#ifdef _MSC_VER #include #endif #include "economy.h" #include "alchemy.h" #include "direction.h" #include "donations.h" #include "guard.h" #include "give.h" #include "laws.h" #include "randenc.h" #include "spy.h" #include "study.h" #include "move.h" #include "monsters.h" #include "morale.h" #include "reports.h" #include #include #include #include #include /* kernel includes */ #include "kernel/ally.h" #include "kernel/attrib.h" #include "kernel/building.h" #include "kernel/calendar.h" #include "kernel/config.h" #include "kernel/curse.h" #include "kernel/equipment.h" #include "kernel/event.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/resources.h" #include "kernel/ship.h" #include "kernel/terrain.h" #include "kernel/terrainid.h" #include "kernel/unit.h" /* util includes */ #include #include #include #include #include #include "util/param.h" #include #include /* libs includes */ #include #include #include #include #include #include #define MAX_REQUESTS 1024 static struct econ_request econ_requests[MAX_REQUESTS]; static econ_request **g_requests; /* TODO: no need for this to be module-global */ #define ENTERTAINFRACTION 20 static void add_request(econ_request * req, enum econ_type type, unit *u, order *ord, int want) { req->next = NULL; req->unit = u; req->qty = u->wants = want; req->type = type; } static bool rule_auto_taxation(void) { return config_get_int("rules.economy.taxation", 0) != 0; } static bool rule_autowork(void) { return config_get_int("work.auto", 0) != 0; } int entertainmoney(const region * r) { double n; if (is_cursed(r->attribs, &ct_depression)) { return 0; } n = rmoney(r) / (double)ENTERTAINFRACTION; if (is_cursed(r->attribs, &ct_generous)) { n *= get_curseeffect(r->attribs, &ct_generous); } return (int)n; } int income(const unit * u) { const race *rc = u_race(u); return rc->income * u->number; } static void scramble(void *data, unsigned int n, size_t width) { unsigned int j; char temp[64]; assert(width <= sizeof(temp)); for (j = 0; j != n; ++j) { unsigned int k = rng_uint() % n; if (k == j) continue; memcpy(temp, (char *)data + j * width, width); memcpy((char *)data + j * width, (char *)data + k * width, width); memcpy((char *)data + k * width, temp, width); } } int expand_production(region * r, econ_request * requests, econ_request ***results) { unit *u; econ_request *o; int norders = 0; /* Alle Units ohne production haben ein -1, alle units mit orders haben ein * 0 hier stehen */ for (u = r->units; u; u = u->next) u->n = -1; for (o = requests; o; o = o->next) { if (o->qty > 0) { norders += o->qty; } } if (norders > 0) { int i = 0; econ_request **split; split = (econ_request **)calloc(norders, sizeof(econ_request *)); if (!split) abort(); for (o = requests; o; o = o->next) { if (o->qty > 0) { unsigned int j; for (j = o->qty; j; j--) { split[i] = o; o->unit->n = 0; i++; } } } scramble(split, norders, sizeof(econ_request *)); *results = split; } else { *results = NULL; } return norders; } static int expandorders(region * r, econ_request * requests) { return expand_production(r, requests, &g_requests); } static void free_requests(econ_request *requests) { while (requests) { econ_request *req = requests->next; free(requests); requests = req; } } /* ------------------------------------------------------------- */ static void friendly_takeover(region * r, faction * f) { region_set_owner(r, f, turn); morale_change(r, MORALE_TRANSFER); } void give_control(unit * u, unit * u2) { if (u->building) { if (u->faction != u2->faction && rule_region_owners()) { region *r = u->region; faction *f = region_get_owner(r); assert(u->building == u2->building); if (f == u->faction) { building *b = largestbuilding(r, cmp_current_owner, false); if (b == u->building) { friendly_takeover(r, u2->faction); } } } building_set_owner(u2); } if (u->ship) { assert(u->ship == u2->ship); ship_set_owner(u2); } } int give_control_cmd(unit * u, order * ord) { char token[128]; region *r = u->region; unit *u2; const char *s; init_order(ord, NULL); getunit(r, u->faction, &u2); s = gettoken(token, sizeof(token)); if (s && isparam(s, u->faction->locale, P_CONTROL)) { bool okay = false; if (!can_give_to(u, u2)) { ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "feedback_unit_not_found", "")); } else if (!u->building && !u->ship) { cmistake(u, ord, 140, MSG_EVENT); } else if (u->building) { if (u != building_owner(u->building)) { cmistake(u, ord, 49, MSG_EVENT); } else if (u2->building != u->building) { cmistake(u, ord, 33, MSG_EVENT); } else { okay = true; } } else if (u->ship) { if (u != ship_owner(u->ship)) { cmistake(u, ord, 49, MSG_EVENT); } else if (u2->ship != u->ship) { cmistake(u, ord, 32, MSG_EVENT); } else { okay = true; } } if (okay) { message *msg = msg_message("givecommand", "unit recipient", u, u2); add_message(&u->faction->msgs, msg); if (u->faction != u2->faction) { add_message(&u2->faction->msgs, msg); } msg_release(msg); give_control(u, u2); } } return 0; } static int forget_cmd(unit * u, order * ord) { char token[128]; skill_t sk; const char *s; if (is_cursed(u->attribs, &ct_slavery)) { /* charmed units shouldn't be losing their skills */ return 0; } (void)init_order(ord, u->faction->locale); s = gettoken(token, sizeof(token)); sk = get_skill(s, u->faction->locale); if (sk != NOSKILL) { if (sk == SK_MAGIC) { if (is_familiar(u)) { /* some units cannot forget their innate magical abilities */ return 0; } else { unit *ufam = get_familiar(u); if (ufam) { if (join_monsters(ufam, NULL)) { a_removeall(&ufam->attribs, NULL); unit_convert_race(ufam, NULL, "ghost"); } } a_removeall(&u->attribs, &at_mage); a_removeall(&u->attribs, &at_familiar); } } ADDMSG(&u->faction->msgs, msg_message("forget", "unit skill", u, sk)); set_level(u, sk, 0); } return 0; } static int maintain(building * b) { int c; region *r = b->region; bool paid = true; unit *u; if (fval(b, BLD_MAINTAINED) || b->type == NULL || b->type->maintenance == NULL) { return BLD_MAINTAINED; } if (fval(b, BLD_DONTPAY)) { return 0; } u = building_owner(b); if (u == NULL) { /* no owner - send a message to the entire region */ ADDMSG(&r->msgs, msg_message("maintenance_noowner", "building", b)); return 0; } /* If the owner is the region owner, check if dontpay flag is set for the building where he is in */ if (config_token("rules.region_owner_pay_building", b->type->_name)) { if (fval(u->building, BLD_DONTPAY)) { return 0; } } for (c = 0; b->type->maintenance[c].number && paid; ++c) { const maintenance *m = b->type->maintenance + c; int need = m->number; if (fval(m, MTF_VARIABLE)) need = need * b->size; need -= get_pooled(u, m->rtype, GET_DEFAULT, need); if (need > 0) { paid = false; } } if (fval(b, BLD_DONTPAY)) { ADDMSG(&r->msgs, msg_message("maintenance_nowork", "building", b)); return 0; } if (!paid) { ADDMSG(&u->faction->msgs, msg_message("maintenancefail", "unit building", u, b)); ADDMSG(&r->msgs, msg_message("maintenance_nowork", "building", b)); return 0; } for (c = 0; b->type->maintenance[c].number; ++c) { const