/* vi: set ts=2: * * * Eressea PB(E)M host Copyright (C) 1998-2003 * 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 Schröder * * 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 #include "eressea.h" #include "randenc.h" #include "economy.h" #include "luck.h" #include "monster.h" /* kernel includes */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include /* attributes includes */ #include /* util includes */ #include #include /* libc includes */ #include #include #include #include #include #include extern attrib_type at_unitdissolve; extern attrib_type at_orcification; int nrand(int start, int sub) { int res = 0; do { if (rand() % 100 < start) res++; start -= sub; } while (start > 0); return res; } /* In a->data.ca[1] steht der Prozentsatz mit dem sich die Einheit * auflöst, in a->data.ca[0] kann angegeben werden, wohin die Personen * verschwinden. Passiert bereits in der ersten Runde! */ static void dissolve_units(void) { region *r; unit *u; int n; int i; 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) { const char * str = NULL; if (u->age == 0 && a->data.ca[1] < 100) continue; /* TODO: Durch einzelne Berechnung ersetzen */ if (a->data.ca[1] == 100) { n = u->number; } else { n = 0; for (i=0;inumber;i++) { if (rand()%100 < a->data.ca[1]) n++; } } /* 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); if (n == 1) { str = "kehrte auf sein Feld zurück."; } else { str = "kehrten auf ihre Felder zurück."; } break; case 2: if (r->land) { #if GROWING_TREES rsettrees(r, 2, rtrees(r,2) + n); #else rsettrees(r, rtrees(r) + n); #endif if (n == 1) { str = "wurde zum Baum."; } else { str = "wurden zu Bäumen."; } } else { if(n == 1) { str = "verfaulte in der feuchten Seeluft."; } else { str = "verfaulten in der feuchten Seeluft."; } } break; default: if (u->race == new_race[RC_STONEGOLEM] || u->race == new_race[RC_IRONGOLEM]) { if (n == 1) { str = "zerfiel zu Staub."; } else { str = "zerfielen zu Staub."; } }else{ if (n == 1) { str = "verschwand über Nacht."; }else{ str = "verschwanden über Nacht."; } } break; } ADDMSG(&u->faction->msgs, msg_message("dissolve_units", "unit region number race action", u, r, n, u->race, str)); } } } remove_empty_units(); } static int improve_all(faction * f, skill_t sk, int weeks) { unit *u; for (u = f->units; u; u = u->nextF) { if (has_skill(u, sk)) { while (weeks--) { learn_skill(u, sk, 1.0); } } } return weeks; } void find_manual(region * r, unit * u) { skill_t skill = NOSKILL; sprintf(buf, "%s stolper%c bei der Erforschung der Region über ", unitname(u), "nt"[u->number == 1]); switch (rand() % 4) { case 0: scat("die Ruine eines alten Tempels"); break; case 1: scat("eine alte Burgruine"); break; case 2: scat("ein zerfallenes Bauernhaus"); break; case 3: scat("eine Leiche am Wegesrand"); break; } scat(". Bei der Durchsuchung "); if (u->number == 1) { scat("stößt"); } else { scat("stoßen"); } scat(" sie auf das zerfledderte Exemplar eines alten Buches, betitelt "); switch (rand() % 36) { case 0: scat("\'Magie der Elemente\'"); skill = SK_MAGIC; break; case 1: case 2: case 3: case 4: scat("\'Schwerter, Armbrüste, Langbögen\'"); skill = SK_WEAPONSMITH; break; case 5: case 6: scat("\'Gorms Almanach der Rationellen Kriegsführung\'"); skill = SK_TACTICS; break; case 7: case 8: case 9: case 10: scat("\'Katamarane, Koggen, Karavellen\'"); skill = SK_SHIPBUILDING; break; case 11: case 12: case 13: case 14: scat("\'Wege der Sterne\'"); skill = SK_SAILING; break; case 15: case 16: case 17: scat("\'Nadishahs Kleine Gift- und Kräuterkunde\'"); skill = SK_HERBALISM; break; case 18: case 19: scat("\'Mandricks Kompendium der Alchemie\'"); skill = SK_ALCHEMY; break; case 20: case 21: case 22: case 23: scat("\'Die