#include "randenc.h" #include "chaos.h" #include "economy.h" #include "monsters.h" #include "move.h" #include "spy.h" #include "study.h" #include "volcano.h" #include "spells/unitcurse.h" #include "spells/regioncurse.h" /* attributes includes */ #include "attributes/racename.h" #include "attributes/reduceproduction.h" /* kernel includes */ #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" /* util includes */ #include "kernel/attrib.h" #include "util/language.h" #include "util/lists.h" #include "util/stats.h" #include "util/rand.h" #include "util/message.h" #include "util/rng.h" /* libc includes */ #include #include #include #include #include #include extern struct attrib_type at_unitdissolve; /* In a->data.ca[1] steht der Prozentsatz mit dem sich die Einheit * aufloest, 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) { message *msg; 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; i < u->number; i++) { if (rng_int() % 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); 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); } } } remove_empty_units(); } void drown(region * r) { if (fval(r->terrain, SEA_REGION)) { unit **up = &r->units; while (*up) { unit *u = *up; 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; } remove_empty_units_in_region(r); } } static void melt_iceberg(region * r, const terrain_type *t_ocean) { 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 loeschen */ a = a_find(r->attribs, &at_iceberg); if (a) a_remove(&r->attribs, a); /* Gebaeude loeschen */ while (r->buildings) { remove_building(&r->buildings, r->buildings); } /* in Ozean wandeln */ terraform_region(r, t_ocean); } 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)); } stats_count("iceberg.drift", 1); 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 Kapitaen */ double dmg = config_get_flt("rules.ship.damage.intoiceberg", 0.1); damage_ship(sh, dmg); fset(sh, SF_SELECT); } /* 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 */ } /* 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; } } 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; 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); } } } } static void create_icebergs(void) { 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); 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++) { region *rc = rconnect(r, dir); if (rc && fval(rc->terrain, SEA_REGION)) { has_ocean_neighbour = true; break; } } if (!has_ocean_neighbour) continue; r->terrain = t_iceberg; stats_count("iceberg.terraform", 1); 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)); } } } } } /** 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, * 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) { 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); ADDMSG(&u->faction->msgs, msg_message("orcgrowth", "unit amount race", u, increase, u_race(u))); } } } } } } /** Talente von Daemonen verschieben sich. */ static void demon_skillchanges(void) { region *r; static const race *rc_demon; static int rc_cache; 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 (is_paused(u->faction)) continue; if (u_race(u) == rc_demon) { demon_skillchange(u); } } } } /** Eisberge entstehen und bewegen sich. * Einheiten die im Wasser landen, ertrinken. */ static void icebergs(void) { create_icebergs(); move_icebergs(); } #define HERBROTCHANCE 5 /* Verrottchance fuer Kraeuter (ifdef HERBS_ROT) */ static void rotting_herbs(void) { region *r; int rule_rot = config_get_int("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) { 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)) { int delta = (int)normalvariate(k, k / 4); if (n < delta) delta = n; if (!i_change(itmp, itm->type, -delta)) { continue; } } itmp = &itm->next; } } } } void randomevents(void) { 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(); 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)) { 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; } } /* monster-einheiten desertieren */ if (monsters) { monsters_desert(monsters); } chaos_update(); rotting_herbs(); dissolve_units(); } 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) { ADDMSG(&r->msgs, msg_message("pest", "peasants dead", get_resourcetype(R_PEASANT), dead)); deathcounts(r, dead); rsetpeasants(r, peasants - dead); } }