void create_ship(region * r, unit * u, const struct ship_type *newtype, int want, order * ord) { ship *sh; int msize; const construction *cons = newtype->construction; order *new_order; if (!eff_skill(u, SK_SHIPBUILDING, r)) { cmistake(u, ord, 100, MSG_PRODUCE); return; } if (besieged(u)) { cmistake(u, ord, 60, MSG_PRODUCE); return; } /* check if skill and material for 1 size is available */ if (eff_skill(u, cons->skill, r) < cons->minskill) { ADDMSG(&u->faction->msgs, msg_feedback(u, u->thisorder, "error_build_skill_low", "value", cons->minskill)); return; } msize = maxbuild(u, cons); if (msize == 0) { cmistake(u, ord, 88, MSG_PRODUCE); return; } if (want > 0) want = _min(want, msize); else want = msize; sh = new_ship(newtype, r, u->faction->locale); if (leave(u, false)) { if (fval(u_race(u), RCF_CANSAIL)) { u_set_ship(u, sh); } } new_order = create_order(K_MAKE, u->faction->locale, "%s %i", LOC(u->faction->locale, parameters[P_SHIP]), sh->no); replace_order(&u->orders, ord, new_order); free_order(new_order); build_ship(u, sh, want); }
void continue_ship(region * r, unit * u, int want) { const construction *cons; ship *sh; int msize; if (!eff_skill(u, SK_SHIPBUILDING, r)) { cmistake(u, u->thisorder, 100, MSG_PRODUCE); return; } /* Die Schiffsnummer bzw der Schiffstyp wird eingelesen */ sh = getship(r); if (!sh) sh = u->ship; if (!sh) { cmistake(u, u->thisorder, 20, MSG_PRODUCE); return; } cons = sh->type->construction; assert(cons->improvement == NULL); /* sonst ist construction::size nicht ship_type::maxsize */ if (sh->size == cons->maxsize && !sh->damage) { cmistake(u, u->thisorder, 16, MSG_PRODUCE); return; } if (eff_skill(u, cons->skill, r) < cons->minskill) { ADDMSG(&u->faction->msgs, msg_feedback(u, u->thisorder, "error_build_skill_low", "value", cons->minskill)); return; } msize = maxbuild(u, cons); if (msize == 0) { cmistake(u, u->thisorder, 88, MSG_PRODUCE); return; } if (want > 0) want = _min(want, msize); else want = msize; build_ship(u, sh, want); }
void herbsearch(region * r, unit * u, int max) { int herbsfound; const item_type *whichherb; if (eff_skill(u, SK_HERBALISM, r) == 0) { cmistake(u, u->thisorder, 59, MSG_PRODUCE); return; } if (is_guarded(r, u, GUARD_PRODUCE)) { cmistake(u, u->thisorder, 70, MSG_EVENT); return; } whichherb = rherbtype(r); if (whichherb == NULL) { cmistake(u, u->thisorder, 108, MSG_PRODUCE); return; } if (max) max = _min(max, rherbs(r)); else max = rherbs(r); herbsfound = ntimespprob(eff_skill(u, SK_HERBALISM, r) * u->number, (double)rherbs(r) / 100.0F, -0.01F); herbsfound = _min(herbsfound, max); rsetherbs(r, rherbs(r) - herbsfound); if (herbsfound) { produceexp(u, SK_HERBALISM, u->number); i_change(&u->items, whichherb, herbsfound); ADDMSG(&u->faction->msgs, msg_message("herbfound", "unit region amount herb", u, r, herbsfound, whichherb->rtype)); } else { ADDMSG(&u->faction->msgs, msg_message("researchherb_none", "unit region", u, u->region)); } }
static void destroy_road(unit * u, int nmax, struct order *ord) { char token[128]; const char *s = gettoken(token, sizeof(token)); direction_t d = s ? get_direction(s, u->faction->locale) : NODIRECTION; if (d == NODIRECTION) { /* Die Richtung wurde nicht erkannt */ cmistake(u, ord, 71, MSG_PRODUCE); } else { unit *u2; region *r = u->region; short road, n = (short)nmax; if (nmax > SHRT_MAX) { n = SHRT_MAX; } else if (nmax < 0) { n = 0; } for (u2 = r->units; u2; u2 = u2->next) { if (u2->faction != u->faction && is_guard(u2, GUARD_TAX) && cansee(u2->faction, u->region, u, 0) && !alliedunit(u, u2->faction, HELP_GUARD)) { cmistake(u, ord, 70, MSG_EVENT); return; } } road = rroad(r, d); n = _min(n, road); if (n != 0) { region *r2 = rconnect(r, d); int willdo = eff_skill(u, SK_ROAD_BUILDING, r) * u->number; willdo = _min(willdo, n); if (willdo == 0) { /* TODO: error message */ } if (willdo > SHRT_MAX) road = 0; else road = road - (short)willdo; rsetroad(r, d, road); ADDMSG(&u->faction->msgs, msg_message("destroy_road", "unit from to", u, r, r2)); } } }
