server/src/common/kernel/item.c
Enno Rehling ac30257333 removed a lot of old code that used or initialized potions and herbs, moved those to the xml data instead. also made spells use resource_type instead of resource_t to have one less place where those are used.
The tech-tree loading is now smart enough that a resource can depend on another one that isn't loaded yet (it builds a dummy of the resource at first). his can backfire if you then forget to define that resource for real, i'll eventually need error-handling there.
2005-10-25 20:44:18 +00:00

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/* vi: set ts=2:
*
*
* Eressea PB(E)M host Copyright (C) 1998-2003
* Christian Schlittchen (corwin@amber.kn-bremen.de)
* Katja Zedel (katze@felidae.kn-bremen.de)
* Henning Peters (faroul@beyond.kn-bremen.de)
* Enno Rehling (enno@eressea-pbem.de)
* Ingo Wilken (Ingo.Wilken@informatik.uni-oldenburg.de)
*
* This program may not be used, modified or distributed without
* prior permission by the authors of Eressea.
*/
/* Neue items in common/items/ anlegen!
*/
#include <config.h>
#include "eressea.h"
#include "item.h"
#include <attributes/key.h>
#include "alchemy.h"
#include "build.h"
#include "faction.h"
#include "message.h"
#include "pool.h"
#include "race.h"
#include "region.h"
#include "save.h"
#include "skill.h"
#include "terrain.h"
#include "unit.h"
/* triggers includes */
#include <triggers/changerace.h>
#include <triggers/timeout.h>
/* util includes */
#include <util/event.h>
#include <util/functions.h>
#include <util/goodies.h>
#include <util/message.h>
/* libc includes */
#include <assert.h>
#include <stdlib.h>
#include <string.h>
resource_type * resourcetypes;
luxury_type * luxurytypes;
potion_type * potiontypes;
#define IMAXHASH 127
static item_type * itemtypes[IMAXHASH];
enum {
H_PLAIN_1,
H_PLAIN_2,
H_PLAIN_3,
H_FOREST_1,
H_FOREST_2,
H_FOREST_3,
H_SWAMP_1,
H_SWAMP_2,
H_SWAMP_3,
H_DESERT_1,
H_DESERT_2,
H_DESERT_3,
H_HIGHLAND_1,
H_HIGHLAND_2,
H_HIGHLAND_3,
H_MOUNTAIN_1,
H_MOUNTAIN_2,
H_MOUNTAIN_3,
H_GLACIER_1,
H_GLACIER_2,
H_GLACIER_3,
MAX_HERBS,
NOHERB = (herb_t) - 1
};
static int
res_changeaura(unit * u, const resource_type * rtype, int delta)
{
assert(rtype!=NULL);
change_spellpoints(u, delta);
return 0;
}
static int
res_changeperson(unit * u, const resource_type * rtype, int delta)
{
assert(rtype!=NULL || !"not implemented");
scale_number(u, u->number+delta);
return 0;
}
static int
res_changepermaura(unit * u, const resource_type * rtype, int delta)
{
assert(rtype!=NULL);
change_maxspellpoints(u, delta);
return 0;
}
static int
res_changehp(unit * u, const resource_type * rtype, int delta)
{
assert(rtype!=NULL);
u->hp+=delta;
return 0;
}
static int
res_changepeasants(unit * u, const resource_type * rtype, int delta)
{
assert(rtype!=NULL && u->region->land);
u->region->land->peasants+=delta;
return 0;
}
int
res_changeitem(unit * u, const resource_type * rtype, int delta)
{
int num;
if (rtype == oldresourcetype[R_STONE] && u->race==new_race[RC_STONEGOLEM] && delta<=0) {
int reduce = delta / GOLEM_STONE;
if (delta % GOLEM_STONE != 0) --reduce;
scale_number(u, u->number+reduce);
num = u->number;
} else if (rtype == oldresourcetype[R_IRON] && u->race==new_race[RC_IRONGOLEM] && delta<=0) {
int reduce = delta / GOLEM_IRON;
if (delta % GOLEM_IRON != 0) --reduce;
scale_number(u, u->number+reduce);
num = u->number;
} else {
const item_type * itype = resource2item(rtype);
item * i;
assert(itype!=NULL);
i = i_change(&u->items, itype, delta);
if (i==NULL) return 0;
num = i->number;
}
return num;
}
const char *
resourcename(const resource_type * rtype, int flags)
{
int i = 0;
if (rtype->name) return rtype->name(rtype, flags);
if (flags & NMF_PLURAL) i = 1;
if (flags & NMF_APPEARANCE && rtype->_appearance[i]) {
return rtype->_appearance[i];
}
return rtype->_name[i];
}
resource_type *
new_resourcetype(const char ** names, const char ** appearances, int flags)
{
resource_type * rtype = rt_find(names[0]);
if (rtype==NULL) {
int i;
rtype = calloc(sizeof(resource_type), 1);
for (i=0; i!=2; ++i) {
rtype->_name[i] = strdup(names[i]);
if (appearances) rtype->_appearance[i] = strdup(appearances[i]);
else rtype->_appearance[i] = NULL;
}
rt_register(rtype);
}
#ifndef NDEBUG
else {
/* TODO: check that this is the same type */
}
#endif
rtype->flags |= flags;
return rtype;
}
void
it_register(item_type * itype)
{
int hash = hashstring(itype->rtype->_name[0]);
int key = hash % IMAXHASH;
item_type ** p_itype = &itemtypes[key];
while (*p_itype && *p_itype != itype) p_itype = &(*p_itype)->next;
if (*p_itype==NULL) {
itype->rtype->itype = itype;
*p_itype = itype;
rt_register(itype->rtype);
}
}
item_type *
new_itemtype(resource_type * rtype,
int iflags, int weight, int capacity)
{
item_type * itype;
assert (resource2item(rtype) == NULL);
assert(rtype->flags & RTF_ITEM);
itype = calloc(sizeof(item_type), 1);
itype->rtype = rtype;
itype->weight = weight;
itype->capacity = capacity;
itype->flags |= iflags;
it_register(itype);
rtype->uchange = res_changeitem;
return itype;
}
static void
lt_register(luxury_type * ltype)
{
ltype->itype->rtype->ltype = ltype;
ltype->next = luxurytypes;
luxurytypes = ltype;
}
luxury_type *
new_luxurytype(item_type * itype, int price)
{
luxury_type * ltype;
assert(resource2luxury(itype->rtype) == NULL);
assert(itype->flags & ITF_LUXURY);
ltype = calloc(sizeof(luxury_type), 1);
ltype->itype = itype;
ltype->price = price;
lt_register(ltype);
return ltype;
}
weapon_type *
new_weapontype(item_type * itype,
int wflags, double magres, const char* damage[], int offmod, int defmod, int reload, skill_t sk, int minskill)
{
weapon_type * wtype;
assert(resource2weapon(itype->rtype)==NULL);
assert(itype->flags & ITF_WEAPON);
wtype = calloc(sizeof(weapon_type), 1);
if (damage) {
wtype->damage[0] = strdup(damage[0]);
wtype->damage[1] = strdup(damage[1]);
}
wtype->defmod = defmod;
wtype->flags |= wflags;
wtype->itype = itype;
wtype->magres = magres;
wtype->minskill = minskill;
wtype->offmod = offmod;
wtype->reload = reload;
wtype->skill = sk;
itype->rtype->wtype = wtype;
return wtype;
}
armor_type *
new_armortype(item_type * itype, double penalty, double magres, int prot, unsigned int flags)
{
armor_type * atype;
assert(itype->rtype->atype==NULL);
atype = calloc(sizeof(armor_type), 1);
atype->itype = itype;
atype->penalty = penalty;
atype->magres = magres;