Konstruktion der Burgen und Schlösser von Zentralandune\'"); skill = SK_BUILDING; break; case 24: case 25: case 26: case 27: scat("\'Die Esse\'"); skill = SK_ARMORER; break; case 28: case 29: case 30: case 31: scat("\'Über die Gewinnung von Erzen\'"); skill = SK_MINING; break; case 32: case 33: case 34: case 35: scat("\'Barinions Lieder, eine Einführung für Unbedarfte\'"); skill = SK_ENTERTAINMENT; break; } scat(". Der Wissensschub ist enorm."); addmessage(r, u->faction, buf, MSG_EVENT, ML_IMPORTANT); if (improve_all(u->faction, skill, 3) == 3) { int i; for (i=0;i!=9;++i) learn_skill(u, skill, 1.0); } } static void get_unit(region * r, unit * u) { unit *newunit; sprintf(buf, "%s entdeck%s ein kleines Dorf. Die meisten Häuser " "wurden durch einen über die Ufer getretenen Fluß zerstört. Eine " "Gruppe der verzweifelten Menschen schließt sich deiner Partei an.", unitname(u), "en\0t" + (3 - 3 * (u->number == 1))); addmessage(r, u->faction, buf, MSG_EVENT, ML_IMPORTANT); newunit = createunit(r, u->faction, rand() % 20 + 3, u->faction->race); fset(newunit, UFL_ISNEW|UFL_MOVED); set_string(&newunit->name, "Dorfbewohner"); set_money(newunit, (rand() % 26 + 10) * newunit->number); if (fval(u, UFL_PARTEITARNUNG)) fset(newunit, UFL_PARTEITARNUNG); switch (rand() % 4) { case 0: set_level(newunit, SK_MINING, 1); break; case 1: set_level(newunit, SK_LUMBERJACK, 1); break; case 2: set_level(newunit, SK_CARTMAKER, 1); break; case 3: set_level(newunit, SK_QUARRYING, 1); break; } set_item(newunit, I_WAGON, rand() % 2); set_item(newunit, I_HORSE, min(get_item(newunit, I_WAGON) * 2, rand() % 5)); } static void get_allies(region * r, unit * u) { unit *newunit = NULL; switch (rterrain(r)) { case T_PLAIN: if (!r_isforest(r)) { if (get_money(u) / u->number < 100 + rand() % 200) return; newunit = createunit(r, u->faction, rand() % 8 + 2, u->faction->race); set_string(&newunit->name, "Söldner"); set_money(newunit, (rand() % 80 + 20) * newunit->number); switch (rand() % 4) { case 0: set_level(newunit, SK_SWORD, 1+rand()%3); set_item(newunit, I_SWORD, newunit->number); break; case 1: set_level(newunit, SK_SPEAR, 1+rand()%3); set_item(newunit, I_SPEAR, newunit->number); break; case 2: set_level(newunit, SK_CROSSBOW, 1+rand()%3); set_item(newunit, I_CROSSBOW, newunit->number); break; case 3: set_level(newunit, SK_LONGBOW, 1+rand()%3); set_item(newunit, I_LONGBOW, newunit->number); break; } if (rand() % 100 < 40) { set_item(newunit, I_CHAIN_MAIL, rand() % (newunit->number + 1)); } if (rand() % 100 < 30) { set_item(newunit, I_HORSE, newunit->number); set_level(newunit, SK_RIDING, 1+rand()%3); } break; } else { if (eff_skill(u, SK_LONGBOW, r) < 3 && eff_skill(u, SK_HERBALISM, r) < 2 && eff_skill(u, SK_MAGIC, r) < 2) { return; } newunit = createunit(r, u->faction, rand() % 6 + 2, u->faction->race); set_string(&newunit->name, "Waldbewohner"); set_money(newunit, (rand() % 20 + 10) * newunit->number); set_level(newunit, SK_LONGBOW, 2+rand()%3); set_item(newunit, I_LONGBOW, newunit->number); set_level(newunit, SK_OBSERVATION, 2+rand()%2); set_level(newunit, SK_STEALTH, 1+rand()%2); if (rand() % 100 < 20) { set_level(newunit, SK_HERBALISM, 1+rand()%2); } } break; case T_SWAMP: if (eff_skill(u, SK_OBSERVATION, r) <= 3) { return; } newunit = createunit(r, u->faction, rand() % 6 + 2, u->faction->race); set_string(&newunit->name, "Sumpfbewohner"); set_money(newunit, (rand() % 20 + 10) * newunit->number); set_level(newunit, SK_SPEAR, 2+rand()%3); set_item(newunit, I_SPEAR, newunit->number); set_level(newunit, SK_STEALTH, 2+rand()%3); break; case T_DESERT: if (eff_skill(u, SK_RIDING, r) <= 2) { return; } newunit = createunit(r, u->faction, rand() % 12 + 