forked from github/server
4084 lines
123 KiB
C
4084 lines
123 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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#ifdef _MSC_VER
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#include <platform.h>
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#endif
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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 "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 "study.h"
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#include "spy.h"
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#include <spells/buildingcurse.h>
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#include <spells/regioncurse.h>
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#include <spells/unitcurse.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/racename.h>
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#include <attributes/otherfaction.h>
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/* util includes */
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#include <util/assert.h>
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#include <kernel/attrib.h>
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#include <util/base36.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/macros.h>
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#include <util/parser.h>
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#include <util/strings.h>
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#include <util/rand.h>
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#include <util/rng.h>
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#include <selist.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 BASE_CHANCE 70 /* 70% Basis-Ueberlebenschance */
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#define TDIFF_CHANGE 5 /* 5% hoeher 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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#define ROW_FACTOR 3 /* factor for combat row advancement rule */
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#define EFFECT_PANIC_SPELL 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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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) /* deprecated */
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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 flee_chance_max_percent;
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static int flee_chance_base;
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static int flee_chance_skill_bonus;
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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 bool rule_igjarjuk_curse;
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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 item_type *it_mistletoe;
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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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it_mistletoe = it_find("mistletoe");
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flee_chance_skill_bonus = config_get_int("rules.combat.flee_chance_bonus", 5);
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flee_chance_base = config_get_int("rules.combat.flee_chance_base", 20);
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flee_chance_max_percent = config_get_int("rules.combat.flee_chance_limit", 90);
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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_igjarjuk_curse = config_get_int("rules.combat.igjarjuk_curse", 0) != 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", 5);
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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)) { /* deprecated */
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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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const char *sidename(const 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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str_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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str_strlcpy(sideabkz_buf, itoa36(f->no), sizeof(sideabkz_buf));
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return sideabkz_buf;
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}
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void battle_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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battle_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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battle_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 bool alliedside(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 true;
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}
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if (s->group) {
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return alliedgroup(s->faction, f, s->group, mode) != 0;
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}
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return alliedfaction(s->faction, f, mode) != 0;
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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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/* Waehlt 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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* Parteizugehoerigkeit ignoriert, und irgendeine Leiche genommen.
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*
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* Untote werden nicht ausgewaehlt (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) && alliedside(af->side, s->faction, HELP_FIGHT))) {
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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, duerfen hier aber nicht ausgewaehlt
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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 (!enemy(as, ds) && alliedside(as, ds->faction, HELP_FIGHT));
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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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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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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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}
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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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int front = 0;
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for (line = FIRST_ROW; line != NUMROWS; ++line) {
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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)
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break;
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}
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}
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/* 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 = row - retreat;
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if (result < FIRST_ROW) result = FIRST_ROW;
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return result;
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}
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int get_unitrow(const fighter * af, const side * vs)
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{
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int row = statusrow(af->status);
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if (vs == NULL) {
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int i;
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for (i = FIGHT_ROW; i != row; ++i)
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if (af->side->size[i])
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break;
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return FIGHT_ROW + (row - i);
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}
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else {
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battle *b = vs->battle;
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if (row != b->rowcache.row || b->alive != b->rowcache.alive
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|| af->side != b->rowcache.as || vs != b->rowcache.vs) {
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b->rowcache.alive = b->alive;
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b->rowcache.as = af->side;
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b->rowcache.vs = vs;
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b->rowcache.row = row;
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b->rowcache.result = get_row(af->side, row, vs);
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return b->rowcache.result;
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}
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return b->rowcache.result;
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}
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}
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static void reportcasualties(battle * b, fighter * fig, int dead)
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{
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struct message *m;
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region *r = NULL;
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if (fig->alive == fig->unit->number)
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return;
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m = msg_message("casualties", "unit runto run alive fallen",
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fig->unit, r, fig->run.number, fig->alive, dead);
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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)(100.0 - ((100.0 - (double)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;
|
|
}
|
|
|
|
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)
|
|
{
|
|
return rc_can_use(u_race(u), itype);
|
|
}
|
|
|
|
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;
|
|
const race * rc = u_race(u);
|
|
|
|
if (wtype == NULL) {
|
|
skill = effskill(u, SK_WEAPONLESS, NULL);
|
|
int def = attacking ? rc->at_default : rc->df_default;
|
|
if (skill <= 0) {
|
|
/* wenn kein waffenloser kampf, dann den rassen-defaultwert */
|
|
if (rc == get_race(RC_ORC)) {
|
|
int sword = effskill(u, SK_MELEE, NULL);
|
|
int spear = effskill(u, SK_SPEAR, NULL);
|
|
skill = ((sword > spear) ? sword : spear) - 3;
|
|
}
|
|
}
|
|
if (def > skill) skill = def;
|
|
if (attacking) {
|
|
skill += rc->at_bonus;
|
|
if (fval(u->region->terrain, SEA_REGION) && u->ship)
|
|
skill += u->ship->type->at_bonus;
|
|
}
|
|
else {
|
|
skill += rc->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, NULL);
|
|
if (skill > 0) {
|
|
if (attacking) {
|
|
skill += rc->at_bonus;
|
|
}
|
|
else {
|
|
skill += rc->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, NULL);
|
|
/* only half against trolls */
|
|
if (skl > 0) {
|
|
if (type == BONUS_SKILL) {
|
|
int dmg = (skl < 8) ? 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;
|
|
if (skl > 4) skl = 4;
|
|
return skl;
|
|
}
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Effektiver Waffenskill waehrend des Kampfes.
