server/src/randenc.c

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#ifdef _MSC_VER
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#include <platform.h>
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#endif
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#include "randenc.h"
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#include "chaos.h"
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#include "economy.h"
#include "monsters.h"
#include "move.h"
#include "spy.h"
#include "study.h"
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#include "volcano.h"
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#include "spells/unitcurse.h"
#include "spells/regioncurse.h"
/* attributes includes */
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#include "attributes/racename.h"
#include "attributes/reduceproduction.h"
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/* kernel includes */
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#include "kernel/building.h"
#include "kernel/config.h"
#include "kernel/curse.h"
#include "kernel/equipment.h"
#include "kernel/faction.h"
#include "kernel/item.h"
#include "kernel/messages.h"
#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"
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/* util includes */
#include "kernel/attrib.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"
#include "util/rng.h"
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/* libc includes */
#include <string.h>
#include <assert.h>
#include <math.h>
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#include <stdio.h>
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#include <stdlib.h>
#include <attributes/iceberg.h>
extern struct attrib_type at_unitdissolve;
/* In a->data.ca[1] steht der Prozentsatz mit dem sich die Einheit
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* aufloest, 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 dissolve_units(void)
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{
region *r;
unit *u;
int n;
int i;
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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;
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if (u->age == 0 && a->data.ca[1] < 100)
continue;
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/* 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++;
}
}
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/* 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));
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));
}
else {
msg =
msg_message("dissolve_units_3", "unit region number race", u, r,
n, u_race(u));
}
break;
default:
if (u_race(u) == get_race(RC_STONEGOLEM)
|| u_race(u) == get_race(RC_IRONGOLEM)) {
msg =
msg_message("dissolve_units_4", "unit region number race", u, r,
n, u_race(u));
}
else {
msg =
msg_message("dissolve_units_5", "unit region number race", u, r,
n, u_race(u));
}
break;
}
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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void drown(region * r)
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{
if (fval(r->terrain, SEA_REGION)) {
unit **up = &r->units;
while (*up) {
unit *u = *up;
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if (!(u->ship || u->number == 0 || canswim(u) || canfly(u))) {
scale_number(u, 0);
ADDMSG(&u->faction->msgs, msg_message("drown", "unit region", u, r));
}
up = &u->next;
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}
remove_empty_units_in_region(r);
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}
}
static void melt_iceberg(region * r, const terrain_type *t_ocean)
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{
attrib *a;
unit *u;
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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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/* driftrichtung loeschen */
a = a_find(r->attribs, &at_iceberg);
if (a)
a_remove(&r->attribs, a);
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/* Gebaeude loeschen */
while (r->buildings) {
remove_building(&r->buildings, r->buildings);
}
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/* in Ozean wandeln */
terraform_region(r, t_ocean);
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}
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static void move_iceberg(region * r)
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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));
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}
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));
}
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stats_count("iceberg.drift", 1);
x = r->x;
y = r->y;
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runhash(r);
runhash(rc);
r->x = rc->x;
r->y = rc->y;
rc->x = x;
rc->y = y;
rhash(rc);
rhash(r);
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/* rc ist der Ozean (Ex-Eisberg), r der Eisberg (Ex-Ozean) */
/* Schiffe aus dem Zielozean werden in den Eisberg transferiert
* und nehmen Schaden. */
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for (sh = r->ships; sh; sh = sh->next)
freset(sh, SF_SELECT);
for (sh = r->ships; sh; sh = sh->next) {
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/* Meldung an Kapitaen */
double dmg = config_get_flt("rules.ship.damage.intoiceberg", 0.1);
damage_ship(sh, dmg);
fset(sh, SF_SELECT);
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}
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/* Personen, Schiffe und Gebaeude verschieben */
while (rc->buildings) {
rc->buildings->region = r;
translist(&rc->buildings, &r->buildings, rc->buildings);
}
while (rc->ships) {
double dmg = config_get_flt("rules.ship.damage.withiceberg", 0.1);
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 */
move_unit(rc->units, r, NULL);
u_set_building(u, b); /* undo leave-prevention */
}
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/* Beschaedigte Schiffe koennen sinken */
for (sh = r->ships; sh;) {
shn = sh->next;
if (fval(sh, SF_SELECT)) {
u = ship_owner(sh);
if (sh->damage >= sh->size * DAMAGE_SCALE) {
if (u != NULL) {
ADDMSG(&u->faction->msgs, msg_message("overrun_by_iceberg_des",
"ship", sh));
}
sink_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;
}