2, u->faction->race); set_string(&newunit->name, "Berber"); set_money(newunit, (rand() % 30 + 20) * newunit->number); set_level(newunit, SK_SWORD, 1+rand()%2); set_item(newunit, I_SWORD, newunit->number); set_level(newunit, SK_TRADE, 1+rand()%3); set_level(newunit, SK_RIDING, 2+rand()%2); set_item(newunit, I_HORSE, newunit->number); set_level(newunit, SK_HORSE_TRAINING, 2+rand()%2); break; case T_HIGHLAND: if (eff_skill(u, SK_SWORD, r) <= 1) { return; } newunit = createunit(r, u->faction, rand() % 8 + 2, u->faction->race); set_string(&newunit->name, "Hochlandbarbaren"); set_money(newunit, (rand() % 10 + 20) * newunit->number); set_level(newunit, SK_SWORD, 1+rand()%2); set_item(newunit, I_SWORD, newunit->number); break; case T_MOUNTAIN: if (eff_skill(u, SK_SWORD, r) <= 1 || eff_skill(u, SK_TRADE, r) <= 2) { return; } newunit = createunit(r, u->faction, rand() % 6 + 2, u->faction->race); set_string(&newunit->name, "Bergbewohner"); set_money(newunit, (rand() % 40 + 60) * newunit->number); set_level(newunit, SK_SWORD, 2+rand()%2); set_item(newunit, I_SWORD, newunit->number); set_level(newunit, SK_ARMORER, 2+rand()%2); set_level(newunit, SK_TRADE, 1+rand()%3); if (rand() % 100 < 60) { set_item(newunit, I_PLATE_ARMOR, newunit->number); } break; case T_GLACIER: if (eff_skill(u, SK_SWORD, r) <= 1 || eff_skill(u, SK_TRADE, r) <= 1) { return; } newunit = createunit(r, u->faction, rand() % 4 + 2, u->faction->race); set_string(&newunit->name, "Eisleute"); set_money(newunit, (rand() % 20 + 20) * newunit->number); set_level(newunit, SK_SWORD, 2+rand()%2); set_item(newunit, I_SWORD, newunit->number); set_level(newunit, SK_ARMORER, 2+rand()%2); break; } 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_PARTEITARNUNG)) fset(newunit, UFL_PARTEITARNUNG); fset(newunit, UFL_ISNEW); sprintf(buf, "Plötzlich stolper%c %s über einige %s. Nach kurzem " "Zögern entschließen sich die %s, sich Deiner Partei anzuschließen.", u->number == 1 ? 't' : 'n', unitname(u), newunit->name, newunit->name); addmessage(r, u->faction, buf, MSG_EVENT, ML_IMPORTANT); } static void encounter(region * r, unit * u) { if (!fval(r, RF_ENCOUNTER)) return; freset(r, RF_ENCOUNTER); if (rand() % 100>=ENCCHANCE) return; switch (rand() % 3) { case 0: find_manual(r, u); break; case 1: get_unit(r, u); break; case 2: get_allies(r, u); break; } } void encounters(void) { region *r; unit *u; int n; int c; int i; for (r = regions; r; r = r->next) { if (rterrain(r) != T_OCEAN && fval(r, RF_ENCOUNTER)) { c = 0; for (u = r->units; u; u = u->next) { c += u->number; } if (c > 0) { n = rand() % c; u = r->units; for (i = u->number; i < n; i += u->number) { u = u->next; } encounter(r, u); } } } } void chaos(region * r) { unit *u = NULL, *u2; building *b, *b2; if (rand() % 100 < 8) { switch (rand() % 3) { case 0: /* Untote */ if (rterrain(r) != T_OCEAN) { u = random_unit(r); if (u && playerrace(u->race)) { sprintf(buf, "%s scheint von einer seltsamen Krankheit befallen.", unitname(u)); addmessage(0, u->faction, buf, MSG_EVENT, ML_IMPORTANT); u_setfaction(u, findfaction(MONSTER_FACTION)); u->race = new_race[RC_GHOUL]; } } break; case 1: /* Drachen */ if (random_unit(r)) { int mfac = 0; switch (rand() % 3) { case 0: mfac = 100; u = createunit(r, findfaction(MONSTER_FACTION), rand() % 8 + 1, new_race[RC_FIREDRAGON]); if (u->number == 1) { set_string(&u->name, "Feuerdrache"); } else { set_string(&u->name, "Feuerdrachen"); } break; case 1: mfac = 500; u = createunit(r, findfaction(MONSTER_FACTION), rand() % 4 + 1, new_race[RC_DRAGON]); if (u->number == 1) { set_string(&u->name, "Drache"); } else { set_string(&u->name, "Drachen"); } break; case 2: mfac = 1000; u = createunit(r, findfaction(MONSTER_FACTION), rand() % 2 + 1, new_race[RC_WYRM]); if (u->number == 1) { set_string(&u->name, "Wyrm"); } else { set_string(&u->name, "Wyrme"); } break; } if (mfac) set_money(u, u->number * (rand() % mfac)); fset(u, UFL_ISNEW|UFL_MOVED); } case 2: /* Terrainveränderung */ if (!