server/src/volcano.c

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#include <platform.h>
#include <kernel/config.h>
#include "volcano.h"
#include "alchemy.h"
/* kernel includes */
#include <kernel/faction.h>
#include <kernel/item.h>
#include <kernel/messages.h>
#include <kernel/order.h>
#include <kernel/race.h>
#include <kernel/region.h>
#include <kernel/unit.h>
#include <kernel/terrain.h>
/* attributes includes */
#include <attributes/reduceproduction.h>
/* util includes */
#include <kernel/attrib.h>
#include <util/log.h>
#include <util/rand.h>
#include <util/message.h>
#include <util/rng.h>
/* libc includes */
#include <assert.h>
#include <stdlib.h>
static int nb_armor(const unit * u, int index)
{
const item *itm;
int av = 0;
int s = 0, a = 0;
if (!(u_race(u)->battle_flags & BF_EQUIPMENT))
return 0;
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/* Normale Ruestung */
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 bool resurrect_unit(unit *u) {
if (oldpotiontype[P_HEAL]) {
bool heiltrank = false;
if (get_effect(u, oldpotiontype[P_HEAL]) > 0) {
change_effect(u, oldpotiontype[P_HEAL], -1);
heiltrank = true;
}
else if (i_get(u->items, oldpotiontype[P_HEAL]) > 0) {
i_change(&u->items, oldpotiontype[P_HEAL], -1);
change_effect(u, oldpotiontype[P_HEAL], 3);
heiltrank = true;
}
if (heiltrank && (rng_int() % 2)) {
return true;
}
}
return false;
}
static int damage_unit(unit * u, const char *dam, bool physical, bool magic)
{
int *hp, hpstack[20];
int h;
int healings;
int i, dead = 0, hp_rem = 0;
assert(u->number);
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if (fval(u_race(u), RCF_ILLUSIONARY)) {
return 0;
}
assert(u->number <= u->hp);
h = u->hp / u->number;
/* HP verteilen */
if (u->number < 20) {
hp = hpstack;
}
else {
hp = malloc(u->number * sizeof(int));
}
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) {
variant magres = magic_resistance(u);
int save = magres.sa[0] / magres.sa[1];
damage -= damage * save;
}
if (physical) {
damage -= nb_armor(u, i);
}
hp[i] -= damage;
}
/* does this unit have any healing potions or effects? */
healings = i_get(u->items, oldpotiontype[P_HEAL]) * 4;
healings += get_effect(u, oldpotiontype[P_HEAL]);
/* Auswirkungen */
for (i = 0; i < u->number; i++) {
if (hp[i] <= 0) {
/* Sieben Leben */
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if (u_race(u) == get_race(RC_CAT) && (chance(1.0 / 7))) {
hp[i] = u->hp / u->number;
hp_rem += hp[i];
}
else if (healings > 0) {
--healings;
if (resurrect_unit(u)) {
/* Heiltrank benutzen */
hp[i] = u->hp / u->number;
hp_rem += hp[i];
}
else {
++dead;
}
}
else {
++dead;
}
}
else {
hp_rem += hp[i];
}
}
scale_number(u, u->number - dead);
u->hp = hp_rem;
if (hp != hpstack) {
free(hp);
}
return dead;
}
static 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++;
}
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/* Zufaellig eine auswaehlen */
rr = rng_int() % c;
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/* Durchzaehlen */
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, 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 = a_add(&r->attribs, make_reduceproduction(percent, time));
}
else {
/* Produktion vierteln ... */
a->data.sa[0] = (short)percent;
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/* Fuer 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);
/* TODO create undead */
if (dead) {
ADDMSG(&u->faction->msgs, msg_message("volcano_dead",
"unit region dead", u, volcano, dead));
}
if (!fval(u->faction, FFL_SELECT)) {
fset(u->faction, FFL_SELECT);
ADDMSG(&u->faction->msgs, msg_message("volcanooutbreaknn",
"region", volcano));
}
}
if (u == *up) {
up = &u->next;
}
}
if (r != volcano) {
ADDMSG(&r->msgs, msg_message("volcanooutbreak",
"regionv regionn", volcano, r));
}
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);
}
}
volcano_destruction(r, r, "4d10");
if (rn) {
volcano_destruction(r, rn, "3d10");
}
}
static bool stop_smoke_chance(void) {
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static int cache, percent = 0;
if (config_changed(&cache)) {
percent = config_get_int("volcano.stop.percent", 12);
}
return percent != 0 && (rng_int() % 100) < percent;
}
static bool outbreak_chance(void) {
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static int cache, percent = 0;
if (config_changed(&cache)) {
percent = config_get_int("volcano.outbreak.percent", 8);
}
return percent != 0 && (rng_int() % 100) < percent;
}
void volcano_update(void)
{
region *r;
const struct terrain_type *t_active, *t_volcano;
t_volcano = get_terrain("volcano");
t_active = get_terrain("activevolcano");
/* Vulkane qualmen, brechen aus ... */
for (r = regions; r; r = r->next) {
if (r->terrain == t_active) {
if (a_find(r->attribs, &at_reduceproduction)) {
ADDMSG(&r->msgs, msg_message("volcanostopsmoke", "region", r));
r->terrain = t_volcano;
}
else {
if (stop_smoke_chance()) {
ADDMSG(&r->msgs, msg_message("volcanostopsmoke", "region", r));
r->terrain = t_volcano;
}
else if (r->uid == 1246051340 || outbreak_chance()) {
/* HACK: a fixed E4-only region-uid in Code.
* FIXME: In E4 gibt es eine Ebene #1246051340, die Smalland heisst.
* da das kein aktiver Vulkan ist, ist dieser Test da nicht idiotisch?
* das sollte bestimmt rn betreffen? */
region *rn;
rn = rrandneighbour(r);
volcano_outbreak(r, rn);
r->terrain = t_volcano;
}
}
}
else if (r->terrain == t_volcano) {
int volcano_chance = config_get_int("volcano.active.percent", 4);
if (rng_int() % 100 < volcano_chance) {
ADDMSG(&r->msgs, msg_message("volcanostartsmoke", "region", r));
r->terrain = t_active;
}
}
}
}
bool volcano_module(void)
{
static int cache;
static bool active;
if (config_changed(&cache)) {
active = config_get_int("modules.volcano", 0) != 0;
}
return active;
}