2010-08-08 10:06:34 +02:00
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/*
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Copyright (c) 1998-2010, Enno Rehling <enno@eressea.de>
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Katja Zedel <katze@felidae.kn-bremen.de
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Christian Schlittchen <corwin@amber.kn-bremen.de>
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Permission to use, copy, modify, and/or distribute this software for any
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purpose with or without fee is hereby granted, provided that the above
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copyright notice and this permission notice appear in all copies.
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THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
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OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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**/
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#include <platform.h>
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#include <kernel/config.h>
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#include "randenc.h"
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#include "economy.h"
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#include "monster.h"
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/* kernel includes */
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#include <kernel/alchemy.h>
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#include <kernel/battle.h>
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#include <kernel/building.h>
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#include <kernel/curse.h>
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#include <kernel/equipment.h>
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#include <kernel/faction.h>
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#include <kernel/item.h>
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#include <kernel/magic.h>
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#include <kernel/message.h>
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#include <kernel/move.h>
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#include <kernel/names.h>
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#include <kernel/order.h>
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#include <kernel/plane.h>
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#include <kernel/pool.h>
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#include <kernel/race.h>
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#include <kernel/region.h>
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#include <kernel/ship.h>
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#include <kernel/skill.h>
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#include <kernel/terrain.h>
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#include <kernel/terrainid.h>
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#include <kernel/unit.h>
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/* attributes includes */
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#include <attributes/racename.h>
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#include <attributes/reduceproduction.h>
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/* util includes */
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#include <util/attrib.h>
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#include <util/language.h>
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#include <util/lists.h>
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#include <util/log.h>
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#include <util/message.h>
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#include <util/rand.h>
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#include <util/rng.h>
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/* libc includes */
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#include <stdio.h>
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#include <string.h>
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#include <assert.h>
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#include <math.h>
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#include <stdlib.h>
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#include <attributes/iceberg.h>
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extern struct attrib_type at_unitdissolve;
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extern struct attrib_type at_orcification;
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/* In a->data.ca[1] steht der Prozentsatz mit dem sich die Einheit
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* aufl<EFBFBD>st, in a->data.ca[0] kann angegeben werden, wohin die Personen
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* verschwinden. Passiert bereits in der ersten Runde! */
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static void
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dissolve_units(void)
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{
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region *r;
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unit *u;
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int n;
