NULL;
}
struct spellbook * unit_get_spellbook(const struct unit * u)
{
sc_mage * mage = get_mage(u);
if (mage) {
if (mage->spellbook) {
return mage->spellbook;
}
if (mage->magietyp != M_GRAY) {
return faction_get_spellbook(u->faction);
}
}
return NULL;
}
#define MAXSPELLS 256
/** update the spellbook with a new level
* Written for E3
*/
void pick_random_spells(faction * f, int level, spellbook * book, int num_spells)
{
spellbook_entry *commonspells[MAXSPELLS];
int qi, numspells = 0;
selist *ql;
if (level <= f->max_spelllevel) {
return;
}
for (qi = 0, ql = book->spells; ql; selist_advance(&ql, &qi, 1)) {
spellbook_entry * sbe = (spellbook_entry *)selist_get(ql, qi);
if (sbe && sbe->level <= level) {
commonspells[numspells++] = sbe;
}
}
while (numspells > 0 && level > f->max_spelllevel) {
int i;
++f->max_spelllevel;
for (i = 0; i < num_spells; ++i) {
int maxspell = numspells;
int spellno = -1;
spellbook_entry *sbe = 0;
while (!sbe && maxspell > 0) {
spellno = rng_int() % maxspell;
sbe = commonspells[spellno];
if (sbe->level > f->max_spelllevel) {
/* not going to pick it in this round, move it to the end for later */
commonspells[spellno] = commonspells[--maxspell];
commonspells[maxspell] = sbe;
sbe = 0;
}
else {
if (f->spellbook) {
const spell *sp = spellref_get(&sbe->spref);
if (sp && spellbook_get(f->spellbook, sp)) {
/* already have this spell, remove it from the list of candidates */
commonspells[spellno] = commonspells[--numspells];
if (maxspell > numspells) {
maxspell = numspells;
}
sbe = 0;
}
}
}
}
if (sbe && spellno < maxspell) {
if (!f->spellbook) {
f->spellbook = create_spellbook(0);
}
spellbook_add(f->spellbook, spellref_get(&sbe->spref), sbe->level);
commonspells[spellno] = commonspells[--numspells];
}
}
}
}
/* ------------------------------------------------------------- */
/* Erzeugen eines neuen Magiers */
sc_mage *create_mage(unit * u, magic_t mtyp)
{
sc_mage *mage;
attrib *a;
a = a_find(u->attribs, &at_mage);
if (a == NULL) {
a = a_add(&u->attribs, a_new(&at_mage));
}
mage = (sc_mage *)a->data.v;
mage->magietyp = mtyp;
return mage;
}
/* ------------------------------------------------------------- */
/* Funktionen fuer 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, NULL);
}
return 0;
}
/* ------------------------------------------------------------- */
/* Eingestellte Kampfzauberstufe ermitteln */
int get_combatspelllevel(const unit * u, int nr)
{
int level;
if (mage_get_combatspell(get_mage(u), nr, &level) != NULL) {
int maxlevel = effskill(u, SK_MAGIC, NULL);
if (level > maxlevel) {
return maxlevel;
}
return level;
}
return 0;
}
/* ------------------------------------------------------------- */
/* Kampfzauber ermitteln, setzen oder loeschen */
const spell *get_combatspell(const unit * u, int nr)
{
return mage_get_combatspell(get_mage(u), nr, 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");
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)
{
int nr = 0;
sc_mage *m = get_mage(u);
if (!m) {
return;
}
if (!sp) {
int i;
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 zurueck
*/
int get_spellpoints(const unit * u)
{
return mage_get_spellpoints(get_mage(u));
}
void set_spellpoints(unit * u, int sp)
{
sc_mage *m = get_mage(u);
if (m) {
mage_set_spellpoints(m, sp);
}
}
/**
* Veraendert die Anzahl der Magiepunkte der Einheit um +mp
*/
int change_spellpoints(unit * u, int mp)
{
return mage_change_spellpoints(get_mage(u), mp);
}
/* ein Magier kann normalerweise maximal Stufe^2.1/1.2+1 Magiepunkte
* haben.
* Manche Rassen haben einen zusaetzlichen Multiplikator
* Durch Talentverlust (zB Insekten im Berg) koennen negative Werte
* entstehen
*/
/* Artefakt der Staerke
* Ermoeglicht 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 struct unit *u, const region * r)
{
int sk;
double n, msp = 0;
double potenz = 2.1;
double divisor = 1.2;
const struct resource_type *rtype;
const sc_mage *m;
assert(u);
m = get_mage(u);
if (!m) return 0;
if (!r) r = u->region;
sk = effskill(u, SK_MAGIC, r);
msp = rc_maxaura(u_race(u)) * (pow(sk, potenz) / divisor + 1);
msp += m->spchange;
rtype = rt_find("aurafocus");
if (rtype && i_get(u->items, rtype->itype) > 0) {
msp += use_item_aura(r, u);
}
n = get_curseeffect(u->attribs, &ct_auraboost);
if (n > 0) {
msp = (msp * n) / 100;
}
return (msp > 0) ? (int)msp : 0;
}
int change_maxspellpoints(unit * u, int csp)
{
sc_mage *m = get_mage(u);
if (!m) {
return 0;
}
m->spchange += csp;
return max_spellpoints(u, u->region);
}
/* ------------------------------------------------------------- */
/* Counter fuer die bereits gezauberte Anzahl Sprueche pro Runde.
