server/src/common/items/weapons.c
Enno Rehling 38e3799362 Zu Anfang des Kampfes wählt jeder Kämpfer aus seinem Arsenal zwei Waffen
aus: Seine beste Fernampfwaffe und seine beste Nahkampfwaffe.

Welches die beste Waffe ist, ist nicht immer einleuchtend, und an dieser
Stelle macht der Server eine Vereinfachung - er wählt die Waffe, bei der der
Angriffswert plus dem Verteidigungswert am größten ist.

** Wenn eine Einheit an der Reihe ist, wird geprüft:
1. Ist die Einheit ein Magier, so zaubert sie.
2. Ist die Einheit damit beschäftigt, eine Waffe nachzuladen, so tut sie das.
3. Steht die Einheit in einer der hinteren Reihen, attackiert sie, so
   vorhanden, mit der Fernkampfwaffe.
4. Steht die Einheit in der vorderen Kampfreihe, so attackiert sie mit
   derjenigen Waffe von beiden, in der ihr Talent am höchsten ist.

** Wird eine Einheit angegriffen, so gilt:
1. Handelt es sich um einen Angriff durch einen Nahkämpfer, so verteidigt
   sie sich mit ihrer Nahkampfwaffe oder Waffenlosem Kampf.
2. Handelt es sich um eine Attacke durch einen Fernkämpfer, so verteidigt
   sie sich mit dem halben Talent ihrer besten Waffe.
2002-10-04 21:25:16 +00:00

468 lines
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/* vi: set ts=2:
*
*
* Eressea PB(E)M host Copyright (C) 1998-2000
* Christian Schlittchen (corwin@amber.kn-bremen.de)
* Katja Zedel (katze@felidae.kn-bremen.de)
* Henning Peters (faroul@beyond.kn-bremen.de)
* Enno Rehling (enno@eressea-pbem.de)
* Ingo Wilken (Ingo.Wilken@informatik.uni-oldenburg.de)
*
* This program may not be used, modified or distributed without
* prior permission by the authors of Eressea.
*/
#include <config.h>
#include <eressea.h>
#include "weapons.h"
#include "catapultammo.h"
#include <unit.h>
#include <build.h>
#include <race.h>
#include <item.h>
#include <battle.h>
#include <pool.h>
/* util includes */
#include <functions.h>
/* libc includes */
#include <assert.h>
#include <stdlib.h>
static weapon_mod wm_bow[] = {
{ 2, WMF_MISSILE_TARGET },
{ 0, 0 }
};
static weapon_mod wm_catapult[] = {
{ 4, WMF_MISSILE_TARGET },
{ 0, 0 }
};
static weapon_mod wm_spear[] = {
{ 1, WMF_SKILL|WMF_RIDING|WMF_AGAINST_ANYONE|WMF_OFFENSIVE },
{ 1, WMF_SKILL|WMF_WALKING|WMF_AGAINST_RIDING|WMF_DEFENSIVE },
{ 0, 0 }
};
static weapon_mod wm_lance[] = {
{ 1, WMF_SKILL|WMF_RIDING|WMF_AGAINST_ANYONE|WMF_OFFENSIVE },
{ 0, 0 }
};
static weapon_mod wm_halberd[] = {
{ 1, WMF_SKILL|WMF_WALKING|WMF_AGAINST_RIDING|WMF_DEFENSIVE },
{ 0, 0 }
};
enum {
WP_RUNESWORD,
WP_FIRESWORD,
WP_EOGSWORD,
WP_CATAPULT,
WP_GREATBOW,
WP_LONGBOW,
WP_CROSSBOW,
WP_SPEAR,
WP_GREATSWORD,
WP_SWORD,
WP_AXE,
WP_HALBERD,
WP_LANCE,
WP_RUSTY_SWORD,
WP_NONE,
WP_MAX
};
enum {
RL_CATAPULT,
RL_CROSSBOW,
RL_MAX,
RL_NONE
};
/* damage types */
#define CUT (1<<0)
#define PIERCE (1<<1)
#define BASH (1<<2)
#define ARMORPIERCING (1<<3)
typedef struct weapondata {
double magres;
const char *damfoot;
const char *damhorse;
item_t item;
skill_t skill;
char attmod;
char defmod;
boolean rear;
boolean is_magic;
struct reload {
int type;
char time;
} reload;
char damage_type;
} weapondata;
static weapondata weapontable[WP_MAX + 1] =
/* MagRes, Schaden/Fu<46>, Schaden/Pferd, Item, Skill, OffMod, DefMod,
* rear. is_magic */
{
/* Runenschwert */
{0.00, "3d10+10", "3d10+10", I_RUNESWORD, SK_SWORD, 2, 2, false, true, { RL_NONE, 0}, CUT },