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int i;
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for (r=regions;r;r=r->next) {
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for (u=r->units;u;u=u->next) {
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attrib * a = a_find(u->attribs, &at_unitdissolve);
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if (a) {
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message * msg;
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if (u->age == 0 && a->data.ca[1] < 100) continue;
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/* TODO: Durch einzelne Berechnung ersetzen */
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if (a->data.ca[1] == 100) {
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n = u->number;
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} else {
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n = 0;
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for (i=0;i<u->number;i++) {
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if (rng_int()%100 < a->data.ca[1]) n++;
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}
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}
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/* wenn keiner verschwindet, auch keine Meldung */
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if (n == 0) {
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continue;
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}
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scale_number(u, u->number - n);
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switch(a->data.ca[0]) {
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case 1:
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rsetpeasants(r, rpeasants(r) + n);
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msg = msg_message("dissolve_units_1", "unit region number race", u, r, n, u->race);
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break;
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case 2:
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if (r->land && !fval(r, RF_MALLORN)) {
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rsettrees(r, 2, rtrees(r,2) + n);
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msg = msg_message("dissolve_units_2", "unit region number race", u, r, n, u->race);
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} else {
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msg = msg_message("dissolve_units_3", "unit region number race", u, r, n, u->race);
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}
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break;
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default:
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if (u->race == new_race[RC_STONEGOLEM] || u->race == new_race[RC_IRONGOLEM]) {
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msg = msg_message("dissolve_units_4", "unit region number race", u, r, n, u->race);
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} else {
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msg = msg_message("dissolve_units_5", "unit region number race", u, r, n, u->race);
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}
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break;
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}
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add_message(&u->faction->msgs, msg);
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msg_release(msg);
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}
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}
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}
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remove_empty_units();
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}
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static int
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improve_all(faction * f, skill_t sk, int by_weeks)
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{
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unit *u;
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boolean ret = by_weeks;
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for (u = f->units; u; u = u->nextF) {
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if (has_skill(u, sk)) {
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int weeks = 0;
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for (;weeks!=by_weeks;++weeks) {
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learn_skill(u, sk, 1.0);
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ret = 0;
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}
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}
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}
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return ret;
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}
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void
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find_manual(region * r, unit * u)
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{
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char zLocation[32];
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char zBook[32];
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skill_t skill = NOSKILL;
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message * msg;
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switch (rng_int() % 36) {
