server/src/common/kernel/battle.c
2002-06-23 18:19:35 +00:00

3861 lines
94 KiB
C

/* vi: set ts=2:
*
*
* Eressea PB(E)M host Copyright (C) 1998-2000
* Christian Schlittchen (corwin@amber.kn-bremen.de)
* Katja Zedel (katze@felidae.kn-bremen.de)
* Henning Peters (faroul@beyond.kn-bremen.de)
* Enno Rehling (enno@eressea-pbem.de)
* Ingo Wilken (Ingo.Wilken@informatik.uni-oldenburg.de)
*
* This program may not be used, modified or distributed without
* prior permission by the authors of Eressea.
*/
#define SHOW_KILLS
#undef DELAYED_OFFENSE /* non-guarding factions cannot attack after moving */
#define TACTICS_RANDOM 5 /* define this as 1 to deactivate */
#define CATAPULT_INITIAL_RELOAD 4 /* erster schuss in runde 1 + rand() % INITIAL */
#define CATAPULT_STRUCTURAL_DAMAGE
#define BASE_CHANCE 70 /* 70% Überlebenschance */
#define TDIFF_CHANGE 10
typedef enum combatmagic {
DO_PRECOMBATSPELL,
DO_POSTCOMBATSPELL
} combatmagic_t;
#include <config.h>
#include "eressea.h"
#include "battle.h"
#include "item.h"
#include "alchemy.h"
#include "plane.h"
#include "magic.h"
#include "faction.h"
#include "reports.h"
#include "build.h"
#include "race.h"
#include "movement.h"
#include "movement.h"
#include "names.h"
#include "region.h"
#include "skill.h"
#include "goodies.h"
#include "unit.h"
#include "message.h"
#include "curse.h"
#include "spell.h"
#include "karma.h"
#include "ship.h"
#include "building.h"
#include "group.h"
/* util includes */
#include <base36.h>
#include <cvector.h>
#include <rand.h>
#include <log.h>
/* attributes includes */
#include <attributes/key.h>
#include <attributes/fleechance.h>
#include <attributes/racename.h>
#include <attributes/otherfaction.h>
#include <attributes/moved.h>
/* libc includes */
#include <assert.h>
#include <ctype.h>
#include <limits.h>
#include <math.h>
#include <message.h>
#include <stdlib.h>
#include <string.h>
#ifdef HAVE_ZLIB
# include <zlib.h>
# define dbgprintf(a) gzprintf a;
gzFile bdebug;
#elif HAVE_BZ2LIB
# include <bzlib.h>
# define dbgprintf(a) bz2printf a;
BZFILE *bdebug;
#else
# define dbgprintf(a) fprintf a;
FILE *bdebug;
#endif
/* TODO: header cleanup */
extern int dice_rand(const char *s);
extern item_type it_demonseye;
int obs_count = 0;
boolean nobattledebug = false;
#define TACTICS_MALUS
#undef MAGIC_TURNS
#define MINSPELLRANGE 1
#define MAXSPELLRANGE 7
#ifndef COMBAT_TURNS
# define COMBAT_TURNS 10
#endif
static const double EFFECT_PANIC_SPELL = 0.25;
static const double TROLL_REGENERATION = 0.10;
#define MAX_ADVANTAGE 5
enum {
SI_DEFENDER,
SI_ATTACKER
};
extern weapon_type * oldweapontype[];
/* Nach dem alten System: */
static int missile_range[2] = {FIGHT_ROW, BEHIND_ROW};
static int melee_range[2] = {FIGHT_ROW, FIGHT_ROW};
typedef struct armor_type {
double penalty;
double magres;
int prot;
char shield;
char item;
} armor_type;
static armor_type armordata[AR_NONE + 1] =
/* penalty; magres; prot; shield; item; */
{
#ifdef COMPATIBILITY
{-0.80, 5, 0, I_CLOAK_OF_INVULNERABILITY },
#endif
{ 0.30, 0.00, 5, 0, I_PLATE_ARMOR},
{ 0.15, 0.00, 3, 0, I_CHAIN_MAIL},
{ 0.30, 0.00, 3, 0, I_RUSTY_CHAIN_MAIL},
{-0.15, 0.00, 1, 1, I_SHIELD},
{ 0.00, 0.00, 1, 1, I_RUSTY_SHIELD},
{-0.25, 0.30, 2, 1, I_LAENSHIELD},
{ 0.00, 0.30, 6, 0, I_LAENCHAIN},
{ 0.00, 0.00, 0, 0, I_SWORD},
{ 0.00, 0.00, 0, 0, I_SWORD}
};
const troop no_troop = {0, 0};
region *
fleeregion(const unit * u)
{
const region *r = u->region;
region *neighbours[MAXDIRECTIONS];
int c = 0;
direction_t i;
if (u->ship && landregion(rterrain(r)))
return NULL;
if (u->ship &&
!(u->race->flags & RCF_SWIM) &&
!(u->race->flags & RCF_FLY)) {
return NULL;
}
#ifdef FLEE_TO
/* Hat die Einheit ein NACH, wird die angegebene Richtung bevorzugt */
if (igetkeyword(u->thisorder) == K_MOVE
|| igetkeyword(u->thisorder) == K_ROUTE)
{
region *r2;
r2 = movewhere(r, u);
if (r2) {
return r2;
}
}
#endif
for (i = 0; i != MAXDIRECTIONS; ++i) {
region * r2 = rconnect(r, i);
if (r2) {
if (can_survive(u,r2) && !move_blocked(u, r, i))
neighbours[c++] = r2;
}
}
if (!c)
return NULL;
return neighbours[rand() % c];
}
static char *
sidename(side * s, boolean truename)
{
#define SIDENAMEBUFLEN 256
static char sidename_buf[SIDENAMEBUFLEN];
if(s->stealthfaction && truename == false) {
snprintf(sidename_buf, SIDENAMEBUFLEN,
"%s", factionname(s->stealthfaction));
} else {
snprintf(sidename_buf, SIDENAMEBUFLEN,
"%s", factionname(s->bf->faction));
}
return sidename_buf;
}
static char *
sideabkz(side *s, boolean truename)
{
static char sideabkz_buf[4];
if(s->stealthfaction && truename == false) {
snprintf(sideabkz_buf, 4, "%s", abkz(s->stealthfaction->name, 3));
} else {
snprintf(sideabkz_buf, 4, "%s", abkz(s->bf->faction->name, 3));
}
return sideabkz_buf;
}
static void
brecord(faction * f, region * r, struct message * m)
{
if (!f->battles || f->battles->r!=r) {
struct bmsg * bm = calloc(1, sizeof(struct bmsg));
bm->next = f->battles;
f->battles = bm;
bm->r = r;
}
add_message(&f->battles->msgs, m);
}
int
armedmen(const unit * u)
{
item * itm;
int n = 0;
if (!(urace(u)->flags & RCF_NOWEAPONS)) {
if (urace(u)->ec_flags & CANGUARD) {
/* kann ohne waffen bewachen: fuer untote und drachen */
n = u->number;
} else {
/* alle Waffen werden gezaehlt, und dann wird auf die Anzahl
* Personen minimiert */
for (itm=u->items;itm;itm=itm->next) {
const weapon_type * wtype = resource2weapon(itm->type->rtype);
if (wtype==NULL) continue;
if (effskill(u, wtype->skill) >= 1) n += itm->number;
/* if (effskill(u, wtype->skill) >= wtype->minskill) n += itm->number; */
if (n>u->number) break;
}
n = min(n, u->number);
}
}
return n;
}
static void
battledebug(const char *s)
{
#if SHOW_DEBUG
printf("%s\n", translate_regions(s, NULL));
#endif
if (bdebug) {
dbgprintf((bdebug, "%s\n", translate_regions(s, NULL)));
}
}
void
battlerecord(battle * b, const char *s)
{
bfaction * bf;
struct message * m = msg_message("msg_battle", "string", strdup(s));
plane * p = rplane(b->region);
watcher * w;
for (bf = b->factions;bf;bf=bf->next) {
brecord(bf->faction, b->region, m);
}
if (p) for (w=p->watchers;w;w=w->next) {
for (bf = b->factions;bf;bf=bf->next) if (bf->faction==w->faction) break;
if (bf==NULL) brecord(w->faction, b->region, m);
}
msg_release(m);
}
void
battlemsg(battle * b, unit * u, const char * s)
{
bfaction * bf;
struct message * m;
plane * p = rplane(b->region);
watcher * w;
sprintf(buf, "%s %s", unitname(u), s);
m = msg_message("msg_battle", "string", strdup(buf));
for (bf=b->factions;bf;bf=bf->next) {
brecord(bf->faction, u->region, m);
}
if (p) for (w=p->watchers;w;w=w->next) {
for (bf = b->factions;bf;bf=bf->next) if (bf->faction==w->faction) break;
if (bf==NULL) brecord(w->faction, b->region, m);
}
msg_release(m);
}
static void
fbattlerecord(faction * f, region * r, const char *s)
{
s = gc_add(strdup(s));
brecord(f, r, new_message(f, "msg_battle%s:string", s));
}
boolean
enemy(const side * as, const side * ds)
{
switch(as->enemy[ds->index]) {
case E_ENEMY:
case E_ENEMY|E_ATTACKING:
return true;
default:
return false;
}
}
static void
set_enemy(side * as, side * ds, boolean attacking)
{
ds->enemy[as->index] |= E_ENEMY;
as->enemy[ds->index] |= E_ENEMY;
if (attacking) as->enemy[ds->index] |= E_ATTACKING;
}
extern int alliance(const ally * sf, const faction * f, int mode);
static int
allysf(side * s, faction * f)
{
if (s->bf->faction==f) return true;
if (s->group) return alliance(s->group->allies, f, HELP_FIGHT);
return alliance(s->bf->faction->allies, f, HELP_FIGHT);
}
static int
allysfm(side * s, faction * f, int mode)
{
if (s->bf->faction==f) return true;
if (s->group) return alliance(s->group->allies, f, mode);
return alliance(s->bf->faction->allies, f, mode);
}
troop
select_corpse(battle * b, fighter * af)
/* Wählt eine Leiche aus, der af hilft. casualties ist die Anzahl der
* Toten auf allen Seiten (im Array). Wenn af == NULL, wird die
* Parteizugehörigkeit ignoriert, und irgendeine Leiche genommen. */
{
troop dt =
{0, 0};
int di, maxcasualties = 0;
fighter *df;
side *side;
for_each(side, b->sides) {
if (!af || (!enemy(af->side, side) && allysf(af->side, side->bf->faction)))
maxcasualties += side->casualties;
}
next(side);
di = rand() % maxcasualties;
for_each(df, b->fighters) {
/* Geflohene haben auch 0 hp, dürfen hier aber nicht ausgewählt
* werden! */
int dead = df->unit->number - (df->alive + df->run.number);
if (!playerrace(df->unit->race)) continue;
if (af && !helping(af->side, df->side))
continue;
if (di < dead) {
dt.fighter = df;
dt.index = df->unit->number - di;
break;
}
di -= dead;
}
next(df);
return dt;
}
boolean
helping(side * as, side * ds)
{
if (as->bf->faction==ds->bf->faction) return true;
return (boolean)(!enemy(as, ds) && allysf(as, ds->bf->faction));
}
/* 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
countallies(side * as)
{
battle *b = as->battle;
side *s;
int count = 0;
for_each(s, b->sides) {
if (!helping(as, s)) continue;
count += s->size[SUM_ROW];
}
next(s);
return count;
}
#ifdef NEW_TACTICS
static int
support(tactics * tac)
{
return tac ? 100 : 0;
}
static int
tactics_bonus(troop at, troop dt, boolean attacking)
{
battle *b = dt.fighter->side->battle;
side *as = at.fighter->side;
side *ds = dt.fighter->side;
side *s;
int abest = 0, dbest = 0;
for_each(s, b->sides) {
if (!enemy(s, as) && allysf(s, as->bf->faction)) {
if (rand() % countallies(as) < support(&as->leader))
abest = max(s->leader.value, abest);
} else if (!enemy(s, as) && allysf(s, ds->bf->faction)) {
if (rand() % countallies(ds) < support(&ds->leader))
dbest = max(s->leader.value, dbest);
}
}
next(s);
if (abest > dbest)
return attacking;
return 0;
}
#endif /* NEW_TACTICS */
int
statusrow(int status)
{
switch (status) {
case ST_AGGRO:
case ST_FIGHT:
return FIGHT_ROW;
case ST_BEHIND:
case ST_CHICKEN:
return BEHIND_ROW;
case ST_AVOID:
return AVOID_ROW;
case ST_FLEE:
return FLEE_ROW;
default:
assert(!"unknown combatrow");
}
return FIGHT_ROW;
}
static double
hpflee(int status)
/* if hp drop below this percentage, run away */
{
switch (status) {
case ST_AGGRO:
return 0.0;
case ST_FIGHT:
case ST_BEHIND:
return 0.2;
case ST_CHICKEN:
case ST_AVOID:
return 0.9;
case ST_FLEE:
return 1.0;
default:
assert(!"unknown combatrow");
}
return 0.0;
}
int
get_unitrow(fighter * af)
{
static boolean * counted = NULL;
static size_t csize = 0;
battle * b = af->side->battle;
void **si;
int enemyfront = 0;
int line, result;
int retreat = 0;
int size[NUMROWS];
int row = statusrow(af->status);
int front = 0;
size_t bsize;
#ifdef FAST_GETUNITROW
if (!b->nonblockers && b->alive==af->row.alive) {
return af->row.cached;
}
#endif
bsize = cv_size(&b->sides);
if (csize<bsize) {
if (counted) free(counted);
csize=bsize;
counted = calloc(sizeof(boolean), bsize);
}
else memset(counted, 0, bsize*sizeof(boolean));
memset(size, 0, sizeof(size));
for (line=FIRST_ROW;line!=NUMROWS;++line) {
/* how many enemies are there in the first row? */
for (si = b->sides.begin; si != b->sides.end; ++si) {
side *s = *si;
if (s->size[line] && enemy(s, af->side))
{
void ** sf;
enemyfront += s->size[line]; /* - s->nonblockers[line] (nicht, weil angreifer) */
for (sf = b->sides.begin; sf != b->sides.end; ++sf) {
side * ally = *sf;
if (!counted[ally->index] && enemy(s, ally) && !enemy(ally, af->side))
{
int i;
counted[ally->index] = true;
for (i=0;i!=NUMROWS;++i) size[i] += ally->size[i] - ally->nonblockers[i];
}
}
}
}
if (enemyfront) break;
}
if (enemyfront) {
for (line=FIRST_ROW;line!=NUMROWS;++line) {
front += size[line];
if (!front || front<enemyfront/10) ++retreat;
else if (front) break;
}
}
/* every entry in the size[] array means someone trying to defend us.