maintenance *m = b->type->maintenance + c; int cost = m->number; if (fval(m, MTF_VARIABLE)) { cost = cost * b->size; } cost -= use_pooled(u, m->rtype, GET_SLACK | GET_RESERVE | GET_POOLED_SLACK, cost); assert(cost == 0); } ADDMSG(&u->faction->msgs, msg_message("maintenance", "unit building", u, b)); return BLD_MAINTAINED; } void maintain_buildings(region * r) { building **bp = &r->buildings; while (*bp) { building *b = *bp; int flags = BLD_MAINTAINED; if (!curse_active(get_curse(b->attribs, &ct_nocostbuilding))) { flags = maintain(b); } fset(b, flags); bp = &b->next; } } void economics(region * r) { unit *u; /* Geben vor Selbstmord (doquit)! Hier alle unmittelbaren Befehle. * Rekrutieren vor allen Einnahmequellen. Bewachen JA vor Steuern * eintreiben. */ for (u = r->units; u; u = u->next) { order *ord; if (u->number > 0) { for (ord = u->orders; ord; ord = ord->next) { keyword_t kwd = getkeyword(ord); if (kwd == K_GIVE) { give_cmd(u, ord); } else if (kwd == K_FORGET) { forget_cmd(u, ord); } if (u->orders == NULL) { break; } } } } } void destroy(region *r) { unit *u; for (u = r->units; u; u = u->next) { order *ord = u->thisorder; keyword_t kwd = getkeyword(ord); if (kwd == K_DESTROY) { if (destroy_cmd(u, ord) == 0) { fset(u, UFL_LONGACTION | UFL_NOTMOVING); } } } } static void mod_skill(const resource_mod *mod, skill_t sk, int *value) { skill_t msk; assert(mod->type == RMT_PROD_SKILL); msk = (skill_t)mod->value.sa[0]; if (msk == NOSKILL || msk == sk) { *value += mod->value.sa[1]; } } static struct message * get_modifiers(unit *u, skill_t sk, const resource_type *rtype, variant *savep, int *skillp) { struct building *b = inside_building(u); const struct building_type *btype = building_is_active(b) ? b->type : NULL; int save_n = 1, save_d = 1; int skill = 0; int need_race = 0, need_bldg = 0; resource_mod *mod; const struct building_type *btype_needed = NULL; if (btype && btype->modifiers) { for (mod = btype->modifiers; mod && mod->type != RMT_END; ++mod) { if (mod->type == RMT_PROD_SKILL) { mod_skill(mod, sk, &skill); } } } for (mod = rtype->modifiers; mod && mod->type != RMT_END; ++mod) { if (mod->btype == NULL || mod->btype == btype) { const race * rc = u_race(u); if (mod->race_mask == 0 || (mod->race_mask & rc->mask_item)) { switch (mod->type) { case RMT_PROD_SAVE: if (savep) { save_n *= mod->value.sa[0]; save_d *= mod->value.sa[1]; } break; case RMT_PROD_SKILL: mod_skill(mod, sk, &skill); break; case RMT_PROD_REQUIRE: if (mod->race_mask) need_race |= 1; if (mod->btype) { need_bldg |= 1; } break; default: /* is not a production modifier, ignore it */ break; } } } if (mod->type == RMT_PROD_REQUIRE) { if (mod->race_mask) need_race |= 2; if (mod->btype) { btype_needed = mod->btype; need_bldg |= 2; } } } if (need_race == 2) { return msg_error(u, u->thisorder, 117); } if (btype_needed && need_bldg == 2) { return msg_feedback(u, u->thisorder, "building_needed", "building", btype_needed->_name); } *skillp = skill; if (savep) *savep = frac_make(save_n, save_d); return NULL; } static void manufacture(unit * u, const item_type * itype, int want) { int n; int minskill = itype->construction->minskill; skill_t sk = itype->construction->skill; message *msg; int skill_mod; msg = get_modifiers(u, sk, itype->rtype, NULL, &skill_mod); if (msg) { ADDMSG(&u->faction->msgs, msg); return; } if (want == 0) { want = maxbuild(u, itype->construction); } n = build(u, 1, itype->construction, 0, want, skill_mod); switch (n) { case ENEEDSKILL: ADDMSG(&u->faction->msgs, msg_feedback(u, u->thisorder, "skill_needed", "skill", sk)); return; case ELOWSKILL: ADDMSG(&u->faction->msgs, msg_feedback(u, u->thisorder, "manufacture_skills", "skill minskill product", sk, minskill, itype->rtype, 1)); return; case ENOMATERIALS: ADDMSG(&u->faction->msgs, msg_materials_required(u, u->thisorder, itype->construction, want)); return; } if (n > 0) { i_change(&u->items, itype, n); if (want == INT_MAX) want = n; ADDMSG(&u->faction->msgs, msg_message("produce", "unit region amount wanted resource", u, u->region, n, want, itype->rtype)); } else { ADDMSG(&u->faction->msgs, msg_feedback(u, u->thisorder, "error_cannotmake", "")); } } typedef struct allocation { struct allocation *next; int want, get; variant save; unsigned int flags; unit *unit; } allocation; #define new_allocation() (allocation *)calloc(1, sizeof(allocation)) #define free_allocation(a) free(a) typedef struct allocation_list { struct allocation_list *next; allocation *data; const resource_type *type; } allocation_list; static allocation_list *allocations; enum { AFL_DONE = 1 << 0, AFL_LOWSKILL = 1 << 1 }; static void allocate_resource(unit * u, const resource_type * rtype, int want) { const item_type *itype = resource2item(rtype); region *r = u->region; int dm = 0; allocation_list *alist; allocation *al; const resource_type *rring; int amount, skill, skill_mod = 0; variant save_mod; skill_t sk; static const struct race *rc_mountainguard; static int config; if (rc_changed(&config)) { rc_mountainguard = rc_find("mountainguard"); } /* momentan kann man keine ressourcen abbauen, wenn man dafuer * Materialverbrauch hat: */ assert(itype != NULL && (itype->construction == NULL || itype->construction->materials == NULL)); sk = itype->construction->skill; if (!rtype->raw) { int avail = limit_resource(r, rtype); if (avail <= 0) { cmistake(u, u->thisorder, 121, MSG_PRODUCE); return; } } if (rtype->modifiers) { message *msg = get_modifiers(u, sk, rtype, &save_mod, &skill_mod); if (msg) { ADDMSG(&u->faction->msgs, msg); return; } } else { save_mod.sa[0] = 1; save_mod.sa[1] = 1; } /* Bergwaechter koennen Abbau von Eisen/Laen durch Bewachen verhindern. * Als magische Wesen 'sehen' Bergwaechter alles und werden durch * Belagerung nicht aufgehalten. (Ansonsten wie oben bei Elfen anpassen). */ if (rc_mountainguard) { if (itype->rtype && (itype->rtype == get_resourcetype(R_IRON) || itype->rtype == rt_find("laen"))) { unit *u2; for (u2 = r->units; u2; u2 = u2->next) { if (rc_mountainguard == u_race(u2) && !fval(u2, UFL_ISNEW) && u2->number > 0 && is_guard(u2) && !alliedunit(u2, u->faction, HELP_GUARD)) { ADDMSG(&u->faction->msgs, msg_feedback(u, u->thisorder, "region_guarded", "guard", u2)); return; } } } } assert(sk != NOSKILL || !"limited resource needs a required skill for making it"); skill = effskill(u, sk, NULL); if (skill == 0) { add_message(&u->faction->msgs, msg_feedback(u, u->thisorder, "skill_needed", "skill", sk)); return; } if (skill < itype->construction->minskill) { add_message(&u->faction->msgs, msg_feedback(u, u->thisorder, "manufacture_skills", "skill minskill product", sk, itype->construction->minskill, itype->rtype)); return; } skill += skill_mod; amount = skill * u->number; /* nun ist amount die Gesamtproduktion der Einheit (in punkten) */ /* mit Flinkfingerring verzehnfacht sich die Produktion */ rring = get_resourcetype(R_RING_OF_NIMBLEFINGER); if (rring) { int more = i_get(u->items, rring->itype); if (more > u->number) more = u->number; amount += skill * more * (roqf_factor() - 1); } /* Schaffenstrunk: */ if ((dm = get_effect(u, oldpotiontype[P_DOMORE])) != 0) { if (dm > u->number) dm = u->number; change_effect(u, oldpotiontype[P_DOMORE], -dm); amount += dm * skill; /* dm Personen produzieren doppelt */ } amount /= itype->construction->minskill; /* Limitierung durch Parameter m. */ if (want > 0 && want < amount) amount = want; alist = allocations; while (alist && alist->type != rtype) alist = alist->next; if (!alist) { alist = calloc(1, sizeof(struct allocation_list)); if (!alist) abort(); alist->next = allocations; alist->type = rtype; allocations = alist; } al = new_allocation(); if (!al) abort(); al->want = amount; al->save = save_mod; al->next = alist->data; al->unit = u; alist->data = al; } static int required(int want, variant save) { int req = (int)(want * save.sa[0] / save.sa[1]); int r = want * save.sa[0] % save.sa[1]; if (r > 0) ++req; return req; } static void leveled_allocation(const resource_type * rtype, region * r, allocation * alist) { const item_type *itype = resource2item(rtype); rawmaterial *rm = rm_get(r, rtype); if (rm != NULL) { int need; bool first = true; do { int avail = rm->amount, nreq = 0; allocation *al; if (avail <= 0) { for (al = alist; al; al = al->next) { al->get = 0; } break; } assert(avail > 0); for (al = alist; al; al = al->next) { if (!fval(al, AFL_DONE)) { int req = required(al->want - al->get, al->save); assert(al->get <= al->want && al->get >= 0); if (effskill(al->unit, itype->construction->skill, NULL) >= rm->level + itype->construction->minskill - 1) { if (req) { nreq += req; } else { fset(al, AFL_DONE); } } else { fset(al, AFL_DONE); if (first) fset(al, AFL_LOWSKILL); } } } need = nreq; if (avail > nreq) avail = nreq; if (need > 0) { int use = 0; for (al = alist; al; al = al->next) { if (!fval(al, AFL_DONE)) { if (avail > 0) { int want = required(al->want - al->get, al->save); int x = avail * want / nreq; int req = (avail * want) % nreq; /* Wenn Rest, dann wuerfeln, ob ich etwas bekomme: */ if (req > 0 && rng_int() % nreq < req) ++x; avail -= x; use += x; nreq -= want; need -= x; al->get = al->get + x * al->save.sa[1] / al->save.sa[0]; if (al->get > al->want) al->get = al->want; } } } if (use) { rawmaterial_type *raw = rmt_get(rm->rtype); if (raw && raw->use) { assert(use <= rm->amount); raw->use(rm, r, use); } } assert(avail == 0 || nreq == 0); } first = false; } while (need > 0); } } static void attrib_allocation(const resource_type * rtype, region * r, allocation * alist) { allocation *al; int nreq = 0; int avail = INT_MAX; for (al = alist; al; al = al->next) { nreq += required(al->want, al->save); } if (!rtype->raw) { avail = limit_resource(r, rtype); if (avail < 0) { avail = 0; } } if (avail > nreq) avail = nreq; for (al = alist; al; al = al->next) { if (avail > 0) { int want = required(al->want, al->save); int x = avail * want / nreq; int rx = (avail * want) % nreq; /* Wenn Rest, dann wuerfeln, ob ich was bekomme: */ if (rx > 0 && rng_int() % nreq < rx) ++x; avail -= x; nreq -= want; al->get = x * al->save.sa[1] / al->save.sa[0]; if (al->want < al->get) al->get = al->want; if (!rtype->raw) { int use = required(al->get, al->save); if (use) { produce_resource(r, rtype, use); } } } } assert(avail == 0 || nreq == 0); } static void allocate(const resource_type *rtype, region *r, allocation *data) { if (rtype->raw) { leveled_allocation(rtype, r, data); } else { attrib_allocation(rtype, r, data); } } void split_allocations(region * r) { allocation_list **p_alist = &allocations; while (*p_alist) { allocation_list *alist = *p_alist; const resource_type *rtype = alist->type; const item_type *itype = resource2item(rtype); allocation **p_al = &alist->data; allocate(rtype, r, alist->data); while (*p_al) { allocation *al = *p_al; if (al->get) { assert(itype || !"not implemented for non-items"); i_change(&al->unit->items, itype, al->get); produceexp(al->unit, itype->construction->skill, al->unit->number); } if (al->want == INT_MAX) al->want = al->get; ADDMSG(&al->unit->faction->msgs, msg_message("produce", "unit region amount wanted resource", al->unit, al->unit->region, al->get, al->want, rtype)); *p_al = al->next; free_allocation(al); } *p_alist = alist->next; free(alist); } allocations = NULL; } static void create_potion(unit * u, const item_type * itype, int want) { int built; if (want == 0) { want = maxbuild(u, itype->construction); } built = build(u, 1, itype->construction, 0, want, 0); switch (built) { case ELOWSKILL: case ENEEDSKILL: /* no skill, or not enough skill points to build */ cmistake(u, u->thisorder, 50, MSG_PRODUCE); break; case ECOMPLETE: assert(0); break; case ENOMATERIALS: /* something missing from the list of materials */ ADDMSG(&u->faction->msgs, msg_materials_required(u, u->thisorder, itype->construction, want)); break; default: i_change(&u->items, itype, built); if (want == INT_MAX) want = built; ADDMSG(&u->faction->msgs, msg_message("produce", "unit region amount wanted resource", u, u->region, built, want, itype->rtype)); break; } } void make_item(unit * u, const item_type * itype, int want) { if (itype->construction && fval(itype->rtype, RTF_LIMITED)) { if (is_guarded(u->region, u)) { cmistake(u, u->thisorder, 70, MSG_EVENT); return; } allocate_resource(u, itype->rtype, want); } else { if (itype->flags & ITF_POTION) { create_potion(u, itype, want); } else if (itype->construction && itype->construction->materials) { manufacture(u, itype, want); } else { ADDMSG(&u->faction->msgs, msg_feedback(u, u->thisorder, "error_cannotmake", "")); } } } int make_cmd(unit * u, struct order *ord) { char token[32]; region *r = u->region; const building_type *btype = 0; const ship_type *stype = 0; const item_type *itype = 0; param_t p = NOPARAM; int m = INT_MAX; const char *s; const struct locale *lang = u->faction->locale; keyword_t kwd; kwd = init_order(ord, NULL); assert(kwd == K_MAKE); s = gettoken(token, sizeof(token)); if (s) { char ibuf[16]; m = atoip(s); sprintf(ibuf, "%d", m); if (!strcmp(ibuf, (const char *)s)) { /* a quantity was given */ s = gettoken(token, sizeof(token)); } else { m = INT_MAX; } if (s) { p = findparam(s, u->faction->locale); } } if (p == P_ROAD) { plane *pl = rplane(r); if (pl && fval(pl, PFL_NOBUILD)) { cmistake(u, ord, 275, MSG_PRODUCE); } else { s = gettoken(token, sizeof(token)); direction_t d = s ? get_direction(s, u->faction->locale) : NODIRECTION; if (d != NODIRECTION) { build_road(u, m, d); } else { /* Die Richtung wurde nicht erkannt */ cmistake(u, ord, 71, MSG_PRODUCE); } } return 0; } else if (p == P_SHIP) { plane *pl = rplane(r); if (pl && fval(pl, PFL_NOBUILD)) { cmistake(u, ord, 276, MSG_PRODUCE); } else { continue_ship(u, m); } return 0; } else if (p == P_HERBS) { herbsearch(u, m); return 0; } /* since the string can match several objects, like in 'academy' and * 'academy of arts', we need to figure out what the player meant. * This is not 100% safe. */ if (s) { stype = findshiptype(s, lang); btype = findbuildingtype(s, lang); itype = finditemtype(s, lang); } if (itype != NULL && (btype != NULL || stype != NULL)) { if (itype->construction == NULL) { /* if the item cannot be made, we probably didn't mean to make it */ itype = NULL; } else if (stype != NULL) { const char *sname = LOC(lang, stype->_name); const char *iname = LOC(lang, resourcename(itype->rtype, 0)); if (strlen(iname) < strlen(sname)) stype = NULL; else itype = NULL; } else { const char *bname = LOC(lang, btype->_name); const char *iname = LOC(lang, resourcename(itype->rtype, 0)); if (strlen(iname) < strlen(bname)) btype = NULL; else itype = NULL; } } if (btype != NULL && stype != NULL) { const char *bname = LOC(lang, btype->_name); const char *sname = LOC(lang, stype->_name); if (strlen(sname) < strlen(bname)) btype = NULL; else stype = NULL; } if (stype != NOSHIP) { plane *pl = rplane(r); if (pl && fval(pl, PFL_NOBUILD)) { cmistake(u, ord, 276, MSG_PRODUCE); } else { create_ship(u, stype, m, ord); } } else if (btype != NOBUILDING) { plane *pl = rplane(r); if (pl && fval(pl, PFL_NOBUILD)) { cmistake(u, ord, 275, MSG_PRODUCE); } else if (btype->stages && btype->stages->construction) { int id = getid(); build_building(u, btype, id, m, ord); } else { cmistake(u, ord, 275, MSG_PRODUCE); } } else if (itype != NULL) { make_item(u, itype, m); } else { ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "error_cannotmake", "")); } return 0; } /* ------------------------------------------------------------- */ static void free_luxuries(variant *var) { item *itm = (item *)var->v; var->v = NULL; i_freeall(&itm); } const attrib_type at_luxuries = { "luxuries", NULL, free_luxuries, NULL, NULL, NULL }; static void expandbuying(region * r, econ_request * buyorders) { const resource_type *rsilver = get_resourcetype(R_SILVER); int max_products; unit *u; struct trade { const luxury_type *type; int number; int multi; } trades[MAXLUXURIES], *trade; int ntrades = 0; const luxury_type *ltype; for (ntrades = 0, ltype = luxurytypes; ltype; ltype = ltype->next) { assert(ntrades < MAXLUXURIES); trades[ntrades].number = 0; trades[ntrades].multi = 1; trades[ntrades++].type = ltype; } if (!buyorders) return; /* Initialisation. multiplier ist der Multiplikator auf den * Verkaufspreis. Fuer max_products Produkte kauft man das Produkt zum * einfachen Verkaufspreis, danach erhoeht sich der Multiplikator um 1. * counter ist ein Zaehler, der die gekauften Produkte zaehlt. money * wird fuer die debug message gebraucht. */ max_products = rpeasants(r) / TRADE_FRACTION; /* Kauf - auch so programmiert, dass er leicht erweiterbar auf mehrere * Gueter pro Monat ist. j sind die Befehle, i der Index des * gehandelten Produktes. */ if (max_products > 0) { unsigned int norders = expandorders(r, buyorders); if (norders) { unsigned int j; for (j = 0; j != norders; j++) { int price, multi; ltype = g_requests[j]->data.trade.ltype; trade = trades; while (trade->type && trade->type != ltype) ++trade; multi = trade->multi; price = ltype->price * multi; if (get_pooled(g_requests[j]->unit, rsilver, GET_DEFAULT, price) >= price) { item *items; /* litems zaehlt die Gueter, die verkauft wurden, u->n das Geld, das * verdient wurde. Dies muss gemacht werden, weil der Preis staendig sinkt, * man sich also das verdiente Geld und die verkauften Produkte separat * merken muss. */ attrib *a; u = g_requests[j]->unit; a = a_find(u->attribs, &at_luxuries); if (a == NULL) { a = a_add(&u->attribs, a_new(&at_luxuries)); } items = a->data.v; i_change(&items, ltype->itype, 1); a->data.v = items; i_change(&g_requests[j]->unit->items, ltype->itype, 1); use_pooled(u, rsilver, GET_DEFAULT, price); if (u->n < 0) u->n = 0; u->n += price; rsetmoney(r, rmoney(r) + price); /* Falls mehr als max_products Bauern ein Produkt verkauft haben, steigt * der Preis Multiplikator fuer das Produkt um den Faktor 1. Der Zaehler * wird wieder auf 0 gesetzt. */ if (++trade->number == max_products) { trade->number = 0; ++trade->multi; } fset(u, UFL_LONGACTION | UFL_NOTMOVING); } } } free(g_requests); /* Ausgabe an Einheiten */ for (u = r->units; u; u = u->next) { attrib *a = a_find(u->attribs, &at_luxuries); item *itm; if (a == NULL) continue; ADDMSG(&u->faction->msgs, msg_message("buy", "unit money", u, u->n)); for (itm = (item *)a->data.v; itm; itm = itm->next) { if (itm->number) { ADDMSG(&u->faction->msgs, msg_message("buyamount", "unit amount resource", u, itm->number, itm->type->rtype)); } } a_remove(&u->attribs, a); } } } attrib_type at_trades = { "trades", DEFAULT_INIT, DEFAULT_FINALIZE, DEFAULT_AGE, NO_WRITE, NO_READ }; bool trade_needs_castle(const terrain_type *terrain, const race *rc) { static int rc_change, terrain_change; static const race *rc_insect; static const terrain_type *t_desert, *t_swamp; if (rc_changed(&rc_change)) { rc_insect = get_race(RC_INSECT); } if (rc != rc_insect) { return true; } if (terrain_changed(&terrain_change)) { t_swamp = newterrain(T_SWAMP); t_desert = newterrain(T_DESERT); } return (terrain != t_swamp && terrain != t_desert); } static building * first_building(region *r, const struct building_type *btype, int minsize) { building *b = NULL; if (r->buildings) { for (b = r->buildings; b; b = b->next) { if (b->type == btype && b->size >= minsize) { return b; } } } return NULL; } static void buy(unit * u, econ_request ** buyorders, struct order *ord) { char token[128]; region *r = u->region; int n, k; econ_request *o; attrib *a; const item_type *itype = NULL; const luxury_type *ltype = NULL; keyword_t kwd; const char *s; if (u->ship && is_guarded(r, u)) { cmistake(u, ord, 69, MSG_INCOME); return; } if (u->ship && is_guarded(r, u)) { cmistake(u, ord, 69, MSG_INCOME); return; } /* Im Augenblick kann man nur 1 Produkt kaufen. expandbuying ist aber * schon dafuer ausgeruestet, mehrere Produkte zu kaufen. */ kwd = init_order(ord, NULL); assert(kwd == K_BUY); n = getint(); if (n <= 0) { cmistake(u, ord, 26, MSG_COMMERCE); return; } /* Entweder man ist Insekt in Sumpf/Wueste, oder es muss * einen Handelsposten in der Region geben: */ if (trade_needs_castle(r->terrain, u_race(u))) { static int cache; static const struct building_type *castle_bt; if (bt_changed(&cache)) { castle_bt = bt_find("castle"); } if (first_building(r, castle_bt, 2) == NULL) { cmistake(u, ord, 119, MSG_COMMERCE); return; } } /* Ein Haendler kann nur 10 Gueter pro Talentpunkt handeln. */ k = u->number * 10 * effskill(u, SK_TRADE, NULL); /* hat der Haendler bereits gehandelt, muss die Menge der bereits * verkauften/gekauften Gueter abgezogen werden */ a = a_find(u->attribs, &at_trades); if (!a) { a = a_add(&u->attribs, a_new(&at_trades)); } else { k -= a->data.i; } if (n > k) n = k; if (!n) { cmistake(u, ord, 102, MSG_COMMERCE); return; } assert(n >= 0); /* die Menge der verkauften Gueter merken */ a->data.i += n; s = gettoken(token, sizeof(token)); itype = s ? finditemtype(s, u->faction->locale) : 0; if (itype != NULL) { ltype = resource2luxury(itype->rtype); if (ltype == NULL) { cmistake(u, ord, 