/* Flammenschwert */
{0.30, "3d6+10", "3d6+10", I_FIRESWORD, SK_SWORD, 1, 1, false, false, { RL_NONE, 0}, CUT },
/* Laenschwert */
{0.30, "3d6+10", "3d6+10", I_LAENSWORD, SK_SWORD, 1, 1, false, false, { RL_NONE, 0}, CUT },
/* Katapult */
{0.00, "3d10+5", "3d10+5", I_CATAPULT, SK_CATAPULT, 0, 0, true, false, { RL_CATAPULT, 5 }, BASH },
/* Elfenbogen */
{0.00, "2d6+4", "2d6+4", I_GREATBOW, SK_LONGBOW, 0, 0, true, false, { RL_NONE, 0 }, PIERCE },
/* Langbogen */
{0.00, "1d11+1", "1d11+1", I_LONGBOW, SK_LONGBOW, 0, 0, true, false, { RL_NONE, 0 }, PIERCE },
/* Armbrust */
#if CHANGED_CROSSBOWS == 1
{0.00, "3d3+5", "3d3+5", I_CROSSBOW, SK_CROSSBOW, 0, 0, true, false, { RL_CROSSBOW, 2 }, PIERCE | ARMORPIERCING },
#else
{0.00, "3d3+5", "3d3+5", I_CROSSBOW, SK_CROSSBOW, 0, 0, true, false, { RL_CROSSBOW, 1 }, PIERCE },
#endif
/* Speer */
{0.00, "1d10+0", "1d12+2", I_SPEAR, SK_SPEAR, 0, 0, false, false, { RL_NONE, 0}, PIERCE },
/* Zweih<69>nder */
{0.00, "2d8+3", "2d8+3", I_GREATSWORD, SK_SWORD, -1, -2, false, false, { RL_NONE, 0}, CUT },
/* Schwert */
{0.00, "1d9+2", "1d9+2", I_SWORD, SK_SWORD, 0, 0, false, false, { RL_NONE, 0}, CUT },
/* Kriegsaxt */
{0.00, "2d6+4", "2d6+4", I_AXE, SK_SWORD, 1, -2, false, false, { RL_NONE, 0}, CUT },
/* Hellebarde */
{0.00, "2d6+3", "2d6+3", I_HALBERD, SK_SPEAR, -1, 2, false, false, { RL_NONE, 0}, CUT },
/* Lanze */
{0.00, "1d5", "2d6+5", I_LANCE, SK_SPEAR, 0, -2, false, false, { RL_NONE, 0}, PIERCE },
/* Rostiges Schwert */
{0.00, "1d9", "1d9", I_RUSTY_SWORD, SK_SWORD, -1, -1, false, false, { RL_NONE, 0}, CUT },
/* Unbewaffnet */
{0.00, "1d5+0", "1d6+0", I_WOOD, SK_SWORD, 0, 0, false, false, { RL_NONE, 0}, BASH },
/* Dummy */
{0.00, "0d0+0", "0d0+0", I_WOOD, SK_SWORD, 0, 0, false, false, { RL_NONE, 0}, 0 }
};
weapon_type * oldweapontype[WP_MAX];
static boolean
attack_firesword(const troop * at, int *casualties, int row)
{
fighter *fi = at->fighter;
troop dt;
/* Immer aus der ersten Reihe nehmen */
int minrow = FIGHT_ROW;
int maxrow = FIGHT_ROW;
int enemies = 0;
int killed = 0;
const char *damage = "2d8";
int force = 1+rand()%10;
if (row==FIGHT_ROW) {
enemies = count_enemies(fi->side->battle, fi->side, FS_ENEMY,
minrow, maxrow);
}
if (!enemies) {
if (casualties) *casualties = 0;
return true; /* if no enemy found, no use doing standarad attack */
}
if (fi->catmsg == -1) {
int i, k=0;
for (i=0;i<=at->index;++i) {
if (fi->person[i].melee->type == oldweapontype[WP_FIRESWORD]) ++k;
}
sprintf(buf, "%d K<>mpfer aus %s benutz%s Flammenschwert%s:", k, unitname(fi->unit),
(k==1)?"t sein ":"en ihre",(k==1)?"":"er");
battlerecord(fi->side->battle, buf);
fi->catmsg = 0;
}
do {
dt = select_enemy(fi->side->battle, fi, minrow, maxrow);
assert(dt.fighter);
--force;
killed += terminate(dt, *at, AT_SPELL, damage, 1);
} while (force && killed < enemies);
if (casualties) *casualties = killed;
return true;
}
#define CATAPULT_ATTACKS 6
static boolean
attack_catapult(const troop * at, int * casualties, int row)
{
fighter *af = at->fighter;
unit *au = af->unit;
battle * b = af->side->battle;
troop dt;
int d = 0, n;
int minrow, maxrow;
weapon * wp = af->person[at->index].missile;
assert(row>=FIGHT_ROW);
if (row>BEHIND_ROW) return false; /* keine weiteren attacken */
assert(wp->type->itype==olditemtype[I_CATAPULT]);