* 'retreat' is the number of rows falling.
*/
result = max(FIRST_ROW, row - retreat);
#ifdef FAST_GETUNITROW
af->row.alive = b->alive;
af->row.cached = result;
#endif
return result;
}
static int
sort_fighterrow(fighter ** elem1, fighter ** elem2)
{
int a, b;
a = get_unitrow(*elem1);
b = get_unitrow(*elem2);
return (a < b) ? -1 : ((a == b) ? 0 : 1);
}
static void
reportcasualties(battle * b, fighter * fig, int dead)
{
bfaction * bf;
if (fig->alive == fig->unit->number)
return;
if (fig->run.region == NULL)
fig->run.region = b->region;
fbattlerecord(fig->unit->faction, b->region, " ");
for (bf = b->factions;bf;bf=bf->next) {
faction * f = bf->faction;
struct message * m = msg_message("casualties", "unit runto run alive fallen",
fig->unit, fig->run.region, fig->run.number, fig->alive, dead);
brecord(f, b->region, m);
msg_release(m);
}
}
static int
contest(int skilldiff, armor_t ar, armor_t sh)
{
int p, vw = BASE_CHANCE - TDIFF_CHANGE * skilldiff;
double mod = 1.0;
/* Hardcodet, muß geändert werden. */
#ifdef OLD_ARMOR
if (ar != AR_NONE)
mod *= (1 - armordata[ar].penalty);
if (sh != AR_NONE)
mod *= (1 - armordata[sh].penalty);
vw = (int) (vw * mod);
#else
if (ar != AR_NONE)
mod *= (1 + armordata[ar].penalty);
if (sh != AR_NONE)
mod *= (1 + armordata[sh].penalty);
vw = (int)(100 - ((100 - vw) * mod));
#endif
do {
p = rand() % 100;
vw -= p;
}
while (vw >= 0 && p >= 90);
return (vw <= 0);
}
static boolean
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 *
select_weapon(const troop t, boolean attacking, boolean missile)
/* select the primary weapon for this trooper */
{
weapon * weapon = NULL;
/* Im Nahkampf: Verteidiger schalten auf eine Waffe, mit der das besser geht, um. */
if (!attacking && !missile) weapon = t.fighter->person[t.index].secondary;
/* Wenn keine Nahkampfwaffe vorhanden, oder nicht Nahampf, dann die normale Waffe nehmen: */
if (weapon==NULL) weapon = t.fighter->person[t.index].weapon;
/* Wenn keine Waffe, dann NULL==waffenlos */
if (weapon==NULL) return NULL;
else return weapon;
}
/* ------------------------------------------------------------- */
static int
weapon_skill(const weapon_type * wtype, const unit * u, boolean 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);
if (skill<=0) {
/* wenn kein waffenloser kampf, dann den rassen-defaultwert */
if(u->race == new_race[RC_URUK]) {
int sword = effskill(u, SK_SWORD);
int spear = effskill(u, SK_SPEAR);
skill = max(sword, spear) - 3;
if (attacking) {
skill = max(skill, u->race->at_default);
} else {
skill = max(skill, u->race->df_default);
}
} else {
if (attacking) {
skill = u->race->at_default;
} else {
skill = u->race->df_default;
}
}
} else {
/* der rassen-defaultwert kann höher sein als der Talentwert von
* waffenloser kampf */
if (attacking) {
if (skill < u->race->at_default) skill = u->race->at_default;
} else {
if (skill < u->race->df_default) skill = u->race->df_default;
}
}
if (attacking) {
skill += u->race->at_bonus;
} else {
skill += u->race->df_bonus;
}
} else {
/* changed: if we own a weapon, we have at least a skill of 0 */
skill = effskill(u, wtype->skill);
if (skill < wtype->minskill) skill = 0;
if (skill > 0) {
if(attacking) {
skill += u->race->at_bonus;
} else {
skill += u->race->df_bonus;
}
}
if (attacking) {
skill += wtype->offmod;
} else {
/* Fernkämpfer haben im Nahkampf Talent 0 */
if (fval(wtype, WTF_MISSILE)) skill = 0;
else {
skill += wtype->defmod;
}
}
}
return skill;
}
static int
weapon_effskill(troop t, troop enemy, const weapon * w, boolean attacking, boolean missile)
/* effektiver Waffenskill während 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->offskill;
} else {
skill = w->defskill;
}
if (wtype->modifiers) {
/* Pferdebonus, Lanzenbonus, usw. */
int m;
unsigned int flags = WMF_SKILL|(attacking?WMF_OFFENSIVE:WMF_DEFENSIVE);
if (riding(t)) flags |= WMF_RIDING;
else flags |= WMF_WALKING;
if (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) {
skill += wtype->modifiers[m].value;
}
}
}
}
/* Burgenbonus, Pferdebonus */
if (riding(t) && (wtype==NULL || !fval(wtype, WTF_MISSILE))) {
skill += 2;
if (wtype) skill = skillmod(urace(tu)->attribs, tu, tu->region, wtype->skill, skill, SMF_RIDING);
}
if (t.index<tf->elvenhorses) {
/* Elfenpferde: Helfen dem Reiter, egal ob und welche Waffe. Das ist
* eleganter, und vor allem einfacher, sonst muß man noch ein
* WMF_ELVENHORSE einbauen. */
skill += 2;
}
if (skill>0 && !attacking && missile) {
/*
* Wenn ich verteidige, und nicht direkt meinem Feind gegenüberstehe,
* halbiert sich mein Skill: (z.B. gegen Fernkämpfer. Nahkämpfer
* können mich eh nicht treffen)
*/
skill /= 2;
}
return skill;
}
static char
select_armor(troop t)
{
armor_t a = 0;
int geschuetzt = 0;
/* Drachen benutzen keine Rüstungen */
if (!(t.fighter->unit->race->battle_flags & BF_EQUIPMENT))
return AR_NONE;
/* ... und Werwölfe auch nicht */
if(fval(t.fighter->unit, UFL_WERE)) {
return AR_NONE;
}
do {
if (armordata[a].shield == 0) {
geschuetzt += t.fighter->armor[a];
if (geschuetzt > t.index) /* unser Kandidat wird geschuetzt */
return a;
}
++a;
}
while (a != AR_MAX);
return AR_NONE;
}
static char
select_shield(troop t)
{
armor_t a = 0;
int geschuetzt = 0;
/* Drachen benutzen keine Rüstungen */
if (!(t.fighter->unit->race->battle_flags & BF_EQUIPMENT))
return AR_NONE;
do {
if (armordata[a].shield == 1) {
geschuetzt += t.fighter->armor[a];
if (geschuetzt > t.index) /* unser Kandidat wird
* * * geschuetzt */
return a;
}
++a;
}
while (a != AR_MAX);
return AR_NONE;
}
/* Hier ist zu beachten, ob und wie sich Zauber und Artefakte, die
* Rüstungschutz geben, addieren.
* - Artefakt I_TROLLBELT gibt Rüstung +1
* - Zauber Rindenhaut gibt Rüstung +3
*/
int
select_magicarmor(troop t)
{
unit *u = t.fighter->unit;
int geschuetzt = 0;
int ma = 0;
geschuetzt = min(get_item(u, I_TROLLBELT), u->number);
if (geschuetzt > t.index) /* unser Kandidat wird geschuetzt */
ma += 1;
return ma;
}
/* ------------------------------------------------------------- */
/* Sind side ds und Magier des meffect verbündet, dann return 1*/
boolean
meffect_protection(battle * b, meffect * s, side * ds)
{
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->bf->faction)) return true;
return false;
}
/* Sind side as und Magier des meffect verfeindet, dann return 1*/
boolean
meffect_blocked(battle *b, meffect *s, side *as)
{
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 Kämpfern 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 (df->unit->race->battle_flags & BF_NOBLOCK) {
ds->nonblockers[SUM_ROW] -= i;
ds->nonblockers[statusrow(df->status)] -= i;
}
/* und die Einheit selbst aktualisieren */
df->alive -= i;
}
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);
df->person[dt.index] = df->person[df->alive - df->removed];
df->person[df->alive - df->removed].hp = 0;
}
void
remove_troop(troop dt)
{
fighter * df = dt.fighter;
unit * du = df->unit;
rmtroop(dt);
if (!df->alive && du->race->itemdrop) {
item * drops = du->race->itemdrop(du->race, du->number-df->run.number);
if (drops != NULL){
i_merge(&du->items, &drops);
}
}
}
/* ------------------------------------------------------------- */
/** 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)(rand() % 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 = get_skill(u, sk);
while (n>0) {
if (n>=30*u->number) {
reduce_skill(u, sv, 1);
n-=30;
} else {
if (rand()%(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";
}
boolean
terminate(troop dt, troop at, int type, const char *damage, boolean missile)
{
item ** pitm;
fighter *df = dt.fighter;
fighter *af = at.fighter;
unit *au = af->unit;
unit *du = df->unit;
battle *b = df->side->battle;
int heiltrank = 0;
int faerie_level;
char debugbuf[512];
char smallbuf[512];
double kritchance;
/* Schild */
void **si;
side *ds = df->side;
int hp;
int ar, an, am;
int armor = select_armor(dt);
int shield = select_shield(dt);
const weapon_type *dwtype = NULL;
const weapon_type *awtype = NULL;
const weapon * weapon;
int rda, sk = 0, sd;
boolean magic = false;
int da = dice_rand(damage);
if(fval(au, UFL_WERE)) {
int level = fspecial(du->faction, FS_LYCANTROPE);
da += level;
}
switch (type) {
case AT_STANDARD:
weapon = select_weapon(at, true, true);
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;
ar = armordata[armor].prot;
ar += armordata[shield].prot;
/* natürliche Rüstung */
an = du->race->armor;
/* magische Rüstung durch Artefakte oder Sprüche */
/* Momentan nur Trollgürtel und Werwolf-Eigenschaft */
am = select_magicarmor(dt);
if(fval(du, UFL_WERE)) {
/* this counts as magical armor */
int level = fspecial(du->faction, FS_LYCANTROPE);
am += level;
}
#if CHANGED_CROSSBOWS == 1
if(awtype && fval(awtype,WTF_ARMORPIERCING)) {
/* crossbows */
ar /= 2;
an /= 2;
}
#endif
/* natürliche Rüstung ist halbkumulativ */
if (ar>0) {
ar += an/2;
} else {
ar = an;
}
ar += am;
if (type!=AT_COMBATSPELL && type!=AT_SPELL) /* Kein Zauber, normaler Waffenschaden */
{
kritchance = max((sk * 3 - sd) / 200.0, 0.005);
while (chance(kritchance)) {
sprintf(debugbuf,
"%s/%d landet einen kritischen Treffer", unitid(au), at.index);
battledebug(debugbuf);
da += dice_rand(damage);
}
da += rc_specialdamage(au->race, du->race, awtype);
da += jihad(au->faction, du->race);
faerie_level = fspecial(du->faction, FS_FAERIE);
if (type == AT_STANDARD && faerie_level) {
int c;
for (c=0;weapon->type->itype->construction->materials[c].number; c++) {
if(weapon->type->itype->construction->materials[c].type == R_IRON) {
