server/src/kernel/ally.c

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#include "platform.h"
#include "config.h"
#include "ally.h"
#include "unit.h"
#include "region.h"
#include "group.h"
#include "faction.h"
#include "objtypes.h"
#include <kernel/attrib.h>
#include <util/strings.h>
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#include <kernel/gamedata.h>
#include <storage.h>
#include <assert.h>
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#include <string.h>
#include <stdlib.h>
#define BLOCKSIZE 15
typedef struct allies {
struct allies *next;
int num;
struct faction *factions[BLOCKSIZE];
int status[BLOCKSIZE];
} allies;
static void block_insert(allies *al, struct faction *f, int status) {
int i = al->num++;
al->status[i] = status;
al->factions[i] = f;
/* TODO: heapify */
}
static int block_search(allies *al, const struct faction *f) {
int i;
/* TODO: binary search */
for (i = 0; i != al->num; ++i) {
if (al->factions[i] == f) {
return i;
}
}
return BLOCKSIZE;
}
int allies_walk(struct allies *all, cb_allies_walk callback, void *udata)
{
allies *al;
for (al = all; al; al = al->next) {
int i;
for (i = 0; i != al->num; ++i) {
int e = callback(all, al->factions[i], al->status[i], udata);
if (e != 0) {
return e;
}
}
}
return 0;
}
int ally_get(allies *al, const struct faction *f)
{
for (; al; al = al->next) {
int i = block_search(al, f);
if (i != BLOCKSIZE) {
return al->status[i];
}
}
return 0;
}
void ally_set(allies **p_al, struct faction *f, int status)
{
while (*p_al) {
allies *al = *p_al;
int i = block_search(al, f);
if (i != BLOCKSIZE) {
if (status == 0) {
if (--al->num != i) {
al->factions[i] = al->factions[al->num];
al->status[i] = al->status[al->num];
/* TODO: repair heap up or down */
}
else if (al->num == 0) {
*p_al = al->next;
free(al);
return;
}
}
else {
al->status[i] = status;
}
return;
}
if (al->num < BLOCKSIZE) {
block_insert(al, f, status);
return;
}
p_al = &al->next;
}
*p_al = calloc(1, sizeof(allies));
block_insert(*p_al, f, status);
}
void write_allies(gamedata * data, const allies *alist)
{
const allies *al;
for (al = alist; al; al = al->next) {
int i;
for (i = 0; i != al->num; ++i) {
const faction * f = al->factions[i];
if (f && f->_alive) {
write_faction_reference(f, data->store);
WRITE_INT(data->store, al->status[i]);
}
}
}
write_faction_reference(NULL, data->store);
}
void read_allies(gamedata * data, allies **p_al)
{
for (;;) {
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faction *f;
int aid, status;
READ_INT(data->store, &aid);
/* TODO: deal with unresolved factions, somehow */
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if (aid <= 0) {
break;
}
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f = findfaction(aid);
if (!f) f = faction_create(aid);
READ_INT(data->store, &status);
ally_set(p_al, f, status);
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}
}
void allies_free(allies *al)
{
while (al) {
allies * an = al->next;
free(al);
al = an;
}
}
allies *allies_clone(const allies *al) {
allies *al_clone = NULL, **al_end = &al_clone;
for (; al; al = al->next) {
allies *al_new = calloc(1, sizeof(allies));
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if (!al_new) abort();
memcpy(al_new, al, sizeof(allies));
*al_end = al_new;
al_end = &al_new->next;
}
*al_end = NULL;
return al_clone;
}
static int ally_flag(const char *s, int help_mask)
{
if ((help_mask & HELP_MONEY) && strcmp(s, "money") == 0)
return HELP_MONEY;
if ((help_mask & HELP_FIGHT) && strcmp(s, "fight") == 0)
return HELP_FIGHT;
if ((help_mask & HELP_GIVE) && strcmp(s, "give") == 0)
return HELP_GIVE;
if ((help_mask & HELP_GUARD) && strcmp(s, "guard") == 0)
return HELP_GUARD;
if ((help_mask & HELP_FSTEALTH) && strcmp(s, "stealth") == 0)
return HELP_FSTEALTH;
if ((help_mask & HELP_TRAVEL) && strcmp(s, "travel") == 0)
return HELP_TRAVEL;
return 0;
}
/** Specifies automatic alliance modes.