|
|
*/
|
|
static int
|
|
weapon_effskill(troop t, troop enemy, const weapon * w,
|
|
bool attacking, bool missile)
|
|
{
|
|
fighter *tf = t.fighter;
|
|
unit *tu = t.fighter->unit;
|
|
/* Alle Modifier berechnen, die fig durch die Waffen bekommt. */
|
|
if (w) {
|
|
int skill = 0;
|
|
const weapon_type *wtype = w->type;
|
|
|
|
if (attacking) {
|
|
skill = w->attackskill;
|
|
}
|
|
else {
|
|
skill = w->defenseskill;
|
|
}
|
|
if (wtype->modifiers != NULL) {
|
|
/* Pferdebonus, Lanzenbonus, usw. */
|
|
const race *rc = u_race(tu);
|
|
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) {
|
|
int mask = wtype->modifiers[m].race_mask;
|
|
if ((mask == 0) || (mask & rc->mask_item)) {
|
|
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 muss man noch ein
|
|
* WMF_ELVENHORSE einbauen. */
|
|
skill += 2;
|
|
}
|
|
|
|
if (skill > 0 && !attacking && missile) {
|
|
/*
|
|
* Wenn ich verteidige, und nicht direkt meinem Feind gegenueberstehe,
|
|
* halbiert sich mein Skill: (z.B. gegen Fernkaempfer. Nahkaempfer
|
|
* koennen mich eh nicht treffen)
|
|
*/
|
|
skill /= 2;
|
|
}
|
|
return skill;
|
|
}
|
|
/* no weapon: fight weaponless */
|
|
return weapon_skill(NULL, tu, attacking);
|
|
}
|
|
|
|
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
|
|
* Ruestungschutz geben, addieren.
|
|
* - Artefakt "trollbelt" gibt Ruestung +1
|
|
* - Zauber Rindenhaut gibt Ruestung +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 verbuendet, 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 (alliedside(s->magician->side, ds->faction, HELP_FIGHT))
|
|
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 Kaempfern 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 einzelne 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 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, "spo_%s", rc->_name);
|
|
equip_unit_mask(du, eqname, EQUIP_ITEMS);
|
|
}
|
|
}
|
|
|
|
/** 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;
|
|
|
|
/* TODO (enno): we can use u->skill_size to find a random skill */
|
|
ssk = sk;
|
|
while (get_level(u, sk) == 0) {
|
|
sk++;
|
|
if (sk == MAXSKILLS)
|
|
sk = 0;
|
|
if (sk == ssk) {
|
|
sk = NOSKILL;
|
|
break;
|
|
}
|
|
}
|
|
if (sk != NOSKILL) {
|
|
reduce_skill_days(u, sk, n);
|
|
}
|
|
}
|
|
|
|
static void vampirism(troop at, int damage)
|
|
{
|
|
const unit *au = at.fighter->unit;
|
|
|
|
if (u_race(au) == get_race(RC_DAEMON)) {
|
|
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);
|
|
|
|
gain += at.fighter->person[at.index].hp;
|
|
if (maxhp > gain) maxhp = gain;
|
|
at.fighter->person[at.index].hp = maxhp;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void ship_damage(int turn, unit *du) {
|
|
if (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);
|
|
}
|
|
}
|
|
|
|
#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, NULL);
|
|
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 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) {
|
|
int m;
|
|
for (m = 0; wtype->modifiers[m].value; ++m) {
|
|
/* weapon damage for this weapon, possibly by race */
|
|
if (wtype->modifiers[m].flags & WMF_DAMAGE) {
|
|
int mask = wtype->modifiers[m].race_mask;
|
|
if ((mask == 0) || (mask & ar->mask_item)) {
|
|
modifier += wtype->modifiers[m].value;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return modifier;
|
|
}
|
|
|
|
int calculate_armor(troop dt, const weapon_type *dwtype, const weapon_type *awtype,
|
|
const armor_type *armor, const armor_type *shield, bool magic) {
|
|
|
|
const fighter *df = dt.fighter;
|
|
unit *du = df->unit;
|
|
int total_armor = 0, nat_armor, magic_armor;
|
|
bool missile = awtype && (awtype->flags&WTF_MISSILE);
|
|
|
|
if (armor) {
|
|
total_armor += armor->prot;
|
|
if (missile && armor->projectile > 0 && chance(armor->projectile)) {
|
|
return -1;
|
|
}
|
|
}
|
|
if (shield) {
|
|
total_armor += shield->prot;
|
|
if (missile && shield->projectile > 0 && chance(shield->projectile)) {
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
if (magic) {
|
|
/* gegen Magie wirkt nur natuerliche und magische Ruestung */
|
|
total_armor = 0;
|
|
}
|
|
|
|
/* natuerliche Ruestung */
|
|
nat_armor = natural_armor(du);
|
|
|
|
/* magische Ruestung durch Artefakte oder Sprueche */
|
|
/* Momentan nur Trollguertel und Werwolf-Eigenschaft */
|
|
magic_armor = select_magicarmor(dt);
|
|
|
|
if (rule_nat_armor == 0) {
|
|
/* natuerliche Ruestung ist halbkumulativ */
|
|