da += faerie_level;
break;
}
}
}
if (awtype!=NULL && fval(awtype, WTF_MISSILE)) {
/* Fernkampfschadenbonus */
da += af->person[at.index].damage_rear;
} else if (awtype==NULL) {
/* Waffenloser kampf, bonus von talentwert*/
da += effskill(au, SK_WEAPONLESS);
} else {
/* Nahkampfschadensbonus */
da += af->person[at.index].damage;
}
/* Skilldifferenzbonus */
da += max(0, sk-sd);
}
if (magic) /* Magischer Schaden durch Spruch oder magische Waffe */
{
double res = 1.0;
/* magic_resistance gib x% Resistenzbonus zurück */
res -= (double)((double)magic_resistance(du)/100.0)*3.0;
if (du->race->battle_flags & BF_EQUIPMENT) {
#ifdef TODO_RUNESWORD
/* Runenschwert gibt im Kampf 80% Resistenzbonus */
if (dwp == WP_RUNESWORD) res -= 0.80;
#endif
/* der Effekt von Laen steigt nicht linear */
if (armor == AR_EOGCHAIN) res *= (1-armordata[armor].magres);
if (shield == AR_EOGSHIELD) res *= (1-armordata[shield].magres);
if (dwtype) res *= (1-dwtype->magres);
}
if (res > 0) {
da = (int) (max(da * res, 0));
}
/* gegen Magie wirkt nur natürliche und magische Rüstung */
ar = an+am;
}
rda = max(da - ar,0);
if ((du->race->battle_flags & BF_INV_NONMAGIC) && !magic) rda = 0;
else {
unsigned int i = 0;
if (du->race->battle_flags & BF_RES_PIERCE) i |= WTF_PIERCE;
if (du->race->battle_flags & BF_RES_CUT) i |= WTF_CUT;
if (du->race->battle_flags & BF_RES_BASH) i |= WTF_BLUNT;
if (i && awtype && fval(awtype, i)) rda /= 2;
/* Schilde */
for (si = b->meffects.begin; si != b->meffects.end; ++si) {
meffect *meffect = *si;
if (meffect_protection(b, meffect, 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 (meffect->typ == SHIELD_REDUCE) {
hp = rda * (meffect->effect/100);
rda -= hp;
meffect->duration -= hp;
}
/* gibt Rüstung +effect für duration Treffer */
if (meffect->typ == SHIELD_ARMOR) {
rda = max(rda - meffect->effect, 0);
meffect->duration--;
}
}
}
}
sprintf(debugbuf, "Verursacht %dTP, Rüstung %d: %d -> %d HP",
da, ar, df->person[dt.index].hp, df->person[dt.index].hp - rda);
if (b->small) {
if (rda > 0) {
sprintf(smallbuf, "Der Treffer verursacht %s",
rel_dam(rda, df->person[dt.index].hp));
} else {
sprintf(smallbuf, "Der Treffer verursacht keinen Schaden");
}
}
assert(dt.index<du->number);
df->person[dt.index].hp -= rda;
if (df->person[dt.index].hp > 0) { /* Hat überlebt */
battledebug(debugbuf);
if (old_race(au->race) == RC_DAEMON) {
#ifdef TODO_RUNESWORD
if (select_weapon(dt, 0, -1) == WP_RUNESWORD) continue;
#endif
if (!(df->person[dt.index].flags & FL_HERO)) {
df->person[dt.index].flags |= FL_DAZZLED;
df->person[dt.index].defence--;
}
}
df->person[dt.index].flags = (df->person[dt.index].flags & ~FL_SLEEPING);
if (b->small) {
strcat(smallbuf, ".");
battlerecord(b, smallbuf);
}
return false;
}
#ifdef SHOW_KILLS
++at.fighter->kills;
#endif
if (b->small) {
strcat(smallbuf, ", die tödlich ist");
}
/* Sieben Leben */
if (old_race(du->race) == RC_CAT && (chance(1.0 / 7))) {
if (b->small) {
strcat(smallbuf, ", doch die Katzengöttin ist gnädig");
battlerecord(b, smallbuf);
} else {
/* battlemsg(b, du, "verbraucht eins der 7 Leben einer Katze."); */
}
assert(dt.index>=0 && dt.index<du->number);
df->person[dt.index].hp = unit_max_hp(du);
return false;
}
/* Heiltrank schluerfen und hoffen */
if (get_effect(du, oldpotiontype[P_HEAL]) > 0) {
change_effect(du, oldpotiontype[P_HEAL], -1);
heiltrank = 1;
} else if (i_get(du->items, oldpotiontype[P_HEAL]->itype) > 0) {
i_change(&du->items, oldpotiontype[P_HEAL]->itype, -1);
change_effect(du, oldpotiontype[P_HEAL], 3);
heiltrank = 1;
}
if (heiltrank && (chance(0.50))) {
if (b->small) {
strcat(smallbuf, ", doch ein Heiltrank bringt Rettung");
battlerecord(b, smallbuf);
} else {
battlemsg(b, du, "konnte durch einen Heiltrank überleben.");
}
assert(dt.index>=0 && dt.index<du->number);
df->person[dt.index].hp = du->race->hitpoints;
return false;
}
strcat(debugbuf, ", tot");
battledebug(debugbuf);
if (b->small) {
strcat(smallbuf, ".");
battlerecord(b, smallbuf);
}
for (pitm=&du->items; *pitm; pitm=&(*pitm)->next) {
const item_type * itype = (*pitm)->type;
if (!itype->flags & ITF_CURSED && dt.index < (*pitm)->number) {
/* 25% Grundchance, das ein Item kaputtgeht. */
if (rand() % 4 < 1) i_change(pitm, itype, -1);
}
}
remove_troop(dt);
return true;
}
int
lovar(int n)
{
assert(n > 0);
if (n == 1) return rand()%2;
n /= 2;
return (rand() % n + 1) + (rand() % n + 1);
}
/* ------------------------------------------------------------- */
int
count_enemies(battle * b, side * as, int mask, int minrow, int maxrow)
/* new implementation of count_enemies ignores mask, since it was never used */
{
int i = 0;
void **si;
if (maxrow<FIRST_ROW) return 0;
for (si = b->sides.begin; si != b->sides.end; ++si) {
side *side = *si;
if (as==NULL || enemy(side, as))
{
void **fi;
for (fi = side->fighters.begin; fi != side->fighters.end; ++fi) {
fighter *fig = *fi;
int row;
if (fig->alive - fig->removed <= 0)
continue;
else
row = get_unitrow(fig);
if (row >= minrow && row <= maxrow)
i += fig->alive - fig->removed;
}
}
}
return i;
}
/* ------------------------------------------------------------- */
troop
select_enemy(battle * b, fighter * af, int minrow, int maxrow)
{
side *as = af?af->side:NULL;
troop dt = no_troop;
void ** si;
int enemies;
if (af && af->unit->race->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, as, FS_ENEMY, minrow, maxrow);
if (!enemies)
return dt; /* Niemand ist in der angegebenen Entfernung */
enemies = rand() % enemies;
for (si=b->sides.begin;!dt.fighter && si!=b->sides.end;++si) {
side *ds = *si;
void ** fi;
if (as!=NULL && !enemy(as, ds)) continue;
for (fi=ds->fighters.begin;fi!=ds->fighters.end;++fi) {
fighter * df = *fi;
int dr = get_unitrow(df);
if (dr < minrow || dr > maxrow) continue;
if (df->alive - df->removed > enemies) {
dt.index = enemies;
dt.fighter = df;
enemies = 0;
break;
}
else enemies -= (df->alive - df->removed);
}
}
assert(!enemies);
return dt;
}
/*
* Abfrage mit
*
* cvector *fgs=fighters(b,af,FIGHT_ROW,BEHIND_ROW, FS_HELP|FS_ENEMY);
* fighter *fig;
*
* Optional: Verwirbeln. Vorsicht: Aufwendig!
* v_scramble(fgs->begin, fgs->end);
*
* for (fig = fgs->begin; fig != fgs->end; ++fig) {
* fighter *df = *fig;
*
* }
*
* cv_kill(fgs); Nicht vergessen
*/
cvector *
fighters(battle *b, fighter *af, int minrow, int maxrow, int mask)
{
fighter *fig;
cvector *fightervp;
int row;
fightervp = malloc(sizeof(cvector));
cv_init(fightervp);
for_each(fig, b->fighters) {
if (!fig->alive) continue;
row = get_unitrow(fig);
if (row >= minrow && row <= maxrow) {
switch (mask) {
case FS_ENEMY:
if (enemy(fig->side, af->side)) cv_pushback(fightervp, fig);
break;
case FS_HELP:
if (!enemy(fig->side, af->side) && allysf(fig->side, af->side->bf->faction))
cv_pushback(fightervp, fig);
break;
case FS_HELP|FS_ENEMY:
cv_pushback(fightervp, fig);
break;
default:
assert(0 || !"Ungültiger Allianzstatus in fighters()");
}
}
} next(fig);
return fightervp;
}
/* ------------------------------------------------------------------ */
void
do_combatmagic(battle *b, combatmagic_t was)
{
void **fi;
spell *sp;
fighter *fig;
region *r = b->region;
castorder *co;
castorder *cll[MAX_SPELLRANK];
int level, power;
int spellrank;
int sl;
for (spellrank = 0; spellrank < MAX_SPELLRANK; spellrank++) {
cll[spellrank] = (castorder*)NULL;
}
for (fi = b->fighters.begin; fi != b->fighters.end; ++fi) {
fighter * fig = *fi;
unit * mage = fig->unit;
int row = get_unitrow(fig);
if (row>BEHIND_ROW) continue;
if (fig->alive <= 0) continue; /* fighter kann im Kampf getötet worden sein */
level = eff_skill(mage, SK_MAGIC, r);
if (level > 0) {
const struct locale * lang = mage->faction->locale;
char cmd[128];
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;
snprintf(cmd, 128, "%s \"%s\"",
LOC(lang, keywords[K_CAST]), spell_name(sp, lang));
if (cancast(mage, sp, 1, 1, cmd) == false)
continue;
level = eff_spelllevel(mage, sp, level, 1);
if (sl > 0) level = min(sl, level);
if (level < 0) {
sprintf(buf, "%s versucht %s zu zaubern, doch der Zauber schlägt "
"fehl!", unitname(mage), spell_name(sp, lang));
battlerecord(b, buf);
continue;
}
power = spellpower(r, mage, sp, level);
if (power <= 0) { /* Effekt von Antimagie */
sprintf(buf, "%s versucht %s zu zaubern, doch der Zauber schlägt "
"fehl!", unitname(mage), spell_name(sp, lang));
battlerecord(b, buf);
continue;
}
if (fumble(r, mage, sp, sp->level) == true) {
sprintf(buf, "%s versucht %s zu zaubern, doch der Zauber schlägt "
"fehl!", unitname(mage), spell_name(sp, lang));
battlerecord(b, buf);
pay_spell(mage, sp, level, 1);
continue;
}
co = new_castorder(fig, 0, sp, r, level, power, 0, 0, 0);
add_castorder(&cll[(int)(sp->rank)], co);
}
}
for (spellrank = 0; spellrank < MAX_SPELLRANK; spellrank++) {
for (co = cll[spellrank]; co; co = co->next) {
fig = (fighter*)co->magician;
sp = co->sp;
level = co->level;
power = co->force;
level = ((cspell_f)sp->sp_function)(fig, level, power, sp);
if (level > 0) {
pay_spell(fig->unit, sp, level, 1);
if (was == DO_PRECOMBATSPELL) {
get_mage(fig->unit)->precombataura = level;
}
}
}
}
for (spellrank = 0; spellrank < MAX_SPELLRANK; spellrank++) {
free_castorders(cll[spellrank]);
}
}
static void
do_combatspell(troop at, int row)
{
spell *sp;
fighter *fi = at.fighter;
unit *mage = fi->unit;
battle *b = fi->side->battle;
region *r = b->region;
int level, power;
int fumblechance = 0;
void **mg;
int sl;
char cmd[128];
const struct locale * lang = mage->faction->locale;
if (row>BEHIND_ROW) return;
