server/src/common/gamecode/spy.c

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/* vi: set ts=2:
*
* Eressea PB(E)M host Copyright (C) 1998-2000
* Christian Schlittchen (corwin@amber.kn-bremen.de)
* Katja Zedel (katze@felidae.kn-bremen.de)
* Henning Peters (faroul@beyond.kn-bremen.de)
* Enno Rehling (enno@eressea-pbem.de)
* Ingo Wilken (Ingo.Wilken@informatik.uni-oldenburg.de)
*
* based on:
*
* Atlantis v1.0 13 September 1993 Copyright 1993 by Russell Wallace
* Atlantis v1.7 Copyright 1996 by Alex Schr<EFBFBD>der
*
* This program may not be used, modified or distributed without
* prior permission by the authors of Eressea.
* This program may not be sold or used commercially without prior written
* permission from the authors.
*/
#include <config.h>
#include "eressea.h"
#include "spy.h"
/* kernel includes */
#include "build.h"
#include "creation.h"
#include "economy.h"
#include "item.h"
#include "karma.h"
#include "faction.h"
#include "magic.h"
#include "message.h"
#include "movement.h"
#include "race.h"
#include "region.h"
#include "ship.h"
#include "skill.h"
#include "unit.h"
/* util includes */
#include "vset.h"
/* libc includes */
#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
void
spy(region * r, unit * u)
{
unit *target;
int spy, observe;
target = getunit(r, u);
if (!target) {
cmistake(u, findorder(u, u->thisorder), 64, MSG_EVENT);
return;
}
if (!can_contact(r, u, target)) {
cmistake(u, findorder(u, u->thisorder), 24, MSG_EVENT);
return;
}
if (eff_skill(u, SK_SPY, r) < 1) {
cmistake(u, findorder(u, u->thisorder), 39, MSG_EVENT);
return;
}
spy = eff_skill(u, SK_SPY, r)
- (eff_skill(target, SK_OBSERVATION, r) + eff_stealth(target, r) / 2);
if (spy < 0) {
add_message(&u->faction->msgs, new_message(u->faction,
"spyfail%u:spy%u:target", u, target));
} else if (spy == 0) {
spy_message(spy, u, target);
} else if (spy > 0) {
spy_message(1, u, target);
}
observe = eff_skill(target, SK_OBSERVATION, r) - effskill(u, SK_STEALTH);
if (get_item(u, I_RING_OF_INVISIBILITY) >= u->number &&
get_item(target, I_AMULET_OF_TRUE_SEEING) == 0) {
observe = min(observe, 0);
}
if (observe > 0)
add_message(&target->faction->msgs, new_message(target->faction,
"spydetect%u:spy%u:target", observe>0?u:NULL, target));
}
void
setstealth(unit * u, strlist * S)
{
char *s;
char level;
race_t t;
attrib *a;
s = getstrtoken();
/* Tarne ohne Parameter: Setzt maximale Tarnung */
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if (s == NULL || *s == 0) {
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u_seteffstealth(u, -1);
return;
}
/* Pseudodrachen k<>nnen sich nur als Drachen tarnen */
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t = findrace(s);
if (t != NORACE) {
if (u->race == RC_PSEUDODRAGON || u->race == RC_BIRTHDAYDRAGON) {
if (t==RC_PSEUDODRAGON||t==RC_FIREDRAGON||t==RC_DRAGON||t==RC_WYRM) {
u->irace = t;
}
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return;
}
/* D<>momen und Illusionsparteien k<>nnen sich als andere race tarnen */
if (race[u->race].flags & RCF_SHAPESHIFT) {
if (!race[t].nonplayer) {
u->irace = t;
}
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}
return;
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}
switch(findparam(s)) {
case P_FACTION:
/* TARNE PARTEI [NICHT] */
s = getstrtoken();
if (findparam(s) == P_NOT) {
freset(u, FL_PARTEITARNUNG);
} else {
fset(u, FL_PARTEITARNUNG);
}
break;
case P_ANY:
/* TARNE ALLES (was nicht so alles geht?) */
u_seteffstealth(u, -1);
break;
case P_NUMBER:
/* TARNE ANZAHL [NICHT] */
if(!fspecial(u->faction, FS_HIDDEN)) {
cmistake(u, S->s, 277, MSG_EVENT);
return;
}
s = getstrtoken();
if (findparam(s) == P_NOT) {
a = a_find(u->attribs, &at_fshidden);
if(a) a->data.ca[0] = 0;
if(a->data.i == 0) a_remove(&u->attribs, a);
} else {
a = a_find(u->attribs, &at_fshidden);
if(!a) a = a_add(&u->attribs, a_new(&at_fshidden));
a->data.ca[0] = 1;
}
break;
case P_ITEMS:
