server/src/randenc.c

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/*
Copyright (c) 1998-2010, Enno Rehling <enno@eressea.de>
Katja Zedel <katze@felidae.kn-bremen.de
Christian Schlittchen <corwin@amber.kn-bremen.de>
Permission to use, copy, modify, and/or distribute this software for any
purpose with or without fee is hereby granted, provided that the above
copyright notice and this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
**/
#include <platform.h>
#include <kernel/config.h>
#include "randenc.h"
#include "economy.h"
#include "monster.h"
#include "move.h"
#include "alchemy.h"
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/* kernel includes */
#include <kernel/building.h>
#include <kernel/curse.h>
#include <kernel/equipment.h>
#include <kernel/faction.h>
#include <kernel/item.h>
#include <kernel/messages.h>
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#include <kernel/order.h>
#include <kernel/plane.h>
#include <kernel/pool.h>
#include <kernel/race.h>
#include <kernel/region.h>
#include <kernel/ship.h>
#include <kernel/terrain.h>
#include <kernel/terrainid.h>
#include <kernel/unit.h>
/* attributes includes */
#include <attributes/racename.h>
#include <attributes/reduceproduction.h>
/* util includes */
#include <util/attrib.h>
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#include <util/bsdstring.h>
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#include <util/language.h>
#include <util/lists.h>
#include <util/log.h>
#include <util/rand.h>
#include <util/message.h>
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#include <util/rng.h>
/* libc includes */
#include <stdio.h>
#include <string.h>
#include <assert.h>
#include <math.h>
#include <stdlib.h>
#include <attributes/iceberg.h>
extern struct attrib_type at_unitdissolve;
extern struct attrib_type at_orcification;
/* In a->data.ca[1] steht der Prozentsatz mit dem sich die Einheit
* aufl<EFBFBD>st, in a->data.ca[0] kann angegeben werden, wohin die Personen
* verschwinden. Passiert bereits in der ersten Runde! */
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static void dissolve_units(void)
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{
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region *r;
unit *u;
int n;
int i;
for (r = regions; r; r = r->next) {
for (u = r->units; u; u = u->next) {
attrib *a = a_find(u->attribs, &at_unitdissolve);
if (a) {
message *msg;
if (u->age == 0 && a->data.ca[1] < 100)
continue;
/* TODO: Durch einzelne Berechnung ersetzen */
if (a->data.ca[1] == 100) {
n = u->number;
} else {
n = 0;
for (i = 0; i < u->number; i++) {
if (rng_int() % 100 < a->data.ca[1])
n++;
}
}
/* wenn keiner verschwindet, auch keine Meldung */
if (n == 0) {
continue;
}
scale_number(u, u->number - n);
switch (a->data.ca[0]) {
case 1:
rsetpeasants(r, rpeasants(r) + n);
msg =
msg_message("dissolve_units_1", "unit region number race", u, r,
n, u_race(u));
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break;
case 2:
if (r->land && !fval(r, RF_MALLORN)) {
rsettrees(r, 2, rtrees(r, 2) + n);
msg =
msg_message("dissolve_units_2", "unit region number race", u, r,
n, u_race(u));
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} else {
msg =
msg_message("dissolve_units_3", "unit region number race", u, r,
n, u_race(u));
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}
break;
default:
if (u_race(u) == get_race(RC_STONEGOLEM)
|| u_race(u) == get_race(RC_IRONGOLEM)) {
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msg =
msg_message("dissolve_units_4", "unit region number race", u, r,
n, u_race(u));
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} else {
msg =
msg_message("dissolve_units_5", "unit region number race", u, r,
n, u_race(u));
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}
break;
}
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add_message(&u->faction->msgs, msg);
msg_release(msg);
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}
}
}
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remove_empty_units();
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}
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static int improve_all(faction * f, skill_t sk, int by_weeks)
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{
unit *u;
bool ret = by_weeks;
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for (u = f->units; u; u = u->nextF) {
if (has_skill(u, sk)) {
int weeks = 0;
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for (; weeks != by_weeks; ++weeks) {
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learn_skill(u, sk, 1.0);
ret = 0;
}
}
}
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return ret;
}
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void find_manual(region * r, unit * u)
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{
char zLocation[32];
char zBook[32];
skill_t skill = NOSKILL;
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message *msg;
