Esempio n. 1
0
static int
enter_arena(unit * u, const item_type * itype, int amount, order * ord)
{
  skill_t sk;
  region *r = u->region;
  unit *u2;
  int fee = u->faction->score / 5;
  unused(ord);
  unused(amount);
  unused(itype);
  if (fee > 2000)
    fee = 2000;
  if (getplane(r) == arena)
    return -1;
  if (u->number != 1 && enter_fail(u))
    return -1;
  if (get_pooled(u, oldresourcetype[R_SILVER], GET_DEFAULT, fee) < fee
    && enter_fail(u))
    return -1;
  for (sk = 0; sk != MAXSKILLS; ++sk) {
    if (get_level(u, sk) > 1 && enter_fail(u))
      return -1;
  }
  for (u2 = r->units; u2; u2 = u2->next)
    if (u2->faction == u->faction)
      break;

  assert(!"not implemented");
/*
	for (res=0;res!=MAXRESOURCES;++res) if (res!=R_SILVER && res!=R_ARENA_GATE && (is_item(res) || is_herb(res) || is_potion(res))) {
		int x = get_resource(u, res);
		if (x) {
			if (u2) {
				change_resource(u2, res, x);
				change_resource(u, res, -x);
			}
			else if (enter_fail(u)) return -1;
		}
	}
*/
  if (get_money(u) > fee) {
    if (u2)
      change_money(u2, get_money(u) - fee);
    else if (enter_fail(u))
      return -1;
  }
  ADDMSG(&u->faction->msgs, msg_message("arena_enter_fail", "region unit",
      u->region, u));
  use_pooled(u, itype->rtype, GET_SLACK | GET_RESERVE, 1);
  use_pooled(u, oldresourcetype[R_SILVER], GET_DEFAULT, fee);
  set_money(u, 109);
  fset(u, UFL_ANON_FACTION);
  move_unit(u, start_region[rng_int() % 6], NULL);
  return 0;
}
Esempio n. 2
0
int maxbuild(const unit * u, const construction * cons)
/* calculate maximum size that can be built from available material */
/* !! ignores maximum objectsize and improvements... */
{
    int c;
    int maximum = INT_MAX;
    for (c = 0; cons->materials[c].number; c++) {
        const resource_type *rtype = cons->materials[c].rtype;
        int have = get_pooled(u, rtype, GET_DEFAULT, INT_MAX);
        int need = required(1, cons->reqsize, cons->materials[c].number);
        if (have < need) {
            return 0;
        }
        else
            maximum = _min(maximum, have / need);
    }
    return maximum;
}
Esempio n. 3
0
int study_cmd(unit * u, order * ord)
{
    region *r = u->region;
    int p;
    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)config_get_int("study.speedup", 0);
    static const race *rc_snotling;
    static int rc_cache;

    if (rc_changed(&rc_cache)) {
        rc_snotling = get_race(RC_SNOTLING);
    }

    (void)init_order(ord, u->faction->locale);
    sk = getskill(u->faction->locale);

    if (!check_student(u, ord, sk)) {
        return -1;
    }

    /* snotlings koennen Talente nur bis T8 lernen */
    if (u_race(u) == rc_snotling) {
        if (get_level(u, sk) >= 8) {
            cmistake(u, ord, 308, MSG_EVENT);
            return -1;
        }
    }

    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 -1;
    }
    /* Akademie: */
    if (active_building(u, bt_find("academy"))) {
        studycost = studycost * 2;
        if (studycost < 50) studycost = 50;
    }