summary *make_summary(void) { faction *f; region *r; unit *u; summary *s = calloc(1, sizeof(summary)); const struct resource_type *rhorse = get_resourcetype(R_HORSE); for (f = factions; f; f = f->next) { const struct locale *lang = f->locale; struct language *plang = s->languages; while (plang && plang->locale != lang) plang = plang->next; if (!plang) { plang = calloc(sizeof(struct language), 1); plang->next = s->languages; s->languages = plang; plang->locale = lang; } ++plang->number; f->nregions = 0; f->num_total = 0; f->money = 0; if (f->alive && f->units) { s->factions++; /* Problem mit Monsterpartei ... */ if (!is_monsters(f)) { s->factionrace[old_race(f->race)]++; } } } /* count everything */ for (r = regions; r; r = r->next) { s->pferde += rhorses(r); s->schiffe += listlen(r->ships); s->gebaeude += listlen(r->buildings); if (!fval(r->terrain, SEA_REGION)) { s->landregionen++; if (r->units) { s->landregionen_mit_spielern++; } if (fval(r, RF_ORCIFIED)) { s->orkifizierte_regionen++; } if (r->terrain == newterrain(T_VOLCANO)) { s->inactive_volcanos++; } else if (r->terrain == newterrain(T_VOLCANO_SMOKING)) { s->active_volcanos++; } } if (r->units) { s->regionen_mit_spielern++; } if (rpeasants(r) || r->units) { s->inhabitedregions++; s->peasants += rpeasants(r); s->peasantmoney += rmoney(r); /* Einheiten Info. nregions darf nur einmal pro Partei * incrementiert werden. */ for (u = r->units; u; u = u->next) freset(u->faction, FFL_SELECT); for (u = r->units; u; u = u->next) { f = u->faction; if (!is_monsters(u->faction)) { skill *sv; item *itm; s->nunits++; s->playerpop += u->number; if (u->flags & UFL_HERO) { s->heroes += u->number; } s->spielerpferde += i_get(u->items, rhorse->itype); s->playermoney += get_money(u); s->armed_men += armedmen(u, true); for (itm = u->items; itm; itm = itm->next) { if (itm->type->rtype->wtype) { s->waffen += itm->number; } if (itm->type->rtype->atype) { s->ruestungen += itm->number; } } s->spielerpferde += i_get(u->items, rhorse->itype); for (sv = u->skills; sv != u->skills + u->skill_size; ++sv) { skill_t sk = sv->id; int aktskill = eff_skill(u, sk, r); if (aktskill > s->maxskill) s->maxskill = aktskill; } if (!fval(f, FFL_SELECT)) { f->nregions++; fset(f, FFL_SELECT); } } f->num_total += u->number; f->money += get_money(u); s->poprace[old_race(u_race(u))] += u->number; } } } return s; }
static void get_allies(region * r, unit * u) { unit *newunit = NULL; const char *name; const char *equip; int number; message *msg; assert(u->number); switch (rterrain(r)) { case T_PLAIN: if (!r_isforest(r)) { if (get_money(u) / u->number < 100 + rng_int() % 200) return; name = "random_plain_men"; equip = "random_plain"; number = rng_int() % 8 + 2; break; } else { if (eff_skill(u, SK_LONGBOW, r) < 3 && eff_skill(u, SK_HERBALISM, r) < 2 && eff_skill(u, SK_MAGIC, r) < 2) { return; } name = "random_forest_men"; equip = "random_forest"; number = rng_int() % 6 + 2; } break; case T_SWAMP: if (eff_skill(u, SK_MELEE, r) <= 