*/
int countspells(unit * u, int step)
{
sc_mage * m = get_mage(u);
if (m) {
int count;
if (step == 0) {
return m->spellcount;
}
count = m->spellcount + step;
m->spellcount = (count > 0) ? count : 0;
return m->spellcount;
}
return 0;
}
int spellcount(const unit *u) {
sc_mage *m = get_mage(u);
return m ? m->spellcount : 0;
}
/**
* Die Grundkosten pro Stufe werden um 2^count erhoeht. countspells(u)
* ist dabei die Anzahl der bereits gezauberten Sprueche
*/
int aura_multiplier(const unit * u) {
int count = spellcount(u);
return (1 << count);
}
int spellcost(const unit * caster, const struct spell_component *spc)
{
const resource_type *r_aura = get_resourcetype(R_AURA);
if (spc->type == r_aura) {
return spc->amount * aura_multiplier(caster);
}
return spc->amount;
}
/**
* Die fuer den Spruch benoetigte Aura pro Stufe.
*/
int auracost(const unit *caster, const spell *sp) {
const resource_type *r_aura = get_resourcetype(R_AURA);
if (sp->components) {
int k;
for (k = 0; sp->components[k].type; ++k) {
const struct spell_component *spc = sp->components + k;
if (r_aura == spc->type) {
return spc->amount * aura_multiplier(caster);
}
}
}
return 0;
}
/* ------------------------------------------------------------- */
/* SPC_LINEAR ist am hoechstwertigen, dann muessen Komponenten fuer die
* Stufe des Magiers vorhanden sein.
* SPC_LINEAR hat die gewuenschte Stufe als multiplikator,
* nur SPC_FIX muss nur einmal vorhanden sein, ist also am
* niedrigstwertigen und sollte von den beiden anderen Typen
* ueberschrieben 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 uebernehmen */
if (sp->components[k].cost != SPC_FIX) {
costtyp = sp->components[k].cost;
}
}
return costtyp;
}
/**
* Durch Komponenten und cast_level begrenzter maximal moeglicher Level.
*
* Da die Funktion nicht alle Komponenten durchprobiert sondern beim
* ersten Fehler abbricht, muss die Fehlermeldung spaeter mit cancast()
* generiert werden.
*/
int eff_spelllevel(unit * u, unit *caster, const spell * sp, int cast_level, int range)
{
const resource_type *r_aura = get_resourcetype(R_AURA);
int k, maxlevel;
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) {
int level_cost = sp->components[k].amount * range;
if (sp->components[k].type == r_aura) {
/* Die Kosten fuer Aura sind auch von der Zahl der bereits
* gezauberten Sprueche abhaengig */
level_cost *= aura_multiplier(caster);
}
maxlevel =
get_pooled(u, sp->components[k].type, GET_DEFAULT,
level_cost * cast_level) / level_cost;
/* sind die Kosten fix, so muss die Komponente nur einmal vorhanden
* sein und der cast_level aendert sich nicht */
if (sp->components[k].cost == SPC_FIX) {
if (maxlevel < 1)
cast_level = 0;
/* ansonsten wird das Minimum aus maximal moeglicher Stufe und der
* gewuenschten gebildet */
}
else if (sp->components[k].cost == SPC_LEVEL) {
costtyp = SPC_LEVEL;
if (maxlevel < cast_level) {
cast_level = maxlevel;
}
/* bei Typ Linear muessen die Kosten in Hoehe der Stufe vorhanden
* sein, ansonsten schlaegt 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 && cast_level > sbe->level) {
return sbe->level;
}
}
else {
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 Sprueche erhoeht.
* Je nach Kostenart werden dann die Komponenten noch mit cast_level
* multipliziert.
*/
void pay_spell(unit * mage, const unit *caster, const spell * sp, int cast_level, int range)
{
int k;
assert(cast_level > 0);
for (k = 0; sp->components && sp->components[k].type; k++) {
const struct spell_component *spc = sp->components + k;
int resuse = spellcost(caster ? caster : mage, spc) * range;
if (spc->cost == SPC_LINEAR || spc->cost == SPC_LEVEL) {
resuse *= cast_level;
}
use_pooled(mage, spc->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 koennen, vieleicht ist seine Stufe derzeit
* nicht ausreichend oder die Komponenten fehlen.
*/
bool knowsspell(const region * r, const unit * u, const spell * sp)
{
UNUSED_ARG(r);
assert(sp);
/* 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 fuer einen Spruch koennen Magiepunkte, Silber, Kraeuter
* und sonstige Gegenstaende sein.