    if (sk == SK_MAGIC) {
        magic_t mtype;
        if (u->number > 1) {
            cmistake(u, ord, 106, MSG_MAGIC);
            return -1;
        }
        if (is_familiar(u)) {
            /* Vertraute zaehlen nicht zu den Magiern einer Partei,
             * koennen aber nur Graue Magie lernen */
            mtype = M_GRAY;
        }
        else if (!has_skill(u, SK_MAGIC)) {
            int mmax = faction_skill_limit(u->faction, SK_MAGIC);
            /* Die Einheit ist noch kein Magier */
            if (faction_count_skill(u->faction, SK_MAGIC) + u->number > mmax) {
                ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "error_max_magicians",
                    "amount", mmax));
                return -1;
            }
            mtype = getmagicskill(u->faction->locale);
            if (mtype == M_NONE || mtype == M_GRAY) {
                /* wurde kein Magiegebiet angegeben, wird davon
                 * ausgegangen, dass das normal gelernt werden soll */
                if (u->faction->magiegebiet != 0) {
                    mtype = u->faction->magiegebiet;
                }
                else {
                    /* Es wurde kein Magiegebiet angegeben und die Partei
                     * hat noch keins gewaehlt. */
                    mtype = getmagicskill(u->faction->locale);
                    if (mtype == M_NONE) {
                        cmistake(u, ord, 178, MSG_MAGIC);
                        return -1;
                    }
                }
            }
            if (mtype != 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 -1;
                }
                else {
                    /* Lernt zum ersten mal Magie und legt damit das
                     * Magiegebiet der Partei fest */
                    u->faction->magiegebiet = mtype;
                }
            }
            create_mage(u, mtype);
        }
        else {
            /* ist schon ein Magier und kein Vertrauter */
            if (u->faction->magiegebiet == 0) {
                /* die Partei hat noch kein Magiegebiet gewaehlt. */
                mtype = getmagicskill(u->faction->locale);
                if (mtype == M_NONE) {
                    mtype = getmagicskill(u->faction->locale);
                    if (mtype == M_NONE) {
                        cmistake(u, ord, 178, MSG_MAGIC);
                        return -1;
                    }
                }
                /* Legt damit das Magiegebiet der Partei fest */
                u->faction->magiegebiet = mtype;
            }
        }
    }
    if (sk == SK_ALCHEMY) {
        maxalchemy = effskill(u, SK_ALCHEMY, NULL);
        if (!has_skill(u, SK_ALCHEMY)) {
            int amax = faction_skill_limit(u->faction, SK_ALCHEMY);
            if (faction_count_skill(u->faction, SK_ALCHEMY) + u->number > amax) {
                ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "error_max_alchemists",
                    "amount", amax));
                return -1;
            }
        }
    }
    if (studycost) {
        int cost = studycost * u->number;
        money = get_pooled(u, get_resourcetype(R_SILVER), GET_DEFAULT, cost);
        if (money > cost) money = cost;
    }
    if (money < studycost * u->number) {
        studycost = p;              /* Ohne Univertreurung */
        if (money > studycost) 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;
        assert(teach);
        teach->teachers = NULL;
    }
    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 = get_effect(u, oldpotiontype[P_WISE]);
        if (l > u->number) l = u->number;
        teach->days += l * EXPERIENCEDAYS;
        change_effect(u, oldpotiontype[P_WISE], -l);
    }
    if (get_effect(u, oldpotiontype[P_FOOL])) {
        l = get_effect(u, oldpotiontype[P_FOOL]);
        if (l > u->number) l = u->number;
        teach->days -= l * STUDYDAYS;
        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->days += u->number * EXPERIENCEDAYS;
    }

    if (is_cursed(r->attribs, &ct_badlearn)) {
        teach->days -= u->number * EXPERIENCEDAYS;
    }

    multi *= study_speedup(u, sk, speed_rule);
    days = study_days(u, sk);
    days = (int)((days + teach->days) * 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;
    }

    learn_skill(u, sk, days);
    if (a != NULL) {
        if (teach->teachers) {
            msg_teachers(teach->teachers, u, sk);
        }
        a_remove(&u->attribs, a);
        a = NULL;
    }
    u->flags |= (UFL_LONGACTION | UFL_NOTMOVING);

    /* Anzeigen neuer Traenke */
    /* Spruchlistenaktualiesierung ist in Regeneration */

    if (sk == SK_ALCHEMY) {
        faction *f = u->faction;
        int skill = effskill(u, SK_ALCHEMY, NULL);
        if (skill > maxalchemy) {
            show_potions(f, skill);
        }
    }
    init_order(NULL, NULL);
    return 0;
}
Esempio n. 4
0
/** Use up resources for building an object.
* Build up to 'size' points of 'type', where 'completed'
* of the first object have already been finished. return the
* actual size that could be built.
*/
int build(unit * u, const construction * ctype, int completed, int want)
{
    const construction *type = ctype;
    int skills = INT_MAX;         /* number of skill points remainig */
    int basesk = 0;
    int made = 0;

    if (want <= 0)
        return 0;
    if (type == NULL)
        return ENOMATERIALS;
    if (type->improvement == NULL && completed == type->maxsize)
        return ECOMPLETE;
    if (type->btype != NULL) {
        building *b;
        if (!u->building || u->building->type != type->btype) {
            return EBUILDINGREQ;
        }
        b = inside_building(u);
        if (b == NULL)
            return EBUILDINGREQ;
    }

    if (type->skill != NOSKILL) {
        int effsk;
        int dm = get_effect(u, oldpotiontype[P_DOMORE]);

        assert(u->number);
        basesk = effskill(u, type->skill);
        if (basesk == 0)
            return ENEEDSKILL;

        effsk = basesk;
        if (inside_building(u)) {
            effsk = skillmod(u->building->type->attribs, u, u->region, type->skill,
                effsk, SMF_PRODUCTION);
        }
        effsk = skillmod(type->attribs, u, u->region, type->skill,
            effsk, SMF_PRODUCTION);
        if (effsk < 0)
            return effsk;             /* pass errors to caller */
        if (effsk == 0)
            return ENEEDSKILL;

        skills = effsk * u->number;