1) { return; } name = "random_swamp_men"; equip = "random_swamp"; number = rng_int() % 6 + 2; break; case T_DESERT: if (eff_skill(u, SK_RIDING, r) <= 2) { return; } name = "random_desert_men"; equip = "random_desert"; number = rng_int() % 12 + 2; break; case T_HIGHLAND: if (eff_skill(u, SK_MELEE, r) <= 1) { return; } name = "random_highland_men"; equip = "random_highland"; number = rng_int() % 8 + 2; break; case T_MOUNTAIN: if (eff_skill(u, SK_MELEE, r) <= 1 || eff_skill(u, SK_TRADE, r) <= 2) { return; } name = "random_mountain_men"; equip = "random_mountain"; number = rng_int() % 6 + 2; break; case T_GLACIER: if (eff_skill(u, SK_MELEE, r) <= 1 || eff_skill(u, SK_TRADE, r) <= 1) { return; } name = "random_glacier_men"; equip = "random_glacier"; number = rng_int() % 4 + 2; break; default: return; } newunit = create_unit(r, u->faction, number, u->faction->race, 0, LOC(u->faction->locale, name), u); equip_unit(newunit, get_equipment(equip)); u_setfaction(newunit, u->faction); set_racename(&newunit->attribs, get_racename(u->attribs)); if (u_race(u)->flags & RCF_SHAPESHIFT) { newunit->irace = u->irace; } if (fval(u, UFL_ANON_FACTION)) fset(newunit, UFL_ANON_FACTION); fset(newunit, UFL_ISNEW); msg = msg_message("encounter_allies", "unit name", u, name); r_addmessage(r, u->faction, msg); msg_release(msg); }
int build_building(unit * u, const building_type * btype, int id, int want, order * ord) { region *r = u->region; int n = want, built = 0; building *b = NULL; /* einmalige Korrektur */ const char *btname; order *new_order = NULL; const struct locale *lang = u->faction->locale; static int rule_other = -1; assert(u->number); assert(btype->construction); if (eff_skill(u, SK_BUILDING, r) == 0) { cmistake(u, ord, 101, MSG_PRODUCE); return 0; } /* Falls eine Nummer angegeben worden ist, und ein Gebaeude mit der * betreffenden Nummer existiert, ist b nun gueltig. Wenn keine Burg * gefunden wurde, dann wird nicht einfach eine neue erbaut. Ansonsten * baut man an der eigenen burg weiter. */ /* Wenn die angegebene Nummer falsch ist, KEINE Burg bauen! */ if (id > 0) { /* eine Nummer angegeben, keine neue Burg bauen */ b = findbuilding(id); if (!b || b->region != u->region) { /* eine Burg mit dieser Nummer gibt es hier nicht */ /* vieleicht Tippfehler und die eigene Burg ist gemeint? */ if (u->building && u->building->type == btype) { b = u->building; } else { /* keine neue Burg anfangen wenn eine Nummer angegeben war */ cmistake(u, ord, 6, MSG_PRODUCE); return 0; } } } else if (u->building && u->building->type == btype) { b = u->building; } if (b) btype = b->type; if (fval(btype, BTF_UNIQUE) && buildingtype_exists(r, btype, false)) { /* only one of these per region */ cmistake(u, ord, 93, MSG_PRODUCE); return 0; } if (besieged(u)) { /* units under siege can not build */ cmistake(u, ord, 60, MSG_PRODUCE); return 0; } if (btype->flags & BTF_NOBUILD) { /* special building, cannot be built */ cmistake(u, ord, 221, MSG_PRODUCE); return 0; } if ((r->terrain->flags & LAND_REGION) == 0) { /* special terrain, cannot build */ cmistake(u, ord, 221, MSG_PRODUCE); return 0; } if (btype->flags & BTF_ONEPERTURN) { if (b && fval(b, BLD_EXPANDED)) { cmistake(u, ord, 318, MSG_PRODUCE); return 0; } n = 1; } if (b) { if (rule_other < 0) { rule_other = get_param_int(global.parameters, "rules.build.other_buildings", 1); } if (!rule_other) { unit *owner = building_owner(b); if (!owner || owner->faction != u->faction) { cmistake(u, ord, 1222, MSG_PRODUCE); return 