forked from github/server
1336 lines
33 KiB
C
1336 lines
33 KiB
C
/*
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Copyright (c) 1998-2010, Enno Rehling <enno@eressea.de>
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Katja Zedel <katze@felidae.kn-bremen.de
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Christian Schlittchen <corwin@amber.kn-bremen.de>
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Permission to use, copy, modify, and/or distribute this software for any
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purpose with or without fee is hereby granted, provided that the above
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copyright notice and this permission notice appear in all copies.
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THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
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OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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**/
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#include <platform.h>
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#include <kernel/config.h>
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#include "randenc.h"
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#include "economy.h"
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#include "monster.h"
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/* kernel includes */
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#include <kernel/alchemy.h>
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#include <kernel/battle.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/item.h>
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#include <kernel/magic.h>
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#include <kernel/messages.h>
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#include <kernel/move.h>
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#include <kernel/names.h>
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#include <kernel/order.h>
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#include <kernel/plane.h>
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#include <kernel/pool.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/terrainid.h>
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#include <kernel/unit.h>
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/* attributes includes */
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#include <attributes/racename.h>
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#include <attributes/reduceproduction.h>
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/* util includes */
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#include <util/attrib.h>
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#include <util/bsdstring.h>
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#include <util/language.h>
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#include <util/lists.h>
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#include <util/log.h>
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#include <util/rand.h>
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#include <util/message.h>
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#include <util/rng.h>
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/* libc includes */
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#include <stdio.h>
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#include <string.h>
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#include <assert.h>
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#include <math.h>
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#include <stdlib.h>
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#include <attributes/iceberg.h>
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extern struct attrib_type at_unitdissolve;
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extern struct attrib_type at_orcification;
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/* In a->data.ca[1] steht der Prozentsatz mit dem sich die Einheit
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* aufl<66>st, in a->data.ca[0] kann angegeben werden, wohin die Personen
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* verschwinden. Passiert bereits in der ersten Runde! */
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static void dissolve_units(void)
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{
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region *r;
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unit *u;
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int n;
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int i;
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for (r = regions; r; r = r->next) {
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for (u = r->units; u; u = u->next) {
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attrib *a = a_find(u->attribs, &at_unitdissolve);
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if (a) {
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message *msg;
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if (u->age == 0 && a->data.ca[1] < 100)
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continue;
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/* TODO: Durch einzelne Berechnung ersetzen */
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if (a->data.ca[1] == 100) {
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n = u->number;
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} else {
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n = 0;
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for (i = 0; i < u->number; i++) {
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if (rng_int() % 100 < a->data.ca[1])
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n++;
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}
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}
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/* wenn keiner verschwindet, auch keine Meldung */
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if (n == 0) {
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continue;
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}
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scale_number(u, u->number - n);
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switch (a->data.ca[0]) {
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case 1:
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rsetpeasants(r, rpeasants(r) + n);
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msg =
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msg_message("dissolve_units_1", "unit region number race", u, r,