*/
bool
cancast(unit * u, const spell * sp, int level, int range, struct order * ord)
{
int k;
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, NULL) < level) {
/* die Einheit ist nicht erfahren genug fuer diesen Zauber */
cmistake(u, ord, 169, MSG_MAGIC);
return false;
}
for (k = 0; sp->components && sp->components[k].type; ++k) {
const struct spell_component *spc = sp->components + k;
if (spc->amount > 0) {
const resource_type *rtype = spc->type;
int itemhave, itemanz;
/* Die Kosten fuer Aura sind auch von der Zahl der bereits
* gezauberten Sprueche abhaengig */
itemanz = spellcost(u, spc) * range;
/* sind die Kosten stufenabhaengig, so muss itemanz noch mit dem
* level multipliziert werden */
switch (spc->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));
assert(res);
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 Spruchstaerke 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_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_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 (force > 0) ? (int)force : 0;
}
/* ------------------------------------------------------------- */
/* farcasting() == 1 -> gleiche Region, da man mit Null nicht vernuenfigt
* 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 */
variant magic_resistance(unit * target)
{
attrib *a;
curse *c;
const resource_type *rtype;
const race *rc = u_race(target);
variant v, prob = rc_magres(rc);
const plane *pl = rplane(target->region);
bool good_resist = true;
bool bad_resist = true;
if (rc == get_race(RC_HIRNTOETER) && !pl) {
prob = frac_mul(prob, frac_make(1, 2));
}
assert(target->number > 0);
/* Magier haben einen Resistenzbonus vom Magietalent * 5% */
prob = frac_add(prob, frac_make(effskill(target, SK_MAGIC, NULL), 20));
/* Auswirkungen von Zaubern auf der Einheit */
c = get_curse(target->attribs, &ct_magicresistance);
if (c) {
/* TODO: legacy. magicresistance-effect is an integer-percentage stored in a double */
int effect = curse_geteffect_int(c) * get_cursedmen(target, c);
prob = frac_add(prob, frac_make(effect, 100));
}
/* Unicorn +10 */
rtype = get_resourcetype(R_UNICORN);
if (rtype) {
int n = i_get(target->items, rtype->itype);
if (n) {
prob = frac_add(prob, frac_make(n, target->number * 10));
}
}
/* Auswirkungen von Zaubern auf der Region */
a = a_find(target->region->attribs, &at_curse);
while (a && a->type == &at_curse) {
unit *mage;
c = (curse *)a->data.v;
mage = c->magician;
if (mage != NULL) {
if (good_resist && c->type == &ct_goodmagicresistancezone) {
if (alliedunit(mage, target->faction, HELP_GUARD)) {
/* TODO: legacy. magicresistance-effect is an integer-percentage stored in a double */
prob = frac_add(prob, frac_make(curse_geteffect_int(c), 100));
good_resist = false; /* only one effect per region */
}
}
else if (bad_resist && c->type == &ct_badmagicresistancezone) {
if (!alliedunit(mage, target->faction, HELP_GUARD)) {
/* TODO: legacy. magicresistance-effect is an integer-percentage stored in a double */
prob = frac_sub(prob, frac_make(curse_geteffect_int(c), 100));
bad_resist = false; /* only one effect per region */
}
}
}
a = a->next;
}
/* Bonus durch Artefakte */
/* TODO (noch gibs keine) */
/* Bonus durch Gebaeude */
{
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) {
/* TODO: legacy. building-bonus is an integer-percentage */
prob = frac_add(prob, frac_make(btype->magresbonus, 100));
}
}
/* resistance must never be more than 90% */
v = frac_make(9, 10);
if (frac_sign(frac_sub(prob, v)) > 0) { /* prob < 90% */
return v; /* at most 90% */
}
return prob;
}
/* ------------------------------------------------------------- */
/* Prueft, ob das Objekt dem Zauber widerstehen kann.
* Objekte koennen Regionen, Units, Gebaeude oder Schiffe sein.
* TYP_UNIT:
* Das hoechste Talent des Ziels ist sein 'Magieresistenz-Talent', Magier
* bekommen einen Bonus. Grundchance ist 50%, fuer jede Stufe
* Unterschied gibt es 5%, minimalchance ist 5% fuer jeden (5-95%)
* Scheitert der Spruch an der Magieresistenz, so gibt die Funktion
* true zurueck
*/
bool
target_resists_magic(unit * magician, void *obj, int objtyp, int t_bonus)
{
variant v02p, v98p, prob = frac_make(t_bonus, 100);
attrib *a = NULL;
static bool never_resist;
static int config;
if (config_changed(&config)) {
never_resist = config_get_int("magic.resist.enable", 1) == 0;
}
if (never_resist) {
return false;
}
if (magician == NULL || obj == NULL) {
return true;
}
switch (objtyp) {
case TYP_UNIT:
{
int at, pa = 0;
skill *sv;
unit *u = (unit *)obj;
at = effskill(magician, SK_MAGIC, NULL);
for (sv = u->skills; sv != u->skills + u->skill_size; ++sv) {
int sk = eff_skill(u, sv, NULL);
if (pa < sk)
pa = sk;
}
/* Contest, probability = 0.05 * (10 + pa - at); */
prob = frac_add(prob, frac_make(10 + pa - at, 20));
prob = frac_add(prob, magic_resistance((unit *)obj));
break;
}
case TYP_REGION:
/* Bonus durch Zauber
probability +=
0.01 * get_curseeffect(((region *)obj)->attribs, C_RESIST_MAGIC, 0); */
a = ((region *)obj)->attribs;
break;
case TYP_BUILDING:
/* Bonus durch Zauber
probability +=
0.01 * get_curseeffect(((building *)obj)->attribs, C_RESIST_MAGIC, 0); */
a = ((building *)obj)->attribs;
/* Bonus durch Typ
probability += 0.01 * ((building *)obj)->type->magres; */
prob = frac_add(prob, ((building *)obj)->type->magres);
break;
case TYP_SHIP:
/* Bonus durch Zauber */
a = ((ship *)obj)->attribs;
break;
}
if (a) {
curse * c = get_curse(a, &ct_magicrunes);
int effect = curse_geteffect_int(c);
prob = frac_add(prob, frac_make(effect, 100));
}
/* ignore results < 2% and > 98% */
v02p = frac_make(1, 50);
v98p = frac_make(49, 50);
if (frac_sign(frac_sub(prob, v02p)) < 0) {
prob = v02p;
}
else if (frac_sign(frac_sub(prob, v98p)) > 0) {
prob = v98p;
}
/* gibt true, wenn die Zufallszahl kleiner als die chance ist und
* false, wenn sie gleich oder groesser ist, dh je groesser die
* Magieresistenz (chance) desto eher gibt die Funktion true zurueck */
return rng_int() % prob.sa[1] < prob.sa[0];
}
/* ------------------------------------------------------------- */
bool is_magic_resistant(unit * magician, unit * target, int resist_bonus)
{
return 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
* benoetigt, 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;
UNUSED_ARG(sp);
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 && mage->magietyp == M_DRAIG) {
fumble_chance += CHAOSPATZERCHANCE;
}
if (is_cursed(u->attribs, &ct_magicboost)) {
fumble_chance += CHAOSPATZERCHANCE;
}
if (is_cursed(u->attribs, &ct_fumble)) {
fumble_chance += CHAOSPATZERCHANCE;
}
/* wenn die Chance kleiner als 0 ist, koennen wir gleich false
* zurueckgeben */
if (fumble_chance <= 0) {
return false;
}
rnd = rng_int() % 100;
return (rnd <= fumble_chance);
}
/* ------------------------------------------------------------- */
/* Dummy-Zauberpatzer, Platzhalter fuer speziell auf die Sprueche
* zugeschnittene Patzer */
static void fumble_default(castorder * co)
{
unit *mage = co_get_magician(co);
cmistake(mage, co->order, 180, MSG_MAGIC);
return;
}
/* Die normalen Spruchkosten muessen 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 *mage = co_get_magician(co);
unit *caster = co_get_caster(co);
const spell *sp = co->sp;
int level = co->level;
int duration;
double effect;
static int rc_cache;
fumble_f fun;
ADDMSG(&caster->faction->msgs,
msg_message("patzer", "unit region spell", caster, r, sp));
switch (rng_int() % 10) {
case 0:
/* wenn vorhanden spezieller Patzer, ansonsten nix */
fun = get_fumble(sp->sname);
if (fun) {
fun(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.