atype->prot = prot;
atype->flags = flags;
itype->rtype->atype = atype;
return atype;
}
static void
pt_register(potion_type * ptype)
{
ptype->itype->rtype->ptype = ptype;
ptype->next = potiontypes;
potiontypes = ptype;
}
potion_type *
new_potiontype(item_type * itype,
int level)
{
potion_type * ptype;
assert(resource2potion(itype->rtype)==NULL);
assert(itype->flags & ITF_POTION);
ptype = calloc(sizeof(potion_type), 1);
ptype->itype = itype;
ptype->level = level;
pt_register(ptype);
return ptype;
}
void
rt_register(resource_type * rtype)
{
resource_type ** prtype = &resourcetypes;
if (!rtype->hashkey)
rtype->hashkey = hashstring(rtype->_name[0]);
while (*prtype && *prtype!=rtype) prtype=&(*prtype)->next;
if (*prtype == NULL) {
*prtype = rtype;
}
}
const resource_type *
item2resource(const item_type * itype)
{
return itype->rtype;
}
const item_type *
resource2item(const resource_type * rtype)
{
return rtype->itype;
}
const weapon_type *
resource2weapon(const resource_type * rtype) {
return rtype->wtype;
}
const luxury_type *
resource2luxury(const resource_type * rtype)
{
#ifdef AT_LTYPE
attrib * a = a_find(rtype->attribs, &at_ltype);
if (a) return (const luxury_type *)a->data.v;
return NULL;
#else
return rtype->ltype;
#endif
}
const potion_type *
resource2potion(const resource_type * rtype)
{
#ifdef AT_PTYPE
attrib * a = a_find(rtype->attribs, &at_ptype);
if (a) return (const potion_type *)a->data.v;
return NULL;
#else
return rtype->ptype;
#endif
}
resource_type *
rt_find(const char * name)
{
unsigned int hash = hashstring(name);
resource_type * rtype;
for (rtype=resourcetypes; rtype; rtype=rtype->next) {
if (rtype->hashkey==hash && !strcmp(rtype->_name[0], name)) break;
}
return rtype;
}
static const char * it_aliases[][2] = {
{ "Runenschwert", "runesword" },
{ "p12", "truthpotion" },
{ "p1", "goliathwater" },
{ "p5", "peasantblood" },
{ "p8", "nestwarmth" },
{ NULL, NULL },
};
static const char *
it_alias(const char * zname)
{
int i;
for (i=0;it_aliases[i][0];++i) {
if (strcasecmp(it_aliases[i][0], zname)==0) return it_aliases[i][1];
}
return zname;
}
item_type *
it_find(const char * zname)
{
const char * name = it_alias(zname);
unsigned int hash = hashstring(name);
item_type * itype;
unsigned int key = hash % IMAXHASH;
for (itype=itemtypes[key]; itype; itype=itype->next) {
if (itype->rtype->hashkey==hash && strcmp(itype->rtype->_name[0], name) == 0) {
break;
}
}
if (itype==NULL) {
for (itype=itemtypes[key]; itype; itype=itype->next) {
if (strcmp(itype->rtype->_name[1], name) == 0) break;
}
}
return itype;
}
luxury_type *
lt_find(const char * name)
{
unsigned int hash = hashstring(name);
luxury_type * ltype;
for (ltype=luxurytypes; ltype; ltype=ltype->next)
if (ltype->itype->rtype->hashkey==hash && !strcmp(ltype->itype->rtype->_name[0], name)) break;
return ltype;
}
potion_type *
pt_find(const char * name)
{
unsigned int hash = hashstring(name);
potion_type * ptype;
for (ptype=potiontypes; ptype; ptype=ptype->next)
if (ptype->itype->rtype->hashkey==hash && !strcmp(ptype->itype->rtype->_name[0], name)) break;
return ptype;
}
item **
i_find(item ** i, const item_type * it)
{
while (*i && (*i)->type!=it) i = &(*i)->next;
return i;
}
int
i_get(const item * i, const item_type * it)
{
i = *i_find((item**)&i, it);
if (i) return i->number;
return 0;
}
item *
i_add(item ** pi, item * i)
{
assert(i && i->type && !i->next);
while (*pi) {
int d = strcmp((*pi)->type->rtype->_name[0], i->type->rtype->_name[0]);
if (d>=0) break;
pi = &(*pi)->next;
}
if (*pi && (*pi)->type==i->type) {
(*pi)->number += i->number;
i_free(i);
} else {
i->next = *pi;
*pi = i;
}
return *pi;
}
void
i_merge(item ** pi, item ** si)
{
item * i = *si;
while (i) {
item * itmp;
while (*pi) {
int d = strcmp((*pi)->type->rtype->_name[0], i->type->rtype->_name[0]);
if (d>=0) break;
pi=&(*pi)->next;
}
if (*pi && (*pi)->type==i->type) {
(*pi)->number += i->number;
i_free(i_remove(&i, i));
} else {
itmp = i->next;
i->next=*pi;
*pi = i;
i = itmp;
}
}
*si=NULL;
}
item *
i_change(item ** pi, const item_type * itype, int delta)
{
assert(itype);
while (*pi) {
int d = strcmp((*pi)->type->rtype->_name[0], itype->rtype->_name[0]);
if (d>=0) break;
pi=&(*pi)->next;
}
if (!*pi || (*pi)->type!=itype) {
item * i;
if (delta==0) return NULL;
i = i_new(itype, delta);
i->next = *pi;
*pi = i;
} else {
item * i = *pi;
i->number+=delta;
assert(i->number >= 0);
if (i->number==0) {
*pi = i->next;
free(i);
return NULL;
}
}
return *pi;
}
item *
i_remove(item ** pi, item * i)
{
assert(i);
while ((*pi)->type!=i->type) pi = &(*pi)->next;
assert(*pi);
*pi = i->next;
i->next = NULL;
return i;
}
void
i_free(item * i) {
assert(!i->next);
free(i);
}
void
i_freeall(item *i) {
item *in;
while(i) {
in = i->next;
free(i);
i = in;
}
}
item *
i_new(const item_type * itype, int size)
{
item * i = calloc(1, sizeof(item));
assert(itype);
i->type = itype;
i->number = size;
return i;
}
#include "region.h"
static boolean
give_horses(const unit * s, const unit * d, const item_type * itype, int n, struct order * ord)
{
if (d==NULL && itype == olditemtype[I_HORSE])
rsethorses(s->region, rhorses(s->region) + n);
return true;
}
#define R_MAXUNITRESOURCE R_HITPOINTS
#define R_MINOTHER R_SILVER
#define R_MINHERB R_PLAIN_1
#define R_MINPOTION R_FAST
#define R_MINITEM R_IRON
#define MAXITEMS MAX_ITEMS
#define MAXRESOURCES MAX_RESOURCES
#define MAXHERBS MAX_HERBS
#define MAXPOTIONS MAX_POTIONS
#define MAXHERBSPERPOTION 6
#define FIRSTLUXURY (I_BALM)
#define LASTLUXURY (I_INCENSE +1)
#define MAXLUXURIES (LASTLUXURY - FIRSTLUXURY)
#define item2res(itm) (resource_t)(itm+R_MINITEM)
#define herb2res(itm) (resource_t)(itm+R_MINHERB)
#define potion2res(itm) (resource_t)(itm+R_MINPOTION)
item_type * olditemtype[MAXITEMS+1];
resource_type * oldresourcetype[MAXRESOURCES+1];
luxury_type * oldluxurytype[MAXLUXURIES+1];
potion_type * oldpotiontype[MAXPOTIONS+1];
/*** alte items ***/
int
get_item(const unit * u, item_t it)
{
const item_type * type = olditemtype[it];
item * i = *i_find((item**)&u->items, type);
if (i) assert(i->number>=0);
return i?i->number:0;
}
int
set_item(unit * u, item_t it, int value)
{
const item_type * type = olditemtype[it];
item * i = *i_find(&u->items, type);
if (!i) {
i = i_add(&u->items, i_new(type, value));
} else {
i->number = value;
}
return value;
}
int
change_item(unit * u, item_t it, int value)
{
const item_type * type = olditemtype[it];