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case 0:
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skill = SK_MAGIC;
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break;
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case 1:
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case 2:
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case 3:
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case 4:
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skill = SK_WEAPONSMITH;
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break;
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case 5:
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case 6:
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skill = SK_TACTICS;
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break;
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case 7:
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case 8:
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case 9:
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case 10:
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skill = SK_SHIPBUILDING;
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break;
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case 11:
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case 12:
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case 13:
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case 14:
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skill = SK_SAILING;
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break;
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case 15:
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case 16:
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case 17:
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skill = SK_HERBALISM;
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break;
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case 18:
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case 19:
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skill = SK_ALCHEMY;
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break;
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case 20:
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case 21:
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case 22:
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case 23:
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skill = SK_BUILDING;
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break;
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case 24:
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case 25:
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case 26:
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case 27:
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skill = SK_ARMORER;
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break;
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case 28:
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case 29:
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case 30:
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case 31:
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skill = SK_MINING;
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break;
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case 32:
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case 33:
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case 34:
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case 35:
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skill = SK_ENTERTAINMENT;
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break;
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}
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snprintf(zLocation, sizeof(zLocation), "manual_location_%d", (int)(rng_int() % 4));
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snprintf(zBook, sizeof(zLocation), "manual_title_%s", skillnames[skill]);
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msg = msg_message("find_manual", "unit location book", u, zLocation, zBook);
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r_addmessage(r, u->faction, msg);
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msg_release(msg);
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if (improve_all(u->faction, skill, 3) == 3) {
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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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}
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static void
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get_villagers(region * r, unit * u)
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{
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unit *newunit;
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message * msg = msg_message("encounter_villagers", "unit", u);
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const char * name = LOC(u->faction->locale, "villagers");
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r_addmessage(r, u->faction, msg);
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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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}
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static void
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get_allies(region * r, unit * u)
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{