if (total_armor > 0) {
|
|
total_armor += nat_armor / 2;
|
|
}
|
|
else {
|
|
total_armor = nat_armor;
|
|
}
|
|
}
|
|
else {
|
|
/* use the higher value, add half the other value */
|
|
total_armor = (total_armor > nat_armor) ? (total_armor + nat_armor / 2) : (nat_armor + total_armor / 2);
|
|
}
|
|
|
|
if (awtype && fval(awtype, WTF_ARMORPIERCING)) {
|
|
/* crossbows */
|
|
total_armor /= 2;
|
|
}
|
|
|
|
total_armor += magic_armor;
|
|
|
|
assert(total_armor >= 0 || !"armor < 0 means hit denied");
|
|
|
|
return total_armor;
|
|
}
|
|
|
|
int apply_resistance(int damage, troop dt, const weapon_type *dwtype, const armor_type *armor, const armor_type *shield, bool magic) {
|
|
const fighter *df = dt.fighter;
|
|
unit *du = df->unit;
|
|
|
|
if (!magic)
|
|
return damage;
|
|
|
|
/* calculate damage multiplier for magical damage */
|
|
variant resistance_factor = 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)) {
|
|
resistance_factor = frac_mul(resistance_factor, frac_sub(frac_one, armor->magres));
|
|
}
|
|
if (shield && fval(shield, ATF_LAEN)) {
|
|
resistance_factor = frac_mul(resistance_factor, frac_sub(frac_one, shield->magres));
|
|
}
|
|
if (dwtype) {
|
|
resistance_factor = frac_mul(resistance_factor, frac_sub(frac_one, dwtype->magres));
|
|
}
|
|
}
|
|
if (resistance_factor.sa[0] <= 0) {
|
|
return 0;
|
|
}
|
|
|
|
variant reduced_damage = frac_mul(frac_make(damage, 1), resistance_factor);
|
|
return reduced_damage.sa[0] / reduced_damage.sa[1];
|
|
|
|
}
|
|
|
|
static bool resurrect_troop(troop dt)
|
|
{
|
|
fighter *df = dt.fighter;
|
|
unit *du = df->unit;
|
|
if (oldpotiontype[P_HEAL] && !fval(&df->person[dt.index], FL_HEALING_USED)) {
|
|
if (i_get(du->items, oldpotiontype[P_HEAL]) > 0) {
|
|
fset(&df->person[dt.index], FL_HEALING_USED);
|
|
i_change(&du->items, oldpotiontype[P_HEAL], -1);
|
|
df->person[dt.index].hp = u_race(du)->hitpoints * 5; /* give the person a buffer */
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
static void demon_dazzle(fighter *af, troop dt) {
|
|
const fighter *df = dt.fighter;
|
|
if (u_race(af->unit) == 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].defense--;
|
|
}
|
|
}
|
|
}
|
|
|
|
static bool survives(fighter *af, troop dt, battle *b) {
|
|
const unit *du = af->unit;
|
|
const fighter *df = dt.fighter;
|
|
|
|
if (df->person[dt.index].hp > 0) { /* Hat ueberlebt */
|
|
demon_dazzle(af, dt);
|
|
|
|
return true;
|
|
}
|
|
|
|
/* Sieben Leben */
|
|
if (u_race(du) == get_race(RC_CAT) && (chance(1.0 / 7))) {
|
|
df->person[dt.index].hp = unit_max_hp(du);
|
|
return true;
|
|
}
|
|
|
|
/* healing potions can avert a killing blow */
|
|
if (resurrect_troop(dt)) {
|
|
message *m = msg_message("potionsave", "unit", du);
|
|
battle_message_faction(b, du->faction, m);
|
|
msg_release(m);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
static void destroy_items(troop dt) {
|
|
unit *du = dt.fighter->unit;
|
|
|
|
item **pitm;
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
static void calculate_defense_type(troop at, troop dt, int type, bool missile,
|
|
const weapon_type **dwtype, int *defskill) {
|
|
const weapon *weapon;
|
|
weapon = select_weapon(dt, false, true); /* missile=true to get the unmodified best weapon she has */
|
|
*defskill = weapon_effskill(dt, at, weapon, false, false);
|
|
if (weapon != NULL)
|
|
*dwtype = weapon->type;
|
|
}
|
|
|
|
static void calculate_attack_type(troop at, troop dt, int type, bool missile,
|
|
const weapon_type **awtype, int *attskill, bool *magic) {
|
|
const weapon *weapon;
|
|
|
|
switch (type) {
|
|
case AT_STANDARD:
|
|
weapon = select_weapon(at, true, missile);
|
|
*attskill = weapon_effskill(at, dt, weapon, true, missile);
|
|
if (weapon)
|
|
*awtype = weapon->type;
|
|
if (*awtype && fval(*awtype, WTF_MAGICAL))
|
|
*magic = true;
|
|
break;
|
|
case AT_NATURAL:
|
|
*attskill = weapon_effskill(at, dt, NULL, true, missile);
|
|
break;
|
|
case AT_SPELL:
|
|
case AT_COMBATSPELL:
|
|
*magic = true;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
static int crit_damage(int attskill, int defskill, const char *damage_formula) {
|
|
int damage = 0;
|
|
if (rule_damage & DAMAGE_CRITICAL) {
|
|
double kritchance = ((double)attskill * 3.0 - (double)defskill) / 200.0;
|
|
int maxk = 4;
|
|
|
|
kritchance = fmax(kritchance, 0.005);
|
|
kritchance = fmin(0.9, kritchance);
|
|
|
|
while (maxk-- && chance(kritchance)) {
|
|
damage += dice_rand(damage_formula);