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n, u_race(u));
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break;
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case 2:
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if (r->land && !fval(r, RF_MALLORN)) {
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rsettrees(r, 2, rtrees(r, 2) + n);
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msg =
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msg_message("dissolve_units_2", "unit region number race", u, r,
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n, u_race(u));
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} else {
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msg =
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msg_message("dissolve_units_3", "unit region number race", u, r,
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n, u_race(u));
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}
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break;
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default:
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if (u_race(u) == get_race(RC_STONEGOLEM)
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|| u_race(u) == get_race(RC_IRONGOLEM)) {
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msg =
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msg_message("dissolve_units_4", "unit region number race", u, r,
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n, u_race(u));
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} else {
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msg =
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msg_message("dissolve_units_5", "unit region number race", u, r,
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n, u_race(u));
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}
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break;
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}
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add_message(&u->faction->msgs, msg);
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msg_release(msg);
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}
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}
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}
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remove_empty_units();
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}
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static int improve_all(faction * f, skill_t sk, int by_weeks)
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{
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unit *u;
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bool ret = by_weeks;
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for (u = f->units; u; u = u->nextF) {
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if (has_skill(u, sk)) {
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int weeks = 0;
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for (; weeks != by_weeks; ++weeks) {
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learn_skill(u, sk, 1.0);
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ret = 0;
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}
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}
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}
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return ret;
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}
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void find_manual(region * r, unit * u)
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{
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char zLocation[32];
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char zBook[32];
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skill_t skill = NOSKILL;
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message *msg;
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switch (rng_int() % 36) {
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case 0:
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skill = SK_MAGIC;
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break;
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case 1:
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case 2:
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case 3:
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case 4:
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skill = SK_WEAPONSMITH;
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break;
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case 5:
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case 6:
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skill = SK_TACTICS;
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break;
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case 7:
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case 8:
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case 9:
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case 10:
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skill = SK_SHIPBUILDING;
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break;
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case 11:
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case 12:
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case 13:
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case 14:
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skill = SK_SAILING;
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break;
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case 15:
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case 16:
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case 17:
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skill = SK_HERBALISM;
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break;
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case 18:
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case 19:
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skill = SK_ALCHEMY;
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break;
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case 20:
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case 21:
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case 22:
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case 23:
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skill = SK_BUILDING;
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break;
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case 24:
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case 25:
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case 26:
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case 27:
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skill = SK_ARMORER;