sp = get_combatspell(mage, 1);
if (sp == NULL) {
fi->magic = 0; /* Hat keinen Kampfzauber, kämpft nichtmagisch weiter */
return;
}
snprintf(cmd, 128, "ZAUBER %s", spell_name(sp, lang));
if (cancast(mage, sp, 1, 1, cmd) == false) {
fi->magic = 0; /* Kann nicht mehr Zaubern, kämpft nichtmagisch weiter */
return;
}
level = eff_spelllevel(mage, sp, fi->magic, 1);
if ((sl = get_combatspelllevel(mage, 1)) > 0) level = min(level, sl);
if (fumble(r, mage, sp, sp->level) == true) {
sprintf(buf, "%s versucht %s zu zaubern, doch der Zauber schlägt "
"fehl!", unitname(mage), spell_name(sp, lang));
battlerecord(b, buf);
pay_spell(mage, sp, level, 1);
return;
}
for (mg = b->meffects.begin; mg != b->meffects.end; ++mg) {
meffect *mblock = *mg;
if (mblock->typ == SHIELD_BLOCK) {
if (meffect_blocked(b, mblock, fi->side) != 0) {
fumblechance += mblock->duration;
mblock->duration -= mblock->effect;
}
}
}
/* Antimagie die Fehlschlag erhöht */
if (rand()%100 < fumblechance) {
sprintf(buf, "%s versucht %s zu zaubern, doch der Zauber schlägt "
"fehl!", unitname(mage), spell_name(sp, lang));
battlerecord(b, buf);
return;
}
power = spellpower(r, mage, sp, level);
if (power <= 0) { /* Effekt von Antimagie */
sprintf(buf, "%s versucht %s zu zaubern, doch der Zauber schlägt "
"fehl!", unitname(mage), spell_name(sp, lang));
battlerecord(b, buf);
pay_spell(mage, sp, level, 1);
return;
}
level = ((cspell_f)sp->sp_function)(fi, level, power, sp);
if (level > 0){
pay_spell(mage, sp, level, 1);
at.fighter->action_counter++;
}
}
/* Sonderattacken: Monster patzern nicht und zahlen auch keine
* Spruchkosten. Da die Spruchstärke 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)
{
spell *sp;
fighter *fi = at.fighter;
unit *au = fi->unit;
int power;
sp = find_spellbyid((spellid_t)(a->data.iparam));
/* nur bei Monstern können mehrere 'Magier' in einer Einheit sein */
power = sp->level * au->number;
((cspell_f)sp->sp_function)(fi, sp->level, power, sp);
}
static 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, sk;
weapon * awp = select_weapon(at, true, dist>1);
weapon * dwp = select_weapon(dt, false, dist>1);
/* Effekte von Alchemie */
if (get_effect(au, oldpotiontype[P_BERSERK]) > at.index)
++skdiff;
if (df->person[dt.index].flags & FL_SLEEPING)
skdiff += 2;
/* Effekte durch Rassen */
if (awp!=NULL && au->race == new_race[RC_HALFLING] && dragonrace(du->race)) {
skdiff += 5;
}
/* Werwolf */
if(fval(au, UFL_WERE)) {
skdiff += fspecial(au->faction, FS_LYCANTROPE);
}
if (old_race(au->race) == RC_GOBLIN &&
af->side->size[SUM_ROW] >= df->side->size[SUM_ROW] * 10)
skdiff += 1;
/* TODO this should be a skillmod */
skdiff += jihad(au->faction, du->race);
skdiff += af->person[at.index].attack;
skdiff -= df->person[dt.index].defence;
#ifdef NEW_TACTICS
/* Effekte von Taktikern */
skdiff += tactics_bonus(at, dt, true);
skdiff -= tactics_bonus(dt, at, false);
#endif
if (df->building) {
boolean init = false;
static const curse_type * strongwall_ct, * magicwalls_ct;
if (!init) {
strongwall_ct = ct_find("strongwall");
magicwalls_ct = ct_find("magicwalls");
init=true;
}
if (df->building->type->flags & BTF_PROTECTION) {
if(fspecial(au->faction, FS_SAPPER)) {
/* Halbe Schutzwirkung, aufgerundet */
/* -1 because the tradepost has no protection value */
skdiff -= (buildingeffsize(df->building, false)-1+1)/2;
} else {
skdiff -= buildingeffsize(df->building, false)-1;
}
is_protected = 2;
}
if (strongwall_ct) {
curse * c = get_curse(df->building->attribs, strongwall_ct);
if (curse_active(c)) {
/* wirkt auf alle Gebäude */
skdiff -= curse_geteffect(c);
is_protected = 2;
}
}
if (magicwalls_ct && curse_active(get_curse(df->building->attribs, magicwalls_ct))) {
/* Verdoppelt Burgenbonus */
skdiff -= buildingeffsize(df->building, false);
}
}
/* Goblin-Verteidigung
* ist direkt in der Rassentabelle als df_default
*/
/* 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) {
skdiff -= awp->type->modifiers[w].value;
break;
}
}
}
}
sk = weapon_effskill(dt, at, dwp, false, dist>1);
skdiff -= sk;
return skdiff;
}
static int
setreload(troop at)
{
fighter * af = at.fighter;
const weapon_type * wtype = af->person[at.index].weapon->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;
}
static char *
attack_message(const troop at, const troop dt, const weapon * wp, int dist)
{
static char smallbuf[512];
char a_unit[NAMESIZE+8], d_unit[NAMESIZE+8];
const char *noweap_string[4] = {"schlägt nach",
"tritt nach",
"beißt nach",
"kratzt nach"};
if (at.fighter->unit->number > 1)
sprintf(a_unit, "%s/%d", unitname(at.fighter->unit), at.index);
else
sprintf(a_unit, "%s", unitname(at.fighter->unit));
if (dt.fighter->unit->number > 1)
sprintf(d_unit, "%s/%d", unitname(dt.fighter->unit), dt.index);
else
sprintf(d_unit, "%s", unitname(dt.fighter->unit));
if (wp == NULL) {
sprintf(smallbuf, "%s %s %s",
a_unit, noweap_string[rand()%4], d_unit);
return smallbuf;
}
if (dist > 1 || wp->type->itype == olditemtype[I_CATAPULT]) {
sprintf(smallbuf, "%s schießt mit %s auf %s",
a_unit,
locale_string(default_locale, resourcename(wp->type->itype->rtype, GR_INDEFINITE_ARTICLE)), d_unit);
} else {
sprintf(smallbuf, "%s schlägt mit %s nach %s",
a_unit,
locale_string(default_locale, resourcename(wp->type->itype->rtype, GR_INDEFINITE_ARTICLE)), d_unit);
}
return smallbuf;
}
int
hits(troop at, troop dt, weapon * awp)
{
battle * b = at.fighter->side->battle;
fighter *af = at.fighter, *df = dt.fighter;
unit *au = af->unit, *du = df->unit;
char debugbuf[512];
char *smallbuf = NULL;
armor_t armor, shield;
int skdiff = 0;
int dist = get_unitrow(af) + get_unitrow(df) - 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;
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 && rand()%100 < 50)
|| (af->person[at.index].flags & FL_SLEEPING))
return 0;
if (awp && fval(awp->type, WTF_MISSILE)
&& af->side->battle->reelarrow == true
&& rand()%100 < 50)
{
return 0;
}
skdiff = skilldiff(at, dt, dist);
/* Verteidiger bekommt eine Rüstung */
armor = select_armor(dt);
shield = select_shield(dt);
sprintf(debugbuf, "%.4s/%d [%6s/%d] attackiert %.4s/%d [%6s/%d] mit %d dist %d",
unitid(au), at.index,
(awp != NULL) ?
locale_string(default_locale, resourcename(awp->type->itype->rtype, 0)) : "unbewaffnet",
weapon_effskill(at, dt, awp, true, dist>1),
unitid(du), dt.index,
(dwp != NULL) ?
locale_string(default_locale, resourcename(dwp->type->itype->rtype, 0)) : "unbewaffnet",
weapon_effskill(dt, at, dwp, true, dist>1),
skdiff, dist);
if (b->small) {
smallbuf = attack_message(at, dt, awp, dist);
}
if (contest(skdiff, armor, shield)) {
strcat(debugbuf, " und trifft.");
battledebug(debugbuf);
if (b->small) {
strcat(smallbuf, " und trifft.");
battlerecord(b,smallbuf);
}
#ifdef SHOW_KILLS
++at.fighter->hits;
#endif
return 1;
}
strcat(debugbuf, ".");
battledebug(debugbuf);
if (b->small) {
strcat(smallbuf, ".");
battlerecord(b,smallbuf);
}
return 0;
}
void
dazzle(battle *b, troop *td)
{
char smallbuf[512];
/* Nicht kumulativ ! */
if(td->fighter->person[td->index].flags & FL_DAZZLED) return;
#ifdef TODO_RUNESWORD
if (td->fighter->weapon[WP_RUNESWORD].count > td->index) {
if (b->small) {
strcpy(smallbuf, "Das Runenschwert glüht kurz auf.");
battlerecord(b,smallbuf);
}
return;
}
#endif
if (td->fighter->person[td->index].flags & FL_HERO) {
if (b->small) {
sprintf(smallbuf, "Eine kurze Schwäche erfaßt %s/%d, vergeht jedoch "
"schnell wieder.", unitname(td->fighter->unit), td->index);
battlerecord(b,smallbuf);
}
return;
}
if (td->fighter->person[td->index].flags & FL_DAZZLED) {
if (b->small) {
sprintf(smallbuf, "Eine kurze Schwäche erfaßt %s/%d, vergeht jedoch "
"schnell wieder.", unitname(td->fighter->unit), td->index);
battlerecord(b,smallbuf);
}
return;
}
if (b->small) {
sprintf(smallbuf, "%s/%d fühlt sich, als würde Kraft entzogen.",
unitname(td->fighter->unit), td->index);
battlerecord(b,smallbuf);
}
td->fighter->person[td->index].flags |= FL_DAZZLED;
td->fighter->person[td->index].defence--;
}
/* TODO: Gebäude/Schiffe sollten auch zerstörbar sein. Schwierig im Kampf,
* besonders bei Schiffen. */
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 Gebäude passen. */
if (bldg->type->flags & BTF_PROTECTION) {
fighter *fi;
bldg->sizeleft = bldg->size;
for_each(fi, b->fighters) {
if (fi->building == bldg) {
if (bldg->sizeleft >= fi->unit->number) {
fi->building = bldg;
bldg->sizeleft -= fi->unit->number;
} else {
fi->building = NULL;
}
}
} next(fi);
}
}
static int
attacks_per_round(troop t)
{
return t.fighter->person[t.index].speed;
}
static void
attack(battle *b, troop ta, const att *a)
{
fighter *af = ta.fighter;
troop td;
unit *au = af->unit;
int row = get_unitrow(af);
int offset = row - FIGHT_ROW;
switch(a->type) {
case AT_STANDARD: /* Waffen, mag. Gegenstände, Kampfzauber */
case AT_COMBATSPELL:
if (af->magic > 0) {
/* Magier versuchen immer erstmal zu zaubern, erst wenn das
* fehlschlägt, wird af->magic == 0 und der Magier kämpft
* konventionell weiter */
do_combatspell(ta, row);
} else {
weapon * wp;
wp = select_weapon(ta, true, true);
/* Sonderbehandlungen */
if (getreload(ta)) {
ta.fighter->person[ta.index].reload--;
} else {
boolean standard_attack = true;
if (wp && wp->type->attack) {
int dead = 0;
standard_attack = wp->type->attack(&ta, &dead, row);
af->catmsg += dead;
/* TODO: dies hier ist nicht richtig. wenn die katapulte/etc.
* keinen gegner gefunden haben, sollte es nicht erhöht werden.
* außerdem müsste allen gegenern der counter erhöht werden.
