forked from github/server
4155 lines
125 KiB
C
4155 lines
125 KiB
C
/*
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Copyright (c) 1998-2015, Enno Rehling <enno@eressea.de>
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Katja Zedel <katze@felidae.kn-bremen.de
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Christian Schlittchen <corwin@amber.kn-bremen.de>
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Permission to use, copy, modify, and/or distribute this software for any
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purpose with or without fee is hereby granted, provided that the above
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copyright notice and this permission notice appear in all copies.
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THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
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OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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**/
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#include <platform.h>
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#include <kernel/config.h>
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#include "battle.h"
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#include "alchemy.h"
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#include "chaos.h"
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#include "guard.h"
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#include "laws.h"
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#include "monsters.h"
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#include "move.h"
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#include "skill.h"
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#include <kernel/ally.h>
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#include <kernel/alliance.h>
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#include <kernel/build.h>
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#include <kernel/building.h>
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#include <kernel/curse.h>
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#include <kernel/equipment.h>
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#include <kernel/faction.h>
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#include <kernel/group.h>
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#include <kernel/item.h>
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#include <kernel/messages.h>
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#include <kernel/order.h>
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#include <kernel/plane.h>
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#include <kernel/race.h>
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#include <kernel/region.h>
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#include <kernel/ship.h>
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#include <kernel/terrain.h>
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#include <kernel/unit.h>
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#include <kernel/spell.h>
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#include <reports.h>
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/* attributes includes */
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#include <attributes/key.h>
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#include <attributes/fleechance.h>
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#include <attributes/racename.h>
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#include <attributes/otherfaction.h>
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#include <attributes/moved.h>
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/* util includes */
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#include <util/assert.h>
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#include <util/attrib.h>
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#include <util/base36.h>
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#include <util/bsdstring.h>
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#include <util/language.h>
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#include <util/lists.h>
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#include <util/log.h>
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#include <util/parser.h>
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#include <selist.h>
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#include <util/rand.h>
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#include <util/rng.h>
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/* libc includes */
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#include <ctype.h>
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#include <limits.h>
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#include <math.h>
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#include <string.h>
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#include <stdlib.h>
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#include <sys/stat.h>
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#define TACTICS_BONUS 1 /* when undefined, we have a tactics round. else this is the bonus tactics give */
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#define TACTICS_MODIFIER 1 /* modifier for generals in the front/rear */
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#define CATAPULT_INITIAL_RELOAD 4 /* erster schuss in runde 1 + rng_int() % INITIAL */
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#define CATAPULT_STRUCTURAL_DAMAGE
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#define BASE_CHANCE 70 /* 70% Basis-<2D>berlebenschance */
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#define TDIFF_CHANGE 5 /* 5% h<>her pro Stufe */
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#define DAMAGE_QUOTIENT 2 /* damage += skilldiff/DAMAGE_QUOTIENT */
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#define DEBUG_SELECT /* should be disabled if select_enemy works */
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typedef enum combatmagic {
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DO_PRECOMBATSPELL,
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DO_POSTCOMBATSPELL
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} combatmagic_t;
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#define MINSPELLRANGE 1
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#define MAXSPELLRANGE 7
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#ifndef ROW_FACTOR
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# define ROW_FACTOR 10
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#endif
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#define EFFECT_PANIC_SPELL 0.25
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#define TROLL_REGENERATION 0.10
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/* Nach dem alten System: */
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static int missile_range[2] = { FIGHT_ROW, BEHIND_ROW };
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static int melee_range[2] = { FIGHT_ROW, FIGHT_ROW };
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static message *msg_separator;
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const troop no_troop = { 0, 0 };
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#define FORMULA_ORIG 0
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#define FORMULA_NEW 1
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#define LOOT_MONSTERS (1<<0)
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#define LOOT_SELF (1<<1) /* code is mutually exclusive with LOOT_OTHERS */
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#define LOOT_OTHERS (1<<2)
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#define LOOT_KEEPLOOT (1<<4)
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#define DAMAGE_CRITICAL (1<<0)
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#define DAMAGE_MELEE_BONUS (1<<1)
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#define DAMAGE_MISSILE_BONUS (1<<2)
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#define DAMAGE_SKILL_BONUS (1<<4)
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static int max_turns;
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static int rule_damage;
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static int rule_loot;
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static int skill_formula;
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static int rule_cavalry_skill;
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static int rule_population_damage;
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static int rule_hero_speed;
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static bool rule_anon_battle;
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static int rule_goblin_bonus;
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static int rule_tactics_formula;
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static int rule_nat_armor;
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static int rule_cavalry_mode;
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static int rule_vampire;
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static const curse_type *peace_ct, *slave_ct, *calm_ct;
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/** initialize rules from configuration.
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*/
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static void init_rules(void)
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{
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peace_ct = ct_find("peacezone");
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slave_ct = ct_find("slavery");
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calm_ct = ct_find("calmmonster");
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rule_nat_armor = config_get_int("rules.combat.nat_armor", 0);
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rule_tactics_formula = config_get_int("rules.tactics.formula", 0);
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rule_goblin_bonus = config_get_int("rules.combat.goblinbonus", 10);
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rule_hero_speed = config_get_int("rules.combat.herospeed", 10);
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rule_population_damage = config_get_int("rules.combat.populationdamage", 20);
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rule_anon_battle = config_get_int("rules.stealth.anon_battle", 1) != 0;
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rule_cavalry_mode = config_get_int("rules.cavalry.mode", 1);
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rule_cavalry_skill = config_get_int("rules.cavalry.skill", 2);
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rule_vampire = config_get_int("rules.combat.demon_vampire", 0);
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rule_loot = config_get_int("rules.combat.loot",
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LOOT_MONSTERS | LOOT_OTHERS | LOOT_KEEPLOOT);
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/* new formula to calculate to-hit-chance */
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skill_formula = config_get_int("rules.combat.skill_formula",
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FORMULA_ORIG);
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/* maximum number of combat turns */
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max_turns = config_get_int("rules.combat.turns", COMBAT_TURNS);
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/* damage calculation */
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if (config_get_int("rules.combat.critical", 1)) {
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rule_damage |= DAMAGE_CRITICAL;
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}
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if (config_get_int("rules.combat.melee_bonus", 1)) {
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rule_damage |= DAMAGE_MELEE_BONUS;
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}
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if (config_get_int("rules.combat.missile_bonus", 1)) {
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rule_damage |= DAMAGE_MISSILE_BONUS;
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}
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if (config_get_int("rules.combat.skill_bonus", 1)) {
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rule_damage |= DAMAGE_SKILL_BONUS;
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}
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}
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static int army_index(side * s)
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{
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return s->index;
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}
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static char *sidename(side * s)
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{
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#define SIDENAMEBUFLEN 256
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static int bufno; /* STATIC_XCALL: used across calls */
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static char sidename_buf[4][SIDENAMEBUFLEN]; /* STATIC_RESULT: used for return, not across calls */
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bufno = bufno % 4;
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strlcpy(sidename_buf[bufno], factionname(s->stealthfaction ? s->stealthfaction : s->faction), SIDENAMEBUFLEN);
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return sidename_buf[bufno++];
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}
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static const char *sideabkz(side * s, bool truename)
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{
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static char sideabkz_buf[8]; /* STATIC_RESULT: used for return, not across calls */
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const faction *f = (s->stealthfaction
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&& !truename) ? s->stealthfaction : s->faction;
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strlcpy(sideabkz_buf, itoa36(f->no), sizeof(sideabkz_buf));
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return sideabkz_buf;
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}
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static void message_faction(battle * b, faction * f, struct message *m)
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{
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region *r = b->region;
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assert(f);
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if (f->battles == NULL || f->battles->r != r) {
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struct bmsg *bm = (struct bmsg *)calloc(1, sizeof(struct bmsg));
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assert_alloc(bm);
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bm->next = f->battles;
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f->battles = bm;
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bm->r = r;
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}
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add_message(&f->battles->msgs, m);
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}
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void message_all(battle * b, message * m)
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{
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bfaction *bf;
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for (bf = b->factions; bf; bf = bf->next) {
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assert(bf->faction);
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message_faction(b, bf->faction, m);
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}
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}
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static void fbattlerecord(battle * b, faction * f, const char *s)
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{
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message *m = msg_message("battle_msg", "string", s);
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message_faction(b, f, m);
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msg_release(m);
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}
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/* being an enemy or a friend is (and must always be!) symmetrical */
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#define enemy_i(as, di) (as->relations[di]&E_ENEMY)
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#define friendly_i(as, di) (as->relations[di]&E_FRIEND)
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#define enemy(as, ds) (as->relations[ds->index]&E_ENEMY)
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#define friendly(as, ds) (as->relations[ds->index]&E_FRIEND)
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static bool set_enemy(side * as, side * ds, bool attacking)
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{
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int i;
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assert(as && ds);
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for (i = 0; i != MAXSIDES; ++i) {
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if (ds->enemies[i] == NULL)
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ds->enemies[i] = as;
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if (ds->enemies[i] == as)
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break;
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}
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for (i = 0; i != MAXSIDES; ++i) {
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if (as->enemies[i] == NULL)
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as->enemies[i] = ds;
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if (as->enemies[i] == ds)
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break;
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}
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assert(i != MAXSIDES);
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if (attacking)
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as->relations[ds->index] |= E_ATTACKING;
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if ((ds->relations[as->index] & E_ENEMY) == 0) {
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/* enemy-relation are always symmetrical */
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assert((as->relations[ds->index] & (E_ENEMY | E_FRIEND)) == 0);
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ds->relations[as->index] |= E_ENEMY;
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as->relations[ds->index] |= E_ENEMY;
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return true;
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}
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return false;
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}
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static void set_friendly(side * as, side * ds)
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{
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assert((as->relations[ds->index] & E_ENEMY) == 0);
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ds->relations[as->index] |= E_FRIEND;
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as->relations[ds->index] |= E_FRIEND;
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}
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static int allysfm(const side * s, const faction * f, int mode)
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{
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if (s->faction == f)
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return mode;
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if (s->group) {
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return alliedgroup(s->battle->plane, s->faction, f, s->group->allies, mode);
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}
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return alliedfaction(s->battle->plane, s->faction, f, mode);
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}
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static int allysf(const side * s, const faction * f)
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{
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return allysfm(s, f, HELP_FIGHT);
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}
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static int dead_fighters(const fighter * df)
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{
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return df->unit->number - df->alive - df->run.number;
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}
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fighter *select_corpse(battle * b, fighter * af)
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/* W<>hlt eine Leiche aus, der af hilft. casualties ist die Anzahl der
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* Toten auf allen Seiten (im Array). Wenn af == NULL, wird die
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* Parteizugeh<65>rigkeit ignoriert, und irgendeine Leiche genommen.
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*
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* Untote werden nicht ausgew<65>hlt (casualties, not dead) */
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{
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int si, maxcasualties = 0;
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fighter *df;
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for (si = 0; si != b->nsides; ++si) {
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side *s = b->sides + si;
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if (af == NULL || (!enemy_i(af->side, si) && allysf(af->side, s->faction))) {
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maxcasualties += s->casualties;
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}
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}
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if (maxcasualties > 0) {
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int di = (int)(rng_int() % maxcasualties);
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side *s;
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for (s = b->sides; s != b->sides + b->nsides; ++s) {
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for (df = s->fighters; df; df = df->next) {
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/* Geflohene haben auch 0 hp, d<>rfen hier aber nicht ausgew<65>hlt
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* werden! */
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int dead = dead_fighters(df);
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if (!playerrace(u_race(df->unit)))
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continue;
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if (af && !helping(af->side, df->side))
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continue;
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if (di < dead) {
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return df;
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}
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di -= dead;
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}
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}
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}
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return NULL;
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}
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bool helping(const side * as, const side * ds)
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{
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if (as->faction == ds->faction)
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return true;
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return (bool)(!enemy(as, ds) && allysf(as, ds->faction));
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}
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int statusrow(int status)
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{
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switch (status) {
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case ST_AGGRO:
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case ST_FIGHT:
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return FIGHT_ROW;
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case ST_BEHIND:
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case ST_CHICKEN:
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return BEHIND_ROW;
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case ST_AVOID:
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return AVOID_ROW;
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case ST_FLEE:
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return FLEE_ROW;
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default:
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assert(!"unknown combatrow");
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}
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return FIGHT_ROW;
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}
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static double hpflee(int status)
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/* if hp drop below this percentage, run away */
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{
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switch (status) {
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case ST_AGGRO:
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return 0.0;
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case ST_FIGHT:
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case ST_BEHIND:
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return 0.2;
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case ST_CHICKEN:
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case ST_AVOID:
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return 0.9;
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case ST_FLEE:
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return 1.0;
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default:
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assert(!"unknown combatrow");
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}
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return 0.0;
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}
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static int get_row(const side * s, int row, const side * vs)
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{
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bool counted[MAXSIDES];
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int enemyfront = 0;
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int line, result;
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int retreat = 0;
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int size[NUMROWS];
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int front = 0;
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battle *b = s->battle;
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memset(counted, 0, sizeof(counted));
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memset(size, 0, sizeof(size));
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for (line = FIRST_ROW; line != NUMROWS; ++line) {
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int si, sa_i;
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/* how many enemies are there in the first row? */
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for (si = 0; s->enemies[si]; ++si) {
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side *se = s->enemies[si];
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if (se->size[line] > 0) {
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enemyfront += se->size[line];
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/* - s->nonblockers[line] (nicht, weil angreifer) */
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}
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}
|
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for (sa_i = 0; sa_i != b->nsides; ++sa_i) {
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side *sa = b->sides + sa_i;
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/* count people that like me, but don't like my enemy */
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if (friendly_i(s, sa_i) && enemy_i(vs, sa_i)) {
|
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if (!counted[sa_i]) {
|
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int i;
|
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|
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for (i = 0; i != NUMROWS; ++i) {
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size[i] += sa->size[i] - sa->nonblockers[i];
|
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}
|
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counted[sa_i] = true;
|
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}
|
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}
|
||
}
|
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if (enemyfront)
|
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break;
|
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}
|
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if (enemyfront) {
|
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for (line = FIRST_ROW; line != NUMROWS; ++line) {
|
||
front += size[line];
|
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if (!front || front < enemyfront / ROW_FACTOR)
|
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++retreat;
|
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else if (front)
|
||
break;
|
||
}
|
||
}
|
||
|
||
/* every entry in the size[] array means someone trying to defend us.
|
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* 'retreat' is the number of rows falling.
|
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*/
|
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result = MAX(FIRST_ROW, row - retreat);
|
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|
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return result;
|
||
}
|
||
|
||
static int get_unitrow(const fighter * af, const side * vs)
|
||
{
|
||
int row = statusrow(af->status);
|
||
if (vs == NULL) {
|
||
int i;
|
||
for (i = FIGHT_ROW; i != row; ++i)
|
||
if (af->side->size[i])
|
||
break;
|
||
return FIGHT_ROW + (row - i);
|
||
}
|
||
else {
|
||
battle *b = vs->battle;
|
||
if (row != b->rowcache.row || b->alive != b->rowcache.alive
|
||
|| af->side != b->rowcache.as || vs != b->rowcache.vs) {
|
||
b->rowcache.alive = b->alive;
|
||
b->rowcache.as = af->side;
|
||
b->rowcache.vs = vs;
|
||
b->rowcache.row = row;
|
||
b->rowcache.result = get_row(af->side, row, vs);
|
||
return b->rowcache.result;
|
||
}
|
||
return b->rowcache.result;
|
||
}
|
||
}
|
||
|
||
static void reportcasualties(battle * b, fighter * fig, int dead)
|
||
{
|
||
struct message *m;
|
||
region *r = NULL;
|
||
if (fig->alive == fig->unit->number)
|
||
return;
|
||
m = msg_message("casualties", "unit runto run alive fallen",
|
||
fig->unit, r, fig->run.number, fig->alive, dead);
|
||
message_all(b, m);
|
||
msg_release(m);
|
||
}
|
||
|
||
static int
|
||
contest_classic(int skilldiff, const armor_type * ar, const armor_type * sh)
|
||
{
|
||
int p, vw = BASE_CHANCE - TDIFF_CHANGE * skilldiff;
|
||
double mod = 1.0;
|
||
|
||
if (ar != NULL)
|
||
mod *= (1 + ar->penalty);
|
||
if (sh != NULL)
|
||
mod *= (1 + sh->penalty);
|
||
vw = (int)(100 - ((100 - vw) * mod));
|
||
|
||
do {
|
||
p = (int)(rng_int() % 100);
|
||
vw -= p;
|
||
} while (vw >= 0 && p >= 90);
|
||
return (vw <= 0);
|
||
}
|
||
|
||
/** new rule for Eressea 1.5
|
||
* \param skilldiff - the attack skill with every modifier applied
|
||
*/
|
||
static int
|
||
contest_new(int skilldiff, const troop dt, const armor_type * ar,
|
||
const armor_type * sh)
|
||
{
|
||
double tohit = 0.5 + skilldiff * 0.1;
|
||
|
||
UNUSED_ARG(sh);
|
||
UNUSED_ARG(ar);
|
||
if (tohit < 0.5)
|
||
tohit = 0.5;
|
||
if (chance(tohit)) {
|
||
int defense = effskill(dt.fighter->unit, SK_STAMINA, dt.fighter->unit->region);
|
||
double tosave = defense * 0.05;
|
||
return !chance(tosave);
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
static int
|
||
contest(int skdiff, const troop dt, const armor_type * ar,
|
||
const armor_type * sh)
|
||
{
|
||
if (skill_formula == FORMULA_ORIG) {
|
||
return contest_classic(skdiff, ar, sh);
|
||
}
|
||
else {
|
||
return contest_new(skdiff, dt, ar, sh);
|
||
}
|
||
}
|
||
|
||
static bool is_riding(const troop t)
|
||
{
|
||
if (t.fighter->building != NULL)
|
||
return false;
|
||
if (t.fighter->horses + t.fighter->elvenhorses > t.index)
|
||
return true;
|
||
return false;
|
||
}
|
||
|
||
static weapon *preferred_weapon(const troop t, bool attacking)
|
||
{
|
||
weapon *missile = t.fighter->person[t.index].missile;
|
||
weapon *melee = t.fighter->person[t.index].melee;
|
||
if (attacking) {
|
||
if (melee == NULL || (missile && missile->attackskill > melee->attackskill)) {
|
||
return missile;
|
||
}
|
||
}
|
||
else {
|
||
if (melee == NULL || (missile
|
||
&& missile->defenseskill > melee->defenseskill)) {
|
||
return missile;
|
||
}
|
||
}
|
||
return melee;
|
||
}
|
||
|
||
static weapon *select_weapon(const troop t, bool attacking,
|
||
bool ismissile)
|
||
/* select the primary weapon for this trooper */
|
||
{
|
||
if (attacking) {
|
||
if (ismissile) {
|
||
/* from the back rows, have to use your missile weapon */
|
||
return t.fighter->person[t.index].missile;
|
||
}
|
||
}
|
||
else {
|
||
if (!ismissile) {
|
||
/* have to use your melee weapon if it's melee */
|
||
return t.fighter->person[t.index].melee;
|
||
}
|
||
}
|
||
return preferred_weapon(t, attacking);
|
||
}
|
||
|
||
static bool i_canuse(const unit * u, const item_type * itype)
|
||
{
|
||
if (itype->canuse) {
|
||
return itype->canuse(u, itype);
|
||
}
|
||
return true;
|
||
}
|
||
|
||
static int
|
||
weapon_skill(const weapon_type * wtype, const unit * u, bool attacking)
|
||
/* the 'pure' skill when using this weapon to attack or defend.