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unit *newunit = NULL;
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const char * name;
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const char * equip;
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int number;
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message * msg;
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assert(u->number);
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switch (rterrain(r)) {
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case T_PLAIN:
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if (!r_isforest(r)) {
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if (get_money(u) / u->number < 100 + rng_int() % 200)
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return;
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name = "random_plain_men";
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equip = "random_plain";
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number = rng_int() % 8 + 2;
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break;
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} else {
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if (eff_skill(u, SK_LONGBOW, r) < 3
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&& eff_skill(u, SK_HERBALISM, r) < 2
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&& eff_skill(u, SK_MAGIC, r) < 2) {
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return;
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}
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name = "random_forest_men";
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equip = "random_forest";
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number = rng_int() % 6 + 2;
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}
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break;
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case T_SWAMP:
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if (eff_skill(u, SK_MELEE, r) <= 1) {
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return;
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}
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name = "random_swamp_men";
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equip = "random_swamp";
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number = rng_int() % 6 + 2;
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break;
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case T_DESERT:
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if (eff_skill(u, SK_RIDING, r) <= 2) {
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return;
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}
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name = "random_desert_men";
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equip = "random_desert";
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number = rng_int() % 12 + 2;
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break;
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case T_HIGHLAND:
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if (eff_skill(u, SK_MELEE, r) <= 1) {
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return;
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}
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name = "random_highland_men";
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equip = "random_highland";
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number = rng_int() % 8 + 2;
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break;
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case T_MOUNTAIN:
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if (eff_skill(u, SK_MELEE, r) <= 1 || eff_skill(u, SK_TRADE, r) <= 2) {
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return;
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}
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name = "random_mountain_men";
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equip = "random_mountain";
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number = rng_int() % 6 + 2;
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break;
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case T_GLACIER:
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if (eff_skill(u, SK_MELEE, r) <= 1 || eff_skill(u, SK_TRADE, r) <= 1) {
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return;
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}
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name = "random_glacier_men";
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equip = "random_glacier";
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number = rng_int() % 4 + 2;
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break;
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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);
|
|
|
|
|
equip_unit(newunit, get_equipment(equip));
|
|
|
|
|
|
|
|
|
|
u_setfaction(newunit, u->faction);
|
|
|
|
|
set_racename(&newunit->attribs, get_racename(u->attribs));
|
|
|
|
|
if (u->race->flags & RCF_SHAPESHIFT) {
|
|
|
|
|
newunit->irace = u->irace;
|
|
|
|
|
}
|
|
|
|
|
if (fval(u, UFL_ANON_FACTION)) fset(newunit, UFL_ANON_FACTION);
|
|
|
|
|
fset(newunit, UFL_ISNEW);
|
|
|
|
|
|
|
|
|
|
msg = msg_message("encounter_allies", "unit name", u, name);
|
|
|
|
|
r_addmessage(r, u->faction, msg);