item * i = *i_find(&u->items, type);
if (!i) {
if (!value) return 0;
assert(value>0);
i = i_add(&u->items, i_new(type, value));
} else {
i->number += value;
}
return i->number;
}
/*** alte potions ***/
int
get_potion(const unit * u, potion_t p)
{
const item_type * type = oldpotiontype[p]->itype;
item * it = *i_find((item**)&u->items, type);
return it?it->number:0;
}
void use_birthdayamulet(region * r, unit * magician, int amount, struct order * ord);
enum {
IS_RESOURCE,
IS_PRODUCT,
IS_LUXURY,
IS_MAGIC,
/* wird f<>r ZEIGE gebraucht */
IS_ITEM,
IS_RACE
};
/* t_item::flags */
#define FL_ITEM_CURSED (1<<0)
#define FL_ITEM_NOTLOST (1<<1)
#define FL_ITEM_NOTINBAG (1<<2) /* nicht im Bag Of Holding */
#define FL_ITEM_ANIMAL (1<<3) /* ist ein Tier */
#define FL_ITEM_MOUNT ((1<<4) | FL_ITEM_ANIMAL) /* ist ein Reittier */
#if 0
/* ------------------------------------------------------------- */
/* Spr<70>che auf Artefakten */
/* Benutzung magischer Gegenst<73>nde */
/* ------------------------------------------------------------- */
/* ------------------------------------------------------------- */
/* Antimagie - curse aufl<66>sen - f<>r Kristall */
/* ------------------------------------------------------------- */
static int
destroy_curse_crystal(attrib **alist, int cast_level, int force)
{
attrib ** ap = alist;
while (*ap && force > 0) {
curse * c;
attrib * a = *ap;
if (!fval(a->type, ATF_CURSE)) {
do { ap = &(*ap)->next; } while (*ap && a->type==(*ap)->type);
continue;
}
c = (curse*)a->data.v;
/* Immunit<69>t pr<70>fen */
if (c->flag & CURSE_IMMUN);
if (cast_level < c->vigour) { /* Zauber ist nicht stark genug */
/* pro Stufe Unterschied -20% */
double probability = 1 + (cast_level - c->vigour) * 0.2;
if (chance(probability)) {
if (c->type->change_vigour)
c->type->change_vigour(c, -2);
force -= c->vigour;
c->vigour -= 2;
if(c->vigour <= 0) {
a_remove(alist, a);
}
}
} else { /* Zauber ist st<73>rker als curse */
if (force >= c->vigour){ /* reicht die Kraft noch aus? */
force -= c->vigour;
if (c->type->change_vigour)
c->type->change_vigour(c, -c->vigour);
a_remove(alist, a);
}
}
if(*ap) ap = &(*ap)->next;
}
return force;
}
#endif
/* ------------------------------------------------------------- */
/* Kann auch von Nichtmagier benutzt werden, modifiziert Taktik f<>r diese
* Runde um -1 - 4 Punkte. */
static void
use_tacticcrystal(region * r, unit * u, int amount, struct order * ord)
{
int i;
for (i=0;i!=amount;++i) {
int duration = 1; /* wirkt nur eine Runde */
int power = 5; /* Widerstand gegen Antimagiespr<70>che, ist in diesem
Fall egal, da der curse f<>r den Kampf gelten soll,
der vor den Antimagiezaubern passiert */
curse * c;
variant effect;
effect.i = rand()%6 - 1;
c = create_curse(u, &u->attribs, ct_find("skillmod"), power,
duration, effect, u->number);
c->data.i = SK_TACTICS;
unused(ord);
}
use_pooled(u, u->region, R_TACTICCRYSTAL, amount);
add_message(&u->faction->msgs,
new_message(u->faction, "use_tacticcrystal%u:unit%r:region", u, r));
return;
}
static t_item itemdata[MAXITEMS] = {
/* name[4]; typ; sk; minskill; material[6]; gewicht; preis;
* benutze_funktion; */
{ /* I_IRON */
{"Eisen", "Eisen", "Eisen", "Eisen"},
IS_RESOURCE, SK_MINING, 1, {0, 0, 0, 0, 0, 0}, 500, 0, FL_ITEM_NOTLOST, NULL
},
{ /* I_WOOD */
{"Holz", "Holz", "Holz", "Holz"},
IS_RESOURCE, SK_LUMBERJACK, 1, {0, 0, 0, 0, 0, 0}, 500, 0, FL_ITEM_NOTLOST, NULL
},
{ /* I_STONE */
{"Stein", "Steine", "Stein", "Steine"},
IS_RESOURCE, SK_QUARRYING, 1, {0, 0, 0, 0, 0, 0}, 6000, 0, FL_ITEM_NOTLOST, NULL
},
{ /* I_HORSE */
{"Pferd", "Pferde", "Pferd", "Pferde"},
IS_RESOURCE, SK_HORSE_TRAINING, 1, {0, 0, 0, 0, 0, 0}, 5000, 0, FL_ITEM_MOUNT | FL_ITEM_ANIMAL | FL_ITEM_NOTINBAG, NULL
},
{ /* I_WAGON */
{"Wagen", "Wagen", "Wagen", "Wagen"},
IS_PRODUCT, SK_CARTMAKER, 1, {0, 5, 0, 0, 0, 0}, 4000, 0, FL_ITEM_NOTINBAG, NULL
},
{ /* I_CATAPULT */
{"Katapult", "Katapulte", "Katapult", "Katapulte"},
IS_PRODUCT, SK_CARTMAKER, 5, {0, 10, 0, 0, 0, 0}, 10000, 0, FL_ITEM_NOTINBAG, NULL
},
{ /* I_SPEAR */
{"Speer", "Speere", "Speer", "Speere"},
IS_PRODUCT, SK_WEAPONSMITH, 2, {0, 1, 0, 0, 0, 0}, 100, 0, 0, NULL
},
{ /* I_LONGBOW */
{"Bogen", "B<EFBFBD>gen", "Bogen", "B<EFBFBD>gen"},
IS_PRODUCT, SK_WEAPONSMITH, 2, {0, 1, 0, 0, 0, 0}, 100, 0, 0, NULL
},
{ /* I_CHAIN_MAIL */
{"Kettenhemd", "Kettenhemden", "Kettenhemd", "Kettenhemden"},
IS_PRODUCT, SK_ARMORER, 3, {3, 0, 0, 0, 0, 0}, 200, 0, 0, NULL
},
{ /* I_PLATE_ARMOR */
{"Plattenpanzer", "Plattenpanzer", "Plattenpanzer", "Plattenpanzer"},
IS_PRODUCT, SK_ARMORER, 4, {5, 0, 0, 0, 0, 0}, 400, 0, 0, NULL
},
{ /* I_BALM */
{"Balsam", "Balsam", "Balsam", "Balsam"},
IS_LUXURY, 0, 0, {0, 0, 0, 0, 0, 0}, 200, 4, 0, NULL
},
{ /* I_SPICES */
{"Gew<EFBFBD>rz", "Gew<EFBFBD>rz", "Gew<EFBFBD>rz", "Gew<EFBFBD>rz"},
IS_LUXURY, 0, 0, {0, 0, 0, 0, 0, 0}, 200, 5, 0, NULL
},
{ /* I_JEWELERY */
{"Juwel", "Juwelen", "Juwel", "Juwelen"},
IS_LUXURY, 0, 0, {0, 0, 0, 0, 0, 0}, 100, 7, 0, NULL
},
{ /* I_MYRRH */
{"Myrrhe", "Myrrhe", "Myrrhe", "Myrrhe"},
IS_LUXURY, 0, 0, {0, 0, 0, 0, 0, 0}, 200, 5, 0, NULL
},
{ /* I_OIL */
{"<EFBFBD>l", "<EFBFBD>l", "<EFBFBD>l", "<EFBFBD>l"},
IS_LUXURY, 0, 0, {0, 0, 0, 0, 0, 0}, 300, 3, 0, NULL
},
{ /* I_SILK */
{"Seide", "Seide", "Seide", "Seide"},
IS_LUXURY, 0, 0, {0, 0, 0, 0, 0, 0}, 300, 6, 0, NULL
},
{ /* I_INCENSE */
{"Weihrauch", "Weihrauch", "Weihrauch", "Weihrauch"},
IS_LUXURY, 0, 0, {0, 0, 0, 0, 0, 0}, 200, 4, 0, NULL
},
{ /* I_AMULET_OF_HEALING */
{"Amulett der Heilung", "Amulette der Heilung", "Amulett", "Amulette"},
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL
},
{ /* I_AMULET_OF_TRUE_SEEING 22 */
{"Amulett des wahren Sehens", "Amulette des wahren Sehens", "Amulett",
"Amulette"},
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL
},
{ /* I_RING_OF_INVISIBILITY 24 */
{"Ring der Unsichtbarkeit", "Ringe der Unsichtbarkeit", "", ""},
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL
},
{ /* I_RING_OF_POWER 25 */
{"Ring der Macht", "Ringe der Macht", "", ""},
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL
},
{ /* I_FIRESWORD */
{"Flammenschwert", "Flammenschwerter",
"Flammenschwert", "Flammenschwerter"},
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 100, 0, 0, NULL
},
{ /* I_DRAGONHEAD 33 */
{"Drachenkopf", "Drachenk<EFBFBD>pfe", "Drachenkopf", "Drachenk<EFBFBD>pfe"},
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 500, 0, 0, NULL
