/* Copyright (c) 1998-2015, Enno Rehling Katja Zedel Permission to use, copy, modify, and/or distribute this software for any purpose with or without fee is hereby granted, provided that the above copyright notice and this permission notice appear in all copies. THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. **/ #include #include #include "volcano.h" #include "alchemy.h" /* kernel includes */ #include #include #include #include #include #include #include #include /* attributes includes */ #include /* util includes */ #include #include #include #include #include /* libc includes */ #include #include 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; /* 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, bool physical, bool magic) { int *hp, hpstack[20]; int h; int i, dead = 0, hp_rem = 0, heiltrank; double magres = magic_resistance(u); assert(u->number); if (fval(u_race(u), RCF_ILLUSIONARY) || u_race(u) == get_race(RC_SPELL)) { 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) 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 (u_race(u) == get_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; 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++; } /* Zuf�llig eine ausw�hlen */ rr = rng_int() % c; /* Durchz�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, 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; /* 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); /* 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", r)); } } 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) { return rng_int() % 100 < 12; } static bool outbreak_chance(void) { return rng_int() % 100 < 8; } 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; } } } }