|
|
|
|
|
msg_release(msg);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void
|
|
|
|
|
encounter(region * r, unit * u)
|
|
|
|
|
{
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void
|
|
|
|
|
encounters(void)
|
|
|
|
|
{
|
|
|
|
|
region *r;
|
|
|
|
|
|
|
|
|
|
for (r = regions; r; r = r->next) {
|
|
|
|
|
if (!fval(r->terrain, SEA_REGION) && fval(r, RF_ENCOUNTER)) {
|
|
|
|
|
int c = 0;
|
|
|
|
|
unit * u;
|
|
|
|
|
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) {
|
|
|
|
|
if (i+u->number>n) break;
|
|
|
|
|
i+=u->number;
|
|
|
|
|
}
|
|
|
|
|
assert(u && u->number);
|
|
|
|
|
encounter(r, u);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static const terrain_type *
|
|
|
|
|
chaosterrain(void)
|
|
|
|
|
{
|
|
|
|
|
static const terrain_type ** types;
|
|
|
|
|
static int numtypes;
|
|
|
|
|
|
|
|
|
|
if (numtypes==0) {
|
|
|
|
|
const terrain_type * terrain;
|
|
|
|
|
for (terrain=terrains();terrain!=NULL;terrain=terrain->next) {
|
|
|
|
|
if (fval(terrain, LAND_REGION) && terrain->herbs) {
|
|
|
|
|
++numtypes;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
types = malloc(sizeof(terrain_type)*numtypes);
|
|
|
|
|
numtypes = 0;
|
|
|
|
|
for (terrain=terrains();terrain!=NULL;terrain=terrain->next) {
|
|
|
|
|
if (fval(terrain, LAND_REGION) && terrain->herbs) {
|
|
|
|
|
types[numtypes++] = terrain;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return types[rng_int() % numtypes];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
static unit *
|
|
|
|
|
random_unit(const region * r)
|
|
|
|
|
{
|
|
|
|
|
int c = 0;
|
|
|
|
|
int n;
|
|
|
|
|
unit *u;
|
|
|
|
|
|
|
|
|
|
for (u = r->units; u; u = u->next) {
|
|
|
|
|
if (u->race != new_race[RC_SPELL]) {
|
|
|
|
|
c += u->number;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (c == 0) {
|
|
|
|
|
return NULL;
|
|
|
|
|
}
|
|
|
|
|
n = rng_int() % c;
|
|
|
|
|
c = 0;
|
|
|
|
|
u = r->units;
|
|
|
|
|
|
|
|
|
|
while (u && c < n) {
|
|
|
|
|
if (u->race != new_race[RC_SPELL]) {
|
|
|
|
|
c += u->number;
|
|
|
|
|
}
|
|
|
|
|
u = u->next;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return u;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void
|
|
|
|
|
chaos(region * r)
|
|
|
|
|
{
|
|
|
|
|
if (rng_int() % 100 < 8) {
|
|
|
|
|
switch (rng_int() % 3) {
|
|
|
|
|
case 0: /* Untote */
|
|
|
|
|
if (!fval(r->terrain, SEA_REGION)) {
|
|
|
|
|
unit * u = random_unit(r);
|
|
|
|
|
if (u && playerrace(u->race)) {
|
|
|
|
|
ADDMSG(&u->faction->msgs, msg_message("chaos_disease", "unit", u));
|
|
|
|
|
u_setfaction(u, get_monsters());
|
|
|
|
|
u->race = new_race[RC_GHOUL];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
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, new_race[RC_FIREDRAGON]);
|
|
|
|
|
break;
|
|
|
|
|
case 1:
|
|
|
|
|
mfac = 500;
|
|
|
|
|
u = createunit(r, get_monsters(), rng_int() % 4 + 1, new_race[RC_DRAGON]);
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
mfac = 1000;
|
|
|
|
|
u = createunit(r, get_monsters(), rng_int() % 2 + 1, new_race[RC_WYRM]);
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
if (dir!=MAXDIRECTIONS) {
|
|
|
|
|
ship * sh = r->ships;
|
|
|
|
|
unit ** up;
|
|
|
|
|
|
|
|
|
|
while (sh) {
|
|
|
|
|
ship * nsh = sh->next;
|
2011-03-06 12:11:57 +01:00
|
|
|
|
float dmg = get_param_flt(global.parameters, "rules.ship.damage.atlantis", 0.50);
|
|
|
|
|
damage_ship(sh, dmg);
|
2010-08-08 10:06:34 +02:00
|
|
|
|
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 != new_race[RC_SPELL] && u->ship == 0 && !canfly(u)) {
|
|
|
|
|
ADDMSG(&u->faction->msgs, msg_message("tidalwave_kill", "region unit", r, u));
|
|
|
|
|
remove_unit(up, u);
|
|
|
|
|
}
|
|
|
|
|
if (*up==u) up = &u->next;
|
|
|
|
|
}
|
|
|
|
|
ADDMSG(&r->msgs, msg_message("tidalwave", "region", r));
|
|
|
|
|
|
|
|
|
|
while (r->buildings) {
|
|
|
|
|
remove_building(&r->buildings, r->buildings);
|
|
|
|
|
}
|
|
|
|
|
terraform_region(r, newterrain(T_OCEAN));
|
|
|
|
|
}
|
|
|
|
|
} 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());
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
static int
|
|
|
|
|
nb_armor(const unit *u, int index)
|
|
|
|
|
{
|
|
|
|
|
const item * itm;
|
|
|
|
|
int av = 0;
|
|
|
|
|
int s = 0, a = 0;
|
|
|
|
|
|
|
|
|
|
if (!(u->race->battle_flags & BF_EQUIPMENT)) return 0;
|
|
|
|
|
|
|
|
|
|
/* Normale R<>stung */
|
|
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
if (*schutz <= index) {
|
|
|
|
|
*schutz += itm->number;
|
|
|
|
|
if (*schutz > index) {
|
|
|
|
|
av += atype->prot;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return av;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static int
|
|
|
|
|
damage_unit(unit *u, const char *dam, boolean physical, boolean magic)
|
|
|
|
|
{
|
|
|
|
|
int *hp = malloc(u->number * sizeof(int));
|
|
|
|
|
int h;
|
|
|
|
|
int i, dead = 0, hp_rem = 0, heiltrank;
|
|
|
|
|
double magres = magic_resistance(u);
|
|
|
|
|
|
|
|
|
|
assert(u->number);
|
|
|
|
|
if (fval(u->race, RCF_ILLUSIONARY) || u->race == new_race[RC_SPELL]) {
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
h = u->hp/u->number;
|
|
|
|
|
/* HP verteilen */
|
|
|
|
|
for (i=0; i<u->number; i++) hp[i] = h;
|
|
|
|
|
h = u->hp - (u->number * h);
|
|
|
|
|
for (i=0; i<h; i++) hp[i]++;
|
|
|
|
|
|
|
|
|
|
/* Schaden */
|
|
|
|
|
for (i=0; i<u->number; i++) {
|
|
|
|
|
int damage = dice_rand(dam);
|
|
|
|
|
if (magic) damage = (int)(damage * (1.0 - magres));
|
|
|
|
|
if (physical) damage -= nb_armor(u, i);
|
|
|
|
|