*/
static const race *rc_toad;
trigger *trestore = trigger_changerace(mage, u_race(mage), mage->irace);
if (chance(0.7)) {
const resource_type *rtype = rt_find("toadslime");
if (rtype) {
t_add(&trestore, trigger_giveitem(mage, rtype->itype, 1));
}
}
duration = rng_int() % level / 2;
if (duration < 2) duration = 2;
add_trigger(&mage->attribs, "timer", trigger_timeout(duration, trestore));
if (rc_changed(&rc_cache)) {
rc_toad = get_race(RC_TOAD);
}
u_setrace(mage, rc_toad);
mage->irace = NULL;
ADDMSG(&r->msgs, msg_message("patzer6", "unit region spell", mage, r, sp));
break;
}
/* fall-through is intentional! */
case 2:
/* temporary skill loss */
duration = rng_int() % level / 2;
if (duration < 2) duration = 2;
effect = level / -2.0;
c = create_curse(mage, &mage->attribs, &ct_skillmod, level,
duration, effect, 1);
c->data.i = SK_MAGIC;
ADDMSG(&caster->faction->msgs, msg_message("patzer2", "unit region", caster, r));
break;
case 3:
case 4:
/* Spruch schlaegt fehl, alle Magiepunkte weg */
set_spellpoints(mage, 0);
ADDMSG(&caster->faction->msgs, msg_message("patzer3", "unit region spell",
caster, r, sp));
break;
case 5:
case 6:
/* Spruch gelingt, aber alle Magiepunkte weg */
co->level = cast_spell(co);
set_spellpoints(mage, 0);
ADDMSG(&caster->faction->msgs, msg_message("patzer4", "unit region spell",
caster, r, sp));
break;
case 7:
case 8:
case 9:
default:
/* Spruch gelingt, alle nachfolgenden Sprueche werden 2^4 so teuer */
co->level = cast_spell(co);
ADDMSG(&caster->faction->msgs, msg_message("patzer5", "unit region spell",
caster, r, sp));
countspells(caster, 3);
}
}
/* ------------------------------------------------------------- */
/* Regeneration von Aura */
/* ------------------------------------------------------------- */
/* Ein Magier regeneriert pro Woche W(Stufe^1.5/2+1), mindestens 1
* Zwerge nur die Haelfte
*/
static double regeneration(unit * u)
{
int sk;
double aura, d;
double potenz = 1.5;
double divisor = 2.0;
sk = effskill(u, SK_MAGIC, NULL);
/* Rassenbonus/-malus */
d = pow(sk, potenz) * u_race(u)->regaura / divisor;
d++;
/* Einfluss von Artefakten */
/* TODO (noch gibs keine) */
/* Wuerfeln */
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 && u->attribs) {
sc_mage *m = get_mage(u);
if (m) {
aura = mage_get_spellpoints(m);
auramax = max_spellpoints(u, r);
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 erhoeht die Regeneration um 75% */
/* Steinkreis erhoeht die Regeneration um 50% */
if (btype)
reg_aura *= btype->auraregen;
/* Bonus/Malus durch Zauber */
mod = get_curseeffect(u->attribs, &ct_auraboost);
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;
}
if (regen < 1) regen = 1;
if (regen > auramax - aura) regen = auramax - aura;
aura += regen;
ADDMSG(&u->faction->msgs, msg_message("regenaura",
"unit region amount", u, r, regen));
}
if (aura > auramax) aura = auramax;
mage_set_spellpoints(m, aura);
}
}
}
}
}
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 & GLOBALTARGET) == 0) {
/* Schiff muss in gleicher Region sein */
sh = NULL;
}
if (sh == NULL || sh->number < 1) {
/* Schiff 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 & GLOBALTARGET) == 0) {
/* 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) {
if (u->region == r) {
if (!cansee(mage->faction, r, u, 0) && !ucontact(u, mage)) {
u = NULL;
}
}
else if ((sp->sptyp & GLOBALTARGET) == 0) {
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 pruefen, ob das gefundene Objekt wirklich haette gefunden
* werden duerfen (nicht alle Zauber wirken global). Dabei zaehlen wir die
* Misserfolge (failed).
* Dann folgen die Tests der gefundenen Objekte auf Magieresistenz und
* Sichtbarkeit. Dabei zaehlen wir die magieresistenten (resists)
* Objekte. Alle anderen werten wir als Erfolge (success) */
/* gibt bei Misserfolg 0 zurueck, 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 *caster = co_get_caster(co);
const spell *sp = co->sp;
region *target_r = co_get_region(co);
spellparameter *sa = co->par;
*invalid = 0;
*resist = 0;
*success = 0;
if (sa && sa->length) {
int i;
/* zuerst versuchen wir vorher nicht gefundene Objekte zu finden.