|
|
}
|
|
}
|
|
return damage;
|
|
}
|
|
|
|
static int apply_race_resistance(int reduced_damage, fighter *df,
|
|
const weapon_type *awtype, bool magic) {
|
|
unit *du = df->unit;
|
|
|
|
if ((u_race(du)->battle_flags & BF_INV_NONMAGIC) && !magic)
|
|
reduced_damage = 0;
|
|
else {
|
|
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))
|
|
reduced_damage /= 2;
|
|
}
|
|
return reduced_damage;
|
|
}
|
|
|
|
static int apply_magicshield(int reduced_damage, fighter *df,
|
|
const weapon_type *awtype, battle *b, bool magic) {
|
|
side *ds = df->side;
|
|
selist *ql;
|
|
int qi;
|
|
|
|
if (reduced_damage <= 0)
|
|
return 0;
|
|
|
|
/* 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 <= reduced_damage); /* 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) {
|
|
int hp = reduced_damage * (me->effect / 100);
|
|
reduced_damage -= hp;
|
|
me->duration -= hp;
|
|
}
|
|
/* gibt Ruestung +effect fuer duration Treffer */
|
|
if (me->typ == SHIELD_ARMOR) {
|
|
reduced_damage -= me->effect;
|
|
if (reduced_damage < 0) reduced_damage = 0;
|
|
me->duration--;
|
|
}
|
|
}
|
|
}
|
|
|
|
return reduced_damage;
|
|
}
|
|
|
|
bool
|
|
terminate(troop dt, troop at, int type, const char *damage_formula, bool missile)
|
|
{
|
|
fighter *df = dt.fighter;
|
|
fighter *af = at.fighter;
|
|
unit *au = af->unit;
|
|
unit *du = df->unit;
|
|
battle *b = df->side->battle;
|
|
|
|
int armor_value;
|
|
|
|
const weapon_type *dwtype = NULL;
|
|
const weapon_type *awtype = NULL;
|
|
const armor_type *armor = NULL;
|
|
const armor_type *shield = NULL;
|
|
|
|
int reduced_damage, attskill = 0, defskill = 0;
|
|
bool magic = false;
|
|
|
|
int damage = dice_rand(damage_formula);
|
|
|
|
assert(du->number > 0);
|
|
++at.fighter->hits;
|
|
|
|
calculate_attack_type(at, dt, type, missile, &awtype, &attskill, &magic);
|
|
calculate_defense_type(at, dt, type, missile, &dwtype, &defskill);
|
|
|
|
if (is_riding(at) && (awtype == NULL || (fval(awtype, WTF_HORSEBONUS)
|
|
&& !fval(awtype, WTF_MISSILE)))) {
|
|
damage += CavalryBonus(au, dt, BONUS_DAMAGE);
|
|
}
|
|
|
|
armor = select_armor(dt, false);
|
|
shield = select_armor(dt, true);
|
|
|
|
armor_value = calculate_armor(dt, dwtype, awtype, armor, shield, magic);
|
|
if (armor_value < 0) {
|
|
return false;
|
|
}
|
|
|
|
damage = apply_resistance(damage, dt, dwtype, armor, shield, magic);
|
|
|
|
if (type != AT_COMBATSPELL && type != AT_SPELL) {
|
|
damage += crit_damage(attskill, defskill, damage_formula);
|
|
|
|
damage += rc_specialdamage(au, du, awtype);
|
|
|
|
if (awtype == NULL || !fval(awtype, WTF_MISSILE)) {
|
|
/* melee bonus */
|
|
if (rule_damage & DAMAGE_MELEE_BONUS) {
|
|
damage += af->person[at.index].damage;
|
|
}
|
|
}
|
|
|
|
/* Skilldifferenzbonus */
|
|
if (rule_damage & DAMAGE_SKILL_BONUS) {
|
|
int b = (attskill - defskill) / DAMAGE_QUOTIENT;
|
|
if (b > 0) damage += b;
|
|
}
|
|
}
|
|
|
|
reduced_damage = damage - armor_value;
|
|
if (reduced_damage < 0) reduced_damage = 0;
|
|
|
|
reduced_damage = apply_race_resistance(reduced_damage, df, awtype, magic);
|
|
reduced_damage = apply_magicshield(reduced_damage, df, awtype, b, magic);
|
|
|
|
assert(dt.index >= 0 && dt.index < du->number);
|
|
if (reduced_damage > 0) {
|
|
df->person[dt.index].hp -= reduced_damage;
|
|
|
|
vampirism(at, reduced_damage);
|
|
|
|
ship_damage(b->turn, du);
|
|
}
|
|
|
|
if (survives(af, dt, b))
|
|
return false;
|
|
|
|
++at.fighter->kills;
|
|
|
|
destroy_items(dt);
|
|
|
|
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;
|
|
}
|
|
|
|
if (minrow < FIGHT_ROW) 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;
|
|
}
|
|
|
|
double tactics_chance(const unit *u, int skilldiff) {
|
|
double tacch = 0.1 * skilldiff;
|
|
if (fval(u->region->terrain, SEA_REGION)) {
|
|
const ship *sh = u->ship;
|
|
if (sh) {
|
|
tacch *= sh->type->tac_bonus;
|
|
}
|
|
}
|
|
return tacch;
|
|
}
|
|
|
|
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 {
|
|
if (mindist < FIGHT_ROW) 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 = tactics_chance(af->unit, tactics);
|
|
if (!chance(tacch)) {
|
|
dt.fighter = NULL;
|
|
}
|
|
}
|
|
else {
|
|
dt.fighter = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
return dt;
|
|
}
|
|
|
|
selist *select_fighters(battle * b, const side * vs, int mask, select_fun cb, void *cbdata)
|
|
{
|
|
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) || !alliedside(s, vs->faction, HELP_FIGHT)) {