|
||
* only undiscriminate modifiers (not affected by troops or enemies)
|
||
* are taken into account, e.g. no horses, magic, etc. */
|
||
{
|
||
int skill;
|
||
|
||
if (wtype == NULL) {
|
||
skill = effskill(u, SK_WEAPONLESS, 0);
|
||
if (skill <= 0) {
|
||
/* wenn kein waffenloser kampf, dann den rassen-defaultwert */
|
||
if (u_race(u) == get_race(RC_ORC)) {
|
||
int sword = effskill(u, SK_MELEE, 0);
|
||
int spear = effskill(u, SK_SPEAR, 0);
|
||
skill = MAX(sword, spear) - 3;
|
||
if (attacking) {
|
||
skill = MAX(skill, u_race(u)->at_default);
|
||
}
|
||
else {
|
||
skill = MAX(skill, u_race(u)->df_default);
|
||
}
|
||
}
|
||
else {
|
||
if (attacking) {
|
||
skill = u_race(u)->at_default;
|
||
}
|
||
else {
|
||
skill = u_race(u)->df_default;
|
||
}
|
||
}
|
||
}
|
||
else {
|
||
/* der rassen-defaultwert kann h<>her sein als der Talentwert von
|
||
* waffenloser kampf */
|
||
if (attacking) {
|
||
if (skill < u_race(u)->at_default)
|
||
skill = u_race(u)->at_default;
|
||
}
|
||
else {
|
||
if (skill < u_race(u)->df_default)
|
||
skill = u_race(u)->df_default;
|
||
}
|
||
}
|
||
if (attacking) {
|
||
skill += u_race(u)->at_bonus;
|
||
if (fval(u->region->terrain, SEA_REGION) && u->ship)
|
||
skill += u->ship->type->at_bonus;
|
||
}
|
||
else {
|
||
skill += u_race(u)->df_bonus;
|
||
if (fval(u->region->terrain, SEA_REGION) && u->ship)
|
||
skill += u->ship->type->df_bonus;
|
||
}
|
||
}
|
||
else {
|
||
/* changed: if we own a weapon, we have at least a skill of 0 */
|
||
if (!i_canuse(u, wtype->itype))
|
||
return -1;
|
||
skill = effskill(u, wtype->skill, 0);
|
||
if (skill < wtype->minskill)
|
||
skill = 0;
|
||
if (skill > 0) {
|
||
if (attacking) {
|
||
skill += u_race(u)->at_bonus;
|
||
}
|
||
else {
|
||
skill += u_race(u)->df_bonus;
|
||
}
|
||
}
|
||
if (attacking) {
|
||
skill += wtype->offmod;
|
||
}
|
||
else {
|
||
skill += wtype->defmod;
|
||
}
|
||
}
|
||
|
||
return skill;
|
||
}
|
||
|
||
static int CavalrySkill(void)
|
||
{
|
||
return rule_cavalry_skill;
|
||
}
|
||
|
||
#define BONUS_SKILL 1
|
||
#define BONUS_DAMAGE 2
|
||
static int CavalryBonus(const unit * u, troop enemy, int type)
|
||
{
|
||
if (rule_cavalry_mode == 0) {
|
||
/* old rule, Eressea 1.0 compat */
|
||
return (type == BONUS_SKILL) ? 2 : 0;
|
||
}
|
||
else {
|
||
/* new rule, chargers in Eressea 1.1 */
|
||
int skl = effskill(u, SK_RIDING, 0);
|
||
/* only half against trolls */
|
||
if (skl > 0) {
|
||
if (type == BONUS_SKILL) {
|
||
int dmg = MIN(skl, 8);
|
||
if (u_race(enemy.fighter->unit) == get_race(RC_TROLL)) {
|
||
dmg = dmg / 4;
|
||
}
|
||
else {
|
||
dmg = dmg / 2;
|
||
}
|
||
return dmg;
|
||
}
|
||
else {
|
||
skl = skl / 2;
|
||
return MIN(skl, 4);
|
||
}
|
||
}
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
static int
|
||
weapon_effskill(troop t, troop enemy, const weapon * w, bool attacking,
|
||
bool missile)
|
||
/* effektiver Waffenskill w<>hrend des Kampfes */
|
||
{
|
||
/* In dieser Runde alle die Modifier berechnen, die fig durch die
|
||
* Waffen bekommt. */
|
||
fighter *tf = t.fighter;
|
||
unit *tu = t.fighter->unit;
|
||
int skill;
|
||
const weapon_type *wtype = w ? w->type : NULL;
|
||
|
||
if (wtype == NULL) {
|
||
/* Ohne Waffe: Waffenlose Angriffe */
|
||
skill = weapon_skill(NULL, tu, attacking);
|
||
}
|
||
else {
|
||
if (attacking) {
|
||
skill = w->attackskill;
|
||
}
|
||
else {
|
||
skill = w->defenseskill;
|
||
}
|
||
if (wtype->modifiers != NULL) {
|
||
/* Pferdebonus, Lanzenbonus, usw. */
|
||
int m;
|
||
unsigned int flags =
|
||
WMF_SKILL | (attacking ? WMF_OFFENSIVE : WMF_DEFENSIVE);
|
||
|
||
if (is_riding(t))
|
||
flags |= WMF_RIDING;
|
||
else
|
||
flags |= WMF_WALKING;
|
||
if (is_riding(enemy))
|
||
flags |= WMF_AGAINST_RIDING;
|
||
else
|
||
flags |= WMF_AGAINST_WALKING;
|
||
|
||
for (m = 0; wtype->modifiers[m].value; ++m) {
|
||
if ((wtype->modifiers[m].flags & flags) == flags) {
|
||
race_list *rlist = wtype->modifiers[m].races;
|
||
if (rlist != NULL) {
|
||
while (rlist) {
|
||
if (rlist->data == u_race(tu))
|
||
break;
|
||
rlist = rlist->next;
|
||
}
|
||
if (rlist == NULL)
|
||
continue;
|
||
}
|
||
skill += wtype->modifiers[m].value;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/* Burgenbonus, Pferdebonus */
|
||
if (is_riding(t) && (wtype == NULL || (fval(wtype, WTF_HORSEBONUS)
|
||
&& !fval(wtype, WTF_MISSILE)))) {
|
||
skill += CavalryBonus(tu, enemy, BONUS_SKILL);
|
||
}
|
||
|
||
if (t.index < tf->elvenhorses) {
|
||
/* Elfenpferde: Helfen dem Reiter, egal ob und welche Waffe. Das ist
|
||
* eleganter, und vor allem einfacher, sonst mu<6D> man noch ein
|
||
* WMF_ELVENHORSE einbauen. */
|
||
skill += 2;
|
||
}
|
||
|
||
if (skill > 0 && !attacking && missile) {
|
||
/*
|
||
* Wenn ich verteidige, und nicht direkt meinem Feind gegen<65>berstehe,
|
||
* halbiert sich mein Skill: (z.B. gegen Fernk<6E>mpfer. Nahk<68>mpfer
|
||
* k<>nnen mich eh nicht treffen)
|
||
*/
|
||
skill /= 2;
|
||
}
|
||
return skill;
|
||
}
|
||
|
||
static const armor_type *select_armor(troop t, bool shield)
|
||
{
|
||
unsigned int type = shield ? ATF_SHIELD : 0;
|
||
unit *u = t.fighter->unit;
|
||
const armor *a = t.fighter->armors;
|
||
int geschuetzt = 0;
|
||
|
||
/* some monsters should not use armor (dragons in chainmail? ha!) */
|
||
if (!(u_race(u)->battle_flags & BF_EQUIPMENT))
|
||
return NULL;
|
||
|
||
/* ... neither do werewolves */
|
||
if (fval(u, UFL_WERE)) {
|
||
return NULL;
|
||
}
|
||
|
||
for (; a; a = a->next) {
|
||
if ((a->atype->flags & ATF_SHIELD) == type) {
|
||
geschuetzt += a->count;
|
||
if (geschuetzt > t.index) {
|
||
/* unser Kandidat wird geschuetzt */
|
||
return a->atype;
|
||
}
|
||
}
|
||
}
|
||
return NULL;
|
||
}
|
||
|
||
/* Hier ist zu beachten, ob und wie sich Zauber und Artefakte, die
|
||
* R<>stungschutz geben, addieren.
|
||
* - Artefakt "trollbelt" gibt R<>stung +1
|
||
* - Zauber Rindenhaut gibt R<>stung +3
|
||
*/
|
||
static int trollbelts(const unit *u) {
|
||
const struct resource_type *belt = rt_find("trollbelt");
|
||
return belt ? i_get(u->items, belt->itype) : 0;
|
||
}
|
||
|
||
int select_magicarmor(troop t)
|
||
{
|
||
unit *u = t.fighter->unit;
|
||
int ma = 0;
|
||
|
||
if (trollbelts(u) > t.index) /* unser Kandidat wird geschuetzt */
|
||
ma += 1;
|
||
|
||
return ma;
|
||
}
|
||
|
||
/* Sind side ds und Magier des meffect verb<72>ndet, dann return 1*/
|
||
bool meffect_protection(battle * b, meffect * s, side * ds)
|
||
{
|
||
UNUSED_ARG(b);
|
||
if (!s->magician->alive)
|
||
return false;
|
||
if (s->duration <= 0)
|
||
return false;
|
||
if (enemy(s->magician->side, ds))
|
||
return false;
|
||
if (allysf(s->magician->side, ds->faction))
|
||
return true;
|
||
return false;
|
||
}
|
||
|
||
/* Sind side as und Magier des meffect verfeindet, dann return 1*/
|
||
bool meffect_blocked(battle * b, meffect * s, side * as)
|
||
{
|
||
UNUSED_ARG(b);
|
||
if (!s->magician->alive)
|
||
return false;
|
||
if (s->duration <= 0)
|
||
return false;
|
||
if (enemy(s->magician->side, as))
|
||
return true;
|
||
return false;
|
||
}
|
||
|
||
/* rmfighter wird schon im PRAECOMBAT gebraucht, da gibt es noch keine
|
||
* troops */
|
||
void rmfighter(fighter * df, int i)
|
||
{
|
||
side *ds = df->side;
|
||
|
||
/* nicht mehr personen abziehen, als in der Einheit am Leben sind */
|
||
assert(df->alive >= i);
|
||
assert(df->alive <= df->unit->number);
|
||
|
||
/* erst ziehen wir die Anzahl der Personen von den K<>mpfern in der
|
||
* Schlacht, dann von denen auf dieser Seite ab*/
|
||
df->side->alive -= i;
|
||
df->side->battle->alive -= i;
|
||
|
||
/* Dann die Kampfreihen aktualisieren */
|
||
ds->size[SUM_ROW] -= i;
|
||
ds->size[statusrow(df->status)] -= i;
|
||
|
||
/* Spezialwirkungen, z.B. Schattenritter */
|
||
if (u_race(df->unit)->battle_flags & BF_NOBLOCK) {
|
||
ds->nonblockers[SUM_ROW] -= i;
|
||
ds->nonblockers[statusrow(df->status)] -= i;
|
||
}
|
||
|
||
/* und die Einheit selbst aktualisieren */
|
||
df->alive -= i;
|
||
}
|
||
|
||
static void rmtroop(troop dt)
|
||
{
|
||
fighter *df = dt.fighter;
|
||
|
||
/* troop ist immer eine einzele Person */
|
||
rmfighter(df, 1);
|
||
|
||
assert(dt.index >= 0 && dt.index < df->unit->number);
|
||
if (dt.index!=df->alive-df->removed) {
|
||
df->person[dt.index] = df->person[df->alive - df->removed];
|
||
}
|
||
if (df->removed) {
|
||
df->person[df->alive - df->removed] = df->person[df->alive];
|
||
}
|
||
df->person[df->alive].hp = 0;
|
||
}
|
||
|
||
void remove_troop(troop dt)
|
||
{
|
||
fighter *df = dt.fighter;
|
||
struct person p = df->person[dt.index];
|
||
battle *b = df->side->battle;
|
||
b->fast.alive = -1; /* invalidate cached value */
|
||
b->rowcache.alive = -1; /* invalidate cached value */
|
||
++df->removed;
|
||
++df->side->removed;
|
||
df->person[dt.index] = df->person[df->alive - df->removed];
|
||
df->person[df->alive - df->removed] = p;
|
||
}
|
||
|
||
void kill_troop(troop dt)
|
||
{
|
||
fighter *df = dt.fighter;
|
||
unit *du = df->unit;
|
||
|
||
rmtroop(dt);
|
||
if (!df->alive) {
|
||
char eqname[64];
|
||
const struct equipment *eq;
|
||
const race *rc = u_race(du);
|
||
item *drops = item_spoil(rc, du->number - df->run.number);
|
||
if (drops != NULL) {
|
||
i_merge(&du->items, &drops);
|
||
}
|
||
sprintf(eqname, "%s_spoils", rc->_name);
|
||
eq = get_equipment(eqname);
|
||
if (eq != NULL) {
|
||
equip_items(&du->items, eq);
|
||
}
|
||
}
|
||
}
|
||
|
||
/** reduces the target's exp by an equivalent of n points learning
|
||
* 30 points = 1 week
|
||
*/
|
||
void drain_exp(struct unit *u, int n)
|
||
{
|
||
skill_t sk = (skill_t)(rng_int() % MAXSKILLS);
|
||
skill_t ssk;
|
||
|
||
ssk = sk;
|
||
|
||
while (get_level(u, sk) == 0) {
|
||
sk++;
|
||
if (sk == MAXSKILLS)
|
||
sk = 0;
|
||
if (sk == ssk) {
|
||
sk = NOSKILL;
|
||
break;
|
||
}
|
||
}
|
||
if (sk != NOSKILL) {
|
||
skill *sv = unit_skill(u, sk);
|
||
if (sv) {
|
||
while (n > 0) {
|
||
if (n >= 30 * u->number) {
|
||
reduce_skill(u, sv, 1);
|
||
n -= 30;
|
||
}
|
||
else {
|
||
if (rng_int() % (30 * u->number) < n)
|
||
reduce_skill(u, sv, 1);
|
||
n = 0;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
const char *rel_dam(int dam, int hp)
|
||
{
|
||
double q = (double)dam / (double)hp;
|
||
|
||
if (q > 0.75) {
|
||
return "eine klaffende Wunde";
|
||
}
|
||
else if (q > 0.5) {
|
||
return "eine schwere Wunde";
|
||
}
|
||
else if (q > 0.25) {
|
||
return "eine Wunde";
|
||
}
|
||
return "eine kleine Wunde";
|
||
}
|
||
|
||
static void vampirism(troop at, int damage)
|
||
{
|
||
if (rule_vampire > 0) {
|
||
int gain = damage / rule_vampire;
|
||
int chance = damage - rule_vampire * gain;
|
||
if (chance > 0 && (rng_int() % rule_vampire < chance))
|
||
++gain;
|
||
if (gain > 0) {
|
||
int maxhp = unit_max_hp(at.fighter->unit);
|
||
at.fighter->person[at.index].hp =
|
||
MIN(gain + at.fighter->person[at.index].hp, maxhp);
|
||
}
|
||
}
|
||
}
|
||
|
||
#define MAXRACES 128
|
||
|
||
int natural_armor(unit * du)
|
||
{
|
||
const race *rc = u_race(du);
|
||
int an;
|
||
|
||
assert(rc);
|
||
an = rc_armor_bonus(rc);
|
||
if (an > 0) {
|
||
int sk = effskill(du, SK_STAMINA, 0);
|
||
return rc->armor + sk / an;
|
||
}
|
||
return rc->armor;
|
||
}
|
||
|
||
static int rc_specialdamage(const unit *au, const unit *du, const struct weapon_type *wtype)
|
||
{
|
||
const race *ar = u_race(au);
|
||
int m, modifier = 0;
|
||
if (wtype != NULL) {
|
||
if (fval(u_race(du), RCF_DRAGON)) {
|
||
static int cache;
|
||
static const race *rc_halfling;
|
||
if (rc_changed(&cache)) {
|
||
rc_halfling = get_race(RC_HALFLING);
|
||
}
|
||
if (ar == rc_halfling) {
|
||
modifier += 5;
|
||
}
|
||
}
|
||
if (wtype->modifiers != NULL) {
|
||
for (m = 0; wtype->modifiers[m].value; ++m) {
|
||
/* weapon damage for this weapon, possibly by race */
|
||
if (wtype->modifiers[m].flags & WMF_DAMAGE) {
|
||
race_list *rlist = wtype->modifiers[m].races;
|
||
if (rlist != NULL) {
|
||
while (rlist) {
|
||
if (rlist->data == ar)
|
||
break;
|
||
rlist = rlist->next;
|
||
}
|
||
if (rlist == NULL)
|
||
continue;
|
||
}
|
||
modifier += wtype->modifiers[m].value;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
return modifier;
|
||
}
|
||
|
||
int calculate_armor(troop dt, const weapon_type *dwtype, const weapon_type *awtype, variant *magres) {
|
||
fighter *df = dt.fighter;
|
||
unit *du = df->unit;
|
||
int ar = 0, an, am;
|
||
const armor_type *armor = select_armor(dt, false);
|
||
const armor_type *shield = select_armor(dt, true);
|
||
bool missile = awtype && (awtype->flags&WTF_MISSILE);
|
||
|
||
if (armor) {
|
||
ar += armor->prot;
|
||
if (missile && armor->projectile > 0 && chance(armor->projectile)) {
|
||
return -1;
|
||
}
|
||
}
|
||
if (shield) {
|
||
ar += shield->prot;
|
||
if (missile && shield->projectile > 0 && chance(shield->projectile)) {
|
||
return -1;
|
||
}
|
||
}
|
||
|
||
/* nat<61>rliche R<>stung */
|
||
an = natural_armor(du);
|
||
|
||
/* magische R<>stung durch Artefakte oder Spr<70>che */
|
||
/* Momentan nur Trollg<6C>rtel und Werwolf-Eigenschaft */
|
||
am = select_magicarmor(dt);
|
||
|
||
if (rule_nat_armor == 0) {
|
||
/* nat<61>rliche R<>stung ist halbkumulativ */
|
||
if (ar > 0) {
|
||
ar += an / 2;
|
||
}
|
||
else {
|
||
ar = an;
|
||
}
|
||
}
|
||
else {
|
||
/* use the higher value, add half the other value */
|
||
ar = (ar > an) ? (ar + an / 2) : (an + ar / 2);
|
||
}
|
||
|
||
if (awtype && fval(awtype, WTF_ARMORPIERCING)) {
|
||
/* crossbows */
|
||
ar /= 2;
|
||
}
|
||
|
||
ar += am;
|
||
|
||
if (magres) {
|
||
/* calculate damage multiplier for magical damage */
|
||
variant res;
|
||
|
||
res = frac_sub(frac_one, magic_resistance(du));
|
||
|
||
if (u_race(du)->battle_flags & BF_EQUIPMENT) {
|
||
/* der Effekt von Laen steigt nicht linear */
|
||
if (armor && fval(armor, ATF_LAEN)) {
|
||