        /* technically, nimblefinge and domore should be in a global set of
         * "game"-attributes, (as at_skillmod) but for a while, we're leaving
         * them in here. */

        if (dm != 0) {
            /* Auswirkung Schaffenstrunk */
            dm = _min(dm, u->number);
            change_effect(u, oldpotiontype[P_DOMORE], -dm);
            skills += dm * effsk;
        }
    }
    for (; want > 0 && skills > 0;) {
        int c, n;

        /* skip over everything that's already been done:
         * type->improvement==NULL means no more improvements, but no size limits
         * type->improvement==type means build another object of the same time
         * while material lasts type->improvement==x means build x when type
         * is finished */
        while (type->improvement != NULL &&
            type->improvement != type &&
            type->maxsize > 0 && type->maxsize <= completed) {
            completed -= type->maxsize;
            type = type->improvement;
        }
        if (type == NULL) {
            if (made == 0)
                return ECOMPLETE;
            break;                    /* completed */
        }

        /*  Hier ist entweder maxsize == -1, oder completed < maxsize.
         *  Andernfalls ist das Datenfile oder sonstwas kaputt...
         *  (enno): Nein, das ist für Dinge, bei denen die nächste Ausbaustufe
         *  die gleiche wie die vorherige ist. z.b. gegenstände.
         */
        if (type->maxsize > 1) {
            completed = completed % type->maxsize;
        }
        else {
            completed = 0;
            assert(type->reqsize >= 1);
        }

        if (basesk < type->minskill) {
            if (made == 0)
                return ELOWSKILL;       /* not good enough to go on */
        }

        /* n = maximum buildable size */
        if (type->minskill > 1) {
            n = skills / type->minskill;
        }
        else {
            n = skills;
        }
        /* Flinkfingerring wirkt nicht auf Mengenbegrenzte (magische)
         * Talente */
        if (skill_limit(u->faction, type->skill) == INT_MAX) {
            const resource_type *ring = get_resourcetype(R_RING_OF_NIMBLEFINGER);
            item *itm = ring ? *i_find(&u->items, ring->itype) : 0;
            int i = itm ? itm->number : 0;
            if (i > 0) {
                int rings = _min(u->number, i);
                n = n * ((roqf_factor() - 1) * rings + u->number) / u->number;
            }
        }

        if (want < n) n = want;

        if (type->maxsize > 0) {
            n = _min(type->maxsize - completed, n);
            if (type->improvement == NULL) {
                want = n;
            }
        }

        if (type->materials)
            for (c = 0; n > 0 && type->materials[c].number; c++) {
                const struct resource_type *rtype = type->materials[c].rtype;
                int need, prebuilt;
                int canuse = get_pooled(u, rtype, GET_DEFAULT, INT_MAX);

                if (inside_building(u)) {
                    canuse = matmod(u->building->type->attribs, u, rtype, canuse);
                }

                if (canuse < 0)
                    return canuse;        /* pass errors to caller */
                canuse = matmod(type->attribs, u, rtype, canuse);
                if (type->reqsize > 1) {
                    prebuilt =
                        required(completed, type->reqsize, type->materials[c].number);
                    for (; n;) {
                        need =
                            required(completed + n, type->reqsize, type->materials[c].number);
                        if (need - prebuilt <= canuse)
                            break;
                        --n;                /* TODO: optimieren? */
                    }
                }
                else {
                    int maxn = canuse / type->materials[c].number;
                    if (maxn < n)
                        n = maxn;
                }
            }
        if (n <= 0) {
            if (made == 0)
                return ENOMATERIALS;
            else
                break;
        }
        if (type->materials)
            for (c = 0; type->materials[c].number; c++) {
                const struct resource_type *rtype = type->materials[c].rtype;
                int prebuilt =
                    required(completed, type->reqsize, type->materials[c].number);
                int need =
                    required(completed + n, type->reqsize, type->materials[c].number);
                int multi = 1;
                int canuse = 100;       /* normalization */
                if (inside_building(u))
                    canuse = matmod(u->building->type->attribs, u, rtype, canuse);
                if (canuse < 0)
                    return canuse;        /* pass errors to caller */
                canuse = matmod(type->attribs, u, rtype, canuse);