* Wurde ein Objekt durch globalsuche gefunden, obwohl der Zauber
* gar nicht global haette suchen duerften, setzen wir das Objekt
* zurueck. */
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, caster, sp, spobj, co->order))
++ * invalid;
break;
case SPP_BUILDING:
if (!verify_building(target_r, caster, sp, spobj, co->order))
++ * invalid;
break;
case SPP_SHIP:
if (!verify_ship(target_r, caster, 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 & NORESISTANCE) == 0)
&& target_resists_magic(caster, u, TYP_UNIT, 0)) {
/* Fehlermeldung */
spobj->data.i = u->no;
spobj->flag = TARGET_RESISTS;
++*resist;
ADDMSG(&caster->faction->msgs, msg_message("spellunitresists",
"unit region command target", caster, caster->region, co->order, u));
break;
}
/* TODO: Test auf Parteieigenschaft Magieresistsenz */
++*success;
break;
case SPP_BUILDING:
b = spobj->data.b;
if (((sp->sptyp & NORESISTANCE) == 0)
&& target_resists_magic(caster, b, TYP_BUILDING, 0)) { /* Fehlermeldung */
spobj->data.i = b->no;
spobj->flag = TARGET_RESISTS;
++*resist;
ADDMSG(&caster->faction->msgs, msg_message("spellbuildingresists",
"unit region command id",
caster, caster->region, co->order, spobj->data.i));
break;
}
++*success;
break;
case SPP_SHIP:
sh = spobj->data.sh;
if (((sp->sptyp & NORESISTANCE) == 0)
&& target_resists_magic(caster, sh, TYP_SHIP, 0)) { /* Fehlermeldung */
spobj->data.i = sh->no;
spobj->flag = TARGET_RESISTS;
++*resist;
ADDMSG(&caster->faction->msgs, msg_feedback(caster, co->order,
"spellshipresists", "ship", sh));
break;
}
++*success;
break;
case SPP_REGION:
/* haben wir ein Regionsobjekt, dann wird auch dieses und
nicht target_r ueberprueft. */
tr = spobj->data.r;
if (((sp->sptyp & NORESISTANCE) == 0)
&& target_resists_magic(caster, tr, TYP_REGION, 0)) { /* Fehlermeldung */
spobj->flag = TARGET_RESISTS;
++*resist;
ADDMSG(&caster->faction->msgs, msg_message("spellregionresists",
"unit region command", caster, caster->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 pruefen. */
if ((sp->sptyp & REGIONSPELL)) {
/* Zielobjekt Region anlegen */
spllprm *spobj = (spllprm *)malloc(sizeof(spllprm));
if (!spobj) abort();
spobj->flag = 0;
spobj->typ = SPP_REGION;
spobj->data.r = target_r;
sa = calloc(1, sizeof(spellparameter));
if (!sa) abort();
sa->length = 1;
sa->param = calloc(sa->length, sizeof(spllprm *));
sa->param[0] = spobj;
co->par = sa;
if (((sp->sptyp & NORESISTANCE) == 0)) {
if (target_resists_magic(caster, target_r, TYP_REGION, 0)) {
/* Fehlermeldung */
ADDMSG(&caster->faction->msgs, msg_message("spellregionresists",
"unit region command", caster, caster->region, co->order));
spobj->flag = TARGET_RESISTS;
++*resist;
}
else {
++*success;
}
}
else {
++*success;
}
}
else {
++*success;
}
}
}
/* ------------------------------------------------------------- */
/* Hilfsstrukturen fuer 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]);
if (!spobj) abort();
spobj->flag = 0;
spobj->typ = SPP_STRING;
spobj->data.xs = str_strdup(param[0]);
return 1;
}
static int addparam_int(const char *const param[], spllprm ** spobjp)
{
spllprm *spobj = *spobjp = malloc(sizeof(spllprm));
assert(param[0]);
if (!spobj) abort();
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]);
if (!spobj) abort();
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]);
if (!spobj) abort();
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, message **err)
{
assert(param[0]);
if (param[1] == NULL) {
/* Fehler: Zielregion vergessen */
*err = msg_error(u, ord, 194);
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));
if (!spobj) abort();
spobj->flag = 0;
spobj->typ = SPP_REGION;
spobj->data.r = rt;
}
else {
/* Fehler: Zielregion vergessen */
*err = msg_error(u, ord, 194);
return -1;
}
return 2;
}
}
static int
addparam_unit(const char *const param[], spllprm ** spobjp, const unit * u,
order * ord, message **err)
{
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 */
*err = msg_error(u, ord, 203);
return -1;
}
++i;
otype = SPP_TEMP;
}
spobj = *spobjp = malloc(sizeof(spllprm));
if (!spobj) abort();
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)
{
struct message *err = NULL;
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));
if (!par) abort();
par->length = size;
if (!size) {
par->param = NULL;
return par;
}
par->param = malloc(size * sizeof(spllprm *));
if (!par->param) abort();
while (!err && *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 zurueck */
j = 0;
--c;
break;
case 'u':
/* Parameter ist eine Einheit, evtl. TEMP */
j = addparam_unit(param + i, &spobj, u, ord, &err);
++c;
break;
case 'r':
/* Parameter sind zwei Regionskoordinaten innerhalb der "normalen" Plane */
if (i + 1 < size) {
j = addparam_region(param + i, &spobj, u, ord, &err);
}
++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));
if (!spobj) abort();
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, &err);