/* TARNE GEGENST<53>NDE [NICHT] */
if(!fspecial(u->faction, FS_HIDDEN)) {
cmistake(u, S->s, 277, MSG_EVENT);
return;
}
if (findparam(s) == P_NOT) {
a = a_find(u->attribs, &at_fshidden);
if(a) a->data.ca[1] = 0;
if(a->data.i == 0) a_remove(&u->attribs, a);
} else {
a = a_find(u->attribs, &at_fshidden);
if(!a) a = a_add(&u->attribs, a_new(&at_fshidden));
a->data.ca[1] = 1;
}
break;
default:
/* Sonst: Tarnungslevel setzen */
level = (char) atoip(s);
if (level > effskill(u, SK_STEALTH)) {
sprintf(buf, "%s kann sich nicht so gut tarnen.", unitname(u));
mistake(u, S->s, buf, MSG_EVENT);
return;
}
u_seteffstealth(u, level);
}
return;
}
static int
faction_skill(region * r, faction * f, skill_t skill)
{
int sk = 0;
unit *u;
list_foreach(unit, r->units, u)
if (u->faction == f)
{
int s = eff_skill(u, skill, r);
sk = max(sk, s);
}
list_next(u);
return sk;
}
static int
crew_skill(region * r, faction * f, ship * sh, skill_t skill)
{
int sk = 0;
unit *u;
list_foreach(unit, r->units, u)
if (u->ship == sh && u->faction == f) {
sk = eff_skill(u, skill, r);
sk = max(skill, sk);
}
list_next(u);
return sk;
}
static int
try_destruction(unit * u, unit * u2, const char *name, int skilldiff)
{
const char *destruction_success_msg = "%s wurde von %s zerstoert.";
const char *destruction_failed_msg = "%s konnte %s nicht zerstoeren.";
const char *destruction_detected_msg = "%s wurde beim Versuch, %s zu zerstoeren, entdeckt.";
const char *detect_failure_msg = "Es wurde versucht, %s zu zerstoeren.";
const char *object_destroyed_msg = "%s wurde zerstoert.";
if (skilldiff == 0) {
/* tell the unit that the attempt failed: */
sprintf(buf, destruction_failed_msg, unitname(u), name);
addmessage(0, u->faction, buf, MSG_EVENT, ML_WARN);
/* tell the enemy about the attempt: */
sprintf(buf, detect_failure_msg, name);
addmessage(0, u2->faction, buf, MSG_EVENT, ML_IMPORTANT);
return 0;
}
if (skilldiff < 0) {
/* tell the unit that the attempt was detected: */
sprintf(buf, destruction_detected_msg, unitname(u), name);
addmessage(0, u->faction, buf, MSG_EVENT, ML_WARN);
/* tell the enemy whodunit: */
sprintf(buf, detect_failure_msg, unitname(u2), unitname(u), name);
addmessage(0, u2->faction, buf, MSG_EVENT, ML_IMPORTANT);
return 0;
}
/* tell the unit that the attempt succeeded */
sprintf(buf, destruction_success_msg, name, unitname(u));
addmessage(0, u->faction, buf, MSG_EVENT, ML_INFO);
sprintf(buf, object_destroyed_msg, name);
addmessage(0, u2->faction, buf, MSG_EVENT, ML_IMPORTANT);
return 1; /* success */
}
static void
sink_ship(region * r, ship * sh, const char *name, char spy, unit * saboteur)
{
const char *person_lost_msg = "- %d Person von %s ertrinkt; %s.";
const char *persons_lost_msg = "- %d Personen von %s ertrinken; %s.";
const char *unit_dies_msg = "Die Einheit wird ausgeloescht";
const char *unit_lives_msg = "Die Einheit rettet sich nach ";
const char *unit_intact_msg = "%s ueberlebt unbeschadet und rettet sich nach %s.";
const char *ship_sinks_msg = "%s versinkt im Ozean.";
const char *enemy_discovers_spy_msg = "%s wurde beim versenken von %s entdeckt.";
const char *spy_discovered_msg = "%s entdeckte %s beim versenken von %s.";
unit **ui;
region *safety = r;
faction *f;
int i;
direction_t d;
unsigned int index;
int chance;
int money, count;
char buffer[DISPLAYSIZE + 1];
vset informed;
vset survivors;
vset_init(&informed);
vset_init(&survivors);
/* figure out what a unit's chances of survival are: */
chance = 0;
if (rterrain(r) != T_OCEAN)
chance = CANAL_SWIMMER_CHANCE;
else
for (d = 0; d != MAXDIRECTIONS; ++d)
if (rterrain(rconnect(r, d)) != T_OCEAN && !move_blocked(NULL, r, d)) {
safety = rconnect(r, d);
chance = OCEAN_SWIMMER_CHANCE;
break;
}
for (ui = &r->units; *ui; ui = &(*ui)->next) {
unit *u = *ui;
/* inform this faction about the sinking ship: */
vset_add(&informed, u->faction);
if (u->ship == sh) {
int dead = 0;
/* if this fails, I misunderstood something: */