res = frac_mul(res, frac_sub(frac_one, armor->magres));
|
||
}
|
||
if (shield && fval(shield, ATF_LAEN)) {
|
||
res = frac_mul(res, frac_sub(frac_one, shield->magres));
|
||
}
|
||
if (dwtype) {
|
||
res = frac_mul(res, frac_sub(frac_one, dwtype->magres));
|
||
}
|
||
}
|
||
|
||
/* gegen Magie wirkt nur natuerliche und magische Ruestung */
|
||
ar = an + am;
|
||
if (res.sa[0] >= 0) {
|
||
*magres = res;
|
||
}
|
||
else {
|
||
*magres = frac_make(0, 1);
|
||
}
|
||
}
|
||
|
||
return ar;
|
||
}
|
||
|
||
bool
|
||
terminate(troop dt, troop at, int type, const char *damage, bool missile)
|
||
{
|
||
item **pitm;
|
||
fighter *df = dt.fighter;
|
||
fighter *af = at.fighter;
|
||
unit *au = af->unit;
|
||
unit *du = df->unit;
|
||
battle *b = df->side->battle;
|
||
|
||
/* Schild */
|
||
side *ds = df->side;
|
||
int hp, ar;
|
||
|
||
const weapon_type *dwtype = NULL;
|
||
const weapon_type *awtype = NULL;
|
||
const weapon *weapon;
|
||
variant res = frac_make(1, 1);
|
||
|
||
int rda, sk = 0, sd;
|
||
bool magic = false;
|
||
int da = dice_rand(damage);
|
||
|
||
assert(du->number > 0);
|
||
++at.fighter->hits;
|
||
|
||
switch (type) {
|
||
case AT_STANDARD:
|
||
weapon = select_weapon(at, true, missile);
|
||
sk = weapon_effskill(at, dt, weapon, true, missile);
|
||
if (weapon)
|
||
awtype = weapon->type;
|
||
if (awtype && fval(awtype, WTF_MAGICAL))
|
||
magic = true;
|
||
break;
|
||
case AT_NATURAL:
|
||
sk = weapon_effskill(at, dt, NULL, true, missile);
|
||
break;
|
||
case AT_SPELL:
|
||
case AT_COMBATSPELL:
|
||
magic = true;
|
||
break;
|
||
default:
|
||
break;
|
||
}
|
||
weapon = select_weapon(dt, false, true); /* missile=true to get the unmodified best weapon she has */
|
||
sd = weapon_effskill(dt, at, weapon, false, false);
|
||
if (weapon != NULL)
|
||
dwtype = weapon->type;
|
||
|
||
if (is_riding(at) && (awtype == NULL || (fval(awtype, WTF_HORSEBONUS)
|
||
&& !fval(awtype, WTF_MISSILE)))) {
|
||
da += CavalryBonus(au, dt, BONUS_DAMAGE);
|
||
}
|
||
|
||
ar = calculate_armor(dt, dwtype, awtype, magic ? &res : 0);
|
||
if (ar < 0) {
|
||
return false;
|
||
}
|
||
|
||
if (magic) {
|
||
res = frac_mul(frac_make(da, 1), res);
|
||
da = res.sa[0] / res.sa[1];
|
||
}
|
||
|
||
if (type != AT_COMBATSPELL && type != AT_SPELL) {
|
||
if (rule_damage & DAMAGE_CRITICAL) {
|
||
double kritchance = (sk * 3 - sd) / 200.0;
|
||
|
||
kritchance = MAX(kritchance, 0.005);
|
||
kritchance = MIN(0.9, kritchance);
|
||
|
||
while (chance(kritchance)) {
|
||
da += dice_rand(damage);
|
||
}
|
||
}
|
||
|
||
da += rc_specialdamage(au, du, awtype);
|
||
|
||
if (awtype != NULL && fval(awtype, WTF_MISSILE)) {
|
||
/* missile weapon bonus */
|
||
if (rule_damage & DAMAGE_MISSILE_BONUS) {
|
||
da += af->person[at.index].damage_rear;
|
||
}
|
||
}
|
||
else {
|
||
/* melee bonus */
|
||
if (rule_damage & DAMAGE_MELEE_BONUS) {
|
||
da += af->person[at.index].damage;
|
||
}
|
||
}
|
||
|
||
/* Skilldifferenzbonus */
|
||
if (rule_damage & DAMAGE_SKILL_BONUS) {
|
||
da += MAX(0, (sk - sd) / DAMAGE_QUOTIENT);
|
||
}
|
||
}
|
||
|
||
rda = MAX(da - ar, 0);
|
||
|
||
if ((u_race(du)->battle_flags & BF_INV_NONMAGIC) && !magic)
|
||
rda = 0;
|
||
else {
|
||
int qi;
|
||
selist *ql;
|
||
unsigned int i = 0;
|
||
|
||
if (u_race(du)->battle_flags & BF_RES_PIERCE)
|
||
i |= WTF_PIERCE;
|
||
if (u_race(du)->battle_flags & BF_RES_CUT)
|
||
i |= WTF_CUT;
|
||
if (u_race(du)->battle_flags & BF_RES_BASH)
|
||
i |= WTF_BLUNT;
|
||
|
||
if (i && awtype && fval(awtype, i))
|
||
rda /= 2;
|
||
|
||
/* Schilde */
|
||
for (qi = 0, ql = b->meffects; ql; selist_advance(&ql, &qi, 1)) {
|
||
meffect *me = (meffect *)selist_get(ql, qi);
|
||
if (meffect_protection(b, me, ds) != 0) {
|
||
assert(0 <= rda); /* rda sollte hier immer mindestens 0 sein */
|
||
/* jeder Schaden wird um effect% reduziert bis der Schild duration
|
||
* Trefferpunkte aufgefangen hat */
|
||
if (me->typ == SHIELD_REDUCE) {
|
||
hp = rda * (me->effect / 100);
|
||
rda -= hp;
|
||
me->duration -= hp;
|
||
}
|
||
/* gibt R<>stung +effect f<>r duration Treffer */
|
||
if (me->typ == SHIELD_ARMOR) {
|
||
rda = MAX(rda - me->effect, 0);
|
||
me->duration--;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
assert(dt.index >= 0 && dt.index < du->number);
|
||
if (rda>0) {
|
||
df->person[dt.index].hp -= rda;
|
||
if (u_race(au) == get_race(RC_DAEMON)) {
|
||
vampirism(at, rda);
|
||
}
|
||
if (b->turn>1) {
|
||
/* someone on the ship got damaged, damage the ship */
|
||
ship *sh = du->ship ? du->ship : leftship(du);
|
||
if (sh)
|
||
fset(sh, SF_DAMAGED);
|
||
}
|
||
|
||
}
|
||
if (df->person[dt.index].hp > 0) { /* Hat <20>berlebt */
|
||
if (u_race(au) == get_race(RC_DAEMON)) {
|
||
if (!(df->person[dt.index].flags & (FL_COURAGE | FL_DAZZLED))) {
|
||
df->person[dt.index].flags |= FL_DAZZLED;
|
||
df->person[dt.index].defence--;
|
||
}
|
||
}
|
||
return false;
|
||
}
|
||
|
||
/* Sieben Leben */
|
||
if (u_race(du) == get_race(RC_CAT) && (chance(1.0 / 7))) {
|
||
df->person[dt.index].hp = unit_max_hp(du);
|
||
return false;
|
||
}
|
||
|
||
if (oldpotiontype[P_HEAL] && !fval(&df->person[dt.index], FL_HEALING_USED)) {
|
||
if (i_get(du->items, oldpotiontype[P_HEAL]->itype) > 0) {
|
||
message *m = msg_message("battle::potionsave", "unit", du);
|
||
message_faction(b, du->faction, m);
|
||
msg_release(m);
|
||
i_change(&du->items, oldpotiontype[P_HEAL]->itype, -1);
|
||
fset(&df->person[dt.index], FL_HEALING_USED);
|
||
df->person[dt.index].hp = u_race(du)->hitpoints * 5; /* give the person a buffer */
|
||
return false;
|
||
}
|
||
}
|
||
++at.fighter->kills;
|
||
|
||
for (pitm = &du->items; *pitm;) {
|
||
item *itm = *pitm;
|
||
const item_type *itype = itm->type;
|
||
if (!(itype->flags & ITF_CURSED) && dt.index < itm->number) {
|
||
/* 25% Grundchance, das ein Item kaputtgeht. */
|
||
if (rng_int() % 4 < 1) {
|
||
i_change(pitm, itype, -1);
|
||
}
|
||
}
|
||
if (*pitm == itm) {
|
||
pitm = &itm->next;
|
||
}
|
||
}
|
||
kill_troop(dt);
|
||
|
||
return true;
|
||
}
|
||
|
||
static int
|
||
count_side(const side * s, const side * vs, int minrow, int maxrow, int select)
|
||
{
|
||
fighter *fig;
|
||
int people = 0;
|
||
int unitrow[NUMROWS];
|
||
|
||
if (maxrow < FIGHT_ROW)
|
||
return 0;
|
||
if (select & SELECT_ADVANCE) {
|
||
memset(unitrow, -1, sizeof(unitrow));
|
||
}
|
||
|
||
for (fig = s->fighters; fig; fig = fig->next) {
|
||
if (fig->alive - fig->removed > 0) {
|
||
int row = statusrow(fig->status);
|
||
if (select & SELECT_ADVANCE) {
|
||
if (unitrow[row] == -1) {
|
||
unitrow[row] = get_unitrow(fig, vs);
|
||
}
|
||
row = unitrow[row];
|
||
}
|
||
if (row >= minrow && row <= maxrow) {
|
||
people += fig->alive - fig->removed;
|
||
if (people > 0 && (select & SELECT_FIND))
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
return people;
|
||
}
|
||
|
||
/* return the number of live allies warning: this function only considers
|
||
* troops that are still alive, not those that are still fighting although
|
||
* dead. */
|
||
int
|
||
count_allies(const side * as, int minrow, int maxrow, int select, int allytype)
|
||
{
|
||
battle *b = as->battle;
|
||
side *ds;
|
||
int count = 0;
|
||
|
||
for (ds = b->sides; ds != b->sides + b->nsides; ++ds) {
|
||
if ((allytype == ALLY_ANY && helping(as, ds)) || (allytype == ALLY_SELF
|
||
&& as->faction == ds->faction)) {
|
||
count += count_side(ds, NULL, minrow, maxrow, select);
|
||
if (count > 0 && (select & SELECT_FIND))
|
||
break;
|
||
}
|
||
}
|
||
return count;
|
||
}
|
||
|
||
static int
|
||
count_enemies_i(battle * b, const fighter * af, int minrow, int maxrow,
|
||
int select)
|
||
{
|
||
side *es, *as = af->side;
|
||
int i = 0;
|
||
|
||
for (es = b->sides; es != b->sides + b->nsides; ++es) {
|
||
if (as == NULL || enemy(es, as)) {
|
||
int offset = 0;
|
||
if (select & SELECT_DISTANCE) {
|
||
offset = get_unitrow(af, es) - FIGHT_ROW;
|
||
}
|
||
i += count_side(es, as, minrow - offset, maxrow - offset, select);
|
||
if (i > 0 && (select & SELECT_FIND))
|
||
break;
|
||
}
|
||
}
|
||
return i;
|
||
}
|
||
|
||
int
|
||
count_enemies(battle * b, const fighter * af, int minrow, int maxrow,
|
||
int select)
|
||
{
|
||
int sr = statusrow(af->status);
|
||
side *as = af->side;
|
||
|
||
if (b->alive == b->fast.alive && as == b->fast.side && sr == b->fast.status
|
||
&& minrow == b->fast.minrow && maxrow == b->fast.maxrow) {
|
||
if (b->fast.enemies[select] >= 0) {
|
||
return b->fast.enemies[select];
|
||
}
|
||
else if (select & SELECT_FIND) {
|
||
if (b->fast.enemies[select - SELECT_FIND] >= 0) {
|
||
return b->fast.enemies[select - SELECT_FIND];
|
||
}
|
||
}
|
||
}
|
||
else if (select != SELECT_FIND || b->alive != b->fast.alive) {
|
||
b->fast.side = as;
|
||
b->fast.status = sr;
|
||
b->fast.minrow = minrow;
|
||
b->fast.alive = b->alive;
|
||
b->fast.maxrow = maxrow;
|
||
memset(b->fast.enemies, -1, sizeof(b->fast.enemies));
|
||
}
|
||
if (maxrow >= FIRST_ROW) {
|
||
int i = count_enemies_i(b, af, minrow, maxrow, select);
|
||
b->fast.enemies[select] = i;
|
||
return i;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
troop select_enemy(fighter * af, int minrow, int maxrow, int select)
|
||
{
|
||
side *as = af->side;
|
||
battle *b = as->battle;
|
||
int si, selected;
|
||
int enemies;
|
||
#ifdef DEBUG_SELECT
|
||
troop result = no_troop;
|
||
#endif
|
||
if (u_race(af->unit)->flags & RCF_FLY) {
|
||
/* flying races ignore min- and maxrow and can attack anyone fighting
|
||
* them */
|
||
minrow = FIGHT_ROW;
|
||
maxrow = BEHIND_ROW;
|
||
}
|
||
minrow = MAX(minrow, FIGHT_ROW);
|
||
|
||
enemies = count_enemies(b, af, minrow, maxrow, select);
|
||
|
||
/* Niemand ist in der angegebenen Entfernung? */
|
||
if (enemies <= 0)
|
||
return no_troop;
|
||
|
||
selected = (int)(rng_int() % enemies);
|
||
for (si = 0; as->enemies[si]; ++si) {
|
||
side *ds = as->enemies[si];
|
||
fighter *df;
|
||
int unitrow[NUMROWS];
|
||
int offset = 0;
|
||
|
||
if (select & SELECT_DISTANCE)
|
||
offset = get_unitrow(af, ds) - FIGHT_ROW;
|
||
|
||
if (select & SELECT_ADVANCE) {
|
||
int ui;
|
||
for (ui = 0; ui != NUMROWS; ++ui)
|
||
unitrow[ui] = -1;
|
||
}
|
||
|
||
for (df = ds->fighters; df; df = df->next) {
|
||
int dr;
|
||
|
||
dr = statusrow(df->status);
|
||
if (select & SELECT_ADVANCE) {
|
||
if (unitrow[dr] < 0) {
|
||
unitrow[dr] = get_unitrow(df, as);
|
||
}
|
||
dr = unitrow[dr];
|
||
}
|
||
|
||
if (select & SELECT_DISTANCE)
|
||
dr += offset;
|
||
if (dr < minrow || dr > maxrow)
|
||
continue;
|
||
if (df->alive - df->removed > selected) {
|
||
#ifdef DEBUG_SELECT
|
||
if (result.fighter == NULL) {
|
||
result.index = selected;
|
||
result.fighter = df;
|
||
}
|
||
#else
|
||
troop dt;
|
||
dt.index = selected;
|
||
dt.fighter = df;
|
||
return dt;
|
||
#endif
|
||
}
|
||
selected -= (df->alive - df->removed);
|
||
enemies -= (df->alive - df->removed);
|
||
}
|
||
}
|
||
if (enemies != 0) {
|
||
log_error("select_enemies has a bug.\n");
|
||
}
|
||
#ifdef DEBUG_SELECT
|
||
return result;
|
||
#else
|
||
assert(!selected);
|
||
return no_troop;
|
||
#endif
|
||
}
|
||
|
||
static int get_tactics(const side * as, const side * ds)
|
||
{
|
||
battle *b = as->battle;
|
||
side *stac;
|
||
int result = 0;
|
||
int defense = 0;
|
||
|
||
if (b->max_tactics > 0) {
|
||
for (stac = b->sides; stac != b->sides + b->nsides; ++stac) {
|
||
if (stac->leader.value > result && helping(stac, as)) {
|
||
assert(ds == NULL || !helping(stac, ds));
|
||
result = stac->leader.value;
|
||
}
|
||
if (ds && stac->leader.value > defense && helping(stac, ds)) {
|
||
assert(!helping(stac, as));
|
||
defense = stac->leader.value;
|
||
}
|
||
}
|
||
}
|
||
return result - defense;
|
||
}
|
||
|
||
static troop select_opponent(battle * b, troop at, int mindist, int maxdist)
|
||
{
|
||
fighter *af = at.fighter;
|
||
troop dt;
|
||
|
||
if (u_race(af->unit)->flags & RCF_FLY) {
|
||
/* flying races ignore min- and maxrow and can attack anyone fighting
|
||
* them */
|
||
dt = select_enemy(at.fighter, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE);
|
||
}
|
||
else {
|
||
mindist = MAX(mindist, FIGHT_ROW);
|
||
dt = select_enemy(at.fighter, mindist, maxdist, SELECT_ADVANCE);
|
||
}
|
||
|
||
if (b->turn == 0 && dt.fighter) {
|
||
if (rule_tactics_formula == 1) {
|
||
int tactics = get_tactics(at.fighter->side, dt.fighter->side);
|
||
|
||
/* percentage chance to get this attack */
|
||
if (tactics > 0) {
|
||
double tacch = 0.1 * tactics;
|
||
if (fval(b->region->terrain, SEA_REGION)) {
|
||
ship *sh = at.fighter->unit->ship;
|
||
if (sh)
|
||
tacch *= sh->type->tac_bonus;
|
||
}
|
||
if (!chance(tacch)) {
|
||
dt.fighter = NULL;
|
||
}
|
||
}
|
||
else {
|
||
dt.fighter = NULL;
|
||
}
|
||
}
|
||
}
|
||
|
||
return dt;
|
||
}
|
||
|
||
selist *fighters(battle * b, const side * vs, int minrow, int maxrow,
|
||
int mask)
|
||
{
|
||
side *s;
|
||
selist *fightervp = 0;
|
||
|
||
assert(vs != NULL);
|
||
|
||
for (s = b->sides; s != b->sides + b->nsides; ++s) {
|
||
fighter *fig;
|
||
|
||
if (mask == FS_ENEMY) {
|
||
if (!enemy(s, vs))
|
||
continue;
|
||
}
|
||
else if (mask == FS_HELP) {
|
||
if (enemy(s, vs) || !allysf(s, vs->faction)) {
|
||
continue;
|
||
}
|
||
}
|
||
else {
|
||
assert(mask == (FS_HELP | FS_ENEMY) || !"invalid alliance state");
|
||
}
|
||
for (fig = s->fighters; fig; fig = fig->next) {
|
||
int row = get_unitrow(fig, vs);
|
||
if (row >= minrow && row <= maxrow) {
|
||
selist_push(&fightervp, fig);
|
||
}
|
||
}
|
||
}
|
||
|
||
return fightervp;
|
||
}
|
||
|
||
static void report_failed_spell(struct battle * b, struct unit * mage, const struct spell *sp)
|
||
{
|
||
message *m = msg_message("battle::spell_failed", "unit spell", mage, sp);
|
||
message_all(b, m);
|
||
msg_release(m);
|
||
}
|
||
|
||
static castorder * create_castorder_combat(castorder *co, fighter *fig, const spell * sp, int level, double force) {