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switch (rng_int() % 36) {
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case 0:
skill = SK_MAGIC;
break;
case 1:
case 2:
case 3:
case 4:
skill = SK_WEAPONSMITH;
break;
case 5:
case 6:
skill = SK_TACTICS;
break;
case 7:
case 8:
case 9:
case 10:
skill = SK_SHIPBUILDING;
break;
case 11:
case 12:
case 13:
case 14:
skill = SK_SAILING;
break;
case 15:
case 16:
case 17:
skill = SK_HERBALISM;
break;
case 18:
case 19:
skill = SK_ALCHEMY;
break;
case 20:
case 21:
case 22:
case 23:
skill = SK_BUILDING;
break;
case 24:
case 25:
case 26:
case 27:
skill = SK_ARMORER;
break;
case 28:
case 29:
case 30:
case 31:
skill = SK_MINING;
break;
case 32:
case 33:
case 34:
case 35:
skill = SK_ENTERTAINMENT;
break;
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}
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slprintf(zLocation, sizeof(zLocation), "manual_location_%d",
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(int)(rng_int() % 4));
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slprintf(zBook, sizeof(zLocation), "manual_title_%s", skillnames[skill]);
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msg = msg_message("find_manual", "unit location book", u, zLocation, zBook);
if (msg) {
r_addmessage(r, u->faction, msg);
msg_release(msg);
}
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if (improve_all(u->faction, skill, 3) == 3) {
int i;
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for (i = 0; i != 9; ++i)
learn_skill(u, skill, 1.0);
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}
}
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static void get_villagers(region * r, unit * u)
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{
unit *newunit;
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message *msg = msg_message("encounter_villagers", "unit", u);
const char *name = LOC(u->faction->locale, "villagers");
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r_addmessage(r, u->faction, msg);
msg_release(msg);
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newunit =
create_unit(r, u->faction, rng_int() % 20 + 3, u->faction->race, 0, name,
u);
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leave(newunit, true);
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fset(newunit, UFL_ISNEW | UFL_MOVED);
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equip_unit(newunit, get_equipment("random_villagers"));
}
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static void get_allies(region * r, unit * u)
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{
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unit *newunit = NULL;
const char *name;
const char *equip;
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int number;
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message *msg;
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assert(u->number);
switch (rterrain(r)) {
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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";
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number = rng_int() % 8 + 2;
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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";
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number = rng_int() % 6 + 2;
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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:
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return;
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}
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newunit =
create_unit(r, u->faction, number, u->faction->race, 0,
LOC(u->faction->locale, name), u);
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equip_unit(newunit, get_equipment(equip));
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u_setfaction(newunit, u->faction);
set_racename(&newunit->attribs, get_racename(u->attribs));
if (u_race(u)->flags & RCF_SHAPESHIFT) {
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newunit->irace = u->irace;
}
if (fval(u, UFL_ANON_FACTION))
fset(newunit, UFL_ANON_FACTION);
fset(newunit, UFL_ISNEW);
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msg = msg_message("encounter_allies", "unit name", u, name);
r_addmessage(r, u->faction, msg);
msg_release(msg);
}
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static void encounter(region * r, unit * u)
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{
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if (!fval(r, RF_ENCOUNTER))
return;
freset(r, RF_ENCOUNTER);
if (rng_int() % 100 >= ENCCHANCE)
return;
switch (rng_int() % 3) {
case 0:
find_manual(r, u);
break;
case 1:
get_villagers(r, u);
break;
case 2:
get_allies(r, u);
break;
}
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}
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void encounters(void)
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{
region *r;
for (r = regions; r; r = r->next) {