for (i = 0; i != u->number; ++i)
if (rand() % 100 >= chance)
++dead;
if (dead != u->number)
/* she will live. but her items get stripped */
{
vset_add(&survivors, u);
if (dead > 0) {
strcat(strcpy(buffer, unit_lives_msg), regionid(safety));
sprintf(buf, (dead == 1) ? person_lost_msg : persons_lost_msg,
dead, unitname(u), buffer);
} else
sprintf(buf, unit_intact_msg, unitname(u), regionid(safety));
addmessage(0, u->faction, buf, MSG_EVENT, ML_WARN);
set_leftship(u, u->ship);
u->ship = 0;
if (r != safety)
setguard(u, GUARD_NONE);
while (u->items) i_remove(&u->items, u->items);
move_unit(u, safety, NULL);
} else {
sprintf(buf, (dead == 1) ? person_lost_msg : persons_lost_msg,
dead, unitname(u), unit_dies_msg);
}
if (dead == u->number)
/* the poor creature, she dies */
{
*ui = u->next;
destroy_unit(u);
}
}
}
/* inform everyone, and reduce money to the absolutely necessary
* amount: */
while (informed.size != 0) {
unit *lastunit = 0;
f = (faction *) informed.data[0];
money = 0;
count = 0;
/* find out how much money this faction still has: */
for (index = 0; index != survivors.size; ++index) {
unit *u = (unit *) survivors.data[index];
if (u->faction == f) {
count += u->number;
money += get_money(u);
lastunit = u;
}
}
/* 'money' shall be the maintenance-surplus of the survivng
* units: */
money = money - count * MAINTENANCE;
for (index = 0; money > 0; ++index) {
int remove;
unit *u = (unit *) survivors.data[index];
assert(index < survivors.size);
if (u->faction == f && !nonplayer(u)) {
remove = min(get_money(u), money);
money -= remove;
change_money(u, -remove);
}
}
/* finally, report to this faction that the ship sank: */
sprintf(buf, ship_sinks_msg, name);
addmessage(0, f, buf, MSG_EVENT, ML_WARN);
vset_erase(&informed, f);
if (spy == 1 && f != saboteur->faction &&
faction_skill(r, f, SK_OBSERVATION) - eff_skill(saboteur, SK_STEALTH, r) > 0) {
/* the unit is discovered */
sprintf(buf, spy_discovered_msg, lastunit, unitname(saboteur), name);
addmessage(0, f, buf, MSG_EVENT, ML_IMPORTANT);
sprintf(buf, enemy_discovers_spy_msg, unitname(saboteur), name);
addmessage(0, saboteur->faction, buf, MSG_EVENT, ML_MISTAKE);
}
}
/* finally, get rid of the ship */
destroy_ship(sh, r);
vset_destroy(&informed);
vset_destroy(&survivors);
}
void
sabotage(region * r, unit * u)
{
char *s;
int i;
ship *sh;
unit *u2;
char buffer[DISPLAYSIZE];
s = getstrtoken();
i = findparam(s);
switch (i) {
case P_SHIP:
sh = u->ship;
if (!sh) {
cmistake(u, findorder(u, u->thisorder), 144, MSG_EVENT);
return;
}
u2 = shipowner(r, sh);
strcat(strcpy(buffer, shipname(sh)), sh->type->name[0]);
if (try_destruction(u, u2, buffer, eff_skill(u, SK_SPY, r)
- crew_skill(r, u2->faction, sh, SK_OBSERVATION))) {
sink_ship(r, sh, buffer, 1, u);
}
break;
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#if 0
case P_BUILDING:
if(u->building) {
/* TODO: Geb<65>ude zerst<73>ren */
} else {
building *b = getbuilding(r);
unit *owner;
if(!b) {
cmistake(u, findorder(u, u->thisorder), 6, MSG_EVENT);
return;
}
owner = buildingowner(r, b);
if(owner == NULL || eff_skill(u, SK_STEALTH, r) > wahrnehmung(r,owner->faction) {
/* Besser Curse benutzen, einfacher */
a = a_add(b->attribs, a_new(&at_sabotaged));
a->data.i = 1+rand()%(eff_skll(u, SK_SPY, r));
} else if(owner) { /* Ertappt */
add_message(&u->faction->msgs,
new_message(u->faction, "sabot_building_fail%u:unit", u);
add_message(&r->msgs,
new_message(owner->faction, "sabot_building_detect%u:unit", u);
} else {
}
}
break;
#endif
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default:
cmistake(u, findorder(u, u->thisorder), 9, MSG_EVENT);
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return;
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}
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return;
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}
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