|
||
co = create_castorder(co, fig->unit, 0, sp, fig->unit->region, level, force, 0, 0, 0);
|
||
co->magician.fig = fig;
|
||
return co;
|
||
}
|
||
|
||
void do_combatmagic(battle * b, combatmagic_t was)
|
||
{
|
||
side *s;
|
||
region *r = b->region;
|
||
castorder *co;
|
||
int level, rank, sl;
|
||
spellrank spellranks[MAX_SPELLRANK];
|
||
|
||
memset(spellranks, 0, sizeof(spellranks));
|
||
|
||
#ifdef FFL_CURSED
|
||
if (was == DO_PRECOMBATSPELL) {
|
||
for (s = b->sides; s != b->sides + b->nsides; ++s) {
|
||
fighter *fig = 0;
|
||
if (s->bf->attacker && fval(s->faction, FFL_CURSED)) {
|
||
spell *sp = find_spell("igjarjuk");
|
||
if (sp) {
|
||
int si;
|
||
for (si = 0; s->enemies[si]; ++si) {
|
||
side *se = s->enemies[si];
|
||
if (se && !fval(se->faction, FFL_NPC)) {
|
||
fighter *fi;
|
||
for (fi = se->fighters; fi; fi = fi->next) {
|
||
if (fi && (!fig || fig->unit->number > fi->unit->number)) {
|
||
fig = fi;
|
||
if (fig->unit->number == 1) {
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
if (fig && fig->unit->number == 1) {
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
if (fig) {
|
||
co = create_castorder_combat(0, fig, sp, 10, 10);
|
||
co->magician.fig = fig;
|
||
add_castorder(&spellranks[sp->rank], co);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
#endif
|
||
for (s = b->sides; s != b->sides + b->nsides; ++s) {
|
||
fighter *fig;
|
||
for (fig = s->fighters; fig; fig = fig->next) {
|
||
unit *mage = fig->unit;
|
||
|
||
if (fig->alive <= 0)
|
||
continue; /* fighter kann im Kampf get<65>tet worden sein */
|
||
|
||
level = effskill(mage, SK_MAGIC, r);
|
||
if (level > 0) {
|
||
double power;
|
||
const spell *sp;
|
||
const struct locale *lang = mage->faction->locale;
|
||
order *ord;
|
||
|
||
switch (was) {
|
||
case DO_PRECOMBATSPELL:
|
||
sp = get_combatspell(mage, 0);
|
||
sl = get_combatspelllevel(mage, 0);
|
||
break;
|
||
case DO_POSTCOMBATSPELL:
|
||
sp = get_combatspell(mage, 2);
|
||
sl = get_combatspelllevel(mage, 2);
|
||
break;
|
||
default:
|
||
/* Fehler! */
|
||
return;
|
||
}
|
||
if (sp == NULL)
|
||
continue;
|
||
|
||
ord = create_order(K_CAST, lang, "'%s'", spell_name(sp, lang));
|
||
if (!cancast(mage, sp, 1, 1, ord)) {
|
||
free_order(ord);
|
||
continue;
|
||
}
|
||
|
||
level = eff_spelllevel(mage, sp, level, 1);
|
||
if (sl > 0)
|
||
level = MIN(sl, level);
|
||
if (level < 0) {
|
||
report_failed_spell(b, mage, sp);
|
||
free_order(ord);
|
||
continue;
|
||
}
|
||
|
||
power = spellpower(r, mage, sp, level, ord);
|
||
free_order(ord);
|
||
if (power <= 0) { /* Effekt von Antimagie */
|
||
report_failed_spell(b, mage, sp);
|
||
pay_spell(mage, sp, level, 1);
|
||
}
|
||
else if (fumble(r, mage, sp, level)) {
|
||
report_failed_spell(b, mage, sp);
|
||
pay_spell(mage, sp, level, 1);
|
||
}
|
||
else {
|
||
co = create_castorder_combat(0, fig, sp, level, power);
|
||
add_castorder(&spellranks[sp->rank], co);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
for (rank = 0; rank < MAX_SPELLRANK; rank++) {
|
||
for (co = spellranks[rank].begin; co; co = co->next) {
|
||
fighter *fig = co->magician.fig;
|
||
const spell *sp = co->sp;
|
||
|
||
level = co->level;
|
||
if (!sp->cast) {
|
||
log_error("spell '%s' has no function.\n", sp->sname);
|
||
}
|
||
else {
|
||
level = sp->cast(co);
|
||
if (level > 0) {
|
||
pay_spell(fig->unit, sp, level, 1);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
for (rank = 0; rank < MAX_SPELLRANK; rank++) {
|
||
free_castorders(spellranks[rank].begin);
|
||
}
|
||
}
|
||
|
||
static int cast_combatspell(troop at, const spell * sp, int level, double force)
|
||
{
|
||
castorder co;
|
||
|
||
create_castorder_combat(&co, at.fighter, sp, level, force);
|
||
level = sp->cast(&co);
|
||
free_castorder(&co);
|
||
if (level > 0) {
|
||
pay_spell(at.fighter->unit, sp, level, 1);
|
||
}
|
||
return level;
|
||
}
|
||
|
||
static void do_combatspell(troop at)
|
||
{
|
||
const spell *sp;
|
||
fighter *fi = at.fighter;
|
||
unit *caster = fi->unit;
|
||
battle *b = fi->side->battle;
|
||
region *r = b->region;
|
||
selist *ql;
|
||
int level, qi;
|
||
double power;
|
||
int fumblechance = 0;
|
||
order *ord;
|
||
int sl;
|
||
const struct locale *lang = caster->faction->locale;
|
||
|
||
sp = get_combatspell(caster, 1);
|
||
if (sp == NULL) {
|
||
fi->magic = 0; /* Hat keinen Kampfzauber, k<>mpft nichtmagisch weiter */
|
||
return;
|
||
}
|
||
ord = create_order(K_CAST, lang, "'%s'", spell_name(sp, lang));
|
||
if (!cancast(caster, sp, 1, 1, ord)) {
|
||
fi->magic = 0; /* Kann nicht mehr Zaubern, k<>mpft nichtmagisch weiter */
|
||
return;
|
||
}
|
||
|
||
level = eff_spelllevel(caster, sp, fi->magic, 1);
|
||
if ((sl = get_combatspelllevel(caster, 1)) > 0)
|
||
level = MIN(level, sl);
|
||
|
||
if (fumble(r, caster, sp, level)) {
|
||
report_failed_spell(b, caster, sp);
|
||
pay_spell(caster, sp, level, 1);
|
||
return;
|
||
}
|
||
|
||
for (qi = 0, ql = b->meffects; ql; selist_advance(&ql, &qi, 1)) {
|
||
meffect *mblock = (meffect *)selist_get(ql, qi);
|
||
if (mblock->typ == SHIELD_BLOCK) {
|
||
if (meffect_blocked(b, mblock, fi->side) != 0) {
|
||
fumblechance += mblock->duration;
|
||
mblock->duration -= mblock->effect;
|
||
}
|
||
}
|
||
}
|
||
|
||
/* Antimagie die Fehlschlag erh<72>ht */
|
||
if (rng_int() % 100 < fumblechance) {
|
||
report_failed_spell(b, caster, sp);
|
||
pay_spell(caster, sp, level, 1);
|
||
free_order(ord);
|
||
return;
|
||
}
|
||
power = spellpower(r, caster, sp, level, ord);
|
||
free_order(ord);
|
||
if (power <= 0) { /* Effekt von Antimagie */
|
||
report_failed_spell(b, caster, sp);
|
||
pay_spell(caster, sp, level, 1);
|
||
return;
|
||
}
|
||
|
||
if (!sp->cast) {
|
||
log_error("spell '%s' has no function.\n", sp->sname);
|
||
}
|
||
else {
|
||
level = cast_combatspell(at, sp, level, power);
|
||
}
|
||
}
|
||
|
||
/* Sonderattacken: Monster patzern nicht und zahlen auch keine
|
||
* Spruchkosten. Da die Spruchst<73>rke direkt durch den Level bestimmt
|
||
* wird, wirkt auch keine Antimagie (wird sonst in spellpower
|
||
* gemacht) */
|
||
|
||
static void do_extra_spell(troop at, const att * a)
|
||
{
|
||
const spell *sp = spellref_get(a->data.sp);
|
||
|
||
if (!sp) {
|
||
log_error("no such spell: '%s'", a->data.sp->name);
|
||
}
|
||
else if (sp->cast == NULL) {
|
||
log_error("spell '%s' has no function.", sp->sname);
|
||
}
|
||
else {
|
||
assert(a->level > 0);
|
||
cast_combatspell(at, sp, a->level, a->level);
|
||
}
|
||
}
|
||
|
||
int skilldiff(troop at, troop dt, int dist)
|
||
{
|
||
fighter *af = at.fighter, *df = dt.fighter;
|
||
unit *au = af->unit, *du = df->unit;
|
||
int is_protected = 0, skdiff = 0;
|
||
weapon *awp = select_weapon(at, true, dist > 1);
|
||
static int rc_cache;
|
||
static const race *rc_halfling, *rc_goblin;
|
||
|
||
if (rc_changed(&rc_cache)) {
|
||
rc_halfling = get_race(RC_HALFLING);
|
||
rc_goblin = get_race(RC_GOBLIN);
|
||
}
|
||
skdiff += af->person[at.index].attack;
|
||
skdiff -= df->person[dt.index].defence;
|
||
|
||
if (df->person[dt.index].flags & FL_SLEEPING)
|
||
skdiff += 2;
|
||
|
||
/* Effekte durch Rassen */
|
||
if (awp != NULL && u_race(au) == rc_halfling && dragonrace(u_race(du))) {
|
||
skdiff += 5;
|
||
}
|
||
else if (u_race(au) == rc_goblin) {
|
||
if (af->side->size[SUM_ROW] >= df->side->size[SUM_ROW] * rule_goblin_bonus) {
|
||
skdiff += 1;
|
||
}
|
||
}
|
||
|
||
if (df->building) {
|
||
building *b = df->building;
|
||
if (b->attribs) {
|
||
const curse_type *strongwall_ct = ct_find("strongwall");
|
||
if (strongwall_ct) {
|
||
curse *c = get_curse(b->attribs, strongwall_ct);
|
||
if (curse_active(c)) {
|
||
/* wirkt auf alle Geb<65>ude */
|
||
skdiff -= curse_geteffect_int(c);
|
||
is_protected = 2;
|
||
}
|
||
}
|
||
}
|
||
if (b->type->flags & BTF_FORTIFICATION) {
|
||
int stage = buildingeffsize(b, false);
|
||
int beff = building_protection(b->type, stage);
|
||
if (beff > 0) {
|
||
skdiff -= beff;
|
||
is_protected = 2;
|
||
if (b->attribs) {
|
||
const curse_type *magicwalls_ct = ct_find("magicwalls");
|
||
if (magicwalls_ct
|
||
&& curse_active(get_curse(b->attribs, magicwalls_ct))) {
|
||
/* Verdoppelt Burgenbonus */
|
||
skdiff -= beff;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
/* Effekte der Waffen */
|
||
skdiff += weapon_effskill(at, dt, awp, true, dist > 1);
|
||
if (awp && fval(awp->type, WTF_MISSILE)) {
|
||
skdiff -= is_protected;
|
||
if (awp->type->modifiers) {
|
||
int w;
|
||
for (w = 0; awp->type->modifiers[w].value != 0; ++w) {
|
||
if (awp->type->modifiers[w].flags & WMF_MISSILE_TARGET) {
|
||
/* skill decreases by targeting difficulty (bow -2, catapult -4) */
|
||
skdiff -= awp->type->modifiers[w].value;
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
if (skill_formula == FORMULA_ORIG) {
|
||
weapon *dwp = select_weapon(dt, false, dist > 1);
|
||
skdiff -= weapon_effskill(dt, at, dwp, false, dist > 1);
|
||
}
|
||
return skdiff;
|
||
}
|
||
|
||
static int setreload(troop at)
|
||
{
|
||
fighter *af = at.fighter;
|
||
const weapon_type *wtype = af->person[at.index].missile->type;
|
||
if (wtype->reload == 0)
|
||
return 0;
|
||
return af->person[at.index].reload = wtype->reload;
|
||
}
|
||
|
||
int getreload(troop at)
|
||
{
|
||
return at.fighter->person[at.index].reload;
|
||
}
|
||
|
||
int hits(troop at, troop dt, weapon * awp)
|
||
{
|
||
fighter *af = at.fighter, *df = dt.fighter;
|
||
const armor_type *armor, *shield = 0;
|
||
int skdiff = 0;
|
||
int dist = get_unitrow(af, df->side) + get_unitrow(df, af->side) - 1;
|
||
weapon *dwp = select_weapon(dt, false, dist > 1);
|
||
|
||
if (!df->alive)
|
||
return 0;
|
||
if (getreload(at))
|
||
return 0;
|
||
if (dist > 1 && (awp == NULL || !fval(awp->type, WTF_MISSILE)))
|
||
return 0;
|
||
|
||
/* mark this person as hit. */
|
||
df->person[dt.index].flags |= FL_HIT;
|
||
|
||
if (af->person[at.index].flags & FL_STUNNED) {
|
||
af->person[at.index].flags &= ~FL_STUNNED;
|
||
return 0;
|
||
}
|
||
if ((af->person[at.index].flags & FL_TIRED && rng_int() % 100 < 50)
|
||
|| (af->person[at.index].flags & FL_SLEEPING))
|
||
return 0;
|
||
|
||
/* effect of sp_reeling_arrows combatspell */
|
||
if (af->side->battle->reelarrow && awp && fval(awp->type, WTF_MISSILE)
|
||
&& rng_double() < 0.5) {
|
||
return 0;
|
||
}
|
||
|
||
skdiff = skilldiff(at, dt, dist);
|
||
/* Verteidiger bekommt eine R<>stung */
|
||
armor = select_armor(dt, true);
|
||
if (dwp == NULL || (dwp->type->flags & WTF_USESHIELD)) {
|
||
shield = select_armor(dt, false);
|
||
}
|
||
if (contest(skdiff, dt, armor, shield)) {
|
||
return 1;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
void dazzle(battle * b, troop * td)
|
||
{
|
||
UNUSED_ARG(b);
|
||
/* Nicht kumulativ ! */
|
||
#ifdef TODO_RUNESWORD
|
||
if (td->fighter->weapon[WP_RUNESWORD].count > td->index) {
|
||
return;
|
||
}
|
||
#endif
|
||
if (td->fighter->person[td->index].flags & (FL_COURAGE|FL_DAZZLED)) {
|
||
return;
|
||
}
|
||
|
||
td->fighter->person[td->index].flags |= FL_DAZZLED;
|
||
td->fighter->person[td->index].defence--;
|
||
}
|
||
|
||
void damage_building(battle * b, building * bldg, int damage_abs)
|
||
{
|
||
bldg->size = MAX(1, bldg->size - damage_abs);
|
||
|
||
/* Wenn Burg, dann gucken, ob die Leute alle noch in das Geb<65>ude passen. */
|
||
|
||
if (bldg->type->flags & BTF_FORTIFICATION) {
|
||
side *s;
|
||
|
||
bldg->sizeleft = bldg->size;
|
||
|
||
for (s = b->sides; s != b->sides + b->nsides; ++s) {
|
||
fighter *fig;
|
||
for (fig = s->fighters; fig; fig = fig->next) {
|
||
if (fig->building == bldg) {
|
||
if (bldg->sizeleft >= fig->unit->number) {
|
||
fig->building = bldg;
|
||
bldg->sizeleft -= fig->unit->number;
|
||
}
|
||
else {
|
||
fig->building = NULL;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
static int attacks_per_round(troop t)
|
||
{
|
||
return t.fighter->person[t.index].speed;
|
||
}
|
||
|
||
static void make_heroes(battle * b)
|
||
{
|
||
side *s;
|
||
for (s = b->sides; s != b->sides + b->nsides; ++s) {
|
||
fighter *fig;
|
||
for (fig = s->fighters; fig; fig = fig->next) {
|
||
unit *u = fig->unit;
|
||
if (fval(u, UFL_HERO)) {
|
||
int i;
|
||
if (!playerrace(u_race(u))) {
|
||
log_error("Hero %s is a %s.\n", unitname(u), u_race(u)->_name);
|
||
}
|
||
for (i = 0; i != u->number; ++i) {
|
||
fig->person[i].speed += (rule_hero_speed - 1);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
static void attack(battle * b, troop ta, const att * a, int numattack)
|
||
{
|
||
fighter *af = ta.fighter;
|
||
troop td;
|
||
unit *au = af->unit;
|
||
|
||
switch (a->type) {
|
||
case AT_COMBATSPELL:
|
||
/* Magier versuchen immer erstmal zu zaubern, erst wenn das
|
||
* fehlschl<68>gt, wird af->magic == 0 und der Magier k<>mpft
|
||
* konventionell weiter */
|
||
if (numattack == 0 && af->magic > 0) {
|
||
/* wenn der magier in die potenzielle Reichweite von Attacken des
|
||
* Feindes kommt, beginnt er auch bei einem Status von KAEMPFE NICHT,
|
||
* Kampfzauber zu schleudern: */
|
||
if (count_enemies(b, af, melee_range[0], missile_range[1],
|
||
SELECT_ADVANCE | SELECT_DISTANCE | SELECT_FIND)) {
|
||
do_combatspell(ta);
|
||
}
|
||
}
|
||
break;
|
||
case AT_STANDARD: /* Waffen, mag. Gegenst<73>nde, Kampfzauber */
|
||
if (numattack > 0 || af->magic <= 0) {
|
||
weapon *wp = ta.fighter->person[ta.index].missile;
|
||
int melee =
|
||
count_enemies(b, af, melee_range[0], melee_range[1],
|
||
SELECT_ADVANCE | SELECT_DISTANCE | SELECT_FIND);
|
||
if (melee)
|
||
wp = preferred_weapon(ta, true);
|
||
/* Sonderbehandlungen */
|
||
|
||
if (getreload(ta)) {
|
||
ta.fighter->person[ta.index].reload--;
|
||
}
|
||
else {
|
||
bool standard_attack = true;
|
||
bool reload = false;
|
||
/* spezialattacken der waffe nur, wenn erste attacke in der runde.