*/
if (af->person[ta.index].last_action < b->turn) {
af->person[ta.index].last_action = b->turn;
af->action_counter++;
}
}
if (standard_attack) {
boolean missile = false;
if (wp && fval(wp->type, WTF_MISSILE)) missile=true;
if (missile) {
if (row<=BEHIND_ROW) td = select_enemy(b, af, missile_range[0], missile_range[1]);
else return;
}
else {
if (row<=FIGHT_ROW) td = select_enemy(b, af, melee_range[0], melee_range[1]);
else return;
}
if (!td.fighter) return;
if(td.fighter->person[td.index].last_action < b->turn) {
td.fighter->person[td.index].last_action = b->turn;
td.fighter->action_counter++;
}
if(ta.fighter->person[ta.index].last_action < b->turn) {
ta.fighter->person[ta.index].last_action = b->turn;
ta.fighter->action_counter++;
}
if (hits(ta, td, wp)) {
const char * d;
if (wp == NULL) d = au->race->def_damage;
else if (riding(ta)) d = wp->type->damage[1];
else d = wp->type->damage[0];
terminate(td, ta, a->type, d, missile);
}
}
if (wp && wp->type->reload && !getreload(ta)) {
int i = setreload(ta);
sprintf(buf, " Nachladen gesetzt: %d", i);
battledebug(buf);
}
}
}
break;
case AT_SPELL: /* Extra-Sprüche. Kampfzauber in AT_COMBATSPELL! */
do_extra_spell(ta, a);
break;
case AT_NATURAL:
td = select_enemy(b, af, melee_range[0]-offset, melee_range[1]-offset);
if (!td.fighter) return;
if(td.fighter->person[td.index].last_action < b->turn) {
td.fighter->person[td.index].last_action = b->turn;
td.fighter->action_counter++;
}
if(ta.fighter->person[ta.index].last_action < b->turn) {
ta.fighter->person[ta.index].last_action = b->turn;
ta.fighter->action_counter++;
}
if (hits(ta, td, NULL)) {
terminate(td, ta, a->type, a->data.dice, false);
}
break;
case AT_DRAIN_ST:
td = select_enemy(b, af, melee_range[0]-offset, melee_range[1]-offset);
if (!td.fighter) return;
if(td.fighter->person[td.index].last_action < b->turn) {
td.fighter->person[td.index].last_action = b->turn;
td.fighter->action_counter++;
}
if(ta.fighter->person[ta.index].last_action < b->turn) {
ta.fighter->person[ta.index].last_action = b->turn;
ta.fighter->action_counter++;
}
if (hits(ta, td, NULL)) {
int c = dice_rand(a->data.dice);
while(c > 0) {
if (rand()%2) {
td.fighter->person[td.index].attack -= 1;
} else {
td.fighter->person[td.index].defence -= 1;
}
c--;
}
}
break;
case AT_DRAIN_EXP:
td = select_enemy(b, af, melee_range[0]-offset, melee_range[1]-offset);
if (!td.fighter) return;
if(td.fighter->person[td.index].last_action < b->turn) {
td.fighter->person[td.index].last_action = b->turn;
td.fighter->action_counter++;
}
if(ta.fighter->person[ta.index].last_action < b->turn) {
ta.fighter->person[ta.index].last_action = b->turn;
ta.fighter->action_counter++;
}
if (hits(ta, td, NULL)) {
drain_exp(td.fighter->unit, dice_rand(a->data.dice));
}
break;
case AT_DAZZLE:
td = select_enemy(b, af, melee_range[0]-offset, melee_range[1]-offset);
if (!td.fighter) return;
if(td.fighter->person[td.index].last_action < b->turn) {
td.fighter->person[td.index].last_action = b->turn;
td.fighter->action_counter++;
}
if(ta.fighter->person[ta.index].last_action < b->turn) {
ta.fighter->person[ta.index].last_action = b->turn;
ta.fighter->action_counter++;
}
if (hits(ta, td, NULL)) {
dazzle(b, &td);
}
break;
case AT_STRUCTURAL:
td = select_enemy(b, af, melee_range[0]-offset, melee_range[1]-offset);
if (!td.fighter) return;
if(ta.fighter->person[ta.index].last_action < b->turn) {
ta.fighter->person[ta.index].last_action = b->turn;
ta.fighter->action_counter++;
}
if (td.fighter->unit->ship) {
td.fighter->unit->ship->damage += DAMAGE_SCALE * dice_rand(a->data.dice);
} else if (td.fighter->unit->building) {
damage_building(b, td.fighter->unit->building,
dice_rand(a->data.dice));
}
}
/* Der letzte Katapultschütze setzt die
* Ladezeit neu und generiert die Meldung. */
if (af->catmsg>=0 && ta.index==0) {
sprintf(buf, "%d Opfer wurde%s getötet.",
af->catmsg, af->catmsg<=1?"":"n");
battlerecord(b, buf);
af->catmsg = -1;
}
}
void
do_attack(fighter * af)
{
troop ta;
unit *au = af->unit;
side *side = af->side;
battle *b = side->battle;
int apr;
int a;
ta.fighter = af;
assert(au && au->number);
/* Da das Zuschlagen auf Einheiten und nicht auf den einzelnen
* Kämpfern beruht, darf die Reihenfolge und Größe 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 zufällig
* mit einer großen Einheit zuerst drankommt, extrem bevorteilt. */
ta.index = af->fighting;
while (ta.index--) {
/* Wir suchen eine beliebige Feind-Einheit aus. An der können
* wir feststellen, ob noch jemand da ist. */
int enemies = count_enemies(b, af->side, FS_ENEMY, FIGHT_ROW, LAST_ROW);
if (!enemies) break;
for (apr=attacks_per_round(ta); apr > 0; apr--) {
for (a = 0; a < 6; a++) {
if (au->race->attack[a].type != AT_NONE)
attack(b, ta, &(au->race->attack[a]));
}
}
}
}
void
do_regenerate(fighter *af)
{
troop ta;
unit *au = af->unit;
ta.fighter = af;
ta.index = af->fighting;
while(ta.index--) {
af->person[ta.index].hp += effskill(au, SK_AUSDAUER);
af->person[ta.index].hp = min(unit_max_hp(au), af->person[ta.index].hp);
}
}
static void
add_tactics(tactics * ta, fighter * fig, int value)
{
if (value == 0 || value < ta->value)
return;
if (value > ta->value)
cv_kill(&ta->fighters);
cv_pushback(&ta->fighters, fig);
cv_pushback(&fig->side->battle->leaders, fig);
ta->value = value;
}
double
fleechance(unit * u)
{
double c = 0.20; /* Fluchtwahrscheinlichkeit in % */
region * r = u->region;
attrib * a = a_find(u->attribs, &at_fleechance);
/* Einheit u versucht, dem Getümmel zu entkommen */
c += (eff_skill(u, SK_STEALTH, r) * 0.05);
if (get_item(u, I_UNICORN) >= u->number && eff_skill(u, SK_RIDING, r) >= 5)
c += 0.30;
else if (get_item(u, I_HORSE) >= u->number && eff_skill(u, SK_RIDING, r) >= 1)
c += 0.10;
if (old_race(u->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;
}
int nextside = 0;
side *
make_side(battle * b, const faction * f, const group * g, boolean stealth, const faction *stealthfaction)
{
side *s1 = calloc(sizeof(struct side), 1);
bfaction * bf;
s1->battle = b;
s1->group = g;
s1->stealth = stealth;
s1->stealthfaction = stealthfaction;
cv_pushback(&b->sides, s1);
for (bf = b->factions;bf;bf=bf->next) {
faction * f2 = bf->faction;
if (f2 == f) {
s1->bf = bf;
s1->index = nextside++;
s1->nextF = bf->sides;
bf->sides = s1;
break;
}
}
assert(bf);
return s1;
}
void
loot_items(fighter * corpse)
{
unit * u = corpse->unit;
item * itm = u->items;
battle * b = corpse->side->battle;
u->items = NULL;
while (itm) {
int i;
if (itm->number) {
for (i = 10; i != 0; i--) {
int loot = itm->number / i;
itm->number -= loot;
/* Looten tun hier immer nur die Gegner. Das
* ist als Ausgleich für die neue Loot-regel
* (nur ganz tote Einheiten) fair.
* zusätzlich looten auch geflohene, aber
* nach anderen Regeln.
*/
if (loot>0 && (itm->type->flags & (ITF_CURSED|ITF_NOTLOST)
|| rand()%100 >= 50 - corpse->side->battle->keeploot)) {
fighter *fig = select_enemy(b, corpse, FIGHT_ROW, LAST_ROW).fighter;
if (fig) {
item * l = fig->loot;
while (l && l->type!=itm->type) l=l->next;
if (!l) {
l = calloc(sizeof(item), 1);
l->next = fig->loot;
fig->loot = l;
l->type = itm->type;
}
l->number += loot;
}
}
}
}
itm = itm->next;
}
}
static void
loot_fleeing(fighter* fig, unit* runner)
{
/* TODO: Vernünftig fixen */
runner->items = NULL;
assert(runner->items == NULL);
runner->items = fig->run.items;
fig->run.items = NULL;
}
static void
merge_fleeloot(fighter* fig, unit* u)
{
i_merge(&u->items, &fig->run.items);
}
static boolean
seematrix(const faction * f, const side * s)
{
if (f==s->bf->faction) return true;
if (s->stealth) return false;
return true;
}
static void
aftermath(battle * b)
{
int i;
region *r = b->region;
ship *sh;
side *s;
cvector *fighters = &b->fighters;
void **fi;
int is = 0;
bfaction * bf;
int dead_peasants;
boolean battle_was_relevant = (boolean)(b->turn+(b->has_tactics_turn?1:0)>2);
#ifdef TROLLSAVE
int *trollsave = calloc(2 * cv_size(&b->factions), sizeof(int));
#endif
for (fi = fighters->begin; fi != fighters->end; ++fi) {
fighter *df = *fi;
unit *du = df->unit;
int dead;
const attrib *a;
int pr_mercy = 0;
for (a = a_find(du->attribs, &at_prayer_effect); a; a = a->nexttype) {
if (a->data.sa[0] == PR_MERCY) {
pr_mercy = a->data.sa[1];
}
}
dead = du->number - df->alive;
dead -= df->run.number;
#ifdef TROLLSAVE
/* Trolle können regenerieren */
if (df->alive > 0 && dead && old_race(du->race) == RC_TROLL)
for (i = 0; i != dead; ++i) {
if (chance(TROLL_REGENERATION)) {
++df->alive;
++df->side->alive;
++df->side->battle->alive;
}
}
trollsave[df->side->index] += dead - du->number + df->alive;
#endif
/* Regeneration durch PR_MERCY */
if (dead && pr_mercy)
for (i = 0; i != dead; ++i)
if (rand()%100 < pr_mercy) {
++df->alive;
++df->side->alive;
++df->side->battle->alive;
}
/* Tote, die wiederbelebt werde können */
if (playerrace(df->unit->race)) {
df->side->casualties += dead;
}
#ifdef SHOW_KILLS
if (df->hits + df->kills) {
struct message * m = new_message(du->faction, "killsandhits%u:unit%i:hits%i:kills", du, df->hits, df->kills);
brecord(du->faction, b->region, m);
}
#endif
}
/* Wenn die Schlacht kurz war, dann gib Aura für den Präcombatzauber
* zurück. Nicht logisch, aber die einzige Lösung, den Verlust der
* Aura durch Dummy-Angriffe zu verhindern. */
for_each(s, b->sides) {
if (s->bf->lastturn+(b->has_tactics_turn?1:0)<=1) continue;
/* Prüfung, ob faction angegriffen hat. Geht nur über die Faction */
if (!s->bf->attacker) {
fighter *fig;
for_each(fig, s->fighters) {
sc_mage * mage = get_mage(fig->unit);
if (mage)
mage->spellpoints += mage->precombataura;
} next(fig);
}
/* Alle Fighter durchgehen, Mages suchen, Precombataura zurück */
} next(s);
/* POSTCOMBAT */
do_combatmagic(b, DO_POSTCOMBATSPELL);
for_each(s, b->sides) {
fighter *df;
boolean relevant = false; /* Kampf relevant für dieses Heer? */
if (s->bf->lastturn+(b->has_tactics_turn?1:0)>1) {
relevant = true;
}
s->flee = 0;
s->dead = 0;
for_each(df, s->fighters) {
unit *du = df->unit;
int dead = du->number - df->alive - df->run.number;
int sum_hp = 0;
int n;
if (relevant && df->action_counter >= du->number) {
ship * sh = du->ship?du->ship:leftship(du);
if (sh) fset(sh, SF_DAMAGED);
fset(du, FL_LONGACTION);
/* TODO: das sollte hier weg sobald anderswo üb
* erall FL_LONGACTION getestet wird. */
set_string(&du->thisorder, "");
}
for (n = 0; n != df->alive; ++n) {
if (df->person[n].hp > 0)
sum_hp += df->person[n].hp;
}
s->dead += dead;
if (df->alive == du->number) continue; /* nichts passiert */
/* die weggerannten werden später subtrahiert! */
assert(du->number >= 0);
if (df->run.hp) {
if (df->alive == 0) {
/* Report the casualties */
reportcasualties(b, df, dead);
/* Zuerst dürfen die Feinde plündern, die mitgenommenen Items
* stehen in fig->run.items. Dann werden die Fliehenden auf
* die leere (tote) alte Einheit gemapt */
if (fval(df,FIG_NOLOOT)){