++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 && !err) {
/* syntax error */
err = msg_error(u, ord, 209);
}
else {
if (spobj != NULL)
par->param[p++] = spobj;
i += j;
}
}
/* im Endeffekt waren es evtl. nur p parameter (weniger weil TEMP nicht gilt) */
par->length = p;
if (!err && p < minlen) {
/* syntax error */
err = msg_error(u, ord, 209);
}
if (err) {
ADDMSG(&u->faction->msgs, err);
free_spellparameter(par);
par = NULL;
}
return par;
}
struct unit * co_get_caster(const struct castorder * co) {
return co->_familiar ? co->_familiar : co->magician.u;
}
struct unit * co_get_magician(const struct castorder * co) {
return 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));
if (!co) abort();
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 : NULL));
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);
}
/* Haenge c-order co an die letze c-order von cll an */
void add_castorder(spellrank * cll, castorder * co)
{
if (cll->begin == NULL) {
cll->handle_end = &cll->begin;
}
*cll->handle_end = co;
cll->handle_end = &co->next;
return;
}
void free_castorders(castorder * co)
{
while (co) {
castorder *co2 = co;
co = co->next;
free_castorder(co2);
free(co2);
}
return;
}
bool is_familiar(const unit * u)
{
attrib *a = a_find(u->attribs, &at_familiarmage);
return a != NULL;
}
static void
a_write_unit(const variant *var, const void *owner, struct storage *store)
{
unit *u = (unit *)var->v;
UNUSED_ARG(owner);
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;
}
}
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) {
a = make_skillmod(NOSKILL, sm_familiar, 0.0, 0);
a_add(&mage->attribs, a);
}
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;
if (a != NULL) {
a_remove(&mage->attribs, a);
}
a = a_find(mage->attribs, &at_skillmod);
while (a && a->type == &at_skillmod) {
skillmod_data *smd = (skillmod_data *)a->data.v;
an = a->next;
if (smd->special == sm_familiar) {
a_remove(&mage->attribs, a);
}
a = an;
}
}
static void equip_familiar(unit *fam) {
/* items, skills and spells: */
char eqname[64];
const race *rc = u_race(fam);
snprintf(eqname, sizeof(eqname), "fam_%s", rc->_name);
if (!equip_unit(fam, eqname)) {
log_debug("could not perform initialization for familiar %s.\n", rc->_name);
}
}
static int copy_spell_cb(spellbook_entry *sbe, void *udata) {
spellbook *sb = (spellbook *)udata;
spell * sp = spellref_get(&sbe->spref);
if (!spellbook_get(sb, sp)) {
spellbook_add(sb, sp, sbe->level);
}
return 0;
}
/**
* Entferne Magie-Attribut von Migranten, die keine Vertrauten sind.
*
* Einmalige Reparatur von Vertrauten (Bug 2585).
*/
void fix_fam_migrant(unit *u) {
if (!is_familiar(u)) {
a_removeall(&u->attribs, &at_mage);
}
}
/**
* Einheiten, die Vertraute sind, bekommen ihre fehlenden Zauber.
*
* Einmalige Reparatur von Vertrauten (Bugs 2451, 2517).
*/
void fix_fam_spells(unit *u) {
sc_mage *dmage;
unit *du = unit_create(0);
if (!is_familiar(u)) {
return;
}
u_setrace(du, u_race(u));
dmage = create_mage(du, M_GRAY);
equip_familiar(du);
if (dmage) {
sc_mage *mage = get_mage(u);
if (!mage) {
mage = create_mage(u, dmage->magietyp);
}
else if (dmage->magietyp != mage->magietyp) {
mage->magietyp = dmage->magietyp;
}
if (dmage->spellbook) {
if (!mage->spellbook) {
mage->spellbook = create_spellbook(NULL);
spellbook_foreach(dmage->spellbook, copy_spell_cb, mage->spellbook);
}
}
else {
if (mage->spellbook) {
spellbook_clear(mage->spellbook);
mage->spellbook = NULL;
}
}
}
free_unit(du);
}
void create_newfamiliar(unit * mage, unit * fam)
{
create_mage(fam, M_GRAY);
set_familiar(mage, fam);
equip_familiar(fam);
/* TODO: Diese Attribute beim Tod des Familiars entfernen: */
/* Wenn der Magier stirbt, dann auch der Vertraute */
add_trigger(&mage->attribs, "destroy", trigger_killunit(fam));
/* Wenn der Vertraute stirbt, dann bekommt der Magier einen Schock */
add_trigger(&fam->attribs, "destroy", trigger_shock(mage));
}
static void * resolve_familiar(int id, void *data) {
UNUSED_ARG(id);
if (data) {
unit *familiar = (unit *)data;
attrib *a = a_find(familiar->attribs, &at_familiarmage);
if (a != NULL && a->data.v) {
unit *mage = (unit *)a->data.v;
set_familiar(mage, familiar);
}
}
return data;
}
static int read_familiar(variant *var, void *owner, struct gamedata *data)
{
UNUSED_ARG(owner);
if (read_unit_reference(data, (unit **)&var->v, resolve_familiar) <= 0) {
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);
}
static void * resolve_clone(int id, void *data) {
UNUSED_ARG(id);
if (data) {
unit *clone = (unit *)data;
attrib *a = a_find(clone->attribs, &at_clonemage);
if (a != NULL && a->data.v) {
unit *mage = (unit *)a->data.v;
set_clone(mage, clone);
}
}
return data;
}
static int read_clone(variant *var, void *owner, struct gamedata *data)
{
UNUSED_ARG(owner);
if (read_unit_reference(data, (unit **)&var->v, resolve_clone) <= 0) {
return AT_READ_FAIL;
}
return AT_READ_OK;
}
/* mages */