if (fval(r->terrain, LAND_REGION) && fval(r, RF_ENCOUNTER)) {
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int c = 0;
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unit *u;
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for (u = r->units; u; u = u->next) {
c += u->number;
}
if (c > 0) {
int i = 0;
int n = rng_int() % c;
for (u = r->units; u; u = u->next) {
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if (i + u->number > n)
break;
i += u->number;
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}
assert(u && u->number);
encounter(r, u);
}
}
}
}
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static const terrain_type *chaosterrain(void)
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{
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static const terrain_type **types;
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static int numtypes;
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if (numtypes == 0) {
const terrain_type *terrain;
for (terrain = terrains(); terrain != NULL; terrain = terrain->next) {
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if (fval(terrain, LAND_REGION) && terrain->herbs) {
++numtypes;
}
}
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types = malloc(sizeof(terrain_type) * numtypes);
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numtypes = 0;
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for (terrain = terrains(); terrain != NULL; terrain = terrain->next) {
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if (fval(terrain, LAND_REGION) && terrain->herbs) {
types[numtypes++] = terrain;
}
}
}
return types[rng_int() % numtypes];
}
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static unit *random_unit(const region * r)
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{
int c = 0;
int n;
unit *u;
for (u = r->units; u; u = u->next) {
if (u_race(u) != get_race(RC_SPELL)) {
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c += u->number;
}
}
if (c == 0) {
return NULL;
}
n = rng_int() % c;
c = 0;
u = r->units;
while (u && c < n) {
if (u_race(u) != get_race(RC_SPELL)) {
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c += u->number;
}
u = u->next;
}
return u;
}
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void chaos(region * r)
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{
if (rng_int() % 100 < 8) {
switch (rng_int() % 3) {
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case 0: /* Untote */
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if (!fval(r->terrain, SEA_REGION)) {
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unit *u = random_unit(r);
if (u && playerrace(u_race(u))) {
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ADDMSG(&u->faction->msgs, msg_message("chaos_disease", "unit", u));
u_setfaction(u, get_monsters());
u_setrace(u, get_race(RC_GHOUL));
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}
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}
break;
case 1: /* Drachen */
if (random_unit(r)) {
int mfac = 0;
unit *u;
switch (rng_int() % 3) {
case 0:
mfac = 100;
u =
createunit(r, get_monsters(), rng_int() % 8 + 1,
get_race(RC_FIREDRAGON));
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break;
case 1:
mfac = 500;
u =
createunit(r, get_monsters(), rng_int() % 4 + 1,
get_race(RC_DRAGON));
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break;
default:
mfac = 1000;
u =
createunit(r, get_monsters(), rng_int() % 2 + 1,
get_race(RC_WYRM));
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break;
}
if (mfac)
set_money(u, u->number * (rng_int() % mfac));
fset(u, UFL_ISNEW | UFL_MOVED);
}
case 2: /* Terrainver<65>nderung */
if (!fval(r->terrain, FORBIDDEN_REGION)) {
if (!fval(r->terrain, SEA_REGION)) {
direction_t dir;
for (dir = 0; dir != MAXDIRECTIONS; ++dir) {
region *rn = rconnect(r, dir);
if (rn && fval(rn->terrain, SEA_REGION))
break;
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}
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if (dir != MAXDIRECTIONS) {
ship *sh = r->ships;
unit **up;
while (sh) {
ship *nsh = sh->next;
float dmg =
get_param_flt(global.parameters, "rules.ship.damage.atlantis",
0.50);
damage_ship(sh, dmg);
if (sh->damage >= sh->size * DAMAGE_SCALE) {
remove_ship(&sh->region->ships, sh);
}
sh = nsh;
}
for (up = &r->units; *up;) {
unit *u = *up;
if (u_race(u) != get_race(RC_SPELL) && u->ship == 0 && !canfly(u)) {
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ADDMSG(&u->faction->msgs, msg_message("tidalwave_kill",
"region unit", r, u));
remove_unit(up, u);
}
if (*up == u)
up = &u->next;
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}
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ADDMSG(&r->msgs, msg_message("tidalwave", "region", r));
while (r->buildings) {
remove_building(&r->buildings, r->buildings);
}
terraform_region(r, newterrain(T_OCEAN));
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}
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} else {