0; } } } if (b) built = b->size; if (n <= 0 || n == INT_MAX) { if (b == NULL) { if (btype->maxsize > 0) { n = btype->maxsize - built; } else { n = INT_MAX; } } else { if (b->type->maxsize > 0) { n = b->type->maxsize - built; } else { n = INT_MAX; } } } built = build(u, btype->construction, built, n); switch (built) { case ECOMPLETE: /* the building is already complete */ cmistake(u, ord, 4, MSG_PRODUCE); break; case ENOMATERIALS: ADDMSG(&u->faction->msgs, msg_materials_required(u, ord, btype->construction, want)); break; case ELOWSKILL: case ENEEDSKILL: /* no skill, or not enough skill points to build */ cmistake(u, ord, 50, MSG_PRODUCE); break; } if (built <= 0) { return built; } /* at this point, the building size is increased. */ if (b == NULL) { /* build a new building */ b = new_building(btype, r, lang); b->type = btype; fset(b, BLD_MAINTAINED | BLD_WORKING); /* Die Einheit befindet sich automatisch im Inneren der neuen Burg. */ if (u->number && leave(u, false)) { u_set_building(u, b); } } btname = LOC(lang, btype->_name); if (want - built <= 0) { /* gebäude fertig */ new_order = default_order(lang); } else if (want != INT_MAX) { /* reduzierte restgröße */ const char *hasspace = strchr(btname, ' '); if (hasspace) { new_order = create_order(K_MAKE, lang, "%d \"%s\" %i", n - built, btname, b->no); } else { new_order = create_order(K_MAKE, lang, "%d %s %i", n - built, btname, b->no); } } else if (btname) { /* Neues Haus, Befehl mit Gebäudename */ const char *hasspace = strchr(btname, ' '); if (hasspace) { new_order = create_order(K_MAKE, lang, "\"%s\" %i", btname, b->no); } else { new_order = create_order(K_MAKE, lang, "%s %i", btname, b->no); } } if (new_order) { replace_order(&u->orders, ord, new_order); free_order(new_order); } b->size += built; fset(b, BLD_EXPANDED); update_lighthouse(b); ADDMSG(&u->faction->msgs, msg_message("buildbuilding", "building unit size", b, u, built)); return built; }
void build_road(region * r, unit * u, int size, direction_t d) { int n, left; region *rn = rconnect(r, d); assert(u->number); if (!eff_skill(u, SK_ROAD_BUILDING, r)) { cmistake(u, u->thisorder, 103, MSG_PRODUCE); return; } if (besieged(u)) { cmistake(u, u->thisorder, 60, MSG_PRODUCE); return; } if (rn == NULL || rn->terrain->max_road < 0) { cmistake(u, u->thisorder, 94, MSG_PRODUCE); return; } if (r->terrain->max_road < 0) { cmistake(u, u->thisorder, 94, MSG_PRODUCE); return; } if (r->terrain == newterrain(T_SWAMP)) { /* wenn kein Damm existiert */ const struct building_type *bt_dam = bt_find("dam"); if (!bt_dam || !buildingtype_exists(r, bt_dam, true)) { cmistake(u, u->thisorder, 132, MSG_PRODUCE); return; } } else if (r->terrain == newterrain(T_DESERT)) { const struct building_type *bt_caravan = bt_find("caravan"); /* wenn keine Karawanserei existiert */ if (!bt_caravan || !buildingtype_exists(r, bt_caravan, true)) { cmistake(u, u->thisorder, 133, MSG_PRODUCE); return; } } else if (r->terrain == newterrain(T_GLACIER)) { const struct building_type *bt_tunnel = bt_find("tunnel"); /* wenn kein Tunnel existiert */ if (!bt_tunnel || !buildingtype_exists(r, bt_tunnel, true)) { cmistake(u, u->thisorder, 131, MSG_PRODUCE); return; } } /* left kann man noch bauen */ left = r->terrain->max_road - rroad(r, d); /* hoffentlich ist r->road <= r->terrain->max_road, n also >= 0 */ if (left <= 0) { ADDMSG(&u->faction->msgs, msg_feedback(u, u->thisorder, "error_roads_finished", "")); return; } if (size > 0) left = _min(size, left); /* baumaximum