|
|
continue;
|
|
}
|
|
}
|
|
else {
|
|
assert(mask == (FS_HELP | FS_ENEMY) || !"invalid alliance state");
|
|
}
|
|
for (fig = s->fighters; fig; fig = fig->next) {
|
|
if (cb(vs, fig, cbdata)) {
|
|
selist_push(&fightervp, fig);
|
|
}
|
|
}
|
|
}
|
|
|
|
return fightervp;
|
|
}
|
|
|
|
struct selector {
|
|
int minrow;
|
|
int maxrow;
|
|
};
|
|
|
|
static bool select_row(const side *vs, const fighter *fig, void *cbdata)
|
|
{
|
|
struct selector *sel = (struct selector *)cbdata;
|
|
int row = get_unitrow(fig, vs);
|
|
return (row >= sel->minrow && row <= sel->maxrow);
|
|
}
|
|
|
|
selist *fighters(battle * b, const side * vs, int minrow, int maxrow, int mask)
|
|
{
|
|
struct selector sel;
|
|
sel.maxrow = maxrow;
|
|
sel.minrow = minrow;
|
|
return select_fighters(b, vs, mask, select_row, &sel);
|
|
}
|
|
|
|
static void report_failed_spell(struct battle * b, struct unit * mage, const struct spell *sp)
|
|
{
|
|
message *m = msg_message("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;
|
|
}
|
|
|
|
static void summon_igjarjuk(battle *b, spellrank spellranks[]) {
|
|
side *s;
|
|
castorder *co;
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void do_combatmagic(battle * b, combatmagic_t was)
|
|
{
|
|
side *s;
|
|
castorder *co;
|
|
region *r = b->region;
|
|
int level, rank, sl;
|
|
spellrank spellranks[MAX_SPELLRANK];
|
|
|
|
memset(spellranks, 0, sizeof(spellranks));
|
|
|
|
if (rule_igjarjuk_curse && was == DO_PRECOMBATSPELL) {
|
|
summon_igjarjuk(b, spellranks);
|
|
}
|
|
for (s = b->sides; s != b->sides + b->nsides; ++s) {
|
|
fighter *fig;
|
|
for (fig = s->fighters; fig; fig = fig->next) {
|
|
unit *mage = fig->unit;
|
|
unit *caster = mage;
|
|
|
|
if (fig->alive <= 0)
|
|
continue; /* fighter kann im Kampf getoetet 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, caster, sp, level, 1);
|
|
if (sl > 0 && sl < level) {
|
|
level = sl;
|
|
}
|
|
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, NULL, sp, level, 1);
|
|
}
|
|
else if (fumble(r, mage, sp, level)) {
|
|
report_failed_spell(b, mage, sp);
|
|
pay_spell(mage, NULL, 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 = cast_spell(co);
|
|
if (level > 0) {
|
|
pay_spell(fig->unit, NULL, 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 = cast_spell(&co);
|
|
free_castorder(&co);
|
|
if (level > 0) {
|
|
pay_spell(at.fighter->unit, NULL, sp, level, 1);
|
|
}
|
|
return level;
|
|
}
|
|
|
|
static void do_combatspell(troop at)
|
|
{
|
|
const spell *sp;
|
|
fighter *fi = at.fighter;
|
|
unit *mage = 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 = mage->faction->locale;
|
|
|
|
sp = get_combatspell(mage, 1);
|
|
if (sp == NULL) {
|
|
fi->magic = 0; /* Hat keinen Kampfzauber, kaempft nichtmagisch weiter */
|
|
return;
|
|
}
|
|
ord = create_order(K_CAST, lang, "'%s'", spell_name(sp, lang));
|
|
if (!cancast(mage, sp, 1, 1, ord)) {
|
|
fi->magic = 0; /* Kann nicht mehr Zaubern, kaempft nichtmagisch weiter */
|
|
return;
|
|
}
|
|
|
|
level = eff_spelllevel(mage, mage, sp, fi->magic, 1);
|
|
sl = get_combatspelllevel(mage, 1);
|
|
if (sl > 0 && sl < level) {
|
|
level = sl;
|
|
}
|
|
|
|
if (fumble(r, mage, sp, level)) {
|
|
report_failed_spell(b, mage, sp);
|
|
pay_spell(mage, NULL, 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 erhoeht */
|
|
if (rng_int() % 100 < fumblechance) {
|
|
report_failed_spell(b, mage, sp);
|
|
pay_spell(mage, NULL, sp, level, 1);
|
|
free_order(ord);
|
|
return;
|
|
}
|
|
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, NULL, sp, level, 1);
|
|
return;
|
|
}
|
|
|
|
level = cast_combatspell(at, sp, level, power);
|
|
}
|
|
|
|
/* Sonderattacken: Monster patzern nicht und zahlen auch keine
|
|
* Spruchkosten. Da die Spruchstaerke 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 {
|
|
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].defense;
|
|
|
|
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) {
|
|
curse *c = get_curse(b->attribs, &ct_strongwall);
|
|
if (curse_active(c)) {
|
|
/* wirkt auf alle Gebaeude */
|
|
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) {
|
|
if (curse_active(get_curse(b->attribs, &ct_magicwalls))) {
|
|
/* 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 Ruestung */
|
|
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 ! */
|
|
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].defense--;
|
|
}
|
|
|
|
void damage_building(battle * b, building * bldg, int damage_abs)