direction_t dir;
for (dir = 0; dir != MAXDIRECTIONS; ++dir) {
region *rn = rconnect(r, dir);
if (rn && fval(rn->terrain, SEA_REGION))
break;
}
if (dir != MAXDIRECTIONS) {
terraform_region(r, chaosterrain());
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}
}
}
}
}
}
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static int nb_armor(const unit * u, int index)
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{
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const item *itm;
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int av = 0;
int s = 0, a = 0;
if (!(u_race(u)->battle_flags & BF_EQUIPMENT))
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return 0;
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/* Normale R<>stung */
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for (itm = u->items; itm; itm = itm->next) {
const armor_type *atype = itm->type->rtype->atype;
if (atype != NULL) {
int *schutz = &a;
if (atype->flags & ATF_SHIELD)
schutz = &s;
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if (*schutz <= index) {
*schutz += itm->number;
if (*schutz > index) {
av += atype->prot;
}
}
}
}
return av;
}
static int
damage_unit(unit * u, const char *dam, bool physical, bool magic)
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{
int *hp = malloc(u->number * sizeof(int));
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int h;
int i, dead = 0, hp_rem = 0, heiltrank;
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double magres = magic_resistance(u);
assert(u->number);
if (fval(u_race(u), RCF_ILLUSIONARY) || u_race(u) == get_race(RC_SPELL)) {
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return 0;
}
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h = u->hp / u->number;
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/* HP verteilen */
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for (i = 0; i < u->number; i++)
hp[i] = h;
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h = u->hp - (u->number * h);
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for (i = 0; i < h; i++)
hp[i]++;
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/* Schaden */
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for (i = 0; i < u->number; i++) {
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int damage = dice_rand(dam);
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if (magic)
damage = (int)(damage * (1.0 - magres));
if (physical)
damage -= nb_armor(u, i);
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hp[i] -= damage;
}
/* Auswirkungen */
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for (i = 0; i < u->number; i++) {
if (hp[i] <= 0) {
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heiltrank = 0;
/* Sieben Leben */
if (old_race(u_race(u)) == RC_CAT && (chance(1.0 / 7))) {
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hp[i] = u->hp / u->number;
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hp_rem += hp[i];
continue;
}
/* Heiltrank */
if (oldpotiontype[P_HEAL]) {
if (get_effect(u, oldpotiontype[P_HEAL]) > 0) {
change_effect(u, oldpotiontype[P_HEAL], -1);
heiltrank = 1;
} else if (i_get(u->items, oldpotiontype[P_HEAL]->itype) > 0) {
i_change(&u->items, oldpotiontype[P_HEAL]->itype, -1);
change_effect(u, oldpotiontype[P_HEAL], 3);
heiltrank = 1;
}
if (heiltrank && (chance(0.50))) {
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hp[i] = u->hp / u->number;
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hp_rem += hp[i];
continue;
}
}
dead++;
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} else {
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hp_rem += hp[i];
}
}
scale_number(u, u->number - dead);
u->hp = hp_rem;
free(hp);
return dead;
}
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void drown(region * r)
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{
if (fval(r->terrain, SEA_REGION)) {
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unit **up = up = &r->units;
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while (*up) {
unit *u = *up;
int amphibian_level = 0;
if (u->ship || u_race(u) == get_race(RC_SPELL) || u->number == 0) {
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up = &u->next;
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continue;
}
if (amphibian_level) {
int dead = damage_unit(u, "5d1", false, false);
if (dead) {
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ADDMSG(&u->faction->msgs, msg_message("drown_amphibian_dead",
"amount unit region", dead, u, r));
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} else {
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ADDMSG(&u->faction->msgs, msg_message("drown_amphibian_nodead",
"unit region", u, r));
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}
} else if (!(canswim(u) || canfly(u))) {
scale_number(u, 0);
ADDMSG(&u->faction->msgs, msg_message("drown", "unit region", u, r));
}
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if (*up == u)