},
{ /* I_CHASTITY_BELT 34 */
{"Amulett der Keuschheit", "Amulette der Keuschheit",
"Amulett", "Amulette"},
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL
},
{ /* I_LAENSWORD 38 */
{"Laenschwert", "Laenschwerter", "Laenschwert", "Laenschwerter"},
IS_PRODUCT, SK_WEAPONSMITH, 8, {0, 0, 0, 0, 1, 0}, 100, 0, 0, NULL
},
{ /* I_LAEN 41 */
{"Laen", "Laen", "Laen", "Laen"},
IS_RESOURCE, SK_MINING, 7, {0, 0, 0, 0, 0, 0}, 200, 0, 0, NULL
},
{ /* I_SHIELD 42 */
{"Schild", "Schilde", "Schild", "Schilde"},
IS_PRODUCT, SK_ARMORER, 2, {1, 0, 0, 0, 0, 0}, 100, 0, 0, NULL
},
{ /* I_LANCE 44 */
{"Lanze", "Lanzen", "Lanze", "Lanzen"},
IS_PRODUCT, SK_WEAPONSMITH, 2, {0, 2, 0, 0, 0, 0}, 200, 0, 0, NULL
},
{ /* I_MALLORN 45 */
{"Mallorn", "Mallorn", "Mallorn", "Mallorn"},
IS_RESOURCE, SK_LUMBERJACK, 2, {0, 0, 0, 0, 0, 0}, 500, 0, 0, NULL
},
{ /* I_DRACHENBLUT 59 */
{"Drachenblut", "Drachenblut", "Drachenblut", "Drachenblut"},
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 100, 0, 0, NULL
},
{ /* I_FEENSTIEFEL 60 */
{"Feenstiefel", "Feenstiefel", "Feenstiefel", "Feenstiefel"},
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL
},
{ /* I_BIRTHDAYAMULET 69 */
{"Katzenamulett", "Katzenamulette", "Amulett", "Amulette"},
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 100, 0, 0, &use_birthdayamulet
},
{ /* I_PEGASUS 60 */
{"Pegasus", "Pegasi", "Pegasus", "Pegasi" },
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 5000, 0, FL_ITEM_ANIMAL | FL_ITEM_NOTINBAG | FL_ITEM_NOTLOST, NULL
},
{ /* I_UNICORN 61 */
{"Elfenpferd", "Elfenpferde", "Elfenpferd", "Elfenpferde"},
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 5000, 0, FL_ITEM_ANIMAL | FL_ITEM_NOTINBAG | FL_ITEM_NOTLOST, NULL
},
{ /* I_DOLPHIN 62 */
{"Delphin", "Delphine", "Delphin", "Delphine"},
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 5000, 0, FL_ITEM_ANIMAL | FL_ITEM_NOTINBAG | FL_ITEM_NOTLOST, NULL
},
{ /* I_RING_OF_NIMBLEFINGER 64 */
{"Ring der flinken Finger", "Ringe der flinken Finger", "", ""},
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL
},
{ /* I_TROLLBELT 65 */
{"G<EFBFBD>rtel der Trollst<73>rke", "G<EFBFBD>rtel der Trollst<73>rke", "", ""},
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL
},
{ /* I_PRESSCARD 67 */
{"Akkredition des Xontormia-Expre<72>", "Akkreditionen des Xontormia-Expre<72>",
"Akkredition des Xontormia-Expre<72>", "Akkreditionen des Xontormia-Expre<72>"},
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, FL_ITEM_CURSED, NULL
},
{ /* I_RUNESWORD 68 */
{"Runenschwert", "Runenschwerter", "Runenschwert", "Runenschwerter"},
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 100, 0, 0, NULL
},
{ /* I_AURAKULUM 69 */
{"Aurafocus", "Aurafocuse", "Amulett", "Amulette"},
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 100, 0, 0, NULL
},
{ /* I_SEASERPENTHEAD 70 */
{"Seeschlangenkopf", "Seeschlangenk<EFBFBD>pfe",
"Seeschlangenkopf", "Seeschlangenk<EFBFBD>pfe"},
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 500, 0, 0, NULL
},
{ /* I_TACTICCRYSTAL 71 */
{"Traumauge", "Traumaugen",
"", ""},
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 100, 0, 0, &use_tacticcrystal
},
{ /* I_RING_OF_REGENERATION 72 */
{"Ring der Regeneration", "Ringe der Regeneration",
"", ""},
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 100, 0, 0, NULL
},
{ /* I_TOADSLIME 73 */
{"Tiegel mit Kr<4B>tenschleim", "Tiegel mit Kr<4B>tenschleim",
"", ""},
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 100, 0, 0, NULL
},
{
{"Zauberbeutel", "Zauberbeutel", "Zauberbeutel", "Zauberbeutel"},
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 100, 0, FL_ITEM_NOTINBAG|FL_ITEM_NOTLOST, NULL
},
{ /* I_RUSTY_SHIELD 42 */
{"Rostiger Schild", "Rostige Schilde", "Rostiger Schild", "Rostige Schilde"},
IS_PRODUCT, SK_ARMORER, 2, {1, 0, 0, 0, 0, 0}, 100, 0, 0, NULL
},
{ /* I_RUSTY_CHAIN_MAIL */
{"Rostiges Kettenhemd", "Rostige Kettenhemden", "Rostiges Kettenhemd", "Rostige Kettenhemden"},
IS_PRODUCT, SK_ARMORER, 3, {3, 0, 0, 0, 0, 0}, 200, 0, 0, NULL
},
{ /* I_SACK_OF_CONSERVATION */
{"Magischer Kr<4B>uterbeutel", "Magische Kr<4B>uterbeutel", "", ""},
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 100, 0, 0, NULL
},
{ /* I_SPHERE_OF_INVISIBILITY */
{"Sph<EFBFBD>re der Unsichtbarkeit", "Sph<EFBFBD>ren der Unsichtbarkeit", "", ""},
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 100, 0, 0, NULL
},
{ /* I_RUSTY_HALBERD */
{"Rostige Hellebarde", "Rostige Hellebarden", "Rostige Hellebarde", "Rostige Hellebarden"},
IS_PRODUCT, SK_WEAPONSMITH, 3, {1, 1, 0, 0, 0, 0}, 200, 0, 0, NULL
}
};
const item_t matresource[] = {
I_IRON,
I_WOOD,
I_STONE,
-1,
I_LAEN,
I_MALLORN
};
#include "movement.h"
static int
mod_elves_only(const unit * u, const region * r, skill_t sk, int value)
{
if (u->race == new_race[RC_ELF]) return value;
unused(r);
return -118;
}
typedef int material_t;
enum { /* Vorsicht! Reihenfolge der ersten 3 mu<6D> wie I_IRON ... sein! */
M_EISEN,
M_HOLZ,
M_STEIN,
M_SILBER,
M_EOG,
M_MALLORN,
M_MAX_MAT,
NOMATERIAL = (material_t) - 1
};
static int
limit_oldtypes(const region * r, const resource_type * rtype)
/* TODO: split into seperate functions. really much nicer. */
{
if (rtype==oldresourcetype[R_WOOD]) {
return rtrees(r,2) + rtrees(r,1);
} else if (rtype==oldresourcetype[R_MALLORN]) {
return rtrees(r,2) + rtrees(r,1);
} else if (rtype==oldresourcetype[R_HORSE]) {
return rhorses(r);
} else {
assert(!"das kann man nicht produzieren!");
}
return 0;
}
static void
use_oldresource(region * r, const resource_type * rtype, int norders)
/* TODO: split into seperate functions. really much nicer. */
{
assert(norders>0);
if (rtype==oldresourcetype[R_WOOD] || rtype==oldresourcetype[R_MALLORN]) {
int avail_grownup = rtrees(r,2);
int avail_young = rtrees(r,1);
int wcount;
assert(norders <= avail_grownup + avail_young);
if(norders <= avail_grownup) {
rsettrees(r, 2, avail_grownup-norders);
wcount = norders;
} else {
rsettrees(r, 2, 0);
rsettrees(r, 1, avail_young-(norders-avail_grownup));
wcount = norders * 3;
}
if(rtype==oldresourcetype[R_MALLORN]) {
woodcounts(r, wcount);
} else {
woodcounts(r, wcount*2);
}
} else if (rtype==oldresourcetype[R_HORSE]) {
int avail = rhorses(r);
assert(norders <= avail);
rsethorses(r, avail-norders);
} else if (rtype!=oldresourcetype[R_STONE]) {
assert(!"unknown resource");
}
}
static int