hp[i] -= damage;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Auswirkungen */
|
|
|
|
|
for (i=0; i<u->number; i++) {
|
|
|
|
|
if (hp[i] <= 0){
|
|
|
|
|
heiltrank = 0;
|
|
|
|
|
|
|
|
|
|
/* Sieben Leben */
|
|
|
|
|
if (old_race(u->race) == RC_CAT && (chance(1.0 / 7))) {
|
|
|
|
|
hp[i] = u->hp/u->number;
|
|
|
|
|
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))) {
|
|
|
|
|
hp[i] = u->hp/u->number;
|
|
|
|
|
hp_rem += hp[i];
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
dead++;
|
|
|
|
|
} else {
|
|
|
|
|
hp_rem += hp[i];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
scale_number(u, u->number - dead);
|
|
|
|
|
u->hp = hp_rem;
|
|
|
|
|
|
|
|
|
|
free(hp);
|
|
|
|
|
|
|
|
|
|
return dead;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void
|
|
|
|
|
drown(region *r)
|
|
|
|
|
{
|
|
|
|
|
if (fval(r->terrain, SEA_REGION)) {
|
|
|
|
|
unit ** up = up=&r->units;
|
|
|
|
|
while (*up) {
|
|
|
|
|
unit *u = *up;
|
|
|
|
|
int amphibian_level = 0;
|
|
|
|
|
if (u->ship || u->race == new_race[RC_SPELL] || u->number==0) {
|
|
|
|
|
up=&u->next;
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (amphibian_level) {
|
|
|
|
|
int dead = damage_unit(u, "5d1", false, false);
|
|
|
|
|
if (dead) {
|
|
|
|
|
ADDMSG(&u->faction->msgs, msg_message("drown_amphibian_dead",
|
|
|
|
|
"amount unit region", dead, u, r));
|
|
|
|
|
} else {
|
|
|
|
|
ADDMSG(&u->faction->msgs, msg_message("drown_amphibian_nodead",
|
|
|
|
|
"unit region",u, r));
|
|
|
|
|
}
|
|
|
|
|
} else if (!(canswim(u) || canfly(u))) {
|
|
|
|
|
scale_number(u, 0);
|
|
|
|
|
ADDMSG(&u->faction->msgs, msg_message("drown", "unit region", u, r));
|
|
|
|
|
}
|
|
|
|
|
if (*up==u) up=&u->next;
|
|
|
|
|
}
|
|
|
|
|
remove_empty_units_in_region(r);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
region *
|
|
|
|
|
rrandneighbour(region *r)
|
|
|
|
|
{
|
|
|
|
|
direction_t i;
|
|
|
|
|
region *rc = NULL;
|
|
|
|
|
int rr, c = 0;
|
|
|
|
|
|
|
|
|
|
/* Nachsehen, wieviele Regionen in Frage kommen */
|
|
|
|
|
|
|
|
|
|
for (i = 0; i != MAXDIRECTIONS; i++) {
|
|
|
|
|
c++;
|
|
|
|
|
}
|
|
|
|
|
/* Zuf<75>llig eine ausw<73>hlen */
|
|
|
|
|
|
|
|
|
|
rr = rng_int() % c;
|
|
|
|
|
|
|
|
|
|
/* Durchz<68>hlen */
|
|
|
|
|
|
|
|
|
|
c = -1;
|
|
|
|
|
for (i = 0; i != MAXDIRECTIONS; i++) {
|
|
|
|
|
rc = rconnect(r, i);
|
|
|
|
|
c++;
|
|
|
|
|
if (c == rr) break;
|
|
|
|
|
}
|
|
|
|
|
assert(i!=MAXDIRECTIONS);
|
|
|
|
|
return rc;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void
|
|
|
|
|
volcano_destruction(region * volcano, region * r, region * rn, const char * damage)
|
|
|
|
|
{
|
|
|
|
|
attrib * a;
|
|
|
|
|
unit ** up;
|
|
|
|
|
int percent = 25, time = 6 + rng_int()%12;
|
|
|
|
|
|
|
|
|
|
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. */
|
|
|
|
|
|
|
|
|
|
for (up=&r->units; *up;) {
|
|
|
|
|
unit * u = *up;
|
|
|
|
|
if (u->number) {
|
|
|
|
|
int dead = damage_unit(u, damage, true, false);
|
|
|
|
|
if (dead) {
|
|
|
|
|
ADDMSG(&u->faction->msgs, msg_message("volcano_dead",
|
|
|
|
|
"unit region dead", u, volcano, dead));
|
|
|
|
|
}
|
|
|
|
|
if (r==volcano && !fval(u->faction, FFL_SELECT)) {
|
|
|
|
|
fset(u->faction, FFL_SELECT);
|
|
|
|
|
if (rn) {
|
|
|
|
|
ADDMSG(&u->faction->msgs, msg_message("volcanooutbreak",
|
|
|
|
|
"regionv regionn", r, rn));
|
|
|
|
|
} else {
|
|
|
|
|
ADDMSG(&u->faction->msgs, msg_message("volcanooutbreaknn",
|
|
|
|
|
"region", r));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (u==*up) up=&u->next;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
remove_empty_units_in_region(r);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void
|
|
|
|
|
volcano_outbreak(region *r)
|
|
|
|
|
{
|
|
|
|
|
region *rn;
|
|
|
|
|
unit *u;
|
|
|
|
|
faction *f;
|
|
|
|
|
|
|
|
|
|
for (f=NULL,u=r->units; u; u=u->next) {
|
|
|
|
|
if (f!=u->faction) {
|
|
|
|
|
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");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void
|
|
|
|
|
melt_iceberg(region *r)
|
|
|
|
|
{
|
|
|
|
|
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));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* 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));
|
|
|
|
|
|
|
|
|
|
/* Einheiten, die nicht schwimmen k<>nnen oder in Schiffen sind,
|
|
|
|
|
* ertrinken */
|
|
|
|
|
drown(r);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void
|
|
|
|
|
move_iceberg(region *r)
|
|
|
|
|
{
|
|
|
|
|
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 */
|
2011-03-07 02:00:39 +01:00
|
|
|
|
float dmg = get_param_flt(global.parameters, "rules.ship.damage.intoiceberg", 0.10F);
|
2011-03-06 12:11:57 +01:00
|
|
|
|
damage_ship(sh, dmg);
|
2010-08-08 10:06:34 +02:00
|
|
|
|
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) {
|
2011-03-07 02:00:39 +01:00
|
|
|
|
float dmg = get_param_flt(global.parameters, "rules.ship.damage.withiceberg", 0.10F);
|
2010-08-08 10:06:34 +02:00
|
|
|
|
fset(rc->ships, SF_SELECT);
|
2011-03-06 12:11:57 +01:00
|
|
|
|
damage_ship(rc->ships, dmg);
|
2010-08-08 10:06:34 +02:00
|
|
|
|
move_ship(rc->ships, rc, r, NULL);
|
|
|
|
|
}
|
|
|
|
|
while (rc->units) {
|
|
|
|
|
building * b = rc->units->building;
|
|
|
|
|
u = rc->units;
|
|
|
|
|
move_unit(rc->units, r, NULL);
|
|
|
|
|
u->building = b; /* move_unit macht ein leave() */
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Besch<63>digte Schiffe k<>nnen sinken */
|
|
|
|
|
|
|
|
|
|
for (sh = r->ships; sh;) {
|
|
|
|
|
shn = sh->next;
|
|
|
|
|