|
||
* sonst helden mit feuerschwertern zu m<>chtig */
|
||
if (numattack == 0 && wp && wp->type->attack) {
|
||
int dead = 0;
|
||
standard_attack = wp->type->attack(&ta, wp->type, &dead);
|
||
if (!standard_attack)
|
||
reload = true;
|
||
af->catmsg += dead;
|
||
if (!standard_attack && af->person[ta.index].last_action < b->turn) {
|
||
af->person[ta.index].last_action = b->turn;
|
||
}
|
||
}
|
||
if (standard_attack) {
|
||
bool missile = false;
|
||
if (wp && fval(wp->type, WTF_MISSILE))
|
||
missile = true;
|
||
if (missile) {
|
||
td = select_opponent(b, ta, missile_range[0], missile_range[1]);
|
||
}
|
||
else {
|
||
td = select_opponent(b, ta, melee_range[0], melee_range[1]);
|
||
}
|
||
if (!td.fighter)
|
||
return;
|
||
if (ta.fighter->person[ta.index].last_action < b->turn) {
|
||
ta.fighter->person[ta.index].last_action = b->turn;
|
||
}
|
||
reload = true;
|
||
if (hits(ta, td, wp)) {
|
||
const char *d;
|
||
if (wp == NULL)
|
||
d = u_race(au)->def_damage;
|
||
else if (is_riding(ta))
|
||
d = wp->type->damage[1];
|
||
else
|
||
d = wp->type->damage[0];
|
||
terminate(td, ta, a->type, d, missile);
|
||
}
|
||
}
|
||
if (reload && wp && wp->type->reload && !getreload(ta)) {
|
||
setreload(ta);
|
||
}
|
||
}
|
||
}
|
||
break;
|
||
case AT_SPELL: /* Extra-Spr<70>che. Kampfzauber in AT_COMBATSPELL! */
|
||
do_extra_spell(ta, a);
|
||
break;
|
||
case AT_NATURAL:
|
||
td = select_opponent(b, ta, melee_range[0], melee_range[1]);
|
||
if (!td.fighter)
|
||
return;
|
||
if (ta.fighter->person[ta.index].last_action < b->turn) {
|
||
ta.fighter->person[ta.index].last_action = b->turn;
|
||
}
|
||
if (hits(ta, td, NULL)) {
|
||
terminate(td, ta, a->type, a->data.dice, false);
|
||
}
|
||
break;
|
||
case AT_DRAIN_ST:
|
||
td = select_opponent(b, ta, melee_range[0], melee_range[1]);
|
||
if (!td.fighter)
|
||
return;
|
||
if (ta.fighter->person[ta.index].last_action < b->turn) {
|
||
ta.fighter->person[ta.index].last_action = b->turn;
|
||
}
|
||
if (hits(ta, td, NULL)) {
|
||
int c = dice_rand(a->data.dice);
|
||
while (c > 0) {
|
||
if (rng_int() % 2) {
|
||
td.fighter->person[td.index].attack -= 1;
|
||
}
|
||
else {
|
||
td.fighter->person[td.index].defence -= 1;
|
||
}
|
||
c--;
|
||
}
|
||
}
|
||
break;
|
||
case AT_DRAIN_EXP:
|
||
td = select_opponent(b, ta, melee_range[0], melee_range[1]);
|
||
if (!td.fighter)
|
||
return;
|
||
if (ta.fighter->person[ta.index].last_action < b->turn) {
|
||
ta.fighter->person[ta.index].last_action = b->turn;
|
||
}
|
||
if (hits(ta, td, NULL)) {
|
||
drain_exp(td.fighter->unit, dice_rand(a->data.dice));
|
||
}
|
||
break;
|
||
case AT_DAZZLE:
|
||
td = select_opponent(b, ta, melee_range[0], melee_range[1]);
|
||
if (!td.fighter)
|
||
return;
|
||
if (ta.fighter->person[ta.index].last_action < b->turn) {
|
||
ta.fighter->person[ta.index].last_action = b->turn;
|
||
}
|
||
if (hits(ta, td, NULL)) {
|
||
dazzle(b, &td);
|
||
}
|
||
break;
|
||
case AT_STRUCTURAL:
|
||
td = select_opponent(b, ta, melee_range[0], melee_range[1]);
|
||
if (!td.fighter)
|
||
return;
|
||
if (ta.fighter->person[ta.index].last_action < b->turn) {
|
||
ta.fighter->person[ta.index].last_action = b->turn;
|
||
}
|
||
if (td.fighter->unit->ship) {
|
||
int dice = dice_rand(a->data.dice);
|
||
ship * sh = td.fighter->unit->ship;
|
||
damage_ship(sh, dice / sh->type->damage / sh->size);
|
||
}
|
||
else if (td.fighter->unit->building) {
|
||
damage_building(b, td.fighter->unit->building, dice_rand(a->data.dice));
|
||
}
|
||
}
|
||
}
|
||
|
||
void do_attack(fighter * af)
|
||
{
|
||
troop ta;
|
||
unit *au = af->unit;
|
||
side *side = af->side;
|
||
battle *b = side->battle;
|
||
|
||
ta.fighter = af;
|
||
|
||
assert(au && au->number);
|
||
/* Da das Zuschlagen auf Einheiten und nicht auf den einzelnen
|
||
* K<>mpfern beruht, darf die Reihenfolge und Gr<47><72>e der Einheit keine
|
||
* Rolle spielen, Das tut sie nur dann, wenn jeder, der am Anfang der
|
||
* Runde lebte, auch zuschlagen darf. Ansonsten ist der, der zuf<75>llig
|
||
* mit einer gro<72>en Einheit zuerst drankommt, extrem bevorteilt. */
|
||
ta.index = af->fighting;
|
||
|
||
while (ta.index--) {
|
||
/* Wir suchen eine beliebige Feind-Einheit aus. An der k<>nnen
|
||
* wir feststellen, ob noch jemand da ist. */
|
||
int apr, attacks = attacks_per_round(ta);
|
||
if (!count_enemies(b, af, FIGHT_ROW, LAST_ROW, SELECT_FIND))
|
||
break;
|
||
|
||
for (apr = 0; apr != attacks; ++apr) {
|
||
int a;
|
||
for (a = 0; a < RACE_ATTACKS && u_race(au)->attack[a].type != AT_NONE; ++a) {
|
||
if (apr > 0) {
|
||
/* Wenn die Waffe nachladen muss, oder es sich nicht um einen
|
||
* Waffen-Angriff handelt, dann gilt der Speed nicht. */
|
||
/* TODO: allow multiple AT_NATURAL attacks? */
|
||
if (u_race(au)->attack[a].type != AT_STANDARD)
|
||
continue;
|
||
else {
|
||
weapon *wp = preferred_weapon(ta, true);
|
||
if (wp != NULL && wp->type->reload)
|
||
continue;
|
||
}
|
||
}
|
||
attack(b, ta, &(u_race(au)->attack[a]), apr);
|
||
}
|
||
}
|
||
}
|
||
/* Der letzte Katapultsch<63>tze setzt die
|
||
* Ladezeit neu und generiert die Meldung. */
|
||
if (af->catmsg >= 0) {
|
||
struct message *m =
|
||
msg_message("battle::killed", "unit dead", au, af->catmsg);
|
||
message_all(b, m);
|
||
msg_release(m);
|
||
af->catmsg = -1;
|
||
}
|
||
}
|
||
|
||
void do_regenerate(fighter * af)
|
||
{
|
||
troop ta;
|
||
unit *au = af->unit;
|
||
|
||
ta.fighter = af;
|
||
ta.index = af->fighting;
|
||
|
||
while (ta.index--) {
|
||
struct person *p = af->person + ta.index;
|
||
p->hp += effskill(au, SK_STAMINA, 0);
|
||
p->hp = MIN(unit_max_hp(au), p->hp);
|
||
}
|
||
}
|
||
|
||
static void add_tactics(tactics * ta, fighter * fig, int value)
|
||
{
|
||
if (value == 0 || value < ta->value)
|
||
return;
|
||
if (value > ta->value) {
|
||
selist_free(ta->fighters);
|
||
ta->fighters = 0;
|
||
}
|
||
selist_push(&ta->fighters, fig);
|
||
selist_push(&fig->side->battle->leaders, fig);
|
||
ta->value = value;
|
||
}
|
||
|
||
static double horse_fleeing_bonus(const unit * u)
|
||
{
|
||
const item_type *it_horse, *it_elvenhorse, *it_charger;
|
||
int n1 = 0, n2 = 0, n3 = 0;
|
||
item *itm;
|
||
int skl = effskill(u, SK_RIDING, 0);
|
||
const resource_type *rtype;
|
||
|
||
it_horse = ((rtype = get_resourcetype(R_HORSE)) != NULL) ? rtype->itype : 0;
|
||
it_elvenhorse = ((rtype = get_resourcetype(R_UNICORN)) != NULL) ? rtype->itype : 0;
|
||
it_charger = ((rtype = get_resourcetype(R_CHARGER)) != NULL) ? rtype->itype : 0;
|
||
|
||
for (itm = u->items; itm; itm = itm->next) {
|
||
if (itm->type->flags & ITF_ANIMAL) {
|
||
if (itm->type == it_elvenhorse)
|
||
n3 += itm->number;
|
||
else if (itm->type == it_charger)
|
||
n2 += itm->number;
|
||
else if (itm->type == it_horse)
|
||
n1 += itm->number;
|
||
}
|
||
}
|
||
if (skl >= 5 && n3 >= u->number)
|
||
return 0.30;
|
||
if (skl >= 2 && n2 + n3 >= u->number)
|
||
return 0.20;
|
||
if (n1 + n2 + n3 >= u->number)
|
||
return 0.10;
|
||
return 0.0F;
|
||
}
|
||
|
||
double fleechance(unit * u)
|
||
{
|
||
double c = 0.20; /* Fluchtwahrscheinlichkeit in % */
|
||
attrib *a = a_find(u->attribs, &at_fleechance);
|
||
/* Einheit u versucht, dem Get<65>mmel zu entkommen */
|
||
|
||
c += (effskill(u, SK_STEALTH, 0) * 0.05);
|
||
c += horse_fleeing_bonus(u);
|
||
|
||
if (u_race(u) == get_race(RC_HALFLING)) {
|
||
c += 0.20;
|
||
c = MIN(c, 0.90);
|
||
}
|
||
else {
|
||
c = MIN(c, 0.75);
|
||
}
|
||
|
||
if (a != NULL)
|
||
c += a->data.flt;
|
||
|
||
return c;
|
||
}
|
||
|
||
/** add a new army to the conflict
|
||
* beware: armies need to be added _at the beginning_ of the list because
|
||
* otherwise join_allies() will get into trouble */
|
||
side *make_side(battle * b, const faction * f, const group * g,
|
||
unsigned int flags, const faction * stealthfaction)
|
||
{
|
||
side *s1 = b->sides + b->nsides;
|
||
bfaction *bf;
|
||
|
||
if (fval(b->region->terrain, SEA_REGION)) {
|
||
/* every fight in an ocean is short */
|
||
flags |= SIDE_HASGUARDS;
|
||
}
|
||
else {
|
||
unit *u;
|
||
for (u = b->region->units; u; u = u->next) {
|
||
if (is_guard(u)) {
|
||
if (alliedunit(u, f, HELP_GUARD)) {
|
||
flags |= SIDE_HASGUARDS;
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
s1->battle = b;
|
||
s1->group = g;
|
||
s1->flags = flags;
|
||
s1->stealthfaction = stealthfaction;
|
||
for (bf = b->factions; bf; bf = bf->next) {
|
||
faction *f2 = bf->faction;
|
||
|
||
if (f2 == f) {
|
||
s1->bf = bf;
|
||
s1->faction = f2;
|
||
s1->index = b->nsides++;
|
||
s1->nextF = bf->sides;
|
||
bf->sides = s1;
|
||
assert(b->nsides <= MAXSIDES);
|
||
break;
|
||
}
|
||
}
|
||
assert(bf);
|
||
return s1;
|
||
}
|
||
|
||
troop select_ally(fighter * af, int minrow, int maxrow, int allytype)
|
||
{
|
||
side *as = af->side;
|
||
battle *b = as->battle;
|
||
side *ds;
|
||
int allies = count_allies(as, minrow, maxrow, SELECT_ADVANCE, allytype);
|
||
|
||
if (!allies) {
|
||
return no_troop;
|
||
}
|
||
allies = (int)(rng_int() % allies);
|
||
|
||
for (ds = b->sides; ds != b->sides + b->nsides; ++ds) {
|
||
if ((allytype == ALLY_ANY && helping(as, ds)) || (allytype == ALLY_SELF
|
||
&& as->faction == ds->faction)) {
|
||
fighter *df;
|
||
for (df = ds->fighters; df; df = df->next) {
|
||
int dr = get_unitrow(df, NULL);
|
||
if (dr >= minrow && dr <= maxrow) {
|
||
if (df->alive - df->removed > allies) {
|
||
troop dt;
|
||
assert(allies >= 0);
|
||
dt.index = allies;
|
||
dt.fighter = df;
|
||
return dt;
|
||
}
|
||
allies -= df->alive;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
assert(!"we should never have gotten here");
|
||
return no_troop;
|
||
}
|
||
|
||
static int loot_quota(const unit * src, const unit * dst,
|
||
const item_type * type, int n)
|
||
{
|
||
UNUSED_ARG(type);
|
||
if (dst && src && src->faction != dst->faction) {
|
||
double divisor = config_get_flt("rules.items.loot_divisor", 1);
|
||
assert(divisor <= 0 || divisor >= 1);
|
||
if (divisor >= 1) {
|
||
double r = n / divisor;
|
||
int x = (int)r;
|
||
|
||
r = r - x;
|
||
if (chance(r))
|
||
++x;
|
||
|
||
return x;
|
||
}
|
||
}
|
||
return n;
|
||
}
|
||
|
||
static void loot_items(fighter * corpse)
|
||
{
|
||
unit *u = corpse->unit;
|
||
item *itm = u->items;
|
||
battle *b = corpse->side->battle;
|
||
int dead = dead_fighters(corpse);
|
||
|
||
if (dead <= 0)
|
||
return;
|
||
|
||
while (itm) {
|
||
float lootfactor = (float)dead / (float)u->number; /* only loot the dead! */
|
||
int maxloot = (int)((float)itm->number * lootfactor);
|
||
if (maxloot > 0) {
|
||
int i = MIN(10, maxloot);
|
||
for (; i != 0; --i) {
|
||
int loot = maxloot / i;
|
||
|
||
if (loot > 0) {
|
||
fighter *fig = NULL;
|
||
int looting = 0;
|
||
int maxrow = 0;
|
||
/* mustloot: we absolutely, positively must have somebody loot this thing */
|
||
int mustloot = itm->type->flags & (ITF_CURSED | ITF_NOTLOST);
|
||
|
||
itm->number -= loot;
|
||
maxloot -= loot;
|
||
|
||
if (is_monsters(u->faction) && (rule_loot & LOOT_MONSTERS)) {
|
||
looting = 1;
|
||
}
|
||
else if (rule_loot & LOOT_OTHERS) {
|
||
looting = 1;
|
||
}
|
||
else if (rule_loot & LOOT_SELF) {
|
||
looting = 2;
|
||
}
|
||
if (looting) {
|
||
if (mustloot) {
|
||
maxrow = LAST_ROW;
|
||
}
|
||
else if (rule_loot & LOOT_KEEPLOOT) {
|
||
int lootchance = 50 + b->keeploot;
|
||
if (rng_int() % 100 < lootchance) {
|
||
maxrow = BEHIND_ROW;
|
||
}
|
||
}
|
||
else {
|
||
maxrow = LAST_ROW;
|
||
}
|
||
}
|
||
if (maxrow > 0) {
|
||
if (looting == 1) {
|
||
/* enemies get dibs */
|
||
fig = select_enemy(corpse, FIGHT_ROW, maxrow, 0).fighter;
|
||
}
|
||
if (!fig) {
|
||
/* self and allies get second pick */
|
||
fig = select_ally(corpse, FIGHT_ROW, LAST_ROW, ALLY_SELF).fighter;
|
||
}
|
||
}
|
||
|
||
if (fig) {
|
||
int trueloot =
|
||
mustloot ? loot : loot_quota(corpse->unit, fig->unit, itm->type,
|
||
loot);
|
||
if (trueloot > 0) {
|
||
i_change(&fig->loot, itm->type, trueloot);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
itm = itm->next;
|
||
}
|
||
}
|
||
|
||
static bool seematrix(const faction * f, const side * s)
|
||
{
|
||
if (f == s->faction)
|
||
return true;
|
||
if (s->flags & SIDE_STEALTH)
|
||
return false;
|
||
return true;
|
||
}
|
||
|
||
static double PopulationDamage(void)
|
||
{
|
||
return rule_population_damage / 100.0;
|
||
}
|
||
|
||
static void battle_effects(battle * b, int dead_players)
|
||
{
|
||
region *r = b->region;
|
||
int dead_peasants =
|
||
MIN(rpeasants(r), (int)(dead_players * PopulationDamage()));
|
||
if (dead_peasants) {
|
||
deathcounts(r, dead_peasants + dead_players);
|
||
add_chaoscount(r, dead_peasants / 2);
|
||
rsetpeasants(r, rpeasants(r) - dead_peasants);
|
||
}
|
||
}
|
||
|
||
static void reorder_fleeing(region * r)
|
||
{
|
||
unit **usrc = &r->units;
|
||
unit **udst = &r->units;
|
||
unit *ufirst = NULL;
|
||
unit *u;
|
||
|
||
for (; *udst; udst = &u->next) {
|
||
u = *udst;
|
||
}
|
||
|
||
for (u = *usrc; u != ufirst; u = *usrc) {
|
||
if (u->next && fval(u, UFL_FLEEING)) {
|
||
*usrc = u->next;
|
||
*udst = u;
|
||
udst = &u->next;
|
||
if (!ufirst)
|
||
ufirst = u;
|
||
}
|
||
else {
|
||
usrc = &u->next;
|
||
}
|
||
}
|
||
*udst = NULL;
|
||
}
|
||
|
||
static void aftermath(battle * b)
|
||
{
|
||
region *r = b->region;
|
||
side *s;
|
||
int dead_players = 0;
|
||
bfaction *bf;
|
||
bool ships_damaged = (bool)(b->turn + (b->has_tactics_turn ? 1 : 0) > 2); /* only used for ship damage! */
|
||
|
||
for (s = b->sides; s != b->sides + b->nsides; ++s) {
|
||
fighter *df;
|
||
s->dead = 0;
|
||
|
||
for (df = s->fighters; df; df = df->next) {
|
||
unit *du = df->unit;
|
||
int dead = dead_fighters(df);
|
||