merge_fleeloot(df, du);
} else {
loot_items(df);
loot_fleeing(df, du);
}
scale_number(du, df->run.number);
du->hp = df->run.hp;
set_string(&du->thisorder, "");
setguard(du, GUARD_NONE);
fset(du, FL_MOVED);
leave(du->region, du);
if (df->run.region) {
travel(r, du, df->run.region, 1);
df->run.region = du->region;
}
} else {
/* nur teilweise geflohene Einheiten mergen sich wieder */
df->alive += df->run.number;
sum_hp += df->run.hp;
merge_fleeloot(df, du);
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 auflösen */
df->run.number = 0;
df->run.hp = 0;
df->run.region = NULL;
/* Report the casualties */
reportcasualties(b, df, dead);
setguard(du, GUARD_NONE);
scale_number(du, 0);
/* Distribute Loot */
loot_items(df);
} 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(du->race)) {
/* tote im kampf werden zu regionsuntoten:
* for each of them, a peasant will die as well */
is += dead;
}
} next(df);
} next(s);
dead_peasants = min(rpeasants(r), (is*BATTLE_KILLS_PEASANTS)/100);
deathcounts(r, dead_peasants + is);
chaoscounts(r, dead_peasants / 2);
rsetpeasants(r, rpeasants(r) - dead_peasants);
for (bf=b->factions;bf;bf=bf->next) {
faction * f = bf->faction;
fbattlerecord(f, r, " ");
for_each(s, b->sides) {
if (seematrix(f, s)) {
sprintf(buf, "Heer %2d(%s): %d Tote, %d Geflohene, %d Überlebende",
s->index, sideabkz(s,false), s->dead, s->flee, s->alive);
} else {
sprintf(buf, "Heer %2d(Unb): %d Tote, %d Geflohene, %d Überlebende",
s->index, s->dead, s->flee, s->alive);
}
fbattlerecord(f, r, buf);
} next(s);
}
/* Wir benutzen drifted, um uns zu merken, ob ein Schiff
* schonmal Schaden genommen hat. (moved und drifted
* sollten in flags überführt werden */
for (fi = fighters->begin; fi != fighters->end; ++fi) {
fighter *df = *fi;
unit *du = df->unit;
item * l;
for (l=df->loot; l; l=l->next) {
const item_type * itype = l->type;
sprintf(buf, "%s erbeute%s %d %s.", unitname(du), du->number==1?"t":"n",
l->number, locale_string(default_locale, resourcename(itype->rtype, l->number!=1)));
fbattlerecord(du->faction, r, buf);
i_change(&du->items, itype, l->number);
}
/* Wenn sich die Einheit auf einem Schiff befindet, wird
* dieses Schiff beschädigt. Andernfalls ein Schiff, welches
* evt. zuvor verlassen wurde. */
if (du->ship) sh = du->ship; else sh = leftship(du);
if (sh && fval(sh, SF_DAMAGED) && b->turn+(b->has_tactics_turn?1:0)>2) {
damage_ship(sh, 0.20);
freset(sh, SF_DAMAGED);
}
}
if (battle_was_relevant) {
ship **sp = &r->ships;
while (*sp) {
ship * sh = *sp;
freset(sh, SF_DAMAGED);
if (sh->damage >= sh->size * DAMAGE_SCALE) {
destroy_ship(sh, r);
}
if (*sp==sh) sp=&sh->next;
}
}
#ifdef TROLLSAVE
free(trollsave);
#endif
sprintf(buf, "The battle lasted %d turns, %s and %s.\n",
b->turn,
b->has_tactics_turn==true?"had a tactic turn":"had no tactic turn",
battle_was_relevant==true?"was relevant":"was not relevant.");
battledebug(buf);
}
static void
battle_punit(unit * u, battle * b)
{
bfaction * bf;
strlist *S, *x;
for (bf = b->factions;bf;bf=bf->next) {
faction *f = bf->faction;
S = 0;
spunit(&S, f, u, 4, see_battle);
for (x = S; x; x = x->next) {
fbattlerecord(f, u->region, x->s);
if (u->faction == f)
battledebug(x->s);
}
if (S)
freestrlist(S);
}
}
static void
print_fighters(battle * b, cvector * fighters)
{
fighter *df;
int lastrow = -1;
for_each(df, *fighters) {
unit *du = df->unit;
int row = get_unitrow(df);
if (row != lastrow) {
char zText[32];
sprintf(zText, "... in der %d. Kampflinie:", row);
battlerecord(b, zText);
lastrow = row;
}
battle_punit(du, b);
}
next(df);
}
static void
print_header(battle * b)
{
bfaction * bf;
void **fi;
cvector *fighters = &b->fighters;
boolean * seen = malloc(sizeof(boolean)*cv_size(&b->sides));
for (bf=b->factions;bf;bf=bf->next) {
faction * f = bf->faction;
const char * lastf = NULL;
boolean first = false;
strcpy(buf, "Der Kampf wurde ausgelöst von ");
memset(seen, 0, sizeof(boolean)*cv_size(&b->sides));
for (fi = fighters->begin; fi != fighters->end; ++fi) {
fighter *df = *fi;
if (!fval(df, FIG_ATTACKED)) continue;
if (!seen[df->side->index] ) {
if (first) strcat(buf, ", ");
if (lastf) {
strcat(buf, lastf);
first = true;
}
if (seematrix(f, df->side) == true)
lastf = sidename(df->side, false);
else
lastf = "einer unbekannten Partei";
seen[df->side->index] = true;
}
}
if (first) strcat(buf, " und ");
if (lastf) strcat(buf, lastf);
strcat(buf, ".");
fbattlerecord(f, b->region, buf);
}
free(seen);
}
static void
print_stats(battle * b)
{
side *s2;
side *side;
int i = 0;
for_each(side, b->sides) {
bfaction *bf;
char *k;
boolean komma;
++i;
for (bf=b->factions;bf;bf=bf->next) {
faction * f = bf->faction;
fbattlerecord(f, b->region, " ");
sprintf(buf, "Heer %d: %s", side->index,
seematrix(f, side)
? sidename(side,false) : LOC(f->locale, "unknown_faction"));
fbattlerecord(f, b->region, buf);
strcpy(buf, LOC(f->locale, "battle_opponents"));
komma = false;
for_each(s2, b->sides) {
if (enemy(s2, side))
{
if (seematrix(f, s2) == true) {
sprintf(buf, "%s%s Heer %d(%s)", buf, komma++ ? "," : "",
s2->index, sideabkz(s2,false));
} else {
sprintf(buf, "%s%s Heer %d(Unb)", buf, komma++ ? "," : "",
s2->index);
}
}
}
next(s2);
fbattlerecord(f, b->region, buf);
strcpy(buf, "Attacke gegen:");
komma = false;
for_each(s2, b->sides) {
if (side->enemy[s2->index] & E_ATTACKING) {
if (seematrix(f, s2) == true) {
sprintf(buf, "%s%s Heer %d(%s)", buf, komma++ ? "," : "",
s2->index, sideabkz(s2,false));
} else {
sprintf(buf, "%s%s Heer %d(Unb)", buf, komma++ ? "," : "",
s2->index);
}
}
}
next(s2);
fbattlerecord(f, b->region, buf);
}
buf[77] = (char)0;
for (k = buf; *k; ++k) *k = '-';
battlerecord(b, buf);
print_fighters(b, &side->fighters);
}
next(side);
battlerecord(b, " ");
/* Besten Taktiker ermitteln */
b->max_tactics = 0;
for_each(side, b->sides) {
if (cv_size(&side->leader.fighters))
b->max_tactics = max(b->max_tactics, side->leader.value);
} next(side);
if (b->max_tactics > 0) {
for_each(side, b->sides) {
if (side->leader.value == b->max_tactics) {
fighter *tf;
for_each(tf, side->leader.fighters) {
unit *u = tf->unit;
if (!fval(tf, FIG_ATTACKED))
battlemsg(b, u, "überrascht den Gegner.");
else
battlemsg(b, u, "konnte dem Gegner eine Falle stellen.");
} next(tf);
}
} next(side);
}
}
fighter *
make_fighter(battle * b, unit * u, boolean attack)
{
#define WMAX 16
weapon weapons[WMAX];
int owp[WMAX];
int dwp[WMAX];
int w = 0;
region *r = b->region;
item * itm;
fighter *fig = NULL;
int i, t = eff_skill(u, SK_TACTICS, r);
side *s2, *s1 = NULL;
int h;
int berserk;
int strongmen;
int speeded = 0, speed = 1;
boolean pr_aid = false;
boolean stealth = (boolean)((fval(u, FL_PARTEITARNUNG)!=0)?true:false);
int rest;
const attrib * a = a_find(u->attribs, &at_group);
const group * g = a?(const group*)a->data.v:NULL;
const attrib *a2 = a_find(u->attribs, &at_otherfaction);
const faction *stealthfaction = a2?get_otherfaction(a2):NULL;
/* Illusionen und Zauber kaempfen nicht */
if (fval(u->race, RCF_ILLUSIONARY) || idle(u->faction))
return NULL;
for_each(s2, b->sides) {
if (s2->bf->faction == u->faction
&& s2->stealth==stealth
&& s2->stealthfaction == stealthfaction
) {
if (s2->group==g) {
s1 = s2;
break;
}
}
} next(s2);
/* aliances are moved out of make_fighter and will be handled later */
if (!s1) s1 = make_side(b, u->faction, g, stealth, stealthfaction);
/* Zu diesem Zeitpunkt ist attacked noch 0, da die Einheit für noch
* keinen Kampf ausgewählt wurde (sonst würde ein fighter existieren) */
fig = calloc(1, sizeof(struct fighter));
cv_pushback(&s1->fighters, fig);
cv_pushback(&b->fighters, fig);
fig->unit = u;
/* In einer Burg muß man a) nicht Angreifer sein, und b) drin sein, und
* c) noch Platz finden. d) menschlich sein */
if (attack) fset(fig, FIG_ATTACKED);
if ((!attack) &&
u->building &&
u->building->sizeleft >= u->number &&
playerrace(u->race)) {
fig->building = u->building;
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! */
fig->person = calloc(fig->alive, sizeof(struct person));
h = u->hp / u->number;
assert(h);
rest = u->hp % u->number;
/* Effekte von Sprüchen */
{
static 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(c);
}
}
}
/* Effekte von Alchemie */
berserk = get_effect(u, oldpotiontype[P_BERSERK]);
/* Effekte von Artefakten */
strongmen = min(fig->unit->number, get_item(u, I_TROLLBELT));
for (a = a_find(u->attribs, &at_prayer_effect); a; a = a->nexttype) {
if (a->data.sa[0] == PR_AID) {
pr_aid = true;
break;
}
}
/* Hitpoints, Attack- und Defence-Boni für 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 einem Aid-Prayer bekommen +1 auf fast alles. */
if (pr_aid) {
fig->person[i].attack++;
fig->person[i].defence++;
fig->person[i].damage++;
fig->person[i].damage_rear++;
fig->person[i].flags |= FL_HERO;
}
/* Leute mit Kraftzauber machen +2 Schaden im Nahkampf. */
if (i < strongmen) {
fig->person[i].damage += 2;
}
}
/* Für alle Waffengattungne wird bestimmt, wie viele der Personen mit
* ihr kämpfen könnten, und was ihr Wert darin ist. */
if (u->race->battle_flags & BF_EQUIPMENT) {
int oi=0, di=0;
for (itm=u->items;itm;itm=itm->next) {
const weapon_type * wtype = resource2weapon(itm->type->rtype);
if (wtype==NULL || itm->number==0) continue;
weapons[w].offskill = weapon_skill(wtype, u, true);
weapons[w].defskill = weapon_skill(wtype, u, false);
weapons[w].type = wtype;
weapons[w].used = 0;
weapons[w].count = itm->number;
++w;
}
fig->weapons = calloc(sizeof(weapon), w+1);
memcpy(fig->weapons, weapons, w*sizeof(weapon));
for (i=0; i!=w; ++i) {
int j, o=0, d=0;
for (j=0; j!=i; ++j) {
if (fig->weapons[j].defskill>=fig->weapons[i].defskill) ++d;
if (fig->weapons[j].offskill>=fig->weapons[i].offskill) ++o;
}
for (j=i+1; j!=w; ++j) {
if (fig->weapons[j].defskill>fig->weapons[i].defskill) ++d;
if (fig->weapons[j].offskill>fig->weapons[i].offskill) ++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 offensive 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) {
++oi;
}
if (oi==w) break; /* no more weapons available */
if (fig->weapons[owp[oi]].offskill<wpless) continue; /* we fight better with bare hands */
fig->person[i].weapon = &fig->weapons[owp[oi]];
if (fig->person[i].weapon->type->reload) {
fig->person[i].reload = rand() % fig->person[i].weapon->type->reload;
}
++fig->weapons[owp[oi]].used;
}
/* hand out defensive weapons. No missiles, please. */
for (di=0, i=0; i!=fig->alive; ++i) {
if (fig->person[i].weapon==NULL) continue;
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 (fig->weapons[dwp[di]].defskill>fig->person[i].weapon->defskill) {
fig->person[i].secondary = &fig->weapons[dwp[di]];
++fig->weapons[dwp[di]].used;
}
}
}
if (i_get(u->items, &it_demonseye)) {
char lbuf[80];
const char * s = LOC(default_locale, rc_name(u->race, 3));
char * c = lbuf;
while (*s) *c++ = (char)toupper(*s++);
*c = 0;
fig->person[0].hp = unit_max_hp(u) * 3;