use_olditem(struct unit * user, const struct item_type * itype, int amount, struct order * ord)
{
item_t it;
for (it=0;it!=MAXITEMS;++it) {
if (olditemtype[it]==itype) {
itemdata[it].benutze_funktion(user->region, user, amount, ord);
return 0;
}
}
return EUNUSABLE;
}
typedef const char* translate_t[5];
static translate_t translation[] = {
{ "Delphin", "dolphin", "dolphin_p", "dolphin", "dolphin_p" },
{ "Holz", "log", "log_p", "log", "log_p" },
{ "Eisen", "iron", "iron_p", "iron", "iron_p" },
{ "Drachenblut", "dragonblood", "dragonblood_p", "dragonblood", "dragonblood_p" },
{ "Feenstiefel", "fairyboot", "fairyboot_p", "fairyboot", "fairyboot_p" },
{ "G<EFBFBD>rtel der Trollst<73>rke", "trollbelt", "trollbelt_p", "trollbelt", "trollbelt_p" },
{ "Mallorn", "mallorn", "mallorn_p", "mallorn", "mallorn_p" },
{ "Wagen", "cart", "cart_p", "cart", "cart_p" },
{ "Plattenpanzer", "plate", "plate_p", "plate", "plate_p" },
{ "Trollg<EFBFBD>rtel", "trollbelt", "trollbelt_p", "trollbelt", "trollbelt_p" },
{ "Balsam", "balm", "balm_p", "balm", "balm_p" },
{ "Gew<EFBFBD>rz", "spice", "spice_p", "spice", "spice_p" },
{ "Myrrhe", "myrrh", "myrrh_p", "myrrh", "myrrh_p" },
{ "Stein", "stone", "stone_p", "stone", "stone_p" },
{ "<EFBFBD>l", "oil", "oil_p", "oil", "oil_p" },
{ "Seide", "silk", "silk_p", "silk", "silk_p" },
{ "Weihrauch", "incense", "incense_p", "incense", "incense_p" },
{ "Bih<EFBFBD>nder", "greatsword", "greatsword_p", "greatsword", "greatsword_p" },
{ "Laen", "laen", "laen_p", "laen", "laen_p" },
{ "Goliathwasser", "goliathwater", "goliathwater_p", NULL, NULL },
{ "Wasser des Lebens", "p2", "p2_p", NULL, NULL },
{ "Bauernblut", "peasantblood", "peasantblood_p", NULL, NULL },
{ "Gehirnschmalz", "p6", "p6_p", NULL, NULL },
{ "Nestw<EFBFBD>rme", "nestwarmth", "nestwarmth_p", NULL, NULL },
{ "Pferdegl<EFBFBD>ck", "p9", "p9_p", NULL, NULL },
{ "Berserkerblut", "p10", "p10_p", NULL, NULL },
{ "Bauernlieb", "p11", "p11_p", NULL, NULL },
{ "Heiltrank", "p14", "p14_p", NULL, NULL },
{ "Flachwurz", "h0", "h0_p", NULL, NULL },
{ "Elfenlieb", "h5", "h5_p", NULL, NULL },
{ "Wasserfinder", "h9", "h9_p", NULL, NULL },
{ "Windbeutel", "h12", "h12_p", NULL, NULL },
{ "Steinbei<EFBFBD>er", "h15", "h15_p", NULL, NULL },
{ NULL, NULL, NULL, NULL, NULL }
};
static void
init_olditems(void)
{
item_t i;
resource_type * rtype;
const struct locale * lang = find_locale("de");
assert(lang);
for (i=0; i!=MAXITEMS; ++i) {
int iflags = ITF_NONE;
int rflags = RTF_ITEM|RTF_POOLED;
int m, n;
const char * name[2];
const char * appearance[2];
int weight = itemdata[i].gewicht;
int capacity = 0;
int price;
attrib * a;
item_type * itype;
construction * con = calloc(sizeof(construction), 1);
con->minskill = itemdata[i].minskill;
if (i==I_LAEN && SkillCap(SK_QUARRYING)) {
/* at least 4 levels on which you can mine laen */
con->minskill = SkillCap(SK_QUARRYING)-3;
}
con->skill = itemdata[i].skill;
con->maxsize = -1;
con->reqsize = 1;
con->improvement = NULL;
for (m=0, n=0;m!=M_MAX_MAT;++m)
if (itemdata[i].material[m]>0) ++n;
if (n>0) {
con->materials = calloc(sizeof(requirement), n+1);
for (m=0, n=0;m!=M_MAX_MAT;++m) {
if (itemdata[i].material[m]>0) {
con->materials[n].type = matresource[m];
con->materials[n].number = itemdata[i].material[m];
con->materials[n].recycle = 0.0;
++n;
if (m==M_EISEN) {
}
}
}
}
if (itemdata[i].flags & FL_ITEM_CURSED) iflags |= ITF_CURSED;
if (itemdata[i].flags & FL_ITEM_NOTLOST) iflags |= ITF_NOTLOST;
if (itemdata[i].flags & FL_ITEM_NOTINBAG) iflags |= ITF_BIG;
if (itemdata[i].typ == IS_LUXURY) iflags |= ITF_LUXURY;
if (itemdata[i].flags & FL_ITEM_ANIMAL) iflags |= ITF_ANIMAL;
name[0]=NULL;
{
int ci;
for (ci=0;translation[ci][0];++ci) {
if (!strcmp(translation[ci][0], itemdata[i].name[0])) {
name[0] = translation[ci][1];
name[1] = translation[ci][2];
appearance[0] = translation[ci][3];
appearance[1] = translation[ci][4];
}
}
}
if (name[0]==NULL) {
name[0] = reverse_lookup(lang, itemdata[i].name[0]);
name[1] = reverse_lookup(lang, itemdata[i].name[1]);
appearance[0] = reverse_lookup(lang, itemdata[i].name[2]);
appearance[1] = reverse_lookup(lang, itemdata[i].name[3]);
}
rtype = new_resourcetype(name, appearance, rflags);
itype = new_itemtype(rtype, iflags, weight, capacity);
switch (i) {
case I_HORSE:
case I_UNICORN:
itype->capacity = HORSECAPACITY;
itype->give = give_horses;
break;
case I_WAGON:
itype->capacity = WAGONCAPACITY;
break;
case I_BAG_OF_HOLDING:
itype->capacity = BAGCAPACITY;
break;
case I_TROLLBELT:
/* This is wrong. according to the item description it multiplies
* the strength of the wearer by a factor of
* 50 (STRENGTHMULTIPLIER), not add a fixed 50000 */
/* only used in battle.c for items of type ITF_ANIMAL */
itype->capacity = STRENGTHCAPACITY;
break;
default:
if (itemdata[i].flags & FL_ITEM_MOUNT) itype->capacity = HORSECAPACITY;
}
/* itemdata::typ Analyse. IS_PRODUCT und IS_MAGIC sind so gut wie egal. */
switch (itemdata[i].typ) {
case IS_LUXURY:
price = itemdata[i].preis;
oldluxurytype[i-FIRSTLUXURY] = new_luxurytype(itype, price);
break;
case IS_RESOURCE:
rtype->flags |= RTF_LIMITED;
itype->flags |= ITF_NOBUILDBESIEGED;
a = a_add(&rtype->attribs, a_new(&at_resourcelimit));
{
resource_limit * rdata = (resource_limit*)a->data.v;
rdata->limit = limit_oldtypes;
rdata->use = use_oldresource;
}
break;
}
if (itemdata[i].benutze_funktion) {
itype->use = use_olditem;
}
itype->construction = con;
olditemtype[i] = itype;
oldresourcetype[item2res(i)] = rtype;
}
}
const item_type *
oldherbtype(herb_t h)
{
return oldresourcetype[herb2res(h)]->itype;
}
static const char *potiontext[MAXPOTIONS] =
{
/* Stufe 1: */
"F<EFBFBD>r den Siebenmeilentee koche man einen Blauen Baumringel auf und "
"gie<EFBFBD>e dieses Gebr<62>u in einen Windbeutel. Das heraustropfende Wasser "
"fange man auf, filtere es und verabreiche es alsdann. Durch diesen "
"Tee k<>nnen bis zu zehn Menschen schnell wie ein Pferd laufen.",
NULL,
"Das 'Wasser des Lebens' ist in der Lage, aus gef<65>llten Baumst<73>mmen "
"wieder lebende B<>ume zu machen. Dazu wird ein knotiger Saugwurz zusammen mit einem "
"Elfenlieb erw<72>rmt, so da<64> man gerade noch den Finger reinhalten "
"kann. Dies gie<69>e man in ein Gef<65><66> und lasse es langsam abk<62>hlen. "
"Der Extrakt reicht f<>r 10 Holzst<73>mme.",
/* Stufe 2: */
"Man lasse einen W<>rzigen Wagemut drei Stunden lang in einem "
"Liter Wasser k<>cheln."