up = &u->next;
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}
remove_empty_units_in_region(r);
}
}
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region *rrandneighbour(region * r)
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{
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direction_t i;
region *rc = NULL;
int rr, c = 0;
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/* Nachsehen, wieviele Regionen in Frage kommen */
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for (i = 0; i != MAXDIRECTIONS; i++) {
c++;
}
/* Zuf<75>llig eine ausw<73>hlen */
rr = rng_int() % c;
/* Durchz<68>hlen */
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c = -1;
for (i = 0; i != MAXDIRECTIONS; i++) {
rc = rconnect(r, i);
c++;
if (c == rr)
break;
}
assert(i != MAXDIRECTIONS);
return rc;
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}
static void
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volcano_destruction(region * volcano, region * r, region * rn,
const char *damage)
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{
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attrib *a;
unit **up;
int percent = 25, time = 6 + rng_int() % 12;
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rsettrees(r, 2, 0);
rsettrees(r, 1, 0);
rsettrees(r, 0, 0);
a = a_find(r->attribs, &at_reduceproduction);
if (!a) {
a = make_reduceproduction(percent, time);
} else {
/* Produktion vierteln ... */
a->data.sa[0] = (short)percent;
/* F<>r 6-17 Runden */
a->data.sa[1] = (short)(a->data.sa[1] + time);
}
/* Personen bekommen 4W10 Punkte Schaden. */
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for (up = &r->units; *up;) {
unit *u = *up;
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if (u->number) {
int dead = damage_unit(u, damage, true, false);
if (dead) {
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ADDMSG(&u->faction->msgs, msg_message("volcano_dead",
"unit region dead", u, volcano, dead));
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}
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if (r == volcano && !fval(u->faction, FFL_SELECT)) {
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fset(u->faction, FFL_SELECT);
if (rn) {
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ADDMSG(&u->faction->msgs, msg_message("volcanooutbreak",
"regionv regionn", r, rn));
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} else {
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ADDMSG(&u->faction->msgs, msg_message("volcanooutbreaknn",
"region", r));
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}
}
}
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if (u == *up)
up = &u->next;
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}
remove_empty_units_in_region(r);
}
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void volcano_outbreak(region * r)
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{
region *rn;
unit *u;
faction *f;
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for (f = NULL, u = r->units; u; u = u->next) {
if (f != u->faction) {
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f = u->faction;
freset(f, FFL_SELECT);
}
}
/* Zuf<75>llige Nachbarregion verw<72>sten */
rn = rrandneighbour(r);
volcano_destruction(r, r, rn, "4d10");
if (rn) {
volcano_destruction(r, rn, NULL, "3d10");
}
}
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static void melt_iceberg(region * r)
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{
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attrib *a;
unit *u;
for (u = r->units; u; u = u->next)
freset(u->faction, FFL_SELECT);
for (u = r->units; u; u = u->next)
if (!fval(u->faction, FFL_SELECT)) {
fset(u->faction, FFL_SELECT);
ADDMSG(&u->faction->msgs, msg_message("iceberg_melt", "region", r));
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}
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/* driftrichtung l<>schen */
a = a_find(r->attribs, &at_iceberg);
if (a)
a_remove(&r->attribs, a);
/* Geb<65>ude l<>schen */
while (r->buildings) {
remove_building(&r->buildings, r->buildings);
}
/* in Ozean wandeln */
terraform_region(r, newterrain(T_OCEAN));
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/* Einheiten, die nicht schwimmen k<>nnen oder in Schiffen sind,
* ertrinken */
drown(r);
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}
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static void move_iceberg(region * r)
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{
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attrib *a;
direction_t dir;
region *rc;
a = a_find(r->attribs, &at_iceberg);
if (!a) {
dir = (direction_t) (rng_int() % MAXDIRECTIONS);
a = a_add(&r->attribs, make_iceberg(dir));
} else {
if (rng_int() % 100 < 20) {
dir = (direction_t) (rng_int() % MAXDIRECTIONS);
a->data.i = dir;
} else {
dir = (direction_t) a->data.i;
}
}
rc = rconnect(r, dir);
if (rc && !fval(rc->terrain, ARCTIC_REGION)) {