124, MSG_COMMERCE); return; } } if (!r->land || r_demand(r, ltype)) { ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "luxury_notsold", "")); return; } o = (econ_request *)calloc(1, sizeof(econ_request)); if (!o) abort(); o->data.trade.ltype = ltype; /* sollte immer gleich sein */ o->unit = u; o->qty = n; o->type = ECON_BUY; addlist(buyorders, o); } /* ------------------------------------------------------------- */ void add_income(unit * u, income_t type, int want, int qty) { if (want == INT_MAX) want = qty; ADDMSG(&u->faction->msgs, msg_message("income", "unit region mode wanted amount", u, u->region, (int)type, want, qty)); } /* Steuersaetze in % bei Burggroesse */ static int tax_per_size[7] = { 0, 6, 12, 18, 24, 30, 36 }; static void expandselling(region * r, econ_request * sellorders, int limit) { int money, max_products; int norders; /* int m, n = 0; */ int maxsize = 0, maxeffsize = 0; int taxcollected = 0; int hafencollected = 0; unit *maxowner = (unit *)NULL; building *maxb = (building *)NULL; building *b; unit *u; unit *hafenowner; static int counter[MAXLUXURIES]; static int ncounter = 0; static int bt_cache; static const struct building_type *castle_bt, *harbour_bt, *caravan_bt; assert(r->land); if (bt_changed(&bt_cache)) { castle_bt = bt_find("castle"); harbour_bt = bt_find("harbour"); caravan_bt = bt_find("caravan"); } if (ncounter == 0) { const luxury_type *ltype; for (ltype = luxurytypes; ltype; ltype = ltype->next) { assert(ncounter < MAXLUXURIES); ++ncounter; } } memset(counter, 0, sizeof(int) * ncounter); if (!sellorders) { /* NEIN, denn Insekten koennen in || !r->buildings) */ return; /* Suempfen und Wuesten auch so handeln */ } /* Stelle Eigentuemer der groessten Burg fest. Bekommt Steuern aus jedem * Verkauf. Wenn zwei Burgen gleicher Groesse bekommt gar keiner etwas. */ for (b = rbuildings(r); b; b = b->next) { if (b->size > maxsize && building_owner(b) != NULL && b->type == castle_bt) { maxb = b; maxsize = b->size; maxowner = building_owner(b); } else if (b->size == maxsize && b->type == castle_bt) { maxb = (building *)NULL; maxowner = (unit *)NULL; } } hafenowner = owner_buildingtyp(r, harbour_bt); if (maxb != (building *)NULL && maxowner != (unit *)NULL) { maxeffsize = buildingeffsize(maxb, false); if (maxeffsize == 0) { maxb = (building *)NULL; maxowner = (unit *)NULL; } } /* Die Region muss genug Geld haben, um die Produkte kaufen zu koennen. */ money = rmoney(r); /* max_products sind 1/100 der Bevoelkerung, falls soviele Produkte * verkauft werden - counter[] - sinkt die Nachfrage um 1 Punkt. * multiplier speichert r->demand fuer die debug message ab. */ max_products = rpeasants(r) / TRADE_FRACTION; if (max_products <= 0) return; if (r->terrain == newterrain(T_DESERT) && buildingtype_exists(r, caravan_bt, true)) { max_products = rpeasants(r) * 2 / TRADE_FRACTION; } /* Verkauf: so programmiert, dass er leicht auf mehrere Gueter pro * Runde erweitert werden kann. */ norders = expandorders(r, sellorders); if (norders > 0) { int j; for (j = 0; j != norders; j++) { const luxury_type *search = NULL; const luxury_type *ltype = g_requests[j]->data.trade.ltype; int multi = r_demand(r, ltype); int i, price; int use = 0; for (i = 0, search = luxurytypes; search != ltype; search = search->next) { /* TODO: this is slow and lame! */ ++i; } if (counter[i] >= limit) continue; if (counter[i] + 1 > max_products && multi > 1) --multi; price = ltype->price * multi; if (money >= price) { item *itm; attrib *a; u = g_requests[j]->unit; a = a_find(u->attribs, &at_luxuries); if (!a) { a = a_add(&u->attribs, a_new(&at_luxuries)); } itm = (item *)a->data.v; i_change(&itm, ltype->itype, 1); a->data.v = itm; ++use; if (u->n < 0) { u->n = 0; } if (hafenowner) { if (hafenowner->faction != u->faction) { int abgezogenhafen = price / 10; hafencollected += abgezogenhafen; price -= abgezogenhafen; money -= abgezogenhafen; } } if (maxb) { if (maxowner->faction != u->faction) { int abgezogensteuer = price * tax_per_size[maxeffsize] / 100; taxcollected += abgezogensteuer; price -= abgezogensteuer; money -= abgezogensteuer; } } u->n += price; change_money(u, price); fset(u, UFL_LONGACTION | UFL_NOTMOVING); /* r->money -= price; --- dies wird eben nicht ausgefuehrt, denn die * Produkte koennen auch als Steuern eingetrieben werden. In der Region * wurden Silberstuecke gegen Luxusgueter des selben Wertes eingetauscht! * Falls mehr als max_products Kunden ein Produkt gekauft haben, sinkt * die Nachfrage fuer das Produkt um 1. Der Zaehler wird wieder auf 0 * gesetzt. */ if (++counter[i] > max_products) { int d = r_demand(r, ltype); if (d > 1) { r_setdemand(r, ltype, d - 1); } counter[i] = 0; } } if (use > 0) { use_pooled(g_requests[j]->unit, ltype->itype->rtype, GET_DEFAULT, use); } } } free(g_requests); /* Steuern. Hier werden die Steuern dem Besitzer der groessten Burg gegeben. */ if (maxowner) { if (taxcollected > 0) { change_money(maxowner, (int)taxcollected); add_income(maxowner, IC_TRADETAX, taxcollected, taxcollected); /* TODO: Meldung * "%s verdient %d Silber durch den Handel in %s.", * unitname(maxowner), (int) taxcollected, regionname(r)); */ } } if (hafenowner) { if (hafencollected > 0) { change_money(hafenowner, (int)hafencollected); add_income(hafenowner, IC_TRADETAX, hafencollected, hafencollected); } } /* Berichte an die Einheiten */ for (u = r->units; u; u = u->next) { attrib *a = a_find(u->attribs, &at_luxuries); item *itm; if (a == NULL) continue; for (itm = (item *)a->data.v; itm; itm = itm->next) { if (itm->number) { ADDMSG(&u->faction->msgs, msg_message("sellamount", "unit amount resource", u, itm->number, itm->type->rtype)); } } a_remove(&u->attribs, a); add_income(u, IC_TRADE, u->n, u->n); } } static bool sell(unit * u, econ_request ** sellorders, struct order *ord) { char token[128]; bool unlimited = true; const item_type *itype; const luxury_type *ltype; int n, k; region *r = u->region; const char *s; keyword_t kwd; static int bt_cache; static const struct building_type *castle_bt, *caravan_bt; if (bt_changed(&bt_cache)) { castle_bt = bt_find("castle"); caravan_bt = bt_find("caravan"); } if (u->ship && is_guarded(r, u)) { cmistake(u, ord, 69, MSG_INCOME); return false; } /* sellorders sind KEIN array, weil fuer alle items DIE SELBE resource * (das geld der region) aufgebraucht wird. */ kwd = init_order(ord, NULL); assert(kwd == K_SELL); s = gettoken(token, sizeof(token)); if (findparam(s, u->faction->locale) == P_ANY) { unlimited = false; n = rpeasants(r) / TRADE_FRACTION; if (r->terrain == newterrain(T_DESERT) && buildingtype_exists(r, caravan_bt, true)) n *= 2; if (n == 0) { cmistake(u, ord, 303, MSG_COMMERCE); return false; } } else { n = s ? atoip(s) : 0; if (n == 0) { cmistake(u, ord, 27, MSG_COMMERCE); return false; } } if (trade_needs_castle(r->terrain, u_race(u))) { /* In der Region muss es eine Burg geben. */ if (first_building(r, castle_bt, 2) == NULL) { cmistake(u, ord, 119, MSG_COMMERCE); return false; } } /* Ein Haendler kann nur 10 Gueter pro