"Dann gebe man eine geriebene Alraune dazu und bestreue "
"das ganze mit bei Vollmond geerntetem Spaltwachs. Nun lasse man den "
"Sud drei Tage an einem dunklen und warmen Ort ziehen und seie dann die "
"Fl<EFBFBD>ssigkeit ab. Dieser Schaffenstrunk erh<72>ht die Kraft und Ausdauer von "
"zehn M<>nnern, so da<64> sie doppelt soviel schaffen k<>nnen wie sonst.",
"Ist man nach einem einem harten Kampf schwer verwundet, ist es ratsam, "
"etwas Wundsalbe parat zu haben. Streicht man diese magische Paste auf "
"die Wunden, schlie<69>en sich diese augenblicklich. F<>r die Herstellung "
"ben<EFBFBD>tigt der Alchemist nebst einem Blauen "
"Baumringel einen W<>rzigen Wagemut und einen Wei<65>en W<>terich. Eine solche Portion "
"heilt bis zu 400 Lebenspunkte.",
"Zu den gef<65>hrlichsten und geheimsten Wissen der Alchemisten z<>hlt die "
"Kenntnis um diesen Trank. Den finstersten H<>llen entrissen, erm<72>glicht "
"die Kenntnis dieser Formel die Herstellung eines Elixiers, welches "
"D<EFBFBD>monen als Nahrung dient. Von normalen Lebewesen eingenommen, f<>hrt "
"es zu schnellem Tod und ewigen Nichtleben. Die Herstellung ben<65>tigt "
"nebst Fjordwuchs, etwas H<>hlenglimm und einem Blauen Baumringel auch einen Bauern aus der Region, "
"welcher in einem tagelangen blutigen Ritual get<65>tet wird. Ein Fl<46>schchen "
"des Tranks kann den Hunger von 100 D<>monen f<>r eine Woche stillen.",
/* Stufe 3: */
"F<EFBFBD>r das Gehirnschmalz verr<72>hre man den Saft eines Wasserfinders mit "
"recht viel geriebenem Windbeutel und ein wenig Gurgelkraut. Dies lasse "
"man kurz aufwallen. Wenn die Fl<46>ssigkeit nur noch handwarm ist, gebe "
"man etwas Steinbei<65>er dazu. Das ganze mu<6D> "
"genau siebenmal rechtsherum und siebenmal linksherum mit einem gro<72>en "
"L<EFBFBD>ffel ger<65>hrt werden. Wenn keine Bewegung mehr zu erkennen ist, "
"f<EFBFBD>lle man den Saft ab. Der Saft gibt mit einer Chance von 1/3 bis zu "
"zehn Personen einen zus<75>tzlichen Lernversuch.",
"Das Dumpfbackenbrot ist eine sehr gemeine Sache, macht es doch jeden "
"Lernerfolg zunichte oder l<><6C>t einen gar Dinge vergessen! F<>r zehn "
"Portionen verknete man einen geriebenen Fjordwuchs, einen zersto<74>enes "
"Eulenauge und einen kleingeschnittenen Gr<47>nen Spinnerich zu "
"einem geschmeidigen Teig. Diesen backe man eine Stunde lang bei guter Hitze "
"und bestreiche das Ergebnis mit etwas H<>hlenglimm. "
"Wer dieses Brot gegessen hat, kann eine Woche lang "
"nichts lernen, und so er nichts zu lernen versucht, wird er gar "
"eine Woche seiner besten F<>higkeit vergessen.",
"Nestw<EFBFBD>rme erlaubt es einem Insekt, im Winter au<61>erhalb von W<>sten neue "
"Rekruten anzuwerben. "
"Zur Zubereitung nimmt der ge<67>bte Alchemist einen Kakteenschwitz, "
"vermischt ihn mit einer Portion Spaltwachs, die in einer sternklaren "
"Nacht gesammelt wurde, gibt zur Vertreibung des Winters einige "
"Bl<EFBFBD>tenbl<EFBFBD>tter der Eisblume in den Sud, und r<>hrt alles mit einem gr<67>nen "
"Spinnerich bis es eine "
"violette Farbe annimmt. Ein Trank reicht eine Woche lang f<>r eine "
"ganze Region. ",
"F<EFBFBD>r das Pferdegl<67>ck zerhacke man einen Kakteenschwitz, "
"einen blauen Baumringel und etwas knotigen Saugwurz und koche das "
"ganze mit einem Eimer Wasser auf. Dann f<>ge man etwas Sandf<64>ule dazu "
"und lasse diesen Sud drei Tage lang ziehen. Letztlich gebe man es "
"den Pferden zu trinken, auf da<64> sie sich doppelt so schnell vermehren.",
"Will man seine Krieger zu H<>chstleistungen antreiben, sei das "
"Berserkerblut empfohlen. Um es herzustellen, braucht man einen "
"Wei<EFBFBD>en W<>terich, etwas Flachwurz, "
"Sandf<EFBFBD>ule und eine Alraune. Alle Zutaten m<>ssen "
"m<EFBFBD>glichst klein geschnitten und anschlie<69>end zwei Stunden lang gekocht "
"werden. Den abgek<65>hlten Brei gebe man in ein Tuch und presse ihn aus. "
"Der so gewonnene Saft reicht aus, um zehn K<>mpfer besser angreifen zu "
"lassen.",
/* Stufe 4 */
"Das Bauernlieb bet<65>rt Mann und Frau gleichwohl und l<><6C>t in ihnen "
"den Wunsch nach Kindern anwachsen. F<>r eine gro<72>e Portion h<>hle "
"man eine Alraune aus, gebe kleingehackten Blasenmorchel, Elfenlieb "
"und Schneekristall dazu, streue ein wenig geriebenen Steinbei<65>er dar<61>ber und lasse dieses zwanzig "
"Stunden lang auf kleiner Flamme kochen. Bis zu 1000 Bauern vermag "
"der Trank das Gl<47>ck von Zwillinge zu bescheren.",
/* Stufe 1, Trank der Wahrheit */
NULL,
"Eines der seltensten und wertvollsten alchemistischen Elixiere, verleiht "
"dieser Trank dem Anwender f<>r einige Wochen die Kraft eines Drachen. "
"Der Trank erh<72>ht die Lebensenergie von maximal zehn "
"Personen auf das f<>nffache. Die Wirkung ist direkt nach der Einnahme "
"am st<73>rksten und klingt danach langsam ab. Zur Herstellung "
"ben<EFBFBD>tigt der Alchemist ein Elfenlieb, einen Windbeutel, "
"ein St<53>ck Wasserfinder und einen Gr<47>nen Spinnerich. "
"<EFBFBD>ber dieses Mischung streue er schlie<69>lich einen zerriebenen Blasenmorchel "
"und r<>hre dieses Pulver unter etwas Drachenblut.",
"F<EFBFBD>r einen Heiltrank nehme man die Schale eines Windbeutels "
"und etwas Gurgelkraut, r<>hre eine "
"kleingehacktes Elfenlieb dazu und bestreue alles mit den "
"Bl<EFBFBD>ten einer Eisblume. Dies mu<6D> vier Tage lang g<>ren, wobei man am "
"zweiten Tag einen Spaltwachs dazutun mu<6D>. Dann ziehe man vorsichtig "
"den oben schwimmenden Saft ab. Ein solcher Trank gibt vier M<>nnern "
"(oder einem Mann vier mal) im Kampf eine Chance von 50%, sonst t<>dliche "
"Wunden zu <20>berleben. Der Trank wird von ihnen automatisch bei "
"Verletzung angewandt.",
};
static int
heal(unit * user, int effect)
{
int req = unit_max_hp(user) * user->number - user->hp;
if (req>0) {
req = min(req, effect);