sprintf(buf, "Eine Stimme ertönt über dem Schlachtfeld. 'DIESES %sKIND IST MEIN. IHR SOLLT ES NICHT HABEN.'. Eine leuchtende Aura umgibt %s", lbuf, unitname(u));
battlerecord(b, buf);
}
s1->size[statusrow(fig->status)] += u->number;
s1->size[SUM_ROW] += u->number;
if (u->race->battle_flags & BF_NOBLOCK) {
s1->nonblockers[statusrow(fig->status)] += u->number;
#ifdef FAST_GETUNITROW
b->nonblockers = true;
#endif
}
if (fig->unit->race->flags & RCF_HORSE) {
fig->horses = fig->unit->number;
fig->elvenhorses = 0;
} else {
fig->horses = get_item(u, I_HORSE);
fig->elvenhorses = get_item(u, I_UNICORN);
}
for (i = 0; i != AR_MAX; ++i)
if (u->race->battle_flags & BF_EQUIPMENT)
fig->armor[i] = get_item(u, armordata[i].item);
/* Jetzt muß noch geschaut werden, wo die Einheit die jeweils besten
* Werte hat, das kommt aber erst irgendwo später. Ich entscheide
* wärend des Kampfes, welche ich nehme, je nach Gegner. Deswegen auch
* keine addierten boni. */
/* Zuerst mal die Spezialbehandlung gewisser Sonderfälle. */
fig->magic = eff_skill(u, SK_MAGIC, r);
if (fig->horses) {
if ((r->terrain != T_PLAIN && r->terrain != T_HIGHLAND
&& r->terrain != T_DESERT) || r_isforest(r)
|| eff_skill(u, SK_RIDING, r) < 2 || old_race(u->race) == RC_TROLL || fval(u, UFL_WERE))
fig->horses = 0;
}
if (fig->elvenhorses) {
if (eff_skill(u, SK_RIDING, r) < 5 || old_race(u->race) == RC_TROLL || fval(u, UFL_WERE))
fig->elvenhorses = 0;
}
/* Schauen, wie gut wir in Taktik sind. */
if (t > 0 && old_race(u->race) == RC_INSECT)
t -= 1 - (int) log10(fig->side->size[SUM_ROW]);
if (t > 0 && get_unitrow(fig) == FIGHT_ROW)
t += 1;
#ifdef TACTICS_MALUS
if (t > 0 && get_unitrow(fig) > BEHIND_ROW)
t -= 1;
#endif
#if TACTICS_RANDOM
if (t > 0) {
int bonus = 0;
for (i = 0; i < fig->alive; i++) {
int p_bonus = 0;
int rnd;
do {
rnd = rand()%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);
}
t += bonus;
}
/* Nicht gut, da nicht personenbezogen. */
/* if (t > 0) t += rand() % TACTICS_RANDOM; */
/* statt +/- 2 kann man auch random(5) nehmen */
#endif
add_tactics(&fig->side->leader, fig, t);
return fig;
}
static fighter *
join_battle(battle * b, unit * u, boolean attack)
{
fighter *c = NULL;
fighter *fig;
for_each(fig, b->fighters) {
if (fig->unit == u) {
c = fig;
if (attack) fset(fig, FIG_ATTACKED);
break;
}
}
next(fig);
if (!c) c = make_fighter(b, u, attack);
return c;
}
static const char *
simplename(region * r)
{
int i;
static char name[17];
const char * cp = rname(r, NULL);
for (i=0;*cp && i!=16;++i, ++cp) {
int c = *(unsigned char*)cp;
while (c && !isalpha(c) && !isspace(c)) {
++cp;
c = *(unsigned char*)cp;
}
if (isspace(c)) name[i] = '_';
else name[i] = *cp;
}
name[i]=0;
return name;
}
static battle *
make_battle(region * r)
{
battle *b = calloc(1, sizeof(struct battle));
unit *u;
faction *lastf = NULL;
bfaction * bf;
static int max_fac_no = 0; /* need this only once */
if (!nobattledebug) {
char zText[MAX_PATH];
char zFilename[MAX_PATH];
sprintf(zText, "%s/battles", basepath());
makedir(zText, 0700);
#ifdef HAVE_ZLIB
sprintf(zFilename, "%s/battle-%d-%s.log.gz", zText, obs_count, simplename(r));
bdebug = gzopen(zFilename, "w");
#elif HAVE_BZ2LIB
sprintf(zFilename, "%s/battle-%d-%s.log.bz2", zText, obs_count, simplename(r));
bdebug = BZ2_bzopen(zFilename, "w");+
#else
sprintf(zFilename, "%s/battle-%d-%s.log", zText, obs_count, simplename(r));
bdebug = fopen(zFilename, "w");
#endif
if (!bdebug) log_error(("battles können nicht debugged werden\n"));
else {
dbgprintf((bdebug, "In %s findet ein Kampf statt:", rname(r, NULL)));
}
obs_count++;
}
nextside = 0;
/* cv_init(&b->sides); */
b->region = r;
b->plane = getplane(r);
/* Finde alle Parteien, die den Kampf beobachten können: */
list_foreach(unit, r->units, u)
if (u->number > 0) {
if (lastf != u->faction) { /* Speed optimiert, aufeinanderfolgende
* * gleiche nicht getestet */
lastf = u->faction;
for (bf=b->factions;bf;bf=bf->next)
if (bf->faction==lastf) break;
if (!bf) {
bf = calloc(sizeof(bfaction), 1);
++b->nfactions;
bf->faction = lastf;
bf->next = b->factions;
b->factions = bf;
}
}
}
list_next(u);
for (bf=b->factions;bf;bf=bf->next) {
faction * f = bf->faction;
max_fac_no = max(max_fac_no, f->no);
}
return b;
}
static void
free_side(side * si)
{
cv_kill(&si->fighters);
}
static void
free_fighter(fighter * fig)
{
free(fig->person);
}
static void
free_battle(battle * b)
{
side *side;
fighter *fighter;
meffect *meffect;
bfaction * bf;
int max_fac_no = 0;
if (bdebug) {
#ifdef HAVE_ZLIB
gzclose(bdebug);
#elif HAVE_BZ2LIB
BZ2_bzclose(bdebug);
#else
fclose(bdebug);
#endif
}
for (bf=b->factions;bf;bf=bf->next) {
faction * f = bf->faction;
max_fac_no = max(max_fac_no, f->no);
}
for_each(side, b->sides) {
free_side(side);
free(side);
}
next(side);
cv_kill(&b->sides);
for_each(fighter, b->fighters) {
free_fighter(fighter);
free(fighter);
}
next(fighter);
cv_kill(&b->fighters);
for_each(meffect, b->meffects) {
free(meffect);
}
next(meffect);
cv_kill(&b->meffects);
/*
cv_kill(&b->factions);
*/
}
static int *
get_alive(battle * b, side * s, faction * vf, boolean see)
{
static int alive[NUMROWS];
fighter *f;
memset(alive, 0, NUMROWS * sizeof(int));
for_each(f, s->fighters) {
if (f->alive && seematrix(vf, s)==see)
alive[get_unitrow(f)] += f->alive;
} next(f);
return alive;
}
static int
battle_report(battle * b)
{
side *s, *s2;
boolean cont = false;
boolean komma;
char buf2[1024];
bfaction *bf;
buf[0] = 0;
for_each(s, b->sides) {
for_each(s2, b->sides) {
if (s->alive-s->removed > 0 && s2->alive-s2->removed > 0 && enemy(s, s2))
{
cont = true;
s->bf->lastturn = b->turn;
s2->bf->lastturn = b->turn;
}
} next(s2);
} next(s);
printf(" %d", b->turn);
fflush(stdout);
for (bf=b->factions;bf;bf=bf->next) {
faction * fac = bf->faction;
fbattlerecord(fac, b->region, " ");
if (cont == true)
sprintf(buf2, "Einheiten vor der %d. Runde:",
b->turn);
else
sprintf(buf2, "Einheiten nach dem Kampf:");
fbattlerecord(fac, b->region, buf2);
buf2[0] = 0;
komma = false;
for_each(s, b->sides) {
if (s->alive) {
int r, k = 0, * alive = get_alive(b, s, fac, seematrix(fac, s));
if (!seematrix(fac, s)) {
sprintf(buf, "%sHeer %2d(Unb): ",
komma==true?", ":"", s->index);
} else {
sprintf(buf, "%sHeer %2d(%s): ",
komma==true?", ":"", s->index,sideabkz(s,false));
}
{
int l = FIGHT_ROW;
for (r=FIGHT_ROW;r!=NUMROWS;++r) {
if (alive[r]) {
if (l!=FIGHT_ROW) scat("+");
while(k--) scat("0+");
icat(alive[r]);
k = 0;
l=r+1;
} else ++k;
}
}
strcat(buf2, buf);
if (komma == false) {
komma = true;
}
}
} next(s);
fbattlerecord(fac, b->region, buf2);
}
return cont;
}
static void
join_allies(battle * b)
{
region * r = b->region;
unit * u;
/* Die Anzahl der Teilnehmer kann sich in dieser Routine ändern.
* Deshalb muß das Ende des Vektors vorher gemerkt werden, damit
* neue Parteien nicht mit betrachtet werden:
*/
int size = cv_size(&b->sides);
for (u=r->units;u;u=u->next)
/* Was ist mit Schiffen? */
if (u->status != ST_FLEE && u->status != ST_AVOID && !fval(u, FL_MOVED) && u->number > 0)
{
int si;
faction * f = u->faction;
fighter * c = NULL;
for (si = 0; si != size; ++si) {
int se;
side *s = b->sides.begin[si];
/* Wenn alle attackierten noch FL_NOAIDF haben, dann kämpfe nicht mit. */
if (fval(s->bf->faction, FL_NOAIDF)) continue;
if (s->bf->faction!=f) {
/* Wenn wir attackiert haben, kommt niemand mehr hinzu: */
if (s->bf->attacker) continue;
/* Wenn alliierte attackiert haben, helfen wir nicht mit: */
if (s->bf->faction!=f && s->bf->attacker) continue;
/* alliiert müssen wir schon sein, sonst ist's eh egal : */
if (!allied(u, s->bf->faction, HELP_FIGHT)) continue;
/* wenn die partei verborgen ist, oder gar eine andere
* vorgespiegelt wird, und er sich uns gegenüber nicht zu
* erkennen gibt, helfen wir ihm nicht */
if (s->stealthfaction){
if(!allysfm(s, u->faction, HELP_FSTEALTH)) {
continue;
}
}
}
/* einen alliierten angreifen dürfen sie nicht, es sei denn, der
* ist mit einem alliierten verfeindet, der nicht attackiert
* hat: */
for (se = 0; se != size; ++se) {
side * evil = b->sides.begin[se];
if (u->faction==evil->bf->faction) continue;
if (allied(u, evil->bf->faction, HELP_FIGHT) &&
!evil->bf->attacker) continue;
if (enemy(s, evil)) break;
}
if (se==size) continue;
/* Wenn die Einheit belagert ist, muß auch einer der Alliierten belagert sein: */
if (besieged(u)) {
void ** fi;
boolean siege = false;
for (fi = s->fighters.begin; !siege && fi != s->fighters.end; ++fi) {
fighter *ally = *fi;
if (besieged(ally->unit)) siege = true;
}
if (!siege) continue;
}
/* keine Einwände, also soll er mitmachen: */
if (!c) c = join_battle(b, u, false);
if (!c) continue;
/* Die Feinde meiner Freunde sind meine Feinde: */
for (se = 0; se != size; ++se) {
side * evil = b->sides.begin[se];
if (evil->bf->faction!=u->faction && enemy(s, evil)) {
set_enemy(evil, c->side, false);
}
}
}
}
}
extern struct item_type * i_silver;
void
flee(const troop dt)
{
fighter * fig = dt.fighter;
unit * u = fig->unit;
int carry = personcapacity(u) - u->race->weight;
int money;
item ** ip = &u->items;
while (*ip) {
item * itm = *ip;
const item_type * itype = itm->type;
int keep = 0;
if (fval(itype, ITF_ANIMAL)) {
/* Regeländerung: Man muß das Tier nicht reiten können,
* um es vom Schlachtfeld mitzunehmen, ist ja nur
* eine Region weit. * */
keep = min(1, itm->number);
/* da ist das weight des tiers mit drin */
carry += itype->capacity - itype->weight;
} else if (itm->type->weight <= 0) {
/* if it doesn't weigh anything, it won't slow us down */
keep = itm->number;
}
/* jeder troop nimmt seinen eigenen Teil der Sachen mit */
if (keep>0){
if (itm->number==keep) {
i_add(&fig->run.items, i_remove(ip, itm));
} else {
item *run_itm = i_new(itype, keep);
i_add(&fig->run.items, run_itm);
i_change(ip, itype, -keep);
}
}
if (*ip==itm) ip = &itm->next;
}
/* we will take money with us */
money = get_money(u);
/* nur ganzgeflohene/resttote Einheiten verlassen die Region */
/* money = min(money, MAINTENANCE); */
if (money > carry) money = carry;
if (money > 0) {
i_change(&u->items, i_silver, -money);
i_change(&fig->run.items, i_silver, +money);
}
fig->run.hp += fig->person[dt.index].hp;
++fig->run.number;
remove_troop(dt);
}
#ifdef DELAYED_OFFENSE
static boolean
guarded_by(region * r, faction * f)
{
unit * u;
for (u=r->units;u;u=u->next) {
if (u->faction == f && getguard(u)) return true;
}
return false;
}
#endif
void
do_battle(void)
{
region *r;
char smallbuf[512];
list_foreach(region, regions, r) {
unit *u;
battle *b = NULL;
int sides = 0;
side *s;
ship * sh;
void **fi;
building *bu;
for (u = r->units; u != NULL; u = u->next) {
fset(u->faction, FL_NOAIDF);
}
/* list_foreach geht nicht, wegen flucht */
for (u = r->units; u != NULL; u = u->next) {
if (fval(u, FL_LONGACTION)) continue;
if (u->number > 0) {
strlist *sl;
list_foreach(strlist, u->orders, sl) {