assert(af->person[at->index].reload==0);
#if CATAPULT_AMMUNITION
if(new_get_pooled(au, &rt_catapultammo, GET_SLACK|GET_RESERVE|GET_POOLED_SLACK) <= 0) {
/* No ammo. Use other weapon if available. */
return true;
}
#endif
if (af->catmsg == -1) {
int i, k=0;
for (i=0;i<=at->index;++i) {
if (af->person[i].reload==0 && af->person[i].missile == wp) ++k;
}
sprintf(buf, "%d K<>mpfer aus %s feuer%s Katapult ab:", k, unitname(au), (k==1)?"t sein":"n ihr");
battlerecord(b, buf);
af->catmsg = 0;
}
minrow = FIGHT_ROW;
maxrow = FIGHT_ROW;
n = min(CATAPULT_ATTACKS, count_enemies(b, af->side, FS_ENEMY, minrow, maxrow));
#if CATAPULT_AMMUNITION
new_use_pooled(au, &rt_catapultammo, GET_SLACK|GET_RESERVE|GET_POOLED_SLACK, 1);
#endif
while (--n >= 0) {
/* Select defender */
dt = select_enemy(b, af, minrow, maxrow);
if (!dt.fighter)
break;
/* If battle succeeds */
if (hits(*at, dt, wp)) {
d += terminate(dt, *at, AT_STANDARD, wp->type->damage[0], true);
#ifdef CATAPULT_STRUCTURAL_DAMAGE
if (dt.fighter->unit->building && rand()%100 < 5) {
damage_building(b, dt.fighter->unit->building, 1);
} else if (dt.fighter->unit->ship && rand()%100 < 5) {
dt.fighter->unit->ship->damage+=DAMAGE_SCALE;
}
#endif
}
}
if (casualties) *casualties = d;
return false; /* keine weitren attacken */
}
static void
init_oldweapons(void)
{
int w;
for (w=0;w!=WP_MAX && weapontable[w].item!=I_WOOD;++w) {
const char * damage[2];
item_type * itype = olditemtype[weapontable[w].item];
int minskill = 1, wflags = WTF_NONE;
weapon_mod * modifiers = NULL;
int (*attack)(const troop *, int * deaths, int row) = NULL;
switch (w) {
case WP_RUNESWORD:
case WP_FIRESWORD:
attack = attack_firesword;
minskill = 7;
break;
case WP_LANCE:
modifiers = wm_lance;
break;
case WP_CATAPULT:
modifiers = wm_catapult;
attack = attack_catapult;
break;
case WP_SPEAR:
modifiers = wm_spear;
break;
case WP_HALBERD:
modifiers = wm_halberd;
break;
case WP_LONGBOW:
case WP_GREATBOW:
wflags |= WTF_BOW;
modifiers = wm_bow;
break;
}
assert(itype!=NULL || !"item not initialized");
itype->flags |= ITF_WEAPON;
if (weapontable[w].rear) wflags |= WTF_MISSILE;
if (weapontable[w].is_magic) wflags |= WTF_MAGICAL;
if (weapontable[w].damage_type & CUT) wflags |= WTF_CUT;
if (weapontable[w].damage_type & PIERCE) wflags |= WTF_PIERCE;
if (weapontable[w].damage_type & BASH) wflags |= WTF_BLUNT;
if (weapontable[w].damage_type & ARMORPIERCING) wflags |= WTF_ARMORPIERCING;
damage[0] = weapontable[w].damfoot;
damage[1] = weapontable[w].damhorse;
oldweapontype[w] = new_weapontype(itype, wflags, weapontable[w].magres, damage, weapontable[w].attmod, weapontable[w].defmod, weapontable[w].reload.time, weapontable[w].skill, minskill);
oldweapontype[w]->modifiers = modifiers;
oldweapontype[w]->attack = attack;
}
}
/** begin mallornspear **/
resource_type rt_mallornspear = {
{ "mallornspear", "mallornspear_p" },
{ "mallornspear", "mallornspear_p" },
RTF_ITEM,
&res_changeitem
};
static requirement mat_mallornspear[] = {
{I_MALLORN, 1},
{0, 0}
};
static construction cons_mallornspear = {
SK_WEAPONSMITH, 5, /* skill, minskill */
-1, 1, mat_mallornspear /* maxsize, reqsize, materials */
};
item_type it_mallornspear = {
&rt_mallornspear, /* resourcetype */
ITF_WEAPON, 100, 0, /* flags, weight, capacity */
&cons_mallornspear /* construction */
};