effect -= req;
user->hp += req;
}
return effect;
}
static int
use_healingpotion(struct unit *user, const struct item_type *itype, int amount, struct order * ord)
{
int effect = amount * 400;
unit * u = user->region->units;
effect = heal(user, effect);
while (effect>0 && u!=NULL) {
if (u->faction==user->faction) {
effect = heal(u, effect);
}
u = u->next;
}
new_use_pooled(user, itype->rtype, GET_SLACK|GET_RESERVE|GET_POOLED_SLACK, amount);
usetpotionuse(user, itype->rtype->ptype);
ADDMSG(&user->faction->msgs, msg_message("usepotion",
"unit potion", user, itype->rtype));
return 0;
}
static int
use_warmthpotion(struct unit *u, const struct item_type *itype, int amount, struct order * ord)
{
if (u->faction->race == new_race[RC_INSECT]) {
fset(u, UFL_WARMTH);
} else {
/* nur f<>r insekten: */
cmistake(u, ord, 163, MSG_EVENT);
return ECUSTOM;
}
new_use_pooled(u, itype->rtype, GET_SLACK|GET_RESERVE|GET_POOLED_SLACK, amount);
usetpotionuse(u, itype->rtype->ptype);
ADDMSG(&u->faction->msgs, msg_message("usepotion",
"unit potion", u, itype->rtype));
return 0;
}
static int
use_foolpotion(struct unit *u, int targetno, const struct item_type *itype, int amount, struct order * ord)
{
unit * target = findunit(targetno);
if (target==NULL || u->region!=target->region) {
cmistake(u, ord, 63, MSG_EVENT);
return ECUSTOM;
}
if (effskill(u, SK_STEALTH)<=effskill(target, SK_OBSERVATION)) {
cmistake(u, ord, 64, MSG_EVENT);
return ECUSTOM;
}
ADDMSG(&u->faction->msgs, msg_message("givedumb",
"unit recipient amount", u, target, amount));
change_effect(target, itype->rtype->ptype, amount);
new_use_pooled(u, itype->rtype, GET_DEFAULT, amount);
return 0;
}
static int
use_bloodpotion(struct unit *u, const struct item_type *itype, int amount, struct order * ord)
{
if (u->race == new_race[RC_DAEMON] ) {
change_effect(u, itype->rtype->ptype, 100*amount);
} else {
trigger * trestore = trigger_changerace(u, u->race, u->irace);
int duration = 2 + rand() % 8;
add_trigger(&u->attribs, "timer", trigger_timeout(duration, trestore));
u->irace = u->race = new_race[RC_TOAD];
}
new_use_pooled(u, itype->rtype, GET_SLACK|GET_RESERVE|GET_POOLED_SLACK, amount);
usetpotionuse(u, itype->rtype->ptype);
ADDMSG(&u->faction->msgs, msg_message("usepotion",
"unit potion", u, itype->rtype));
return 0;
}
#include <attributes/fleechance.h>
static int
use_mistletoe(struct unit * user, const struct item_type * itype, int amount, struct order * ord)
{
int mtoes = new_get_pooled(user, itype->rtype, GET_SLACK|GET_RESERVE|GET_POOLED_SLACK);
if (user->number>mtoes) {
ADDMSG(&user->faction->msgs, msg_message("use_singleperson",
"unit item region command", user, itype->rtype, user->region, ord));
return -1;
}
new_use_pooled(user, itype->rtype, GET_SLACK|GET_RESERVE|GET_POOLED_SLACK, user->number);
a_add(&user->attribs, make_fleechance((float)1.0));
ADDMSG(&user->faction->msgs, msg_message("use_item",
"unit item", user, itype->rtype));
return 0;
}
static int
use_magicboost(struct unit * user, const struct item_type * itype, int amount, struct order * ord)
{
int mtoes = new_get_pooled(user, itype->rtype, GET_SLACK|GET_RESERVE|GET_POOLED_SLACK);
faction * f = user->faction;
if (user->number>mtoes) {
ADDMSG(&user->faction->msgs, msg_message("use_singleperson",
"unit item region command", user, itype->rtype, user->region, ord));
return -1;
}
if (!is_mage(user) || find_key(f->attribs, atoi36("mbst"))!=NULL) {
cmistake(user, user->thisorder, 214, MSG_EVENT);
return -1;
}
new_use_pooled(user, itype->rtype, GET_SLACK|GET_RESERVE|GET_POOLED_SLACK, user->number);
a_add(&f->attribs, make_key(atoi36("mbst")));
set_level(user, sk_find("magic"), 3);
ADDMSG(&user->faction->msgs, msg_message("use_item",
"unit item", user, itype->rtype));
return 0;
}
static int
use_snowball(struct unit * user, const struct item_type * itype, int amount, struct order * ord)
{
return 0;
}
static void
init_oldpotions(void)
{
const char * potionnames[MAX_POTIONS] = {
"p0", "goliathwater", "p2", "p3", "p4", "peasantblood", "p6",
"p7", "nestwarmth", "p9", "p10", "p11", "truthpotion", "p13", "p14"
};
potion_t p;
for (p=0;p!=MAXPOTIONS;++p) {
item_type * itype = it_find(potionnames[p]);
itype->rtype->ptype->text = potiontext[p];
oldpotiontype[p] = itype->rtype->ptype;
}
}
resource_type * r_silver;
resource_type * r_aura;
resource_type * r_permaura;
resource_type * r_peasants;
resource_type * r_unit;
resource_type * r_hp;
resource_type * r_silver;
item_type * i_silver;
static const char * names[] = {
"money", "money_p",
"person", "person_p",
"permaura", "permaura_p",
"hp", "hp_p",
"peasant", "peasant_p",
"aura", "aura_p",
"unit", "unit_p"
};
static int
item_score(item_t i)
{
const luxury_type * ltype;
switch (i) {
case I_IRON:
case I_WOOD:
case I_STONE:
case I_HORSE:
return 10;
case I_MALLORN:
return 30;
case I_LAEN:
return 100;
case I_WAGON:
return 60;
case I_SHIELD:
return 30;
case I_LAENSWORD:
return 400;
case I_CHAIN_MAIL:
return 40;
case I_PLATE_ARMOR:
return 60;
case I_BALM:
case I_SPICES:
case I_JEWELERY:
case I_MYRRH:
case I_OIL:
case I_SILK:
case I_INCENSE:
ltype = resource2luxury(olditemtype[i]->rtype);
if (ltype) return ltype->price / 5;
return 0;
case I_AMULET_OF_HEALING:
case I_AMULET_OF_TRUE_SEEING:
case I_RING_OF_INVISIBILITY:
case I_RING_OF_POWER:
case I_CHASTITY_BELT:
case I_TROLLBELT:
case I_RING_OF_NIMBLEFINGER:
case I_FEENSTIEFEL:
return 6000;
}
return 0;
}
static void
init_oldscores(void)
{
item_t i;
for (i = 0;olditemtype[i];i++) {
item_type * itype = olditemtype[i];
itype->score = item_score(i);
}
}
void
init_resources(void)
{
static boolean initialized = false;
if (initialized) return;
initialized = true;
/* silver was never an item: */
r_silver = new_resourcetype(&names[0], NULL, RTF_ITEM|RTF_POOLED);
i_silver = new_itemtype(r_silver, ITF_NONE, 1/*weight*/, 0);