boolean init=false;
static const curse_type * peace_ct, * slave_ct, * calm_ct;
if (!init) {
init = true;
peace_ct = ct_find("peacezone");
slave_ct = ct_find("slavery");
calm_ct = ct_find("calmmonster");
}
if (igetkeyword(sl->s, u->faction->locale) == K_ATTACK) {
unit *u2;
fighter *c1, *c2;
if(r->planep && fval(r->planep, PFL_NOATTACK)) {
cmistake(u, sl->s, 271, MSG_BATTLE);
list_continue(sl);
}
/**
** Fehlerbehandlung Angreifer
**/
#ifdef DELAYED_OFFENSE
if (get_moved(&u->attribs) && !guarded_by(r, u->faction)) {
add_message(&u->faction->msgs,
msg_message("no_attack_after_advance", "unit region command", u, u->region, sl->s));
}
#endif
if (fval(u, FL_HUNGER)) {
cmistake(u, sl->s, 225, MSG_BATTLE);
list_continue(sl);
}
if (u->status == ST_AVOID || u->status == ST_FLEE) {
cmistake(u, sl->s, 226, MSG_BATTLE);
list_continue(sl);
}
/* ist ein Flüchtling aus einem andern Kampf */
if (fval(u, FL_MOVED)) list_continue(sl);
if (peace_ct && curse_active(get_curse(r->attribs, peace_ct))) {
sprintf(buf, "Hier ist es so schön friedlich, %s möchte "
"hier niemanden angreifen.", unitname(u));
mistake(u, sl->s, buf, MSG_BATTLE);
list_continue(sl);
}
if (slave_ct && curse_active(get_curse(u->attribs, slave_ct))) {
sprintf(buf, "%s kämpft nicht.", unitname(u));
mistake(u, sl->s, buf, MSG_BATTLE);
list_continue(sl);
}
/* Fehler: "Das Schiff muß erst verlassen werden" */
if (u->ship != NULL && rterrain(r) != T_OCEAN) {
cmistake(u, sl->s, 19, MSG_BATTLE);
list_continue(sl);
}
if (leftship(u)) {
cmistake(u, sl->s, 234, MSG_BATTLE);
list_continue(sl);
}
/* Ende Fehlerbehandlung Angreifer */
/* attackierte Einheit ermitteln */
u2 = getunit(r, u->faction);
/* Beginn Fehlerbehandlung */
/* Fehler: "Die Einheit wurde nicht gefunden" */
if (!u2 || fval(u2, FL_MOVED) || u2->number == 0
|| !cansee(u->faction, u->region, u2, 0)) {
cmistake(u, sl->s, 64, MSG_BATTLE);
list_continue(sl);
}
/* Fehler: "Die Einheit ist eine der unsrigen" */
if (u2->faction == u->faction) {
cmistake(u, sl->s, 45, MSG_BATTLE);
list_continue(sl);
}
/* Fehler: "Die Einheit ist mit uns alliert" */
/* alliances are dissolved */
if (allied(u, u2->faction, HELP_FIGHT)) {
ally *sf, **sfp;
attrib * a = a_find(u->attribs, &at_group);
if (a) {
sfp = &((group*)a->data.v)->allies;
} else {
sfp = &u->faction->allies;
}
for(sf=*sfp; sf; sf = sf->next) {
if(sf->faction == u2->faction) {
removelist(sfp, sf);
break;
}
}
a = a_find(u2->attribs, &at_group);
if(a) {
sfp = &((group*)a->data.v)->allies;
} else {
sfp = &u2->faction->allies;
}
for(sf=*sfp; sf; sf = sf->next) {
if(sf->faction == u->faction) {
removelist(sfp, sf);
break;
}
}
}
/* xmas */
if (u2->no==atoi36("xmas") && old_race(u2->irace)==RC_GNOME) {
a_add(&u->attribs, a_new(&at_key))->data.i = atoi36("coal");
sprintf(buf, "%s ist böse gewesen...", unitname(u));
mistake(u, sl->s, buf, MSG_BATTLE);
list_continue(sl);
} if (u2->faction->age < IMMUN_GEGEN_ANGRIFF) {
add_message(&u->faction->msgs,
msg_error(u, findorder(u, u->thisorder), "newbie_immunity_error", "turns", IMMUN_GEGEN_ANGRIFF));
list_continue(sl);
}
/* Fehler: "Die Einheit ist mit uns alliert" */
if (calm_ct && curse_active(get_cursex(u->attribs, calm_ct, (void*)u2->faction->unique_id, cmp_curseeffect))) {
cmistake(u, sl->s, 47, MSG_BATTLE);
list_continue(sl);
}
/* Ende Fehlerbehandlung */
if (!b) {
b = make_battle(r);
}
c1 = join_battle(b, u, true);
c2 = join_battle(b, u2, false);
/* Hat die attackierte Einheit keinen Noaid-Status,
* wird das Flag von der Faction genommen, andere
* Einheiten greifen ein. */
if (!fval(u2, FL_NOAID)) freset(u2->faction, FL_NOAIDF);
if (c1 && c2) {
/* Merken, wer Angreifer ist, für die Rückzahlung der
* Präcombataura bei kurzem Kampf. */
c1->side->bf->attacker = true;
set_enemy(c1->side, c2->side, true);
if (!enemy(c1->side, c2->side)) {
sprintf(buf, "%s attackiert %s", sidename(c1->side, false),
sidename(c2->side, false));
battledebug(buf);
}
sides = 1;
}
}
}
list_next(sl);
}
}
if (!b)
list_continue(r);
/* Bevor wir die alliierten hineinziehen, sollten wir schauen, *
* Ob jemand fliehen kann. Dann erübrigt sich das ganze ja
* vielleicht schon. */
print_header(b);
if (!sides) {
/* Niemand mehr da, Kampf kann nicht stattfinden. */
battlerecord(b, "Der Kampf wurde abgebrochen, da alle "
"Verteidiger flohen.");
free_battle(b);
free(b);
list_continue(r);
}
join_allies(b);
/* Jetzt reinitialisieren wir die Matrix nochmal, um auch die passiv
* in den Kampf gezogenen korrekt zu behandeln. */
/* Jetzt wird gekämpft, je COMBAT_TURNS Runden lang, plus
* evtl.taktik: */
/* Alle Mann raus aus der Burg! */
list_foreach(building, rbuildings(r), bu) {
bu->sizeleft = bu->size;
}
list_next(bu);
/* make sure no ships are damaged initially */
for (sh=r->ships; sh; sh=sh->next) freset(sh, SF_DAMAGED);
/* Gibt es eine Taktikrunde ? */
b->turn = 1;
#ifndef NEW_TACTICS
if (cv_size(&b->leaders)) {
b->turn=0;
b->has_tactics_turn = true;
} else {
b->has_tactics_turn = false;
}
#endif
/* PRECOMBATSPELLS */
do_combatmagic(b, DO_PRECOMBATSPELL);
/* Nun erstellen wir eine Liste von allen Kämpfern, die wir
* dann scramblen */
/* Zuerst werden sie wild gemischt, und dann wird (stabil) *
* nach der Kampfreihe sortiert */
v_scramble(b->fighters.begin, b->fighters.end);
v_sort(b->fighters.begin, b->fighters.end, (v_sort_fun) sort_fighterrow);
for_each(s, b->sides) {
v_sort(s->fighters.begin, s->fighters.end, (v_sort_fun) sort_fighterrow);
}
next(side);
print_stats(b); /* gibt die Kampfaufstellung aus */
printf("%s (%d, %d) : ", rname(r, NULL), r->x, r->y);
b->dh = 0;
/* Kämpfer zählen und festlegen, ob es ein kleiner Kampf ist */
for (fi = b->fighters.begin; fi != b->fighters.end; ++fi) {
fighter *fig = *fi;
b->dh += fig->unit->number;
}
#if 0
if (b->dh <= 30) {
b->small = true;
} else {
b->small = false;
}
#else
b->small = false;
#endif
for (;battle_report(b) && b->turn<=COMBAT_TURNS;++b->turn) {
char lbuf[256];
int flee_ops = 1;
int i;
sprintf(lbuf, "*** Runde: %d", b->turn);
battledebug(lbuf);
/* Der doppelte Versuch immer am Anfang der 1. Kampfrunde, nur
* ein Versuch vor der Taktikerrunde. Die 0. Runde ist immer
* die Taktikerrunde. */
if (b->turn==1)
flee_ops = 2;
for (i=1;i<=flee_ops;i++) {
for (fi = b->fighters.begin; fi != b->fighters.end; ++fi) {
fighter *fig = *fi;
unit *u = fig->unit;
troop dt;
int runners = 0;
/* Flucht nicht bei mehr als 600 HP. Damit Wyrme tötbar bleiben. */
int runhp = min(600,(int)(0.9+unit_max_hp(u)*hpflee(u->status)));
side *side = fig->side;
region *r = NULL;
if (fval(u->race, RCF_UNDEAD) || old_race(u->race) == RC_SHADOWKNIGHT) continue;
if (u->ship) continue;
dt.fighter = fig;
if (!fig->run.region) fig->run.region = fleeregion(u);
r = fig->run.region;
if (!r)
continue;
dt.index = fig->alive - fig->removed;
while (side->size[SUM_ROW] && dt.index != 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
* - in panik (Zauber)
* aber nicht, wenn der Zaubereffekt Held auf dir liegt!
*/
if ((u->status == ST_FLEE
|| fig->person[dt.index].hp <= runhp
|| (fig->person[dt.index].flags & FL_PANICED))
&& !(fig->person[dt.index].flags & FL_HERO))
{
double ispaniced = 0.0;
if (fig->person[dt.index].flags & FL_PANICED) {
ispaniced = EFFECT_PANIC_SPELL;
}
if (chance(min(fleechance(u)+ispaniced, 0.90))) {
++runners;
flee(dt);
if (b->small) {
sprintf(smallbuf, "%s/%d gelingt es, vom Schlachtfeld zu entkommen.",
unitname(fig->unit), dt.index);
battlerecord(b, smallbuf);
}
} else if (b->small) {
sprintf(smallbuf, "%s/%d versucht zu fliehen, wird jedoch aufgehalten.",
unitname(fig->unit), dt.index);
battlerecord(b, smallbuf);
}
}
}
if(runners > 0) {
sprintf(lbuf, "Flucht: %d aus %s", runners, itoa36(fig->unit->no));
battledebug(lbuf);
}
}
}
/* this has to be calculated before the actual attacks take
* place because otherwise the dead would not strike the
* round they die. */
for (fi = b->fighters.begin; fi != b->fighters.end; ++fi) {
fighter *fig = *fi;
fig->fighting = fig->alive - fig->removed;
}
for (fi = b->fighters.begin; fi != b->fighters.end; ++fi) {
fighter *fig = *fi;
/* ist in dieser Einheit noch jemand handlungsfähig? */
if (fig->fighting <= 0) continue;
/* Taktikrunde: */
if (b->turn == 0) {
side *side;
boolean yes = false;
for_each(side, b->sides) {
if (b->max_tactics > 0
&& side->leader.value == b->max_tactics
&& helping(side, fig->side))
{
yes = true;
break;
}
} next(side);
if (!yes)
continue;
}
/* Handle the unit's attack on someone */
do_attack(fig);
}
/* Regeneration */
for (fi = b->fighters.begin; fi != b->fighters.end; ++fi) {
fighter *fig = *fi;
if(fspecial(fig->unit->faction, FS_REGENERATION)) {
fig->fighting = fig->alive - fig->removed;
if(fig->fighting == 0) continue;
do_regenerate(fig);
}
}
}
printf("\n");
/* Auswirkungen berechnen: */
aftermath(b);
/*
#if MALLOCDBG
assert(_CrtCheckMemory());
#endif
*/
/* Hier ist das Gefecht beendet, und wir können die
* Hilfsstrukturen * wieder löschen: */
if (b) {
free_battle(b);
free(b);
}
}
list_next(r);
}
/* ------------------------------------------------------------- */
/* Funktionen, die außerhalb von battle.c verwendet werden. */
int
nb_armor(unit *u, int index)
{
int a, av = 0;
int geschuetzt = 0;
if (!(u->race->battle_flags & BF_EQUIPMENT)) return AR_NONE;
/* Normale Rüstung */
a = 0;
do {
if (armordata[a].shield == 0) {
geschuetzt += get_item(u, armordata[a].item);
if (geschuetzt > index)
av += armordata[a].prot;
}
++a;
}
while (a != AR_MAX);
/* Schild */
a = 0;
do {
if (armordata[a].shield == 1) {
geschuetzt += get_item(u, armordata[a].item);
if (geschuetzt > index)
av += armordata[a].prot;
}
++a;
}
while (a != AR_MAX);
return av;
}
int
damage_unit(unit *u, const char *dam, boolean armor, boolean magic)
{
int *hp = malloc(u->number * sizeof(int));
int h;
int i, dead = 0, hp_rem = 0, heiltrank;
if (u->number==0) return 0;
h = u->hp/u->number;
/* HP verteilen */
for (i=0; i<u->number; i++) hp[i] = h;
h = u->hp - (u->number * h);
for (i=0; i<h; i++) hp[i]++;
/* Schaden */
for (i=0; i<u->number; i++) {
int damage = dice_rand(dam);
if (magic) damage = (int)(damage * (100.0 - magic_resistance(u))/100.0);
if (armor) damage -= nb_armor(u, i);
hp[i] -= damage;
}
/* Auswirkungen */
for (i=0; i<u->number; i++) {
if (hp[i] < 0){
heiltrank = 0;
/* Sieben Leben */
if (old_race(u->race) == RC_CAT && (chance(1.0 / 7))) {
hp[i] = u->hp/u->number;
hp_rem += hp[i];
continue;
}
/* Heiltrank */
if (get_effect(u, oldpotiontype[P_HEAL]) > 0) {
change_effect(u, oldpotiontype[P_HEAL], -1);
heiltrank = 1;
} else if (get_potion(u, P_HEAL) > 0) {
i_change(&u->items, oldpotiontype[P_HEAL]->itype, -1);
change_effect(u, oldpotiontype[P_HEAL], 3);
heiltrank = 1;
}
if (heiltrank && (chance(0.50))) {
hp[i] = u->hp/u->number;
hp_rem += hp[i];
continue;
}
dead++;
} else {
hp_rem += hp[i];
}
}
scale_number(u, u->number - dead);
u->hp = hp_rem;
free(hp);
return dead;
}