|
||
/* tote insgesamt: */
|
||
s->dead += dead;
|
||
/* Tote, die wiederbelebt werde koennen: */
|
||
if (playerrace(u_race(df->unit))) {
|
||
s->casualties += dead;
|
||
}
|
||
if (df->hits + df->kills) {
|
||
struct message *m =
|
||
msg_message("killsandhits", "unit hits kills", du, df->hits,
|
||
df->kills);
|
||
message_faction(b, du->faction, m);
|
||
msg_release(m);
|
||
}
|
||
}
|
||
}
|
||
|
||
/* POSTCOMBAT */
|
||
do_combatmagic(b, DO_POSTCOMBATSPELL);
|
||
|
||
for (s = b->sides; s != b->sides + b->nsides; ++s) {
|
||
int snumber = 0;
|
||
fighter *df;
|
||
bool relevant = false; /* Kampf relevant f<>r diese Partei? */
|
||
if (!fval(s, SIDE_HASGUARDS)) {
|
||
relevant = true;
|
||
}
|
||
s->flee = 0;
|
||
|
||
for (df = s->fighters; df; df = df->next) {
|
||
unit *du = df->unit;
|
||
int dead = dead_fighters(df);
|
||
int sum_hp = 0;
|
||
int n;
|
||
int flags = 0;
|
||
|
||
for (n = 0; n != df->alive; ++n) {
|
||
if (df->person[n].hp > 0) {
|
||
sum_hp += df->person[n].hp;
|
||
}
|
||
}
|
||
snumber += du->number;
|
||
if (relevant) {
|
||
flags = UFL_LONGACTION | UFL_NOTMOVING;
|
||
if (du->status == ST_FLEE) {
|
||
flags -= UFL_NOTMOVING;
|
||
}
|
||
}
|
||
if (df->alive == 0) {
|
||
flags |= UFL_DEAD;
|
||
}
|
||
if (flags) {
|
||
fset(du, flags);
|
||
}
|
||
if (df->alive && df->alive == du->number) {
|
||
du->hp = sum_hp;
|
||
continue; /* nichts passiert */
|
||
}
|
||
else if (df->run.hp) {
|
||
if (df->alive == 0) {
|
||
/* Report the casualties */
|
||
reportcasualties(b, df, dead);
|
||
|
||
/* Zuerst d<>rfen die Feinde pl<70>ndern, die mitgenommenen Items
|
||
* stehen in fig->run.items. Dann werden die Fliehenden auf
|
||
* die leere (tote) alte Einheit gemapt */
|
||
if (!fval(df, FIG_NOLOOT)) {
|
||
loot_items(df);
|
||
}
|
||
scale_number(du, df->run.number);
|
||
du->hp = df->run.hp;
|
||
setguard(du, false);
|
||
/* must leave ships or buildings, or a stealthy hobbit
|
||
* can hold castles indefinitely */
|
||
if (!fval(r->terrain, SEA_REGION)) {
|
||
leave(du, true); /* even region owners have to flee */
|
||
}
|
||
fset(du, UFL_FLEEING);
|
||
}
|
||
else {
|
||
/* nur teilweise geflohene Einheiten mergen sich wieder */
|
||
df->alive += df->run.number;
|
||
s->size[0] += df->run.number;
|
||
s->size[statusrow(df->status)] += df->run.number;
|
||
s->alive += df->run.number;
|
||
sum_hp += df->run.hp;
|
||
df->run.number = 0;
|
||
df->run.hp = 0;
|
||
/* df->run.region = NULL; */
|
||
|
||
reportcasualties(b, df, dead);
|
||
|
||
scale_number(du, df->alive);
|
||
du->hp = sum_hp;
|
||
}
|
||
}
|
||
else {
|
||
if (df->alive == 0) {
|
||
/* alle sind tot, niemand geflohen. Einheit aufl<66>sen */
|
||
df->run.number = 0;
|
||
df->run.hp = 0;
|
||
|
||
/* Report the casualties */
|
||
reportcasualties(b, df, dead);
|
||
|
||
/* Distribute Loot */
|
||
loot_items(df);
|
||
|
||
setguard(du, false);
|
||
scale_number(du, 0);
|
||
}
|
||
else {
|
||
df->run.number = 0;
|
||
df->run.hp = 0;
|
||
|
||
reportcasualties(b, df, dead);
|
||
|
||
scale_number(du, df->alive);
|
||
du->hp = sum_hp;
|
||
}
|
||
}
|
||
s->flee += df->run.number;
|
||
|
||
if (playerrace(u_race(du))) {
|
||
/* tote im kampf werden zu regionsuntoten:
|
||
* for each of them, a peasant will die as well */
|
||
dead_players += dead;
|
||
}
|
||
if (du->hp < du->number) {
|
||
log_error("%s has less hitpoints (%u) than people (%u)\n", itoa36(du->no), du->hp, du->number);
|
||
du->hp = du->number;
|
||
}
|
||
}
|
||
s->alive += s->healed;
|
||
assert(snumber == s->flee + s->alive + s->dead);
|
||
}
|
||
|
||
battle_effects(b, dead_players);
|
||
|
||
for (s = b->sides; s != b->sides + b->nsides; ++s) {
|
||
message *seen = msg_message("battle::army_report",
|
||
"index abbrev dead fled survived",
|
||
army_index(s), sideabkz(s, false), s->dead, s->flee, s->alive);
|
||
message *unseen = msg_message("battle::army_report",
|
||
"index abbrev dead fled survived",
|
||
army_index(s), "-?-", s->dead, s->flee, s->alive);
|
||
|
||
for (bf = b->factions; bf; bf = bf->next) {
|
||
faction *f = bf->faction;
|
||
message *m = seematrix(f, s) ? seen : unseen;
|
||
|
||
message_faction(b, f, m);
|
||
}
|
||
|
||
msg_release(seen);
|
||
msg_release(unseen);
|
||
}
|
||
|
||
/* Wir benutzen drifted, um uns zu merken, ob ein Schiff
|
||
* schonmal Schaden genommen hat. (moved und drifted
|
||
* sollten in flags <20>berf<72>hrt werden */
|
||
|
||
for (s = b->sides; s != b->sides + b->nsides; ++s) {
|
||
fighter *df;
|
||
|
||
for (df = s->fighters; df; df = df->next) {
|
||
unit *du = df->unit;
|
||
item *l;
|
||
|
||
/* Beute verteilen */
|
||
for (l = df->loot; l; l = l->next) {
|
||
const item_type *itype = l->type;
|
||
message *m =
|
||
msg_message("battle_loot", "unit amount item", du, l->number,
|
||
itype->rtype);
|
||
message_faction(b, du->faction, m);
|
||
msg_release(m);
|
||
i_change(&du->items, itype, l->number);
|
||
}
|
||
|
||
/* Wenn sich die Einheit auf einem Schiff befindet, wird
|
||
* dieses Schiff besch<63>digt. Andernfalls ein Schiff, welches
|
||
* evt. zuvor verlassen wurde. */
|
||
if (ships_damaged) {
|
||
ship *sh;
|
||
if (du->ship)
|
||
sh = du->ship;
|
||
else
|
||
sh = leftship(du);
|
||
|
||
if (sh && fval(sh, SF_DAMAGED)) {
|
||
int n = b->turn - 2;
|
||
if (n > 0) {
|
||
double dmg =
|
||
config_get_flt("rules.ship.damage.battleround",
|
||
0.05F);
|
||
damage_ship(sh, dmg * n);
|
||
freset(sh, SF_DAMAGED);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
if (ships_damaged) {
|
||
ship **sp = &r->ships;
|
||
|
||
while (*sp) {
|
||
ship *sh = *sp;
|
||
freset(sh, SF_DAMAGED);
|
||
if (sh->damage >= sh->size * DAMAGE_SCALE) {
|
||
remove_ship(sp, sh);
|
||
}
|
||
if (*sp == sh)
|
||
sp = &sh->next;
|
||
}
|
||
}
|
||
|
||
reorder_fleeing(r);
|
||
}
|
||
|
||
static void battle_punit(unit * u, battle * b)
|
||
{
|
||
bfaction *bf;
|
||
|
||
for (bf = b->factions; bf; bf = bf->next) {
|
||
faction *f = bf->faction;
|
||
strlist *S = 0, *x;
|
||
|
||
spunit(&S, f, u, 4, seen_battle);
|
||
for (x = S; x; x = x->next) {
|
||
fbattlerecord(b, f, x->s);
|
||
}
|
||
if (S)
|
||
freestrlist(S);
|
||
}
|
||
}
|
||
|
||
static void print_fighters(battle * b, const side * s)
|
||
{
|
||
fighter *df;
|
||
int row;
|
||
|
||
for (row = 1; row != NUMROWS; ++row) {
|
||
message *m = NULL;
|
||
|
||
for (df = s->fighters; df; df = df->next) {
|
||
unit *du = df->unit;
|
||
int thisrow = statusrow(df->unit->status);
|
||
|
||
if (row == thisrow) {
|
||
if (m == NULL) {
|
||
m = msg_message("battle::row_header", "row", row);
|
||
message_all(b, m);
|
||
}
|
||
battle_punit(du, b);
|
||
}
|
||
}
|
||
if (m != NULL)
|
||
msg_release(m);
|
||
}
|
||
}
|
||
|
||
bool is_attacker(const fighter * fig)
|
||
{
|
||
return fval(fig, FIG_ATTACKER) != 0;
|
||
}
|
||
|
||
static void set_attacker(fighter * fig)
|
||
{
|
||
fset(fig, FIG_ATTACKER);
|
||
}
|
||
|
||
static void print_header(battle * b)
|
||
{
|
||
bfaction *bf;
|
||
char zText[32 * MAXSIDES];
|
||
|
||
for (bf = b->factions; bf; bf = bf->next) {
|
||
message *m;
|
||
faction *f = bf->faction;
|
||
const char *lastf = NULL;
|
||
bool first = false;
|
||
side *s;
|
||
char *bufp = zText;
|
||
size_t size = sizeof(zText) - 1;
|
||
|
||
for (s = b->sides; s != b->sides + b->nsides; ++s) {
|
||
fighter *df;
|
||
for (df = s->fighters; df; df = df->next) {
|
||
if (is_attacker(df)) {
|
||
if (first) {
|
||
bufp = STRLCPY(bufp, ", ", size);
|
||
}
|
||
if (lastf) {
|
||
bufp = STRLCPY(bufp, lastf, size);
|
||
first = true;
|
||
}
|
||
if (seematrix(f, s))
|
||
lastf = sidename(s);
|
||
else
|
||
lastf = LOC(f->locale, "unknown_faction_dative");
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
if (first) {
|
||
bufp = STRLCPY(bufp, " ", size);
|
||
bufp = STRLCPY(bufp, LOC(f->locale, "and"), size);
|
||
bufp = STRLCPY(bufp, " ", size);
|
||
}
|
||
if (lastf) {
|
||
bufp = STRLCPY(bufp, lastf, size);
|
||
}
|
||
|
||
m = msg_message("battle::starters", "factions", zText);
|
||
message_faction(b, f, m);
|
||
msg_release(m);
|
||
}
|
||
}
|
||
|
||
static void print_stats(battle * b)
|
||
{
|
||
side *s2;
|
||
side *s;
|
||
int i = 0;
|
||
for (s = b->sides; s != b->sides + b->nsides; ++s) {
|
||
bfaction *bf;
|
||
|
||
++i;
|
||
|
||
for (bf = b->factions; bf; bf = bf->next) {
|
||
faction *f = bf->faction;
|
||
const char *loc_army = LOC(f->locale, "battle_army");
|
||
char *bufp;
|
||
const char *header;
|
||
size_t rsize, size;
|
||
int komma;
|
||
const char *sname =
|
||
seematrix(f, s) ? sidename(s) : LOC(f->locale, "unknown_faction");
|
||
message *msg;
|
||
char buf[1024];
|
||
|
||
message_faction(b, f, msg_separator);
|
||
|
||
msg = msg_message("battle_army", "index name", army_index(s), sname);
|
||
message_faction(b, f, msg);
|
||
msg_release(msg);
|
||
|
||
bufp = buf;
|
||
size = sizeof(buf);
|
||
komma = 0;
|
||
header = LOC(f->locale, "battle_opponents");
|
||
|
||
for (s2 = b->sides; s2 != b->sides + b->nsides; ++s2) {
|
||
if (enemy(s2, s)) {
|
||
const char *abbrev = seematrix(f, s2) ? sideabkz(s2, false) : "-?-";
|
||
rsize = slprintf(bufp, size, "%s %s %d(%s)",
|
||
komma++ ? "," : (const char *)header, loc_army, army_index(s2),
|
||
abbrev);
|
||
if (rsize > size)
|
||
rsize = size - 1;
|
||
size -= rsize;
|
||
bufp += rsize;
|
||
}
|
||
}
|
||
if (komma)
|
||
fbattlerecord(b, f, buf);
|
||
|
||
bufp = buf;
|
||
size = sizeof(buf);
|
||
komma = 0;
|
||
header = LOC(f->locale, "battle_helpers");
|
||
|
||
for (s2 = b->sides; s2 != b->sides + b->nsides; ++s2) {
|
||
if (friendly(s2, s)) {
|
||
const char *abbrev = seematrix(f, s2) ? sideabkz(s2, false) : "-?-";
|
||
rsize = slprintf(bufp, size, "%s %s %d(%s)",
|
||
komma++ ? "," : (const char *)header, loc_army, army_index(s2),
|
||
abbrev);
|
||
if (rsize > size)
|
||
rsize = size - 1;
|
||
size -= rsize;
|
||
bufp += rsize;
|
||
}
|
||
}
|
||
if (komma)
|
||
fbattlerecord(b, f, buf);
|
||
|
||
bufp = buf;
|
||
size = sizeof(buf);
|
||
komma = 0;
|
||
header = LOC(f->locale, "battle_attack");
|
||
|
||
for (s2 = b->sides; s2 != b->sides + b->nsides; ++s2) {
|
||
if (s->relations[s2->index] & E_ATTACKING) {
|
||
const char *abbrev = seematrix(f, s2) ? sideabkz(s2, false) : "-?-";
|
||
rsize =
|
||
slprintf(bufp, size, "%s %s %d(%s)",
|
||
komma++ ? "," : (const char *)header, loc_army, army_index(s2),
|
||
abbrev);
|
||
if (rsize > size)
|
||
rsize = size - 1;
|
||
size -= rsize;
|
||
bufp += rsize;
|
||
}
|
||
}
|
||
if (komma)
|
||
fbattlerecord(b, f, buf);
|
||
}
|
||
|
||
print_fighters(b, s);
|
||
}
|
||
|
||
message_all(b, msg_separator);
|
||
|
||
/* Besten Taktiker ermitteln */
|
||
|
||
b->max_tactics = 0;
|
||
|
||
for (s = b->sides; s != b->sides + b->nsides; ++s) {
|
||
if (!selist_empty(s->leader.fighters)) {
|
||
b->max_tactics = MAX(b->max_tactics, s->leader.value);
|
||
}
|
||
}
|
||
|
||
if (b->max_tactics > 0) {
|
||
for (s = b->sides; s != b->sides + b->nsides; ++s) {
|
||
if (s->leader.value == b->max_tactics) {
|
||
selist *ql;
|
||
int qi;
|
||
|
||
for (qi = 0, ql = s->leader.fighters; ql; selist_advance(&ql, &qi, 1)) {
|
||
fighter *tf = (fighter *)selist_get(ql, qi);
|
||
unit *u = tf->unit;
|
||
message *m = NULL;
|
||
if (!is_attacker(tf)) {
|
||
m = msg_message("battle::tactics_lost", "unit", u);
|
||
}
|
||
else {
|
||
m = msg_message("battle::tactics_won", "unit", u);
|
||
}
|
||
message_all(b, m);
|
||
msg_release(m);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
static int weapon_weight(const weapon * w, bool missile)
|
||
{
|
||
if (missile == !!(fval(w->type, WTF_MISSILE))) {
|
||
return w->attackskill + w->defenseskill;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
side * get_side(battle * b, const struct unit * u)
|
||
{
|
||
side * s;
|
||
for (s = b->sides; s != b->sides + b->nsides; ++s) {
|
||
if (s->faction == u->faction) {
|
||
fighter * fig;
|
||
for (fig = s->fighters; fig; fig = fig->next) {
|
||
if (fig->unit == u) {
|
||
return s;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
side * find_side(battle * b, const faction * f, const group * g, unsigned int flags, const faction * stealthfaction)
|
||
{
|
||
side * s;
|
||
for (s = b->sides; s != b->sides + b->nsides; ++s) {
|
||
if (s->faction == f && s->group == g) {
|
||
unsigned int s1flags = flags | SIDE_HASGUARDS;
|
||
unsigned int s2flags = s->flags | SIDE_HASGUARDS;
|
||
if (rule_anon_battle && s->stealthfaction != stealthfaction) {
|
||
continue;
|
||
}
|
||
if (s1flags == s2flags) {
|
||
return s;
|
||
}
|
||
}
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
fighter *make_fighter(battle * b, unit * u, side * s1, bool attack)
|
||
{
|
||
#define WMAX 20
|
||
weapon weapons[WMAX];
|
||
int owp[WMAX];
|
||
int dwp[WMAX];
|
||
region *r = b->region;
|
||
item *itm;
|
||
fighter *fig = NULL;
|
||
int h, i, tactics = effskill(u, SK_TACTICS, 0);
|
||
int berserk;
|
||
int strongmen;
|
||
int speeded = 0, speed = 1;
|
||
int rest;
|
||
const group *g = NULL;
|
||
const faction *stealthfaction = get_otherfaction(u);
|
||
unsigned int flags = 0;
|
||
|
||
assert(u->number);
|
||
if (fval(u, UFL_ANON_FACTION) != 0)
|
||
flags |= SIDE_STEALTH;
|
||
if (!(AllianceAuto() & HELP_FIGHT) && fval(u, UFL_GROUP)) {
|
||
const attrib *agroup = a_find(u->attribs, &at_group);
|
||
if (agroup != NULL)
|
||
g = (const group *)agroup->data.v;
|
||
}
|
||
|
||
/* Illusionen und Zauber kaempfen nicht */
|
||
if (fval(u_race(u), RCF_ILLUSIONARY) || u->number == 0) {
|
||
return NULL;
|
||
}
|
||
if (s1 == NULL) {
|
||
s1 = find_side(b, u->faction, g, flags, stealthfaction);
|
||
/* aliances are moved out of make_fighter and will be handled later */
|
||
if (!s1) {
|
||