                assert(canuse % 100 == 0
                    || !"only constant multipliers are implemented in build()");
                multi = canuse / 100;
                if (canuse < 0)
                    return canuse;        /* pass errors to caller */

                use_pooled(u, rtype, GET_DEFAULT,
                    (need - prebuilt + multi - 1) / multi);
            }
        made += n;
        skills -= n * type->minskill;
        want -= n;
        completed = completed + n;
    }
    /* Nur soviel PRODUCEEXP wie auch tatsaechlich gemacht wurde */
    produceexp(u, ctype->skill, _min(made, u->number));

    return made;
}
Esempio n. 5
0
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));
}
Esempio n. 6
0
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;
}
Esempio n. 7
0
static int
teach_unit(unit * teacher, unit * student, int nteaching, skill_t sk,
bool report, int *academy)
{
    teaching_info *teach = NULL;
    attrib *a;
    int n;

    /* learning sind die Tage, die sie schon durch andere Lehrer zugute
     * geschrieben bekommen haben. Total darf dies nicht ueber 30 Tage pro Mann
     * steigen.
     *
     * n ist die Anzahl zusaetzlich gelernter Tage. n darf max. die Differenz
     * von schon gelernten Tagen zum _max(30 Tage pro Mann) betragen. */

    if (magic_lowskill(student)) {
        cmistake(teacher, teacher->thisorder, 292, MSG_EVENT);
        return 0;
    }

    n = 30 * student->number;
    a = a_find(student->attribs, &at_learning);
    if (a != NULL) {
        teach = (teaching_info *)a->data.v;
        n -= teach->value;
    }

    n = _min(n, nteaching);

    if (n != 0) {
        struct building *b = inside_building(teacher);
        const struct building_type *btype = b ? b->type : NULL;
        int index = 0;

        if (teach == NULL) {
            a = a_add(&student->attribs, a_new(&at_learning));
            teach = (teaching_info *)a->data.v;
        }
        else {
            while (teach->teachers[index] && index != MAXTEACHERS)
                ++index;
        }
        if (index < MAXTEACHERS)
            teach->teachers[index++] = teacher;
        if (index < MAXTEACHERS)
            teach->teachers[index] = NULL;
        teach->value += n;

        /* Solange Akademien groessenbeschraenkt sind, sollte Lehrer und
         * Student auch in unterschiedlichen Gebaeuden stehen duerfen */
        if (btype == bt_find("academy")
            && student->building && student->building->type == bt_find("academy")) {
            int j = study_cost(student, sk);
            j = _max(50, j * 2);
            /* kann Einheit das zahlen? */
            if (get_pooled(student, get_resourcetype(R_SILVER), GET_DEFAULT, j) >= j) {
                /* Jeder Schueler zusaetzlich +10 Tage wenn in Uni. */
                teach->value += (n / 30) * 10;  /* learning erhoehen */
                /* Lehrer zusaetzlich +1 Tag pro Schueler. */
                if (academy)
                    *academy += n;
            }                         /* sonst nehmen sie nicht am Unterricht teil */
        }

        /* Teaching ist die Anzahl Leute, denen man noch was beibringen kann. Da
         * hier nicht n verwendet wird, werden die Leute gezaehlt und nicht die
         * effektiv gelernten Tage. -> FALSCH ? (ENNO)
         *
         * Eine Einheit A von 11 Mann mit Talent 0 profitiert vom ersten Lehrer B
         * also 10x30=300 tage, und der zweite Lehrer C lehrt fuer nur noch 1x30=30
         * Tage (damit das Maximum von 11x30=330 nicht ueberschritten wird).
         *
         * Damit es aber in der Ausfuehrung nicht auf die Reihenfolge drauf ankommt,
         * darf der zweite Lehrer C keine weiteren Einheiten D mehr lehren. Also
         * wird student 30 Tage gutgeschrieben, aber teaching sinkt auf 0 (300-11x30 <=
         * 0).
         *
         * Sonst traete dies auf:
         *
         * A: lernt B: lehrt A C: lehrt A D D: lernt
         *
         * Wenn B vor C dran ist, lehrt C nur 30 Tage an A (wie oben) und
         * 270 Tage an D.
         *
         * Ist C aber vor B dran, lehrt C 300 tage an A, und 0 tage an D,
         * und B lehrt auch 0 tage an A.
         *
         * Deswegen darf C D nie lehren duerfen.
         *
         * -> Das ist wirr. wer hat das entworfen?
         * Besser waere, man macht erst vorab alle zuordnungen, und dann
         * die Talentaenderung (enno).
         */

        nteaching = _max(0, nteaching - student->number * 30);

    }
    return n;
}