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break;
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case 28:
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case 29:
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case 30:
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case 31:
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skill = SK_MINING;
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break;
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case 32:
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case 33:
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case 34:
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case 35:
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skill = SK_ENTERTAINMENT;
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break;
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}
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slprintf(zLocation, sizeof(zLocation), "manual_location_%d",
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(int)(rng_int() % 4));
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slprintf(zBook, sizeof(zLocation), "manual_title_%s", skillnames[skill]);
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msg = msg_message("find_manual", "unit location book", u, zLocation, zBook);
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if (msg) {
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r_addmessage(r, u->faction, msg);
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msg_release(msg);
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}
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if (improve_all(u->faction, skill, 3) == 3) {
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int i;
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for (i = 0; i != 9; ++i)
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learn_skill(u, skill, 1.0);
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}
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}
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static void get_villagers(region * r, unit * u)
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{
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unit *newunit;
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message *msg = msg_message("encounter_villagers", "unit", u);
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const char *name = LOC(u->faction->locale, "villagers");
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r_addmessage(r, u->faction, msg);
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msg_release(msg);
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newunit =
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create_unit(r, u->faction, rng_int() % 20 + 3, u->faction->race, 0, name,
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u);
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leave(newunit, true);
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fset(newunit, UFL_ISNEW | UFL_MOVED);
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equip_unit(newunit, get_equipment("random_villagers"));
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}
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static void get_allies(region * r, unit * u)
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{
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unit *newunit = NULL;
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const char *name;
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const char *equip;
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int number;
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message *msg;
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assert(u->number);
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switch (rterrain(r)) {
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case T_PLAIN:
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if (!r_isforest(r)) {
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if (get_money(u) / u->number < 100 + rng_int() % 200)
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return;
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name = "random_plain_men";
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equip = "random_plain";
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number = rng_int() % 8 + 2;
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break;
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} else {
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if (eff_skill(u, SK_LONGBOW, r) < 3
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&& eff_skill(u, SK_HERBALISM, r) < 2
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&& eff_skill(u, SK_MAGIC, r) < 2) {
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return;
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}
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name = "random_forest_men";
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equip = "random_forest";
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number = rng_int() % 6 + 2;
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}
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break;
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case T_SWAMP:
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if (eff_skill(u, SK_MELEE, r) <= 1) {
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return;
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}
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name = "random_swamp_men";
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equip = "random_swamp";
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number = rng_int() % 6 + 2;
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break;
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case T_DESERT:
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if (eff_skill(u, SK_RIDING, r) <= 2) {
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return;
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}
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name = "random_desert_men";
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equip = "random_desert";
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number = rng_int() % 12 + 2;
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break;
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case T_HIGHLAND:
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if (eff_skill(u, SK_MELEE, r) <= 1) {
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return;
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}
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name = "random_highland_men";
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equip = "random_highland";