* If this returns a value then the bits set are immutable between alliance
* partners (faction::alliance) and cannot be changed with the HELP command.
*/
int AllianceAuto(void)
{
int value;
const char *str = config_get("alliance.auto");
value = 0;
if (str != NULL) {
char *sstr = str_strdup(str);
char *tok = strtok(sstr, " ");
while (tok) {
value |= ally_flag(tok, -1);
tok = strtok(NULL, " ");
}
free(sstr);
}
return value & HelpMask();
}
static int
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autoalliance(const faction * sf, const faction * f2)
{
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if (sf->alliance == f2->alliance) {
return AllianceAuto();
}
return 0;
}
static void init_npcfaction(variant *var)
{
var->i = 1;
}
attrib_type at_npcfaction = {
"npcfaction",
init_npcfaction,
NULL,
NULL,
a_writeint,
a_readint,
NULL,
ATF_UNIQUE
};
/** Limits the available help modes
* The bitfield returned by this function specifies the available help modes
* in this game (so you can, for example, disable HELP GIVE globally).
* Disabling a status will disable the command sequence entirely (order parsing
* uses this function).
*/
int HelpMask(void)
{
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static int config, rule;
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if (config_changed(&config)) {
const char *str = config_get("rules.help.mask");
if (str != NULL) {
char *sstr = str_strdup(str);
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char *tok = strtok(sstr, " ");
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rule = 0;
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while (tok) {
rule |= ally_flag(tok, -1);
tok = strtok(NULL, " ");
}
free(sstr);
}
else {
rule = HELP_ALL;
}
}
return rule;
}
static int AllianceRestricted(void)
{
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static int config, rule;
if (config_changed(&config)) {
const char *str = config_get("alliance.restricted");
rule = 0;
if (str != NULL) {
char *sstr = str_strdup(str);
char *tok = strtok(sstr, " ");
while (tok) {
rule |= ally_flag(tok, -1);
tok = strtok(NULL, " ");
}
free(sstr);
}
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rule &= HelpMask();
}
return rule;
}
int alliance_status(const faction *f, const faction *f2, int status) {
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status |= autoalliance(f, f2);
if (status > 0) {
int mask = AllianceRestricted();
if (mask) {
if (a_find(f->attribs, &at_npcfaction)) {
return status;
}
if (a_find(f2->attribs, &at_npcfaction)) {
return status;
}
if (f->alliance != f2->alliance) {
status &= ~mask;
}
}
}
return status;
}
int
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alliedgroup(const struct faction *f,
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const struct faction *f2, const struct group *g, int mask)
{
allies *all = g ? g->allies : f->allies;
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int status;
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if (!(faction_alive(f) && faction_alive(f2))) {
return 0;
}
status = ally_get(all, f2) & mask;
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return alliance_status(f, f2, status);
}
int
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alliedfaction(const struct faction *f, const struct faction *f2, int mask)
{
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return alliedgroup(f, f2, NULL, mask);
}
/* Die Gruppe von Einheit u hat helfe zu f2 gesetzt. */
int alliedunit(const unit * u, const faction * f2, int mask)
{
assert(u);
assert(f2);
assert(u->region); /* the unit should be in a region, but it's possible that u->number==0 (TEMP units) */
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if (u->faction == f2) {
return mask;
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}
if (!faction_alive(f2)) {
return 0;
}
if (u->faction != NULL && f2 != NULL) {
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group *g;
if (mask & HELP_FIGHT) {
if ((u->flags & UFL_DEFENDER) || (u->faction->flags & FFL_DEFENDER)) {
faction *owner = region_get_owner(u->region);
/* helps the owner of the region */
if (owner == f2) {
return HELP_FIGHT;
}
}
}
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g = get_group(u);
if (g) {
return alliedgroup(u->faction, f2, g, mask);
}
return alliedfaction(u->faction, f2, mask);
}
return 0;
}