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}
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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}
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static void move_icebergs(void)
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{
region *r;
static int terrain_cache;
static const terrain_type *t_iceberg, *t_ocean;
if (terrain_changed(&terrain_cache)) {
t_iceberg = newterrain(T_ICEBERG);
t_ocean = newterrain(T_OCEAN);
}
for (r = regions; r; r = r->next) {
if (r->terrain == t_iceberg && !fval(r, RF_SELECT)) {
int select = rng_int() % 10;
if (select < 4) {
/* 4% chance */
fset(r, RF_SELECT);
melt_iceberg(r, t_ocean);
}
else if (select < 64) {
/* 60% chance */
fset(r, RF_SELECT);
move_iceberg(r);
}
}
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}
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}
static void create_icebergs(void)
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{
region *r;
const struct terrain_type *t_iceberg, *t_sleep;
t_iceberg = get_terrain("iceberg");
t_sleep = get_terrain("iceberg_sleep");
assert(t_iceberg && t_sleep);
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for (r = regions; r; r = r->next) {
if (r->terrain == t_sleep && chance(0.05)) {
bool has_ocean_neighbour = false;
direction_t dir;
unit *u;
freset(r, RF_SELECT);
for (dir = 0; dir < MAXDIRECTIONS; dir++) {
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region *rc = rconnect(r, dir);
if (rc && fval(rc->terrain, SEA_REGION)) {
has_ocean_neighbour = true;
break;
}
}
if (!has_ocean_neighbour)
continue;
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r->terrain = t_iceberg;
stats_count("iceberg.terraform", 1);
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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));
}
}
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}
}
}
/** handles the "orcish" curse that makes units grow like old orks
* TODO: This would probably be better handled in an age-function for the curse,
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* but it's now being called by randomevents()
*/
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static void orc_growth(void)
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{
region *r;
for (r = regions; r; r = r->next) {
unit *u;
for (u = r->units; u; u = u->next) {
if (u->attribs && !has_skill(u, SK_MAGIC) && !has_skill(u, SK_ALCHEMY)
&& !fval(u, UFL_HERO)) {
curse *c = get_curse(u->attribs, &ct_orcish);
if (c) {
int n;
int increase = 0;
int num = get_cursedmen(u, c);
double prob = curse_geteffect(c);
const item_type * it_chastity = it_find("ao_chastity");
if (it_chastity) {
num -= i_get(u->items, it_chastity);
}
for (n = num; n > 0; n--) {
if (chance(prob)) {
++increase;
}
}
if (increase) {
unit *u2 = create_unit(r, u->faction, increase, u_race(u), 0, NULL, u);
transfermen(u2, u, u2->number);
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ADDMSG(&u->faction->msgs, msg_message("orcgrowth",
"unit amount race", u, increase, u_race(u)));
}
}
}
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}
}
}
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/** Talente von Daemonen verschieben sich.
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*/
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static void demon_skillchanges(void)
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{
region *r;
static const race *rc_demon;
static int rc_cache;
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if (rc_changed(&rc_cache)) {
rc_demon = get_race(RC_DAEMON);
}
for (r = regions; r; r = r->next) {
unit *u;
for (u = r->units; u; u = u->next) {
if (u_race(u) == rc_demon) {
demon_skillchange(u);
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}
}
}
}
/** Eisberge entstehen und bewegen sich.
* Einheiten die im Wasser landen, ertrinken.
*/
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static void icebergs(void)
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{
create_icebergs();
move_icebergs();
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}
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#define HERBROTCHANCE 5 /* Verrottchance fuer Kraeuter (ifdef HERBS_ROT) */
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static void rotting_herbs(void)
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{
region *r;
int rule_rot = config_get_int("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)) {
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int delta = (int)normalvariate(k, k / 4);
if (n < delta) delta = n;
if (!i_change(itmp, itm->type, -delta)) {
continue;
}
}
itmp = &itm->next;
}
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}
}
}
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void randomevents(void)
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{
region *r;
faction *monsters = get_monsters();
if (config_get_int("modules.iceberg", 0)) {
icebergs();
}
for (r = regions; r; r = r->next) {
drown(r);
}
orc_growth();
demon_skillchanges();
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if (volcano_module()) {
volcano_update();
}
/* 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)) {
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int delta = (b->size * 20) / 100;
if (delta < 1) delta = 1;
b->size -= delta;
if (b->size == 0) {
remove_building(blist, r->buildings);
}
}
if (*blist == b)
blist = &b->next;
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}
}
/* monster-einheiten desertieren */
if (monsters) {
monsters_desert(monsters);
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}
chaos_update();
rotting_herbs();
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dissolve_units();
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}
void plagues(region * r)
{
int peasants;
int i;
int dead = 0;
peasants = rpeasants(r);
dead = (int)(0.5 + PLAGUE_VICTIMS * peasants);
for (i = dead; i != 0; i--) {
if (rng_double() < PLAGUE_HEALCHANCE && rmoney(r) >= PLAGUE_HEALCOST) {
rsetmoney(r, rmoney(r) - PLAGUE_HEALCOST);
--dead;
}
}
if (dead > 0) {
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ADDMSG(&r->msgs, msg_message("pest", "peasants dead",
get_resourcetype(R_PEASANT), dead));
deathcounts(r, dead);
rsetpeasants(r, peasants - dead);
}
}