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number = rng_int() % 8 + 2;
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break;
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case T_MOUNTAIN:
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if (eff_skill(u, SK_MELEE, r) <= 1 || eff_skill(u, SK_TRADE, r) <= 2) {
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return;
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}
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name = "random_mountain_men";
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equip = "random_mountain";
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number = rng_int() % 6 + 2;
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break;
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case T_GLACIER:
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if (eff_skill(u, SK_MELEE, r) <= 1 || eff_skill(u, SK_TRADE, r) <= 1) {
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return;
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}
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name = "random_glacier_men";
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equip = "random_glacier";
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number = rng_int() % 4 + 2;
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break;
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default:
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return;
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}
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newunit =
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create_unit(r, u->faction, number, u->faction->race, 0,
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LOC(u->faction->locale, name), u);
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equip_unit(newunit, get_equipment(equip));
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u_setfaction(newunit, u->faction);
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set_racename(&newunit->attribs, get_racename(u->attribs));
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if (u_race(u)->flags & RCF_SHAPESHIFT) {
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newunit->irace = u->irace;
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}
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if (fval(u, UFL_ANON_FACTION))
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fset(newunit, UFL_ANON_FACTION);
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fset(newunit, UFL_ISNEW);
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msg = msg_message("encounter_allies", "unit name", u, name);
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r_addmessage(r, u->faction, msg);
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msg_release(msg);
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}
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static void encounter(region * r, unit * u)
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{
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if (!fval(r, RF_ENCOUNTER))
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return;
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freset(r, RF_ENCOUNTER);
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if (rng_int() % 100 >= ENCCHANCE)
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return;
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switch (rng_int() % 3) {
|
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case 0:
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find_manual(r, u);
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break;
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case 1:
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get_villagers(r, u);
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break;
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case 2:
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get_allies(r, u);
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break;
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}
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}
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void encounters(void)
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{
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region *r;
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for (r = regions; r; r = r->next) {
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if (fval(r->terrain, LAND_REGION) && fval(r, RF_ENCOUNTER)) {
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int c = 0;
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unit *u;
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for (u = r->units; u; u = u->next) {
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c += u->number;
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}
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||
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if (c > 0) {
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int i = 0;
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int n = rng_int() % c;
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for (u = r->units; u; u = u->next) {
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if (i + u->number > n)
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break;
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i += u->number;
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}
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assert(u && u->number);
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encounter(r, u);
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}
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}
|
||
}
|
||
}
|
||
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||
static const terrain_type *chaosterrain(void)
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||
{
|
||
static const terrain_type **types;
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||
static int numtypes;
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||
|
||
if (numtypes == 0) {
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const terrain_type *terrain;
|
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for (terrain = terrains(); terrain != NULL; terrain = terrain->next) {
|
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if (fval(terrain, LAND_REGION) && terrain->herbs) {
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||
++numtypes;
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||
}
|
||
}
|
||
types = malloc(sizeof(terrain_type) * numtypes);
|
||
numtypes = 0;
|
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for (terrain = terrains(); terrain != NULL; terrain = terrain->next) {
|
||
if (fval(terrain, LAND_REGION) && terrain->herbs) {
|
||
types[numtypes++] = terrain;