static void * resolve_mage(int id, void *data) {
UNUSED_ARG(id);
if (data) {
unit *mage = (unit *)data;
attrib *a = a_find(mage->attribs, &at_familiar);
if (a != NULL && a->data.v) {
unit *familiar = (unit *)a->data.v;
set_familiar(mage, familiar);
}
}
return data;
}
static int read_magician(variant *var, void *owner, struct gamedata *data)
{
UNUSED_ARG(owner);
if (read_unit_reference(data, (unit **)&var->v, resolve_mage) <= 0) {
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 *uf = (unit *)a->data.v;
if (uf->number > 0)
return uf;
}
return NULL;
}
unit *get_familiar_mage(const unit * u)
{
attrib *a = a_find(u->attribs, &at_familiarmage);
if (a != NULL) {
unit *um = (unit *)a->data.v;
if (um->number > 0)
return um;
}
return NULL;
}
unit *get_clone(const unit * u)
{
attrib *a = a_find(u->attribs, &at_clone);
if (a != NULL) {
unit *uc = (unit *)a->data.v;
if (uc->number > 0) {
return uc;
}
}
return NULL;
}
static bool is_moving_ship(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;
}
#define MAX_PARAMETERS 48
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 * mage = u;
param_t param;
if (LongHunger(u)) {
cmistake(u, ord, 224, MSG_MAGIC);
return 0;
}
pl = getplane(r);
if (pl && fval(pl, PFL_NOMAGIC)) {
cmistake(u, ord, 269, MSG_MAGIC);
return 0;
}
level = effskill(u, SK_MAGIC, NULL);
init_order(ord, NULL);
s = gettoken(token, sizeof(token));
param = findparam(s, u->faction->locale);
/* fuer Syntax ' STUFE x REGION y z ' */
if (param == P_LEVEL) {
int p = getint();
if (level > p) level = p;
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();
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);
}
/* fuer Syntax ' REGION x y STUFE z '
* hier nach REGION nochmal auf STUFE pruefen */
if (param == P_LEVEL) {
int p = getint();
if (level > p) level = p;
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 koennen auch Zauber sprechen, die sie selbst nicht
* koennen. unit_getspell findet aber nur jene Sprueche, die
* die Einheit beherrscht. */
if (!sp && is_familiar(u)) {
mage = get_familiar_mage(u);
if (mage) {
familiar = u;
sp = unit_getspell(mage, s, mage->faction->locale);
}
else {
/* somehow, this familiar has no mage! */
log_error("cast_cmd: familiar %s is without a mage?\n", unitname(u));
mage = 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 Sicherheitspruefung 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 koennen
* normalerweise nur Meermenschen, ausgenommen explizit als
* OCEANCASTABLE deklarierte Sprueche */
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(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 Spruechen 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 Spruechen abfangen */
if (!(sp->sptyp & SPELLLEVEL)) {
int ilevel = effskill(u, SK_MAGIC, NULL);
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 (mage != familiar) { /* Magier zaubert durch Vertrauten */
int sk;
if (range > 1) { /* Fehler! Versucht zu Farcasten */
ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "familiar_farcast",
"mage", mage));
return 0;
}
sk = effskill(mage, SK_MAGIC, NULL);
if (distance(mage->region, r) > sk) {
ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "familiar_toofar",
"mage", mage));
return 0;
}
/* mage auf magier setzen, level anpassen, range fuer Erhoehung
* der Spruchkosten nutzen */
range *= 2;
sk /= 2;
if (level > sk) level = sk;
}
}
/* Weitere Argumente zusammenbasteln */
if (sp->parameter) {
char *params[MAX_PARAMETERS];
int i, p;
for (p = 0; p != MAX_PARAMETERS; ++p) {
s = gettoken(token, sizeof(token));
if (!s || *s == 0) {
break;
}
params[p] = str_strdup(s);
}
if (p == MAX_PARAMETERS) {
log_error("%s: MAX_PARAMETERS (%d) too small to CAST %s, parsing stopped early.",
unitname(u), MAX_PARAMETERS, sp->sname);
}
args =
add_spellparameter(target_r, mage, sp->parameter,
(const char *const *)params, p, ord);
for (i = 0; i != p; ++i) {
free(params[i]);
}
if (args == NULL) {
/* Syntax war falsch */
return 0;
}
}
return create_castorder(0, mage, 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 koennen,
* bevor sie ein Ritual machen koennen.
*
* Syntax: ZAUBER [REGION X Y] [STUFE <stufe>] "Spruchname" [Einheit-1
* Einheit-2 ..]
*
* Nach Prioritaet geordnet die Zauber global auswerten.
*
* Die Kosten fuer 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
* levelabhaengig, so sind die Kosten nur von der Entfernung bestimmt,
* die Staerke/Level durch den realen Skill des Magiers
*/
void magic(void)
{
region *r;
int rank;
spellrank spellranks[MAX_SPELLRANK];
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)
continue;
if (u_race(u) == rc_insect && r_insectstalled(r) &&
!is_cursed(u->attribs, &ct_insectfur))
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 veraendert
* haben koennen und sich durch vorherige Sprueche das Zaubern
* erschwert haben kann, muss beim zaubern erneut geprueft werden, ob der
* Spruch ueberhaupt gezaubert werden kann.