(terrain[rterrain(r)].flags & FORBIDDEN_LAND)) { if (rterrain(r) != T_OCEAN) { direction_t dir; for (dir=0;dir!=MAXDIRECTIONS;++dir) { if (rconnect(r, dir) && rterrain(rconnect(r, dir)) == T_OCEAN) break; } if (dir!=MAXDIRECTIONS) { ship * sh = r->ships; while (sh) { ship * nsh = sh->next; damage_ship(sh, 0.50); if (sh->damage >= sh->size * DAMAGE_SCALE) destroy_ship(sh); sh = nsh; } for (u = r->units; u;) { u2 = u->next; if (u->race != new_race[RC_SPELL] && u->ship == 0) { set_number(u, 0); } u = u2; } ADDMSG(&r->msgs, msg_message("tidalwave", "region", r)); for (b = rbuildings(r); b;) { b2 = b->next; destroy_building(b); b = b2; } terraform(r, T_OCEAN); } } else { direction_t dir; for (dir=0;dir!=MAXDIRECTIONS;++dir) { if (rconnect(r, dir) && rterrain(rconnect(r, dir)) != T_OCEAN) break; } if (dir!=MAXDIRECTIONS) { switch (rand() % 8) { case 0: terraform(r, T_PLAIN); break; case 1: terraform(r, T_HIGHLAND); break; case 2: terraform(r, T_MOUNTAIN); break; case 3: terraform(r, T_GLACIER); break; case 4: terraform(r, T_DESERT); break; default: terraform(r, T_SWAMP); break; } } } } } } } double chaosfactor(region * r) { attrib * a = a_find(r->attribs, &at_chaoscount); if (!a) return 0; return ((double) a->data.i / 1000.0); } static int damage_unit(unit *u, const char *dam, boolean armor, boolean magic) { int *hp = malloc(u->number * sizeof(int)); int h; int i, dead = 0, hp_rem = 0, heiltrank; if (u->number==0) return 0; h = u->hp/u->number; /* HP verteilen */ for (i=0; inumber; i++) hp[i] = h; h = u->hp - (u->number * h); for (i=0; inumber; i++) { int damage = dice_rand(dam); if (magic) damage = (int)(damage * (1.0 - magic_resistance(u))); if (armor) damage -= nb_armor(u, i); hp[i] -= damage; } /* Auswirkungen */ for (i=0; inumber; 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 (get_effect(u, oldpotiontype[P_HEAL]) > 0) { change_effect(u, oldpotiontype[P_HEAL], -1); heiltrank = 1; } else if (get_potion(u, P_HEAL) > 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 (rterrain(r) == T_OCEAN) { unit ** up = up=&r->units; while (*up) { unit *u = *up; int amphibian_level = fspecial(u->faction, FS_AMPHIBIAN); if (u->ship || u->race == new_race[RC_SPELL]) { up=&u->next; continue; } if (amphibian_level) { int dead = damage_unit(u, "5d1", false, false); if (dead) { ADDMSG(&u->faction->msgs, new_message(u->faction, "drown_amphibian_dead%d:amount%u:unit%r:region",dead, u, r)); } else { ADDMSG(&u->faction->msgs, new_message(u->faction, "drown_amphibian_nodead%u:unit%r:region",u, r)); } } else if (!canswim(u)) { scale_number(u, 0); ADDMSG(&u->faction->msgs, new_message(u->faction, "drown%u:unit%r: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++; } /* Zufällig eine auswählen */ rr = rand() % c; /* Durchzählen */ c = -1; for (i = 0; i != MAXDIRECTIONS; i++) { rc = rconnect(r, i); c++; if (c == rr) break; } assert(i!=MAXDIRECTIONS); return rc; } void volcano_outbreak(region *r) { attrib *a; region *rn; unit *u, **up; faction *f; for (u=r->units; u; u=u->next) { f = u->faction; freset(f, FL_DH); } rn = rrandneighbour(r); /* Vulkan-Region verwüsten */ #if GROWING_TREES rsettrees(r, 2, 0); rsettrees(r, 1, 0); rsettrees(r, 0, 0); #else rsettrees(r, 0); #endif a = a_find(r->attribs, &at_reduceproduction); if (!a) a = a_add(&r->attribs, a_new(&at_reduceproduction)); /* Produktion vierteln ... */ a->data.sa[0] = 25; /* Für 6-17 Runden */ a->data.sa[1] = (short)(a->data.sa[1] + 6 + rand()%12); /* Personen bekommen 4W10 Punkte Schaden. */ for (up=&r->units; *up;) { unit * u = *up; int dead = damage_unit(u, "4d10", true, false); if (dead) { ADDMSG(&u->faction->msgs, new_message(u->faction, "volcano_dead%u:unit%r:region%i:dead", u, r, dead)); } if (!fval(u->faction, FL_DH)) { fset(u->faction, FL_DH); if (rn) { ADDMSG(&u->faction->msgs, new_message(u->faction, "volcanooutbreak%r:regionv%r:regionn", r, rn)); } else { ADDMSG(&u->faction->msgs, new_message(u->faction, "volcanooutbreaknn%r:region", r)); } } if (u==*up) up=&u->next; } remove_empty_units_in_region(r); /* Zufällige Nachbarregion verwüsten */ if (rn) { #if GROWING_TREES rsettrees(r, 2, 0); rsettrees(r, 1, 0); rsettrees(r, 0, 0); #else rsettrees(r, 0); #endif a = a_find(rn->attribs, &at_reduceproduction); if (!a) a = a_add(&rn->attribs, a_new(&at_reduceproduction)); /* Produktion vierteln ... */ a->data.sa[0] = 25; /* Für 6-17 Runden */ a->data.sa[1] = (short)(a->data.sa[1] + 6 + rand()%12); /* Personen bekommen 3W10 Punkte Schaden. */ for (up=&rn->units; *up;) { unit * u = *up; int dead = damage_unit(u, "3d10", true, false); if (dead) { ADDMSG(&u->faction->msgs, new_message(u->faction, "volcano_dead%u:unit%r:region%i:dead", u, rn, dead)); } if (!fval(u->faction, FL_DH)) { ADDMSG(&u->faction->msgs, new_message(u->faction, "volcano_dead%u:unit%r:region%i:dead", u, r, dead)); fset(u->faction, FL_DH); } if (u==*up) up=&u->next; } remove_empty_units_in_region(rn); } } static void melt_iceberg(region *r) { attrib *a; unit *u; building *b, *b2; for (u=r->units; u; u=u->next) freset(u->faction, FL_DH); for (u=r->units; u; u=u->next) if (!fval(u->faction, FL_DH)) { fset(u->faction, FL_DH); ADDMSG(&u->faction->msgs, new_message(u->faction, "iceberg_melt%r:region", r)); } /* driftrichtung löschen */ a = a_find(r->attribs, &at_iceberg); if (a) a_remove(&r->attribs, a); /* Gebäude löschen */ for (b = rbuildings(r); b; b = b2) { b2 = b->next; destroy_building(b); } /* in Ozean wandeln */ terraform(r, T_OCEAN); /* Einheiten, die nicht schwimmen können 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)(rand()%MAXDIRECTIONS); a = a_add(&r->attribs, make_iceberg(dir)); } else { if (rand()%100 < 20) { dir = (direction_t)(rand()%MAXDIRECTIONS); a->data.i = dir; } else { dir = (direction_t)a->data.i; } } rc = rconnect(r, dir); if (rc && rterrain(rc) != T_GLACIER && rterrain(rc) != T_ICEBERG && rterrain(rc) != T_ICEBERG_SLEEP) { if (rterrain(rc) == T_OCEAN) { /* Eisberg treibt */ ship *sh, *shn; unit *u; int x, y; for (u=r->units; u; u=u->next) freset(u->faction, FL_DH); for (u=r->units; u; u=u->next) if (!fval(u->faction, FL_DH)) { fset(u->faction, FL_DH); ADDMSG(&u->faction->msgs, new_message(u->faction, "iceberg_drift%r:region%d: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, FL_DH); for (sh = r->ships; sh; sh = sh->next) { /* Meldung an Kapitän */ damage_ship(sh, 0.10); fset(sh, FL_DH); } /* Personen, Schiffe und Gebäude verschieben */ while (rc->buildings) { rc->buildings->region = r; translist(&rc->buildings, &r->buildings, rc->buildings); } while (rc->ships) { fset(rc->ships, FL_DH); damage_ship(rc->ships, 0.10); 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() */ } /* Beschädigte Schiffe können sinken */ for (sh = r->ships; sh;) { shn = sh->next; if (fval(sh, FL_DH)) { u = captain(sh, r); if (sh->damage>=sh->size * DAMAGE_SCALE) { if (u) ADDMSG(&u->faction->msgs, new_message(u->faction, "overrun_by_iceberg_des%h:ship", sh)); destroy_ship(sh); } else { if (u) ADDMSG(&u->faction->msgs, new_message(u->faction, "overrun_by_iceberg%h:ship", sh)); } } sh = shn; } } else if (rand()%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, FL_DH); for (u=r->units; u; u=u->next) if (!fval(u->faction, FL_DH)) { fset(u->faction, FL_DH); ADDMSG(&u->faction->msgs, new_message(u->faction, "iceberg_land%r:region", r)); } } } } static void move_icebergs(void) { region *r; for (r=regions; r; r=r->next) if (rterrain(r) == T_ICEBERG && !fval(r, RF_DH)) { if (rand()%100 < 60) { fset(r, RF_DH); move_iceberg(r); } else if (rand()%100 < 10){ fset(r, RF_DH); melt_iceberg(r); } } } void create_icebergs(void) { region *r; for (r=regions; r; r=r->next) if (rterrain(r) == T_ICEBERG_SLEEP && rand()%100 < 5) { boolean has_ocean_neighbour = false; direction_t dir; region *rc; unit *u; freset(r, RF_DH); for (dir=0; dir < MAXDIRECTIONS; dir++) { rc = rconnect(r, dir); if (rc && rterrain(rc) == T_OCEAN) { has_ocean_neighbour = true; break; } } if (!has_ocean_neighbour) continue; rsetterrain(r, T_ICEBERG); fset(r, RF_DH); move_iceberg(r); for (u=r->units; u; u=u->next) freset(u->faction, FL_DH); for (u=r->units; u; u=u->next) if (!fval(u->faction, FL_DH)) { fset(u->faction, FL_DH); 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+rand()%3; reduce_skill(u, sv, weeks); ++sv; } } } } if (rterrain(r) == T_OCEAN) { ship *sh; for (sh = r->ships; sh;) { ship *shn = sh->next; damage_ship(sh, 0.10); if (sh->damage>=sh->size * DAMAGE_SCALE) { unit * u = shipowner(sh); if (u) ADDMSG(&u->faction->msgs, msg_message("godcurse_destroy_ship", "ship", sh)); destroy_ship(sh); } sh = shn; } } } static unit * split_unit(region * r, unit *u) { unit *u2 = createunit(r, u->faction, 0, u->race); int newsize = u->number/2; set_string(&u2->name, u->name); set_string(&u2->display, u->display); transfermen(u, u2, newsize); return u2; } static void check_split(void) { region *r; unit *u; for(r=regions;r;r=r->next) { for(u=r->units;u;u=u->next) { if(u->faction->no == MONSTER_FACTION) { if(u->number > u->race->splitsize) { unit * u2 = split_unit(r, u); fset(u2, UFL_ISNEW|UFL_MOVED); } } } } } /** 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) { curse *c = get_curse(u->attribs, ct_find("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); int prob = curse_geteffect(c); for (n = (num - get_item(u, I_CHASTITY_BELT)); n > 0; n--) { if (rand() % 100 < 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 Dämonen 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; while (sv!=u->skills+u->skill_size) { if (sv->level>0 && rand() % 100 < 25) { int weeks = 1+rand()%3; if (rand() % 100 < 40) { reduce_skill(u, sv, weeks); } else { while (weeks--) learn_skill(u, sv->id, 1.0); } if (sv->old>sv->level) { 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); } } void randomevents(void) { faction *f; region *r; building *b, *b2; unit *u; icebergs(); godcurse(); orc_growth(); demon_skillchanges(); #if RACE_ADJUSTMENTS == 0 /* Orks vermehren sich */ for (r = regions; r; r = r->next) { plane * p = rplane(r); /* there is a flag for planes without orc growth: */ if (p && (p->flags & PFL_NOORCGROWTH)) continue; for (u = r->units; u; u = u->next) { if ( (u->race == new_race[RC_ORC]) && !has_skill(u, SK_MAGIC) && !has_skill(u, SK_ALCHEMY)) { int n; int increase = 0; int num = u->number; int prob = 5; for (n = (num - get_item(u, I_CHASTITY_BELT)); n > 0; n--) { if (rand() % 100 < prob) { ++increase; } } if (increase) { if (u->race == new_race[RC_ORC]) { int i; struct orcskills { skill_t skill; int level; } skills [] = { { SK_SWORD, 1 }, { SK_SPEAR, 1 }, { SK_TACTICS, 0 }, { SK_LONGBOW, 0 }, { SK_CROSSBOW, 0 }, { SK_CATAPULT, 0 }, { SK_AUSDAUER, 0 }, { NOSKILL, 0 } }; for (i=0;skills[i].skill!