Talentpunkt verkaufen. */ /* Ein Haendler kann nur 10 Gueter pro Talentpunkt handeln. */ k = u->number * 10 * effskill(u, SK_TRADE, NULL); if (n > k) n = k; if (!n) { cmistake(u, ord, 54, MSG_COMMERCE); return false; } s = gettoken(token, sizeof(token)); itype = s ? finditemtype(s, u->faction->locale) : 0; ltype = itype ? resource2luxury(itype->rtype) : 0; if (ltype == NULL || itype == NULL) { cmistake(u, ord, 126, MSG_COMMERCE); return false; } else { attrib *a; econ_request *o; int available; if (!r->land || !r_demand(r, ltype)) { cmistake(u, ord, 263, MSG_COMMERCE); return false; } available = get_pooled(u, itype->rtype, GET_DEFAULT, INT_MAX); /* Wenn andere Einheiten das selbe verkaufen, muss ihr Zeug abgezogen * werden damit es nicht zweimal verkauft wird: */ for (o = *sellorders; o; o = o->next) { if (o->data.trade.ltype == ltype && o->unit->faction == u->faction) { int fpool = o->qty - get_pooled(o->unit, itype->rtype, GET_RESERVE, INT_MAX); if (fpool < 0) fpool = 0; available -= fpool; } } if (n > available) n = available; if (n <= 0) { cmistake(u, ord, 264, MSG_COMMERCE); return false; } /* Hier wird production->type verwendet, weil die obere limit durch * das silber gegeben wird (region->money), welches fuer alle * (!) produkte als summe gilt, als nicht wie bei der * produktion, wo fuer jedes produkt einzeln eine obere limite * existiert, so dass man arrays von orders machen kann. */ /* hat der Haendler bereits gehandelt, muss die Menge der bereits * verkauften/gekauften Gueter abgezogen werden */ a = a_find(u->attribs, &at_trades); if (!a) { a = a_add(&u->attribs, a_new(&at_trades)); } else { k -= a->data.i; } if (n > k) n = k; assert(n >= 0); /* die Menge der verkauften Gueter merken */ a->data.i += n; o = (econ_request *)calloc(1, sizeof(econ_request)); if (!o) abort(); o->unit = u; o->qty = n; o->type = ECON_SELL; o->data.trade.ltype = ltype; addlist(sellorders, o); return unlimited; } } /* ------------------------------------------------------------- */ static void plant(unit * u, int raw) { int n, i, skill, planted = 0; const item_type *itype; const resource_type *rt_water = get_resourcetype(R_WATER_OF_LIFE); region *r = u->region; assert(rt_water != NULL); if (!fval(r->terrain, LAND_REGION)) { return; } itype = rherbtype(r); if (itype == NULL) { cmistake(u, u->thisorder, 108, MSG_PRODUCE); return; } /* Skill pruefen */ skill = effskill(u, SK_HERBALISM, NULL); if (skill < 6) { ADDMSG(&u->faction->msgs, msg_feedback(u, u->thisorder, "plant_skills", "skill minskill product", SK_HERBALISM, 6, itype->rtype, 1)); return; } /* Wasser des Lebens pruefen */ if (get_pooled(u, rt_water, GET_DEFAULT, 1) == 0) { ADDMSG(&u->faction->msgs, msg_feedback(u, u->thisorder, "resource_missing", "missing", rt_water)); return; } n = get_pooled(u, itype->rtype, GET_DEFAULT, skill * u->number); /* Kraeuter pruefen */ if (n == 0) { ADDMSG(&u->faction->msgs, msg_feedback(u, u->thisorder, "resource_missing", "missing", itype->rtype)); return; } i = skill * u->number; if (i > raw) i = raw; if (n > i) n = i; /* Fuer jedes Kraut Talent*10% Erfolgschance. */ for (i = n; i > 0; i--) { if (rng_int() % 10 < skill) planted++; } produceexp(u, SK_HERBALISM, u->number); /* Alles ok. Abziehen. */ use_pooled(u, rt_water, GET_DEFAULT, 1); use_pooled(u, itype->rtype, GET_DEFAULT, n); rsetherbs(r, rherbs(r) + planted); ADDMSG(&u->faction->msgs, msg_message("plant", "unit region amount herb", u, r, planted, itype->rtype)); } static void planttrees(region * r, int type, int n) { if (n > 0) { rsettrees(r, type, rtrees(r, type) + n); } } /* zuechte baeume */ static void breedtrees(unit * u, int raw) { int n, i, skill; const resource_type *rtype; season_t current_season = calendar_season(turn); region *r = u->region; int minskill = 6; if (!fval(r->terrain, LAND_REGION)) { return; } /* Mallornbaeume kann man nur in Mallornregionen zuechten */ if (fval(r, RF_MALLORN)) { ++minskill; rtype = get_resourcetype(R_MALLORN_SEED); } else { rtype = get_resourcetype(R_SEED); } /* Skill pruefen */ skill = effskill(u, SK_HERBALISM, NULL); if (skill < minskill) { ADDMSG(&u->faction->msgs, msg_feedback(u, u->thisorder, "plant_skills", "skill minskill product", SK_HERBALISM, 6, rtype, 1)); return; } /* wenn eine Anzahl angegeben wurde, nur soviel verbrauchen */ i = skill * u->number; if (raw > i) raw = i; n = get_pooled(u, rtype, GET_DEFAULT, raw); /* Samen pruefen */ if (n == 0) { ADDMSG(&u->faction->msgs, msg_feedback(u, u->thisorder, "resource_missing", "missing", rtype)); return; } if (n > raw) n = raw; if (skill >= 12 && current_season == SEASON_SPRING) { // Plant saplings for every 10 seeds planttrees(r, 0, n % 10); planttrees(r, 1, n / 10); } else { planttrees(r, 0, n); } /* Alles ok. Samen abziehen. */ produceexp(u, SK_HERBALISM, u->number); use_pooled(u, rtype, GET_DEFAULT, n); ADDMSG(&u->faction->msgs, msg_message("plant", "unit region amount herb", u, r, n, rtype)); } /* zuechte pferde */ static void breedhorses(unit * u) { int n, c, breed = 0; const struct resource_type *rhorse = get_resourcetype(R_HORSE); int horses, effsk; static int bt_cache; static const struct building_type *stables_bt; if (bt_changed(&bt_cache)) { stables_bt = bt_find("stables"); } assert(rhorse && rhorse->itype); if (!active_building(u, stables_bt)) { cmistake(u, u->thisorder, 122, MSG_PRODUCE); return; } horses = i_get(u->items, rhorse->itype); if (horses < 2) { cmistake(u, u->thisorder, 107, MSG_PRODUCE); return; } effsk = effskill(u, SK_HORSE_TRAINING, NULL); n = u->number * effsk; if (n > horses) n = horses; for (c = 0; c < n; c++) { if (rng_int() % 100 < effsk) { i_change(&u->items, rhorse->itype, 1); ++breed; } } produceexp(u, SK_HORSE_TRAINING, u->number); ADDMSG(&u->faction->msgs, msg_message("raised", "unit amount", u, breed)); } static void breed_cmd(unit * u, struct order *ord) { char token[128]; int m; const char *s; param_t p; region *r = u->region; if (r->land == NULL) { ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "error_onlandonly", "")); return; } /* zuechte [] */ (void)init_order(ord, NULL); s = gettoken(token, sizeof(token)); m = s ? atoip(s) : 0; if (m != 0) { /* first came a want-paramter */ s = gettoken(token, sizeof(token)); } else { m = INT_MAX; } if (!s || !s[0]) { p = P_ANY; } else { p = findparam(s, u->faction->locale); } switch (p) { case P_HERBS: plant(u, m); break; case P_TREES: breedtrees(u, m); break; default: if (p != P_ANY) { const resource_type *rtype = findresourcetype(s, u->faction->locale); if (rtype == get_resourcetype(R_SEED) || rtype == get_resourcetype(R_MALLORN_SEED)) { breedtrees(u, m); break; } else if (rtype != get_resourcetype(R_HORSE)) { ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "error_cannotmake", "")); break; } } breedhorses(u); break; } } static const char *rough_amount(int a, int m) { int p = (a * 100) / m; if (p < 10) { return "sehr wenige"; } else if (p < 30) { return "wenige"; } else if (p < 60) { return "relativ viele"; } else if (p < 90) { return "viele"; } return "sehr viele"; } static void research_cmd(unit * u, struct order *ord) { region *r = u->region; keyword_t kwd; kwd = init_order(ord, NULL); assert(kwd == K_RESEARCH); if (effskill(u, SK_HERBALISM, NULL) < 7) { cmistake(u, ord, 227, MSG_EVENT); return; } produceexp(u, SK_HERBALISM, u->number); if (rherbs(r) > 0) { const item_type *itype = rherbtype(r); if (itype != NULL) { ADDMSG(&u->faction->msgs, msg_message("researchherb", "unit region amount herb", u, r, rough_amount(rherbs(r), 100), itype->rtype)); } else { ADDMSG(&u->faction->msgs, msg_message("researchherb_none", "unit region", u, r)); } } else { ADDMSG(&u->faction->msgs, msg_message("researchherb_none", "unit region", u, r)); } } static void expandentertainment(region * r, econ_request *ecbegin, econ_request *ecend, long total) { int m = entertainmoney(r); econ_request *o; for (o = ecbegin; o != ecend; ++o) { if (o->type == ECON_ENTERTAIN) { double part = m / (double)total; unit *u = o->unit; if (total <= m) u->n = o->qty; else u->n = (int)(o->qty * part); change_money(u, u->n); rsetmoney(r, rmoney(r) - u->n); m -= u->n; total -= o->qty; /* Nur soviel PRODUCEEXP wie auch tatsaechlich gemacht wurde */ produceexp(u, SK_ENTERTAINMENT, (u->n < u->number) ? u->n : u->number); add_income(u, IC_ENTERTAIN, o->qty, u->n); fset(u, UFL_LONGACTION | UFL_NOTMOVING); } } assert(total == 0); } static int entertain_cmd(unit * u, struct order *ord, econ_request **io_req) { region *r = u->region; int wants, max_e; econ_request *req = *io_req; static int entertainbase = 0; static int entertainperlevel = 0; keyword_t kwd; kwd = init_order(ord, NULL); assert(kwd == K_ENTERTAIN); if (!entertainbase) { const char *str = config_get("entertain.base"); entertainbase = str ? atoi(str) : 0; } if (!entertainperlevel) { const char *str = config_get("entertain.perlevel"); entertainperlevel = str ? atoi(str) : 0; } if (fval(u, UFL_WERE)) { cmistake(u, ord, 58, MSG_INCOME); return 0; } if (!effskill(u, SK_ENTERTAINMENT, NULL)) { cmistake(u, ord, 58, MSG_INCOME); return 0; } if (u->ship && is_guarded(r, u)) { cmistake(u, ord, 69, MSG_INCOME); return 0; } if (is_cursed(r->attribs, &ct_depression)) { cmistake(u, ord, 28, MSG_INCOME); return 0; } wants = getuint(); max_e = u->number * (entertainbase + effskill(u, SK_ENTERTAINMENT, NULL) * entertainperlevel); if (wants > 0 && wants < max_e) { max_e = wants; } if (max_e > 0) { add_request(req++, ECON_ENTERTAIN, u, ord, max_e); *io_req = req; } return max_e; } /** * \return number of working spaces taken by players */ static void expandwork(region * r, econ_request * work_begin, econ_request * work_end, int maxwork, long total) { int earnings; /* n: verbleibende Einnahmen */ /* fishes: maximale Arbeiter */ int jobs = maxwork; bool mourn = is_mourning(r, turn); int p_wage = peasant_wage(r, mourn); int money = rmoney(r); if (total > 0 && !rule_autowork()) { econ_request *o; for (o = work_begin; o != work_end; ++o) { if (o->type == ECON_WORK) { unit *u = o->unit; int workers; if (u->number == 0) continue; if (jobs >= total) workers = u->number; else { int req = (u->number * jobs) % total; workers = u->number * jobs / total; if (req > 0 && rng_int() % total < req) workers++; } assert(workers >= 0); u->n = workers * wage(u->region, u_race(u)); jobs -= workers; assert(jobs >= 0); change_money(u, u->n); total -= o->unit->number; add_income(u, IC_WORK, o->qty, u->n); fset(u, UFL_LONGACTION | UFL_NOTMOVING); } } assert(total == 0); } if (jobs > rpeasants(r)) { jobs = rpeasants(r); } earnings = jobs * p_wage; if (jobs > 0 && r->attribs && rule_blessed_harvest() == HARVEST_TAXES) { /* E3 rules */ int happy = harvest_effect(r); earnings += happy * jobs; } rsetmoney(r, money + earnings); } static int work_cmd(unit * u, order * ord, econ_request ** io_req) { if (playerrace(u_race(u))) { econ_request *req = *io_req; region *r = u->region; int w; if (fval(u, UFL_WERE)) { if (ord) { cmistake(u, ord, 313, MSG_INCOME); } return 0; } if (u->ship && is_guarded(r, u)) { if (ord) { cmistake(u, ord, 69, MSG_INCOME); } return 0; } w = wage(r, u_race(u)); add_request(req++, ECON_WORK, u, ord, w * u->number); *io_req = req; return u->number; } else if (ord && !is_monsters(u->faction)) { ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "race_cantwork", "race", u_race(u))); } return 0; } static void expandloot(region * r, econ_request * lootorders) { unsigned int norders; norders = expandorders(r, lootorders); if (norders > 0) { unit *u; unsigned int i; int m, looted = 0; int startmoney = rmoney(r); for (i = 0; i != norders && startmoney > looted + TAXFRACTION * 2; i++) { change_money(g_requests[i]->unit, TAXFRACTION); g_requests[i]->unit->n += TAXFRACTION; /*Looting destroys double the money*/ looted += TAXFRACTION * 2; } rsetmoney(r, startmoney - looted); free(g_requests); /* Lowering morale by 1 depending on the looted money (+20%) */ m = region_get_morale(r); if (m && startmoney > 0) { if (rng_int() % 100 < 20 + (looted * 80) / startmoney) { /*Nur Moral -1, turns is not changed, so the first time nothing happens if the morale is good*/ region_set_morale(r, m - 1, -1); } } for (u = r->units; u; u = u->next) { if (u->n >= 0) { add_income(u, IC_LOOT, u->wants, u->n); fset(u, UFL_LONGACTION | UFL_NOTMOVING); } } } } void expandtax(region * r, econ_request * taxorders) { unit *u; unsigned int norders; norders = expandorders(r, taxorders); if (norders > 0) { unsigned int i; for (i = 0; i != norders && rmoney(r) > TAXFRACTION; i++) { change_money(g_requests[i]->unit, TAXFRACTION); g_requests[i]->unit->n += TAXFRACTION; rsetmoney(r, rmoney(r) - TAXFRACTION); } free(g_requests); for (u = r->units; u; u = u->next) { if (u->n >= 0) { add_income(u, IC_TAX, u->wants, u->n); fset(u, UFL_LONGACTION | UFL_NOTMOVING); } } } } void tax_cmd(unit * u, struct order *ord, econ_request ** taxorders) { /* Steuern werden noch vor der Forschung eingetrieben */ region *r = u->region; unit *u2; int n; econ_request *o; int max; keyword_t kwd; static int taxperlevel = 0; if (!taxperlevel) { taxperlevel = config_get_int("taxing.perlevel", 0); } kwd = init_order(ord, NULL); assert(kwd == K_TAX); if (!humanoidrace(u_race(u)) && !is_monsters(u->faction)) { cmistake(u, ord, 228, MSG_INCOME); return; } if (fval(u, UFL_WERE)) { cmistake(u, ord, 228, MSG_INCOME); return; } n = armedmen(u, false); if (!n) { cmistake(u, ord, 48, MSG_INCOME); return; } if (effskill(u, SK_TAXING, NULL) <= 0) { ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "error_no_tax_skill", "")); return; } max = getint(); if (max <= 0) { max = INT_MAX; } if (!playerrace(u_race(u))) { u->wants = income(u); } else { u->wants = n * effskill(u, SK_TAXING, NULL) * taxperlevel; } if (u->wants > max) u->wants = max; u2 = is_guarded(r, u); if (u2) { ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "region_guarded", "guard", u2)); return; } /* die einnahmen werden in fraktionen von 10 silber eingeteilt: diese * fraktionen werden dann bei eintreiben unter allen eintreibenden * einheiten aufgeteilt. */ o = (econ_request *)calloc(1, sizeof(econ_request)); if (!o) abort(); o->qty = u->wants / TAXFRACTION; o->type = ECON_TAX; o->unit = u; addlist(taxorders, o); return; } void loot_cmd(unit * u, struct order *ord, econ_request ** lootorders) { region *r = u->region; unit *u2; int n; int max; econ_request *o; keyword_t kwd; kwd = init_order(ord, NULL); assert(kwd == K_LOOT); if (config_get_int("rules.enable_loot", 0) == 0 && !is_monsters(u->faction)) { return; } if (!humanoidrace(u_race(u)) && !is_monsters(u->faction)) { cmistake(u, ord, 228, MSG_INCOME); return; } if (fval(u, UFL_WERE)) { cmistake(u, ord, 228, MSG_INCOME); return; } n = armedmen(u, false); if (!n) { cmistake(u, ord, 48, MSG_INCOME); return; } u2 = is_guarded(r, u); if (u2) { ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "region_guarded", "guard", u2)); return; } max = getint(); if (max <= 0) { max = INT_MAX; } if (!playerrace(u_race(u))) { u->wants = income(u); if (u->wants > max) u->wants = max; } else { /* For player start with 20 Silver +10 every 5 level of close combat skill*/ int skm = effskill(u, SK_MELEE, NULL); int sks = effskill(u, SK_SPEAR, NULL); int skbonus = ((skm > sks ? skm : sks) * 2 / 10) + 2; u->wants = n * skbonus * 10; if (u->wants > max) u->wants = max; } o = (econ_request *)calloc(1, sizeof(econ_request)); if (!o) abort(); o->qty = u->wants / TAXFRACTION; o->type = ECON_LOOT; o->unit = u; addlist(lootorders, o); return; } void auto_work(region * r) { econ_request *nextrequest = econ_requests; unit *u; long total = 0; for (u = r->units; u; u = u->next) { if (!(u->flags & UFL_LONGACTION) && !is_monsters(u->faction)) { int work = work_cmd(u, NULL, &nextrequest); if (work) { total += work; assert(nextrequest - econ_requests <= MAX_REQUESTS); } } } if (nextrequest != econ_requests) { expandwork(r, econ_requests, nextrequest, region_maxworkers(r), total); } } static void peasant_taxes(region * r) { faction *f; unit *u; building *b; int money; int level; f = region_get_owner(r); if (f == NULL || is_mourning(r, turn)) { return; } money = rmoney(r); if (money <= 0) return; b = largestbuilding(r, cmp_taxes, false); if (b == NULL) return; u = building_owner(b); if (u == NULL || u->faction != f) return; level = buildingeffsize(b, false); if (level > 0) { double taxfactor = (double)money * level / building_taxes(b); double morale = (double)money * region_get_morale(r) / MORALE_TAX_FACTOR; if (taxfactor > morale) { taxfactor = morale; } if (taxfactor > 0) { int taxmoney = (int)taxfactor; change_money(u, taxmoney); rsetmoney(r, money - taxmoney); ADDMSG(&u->faction->msgs, msg_message("income_tax", "unit region amount", u, r, taxmoney)); } } } void produce(struct region *r) { econ_request *taxorders, *lootorders, *sellorders, *stealorders, *buyorders; unit *u; bool limited = true; long entertaining = 0, working = 0; econ_request *nextrequest = econ_requests; static int bt_cache; static const struct building_type *caravan_bt; static int rc_cache; static const race *rc_insect, *rc_aquarian; if (bt_changed(&bt_cache)) { caravan_bt = bt_find("caravan"); } if (rc_changed(&rc_cache)) { rc_insect = get_race(RC_INSECT); rc_aquarian = get_race(RC_AQUARIAN); } assert(r); /* das sind alles befehle, die 30 tage brauchen, und die in thisorder * stehen! von allen 30-tage befehlen wird einfach der letzte verwendet * (dosetdefaults). * * kaufen vor einnahmequellen. da man in einer region dasselbe produkt * nicht kaufen und verkaufen kann, ist die reihenfolge wegen der * produkte egal. nicht so wegen dem geld. * * lehren vor lernen. */ assert(rmoney(r) >= 0); assert(rpeasants(r) >= 0); if (r->land && rule_auto_taxation()) { /* new taxation rules, region owners make money based on morale and building */ peasant_taxes(r); } buyorders = 0; sellorders = 0; taxorders = 0; lootorders = 0; stealorders = 0; for (u = r->units; u; u = u->next) { order *ord; bool trader = false; keyword_t todo; if (fval(u, UFL_LONGACTION)) continue; if (u_race(u) == rc_insect && r_insectstalled(r) && !is_cursed(u->attribs, &ct_insectfur)) continue; if (fval(u, UFL_LONGACTION) && u->thisorder == NULL) { /* this message was already given in laws.c:update_long_order cmistake(u, u->thisorder, 52, MSG_PRODUCE); */ continue; } for (ord = u->orders; ord; ord = ord->next) { keyword_t kwd = getkeyword(ord); if (kwd == K_BUY) { buy(u, &buyorders, ord); trader = true; } else if (kwd == K_SELL) { /* sell returns true if the sale is not limited * by the region limit */ limited &= !sell(u, &sellorders, ord); trader = true; } } if (trader) { attrib *a = a_find(u->attribs, &at_trades); if (a && a->data.i) { produceexp(u, SK_TRADE, u->number); } fset(u, UFL_LONGACTION | UFL_NOTMOVING); continue; } todo = getkeyword(u->thisorder); if (todo == NOKEYWORD) continue; if (fval(r->terrain, SEA_REGION) && u_race(u) != rc_aquarian && !(u_race(u)->flags & RCF_SWIM) && todo != K_STEAL && todo != K_SPY && todo != K_SABOTAGE) continue; switch (todo) { case K_ENTERTAIN: entertaining += entertain_cmd(u, u->thisorder, &nextrequest); assert(nextrequest - econ_requests <= MAX_REQUESTS); break; case K_WORK: if (!rule_autowork()) { int work = work_cmd(u, u->thisorder, &nextrequest); if (work != 0) { working += work; assert(nextrequest - econ_requests <= MAX_REQUESTS); } } break; case K_TAX: tax_cmd(u, u->thisorder, &taxorders); break; case K_LOOT: loot_cmd(u, u->thisorder, &lootorders); break; case K_STEAL: steal_cmd(u, u->thisorder, &stealorders); break; case K_SPY: spy_cmd(u, u->thisorder); break; case K_SABOTAGE: sabotage_cmd(u, u->thisorder); break; case K_PLANT: case K_GROW: breed_cmd(u, u->thisorder); break; case K_RESEARCH: research_cmd(u, u->thisorder); break; default: /* not handled here */ break; } } /* Entertainment (expandentertainment) und Besteuerung (expandtax) vor den * Befehlen, die den Bauern mehr Geld geben, damit man aus den Zahlen der * letzten Runde berechnen kann, wieviel die Bauern fuer Unterhaltung * auszugeben bereit sind. */ if (entertaining > 0) { expandentertainment(r, econ_requests, nextrequest, entertaining); } expandwork(r, econ_requests, nextrequest, region_maxworkers(r), working); if (taxorders) { expandtax(r, taxorders); free_requests(taxorders); } if (lootorders) { expandloot(r, lootorders); free_requests(lootorders); } /* An erster Stelle Kaufen (expandbuying), die Bauern so Geld bekommen, um * nachher zu beim Verkaufen (expandselling) den Spielern abkaufen zu * koennen. */ if (buyorders) { expandbuying(r, buyorders); free_requests(buyorders); } if (sellorders) { int limit = rpeasants(r) / TRADE_FRACTION; if (r->terrain == newterrain(T_DESERT) && buildingtype_exists(r, caravan_bt, true)) limit *= 2; expandselling(r, sellorders, limited ? limit : INT_MAX); free_requests(sellorders); } /* Die Spieler sollen alles Geld verdienen, bevor sie beklaut werden * (expandstealing). */ if (stealorders) { expandstealing(r, stealorders); free_requests(stealorders); } assert(rmoney(r) >= 0); assert(rpeasants(r) >= 0); }