* (level) die effektive Staerke des Spruchs (= Stufe, auf der der
* Spruch gezaubert wird) */
for (rank = 0; rank < MAX_SPELLRANK; rank++) {
castorder *co;
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 *mage = co_get_magician(co);
unit *caster = co_get_caster(co);
const spell *sp = co->sp;
region *target_r = co_get_region(co);
/* reichen die Komponenten nicht, wird der Level reduziert. */
co->level = eff_spelllevel(mage, caster, sp, cast_level, co->distance);
if (co->level < 1) {
/* Fehlermeldung mit Komponenten generieren */
cancast(mage, sp, cast_level, co->distance, ord);
continue;
}
if (cast_level > co->level) {
/* Sprueche mit Fixkosten werden immer auf Stufe des Spruchs
* gezaubert, co->level ist aber defaultmaessig Stufe des Magiers */
if (spl_costtyp(sp) != SPC_FIX) {
ADDMSG(&caster->faction->msgs, msg_message("missing_components",
"unit spell level", caster, sp, cast_level));
}
}
/* Pruefen, ob die realen Kosten fuer die gewuenschten Stufe bezahlt
* werden koennen */
if (!cancast(mage, sp, co->level, co->distance, ord)) {
/* die Fehlermeldung wird in cancast generiert */
continue;
}
co->force = MagicPower(spellpower(target_r, mage, sp, co->level, ord));
/* die Staerke kann durch Antimagie auf 0 sinken */
if (co->force <= 0) {
co->force = 0;
ADDMSG(&caster->faction->msgs, msg_message("missing_force",
"unit spell level", caster, sp, co->level));
}
/* Ziele auf Existenz pruefen 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 fuer den zauber */
continue; /* aeussere Schleife, naechster 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(&caster->faction->msgs, msg_message("spell_resist",
"unit region spell", caster, r, sp));
}
}
/* Auch fuer Patzer gibt es Erfahrung, muessen die Spruchkosten
* bezahlt werden und die nachfolgenden Sprueche werden teurer */
if (co->force > 0) {
if (fumble(target_r, mage, sp, co->level)) {
/* zuerst bezahlen, dann evt in do_fumble alle Aura verlieren */
fumbled = true;
}
else {
co->level = cast_spell(co);
if (co->level <= 0) {
/* Kosten nur fuer real benoetige Stufe berechnen */
continue;
}
}
}
/* erst bezahlen, dann Kostenzaehler erhoehen */
if (co->level > 0) {
pay_spell(mage, caster, sp, co->level, co->distance);
}
if (fumbled) {
do_fumble(co);
}
countspells(caster, 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) && spellcount(u) > 0) {
produceexp(u, SK_MAGIC, u->number);
/* Spruchlistenaktualisierung 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));
}
const char *mkname_spell(const spell *sp)
{
return mkname("spell", sp->sname);
}
const char *spell_name(const char *spname, const struct locale *lang)
{
return LOC(lang, spname);
}
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 spell *sp = spellref_get(&sbe->spref);
const char *spname = mkname("spell", sp->sname);
const char *n = spell_name(spname, lang);
if (!n) {
log_error("no translation in locale %s for spell %s\n", locale_name(lang), sp->sname);
}
else {
variant token;
const str_alias *aliases = alias_get(lang, spname);
token.v = (void *)sp;
addtoken((struct tnode **)tokens, n, token);
if (aliases) {
int i;
for (i = 0; i != MAXSTRINGS && aliases->strings[i]; ++i) {
addtoken((struct tnode **)tokens, aliases->strings[i], token);
}
}
}
}
}
spell *unit_getspell(struct unit *u, const char *name, const struct locale * lang)
{
spellbook *sb;
sb = unit_get_spellbook(u);
if (sb) {
void * tokens = NULL;
select_spellbook(&tokens, sb, lang);
if (tokens) {
variant token;
if (findtoken(tokens, name, &token) != E_TOK_NOMATCH) {
freetokens(tokens);
return (spell *)token.v;
}
freetokens(tokens);
}
}
return NULL;
}
int cast_spell(struct castorder *co)
{
const char *fname = co->sp->sname;
const char *hashpos = strchr(fname, '#');
char fbuf[64];
spell_f fun;
const spell *sp = co->sp;
if (hashpos != NULL) {
ptrdiff_t len = hashpos - fname;
assert(len < (ptrdiff_t) sizeof(fbuf));
memcpy(fbuf, fname, len);
fbuf[len] = '\0';
fname = fbuf;
}
fun = get_spellcast(sp->sname);
if (!fun) {
log_debug("no spell function for %s, try callback", sp->sname);
return callbacks.cast_spell(co, fname);
}
return fun(co);
}
const char *magic_name(magic_t mtype, const struct locale *lang)
{
return LOC(lang, mkname("school", magic_school[mtype]));
}
static critbit_tree cb_spellbooks;
#define SBNAMELEN 16
typedef struct sb_entry {
char key[SBNAMELEN];
spellbook *value;
} sb_entry;
spellbook * get_spellbook(const char * name)
{
size_t len = strlen(name);
const void * match;
if (len >= SBNAMELEN) {
log_error("spellbook name is longer than %d bytes: %s", SBNAMELEN - 1, name);
return NULL;
}
match = cb_find_str(&cb_spellbooks, name);
if (!match) {
sb_entry ent;
memset(ent.key, 0, SBNAMELEN);
memcpy(ent.key, name, len);
ent.value = create_spellbook(name);
if (cb_insert(&cb_spellbooks, &ent, sizeof(ent)) == CB_EXISTS) {
log_error("cb_insert failed although cb_find returned nothing for spellbook=%s", name);
assert(!"should not happen");
}
return ent.value;
}
return ((const sb_entry *)match)->value;
}
void free_spellbook(spellbook *sb) {
spellbook_clear(sb);
free(sb);
}
static int free_spellbook_cb(void *match, const void *key, size_t keylen, void *data) {
const sb_entry *ent = (const sb_entry *)match;
UNUSED_ARG(data);
UNUSED_ARG(keylen);
UNUSED_ARG(key);
free_spellbook(ent->value);
return 0;
}
void free_spellbooks(void)
{
cb_foreach(&cb_spellbooks, "", 0, free_spellbook_cb, NULL);
cb_clear(&cb_spellbooks);
}