r_silver->uchange = res_changeitem;
r_permaura = new_resourcetype(&names[4], NULL, RTF_NONE);
r_permaura->uchange = res_changepermaura;
r_hp = new_resourcetype(&names[6], NULL, RTF_NONE);
r_hp->uchange = res_changehp;
r_peasants = new_resourcetype(&names[8], NULL, RTF_NONE);
r_peasants->uchange = res_changepeasants;
r_aura = new_resourcetype(&names[10], NULL, RTF_NONE);
r_aura->uchange = res_changeaura;
r_unit = new_resourcetype(&names[12], NULL, RTF_NONE);
r_unit->uchange = res_changeperson;
oldresourcetype[R_SILVER] = r_silver;
oldresourcetype[R_AURA] = r_aura;
oldresourcetype[R_PERMAURA] = r_permaura;
oldresourcetype[R_HITPOINTS] = r_hp;
oldresourcetype[R_PEASANTS] = r_peasants;
oldresourcetype[R_UNIT] = r_unit;
/* alte typen registrieren: */
init_olditems();
init_oldpotions();
init_oldscores();
}
int
get_money(const unit * u)
{
const item * i = u->items;
while (i && i->type!=i_silver) i=i->next;
if (i==NULL) return 0;
return i->number;
}
int
set_money(unit * u, int v)
{
item ** ip = &u->items;
while (*ip && (*ip)->type!=i_silver) ip = &(*ip)->next;
if ((*ip)==NULL && v) {
i_add(&u->items, i_new(i_silver, v));
return v;
}
if ((*ip)!=NULL) {
if (v) (*ip)->number = v;
else i_remove(ip, *ip);
}
return v;
}
int
change_money(unit * u, int v)
{
item ** ip = &u->items;
while (*ip && (*ip)->type!=i_silver) ip = &(*ip)->next;
if ((*ip)==NULL && v) {
i_add(&u->items, i_new(i_silver, v));
return v;
}
if ((*ip)!=NULL) {
item * i = *ip;
if (i->number + v != 0) {
i->number += v;
return i->number;
}
else i_free(i_remove(ip, *ip));
}
return 0;
}
static local_names * rnames;
const resource_type *
findresourcetype(const char * name, const struct locale * lang)
{
local_names * rn = rnames;
variant token;
while (rn) {
if (rn->lang==lang) break;
rn = rn->next;
}
if (!rn) {
const resource_type * rtl = resourcetypes;
rn = calloc(sizeof(local_names), 1);
rn->next = rnames;
rn->lang = lang;
while (rtl) {
token.v = (void*)rtl;
addtoken(&rn->names, locale_string(lang, rtl->_name[0]), token);
addtoken(&rn->names, locale_string(lang, rtl->_name[1]), token);
rtl=rtl->next;
}
rnames = rn;
}
if (findtoken(&rn->names, name, &token)==E_TOK_NOMATCH) return NULL;
return (const resource_type*)token.v;
}
attrib_type at_showitem = {
"showitem"
};
static local_names * inames;
void
init_itemnames(void)
{
int i;
for (i=0;localenames[i];++i) {
const struct locale * lang = find_locale(localenames[i]);
boolean exist = false;
local_names * in = inames;
while (in!=NULL) {
if (in->lang==lang) {
exist = true;
break;
}
in = in->next;
}
if (in==NULL) in = calloc(sizeof(local_names), 1);
in->next = inames;
in->lang = lang;
if (!exist) {
int key;
for (key=0;key!=IMAXHASH;++key) {
const item_type * itl;
for (itl=itemtypes[key];itl;itl=itl->next) {
variant var;
const char * iname = locale_string(lang, itl->rtype->_name[0]);
if (findtoken(&in->names, iname, &var)==E_TOK_NOMATCH || var.v!=itl) {
var.v = (void*)itl;
addtoken(&in->names, iname, var);
addtoken(&in->names, locale_string(lang, itl->rtype->_name[1]), var);
}
}
}
}
inames = in;
}
}
const item_type *
finditemtype(const char * name, const struct locale * lang)
{
local_names * in = inames;
variant var;
while (in!=NULL) {
if (in->lang==lang) break;
in=in->next;
}
if (in==NULL) {
init_itemnames();
for (in=inames;in->lang!=lang;in=in->next) ;
}
if (findtoken(&in->names, name, &var)==E_TOK_NOMATCH) return NULL;
return (const item_type*)var.v;
}
static void
init_resourcelimit(attrib * a)
{
a->data.v = calloc(sizeof(resource_limit), 1);
}
static void
finalize_resourcelimit(attrib * a)
{
free(a->data.v);
}
attrib_type at_resourcelimit = {
"resourcelimit",
init_resourcelimit,
finalize_resourcelimit,
};
const char*
resname(resource_t res, int index)
{
const item_type * itype = resource2item(oldresourcetype[res]);
if (itype!=NULL) {
return locale_string(NULL, resourcename(oldresourcetype[res], index));
}
else if (res == R_AURA) {
return index?"aura_p":"aura";
} else if (res == R_PERMAURA) {
return index?"permaura_p":"permaura";
} else if (res == R_PEASANTS) {
return index?"peasant_p":"peasant";
} else if (res == R_UNIT) {
return index?"unit_p":"unit";
} else if (res == R_HITPOINTS) {
return index?"hp_p":"hp";
}
return NULL;
}
void
register_resources(void)
{
register_function((pf_generic)mod_elves_only, "mod_elves_only");
register_function((pf_generic)res_changeitem, "changeitem");
register_function((pf_generic)res_changeperson, "changeperson");
register_function((pf_generic)res_changepeasants, "changepeasants");
register_function((pf_generic)res_changepermaura, "changepermaura");
register_function((pf_generic)res_changehp, "changehp");
register_function((pf_generic)res_changeaura, "changeaura");
register_function((pf_generic)limit_oldtypes, "limit_oldtypes");
register_function((pf_generic)use_oldresource, "useoldresource");
register_function((pf_generic)use_olditem, "useolditem");
register_function((pf_generic)use_potion, "usepotion");
register_function((pf_generic)use_tacticcrystal, "usetacticcrystal");
register_function((pf_generic)use_birthdayamulet, "usebirthdayamulet");
register_function((pf_generic)use_warmthpotion, "usewarmthpotion");
register_function((pf_generic)use_bloodpotion, "usebloodpotion");
register_function((pf_generic)use_healingpotion, "usehealingpotion");
register_function((pf_generic)use_foolpotion, "usefoolpotion");
register_function((pf_generic)use_mistletoe, "usemistletoe");
register_function((pf_generic)use_magicboost, "usemagicboost");
register_function((pf_generic)use_snowball, "usesnowball");
register_function((pf_generic)give_horses, "givehorses");
/* make sure noone has deleted an I_ tpe without deleting the R_ type that goes with it! */
assert((int)I_SACK_OF_CONSERVATION == (int)R_SACK_OF_CONSERVATION);
}