|
|
{
|
|
assert(bldg);
|
|
bldg->size -= damage_abs;
|
|
if (bldg->size < 1) bldg->size = 1;
|
|
|
|
/* Wenn Burg, dann gucken, ob die Leute alle noch in das Gebaeude 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
|
|
* fehlschlaegt, wird af->magic == 0 und der Magier kaempft
|
|
* 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. Gegenstaende, 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 maechtig */
|
|
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-Sprueche. 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].defense -= 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
|
|
* Kaempfern beruht, darf die Reihenfolge und Groesse 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 zufaellig
|
|
* mit einer grossen Einheit zuerst drankommt, extrem bevorteilt. */
|
|
ta.index = af->fighting;
|
|
|
|
while (ta.index--) {
|
|
/* Wir suchen eine beliebige Feind-Einheit aus. An der koennen
|
|
* 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 Katapultschuetze setzt die
|
|
* Ladezeit neu und generiert die Meldung. */
|
|
if (af->catmsg >= 0) {
|
|
struct message *m =
|
|
msg_message("killed_battle", "unit dead", au, af->catmsg);
|
|
message_all(b, m);
|
|
msg_release(m);
|
|
af->catmsg = -1;
|
|
}
|
|
}
|
|
|
|
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 int 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, NULL);
|
|
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 30;
|
|
if (skl >= 2 && n2 + n3 >= u->number)
|
|
return 20;
|
|
if (n1 + n2 + n3 >= u->number)
|
|
return 10;
|
|
return 0;
|
|
}
|
|
|
|
static int fleechance(unit * u)
|
|
{
|
|
int p = flee_chance_base; /* Fluchtwahrscheinlichkeit in % */
|
|
/* Einheit u versucht, dem Getuemmel zu entkommen */
|
|
|
|
p += (effskill(u, SK_STEALTH, NULL) * flee_chance_skill_bonus);
|
|
p += horse_fleeing_bonus(u);
|
|
|
|
if (u_race(u) == get_race(RC_HALFLING)) {
|
|
p += flee_chance_base;
|
|
if (p > flee_chance_max_percent) {
|
|
p = flee_chance_max_percent;
|
|
}
|
|
}
|
|
return p;
|
|
}
|
|
|
|
/** 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 = (maxloot > 10) ? 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;
|
|
}
|
|
}
|
|
|
|
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 rp = rpeasants(r);
|
|
|
|
if (rp > 0) {
|
|
int dead_peasants = (int)(dead_players * PopulationDamage());
|
|
if (dead_peasants > rp) {
|
|
dead_peasants = rp;
|
|
}
|
|
if (dead_peasants) {
|
|
deathcounts(r, dead_peasants + dead_players);
|
|
rsetpeasants(r, rp - 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 = (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);
|
|
battle_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 fuer 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 (dead == df->unit->number) {
|
|
flags = UFL_DEAD;
|
|
}
|
|
else if (relevant) {
|
|
flags = UFL_LONGACTION;
|
|
if ((du->status != ST_FLEE) && (df->run.hp <= 0)) {
|
|
flags |= UFL_NOTMOVING;
|
|
}
|
|
}
|
|
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 duerfen die Feinde pluendern, 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 aufloesen */
|
|
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("army_report",
|
|
"index abbrev dead fled survived",
|
|
army_index(s), sideabkz(s, false), s->dead, s->flee, s->alive);
|
|
message *unseen = msg_message("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;
|
|
|
|
battle_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 ueberfuehrt 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);
|
|
battle_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 beschaedigt. 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) {
|
|
sink_ship(sh);
|
|
remove_ship(sp, sh);
|
|
}
|
|
else {
|
|
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", "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_stats(battle * b)
|
|
{
|
|
side *s2;
|
|
side *s;
|
|
for (s = b->sides; s != b->sides + b->nsides; ++s) {
|
|
bfaction *bf;
|
|
|
|
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];
|
|
|
|
msg = msg_message("para_army_index", "index name", army_index(s), sname);
|
|
battle_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);
|
|
}
|
|
|
|
/* Besten Taktiker ermitteln */
|
|
|
|
b->max_tactics = 0;
|
|
|
|
for (s = b->sides; s != b->sides + b->nsides; ++s) {
|
|
if (!selist_empty(s->leader.fighters)) {
|
|
if (s->leader.value > b->max_tactics) {
|
|