s1 = make_side(b, u->faction, g, flags, stealthfaction);
|
||
}
|
||
else if (!stealthfaction) {
|
||
s1->stealthfaction = NULL;
|
||
}
|
||
/* Zu diesem Zeitpunkt ist attacked noch 0, da die Einheit f<>r noch
|
||
* keinen Kampf ausgew<65>hlt wurde (sonst w<>rde ein fighter existieren) */
|
||
}
|
||
fig = (struct fighter*)calloc(1, sizeof(struct fighter));
|
||
|
||
fig->next = s1->fighters;
|
||
s1->fighters = fig;
|
||
|
||
fig->unit = u;
|
||
/* In einer Burg mu<6D> man a) nicht Angreifer sein, und b) drin sein, und
|
||
* c) noch Platz finden. d) menschan<61>hnlich sein */
|
||
if (attack) {
|
||
set_attacker(fig);
|
||
}
|
||
else {
|
||
building *bld = u->building;
|
||
if (bld && bld->sizeleft >= u->number && playerrace(u_race(u))) {
|
||
fig->building = bld;
|
||
fig->building->sizeleft -= u->number;
|
||
}
|
||
}
|
||
fig->status = u->status;
|
||
fig->side = s1;
|
||
fig->alive = u->number;
|
||
fig->side->alive += u->number;
|
||
fig->side->battle->alive += u->number;
|
||
fig->catmsg = -1;
|
||
|
||
/* Freigeben nicht vergessen! */
|
||
assert(fig->alive > 0);
|
||
fig->person = (struct person*)calloc((size_t)fig->alive, sizeof(struct person));
|
||
|
||
h = u->hp / u->number;
|
||
assert(h);
|
||
rest = u->hp % u->number;
|
||
|
||
/* Effekte von Spr<70>chen */
|
||
|
||
if (u->attribs) {
|
||
const curse_type *speed_ct;
|
||
speed_ct = ct_find("speed");
|
||
if (speed_ct) {
|
||
curse *c = get_curse(u->attribs, speed_ct);
|
||
if (c) {
|
||
speeded = get_cursedmen(u, c);
|
||
speed = curse_geteffect_int(c);
|
||
}
|
||
}
|
||
}
|
||
|
||
/* Effekte von Alchemie */
|
||
berserk = get_effect(u, oldpotiontype[P_BERSERK]);
|
||
/* change_effect wird in ageing gemacht */
|
||
|
||
/* Effekte von Artefakten */
|
||
strongmen = MIN(fig->unit->number, trollbelts(u));
|
||
|
||
/* Hitpoints, Attack- und Defence-Boni f<>r alle Personen */
|
||
for (i = 0; i < fig->alive; i++) {
|
||
assert(i < fig->unit->number);
|
||
fig->person[i].hp = h;
|
||
if (i < rest)
|
||
fig->person[i].hp++;
|
||
|
||
if (i < speeded)
|
||
fig->person[i].speed = speed;
|
||
else
|
||
fig->person[i].speed = 1;
|
||
|
||
if (i < berserk) {
|
||
fig->person[i].attack++;
|
||
}
|
||
/* Leute mit Kraftzauber machen +2 Schaden im Nahkampf. */
|
||
if (i < strongmen) {
|
||
fig->person[i].damage += 2;
|
||
}
|
||
}
|
||
|
||
/* F<>r alle Waffengattungen wird bestimmt, wie viele der Personen mit
|
||
* ihr k<>mpfen k<>nnten, und was ihr Wert darin ist. */
|
||
if (u_race(u)->battle_flags & BF_EQUIPMENT) {
|
||
int oi = 0, di = 0, w = 0;
|
||
for (itm = u->items; itm && w != WMAX; itm = itm->next) {
|
||
const weapon_type *wtype = resource2weapon(itm->type->rtype);
|
||
if (wtype == NULL || itm->number == 0)
|
||
continue;
|
||
weapons[w].attackskill = weapon_skill(wtype, u, true);
|
||
weapons[w].defenseskill = weapon_skill(wtype, u, false);
|
||
if (weapons[w].attackskill >= 0 || weapons[w].defenseskill >= 0) {
|
||
weapons[w].type = wtype;
|
||
weapons[w].used = 0;
|
||
weapons[w].count = itm->number;
|
||
++w;
|
||
}
|
||
assert(w != WMAX);
|
||
}
|
||
assert(w >= 0);
|
||
fig->weapons = (weapon *)calloc(sizeof(weapon), (size_t)(w + 1));
|
||
memcpy(fig->weapons, weapons, (size_t)w * sizeof(weapon));
|
||
|
||
for (i = 0; i != w; ++i) {
|
||
int j, o = 0, d = 0;
|
||
for (j = 0; j != i; ++j) {
|
||
if (weapon_weight(fig->weapons + j,
|
||
true) >= weapon_weight(fig->weapons + i, true))
|
||
++d;
|
||
if (weapon_weight(fig->weapons + j,
|
||
false) >= weapon_weight(fig->weapons + i, false))
|
||
++o;
|
||
}
|
||
for (j = i + 1; j != w; ++j) {
|
||
if (weapon_weight(fig->weapons + j,
|
||
true) > weapon_weight(fig->weapons + i, true))
|
||
++d;
|
||
if (weapon_weight(fig->weapons + j,
|
||
false) > weapon_weight(fig->weapons + i, false))
|
||
++o;
|
||
}
|
||
owp[o] = i;
|
||
dwp[d] = i;
|
||
}
|
||
/* jetzt enthalten owp und dwp eine absteigend schlechter werdende Liste der Waffen
|
||
* oi and di are the current index to the sorted owp/dwp arrays
|
||
* owp, dwp contain indices to the figther::weapons array */
|
||
|
||
/* hand out melee weapons: */
|
||
for (i = 0; i != fig->alive; ++i) {
|
||
int wpless = weapon_skill(NULL, u, true);
|
||
while (oi != w
|
||
&& (fig->weapons[owp[oi]].used == fig->weapons[owp[oi]].count
|
||
|| fval(fig->weapons[owp[oi]].type, WTF_MISSILE))) {
|
||
++oi;
|
||
}
|
||
if (oi == w)
|
||
break; /* no more weapons available */
|
||
if (weapon_weight(fig->weapons + owp[oi], false) <= wpless) {
|
||
continue; /* we fight better with bare hands */
|
||
}
|
||
fig->person[i].melee = &fig->weapons[owp[oi]];
|
||
++fig->weapons[owp[oi]].used;
|
||
}
|
||
/* hand out missile weapons (from back to front, in case of mixed troops). */
|
||
for (di = 0, i = fig->alive; i-- != 0;) {
|
||
while (di != w
|
||
&& (fig->weapons[dwp[di]].used == fig->weapons[dwp[di]].count
|
||
|| !fval(fig->weapons[dwp[di]].type, WTF_MISSILE))) {
|
||
++di;
|
||
}
|
||
if (di == w)
|
||
break; /* no more weapons available */
|
||
if (weapon_weight(fig->weapons + dwp[di], true) > 0) {
|
||
fig->person[i].missile = &fig->weapons[dwp[di]];
|
||
++fig->weapons[dwp[di]].used;
|
||
}
|
||
}
|
||
}
|
||
|
||
s1->size[statusrow(fig->status)] += u->number;
|
||
s1->size[SUM_ROW] += u->number;
|
||
if (u_race(u)->battle_flags & BF_NOBLOCK) {
|
||
s1->nonblockers[statusrow(fig->status)] += u->number;
|
||
}
|
||
|
||
if (u_race(fig->unit)->flags & RCF_HORSE) {
|
||
fig->horses = fig->unit->number;
|
||
fig->elvenhorses = 0;
|
||
}
|
||
else {
|
||
const resource_type *rt_horse = 0;
|
||
const resource_type *rt_elvenhorse = 0;
|
||
rt_elvenhorse = get_resourcetype(R_UNICORN);
|
||
rt_horse = get_resourcetype(R_CHARGER);
|
||
if (!rt_horse) {
|
||
rt_horse = get_resourcetype(R_HORSE);
|
||
}
|
||
fig->horses = rt_horse ? i_get(u->items, rt_horse->itype) : 0;
|
||
fig->elvenhorses = rt_elvenhorse ? i_get(u->items, rt_elvenhorse->itype) : 0;
|
||
}
|
||
|
||
if (u_race(u)->battle_flags & BF_EQUIPMENT) {
|
||
for (itm = u->items; itm; itm = itm->next) {
|
||
if (itm->type->rtype->atype) {
|
||
if (i_canuse(u, itm->type)) {
|
||
struct armor *adata = (struct armor *)malloc(sizeof(armor)), **aptr;
|
||
adata->atype = itm->type->rtype->atype;
|
||
adata->count = itm->number;
|
||
for (aptr = &fig->armors; *aptr; aptr = &(*aptr)->next) {
|
||
if (adata->atype->prot > (*aptr)->atype->prot)
|
||
break;
|
||
}
|
||
adata->next = *aptr;
|
||
*aptr = adata;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/* Jetzt mu<6D> noch geschaut werden, wo die Einheit die jeweils besten
|
||
* Werte hat, das kommt aber erst irgendwo sp<73>ter. Ich entscheide
|
||
* w<>rend des Kampfes, welche ich nehme, je nach Gegner. Deswegen auch
|
||
* keine addierten boni. */
|
||
|
||
/* Zuerst mal die Spezialbehandlung gewisser Sonderf<72>lle. */
|
||
fig->magic = effskill(u, SK_MAGIC, 0);
|
||
|
||
if (fig->horses) {
|
||
if (!fval(r->terrain, CAVALRY_REGION) || r_isforest(r)
|
||
|| effskill(u, SK_RIDING, 0) < CavalrySkill()
|
||
|| u_race(u) == get_race(RC_TROLL) || fval(u, UFL_WERE))
|
||
fig->horses = 0;
|
||
}
|
||
|
||
if (fig->elvenhorses) {
|
||
if (effskill(u, SK_RIDING, 0) < 5 || u_race(u) == get_race(RC_TROLL)
|
||
|| fval(u, UFL_WERE))
|
||
fig->elvenhorses = 0;
|
||
}
|
||
|
||
/* Schauen, wie gut wir in Taktik sind. */
|
||
if (tactics > 0 && u_race(u) == get_race(RC_INSECT))
|
||
tactics -= 1 - (int)log10(fig->side->size[SUM_ROW]);
|
||
#ifdef TACTICS_MODIFIER
|
||
if (tactics > 0 && statusrow(fig->status) == FIGHT_ROW)
|
||
tactics += TACTICS_MODIFIER;
|
||
if (tactics > 0 && statusrow(fig->status) > BEHIND_ROW) {
|
||
tactics -= TACTICS_MODIFIER;
|
||
}
|
||
#endif
|
||
|
||
if (tactics > 0) {
|
||
int bonus = 0;
|
||
|
||
for (i = 0; i < fig->alive; i++) {
|
||
int p_bonus = 0;
|
||
int rnd;
|
||
|
||
do {
|
||
rnd = (int)(rng_int() % 100);
|
||
if (rnd >= 40 && rnd <= 69)
|
||
p_bonus += 1;
|
||
else if (rnd <= 89)
|
||
p_bonus += 2;
|
||
else
|
||
p_bonus += 3;
|
||
} while (rnd >= 97);
|
||
bonus = MAX(p_bonus, bonus);
|
||
}
|
||
tactics += bonus;
|
||
}
|
||
|
||
add_tactics(&fig->side->leader, fig, tactics);
|
||
++b->nfighters;
|
||
return fig;
|
||
}
|
||
|
||
fighter * get_fighter(battle * b, const struct unit * u)
|
||
{
|
||
side * s;
|
||
|
||
for (s = b->sides; s != b->sides + b->nsides; ++s) {
|
||
fighter *fig;
|
||
if (s->faction == u->faction) {
|
||
for (fig = s->fighters; fig; fig = fig->next) {
|
||
if (fig->unit == u) {
|
||
return fig;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
static int join_battle(battle * b, unit * u, bool attack, fighter ** cp)
|
||
{
|
||
side *s;
|
||
fighter *c = NULL;
|
||
|
||
if (!attack) {
|
||
attrib *a = a_find(u->attribs, &at_fleechance);
|
||
if (a != NULL) {
|
||
if (rng_double() <= a->data.flt) {
|
||
*cp = NULL;
|
||
return false;
|
||
}
|
||
}
|
||
}
|
||
|
||
for (s = b->sides; s != b->sides + b->nsides; ++s) {
|
||
fighter *fig;
|
||
if (s->faction == u->faction) {
|
||
for (fig = s->fighters; fig; fig = fig->next) {
|
||
if (fig->unit == u) {
|
||
c = fig;
|
||
if (attack) {
|
||
set_attacker(fig);
|
||
}
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
if (!c) {
|
||
*cp = make_fighter(b, u, NULL, attack);
|
||
return *cp != NULL;
|
||
}
|
||
*cp = c;
|
||
return false;
|
||
}
|
||
|
||
battle *make_battle(region * r)
|
||
{
|
||
battle *b = (battle *)calloc(1, sizeof(battle));
|
||
unit *u;
|
||
bfaction *bf;
|
||
building * bld;
|
||
|
||
/* Alle Mann raus aus der Burg! */
|
||
for (bld = r->buildings; bld != NULL; bld = bld->next)
|
||
bld->sizeleft = bld->size;
|
||
|
||
b->region = r;
|
||
b->plane = getplane(r);
|
||
/* Finde alle Parteien, die den Kampf beobachten k<>nnen: */
|
||
for (u = r->units; u; u = u->next) {
|
||
if (u->number > 0) {
|
||
if (!fval(u->faction, FFL_MARK)) {
|
||
fset(u->faction, FFL_MARK);
|
||
for (bf = b->factions; bf; bf = bf->next) {
|
||
if (bf->faction == u->faction)
|
||
break;
|
||
}
|
||
if (!bf) {
|
||
bf = (bfaction *)calloc(sizeof(bfaction), 1);
|
||
++b->nfactions;
|
||
bf->faction = u->faction;
|
||
bf->next = b->factions;
|
||
b->factions = bf;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
for (bf = b->factions; bf; bf = bf->next) {
|
||
faction *f = bf->faction;
|
||
freset(f, FFL_MARK);
|
||
}
|
||
return b;
|
||
}
|
||
|
||
static void free_side(side * si)
|
||
{
|
||
selist_free(si->leader.fighters);
|
||
}
|
||
|
||
static void free_fighter(fighter * fig)
|
||
{
|
||
while (fig->loot) {
|
||
i_free(i_remove(&fig->loot, fig->loot));
|
||
}
|
||
while (fig->armors) {
|
||
armor *a = fig->armors;
|
||
fig->armors = a->next;
|
||
free(a);
|
||
}
|
||
free(fig->person);
|
||
free(fig->weapons);
|
||
|
||
}
|
||
|
||
static void battle_free(battle * b) {
|
||
side *s;
|
||
|
||
assert(b);
|
||
|
||
for (s = b->sides; s != b->sides + b->nsides; ++s) {
|
||
fighter *fnext = s->fighters;
|
||
while (fnext) {
|
||
fighter *fig = fnext;
|
||
fnext = fig->next;
|
||
free_fighter(fig);
|
||
free(fig);
|
||
}
|
||
free_side(s);
|
||
}
|
||
free(b);
|
||
}
|
||
|
||
void free_battle(battle * b)
|
||
{
|
||
while (b->factions) {
|
||
bfaction *bf = b->factions;
|
||
b->factions = bf->next;
|
||
free(bf);
|
||
}
|
||
|
||
selist_free(b->leaders);
|
||
selist_foreach(b->meffects, free);
|
||
selist_free(b->meffects);
|
||
|
||
battle_free(b);
|
||
}
|
||
|
||
static int *get_alive(side * s)
|
||
{
|
||
return s->size;
|
||
}
|
||
|
||
static int battle_report(battle * b)
|
||
{
|
||
side *s, *s2;
|
||
bool cont = false;
|
||
bool komma;
|
||
bfaction *bf;
|
||
|
||
for (s = b->sides; s != b->sides + b->nsides; ++s) {
|
||
if (s->alive - s->removed > 0) {
|
||
for (s2 = b->sides; s2 != b->sides + b->nsides; ++s2) {
|
||
if (s2->alive - s2->removed > 0 && enemy(s, s2)) {
|
||
cont = true;
|
||
break;
|
||
}
|
||
}
|
||
if (cont)
|
||
break;
|
||
}
|
||
}
|
||
|
||
fflush(stdout);
|
||
|
||
for (bf = b->factions; bf; bf = bf->next) {
|
||
faction *fac = bf->faction;
|
||
char buf[32 * MAXSIDES];
|
||
char *bufp = buf;
|
||
size_t size = sizeof(buf) - 1;
|
||
message *m;
|
||
|
||
message_faction(b, fac, msg_separator);
|
||
|
||
if (cont)
|
||
m = msg_message("battle::lineup", "turn", b->turn);
|
||
else
|
||
m = msg_message("battle::after", "");
|
||
message_faction(b, fac, m);
|
||
msg_release(m);
|
||
|
||
komma = false;
|
||
for (s = b->sides; s != b->sides + b->nsides; ++s) {
|
||
if (s->alive) {
|
||
int r, k = 0, *alive = get_alive(s);
|
||
int l = FIGHT_ROW;
|
||
const char *abbrev = seematrix(fac, s) ? sideabkz(s, false) : "-?-";
|
||
const char *loc_army = LOC(fac->locale, "battle_army");
|
||
char buffer[32];
|
||
|
||
if (komma) {
|
||
bufp = STRLCPY(bufp, ", ", size);
|
||
}
|
||
slprintf(buffer, sizeof(buffer), "%s %2d(%s): ",
|
||
loc_army, army_index(s), abbrev);
|
||
|
||
bufp = STRLCPY(bufp, buffer, size);
|
||
|
||
for (r = FIGHT_ROW; r != NUMROWS; ++r) {
|
||
if (alive[r]) {
|
||
if (l != FIGHT_ROW) {
|
||
bufp = STRLCPY(bufp, "+", size);
|
||
}
|
||
while (k--) {
|
||
bufp = STRLCPY(bufp, "0+", size);
|
||
}
|
||
sprintf(buffer, "%d", alive[r]);
|
||
|
||
bufp = STRLCPY(bufp, buffer, size);
|
||
|
||
k = 0;
|
||
l = r + 1;
|
||
}
|
||
else
|
||
++k;
|
||
}
|
||
|
||
komma = true;
|
||
}
|
||
}
|
||
*bufp = 0;
|
||
fbattlerecord(b, fac, buf);
|
||
}
|
||
return cont;
|
||
}
|
||
|
||
static void join_allies(battle * b)
|
||
{
|
||
region *r = b->region;
|
||
unit *u;
|
||
side *s, *s_end = b->sides + b->nsides;
|
||
/* make_side might be adding a new faction, but it adds them to the end
|
||
* of the list, so we're safe in our iteration here if we remember the end
|
||
* up front. */
|
||