if (fval(sh, SF_SELECT)) {
|
|
|
|
|
u = captain(sh);
|
|
|
|
|
if (sh->damage>=sh->size * DAMAGE_SCALE) {
|
|
|
|
|
if (u!=NULL) {
|
|
|
|
|
ADDMSG(&u->faction->msgs, msg_message("overrun_by_iceberg_des",
|
|
|
|
|
"ship", sh));
|
|
|
|
|
}
|
|
|
|
|
remove_ship(&sh->region->ships, sh);
|
|
|
|
|
} 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));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void
|
|
|
|
|
move_icebergs(void)
|
|
|
|
|
{
|
|
|
|
|
region *r;
|
|
|
|
|
|
|
|
|
|
for (r=regions; r; r=r->next) {
|
|
|
|
|
if (r->terrain == newterrain(T_ICEBERG) && !fval(r, RF_SELECT)) {
|
|
|
|
|
int select = rng_int() % 10;
|
|
|
|
|
if (select < 4) {
|
|
|
|
|
/* 4% chance */
|
|
|
|
|
fset(r, RF_SELECT);
|
|
|
|
|
melt_iceberg(r);
|
|
|
|
|
} else if (select<64) {
|
|
|
|
|
/* 60% chance */
|
|
|
|
|
fset(r, RF_SELECT);
|
|
|
|
|
move_iceberg(r);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void
|
|
|
|
|
create_icebergs(void)
|
|
|
|
|
{
|
|
|
|
|
region *r;
|
|
|
|
|
|
|
|
|
|
for (r=regions; r; r=r->next) {
|
|
|
|
|
if (r->terrain == newterrain(T_ICEBERG_SLEEP) && chance(0.05)) {
|
|
|
|
|
boolean has_ocean_neighbour = false;
|
|
|
|
|
direction_t dir;
|
|
|
|
|
region *rc;
|
|
|
|
|
unit *u;
|
|
|
|
|
|
|
|
|
|
freset(r, RF_SELECT);
|
|
|
|
|
for (dir=0; dir < MAXDIRECTIONS; dir++) {
|
|
|
|
|
rc = rconnect(r, dir);
|
|
|
|
|
if (rc && fval(rc->terrain, SEA_REGION)) {
|
|
|
|
|
has_ocean_neighbour = true;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (!has_ocean_neighbour) continue;
|
|
|
|
|
|
|
|
|
|
rsetterrain(r, T_ICEBERG);
|
|
|
|
|
|
|
|
|
|
fset(r, RF_SELECT);
|
|
|
|
|
move_iceberg(r);
|
|
|
|
|
|
|
|
|
|
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_create", "region", r));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void
|
|
|
|
|
godcurse(void)
|
|
|
|
|
{
|
|
|
|
|
region *r;
|
|
|
|
|
|
|
|
|
|
for (r=regions; r; r=r->next) {
|
|
|
|
|
if (is_cursed(r->attribs, C_CURSED_BY_THE_GODS, 0)) {
|
|
|
|
|
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;
|
|
|
|
|
reduce_skill(u, sv, weeks);
|
|
|
|
|
++sv;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (fval(r->terrain, SEA_REGION)) {
|
|
|
|
|
ship *sh;
|
|
|
|
|
for (sh = r->ships; sh;) {
|
|
|
|
|
ship *shn = sh->next;
|
2011-03-07 02:00:39 +01:00
|
|
|
|
float dmg = get_param_flt(global.parameters, "rules.ship.damage.godcurse", 0.10F);
|
2011-03-06 12:11:57 +01:00
|
|
|
|
damage_ship(sh, dmg);
|
2010-08-08 10:06:34 +02:00
|
|
|
|
if (sh->damage>=sh->size * DAMAGE_SCALE) {
|
|
|
|
|
unit * u = shipowner(sh);
|
|
|
|
|
if (u) ADDMSG(&u->faction->msgs,
|
|
|
|
|
msg_message("godcurse_destroy_ship", "ship", sh));
|
|
|
|
|
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()
|
|
|
|
|
*/
|
|
|
|
|
static void
|
|
|
|
|
orc_growth(void)
|
|
|
|
|
{
|
|
|
|
|
region * r;
|
|
|
|
|
for (r = regions; r; r = r->next) {
|
|
|
|
|
unit *u;
|
|
|
|
|
for (u = r->units; u; u = u->next) {
|
|
|
|
|
static boolean init = false;
|
|
|
|
|
static const curse_type *ct_orcish = 0;
|
|
|
|
|
curse *c = 0;
|
|
|
|
|
if (!init) {
|
|
|
|
|
init = true;
|
|
|
|
|
ct_orcish = ct_find("orcish");
|
|
|
|
|
}
|
|
|
|
|
if (ct_orcish) c = get_curse(u->attribs, ct_orcish);
|
|
|
|
|
|
|
|
|
|
if (c && !has_skill(u, SK_MAGIC) && !has_skill(u, SK_ALCHEMY) && !fval(u, UFL_HERO)) {
|
|
|
|
|
int n;
|
|
|
|
|
int increase = 0;
|
|
|
|
|
int num = get_cursedmen(u, c);
|
|
|
|
|
double prob = curse_geteffect(c);
|
|
|
|
|
|
|
|
|
|
for (n = (num - get_item(u, I_CHASTITY_BELT)); n > 0; n--) {
|
|
|
|
|
if (chance(prob)) {
|
|
|
|
|
++increase;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (increase) {
|
|
|
|
|
unit * u2 = create_unit(r, u->faction, increase, u->race, 0, NULL, u);
|
|
|
|
|
transfermen(u2, u, u2->number);
|
|
|
|
|
|
|
|
|
|
ADDMSG(&u->faction->msgs, msg_message("orcgrowth",
|
|
|
|
|
"unit amount race", u, increase, u->race));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** Talente von D<>monen verschieben sich.
|
|
|
|
|
*/
|
|
|
|
|
static void
|
|
|
|
|
demon_skillchanges(void)
|
|
|
|
|
{
|
|
|
|
|
region * r;
|
|
|
|
|
|
|
|
|
|
for (r = regions; r; r = r->next) {
|
|
|
|
|
unit * u;
|
|
|
|
|
for (u = r->units; u; u = u->next) {
|
|
|
|
|
if (u->race == new_race[RC_DAEMON]) {
|
|
|
|
|
skill * sv = u->skills;
|
|
|
|
|
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;
|
|
|
|
|
if (rule_hunger<0) {
|
|
|
|
|
rule_hunger = get_param_int(global.parameters, "hunger.demon.skill", 0);
|
|
|
|
|
}
|
|
|
|
|
if (rule_hunger) {
|
|
|
|
|
upchance = 0;
|
|
|
|
|
downchance = 15;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
while (sv!=u->skills+u->skill_size) {
|
|
|
|
|
int roll = rng_int() % 100;
|
|
|
|
|
if (sv->level>0 && roll < upchance+downchance) {
|
|
|
|
|
int weeks = 1+rng_int()%3;
|
|
|
|
|
if (roll < downchance) {
|
|
|
|
|
reduce_skill(u, sv, weeks);
|
|
|
|
|
if (sv->level<1) {
|
|
|
|
|
/* demons should never forget below 1 */
|
|
|
|
|
set_level(u, sv->id, 1);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
while (weeks--) learn_skill(u, sv->id, 1.0);
|
|
|
|
|
}
|
|
|
|
|
if (sv->old>sv->level) {
|
|
|
|
|
if (verbosity>=3) {
|
|
|
|
|
log_printf("%s dropped from %u to %u:%u in %s\n",
|
|
|
|
|
unitname(u), sv->old, sv->level, sv->weeks, skillname(sv->id, NULL));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
++sv;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** Eisberge entstehen und bewegen sich.
|
|
|
|
|
* Einheiten die im Wasser landen, ertrinken.