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("para_tactics_lost", "unit", u);
|
|
}
|
|
else {
|
|
m = msg_message("para_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];
|
|
region *r = b->region;
|
|
item *itm;
|
|
fighter *fig = NULL;
|
|
int h, i, tactics = effskill(u, SK_TACTICS, NULL);
|
|
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)) {
|
|
g = get_group(u);
|
|
}
|
|
|
|
/* 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 fuer noch
|
|
* keinen Kampf ausgewaehlt wurde (sonst wuerde ein fighter existieren) */
|
|
}
|
|
fig = (struct fighter*)calloc(1, sizeof(struct fighter));
|
|
|
|
fig->next = s1->fighters;
|
|
s1->fighters = fig;
|
|
|
|
fig->unit = u;
|
|
/* In einer Burg muss man a) nicht Angreifer sein, und b) drin sein, und
|
|
* c) noch Platz finden. d) menschanaehnlich 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 Spruechen */
|
|
|
|
if (u->attribs) {
|
|
curse *c = get_curse(u->attribs, &ct_speed);
|
|
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 = trollbelts(u);
|
|
if (strongmen > fig->unit->number) strongmen = fig->unit->number;
|
|
|
|
/* Hitpoints, Attack- und Defense-Boni fuer 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;
|
|
}
|
|
}
|
|
|
|
/* Fuer alle Waffengattungen wird bestimmt, wie viele der Personen mit
|
|
* ihr kaempfen koennten, und was ihr Wert darin ist. */
|
|
if (u_race(u)->battle_flags & BF_EQUIPMENT) {
|
|
int owp[WMAX];
|
|
int dwp[WMAX];
|
|
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((size_t)(w + 1), sizeof(weapon));
|
|
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 muss noch geschaut werden, wo die Einheit die jeweils besten
|
|
* Werte hat, das kommt aber erst irgendwo spaeter. Ich entscheide
|
|
* waehrend des Kampfes, welche ich nehme, je nach Gegner. Deswegen auch
|
|
* keine addierten boni. */
|
|
|
|
/* Zuerst mal die Spezialbehandlung gewisser Sonderfaelle. */
|
|
fig->magic = effskill(u, SK_MAGIC, NULL);
|
|
|
|
if (fig->horses) {
|
|
if (!fval(r->terrain, CAVALRY_REGION) || r_isforest(r)
|
|
|| effskill(u, SK_RIDING, NULL) < CavalrySkill()
|
|
|| u_race(u) == get_race(RC_TROLL) || fval(u, UFL_WERE))
|
|
fig->horses = 0;
|
|
}
|
|
|
|
if (fig->elvenhorses) {
|
|
if (effskill(u, SK_RIDING, NULL) < 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);
|
|
if (p_bonus > bonus) p_bonus = bonus;
|
|
}
|
|
tactics += bonus;
|
|
}
|
|
|
|
add_tactics(&fig->side->leader, fig, tactics);
|
|
++b->nfighters;
|
|
return fig;
|
|
}
|
|
|
|
int join_battle(battle * b, unit * u, bool attack, fighter ** cp)
|
|
{
|
|
side *s;
|
|
fighter *fc = NULL;
|
|
|
|
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) {
|
|
fc = fig;
|
|
if (attack) {
|
|
set_attacker(fig);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (!fc) {
|
|
*cp = make_fighter(b, u, NULL, attack);
|
|
return *cp != NULL;
|
|
}
|
|
*cp = fc;
|
|
return false;
|
|
}
|
|
|
|
battle *make_battle(region * r)
|
|
{
|
|
unit *u;
|
|
bfaction *bf;
|
|
building * bld;
|
|
battle *b = (battle *)calloc(1, sizeof(battle));
|
|
|
|
assert(b);
|
|
/* 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 koennen: */
|
|
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(1, sizeof(bfaction));
|
|
assert(bf);
|
|
++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)
|
|
{
|
|
armor **ap = &fig->armors;
|
|
while (*ap) {
|
|
armor *a = *ap;
|
|
*ap = a->next;
|
|
free(a);
|
|
}
|
|
while (fig->loot) {
|
|
i_free(i_remove(&fig->loot, fig->loot));
|
|
}
|
|
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 **fp = &s->fighters;
|
|
while (*fp) {
|
|
fighter *fig = *fp;
|
|
*fp = fig->next;
|
|
free_fighter(fig);
|
|
free(fig);
|
|
}
|
|
s->fighters = NULL;
|
|
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;
|
|
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];
|
|
message *m;
|
|
sbstring sbs;
|
|
bool komma = false;
|
|
|
|
sbs_init(&sbs, buf, sizeof(buf));
|
|
|
|
if (cont)
|
|
m = msg_message("para_lineup_battle", "turn", b->turn);
|
|
else
|
|
m = msg_message("para_after_battle", "");
|
|
battle_message_faction(b, fac, m);
|
|
msg_release(m);
|
|
|
|
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) {
|
|
sbs_strcat(&sbs, ", ");
|
|
}
|
|
snprintf(buffer, sizeof(buffer), "%s %2d(%s): ",
|
|
loc_army, army_index(s), abbrev);
|
|
sbs_strcat(&sbs, buffer);
|
|
|
|
for (r = FIGHT_ROW; r != NUMROWS; ++r) {
|
|
if (alive[r]) {
|
|
if (l != FIGHT_ROW) {
|
|
sbs_strcat(&sbs, "+");
