Beispiel #1
0
int sp_flee(struct castorder * co)
{
    fighter * fi = co->magician.fig;
    int level = co->level;
    double power = co->force;
    const spell * sp = co->sp;
    battle *b = fi->side->battle;
    unit *mage = fi->unit;
    quicklist *fgs, *ql;
    int force, n, qi;
    int panik = 0;
    message *msg;

    switch (sp->id) {
    case SPL_FLEE:
        force = (int)get_force(power, 4);
        break;
    case SPL_SONG_OF_FEAR:
        force = (int)get_force(power, 3);
        break;
    case SPL_AURA_OF_FEAR:
        force = (int)get_force(power, 5);
        break;
    default:
        force = (int)get_force(power, 10);
    }

    if (!count_enemies(b, fi, FIGHT_ROW, AVOID_ROW, SELECT_ADVANCE | SELECT_FIND)) {
        msg = msg_message("sp_flee_effect_0", "mage spell", mage, sp);
        message_all(b, msg);
        msg_release(msg);
        return 0;
    }

    fgs = fighters(b, fi->side, FIGHT_ROW, AVOID_ROW, FS_ENEMY);
    scramble_fighters(fgs);

    for (qi = 0, ql = fgs; ql; ql_advance(&ql, &qi, 1)) {
        fighter *df = (fighter *)ql_get(ql, qi);

        for (n = 0; n != df->alive; ++n) {
            if (force < 0)
                break;

            if (df->person[n].flags & FL_PANICED) {   /* bei SPL_SONG_OF_FEAR m�glich */
                df->person[n].attack -= 1;
                --force;
                ++panik;
            }
            else if (!(df->person[n].flags & FL_COURAGE)
                || !(u_race(df->unit)->flags & RCF_UNDEAD)) {
                if (!is_magic_resistant(mage, df->unit, 0)) {
                    df->person[n].flags |= FL_PANICED;
                    ++panik;
                }
                --force;
            }
        }
    }
    ql_free(fgs);

    msg = msg_message("sp_flee_effect_1", "mage spell amount", mage, sp, panik);
    message_all(b, msg);
    msg_release(msg);

    return level;
}
Beispiel #2
0
/* Rosthauch */
int sp_combatrosthauch(struct castorder * co)
{
  fighter * fi = co->magician.fig;
  int level = co->level;
  double power = co->force;
  battle *b = fi->side->battle;
  quicklist *ql, *fgs;
  int force = lovar(power * 15);
  int qi, k = 0;

  if (!count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW - 1,
      SELECT_ADVANCE | SELECT_FIND)) {
    message *msg = msg_message("rust_effect_0", "mage", fi->unit);
    message_all(b, msg);
    msg_release(msg);
    return 0;
  }

  fgs = fighters(b, fi->side, FIGHT_ROW, BEHIND_ROW - 1, FS_ENEMY);
  scramble_fighters(fgs);

  for (qi = 0, ql = fgs; ql; ql_advance(&ql, &qi, 1)) {
    fighter *df = (fighter *) ql_get(ql, qi);

    if (df->alive == 0)
      continue;
    if (force <= 0)
      break;

    /* da n _min(force, x), sollte force maximal auf 0 sinken */
    assert(force >= 0);

    if (df->weapons) {
      int w;
      for (w = 0; df->weapons[w].type != NULL; ++w) {
        weapon *wp = df->weapons;
        int n = _min(force, wp->used);
        if (n) {
          requirement *mat = wp->type->itype->construction->materials;
          bool iron = false;
          while (mat && mat->number > 0) {
            if (mat->rtype == oldresourcetype[R_IRON]) {
              iron = true;
              break;
            }
            mat++;
          }
          if (iron) {
            int p;
            force -= n;
            wp->used -= n;
            k += n;
            i_change(&df->unit->items, wp->type->itype, -n);
            for (p = 0; n && p != df->unit->number; ++p) {
              if (df->person[p].missile == wp) {
                df->person[p].missile = NULL;
                --n;
              }
            }
            for (p = 0; n && p != df->unit->number; ++p) {
              if (df->person[p].melee == wp) {
                df->person[p].melee = NULL;
                --n;
              }
            }
          }
        }
      }
    }
  }
  ql_free(fgs);

  if (k == 0) {
    /* keine Waffen mehr da, die zerstört werden könnten */
    message *msg = msg_message("rust_effect_1", "mage", fi->unit);
    message_all(b, msg);
    msg_release(msg);
    fi->magic = 0;              /* kämpft nichtmagisch weiter */
    level = 0;
  } else {
    message *msg = msg_message("rust_effect_2", "mage", fi->unit);
    message_all(b, msg);
    msg_release(msg);
  }
  return level;
}
Beispiel #3
0
/** Spells: chaosrow / song of confusion.
 * German Title: 'Gesang der Verwirrung'
 */
int sp_chaosrow(struct castorder * co)
{
  fighter * fi = co->magician.fig;
  int level = co->level;
  double power = co->force;
  const spell * sp = co->sp;
  battle *b = fi->side->battle;
  unit *mage = fi->unit;
  quicklist *fgs, *ql;
  message *m;
  const char *mtype;
  int qi, k = 0;