for (u = r->units; u; u = u->next) {
|
||
/* Was ist mit Schiffen? */
|
||
if (u->status != ST_FLEE && u->status != ST_AVOID
|
||
&& !fval(u, UFL_LONGACTION | UFL_ISNEW) && u->number > 0) {
|
||
faction *f = u->faction;
|
||
fighter *c = NULL;
|
||
|
||
for (s = b->sides; s != s_end; ++s) {
|
||
side *se;
|
||
/* Wenn alle attackierten noch FFL_NOAID haben, dann k<>mpfe nicht mit. */
|
||
if (fval(s->faction, FFL_NOAID))
|
||
continue;
|
||
if (s->faction != f) {
|
||
/* Wenn wir attackiert haben, kommt niemand mehr hinzu: */
|
||
if (s->bf->attacker)
|
||
continue;
|
||
/* alliiert m<>ssen wir schon sein, sonst ist's eh egal : */
|
||
if (!alliedunit(u, s->faction, HELP_FIGHT))
|
||
continue;
|
||
/* wenn die partei verborgen ist, oder gar eine andere
|
||
* vorgespiegelt wird, und er sich uns gegen<65>ber nicht zu
|
||
* erkennen gibt, helfen wir ihm nicht */
|
||
if (s->stealthfaction) {
|
||
if (!allysfm(s, u->faction, HELP_FSTEALTH)) {
|
||
continue;
|
||
}
|
||
}
|
||
}
|
||
/* einen alliierten angreifen d<>rfen sie nicht, es sei denn, der
|
||
* ist mit einem alliierten verfeindet, der nicht attackiert
|
||
* hat: */
|
||
for (se = b->sides; se != s_end; ++se) {
|
||
if (u->faction == se->faction)
|
||
continue;
|
||
if (alliedunit(u, se->faction, HELP_FIGHT) && !se->bf->attacker) {
|
||
continue;
|
||
}
|
||
if (enemy(s, se))
|
||
break;
|
||
}
|
||
if (se == s_end)
|
||
continue;
|
||
/* Wenn die Einheit belagert ist, mu<6D> auch einer der Alliierten belagert sein: */
|
||
if (besieged(u)) {
|
||
fighter *ally;
|
||
for (ally = s->fighters; ally; ally = ally->next) {
|
||
if (besieged(ally->unit)) {
|
||
break;
|
||
}
|
||
}
|
||
if (ally == NULL)
|
||
continue;
|
||
}
|
||
/* keine Einw<6E>nde, also soll er mitmachen: */
|
||
if (c == NULL) {
|
||
if (!join_battle(b, u, false, &c)) {
|
||
continue;
|
||
}
|
||
}
|
||
|
||
/* the enemy of my friend is my enemy: */
|
||
for (se = b->sides; se != s_end; ++se) {
|
||
if (se->faction != u->faction && enemy(s, se)) {
|
||
set_enemy(se, c->side, false);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
for (s = b->sides; s != b->sides + b->nsides; ++s) {
|
||
int si;
|
||
side *sa;
|
||
faction *f = s->faction;
|
||
|
||
/* Den Feinden meiner Feinde gebe ich Deckung (gegen gemeinsame Feinde): */
|
||
for (si = 0; s->enemies[si]; ++si) {
|
||
side *se = s->enemies[si];
|
||
int ai;
|
||
for (ai = 0; se->enemies[ai]; ++ai) {
|
||
side *as = se->enemies[ai];
|
||
if (as == s || !enemy(as, s)) {
|
||
set_friendly(as, s);
|
||
}
|
||
}
|
||
}
|
||
|
||
for (sa = s + 1; sa != b->sides + b->nsides; ++sa) {
|
||
plane *pl = rplane(r);
|
||
if (enemy(s, sa))
|
||
continue;
|
||
if (friendly(s, sa))
|
||
continue;
|
||
if (!alliedgroup(pl, f, sa->faction, f->allies, HELP_FIGHT))
|
||
continue;
|
||
if (!alliedgroup(pl, sa->faction, f, sa->faction->allies, HELP_FIGHT))
|
||
continue;
|
||
|
||
set_friendly(s, sa);
|
||
}
|
||
}
|
||
}
|
||
|
||
static void flee(const troop dt)
|
||
{
|
||
fighter *fig = dt.fighter;
|
||
unit *u = fig->unit;
|
||
|
||
fig->run.hp += fig->person[dt.index].hp;
|
||
++fig->run.number;
|
||
|
||
setguard(u, false);
|
||
|
||
kill_troop(dt);
|
||
}
|
||
|
||
static bool start_battle(region * r, battle ** bp)
|
||
{
|
||
battle *b = NULL;
|
||
unit *u;
|
||
bool fighting = false;
|
||
|
||
for (u = r->units; u != NULL; u = u->next) {
|
||
if (fval(u, UFL_LONGACTION))
|
||
continue;
|
||
if (u->number > 0) {
|
||
order *ord;
|
||
|
||
for (ord = u->orders; ord; ord = ord->next) {
|
||
if (getkeyword(ord) == K_ATTACK) {
|
||
unit *u2;
|
||
fighter *c1, *c2;
|
||
ship *lsh = NULL;
|
||
plane *pl = rplane(r);
|
||
|
||
if (pl && fval(pl, PFL_NOATTACK)) {
|
||
cmistake(u, ord, 271, MSG_BATTLE);
|
||
continue;
|
||
}
|
||
|
||
if (u_race(u)->battle_flags & BF_NO_ATTACK) {
|
||
ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "race_no_attack",
|
||
"race", u_race(u)));
|
||
continue;
|
||
}
|
||
/**
|
||
** Fehlerbehandlung Angreifer
|
||
**/
|
||
if (LongHunger(u)) {
|
||
cmistake(u, ord, 225, MSG_BATTLE);
|
||
continue;
|
||
}
|
||
|
||
if (u->status == ST_AVOID || u->status == ST_FLEE) {
|
||
cmistake(u, ord, 226, MSG_BATTLE);
|
||
continue;
|
||
}
|
||
|
||
/* ist ein Fl<46>chtling aus einem andern Kampf */
|
||
if (fval(u, UFL_LONGACTION))
|
||
continue;
|
||
|
||
if (peace_ct && curse_active(get_curse(r->attribs, peace_ct))) {
|
||
ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "peace_active", ""));
|
||
continue;
|
||
}
|
||
|
||
if (slave_ct && curse_active(get_curse(u->attribs, slave_ct))) {
|
||
ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "slave_active", ""));
|
||
continue;
|
||
}
|
||
|
||
if ((u->ship != NULL && !fval(r->terrain, SEA_REGION))
|
||
|| (lsh = leftship(u)) != NULL) {
|
||
if (is_guarded(r, u)) {
|
||
if (lsh) {
|
||
cmistake(u, ord, 234, MSG_BATTLE);
|
||
}
|
||
else {
|
||
/* Fehler: "Das Schiff mu<6D> erst verlassen werden" */
|
||
cmistake(u, ord, 19, MSG_BATTLE);
|
||
}
|
||
continue;
|
||
}
|
||
}
|
||
|
||
/* Ende Fehlerbehandlung Angreifer */
|
||
|
||
init_order(ord);
|
||
/* attackierte Einheit ermitteln */
|
||
getunit(r, u->faction, &u2);
|
||
|
||
/* Beginn Fehlerbehandlung */
|
||
/* Fehler: "Die Einheit wurde nicht gefunden" */
|
||
if (!u2 || u2->number == 0 || !cansee(u->faction, u->region, u2, 0)) {
|
||
ADDMSG(&u->faction->msgs, msg_feedback(u, ord,
|
||
"feedback_unit_not_found", ""));
|
||
continue;
|
||
}
|
||
/* Fehler: "Die Einheit ist eine der unsrigen" */
|
||
if (u2->faction == u->faction) {
|
||
cmistake(u, ord, 45, MSG_BATTLE);
|
||
continue;
|
||
}
|
||
/* Fehler: "Die Einheit ist mit uns alliert" */
|
||
if (alliedunit(u, u2->faction, HELP_FIGHT)) {
|
||
cmistake(u, ord, 47, MSG_BATTLE);
|
||
continue;
|
||
}
|
||
if (IsImmune(u2->faction)) {
|
||
add_message(&u->faction->msgs,
|
||
msg_feedback(u, u->thisorder, "newbie_immunity_error", "turns",
|
||
NewbieImmunity()));
|
||
continue;
|
||
}
|
||
/* Fehler: "Die Einheit ist mit uns alliert" */
|
||
|
||
if (calm_ct) {
|
||
attrib *a = a_find(u->attribs, &at_curse);
|
||
bool calm = false;
|
||
while (a && a->type == &at_curse) {
|
||
curse *c = (curse *)a->data.v;
|
||
if (c->type == calm_ct
|
||
&& curse_geteffect_int(c) == u2->faction->subscription) {
|
||
if (curse_active(c)) {
|
||
calm = true;
|
||
break;
|
||
}
|
||
}
|
||
a = a->next;
|
||
}
|
||
if (calm) {
|
||
cmistake(u, ord, 47, MSG_BATTLE);
|
||
continue;
|
||
}
|
||
}
|
||
/* Ende Fehlerbehandlung */
|
||
if (b == NULL) {
|
||
unit *utmp;
|
||
for (utmp = r->units; utmp != NULL; utmp = utmp->next) {
|
||
fset(utmp->faction, FFL_NOAID);
|
||
}
|
||
b = make_battle(r);
|
||
}
|
||
join_battle(b, u, true, &c1);
|
||
join_battle(b, u2, false, &c2);
|
||
|
||
/* Hat die attackierte Einheit keinen Noaid-Status,
|
||
* wird das Flag von der Faction genommen, andere
|
||
* Einheiten greifen ein. */
|
||
if (!fval(u2, UFL_NOAID))
|
||
freset(u2->faction, FFL_NOAID);
|
||
|
||
if (c1 != NULL && c2 != NULL) {
|
||
/* Merken, wer Angreifer ist, f<>r die R<>ckzahlung der
|
||
* Pr<50>combataura bei kurzem Kampf. */
|
||
c1->side->bf->attacker = true;
|
||
|
||
set_enemy(c1->side, c2->side, true);
|
||
fighting = true;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
*bp = b;
|
||
return fighting;
|
||
}
|
||
|
||
/** execute one round of attacks
|
||
* fig->fighting is used to determine who attacks, not fig->alive, since
|
||
* the latter may be influenced by attacks that already took place.
|
||
*/
|
||
static void battle_attacks(battle * b)
|
||
{
|
||
side *s;
|
||
|
||
for (s = b->sides; s != b->sides + b->nsides; ++s) {
|
||
fighter *fig;
|
||
|
||
if (b->turn != 0 || (b->max_tactics > 0
|
||
&& get_tactics(s, NULL) == b->max_tactics)) {
|
||
for (fig = s->fighters; fig; fig = fig->next) {
|
||
|
||
/* ist in dieser Einheit noch jemand handlungsf<73>hig? */
|
||
if (fig->fighting <= 0)
|
||
continue;
|
||
|
||
/* Handle the unit's attack on someone */
|
||
do_attack(fig);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/** updates the number of attacking troops in each fighter struct.
|
||
* this has to be calculated _before_ the actual attacks take
|
||
* place because otherwise dead troops would not strike in the
|
||
* round they die. */
|
||
static void battle_update(battle * b)
|
||
{
|
||
side *s;
|
||
for (s = b->sides; s != b->sides + b->nsides; ++s) {
|
||
fighter *fig;
|
||
for (fig = s->fighters; fig; fig = fig->next) {
|
||
fig->fighting = fig->alive - fig->removed;
|
||
}
|
||
}
|
||
}
|
||
|
||
/** attempt to flee from battle before the next round begins
|
||
* there's a double attempt before the first round, but only
|
||
* one attempt before round zero, the potential tactics round. */
|
||
static void battle_flee(battle * b)
|
||
{
|
||
int attempt, flee_ops = 1;
|
||
|
||
if (b->turn == 1)
|
||
flee_ops = 2;
|
||
|
||
for (attempt = 1; attempt <= flee_ops; ++attempt) {
|
||
side *s;
|
||
for (s = b->sides; s != b->sides + b->nsides; ++s) {
|
||
fighter *fig;
|
||
for (fig = s->fighters; fig; fig = fig->next) {
|
||
unit *u = fig->unit;
|
||
troop dt;
|
||
int runners = 0;
|
||
/* Flucht nicht bei mehr als 600 HP. Damit Wyrme t<>tbar bleiben. */
|
||
int runhp = MIN(600, (int)(0.9 + unit_max_hp(u) * hpflee(u->status)));
|
||
|
||
if (u->ship && fval(u->region->terrain, SEA_REGION)) {
|
||
/* keine Flucht von Schiffen auf hoher See */
|
||
continue;
|
||
}
|
||
if (fval(u_race(u), RCF_UNDEAD) || u_race(u) == get_race(RC_SHADOWKNIGHT)) {
|
||
/* Untote fliehen nicht. Warum eigentlich? */
|
||
continue;
|
||
}
|
||
|
||
dt.fighter = fig;
|
||
dt.index = fig->alive - fig->removed;
|
||
while (s->size[SUM_ROW] && dt.index != 0) {
|
||
double ispaniced = 0.0;
|
||
--dt.index;
|
||
assert(dt.index >= 0 && dt.index < fig->unit->number);
|
||
assert(fig->person[dt.index].hp > 0);
|
||
|
||
/* Versuche zu fliehen, wenn
|
||
* - Kampfstatus fliehe
|
||
* - schwer verwundet und nicht erste kampfrunde
|
||
* - in panik (Zauber)
|
||
* aber nicht, wenn der Zaubereffekt Held auf dir liegt!
|
||
*/
|
||
switch (u->status) {
|
||
case ST_FLEE:
|
||
break;
|
||
default:
|
||
if ((fig->person[dt.index].flags & FL_HIT) == 0)
|
||
continue;
|
||
if (fig->person[dt.index].hp <= runhp)
|
||
break;
|
||
if (fig->person[dt.index].flags & FL_PANICED) {
|
||
if ((fig->person[dt.index].flags & FL_COURAGE) == 0)
|
||
break;
|
||
}
|
||
continue;
|
||
}
|
||
|
||
if (fig->person[dt.index].flags & FL_PANICED) {
|
||
ispaniced = EFFECT_PANIC_SPELL;
|
||
}
|
||
if (chance(MIN(fleechance(u) + ispaniced, 0.90))) {
|
||
++runners;
|
||
flee(dt);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
static bool is_enemy(battle *b, unit *u1, unit *u2) {
|
||
if (u1->faction != u2->faction) {
|
||
if (b) {
|
||
side *es, *s1 = 0, *s2 = 0;
|
||
for (es = b->sides; es != b->sides + b->nsides; ++es) {
|
||
if (!s1 && es->faction == u1->faction) s1 = es;
|
||
else if (!s2 && es->faction == u2->faction) s2 = es;
|
||
if (s1 && s2) {
|
||
return enemy(s1, s2);
|
||
}
|
||
}
|
||
}
|
||
else {
|
||
return !help_enter(u1, u2);
|
||
}
|
||
}
|
||
return false;
|
||
}
|
||
|
||
void force_leave(region *r, battle *b) {
|
||
unit *u;
|
||
|
||
for (u = r->units; u; u = u->next) {
|
||
unit *uo = NULL;
|
||
if (u->building) {
|
||
uo = building_owner(u->building);
|
||
}
|
||
if (u->ship && r->land) {
|
||
uo = ship_owner(u->ship);
|
||
}
|
||
if (uo && is_enemy(b, uo, u)) {
|
||
message *msg = NULL;
|
||
if (u->building) {
|
||
msg = msg_message("force_leave_building", "unit owner building", u, uo, u->building);
|
||
}
|
||
else {
|
||
msg = msg_message("force_leave_ship", "unit owner ship", u, uo, u->ship);
|
||
}
|
||
if (msg) {
|
||
ADDMSG(&u->faction->msgs, msg);
|
||
}
|
||
leave(u, false);
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
void do_battle(region * r)
|
||
{
|
||
battle *b = NULL;
|
||
bool fighting = false;
|
||
ship *sh;
|
||
if (msg_separator == NULL) {
|
||
msg_separator = msg_message("battle::section", "");
|
||
}
|
||
|
||
fighting = start_battle(r, &b);
|
||
|
||
if (b == NULL)
|
||
return;
|
||
|
||
/* Bevor wir die alliierten hineinziehen, sollten wir schauen, *
|
||
* Ob jemand fliehen kann. Dann er<65>brigt sich das ganze ja
|
||
* vielleicht schon. */
|
||
print_header(b);
|
||
if (!fighting) {
|
||
/* Niemand mehr da, Kampf kann nicht stattfinden. */
|
||
message *m = msg_message("battle::aborted", "");
|
||
message_all(b, m);
|
||
msg_release(m);
|
||
free_battle(b);
|
||
return;
|
||
}
|
||
join_allies(b);
|
||
make_heroes(b);
|
||
|
||
/* make sure no ships are damaged initially */
|
||
for (sh = r->ships; sh; sh = sh->next)
|
||
freset(sh, SF_DAMAGED);
|
||
|
||
/* Gibt es eine Taktikrunde ? */
|
||
if (!selist_empty(b->leaders)) {
|
||
b->turn = 0;
|
||
b->has_tactics_turn = true;
|
||
}
|
||
else {
|
||
b->turn = 1;
|
||
b->has_tactics_turn = false;
|
||
}
|
||
|
||
/* PRECOMBATSPELLS */
|
||
do_combatmagic(b, DO_PRECOMBATSPELL);
|
||
|
||
print_stats(b); /* gibt die Kampfaufstellung aus */
|
||
log_debug("battle in %s (%d, %d) : ", regionname(r, 0), r->x, r->y);
|
||
|
||
for (; battle_report(b) && b->turn <= max_turns; ++b->turn) {
|
||
battle_flee(b);
|
||
battle_update(b);
|
||
battle_attacks(b);
|
||
|
||
}
|
||
|
||
/* Auswirkungen berechnen: */
|
||
aftermath(b);
|
||
if (rule_force_leave(FORCE_LEAVE_POSTCOMBAT)) {
|
||
force_leave(b->region, b);
|
||
}
|
||
/* Hier ist das Gefecht beendet, und wir k<>nnen die
|
||
* Hilfsstrukturen * wieder l<>schen: */
|
||
|
||
free_battle(b);
|
||
}
|
||
|
||
void do_battles(void) {
|
||
region *r;
|
||
init_rules();
|
||
for (r = regions; r; r = r->next) {
|
||
do_battle(r);
|
||
}
|
||
}
|