|
|
}
|
|
while (k--) {
|
|
sbs_strcat(&sbs, "0+");
|
|
}
|
|
sprintf(buffer, "%d", alive[r]);
|
|
sbs_strcat(&sbs, buffer);
|
|
|
|
k = 0;
|
|
l = r + 1;
|
|
}
|
|
else
|
|
++k;
|
|
}
|
|
|
|
komma = true;
|
|
}
|
|
}
|
|
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 kaempfe 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 muessen 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 gegenueber nicht zu
|
|
* erkennen gibt, helfen wir ihm nicht */
|
|
if (s->stealthfaction) {
|
|
if (!alliedside(s, u->faction, HELP_FSTEALTH)) {
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
/* einen alliierten angreifen duerfen 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;
|
|
/* keine Einwaende, 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) {
|
|
if (!enemy(s, sa) && !friendly(s, sa)) {
|
|
if (alliedfaction(f, sa->faction, HELP_FIGHT)) {
|
|
if (alliedfaction(sa->faction, f, HELP_FIGHT)) {
|
|
set_friendly(s, sa);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void flee(const troop dt)
|
|
{
|
|
fighter *fig = dt.fighter;
|
|
unit *u = fig->unit;
|
|
int fchance = fleechance(u);
|
|
|
|
if (fig->person[dt.index].flags & FL_PANICED) {
|
|
fchance += EFFECT_PANIC_SPELL;
|
|
}
|
|
if (fchance > flee_chance_max_percent) {
|
|
fchance = flee_chance_max_percent;
|
|
}
|
|
if (rng_int() % 100 < fchance) {
|
|
fig->run.hp += fig->person[dt.index].hp;
|
|
++fig->run.number;
|
|
|
|
setguard(u, false);
|
|
kill_troop(dt);
|
|
}
|
|
}
|
|
|
|
static bool is_calmed(const unit *u, const faction *f) {
|
|
attrib *a = a_find(u->attribs, &at_curse);
|
|
|
|
while (a && a->type == &at_curse) {
|
|
curse *c = (curse *)a->data.v;
|
|
if (c->type == &ct_calmmonster && curse_geteffect_int(c) == f->uid) {
|
|
if (curse_active(c)) {
|
|
return true;
|
|
}
|
|
}
|
|
a = a->next;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
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 Fluechtling aus einem andern Kampf */
|
|
if (fval(u, UFL_LONGACTION))
|
|
continue;
|
|
|
|
if (curse_active(get_curse(r->attribs, &ct_peacezone))) {
|
|
ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "peace_active", ""));
|
|
continue;
|
|
}
|
|
|
|
if (curse_active(get_curse(u->attribs, &ct_slavery))) {
|
|
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 muss erst verlassen werden" */
|
|
cmistake(u, ord, 19, MSG_BATTLE);
|
|
}
|
|
continue;
|
|
}
|
|
}
|
|
|
|
/* Ende Fehlerbehandlung Angreifer */
|
|
|
|
init_order_depr(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 (is_calmed(u, u2->faction)) {
|
|
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);
|
|
|
|
if (u2->attribs) {
|
|
if (it_mistletoe) {
|
|
int effect = get_effect(u2, it_mistletoe);
|
|
if (effect >= u->number) {
|
|
change_effect(u2, it_mistletoe, -u2->number);
|
|
c2->run.hp = u2->hp;
|
|
c2->run.number = u2->number;
|
|
c2->side->flee += u2->number;
|
|
setguard(u2, false);
|
|
rmfighter(c2, u2->number);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* 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 && c2 && c2->run.number < c2->unit->number) {
|
|
/* Merken, wer Angreifer ist, fuer die Rueckzahlung der
|
|
* Praecombataura 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 handlungsfaehig? */
|
|
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;
|
|
/* Flucht nicht bei mehr als 600 HP. Damit Wyrme toetbar bleiben. */
|
|
int runhp = (int)(0.9 + unit_max_hp(u) * hpflee(u->status));
|
|
if (runhp > 600) runhp = 600;
|
|
|
|
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) {
|
|
--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;
|
|
}
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
static void do_battle(region * r) {
|
|
battle *b = NULL;
|
|
bool fighting;
|
|
ship *sh;
|
|
|
|
fighting = start_battle(r, &b);
|
|
|
|
if (b == NULL)
|
|
return;
|
|
|
|
/* Bevor wir die alliierten hineinziehen, sollten wir schauen, *
|
|
* Ob jemand fliehen kann. Dann eruebrigt sich das ganze ja
|
|
* vielleicht schon. */
|
|
report_battle_start(b);
|
|
if (!fighting) {
|
|
/* Niemand mehr da, Kampf kann nicht stattfinden. */
|
|
message *m = msg_message("aborted_battle", "");
|
|
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 koennen die
|
|
* Hilfsstrukturen * wieder loeschen: */
|
|
|
|
free_battle(b);
|
|
}
|
|
|
|
void do_battles(void) {
|
|
region *r;
|
|
init_rules();
|
|
for (r = regions; r; r = r->next) {
|
|
do_battle(r);
|
|
}
|
|
}
|