=NOSKILL;++i) { int k = get_level(u, skills[i].skill); change_skill(u, skills[i].skill, increase * max(k, s)); } } set_number(u, u->number + increase); u->hp += unit_max_hp(u) * increase; ADDMSG(&u->faction->msgs, msg_message("orcgrowth", "unit amount race", u, increase, u->race)); } } } } #endif for (r = regions; r; r = r->next) { #if !RACE_ADJUSTMENTS /* Elfen generieren Wald */ if (r->land && !fval(r, RF_MALLORN)) { #if GROWING_TREES int trees = rtrees(r, 2); #else int trees = rtrees(r); #endif int maxgen = (production(r) * MAXPEASANTS_PER_AREA)/8; for (u = r->units; u && maxgen > 0; u = u->next) { if (u->race == new_race[RC_ELF]) { for (n = u->number; n && maxgen > 0; n--) { if (rand() % 1000 < 15) { /* 1.5% Chance */ trees++; } maxgen--; } } } #if GROWING_TREES rsettrees(r, 2, trees); #else rsettrees(r, trees); #endif /* GROWING_TREES */ } /* !RACE_ADJUSTMENTS */ #endif } /* Orkifizierte Regionen mutieren und mutieren zurück */ 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 (rterrain(r)==T_VOLCANO_SMOKING && a_find(r->attribs, &at_reduceproduction)) { ADDMSG(&r->msgs, msg_message("volcanostopsmoke", "region", r)); rsetterrain(r, T_VOLCANO); } else switch(rterrain(r)) { case T_VOLCANO: if (rand()%100 < 4) { ADDMSG(&r->msgs, msg_message("volcanostartsmoke", "region", r)); rsetterrain(r, T_VOLCANO_SMOKING); } break; case T_VOLCANO_SMOKING: if (rand()%100 < 12) { ADDMSG(&r->msgs, msg_message("volcanostopsmoke", "region", r)); rsetterrain(r, T_VOLCANO); } else if (rand()%100 < 8) { volcano_outbreak(r); } break; } } /* Monumente zerfallen, Schiffe verfaulen */ for (r = regions; r; r = r->next) { for (b = rbuildings(r); b; b = b2) { b2 = b->next; if (fval(b->type, BTF_DECAY) && !buildingowner(r, b)) { b->size -= max(1, (b->size * 20) / 100); if (b->size == 0) { destroy_building(b); } } } } /* Drachen und Seeschlangen können entstehen */ printf("\n"); for (r = regions; r; r = r->next) { unit * u; message * msg; if (rterrain(r) == T_OCEAN && rand()%10000 < 1) { u = createunit(r, findfaction(MONSTER_FACTION), 1, new_race[RC_SEASERPENT]); fset(u, UFL_ISNEW|UFL_MOVED); set_level(u, SK_MAGIC, 4); set_level(u, SK_OBSERVATION, 3); set_level(u, SK_STEALTH, 2); set_level(u, SK_AUSDAUER, 1); set_string(&u->name, "Seeschlange"); } if ((rterrain(r) == T_GLACIER || rterrain(r) == T_SWAMP || rterrain(r) == T_DESERT) && rand() % 10000 < (5 + 100 * chaosfactor(r))) { if (chance(0.80)) { u = createunit(r, findfaction(MONSTER_FACTION), nrand(60, 20) + 1, new_race[RC_FIREDRAGON]); } else { u = createunit(r, findfaction(MONSTER_FACTION), nrand(30, 20) + 1, new_race[RC_DRAGON]); } fset(u, UFL_ISNEW|UFL_MOVED); set_money(u, u->number * (rand() % 500 + 100)); set_level(u, SK_MAGIC, 4); set_level(u, SK_OBSERVATION, 1+rand()%3); set_level(u, SK_STEALTH, 1); set_level(u, SK_AUSDAUER, 1); log_printf("%d %s in %s.\n", u->number, LOC(default_locale, rc_name(u->race, u->number!=1)), regionname(r, NULL)); name_unit(u); /* add message to the region */ ADDMSG(&r->msgs, msg_message("sighting", "region race number", NULL, u->race, u->number)); /* create new message to add to units */ msg = msg_message("sighting", "region race number", u->region, u->race, u->number); for (u=r->units;u;u=u->next) freset(u->faction, FL_DH); for (u=r->units;u;u=u->next) { faction * f = u->faction; if (!fval(f, FL_DH)) { add_message(&f->msgs, msg); fset(f, FL_DH); } } msg_release(msg); } } /* Untote können entstehen */ for (r = regions; r; r = r->next) { int unburied = deathcount(r); if(is_cursed(r->attribs, C_HOLYGROUND, 0)) continue; /* Chance 0.1% * chaosfactor */ if (r->land && unburied > r->land->peasants / 20 && rand() % 10000 < (100 + 100 * chaosfactor(r))) { /* es ist sinnfrei, wenn irgendwo im Wald 3er-Einheiten Untote entstehen. * Lieber sammeln lassen, bis sie mindestens 5% der Bevölkerung sind, und * dann erst auferstehen. */ int undead = unburied / (rand() % 2 + 1); const race * rc = NULL; int i; if (!undead || r->age < 20) continue; switch(rand()%3) { case 0: rc = new_race[RC_SKELETON]; break; case 1: rc = new_race[RC_ZOMBIE]; break; default: rc = new_race[RC_GHOUL]; break; } u = createunit(r, findfaction(MONSTER_FACTION), undead, rc); fset(u, UFL_ISNEW|UFL_MOVED); if ((rc == new_race[RC_SKELETON] || rc == new_race[RC_ZOMBIE]) && rand()%10 < 4) { set_item(u, I_RUSTY_SWORD, undead); if (rand()%10 < 3) { set_item(u, I_RUSTY_SHIELD, undead); } if (rand()%10 < 2) { set_item(u, I_RUSTY_CHAIN_MAIL, undead); } } for (i=0;i < MAXSKILLS;i++) { if (rc->bonus[i] >= 1) { set_level(u, (skill_t)i, 1); } } u->hp = unit_max_hp(u) * u->number; deathcounts(r, -undead); name_unit(u); log_printf("%d %s in %s.\n", u->number, LOC(default_locale, rc_name(u->race, u->number!=1)), regionname(r, NULL)); { message * msg = msg_message("undeadrise", "region", r); add_message(&r->msgs, msg); for (u=r->units;u;u=u->next) freset(u->faction, FL_DH); for (u=r->units;u;u=u->next) { if (fval(u->faction, FL_DH)) continue; fset(u->faction, FL_DH); add_message(&u->faction->msgs, msg); } msg_release(msg); } } else { int i = deathcount(r); if (i) { /* Gräber verwittern, 3% der Untoten finden die ewige Ruhe */ deathcounts(r, (int)(-i*0.03)); } } } for (r = regions; r; r=r->next) { for (u=r->units; u; u=u->next) { if (u->faction->no != MONSTER_FACTION && (u->race->flags & RCF_DESERT)) { if (fval(u, UFL_ISNEW)) continue; if (rand()%100 < 5) { ADDMSG(&u->faction->msgs, msg_message("desertion", "unit region", u, r)); u_setfaction(u, findfaction(MONSTER_FACTION)); } } } } for (f = factions; f; f=f->next) { int level = fspecial(f, FS_LYCANTROPE); if(level > 0) { for(u = f->units; u; u=u->nextF) { if(rand()%100 < 2*level) { ADDMSG(&u->faction->msgs, msg_message("becomewere", "unit region", u, u->region)); fset(u, UFL_WERE); } } } } /* Frühling, die Bäume schlagen aus. */ for (r = regions; r; r = r->next) { if (fval(r, RF_CHAOTIC) ||(r->x >= -13 && r->x <= -6 && r->y >= 50 && r->y <= 57)) { if (woodcount(r) >= 40 && rand()%100 < 33) { #if GROWING_TREES int trees = rtrees(r,2); #else int trees = rtrees(r); #endif int treemen = rand()%(max(50,trees)/3); struct message * msg; treemen = max(25, treemen); woodcounts(r, -40); trees = max(0, trees-treemen); #if GROWING_TREES rsettrees(r, 2, trees); #else rsettrees(r, trees); #endif u = createunit(r, findfaction(MONSTER_FACTION),treemen, new_race[RC_TREEMAN]); fset(u, UFL_ISNEW|UFL_MOVED); set_level(u, SK_OBSERVATION, 2); if (u->number == 1) set_string(&u->name, "Ein wütender Ent"); else set_string(&u->name, "Wütende Ents"); log_printf("%d Ents in %s.\n", u->number, regionname(r, NULL)); msg = msg_message("entrise", "region", r); add_message(&r->msgs, msg); for (u=r->units;u;u=u->next) freset(u->faction, FL_DH); for (u=r->units;u;u=u->next) { if (fval(u->faction, FL_DH)) continue; fset(u->faction, FL_DH); add_message(&u->faction->msgs, msg); } msg_release(msg); } } } /* Chaos */ for (r = regions; r; r = r->next) { int i; if (fval(r, RF_CHAOTIC)) { chaos(r); } i = chaoscount(r); if (!i) continue; chaoscounts(r, -(int) (i * ((double) (rand() % 10)) / 100.0)); } #ifdef HERBS_ROT /* Kräuter verrotten */ for (r = regions; r; r = r->next) { for (u = r->units; u; u=u->next) { item **itmp = &u->items, *hbag = *i_find(&u->items, olditemtype[I_SACK_OF_CONSERVATION]); int rot_chance = HERBROTCHANCE; if (hbag) rot_chance = (HERBROTCHANCE*2)/5; while (*itmp) { item * itm = *itmp; const herb_type * htype = resource2herb(itm->type->rtype); int n = itm->number; double k = n*rot_chance/100.0; if (htype!=NULL) { n = (int)(min(n, normalvariate(k, k/4))); i_change(itmp, itm->type, -n); } if (itm==*itmp) itmp=&itm->next; } } } #endif dissolve_units(); check_split(); check_luck(); }