weapon_type wt_mallornspear = {
&it_mallornspear, /* item_type */
{ "1d10+1", "1d12+3" }, /* on foot, on horse */
WTF_PIERCE, /* flags */
SK_SPEAR, 5, /* skill, minskill */
0, 0, 0.15, 0, /* offmod, defmod, magres, reload */
wm_spear /* modifiers */
};
/** end mallornspear **/
/** begin mallornlance **/
resource_type rt_mallornlance = {
{ "mallornlance", "mallornlance_p" },
{ "mallornlance", "mallornlance_p" },
RTF_ITEM,
&res_changeitem
};
static requirement mat_mallornlance[] = {
{I_MALLORN, 2},
{0, 0}
};
static construction cons_mallornlance = {
SK_WEAPONSMITH, 5, /* skill, minskill */
-1, 1, mat_mallornlance /* maxsize, reqsize, materials */
};
item_type it_mallornlance = {
&rt_mallornlance, /* resourcetype */
ITF_WEAPON, 100, 0, /* flags, weight, capacity */
&cons_mallornlance /* construction */
};
weapon_type wt_mallornlance = {
&it_mallornlance, /* item_type */
{ "1d5+1", "2d6+2" }, /* on foot, on horse */
WTF_PIERCE, /* flags */
SK_SPEAR, 5, /* skill, minskill */
0, 0, 0.15, 0, /* offmod, defmod, magres, reload */
wm_lance /* modifiers */
};
/** end mallornlance **/
/** begin mallornbow **/
resource_type rt_mallornbow = {
{ "mallornbow", "mallornbow_p" },
{ "mallornbow", "mallornbow_p" },
RTF_ITEM,
&res_changeitem
};
static requirement mat_mallornbow[] = {
{I_MALLORN, 1},
{0, 0}
};
static construction cons_mallornbow = {
SK_WEAPONSMITH, 5, /* skill, minskill */
-1, 1, mat_mallornbow /* maxsize, reqsize, materials */
};
item_type it_mallornbow = {
&rt_mallornbow, /* resourcetype */
ITF_WEAPON, 100, 0, /* flags, weight, capacity */
&cons_mallornbow /* construction */
};
weapon_type wt_mallornbow = {
&it_mallornbow, /* item_type */
{ "1d11+2", "1d11+2" }, /* on foot, on horse */
WTF_BOW|WTF_MISSILE|WTF_PIERCE, /* flags */
SK_LONGBOW, 5, /* skill, minskill */
0, 0, 0.15, 0, /* offmod, defmod, magres, reload */
wm_bow
};
/** end mallornbow **/
/** begin mallorncrossbow **/
resource_type rt_mallorncrossbow = {
{ "mallorncrossbow", "mallorncrossbow_p" },
{ "mallorncrossbow", "mallorncrossbow_p" },
RTF_ITEM,
&res_changeitem
};
static requirement mat_mallorncrossbow[] = {
{I_MALLORN, 1},
{0, 0}
};
static construction cons_mallorncrossbow = {
SK_WEAPONSMITH, 5, /* skill, minskill */
-1, 1, mat_mallorncrossbow /* maxsize, reqsize, materials */
};
item_type it_mallorncrossbow = {
&rt_mallorncrossbow, /* resourcetype */
ITF_WEAPON, 100, 0, /* flags, weight, capacity */
&cons_mallorncrossbow /* construction */
};
weapon_type wt_mallorncrossbow = {
&it_mallorncrossbow, /* item_type */
{ "3d3+5", "3d3+5" }, /* on foot, on horse */
WTF_MISSILE|WTF_PIERCE, /* flags */
SK_CROSSBOW, 5, /* skill, minskill */
0, 0, 0.15, 0 /* offmod, defmod, magres, reload */
};
/** end mallorncrossbow **/
void
register_weapons(void) {
rt_register(&rt_mallornspear);
it_register(&it_mallornspear);
wt_register(&wt_mallornspear);
rt_register(&rt_mallornlance);
it_register(&it_mallornlance);
wt_register(&wt_mallornlance);
rt_register(&rt_mallornbow);
it_register(&it_mallornbow);
wt_register(&wt_mallornbow);
rt_register(&rt_mallorncrossbow);
it_register(&it_mallorncrossbow);
wt_register(&wt_mallorncrossbow);
register_function((pf_generic)attack_catapult, "attack_catapult");
register_function((pf_generic)attack_firesword, "attack_firesword");
}
void
init_weapons(void)
{
init_oldweapons();
}