if (fval(rc->terrain, SEA_REGION)) { /* Eisberg treibt */
ship *sh, *shn;
unit *u;
int x, y;
for (u = r->units; u; u = u->next)
freset(u->faction, FFL_SELECT);
for (u = r->units; u; u = u->next)
if (!fval(u->faction, FFL_SELECT)) {
fset(u->faction, FFL_SELECT);
ADDMSG(&u->faction->msgs, msg_message("iceberg_drift",
"region dir", r, dir));
}
x = r->x;
y = r->y;
runhash(r);
runhash(rc);
r->x = rc->x;
r->y = rc->y;
rc->x = x;
rc->y = y;
rhash(rc);
rhash(r);
/* rc ist der Ozean (Ex-Eisberg), r der Eisberg (Ex-Ozean) */
/* Schiffe aus dem Zielozean werden in den Eisberg transferiert
* und nehmen Schaden. */
for (sh = r->ships; sh; sh = sh->next)
freset(sh, SF_SELECT);
for (sh = r->ships; sh; sh = sh->next) {
/* Meldung an Kapit<69>n */
float dmg =
get_param_flt(global.parameters, "rules.ship.damage.intoiceberg",
0.10F);
damage_ship(sh, dmg);
fset(sh, SF_SELECT);
}
/* Personen, Schiffe und Geb<65>ude verschieben */
while (rc->buildings) {
rc->buildings->region = r;
translist(&rc->buildings, &r->buildings, rc->buildings);
}
while (rc->ships) {
float dmg =
get_param_flt(global.parameters, "rules.ship.damage.withiceberg",
0.10F);
fset(rc->ships, SF_SELECT);
damage_ship(rc->ships, dmg);
move_ship(rc->ships, rc, r, NULL);
}
while (rc->units) {
building *b = rc->units->building;
u = rc->units;
u->building = 0; /* prevent leaving in move_unit */
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move_unit(rc->units, r, NULL);
u_set_building(u, b); /* undo leave-prevention */
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}
/* Besch<63>digte Schiffe k<>nnen sinken */
for (sh = r->ships; sh;) {
shn = sh->next;
if (fval(sh, SF_SELECT)) {
u = ship_owner(sh);
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if (sh->damage >= sh->size * DAMAGE_SCALE) {
if (u != NULL) {
ADDMSG(&u->faction->msgs, msg_message("overrun_by_iceberg_des",
"ship", sh));
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}
remove_ship(&sh->region->ships, sh);
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} else if (u != NULL) {
ADDMSG(&u->faction->msgs, msg_message("overrun_by_iceberg",
"ship", sh));
}
}
sh = shn;
}
} else if (rng_int() % 100 < 20) { /* Eisberg bleibt als Gletscher liegen */
unit *u;
rsetterrain(r, T_GLACIER);
a_remove(&r->attribs, a);
for (u = r->units; u; u = u->next)
freset(u->faction, FFL_SELECT);
for (u = r->units; u; u = u->next)
if (!fval(u->faction, FFL_SELECT)) {
fset(u->faction, FFL_SELECT);
ADDMSG(&u->faction->msgs, msg_message("iceberg_land", "region", r));
}
}
}
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}
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static void move_icebergs(void)
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{
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region *r;
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for (r = regions; r; r = r->next) {
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if (r->terrain == newterrain(T_ICEBERG) && !fval(r, RF_SELECT)) {
int select = rng_int() % 10;
if (select < 4) {
/* 4% chance */
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fset(r, RF_SELECT);
melt_iceberg(r);
} else if (select < 64) {
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/* 60% chance */
fset(r, RF_SELECT);
move_iceberg(r);
}
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}
}
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}
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void create_icebergs(void)
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{
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region *r;
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for (r = regions; r; r = r->next) {
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if (r->terrain == newterrain(T_ICEBERG_SLEEP) && chance(0.05)) {
bool has_ocean_neighbour = false;
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direction_t dir;
region *rc;
unit *u;
freset(r, RF_SELECT);
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for (dir = 0; dir < MAXDIRECTIONS; dir++) {
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rc = rconnect(r, dir);
if (rc && fval(rc->terrain, SEA_REGION)) {
has_ocean_neighbour = true;
break;
}
}
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if (!has_ocean_neighbour)
continue;
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rsetterrain(r, T_ICEBERG);
fset(r, RF_SELECT);
move_iceberg(r);
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for (u = r->units; u; u = u->next) {
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freset(u->faction, FFL_SELECT);
}
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for (u = r->units; u; u = u->next) {
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if (!fval(u->faction, FFL_SELECT)) {
fset(u->faction, FFL_SELECT);
ADDMSG(&u->faction->msgs, msg_message("iceberg_create", "region", r));
}
}
}
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}
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}