  if (!count_enemies(b, fi, FIGHT_ROW, NUMROWS, SELECT_ADVANCE | SELECT_FIND)) {
    m = msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
    message_all(b, m);
    msg_release(m);
    return 0;
  }

  if (sp->id == SPL_CHAOSROW)
    power *= 40;
  else
    power = get_force(power, 5);

  fgs = fighters(b, fi->side, FIGHT_ROW, NUMROWS, FS_ENEMY);
  scramble_fighters(fgs);

  for (qi = 0, ql = fgs; ql; ql_advance(&ql, &qi, 1)) {
    fighter *df = (fighter *) ql_get(ql, qi);
    int n = df->unit->number;

    if (df->alive == 0)
      continue;
    if (power <= 0.0)
      break;
    /* force sollte wegen des _max(0,x) nicht unter 0 fallen können */

    if (is_magic_resistant(mage, df->unit, 0))
      continue;

    if (chance(power / n)) {
      int row = statusrow(df->status);
      df->side->size[row] -= df->alive;
      if (u_race(df->unit)->battle_flags & BF_NOBLOCK) {
        df->side->nonblockers[row] -= df->alive;
      }
      row = FIRST_ROW + (rng_int() % (LAST_ROW - FIRST_ROW));
      switch (row) {
        case FIGHT_ROW:
          df->status = ST_FIGHT;
          break;
        case BEHIND_ROW:
          df->status = ST_CHICKEN;
          break;
        case AVOID_ROW:
          df->status = ST_AVOID;
          break;
        case FLEE_ROW:
          df->status = ST_FLEE;
          break;
        default:
          assert(!"unknown combatrow");
      }
      assert(statusrow(df->status) == row);
      df->side->size[row] += df->alive;
      if (u_race(df->unit)->battle_flags & BF_NOBLOCK) {
        df->side->nonblockers[row] += df->alive;
      }
      k += df->alive;
    }
    power = _max(0, power - n);
  }
  ql_free(fgs);

  if (sp->id == SPL_CHAOSROW) {
    mtype = (k > 0) ? "sp_chaosrow_effect_1" : "sp_chaosrow_effect_0";
  } else {
    mtype = (k > 0) ? "sp_confusion_effect_1" : "sp_confusion_effect_0";
  }
  m = msg_message(mtype, "mage", mage);
  message_all(b, m);
  msg_release(m);
  return level;
}
Beispiel #4
0
int sp_undeadhero(struct castorder * co)
{
  fighter * fi = co->magician.fig;
  int level = co->level;
  double power = co->force;
  battle *b = fi->side->battle;
  unit *mage = fi->unit;
  region *r = b->region;
  quicklist *fgs, *ql;
  int qi, n, undead = 0;
  message *msg;
  int force = (int)get_force(power, 0);
  double c = 0.50 + 0.02 * power;

  /* Liste aus allen Kämpfern */
  fgs = fighters(b, fi->side, FIGHT_ROW, AVOID_ROW, FS_ENEMY | FS_HELP);
  scramble_fighters(fgs);

  for (qi = 0, ql = fgs; ql; ql_advance(&ql, &qi, 1)) {
    fighter *df = (fighter *) ql_get(ql, qi);
    unit *du = df->unit;

    if (force <= 0)
      break;

    /* keine Monster */
    if (!playerrace(u_race(du)))
      continue;

    if (df->alive + df->run.number < du->number) {
      int j = 0;

      /* Wieviele Untote können wir aus dieser Einheit wecken? */
      for (n = df->alive + df->run.number; n != du->number; n++) {
        if (chance(c)) {
          ++j;
          if (--force <= 0)
            break;
        }
      }

      if (j > 0) {
        unit *u =
          create_unit(r, mage->faction, 0, new_race[RC_UNDEAD], 0, du->name,
          du);

        /* new units gets some stats from old unit */

        if (du->display) {
          unit_setinfo(u, du->display);
        } else {
          unit_setinfo(u, NULL);
        }
        setstatus(u, du->status);
        setguard(u, GUARD_NONE);

        /* inherit stealth from magician */
        if (fval(mage, UFL_ANON_FACTION)) {
          fset(u, UFL_ANON_FACTION);
        }

        /* transfer dead people to new unit, set hitpoints to those of old unit */
        transfermen(du, u, j);
        u->hp = u->number * unit_max_hp(du);
        assert(j <= df->side->casualties);
        df->side->casualties -= j;
        df->side->dead -= j;

        /* counting total number of undead */
        undead += j;
      }
    }
  }
  ql_free(fgs);

  level = _min(level, undead);
  if (undead == 0) {
    msg =
      msg_message("summonundead_effect_0", "mage region", mage, mage->region);
  } else {
    msg =
      msg_message("summonundead_effect_1", "mage region amount", mage,
      mage->region, undead);
  }

  message_all(b, msg);
  msg_release(msg);
  return level;
}