anhand der rohstoffe */ if (u_race(u) == get_race(RC_STONEGOLEM)) { n = u->number * GOLEM_STONE; } else { n = get_pooled(u, get_resourcetype(R_STONE), GET_DEFAULT, left); if (n == 0) { cmistake(u, u->thisorder, 151, MSG_PRODUCE); return; } } left = _min(n, left); /* n = maximum by skill. try to maximize it */ n = u->number * eff_skill(u, SK_ROAD_BUILDING, r); if (n < left) { const resource_type *ring = get_resourcetype(R_RING_OF_NIMBLEFINGER); item *itm = ring ? *i_find(&u->items, ring->itype) : 0; if (itm != NULL && itm->number > 0) { int rings = _min(u->number, itm->number); n = n * ((roqf_factor() - 1) * rings + u->number) / u->number; } } if (n < left) { int dm = get_effect(u, oldpotiontype[P_DOMORE]); if (dm != 0) { int sk = eff_skill(u, SK_ROAD_BUILDING, r); int todo = (left - n + sk - 1) / sk; todo = _min(todo, u->number); dm = _min(dm, todo); change_effect(u, oldpotiontype[P_DOMORE], -dm); n += dm * sk; } /* Auswirkung Schaffenstrunk */ } /* make minimum of possible and available: */ n = _min(left, n); /* n is now modified by several special effects, so we have to * minimize it again to make sure the road will not grow beyond * maximum. */ rsetroad(r, d, rroad(r, d) + (short)n); if (u_race(u) == get_race(RC_STONEGOLEM)) { int golemsused = n / GOLEM_STONE; if (n % GOLEM_STONE != 0) { ++golemsused; } scale_number(u, u->number - golemsused); } else { use_pooled(u, get_resourcetype(R_STONE), GET_DEFAULT, n); /* Nur soviel PRODUCEEXP wie auch tatsaechlich gemacht wurde */ produceexp(u, SK_ROAD_BUILDING, _min(n, u->number)); } ADDMSG(&u->faction->msgs, msg_message("buildroad", "region unit size", r, u, n)); }
int learn_cmd(unit * u, order * ord) { region *r = u->region; int p; magic_t mtyp; int l; int studycost, days; double multi = 1.0; attrib *a = NULL; teaching_info *teach = NULL; int money = 0; skill_t sk; int maxalchemy = 0; int speed_rule = (study_rule_t)get_param_int(global.parameters, "study.speedup", 0); static int learn_newskills = -1; if (learn_newskills < 0) { const char *str = get_param(global.parameters, "study.newskills"); if (str && strcmp(str, "false") == 0) learn_newskills = 0; else learn_newskills = 1; } if (!unit_can_study(u)) { ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "error_race_nolearn", "race", u_race(u))); return 0; } init_order(ord); sk = getskill(u->faction->locale); if (sk < 0) { cmistake(u, ord, 77, MSG_EVENT); return 0; } if (SkillCap(sk) && SkillCap(sk) <= effskill(u, sk)) { cmistake(u, ord, 771, MSG_EVENT); return 0; } /* Hack: Talente mit Malus -99 koennen nicht gelernt werden */ if (u_race(u)->bonus[sk] == -99) { cmistake(u, ord, 771, MSG_EVENT); return 0; } if (learn_newskills == 0) { skill *sv = unit_skill(u, sk); if (sv == NULL) { /* we can only learn skills we already have */ cmistake(u, ord, 771, MSG_EVENT); return 0; } } /* snotlings koennen Talente nur bis T8 lernen */ if (u_race(u) == get_race(RC_SNOTLING)) { if (get_level(u, sk) >= 8) { cmistake(u, ord, 308, MSG_EVENT); return 0; } } p = studycost = study_cost(u, sk); a = a_find(u->attribs, &at_learning); if (a != NULL) { teach = (teaching_info *)a->data.v; } /* keine kostenpflichtigen Talente fuer Migranten. Vertraute sind * keine Migranten, wird in is_migrant abgefangen. Vorsicht, * studycost darf hier noch nicht durch Akademie erhoeht sein */ if (studycost > 0 && !ExpensiveMigrants() && is_migrant(u)) { ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "error_migrants_nolearn", "")); return 0; } /* Akademie: */ { struct building *b = inside_building(u); const struct building_type *btype = b ? b->type : NULL; if (btype && btype == bt_find("academy")) { studycost = _max(50, studycost * 2); } } if (sk == SK_MAGIC) { if (u->number > 1) { cmistake(u, ord, 106, MSG_MAGIC); return 0; } if (is_familiar(u)) { /* Vertraute zaehlen nicht zu den Magiern einer Partei, * koennen aber nur Graue Magie lernen */ mtyp = M_GRAY; if (!is_mage(u)) create_mage(u, mtyp); } else if (!has_skill(u, SK_MAGIC)) { int mmax = skill_limit(u->faction, SK_MAGIC); /* Die Einheit ist noch kein Magier */ if (count_skill(u->faction, SK_MAGIC) + u->number > mmax) { ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "error_max_magicians", "amount", mmax)); return 0; } mtyp = getmagicskill(u->faction->locale); if (mtyp == M_NONE || mtyp == M_GRAY) { /* wurde kein Magiegebiet angegeben, wird davon * ausgegangen, dass das normal gelernt werden soll */ if (u->faction->magiegebiet != 0) { mtyp = u->faction->magiegebiet; } else { /* Es wurde kein Magiegebiet angegeben und die Partei * hat noch keins gewaehlt. */ mtyp = getmagicskill(u->faction->locale); if (mtyp == M_NONE) { cmistake(u, ord, 178, MSG_MAGIC); return 0; } } } if (mtyp != u->faction->magiegebiet) { /* Es wurde versucht, ein anderes Magiegebiet zu lernen * als das der Partei */ if (u->faction->magiegebiet != 0) { cmistake(u, ord, 179, MSG_MAGIC); return 0; } else { /* Lernt zum ersten mal Magie und legt damit das * Magiegebiet der Partei fest */ u->faction->magiegebiet = mtyp; } } if (!is_mage(u)) create_mage(u, mtyp); } else { /* ist schon ein Magier und kein Vertrauter */ if (u->faction->magiegebiet == 0) { /* die Partei hat noch kein Magiegebiet gewaehlt. */ mtyp = getmagicskill(u->faction->locale); if (mtyp == M_NONE) { mtyp = getmagicskill(u->faction->locale); if (mtyp == M_NONE) { cmistake(u, ord, 178, MSG_MAGIC); return 0; } } /* Legt damit das Magiegebiet der Partei fest */ u->faction->magiegebiet = mtyp; } } } if (sk == SK_ALCHEMY) { maxalchemy = eff_skill(u, SK_ALCHEMY, r); if (!has_skill(u, SK_ALCHEMY)) { int amax = skill_limit(u->faction, SK_ALCHEMY); if (count_skill(u->faction, SK_ALCHEMY) + u->number > amax) { ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "error_max_alchemists", "amount", amax)); return 0; } } } if (studycost) { int cost = studycost * u->number; money = get_pooled(u, get_resourcetype(R_SILVER), GET_DEFAULT, cost); money = _min(money, cost); } if (money < studycost * u->number) { studycost = p; /* Ohne Univertreurung */ money = _min(money, studycost); if (p > 0 && money < studycost * u->number) { cmistake(u, ord, 65, MSG_EVENT); multi = money / (double)(studycost * u->number); } } if (teach == NULL) { a = a_add(&u->attribs, a_new(&at_learning)); teach = (teaching_info *)a->data.v; teach->teachers[0] = 0; } if (money > 0) { use_pooled(u, get_resourcetype(R_SILVER), GET_DEFAULT, money); ADDMSG(&u->faction->msgs, msg_message("studycost", "unit region cost skill", u, u->region, money, sk)); } if (get_effect(u, oldpotiontype[P_WISE])) { l = _min(u->number, get_effect(u, oldpotiontype[P_WISE])); teach->value += l * 10; change_effect(u, oldpotiontype[P_WISE], -l); } if (get_effect(u, oldpotiontype[P_FOOL])) { l = _min(u->number, get_effect(u, oldpotiontype[P_FOOL])); teach->value -= l * 30; change_effect(u, oldpotiontype[P_FOOL], -l); } if (p != studycost) { /* ist_in_gebaeude(r, u, BT_UNIVERSITAET) == 1) { */ /* p ist Kosten ohne Uni, studycost mit; wenn * p!