|
|
|
|
|
*/
|
|
|
|
|
static void
|
|
|
|
|
icebergs(void)
|
|
|
|
|
{
|
|
|
|
|
region * r;
|
|
|
|
|
create_icebergs();
|
|
|
|
|
move_icebergs();
|
|
|
|
|
for (r=regions; r; r=r->next) {
|
|
|
|
|
drown(r);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#ifdef HERBS_ROT
|
|
|
|
|
static void
|
|
|
|
|
rotting_herbs(void)
|
|
|
|
|
{
|
|
|
|
|
static int rule_rot = -1;
|
|
|
|
|
region * r;
|
|
|
|
|
|
|
|
|
|
if (rule_rot<0) {
|
|
|
|
|
rule_rot = get_param_int(global.parameters, "rules.economy.herbrot", HERBROTCHANCE);
|
|
|
|
|
}
|
|
|
|
|
if (rule_rot==0) return;
|
|
|
|
|
|
|
|
|
|
for (r = regions; r; r = r->next) {
|
|
|
|
|
unit * u;
|
|
|
|
|
for (u = r->units; u; u=u->next) {
|
|
|
|
|
item **itmp = &u->items, *hbag = *i_find(itmp, olditemtype[I_SACK_OF_CONSERVATION]);
|
|
|
|
|
int rot_chance = rule_rot;
|
|
|
|
|
|
|
|
|
|
if (hbag) 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)==NULL) {
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
itmp = &itm->next;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
void
|
|
|
|
|
randomevents(void)
|
|
|
|
|
{
|
|
|
|
|
region *r;
|
|
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
if (rc && rpeasants(rc) > 0 && !fval(rc, RF_ORCIFIED)) probability += 0.02;
|
|
|
|
|
}
|
|
|
|
|
if (chance(probability)) {
|
|
|
|
|
ADDMSG(&r->msgs, msg_message("deorcified", "region", r));
|
|
|
|
|
freset(r, RF_ORCIFIED);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
attrib *a = a_find(r->attribs, &at_orcification);
|
|
|
|
|
if (a!=NULL) {
|
|
|
|
|
double probability = 0.0;
|
|
|
|
|
if (rpeasants(r) <= 0) continue;
|
|
|
|
|
probability = a->data.i/(double)rpeasants(r);
|
|
|
|
|
if (chance(probability)) {
|
|
|
|
|
fset(r, RF_ORCIFIED);
|
|
|
|
|
a_remove(&r->attribs, a);
|
|
|
|
|
ADDMSG(&r->msgs, msg_message("orcified", "region", r));
|
|
|
|
|
} else {
|
|
|
|
|
a->data.i -= MAX(10,a->data.i/10);
|
|
|
|
|
if (a->data.i <= 0) a_remove(&r->attribs, a);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* 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 {
|
|
|
|
|
if (rng_int()%100 < 12) {
|
|
|
|
|
ADDMSG(&r->msgs, msg_message("volcanostopsmoke", "region", r));
|
|
|
|
|
rsetterrain(r, T_VOLCANO);
|
|
|
|
|
} else if (r->age>20 && rng_int()%100 < 8) {
|
|
|
|
|
volcano_outbreak(r);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else if (r->terrain == newterrain(T_VOLCANO)) {
|
|
|
|
|
if (rng_int()%100 < 4) {
|
|
|
|
|
ADDMSG(&r->msgs, msg_message("volcanostartsmoke", "region", r));
|
|
|
|
|
rsetterrain(r, T_VOLCANO_SMOKING);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Monumente zerfallen, Schiffe verfaulen */
|
|
|
|
|
|
|
|
|
|
for (r = regions; r; r = r->next) {
|
|
|
|
|
building ** blist = &r->buildings;
|
|
|
|
|
while (*blist) {
|
|
|
|
|
building * b = *blist;
|
|
|
|
|
if (fval(b->type, BTF_DECAY) && !building_owner(b)) {
|
|
|
|
|
b->size -= MAX(1, (b->size * 20) / 100);
|
|
|
|
|
if (b->size == 0) {
|
|
|
|
|
remove_building(blist, r->buildings);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (*blist==b) blist=&b->next;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* monster-einheiten desertieren */
|
|
|
|
|
for (r = regions; r; r=r->next) {
|
|
|
|
|
unit *u;
|
|
|
|
|
|
|
|
|
|
for (u=r->units; u; u=u->next) {
|
|
|
|
|
if (u->faction && !is_monsters(u->faction)
|
|
|
|
|
&& (u->race->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, get_monsters());
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Chaos */
|
|
|
|
|
for (r = regions; r; r = r->next) {
|
|
|
|
|
int i;
|
|
|
|
|
|
|
|
|
|
if (fval(r, RF_CHAOTIC)) {
|
|
|
|
|
chaos(r);
|
|
|
|
|
}
|
|
|
|
|
i = chaoscount(r);
|
|
|
|
|
if (i) {
|
|
|
|
|
chaoscounts(r, -(int) (i * ((double) (rng_int() % 10)) / 100.0));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
#ifdef HERBS_ROT
|
|
|
|
|
rotting_herbs();
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
dissolve_units();
|
|
|
|
|
}
|