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static void godcurse(void)
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{
region *r;
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for (r = regions; r; r = r->next) {
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if (is_cursed(r->attribs, C_CURSED_BY_THE_GODS, 0)) {
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unit *u;
for (u = r->units; u; u = u->next) {
skill *sv = u->skills;
while (sv != u->skills + u->skill_size) {
int weeks = 1 + rng_int() % 3;
2010-08-08 10:06:34 +02:00
reduce_skill(u, sv, weeks);
++sv;
}
}
if (fval(r->terrain, SEA_REGION)) {
ship *sh;
for (sh = r->ships; sh;) {
ship *shn = sh->next;
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float dmg =
get_param_flt(global.parameters, "rules.ship.damage.godcurse",
0.10F);
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damage_ship(sh, dmg);
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if (sh->damage >= sh->size * DAMAGE_SCALE) {
unit *u = ship_owner(sh);
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if (u)
ADDMSG(&u->faction->msgs,
msg_message("godcurse_destroy_ship", "ship", sh));
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remove_ship(&sh->region->ships, sh);
}
sh = shn;
}
}
}
}
}
/** handles the "orcish" curse that makes units grow like old orks
* This would probably be better handled in an age-function for the curse,
* but it's now being called by randomevents()
*/
2011-03-07 08:02:35 +01:00
static void orc_growth(void)
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{
2011-03-07 08:02:35 +01:00
region *r;
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for (r = regions; r; r = r->next) {
unit *u;
for (u = r->units; u; u = u->next) {
static bool init = false;
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static const curse_type *ct_orcish = 0;
curse *c = 0;
if (!init) {
init = true;
ct_orcish = ct_find("orcish");
}
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if (ct_orcish)
c = get_curse(u->attribs, ct_orcish);
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if (c && !has_skill(u, SK_MAGIC) && !has_skill(u, SK_ALCHEMY)
&& !fval(u, UFL_HERO)) {
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int n;
int increase = 0;
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int num = get_cursedmen(u, c);
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double prob = curse_geteffect(c);
const item_type * it_chastity = it_find("ao_chastity");
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if (it_chastity) {
num -= i_get(u->items, it_chastity);
}
for (n = num; n > 0; n--) {
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if (chance(prob)) {
++increase;
}
}
if (increase) {
unit *u2 = create_unit(r, u->faction, increase, u_race(u), 0, NULL, u);
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transfermen(u2, u, u2->number);
ADDMSG(&u->faction->msgs, msg_message("orcgrowth",
"unit amount race", u, increase, u_race(u)));
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}
}
}
}
}
/** Talente von D<>monen verschieben sich.
*/
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static void demon_skillchanges(void)
2010-08-08 10:06:34 +02:00
{
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region *r;
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for (r = regions; r; r = r->next) {
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unit *u;
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for (u = r->units; u; u = u->next) {
if (u_race(u) == get_race(RC_DAEMON)) {
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skill *sv = u->skills;
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int upchance = 15;
int downchance = 10;
if (fval(u, UFL_HUNGER)) {
/* hungry demons only go down, never up in skill */
static int rule_hunger = -1;
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if (rule_hunger < 0) {
rule_hunger =
get_param_int(global.parameters, "hunger.demon.skill", 0);
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}
if (rule_hunger) {
upchance = 0;
downchance = 15;
}
}
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while (sv != u->skills + u->skill_size) {
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int roll = rng_int() % 100;
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if (sv->level > 0 && roll < upchance + downchance) {
int weeks = 1 + rng_int() % 3;
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if (roll < downchance) {
reduce_skill(u, sv, weeks);
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if (sv->level < 1) {
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/* demons should never forget below 1 */
set_level(u, sv->id, 1);
}
} else {
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while (weeks--)
learn_skill(u, sv->id, 1.0);
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}
}
++sv;
}
}
}
}
}
/** Eisberge entstehen und bewegen sich.
* Einheiten die im Wasser landen, ertrinken.