=studycost, ist die Einheit zwangsweise * in einer Uni */ teach->value += u->number * 10; } if (is_cursed(r->attribs, C_BADLEARN, 0)) { teach->value -= u->number * 10; } multi *= study_speedup(u, sk, speed_rule); days = study_days(u, sk); days = (int)((days + teach->value) * multi); /* the artacademy currently improves the learning of entertainment of all units in the region, to be able to make it cumulative with with an academy */ if (sk == SK_ENTERTAINMENT && buildingtype_exists(r, bt_find("artacademy"), false)) { days *= 2; } if (fval(u, UFL_HUNGER)) days /= 2; while (days) { if (days >= u->number * 30) { learn_skill(u, sk, 1.0); days -= u->number * 30; } else { double chance = (double)days / u->number / 30; learn_skill(u, sk, chance); days = 0; } } if (a != NULL) { if (teach != NULL) { int index = 0; while (teach->teachers[index] && index != MAXTEACHERS) { unit *teacher = teach->teachers[index++]; if (teacher->faction != u->faction) { bool feedback = alliedunit(u, teacher->faction, HELP_GUARD); if (feedback) { ADDMSG(&teacher->faction->msgs, msg_message("teach_teacher", "teacher student skill level", teacher, u, sk, effskill(u, sk))); } ADDMSG(&u->faction->msgs, msg_message("teach_student", "teacher student skill", teacher, u, sk)); } } } a_remove(&u->attribs, a); a = NULL; } fset(u, UFL_LONGACTION | UFL_NOTMOVING); /* Anzeigen neuer Traenke */ /* Spruchlistenaktualiesierung ist in Regeneration */ if (sk == SK_ALCHEMY) { const potion_type *ptype; faction *f = u->faction; int skill = eff_skill(u, SK_ALCHEMY, r); if (skill > maxalchemy) { for (ptype = potiontypes; ptype; ptype = ptype->next) { if (skill == ptype->level * 2) { attrib *a = a_find(f->attribs, &at_showitem); while (a && a->type == &at_showitem && a->data.v != ptype) a = a->next; if (a == NULL || a->type != &at_showitem) { a = a_add(&f->attribs, a_new(&at_showitem)); a->data.v = (void *)ptype->itype; } } } } } else if (sk == SK_MAGIC) { sc_mage *mage = get_mage(u); if (!mage) { mage = create_mage(u, u->faction->magiegebiet); } } return 0; }
int teach_cmd(unit * u, struct order *ord) { static const curse_type *gbdream_ct = NULL; plane *pl; region *r = u->region; int teaching, i, j, count, academy = 0; skill_t sk = NOSKILL; if (gbdream_ct == 0) gbdream_ct = ct_find("gbdream"); if (gbdream_ct) { if (get_curse(u->region->attribs, gbdream_ct)) { ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "gbdream_noteach", "")); return 0; } } if ((u_race(u)->flags & RCF_NOTEACH) || fval(u, UFL_WERE)) { cmistake(u, ord, 274, MSG_EVENT); return 0; } pl = rplane(r); if (pl && fval(pl, PFL_NOTEACH)) { cmistake(u, ord, 273, MSG_EVENT); return 0; } teaching = u->number * 30 * TEACHNUMBER; if ((i = get_effect(u, oldpotiontype[P_FOOL])) > 0) { /* Trank "Dumpfbackenbrot" */ i = _min(i, u->number * TEACHNUMBER); /* Trank wirkt pro Schueler, nicht pro Lehrer */ teaching -= i * 30; change_effect(u, oldpotiontype[P_FOOL], -i); j = teaching / 30; ADDMSG(&u->faction->msgs, msg_message("teachdumb", "teacher amount", u, j)); } if (teaching == 0) return 0; count = 0; init_order(ord); #if TEACH_ALL if (getparam(u->faction->locale) == P_ANY) { unit *student = r->units; skill_t teachskill[MAXSKILLS]; int i = 0; do { sk = getskill(u->faction->locale); teachskill[i++] = sk; } while (sk != NOSKILL); while (teaching && student) { if (student->faction == u->faction) { if (LongHunger(student)) continue; if (getkeyword(student->thisorder) == K_STUDY) { /* Input ist nun von student->thisorder !! */ init_order(student->thisorder); sk = getskill(student->faction->locale); if (sk != NOSKILL && teachskill[0] != NOSKILL) { for (i = 0; teachskill[i] != NOSKILL; ++i) if (sk == teachskill[i]) break; sk = teachskill[i]; } if (sk != NOSKILL && eff_skill_study(u, sk, r) - TEACHDIFFERENCE > eff_skill_study(student, sk, r)) { teaching -= teach_unit(u, student, teaching, sk, true, &academy); } } } student = student->next; } #ifdef TEACH_FRIENDS while (teaching && student) { if (student->faction != u->faction && alliedunit(u, student->faction, HELP_GUARD)) { if (LongHunger(student)) continue; if (getkeyword(student->thisorder) == K_STUDY) { /* Input ist nun von student->thisorder !! */ init_order(student->thisorder); sk = getskill(student->faction->locale); if (sk != NOSKILL && eff_skill_study(u, sk, r) - TEACHDIFFERENCE >= eff_skill(student, sk, r)) { teaching -= teach_unit(u, student, teaching, sk, true, &academy); } } } student = student->next; } #endif } else #endif { char zOrder[4096]; order *new_order; zOrder[0] = '\0'; init_order(ord); while (!parser_end()) { unit *u2; bool feedback; getunit(r, u->faction, &u2); ++count; /* Falls die Unit nicht gefunden wird, Fehler melden */ if (!u2) { char tbuf[20]; const char *uid; const char *token; /* Finde den string, der den Fehler verursacht hat */ parser_pushstate(); init_order(ord); for (j = 0; j != count - 1; ++j) { /* skip over the first 'count' units */ getunit(r, u->faction, NULL); } token = getstrtoken(); /* Beginne die Fehlermeldung */ if (isparam(token, u->faction->locale, P_TEMP)) { token = getstrtoken(); sprintf(tbuf, "%s %s", LOC(u->faction->locale, parameters[P_TEMP]), token); uid = tbuf; } else { uid = token; } ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "unitnotfound_id", "id", uid)); parser_popstate(); continue; } feedback = u->faction == u2->faction || alliedunit(u2, u->faction, HELP_GUARD); /* Neuen Befehl zusammenbauen. TEMP-Einheiten werden automatisch in * ihre neuen Nummern uebersetzt. */ if (zOrder[0]) strcat(zOrder, " "); strcat(zOrder, unitid(u2)); if (getkeyword(u2->thisorder) != K_STUDY) { ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "teach_nolearn", "student", u2)); continue; } /* Input ist nun von u2->thisorder !! */ parser_pushstate(); init_order(u2->thisorder); sk = getskill(u2->faction->locale); parser_popstate(); if (sk == NOSKILL) { ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "teach_nolearn", "student", u2)); continue; } /* u is teacher, u2 is student */ if (eff_skill_study(u2, sk, r) > eff_skill_study(u, sk, r) - TEACHDIFFERENCE) { if (feedback) { ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "teach_asgood", "student", u2)); } continue; } if (sk == SK_MAGIC) { /* ist der Magier schon spezialisiert, so versteht er nur noch * Lehrer seines Gebietes */ sc_mage *mage1 = get_mage(u); sc_mage *mage2 = get_mage(u2); if (!mage2 || !mage1 || (mage2->magietyp != M_GRAY && mage1->magietyp != mage2->magietyp)) { if (feedback) { ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "error_different_magic", "target", u2)); } continue; } } teaching -= teach_unit(u, u2, teaching, sk, false, &academy); } new_order = create_order(K_TEACH, u->faction->locale, "%s", zOrder); replace_order(&u->orders, ord, new_order); free_order(new_order); /* parse_order & set_order have each increased the refcount */ } if (academy && sk != NOSKILL) { academy = academy / 30; /* anzahl gelehrter wochen, max. 10 */ learn_skill(u, sk, academy / 30.0 / TEACHNUMBER); } return 0; }