*/
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static void icebergs(void)
2010-08-08 10:06:34 +02:00
{
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region *r;
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create_icebergs();
move_icebergs();
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for (r = regions; r; r = r->next) {
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drown(r);
}
}
#ifdef HERBS_ROT
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static void rotting_herbs(void)
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{
static int rule_rot = -1;
region *r;
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if (rule_rot < 0) {
rule_rot =
get_param_int(global.parameters, "rules.economy.herbrot", HERBROTCHANCE);
}
if (rule_rot == 0) return;
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for (r = regions; r; r = r->next) {
unit *u;
for (u = r->units; u; u = u->next) {
const struct item_type *it_bag = it_find("magicherbbag");
item **itmp = &u->items;
int rot_chance = rule_rot;
if (it_bag && *i_find(itmp, it_bag)) {
rot_chance = (rot_chance * 2) / 5;
}
while (*itmp) {
item *itm = *itmp;
int n = itm->number;
double k = n * rot_chance / 100.0;
if (fval(itm->type, ITF_HERB)) {
double nv = normalvariate(k, k / 4);
int inv = (int)nv;
int delta = _min(n, inv);
if (!i_change(itmp, itm->type, -delta)) {
continue;
}
}
itmp = &itm->next;
}
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}
}
}
#endif
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void randomevents(void)
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{
region *r;
faction *monsters = get_monsters();
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2010-08-08 10:06:34 +02:00
icebergs();
godcurse();
orc_growth();
demon_skillchanges();
/* Orkifizierte Regionen mutieren und mutieren zur<75>ck */
for (r = regions; r; r = r->next) {
if (fval(r, RF_ORCIFIED)) {
direction_t dir;
double probability = 0.0;
for (dir = 0; dir < MAXDIRECTIONS; dir++) {
region *rc = rconnect(r, dir);
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if (rc && rpeasants(rc) > 0 && !fval(rc, RF_ORCIFIED))
probability += 0.02;
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}
if (chance(probability)) {
ADDMSG(&r->msgs, msg_message("deorcified", "region", r));
freset(r, RF_ORCIFIED);
}
} else {
attrib *a = a_find(r->attribs, &at_orcification);
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if (a != NULL) {
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double probability = 0.0;
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if (rpeasants(r) <= 0)
continue;
probability = a->data.i / (double)rpeasants(r);
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if (chance(probability)) {
fset(r, RF_ORCIFIED);
a_remove(&r->attribs, a);
ADDMSG(&r->msgs, msg_message("orcified", "region", r));
} else {
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a->data.i -= _max(10, a->data.i / 10);
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if (a->data.i <= 0)
a_remove(&r->attribs, a);
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}
}
}
}
/* Vulkane qualmen, brechen aus ... */
for (r = regions; r; r = r->next) {
if (r->terrain == newterrain(T_VOLCANO_SMOKING)) {
if (a_find(r->attribs, &at_reduceproduction)) {
ADDMSG(&r->msgs, msg_message("volcanostopsmoke", "region", r));
rsetterrain(r, T_VOLCANO);
} else {
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if (rng_int() % 100 < 12) {
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ADDMSG(&r->msgs, msg_message("volcanostopsmoke", "region", r));
rsetterrain(r, T_VOLCANO);
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} else if (r->age > 20 && rng_int() % 100 < 8) {
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volcano_outbreak(r);
}
}
} else if (r->terrain == newterrain(T_VOLCANO)) {
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if (rng_int() % 100 < 4) {
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ADDMSG(&r->msgs, msg_message("volcanostartsmoke", "region", r));
rsetterrain(r, T_VOLCANO_SMOKING);
}
}
}
/* Monumente zerfallen, Schiffe verfaulen */
for (r = regions; r; r = r->next) {
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building **blist = &r->buildings;
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while (*blist) {
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building *b = *blist;
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if (fval(b->type, BTF_DECAY) && !building_owner(b)) {
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b->size -= _max(1, (b->size * 20) / 100);
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if (b->size == 0) {
remove_building(blist, r->buildings);
}
}
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if (*blist == b)
blist = &b->next;
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}
}
/* monster-einheiten desertieren */
if (monsters) {
for (r = regions; r; r = r->next) {
unit *u;
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for (u = r->units; u; u = u->next) {
if (u->faction && !is_monsters(u->faction)
&& (u_race(u)->flags & RCF_DESERT)) {
if (fval(u, UFL_ISNEW))
continue;
if (rng_int() % 100 < 5) {
ADDMSG(&u->faction->msgs, msg_message("desertion",
"unit region", u, r));
u_setfaction(u, monsters);
}
}
}
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}
}
/* Chaos */
for (r = regions; r; r = r->next) {
int i;
if (fval(r, RF_CHAOTIC)) {
chaos(r);
}
i = chaoscount(r);
if (i) {
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chaoscounts(r, -(int)(i * ((double)(rng_int() % 10)) / 100.0));
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}
}
#ifdef HERBS_ROT
rotting_herbs();
#endif
dissolve_units();
}