|
||
}
|
||
}
|
||
}
|
||
return types[rng_int() % numtypes];
|
||
}
|
||
|
||
static unit *random_unit(const region * r)
|
||
{
|
||
int c = 0;
|
||
int n;
|
||
unit *u;
|
||
|
||
for (u = r->units; u; u = u->next) {
|
||
if (u_race(u) != get_race(RC_SPELL)) {
|
||
c += u->number;
|
||
}
|
||
}
|
||
|
||
if (c == 0) {
|
||
return NULL;
|
||
}
|
||
n = rng_int() % c;
|
||
c = 0;
|
||
u = r->units;
|
||
|
||
while (u && c < n) {
|
||
if (u_race(u) != get_race(RC_SPELL)) {
|
||
c += u->number;
|
||
}
|
||
u = u->next;
|
||
}
|
||
|
||
return u;
|
||
}
|
||
|
||
void chaos(region * r)
|
||
{
|
||
if (rng_int() % 100 < 8) {
|
||
switch (rng_int() % 3) {
|
||
case 0: /* Untote */
|
||
if (!fval(r->terrain, SEA_REGION)) {
|
||
unit *u = random_unit(r);
|
||
if (u && playerrace(u_race(u))) {
|
||
ADDMSG(&u->faction->msgs, msg_message("chaos_disease", "unit", u));
|
||
u_setfaction(u, get_monsters());
|
||
u_setrace(u, get_race(RC_GHOUL));
|
||
}
|
||
}
|
||
break;
|
||
case 1: /* Drachen */
|
||
if (random_unit(r)) {
|
||
int mfac = 0;
|
||
unit *u;
|
||
switch (rng_int() % 3) {
|
||
case 0:
|
||
mfac = 100;
|
||
u =
|
||
createunit(r, get_monsters(), rng_int() % 8 + 1,
|
||
get_race(RC_FIREDRAGON));
|
||
break;
|
||
case 1:
|
||
mfac = 500;
|
||
u =
|
||
createunit(r, get_monsters(), rng_int() % 4 + 1,
|
||
get_race(RC_DRAGON));
|
||
break;
|
||
default:
|
||
mfac = 1000;
|
||
u =
|
||
createunit(r, get_monsters(), rng_int() % 2 + 1,
|
||
get_race(RC_WYRM));
|
||
break;
|
||
}
|
||
if (mfac)
|
||
set_money(u, u->number * (rng_int() % mfac));
|
||
fset(u, UFL_ISNEW | UFL_MOVED);
|
||
}
|
||
case 2: /* Terrainver<65>nderung */
|
||
if (!fval(r->terrain, FORBIDDEN_REGION)) {
|
||
if (!fval(r->terrain, SEA_REGION)) {
|
||
direction_t dir;
|
||
for (dir = 0; dir != MAXDIRECTIONS; ++dir) {
|
||
region *rn = rconnect(r, dir);
|
||
if (rn && fval(rn->terrain, SEA_REGION))
|
||
break;
|
||
}
|
||
if (dir != MAXDIRECTIONS) {
|
||
ship *sh = r->ships;
|
||
unit **up;
|
||
|
||
while (sh) {
|
||
ship *nsh = sh->next;
|
||
float dmg =
|
||
get_param_flt(global.parameters, "rules.ship.damage.atlantis",
|
||
0.50);
|
||
damage_ship(sh, dmg);
|
||
if (sh->damage >= sh->size * DAMAGE_SCALE) {
|
||
remove_ship(&sh->region->ships, sh);
|
||
}
|
||
sh = nsh;
|
||
}
|
||
|
||
for (up = &r->units; *up;) {
|
||
unit *u = *up;
|
||
if (u_race(u) != get_race(RC_SPELL) && u->ship == 0 && !canfly(u)) {
|
||
ADDMSG(&u->faction->msgs, msg_message("tidalwave_kill",
|
||
"region unit", r, u));
|
||
remove_unit(up, u);
|
||
}
|
||
if (*up == u)
|
||
up = &u->next;
|
||
}
|
||
ADDMSG(&r->msgs, msg_message("tidalwave", "region", r));
|
||
|
||
while (r->buildings) {
|
||
remove_building(&r->buildings, r->buildings);
|
||
}
|
||
terraform_region(r, newterrain(T_OCEAN));
|
||
}
|
||
} else {
|
||
direction_t dir;
|
||
for (dir = 0; dir != MAXDIRECTIONS; ++dir) {
|
||
region *rn = rconnect(r, dir);
|
||
if (rn && fval(rn->terrain, SEA_REGION))
|
||
break;
|
||
}
|
||
if (dir != MAXDIRECTIONS) {
|
||
terraform_region(r, chaosterrain());
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
static int nb_armor(const unit * u, int index)
|
||
{
|
||
const item *itm;
|
||
int av = 0;
|
||
int s = 0, a = 0;
|
||
|
||
if (!(u_race(u)->battle_flags & BF_EQUIPMENT))
|
||
return 0;
|
||
|
||
/* Normale R<>stung */
|
||
|
||
for (itm = u->items; itm; itm = itm->next) {
|
||
const armor_type *atype = itm->type->rtype->atype;
|
||
if (atype != NULL) {
|
||
int *schutz = &a;
|
||
if (atype->flags & ATF_SHIELD)
|
||
schutz = &s;
|
||
if (*schutz <= index) {
|
||
*schutz += itm->number;
|
||
if (*schutz > index) {
|
||
av += atype->prot;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
return av;
|
||
}
|
||
|
||
static int
|
||
damage_unit(unit * u, const char *dam, bool physical, bool magic)
|
||
{
|
||
int *hp = malloc(u->number * sizeof(int));
|
||
int h;
|
||
int i, dead = 0, hp_rem = 0, heiltrank;
|
||
double magres = magic_resistance(u);
|
||
|
||
assert(u->number);
|
||
if (fval(u_race(u), RCF_ILLUSIONARY) || u_race(u) == get_race(RC_SPELL)) {
|
||
return 0;
|
||
}
|
||
|
||
h = u->hp / u->number;
|
||
/* HP verteilen */
|
||
for (i = 0; i < u->number; i++)
|
||
hp[i] = h;
|
||
h = u->hp - (u->number * h);
|
||
for (i = 0; i < h; i++)
|
||
hp[i]++;
|
||
|
||
/* Schaden */
|
||
for (i = 0; i < u->number; i++) {
|
||
int damage = dice_rand(dam);
|
||
if (magic)
|
||
damage = (int)(damage * (1.0 - magres));
|
||
if (physical)
|
||
damage -= nb_armor(u, i);
|
||
hp[i] -= damage;
|
||
}
|
||
|
||
/* Auswirkungen */
|
||
for (i = 0; i < u->number; i++) {
|
||
if (hp[i] <= 0) {
|
||
heiltrank = 0;
|
||
|
||
/* Sieben Leben */
|
||
if (old_race(u_race(u)) == RC_CAT && (chance(1.0 / 7))) {
|
||
hp[i] = u->hp / u->number;
|
||
hp_rem += hp[i];
|
||
continue;
|
||
}
|
||
|
||
/* Heiltrank */
|
||
if (oldpotiontype[P_HEAL]) {
|
||
if (get_effect(u, oldpotiontype[P_HEAL]) > 0) {
|
||
change_effect(u, oldpotiontype[P_HEAL], -1);
|
||
heiltrank = 1;
|
||
} else if (i_get(u->items, oldpotiontype[P_HEAL]->itype) > 0) {
|
||
i_change(&u->items, oldpotiontype[P_HEAL]->itype, -1);
|
||
change_effect(u, oldpotiontype[P_HEAL], 3);
|
||
heiltrank = 1;
|
||
}
|
||
if (heiltrank && (chance(0.50))) {
|
||
hp[i] = u->hp / u->number;
|
||
hp_rem += hp[i];
|
||
continue;
|
||
}
|
||
}
|
||
dead++;
|
||
} else {
|
||
hp_rem += hp[i];
|
||
}
|
||
}
|
||
|
||
scale_number(u, u->number - dead);
|
||
u->hp = hp_rem;
|
||
|
||
free(hp);
|
||
|
||
return dead;
|
||
}
|
||
|
||
void drown(region * r)
|
||
{
|
||
if (fval(r->terrain, SEA_REGION)) {
|
||
unit **up = up = &r->units;
|
||
while (*up) {
|
||
unit *u = *up;
|
||
int amphibian_level = 0;
|
||
if (u->ship || u_race(u) == get_race(RC_SPELL) || u->number == 0) {
|
||
up = &u->next;
|
||
continue;
|
||
}
|
||
|
||
if (amphibian_level) {
|
||
int dead = damage_unit(u, "5d1", false, false);
|
||
if (dead) {
|
||
ADDMSG(&u->faction->msgs, msg_message("drown_amphibian_dead",
|
||
"amount unit region", dead, u, r));
|
||
} else {
|
||
ADDMSG(&u->faction->msgs, msg_message("drown_amphibian_nodead",
|
||
"unit region", u, r));
|
||
}
|
||
} else if (!(canswim(u) || canfly(u))) {
|
||
scale_number(u, 0);
|
||
ADDMSG(&u->faction->msgs, msg_message("drown", "unit region", u, r));
|
||
}
|
||
if (*up == u)
|
||
up = &u->next;
|
||
}
|
||
remove_empty_units_in_region(r);
|
||
}
|
||
}
|
||
|
||
region *rrandneighbour(region * r)
|
||
{
|
||
direction_t i;
|
||
region *rc = NULL;
|
||
int rr, c = 0;
|
||
|
||
/* Nachsehen, wieviele Regionen in Frage kommen */
|
||
|
||
for (i = 0; i != MAXDIRECTIONS; i++) {
|
||
c++;
|
||
}
|
||
/* Zuf<75>llig eine ausw<73>hlen */
|
||
|
||
rr = rng_int() % c;
|
||
|
||
/* Durchz<68>hlen */
|
||
|
||
c = -1;
|
||
for (i = 0; i != MAXDIRECTIONS; i++) {
|
||
rc = rconnect(r, i);
|
||
c++;
|
||
if (c == rr)
|
||
break;
|
||
}
|
||
assert(i != MAXDIRECTIONS);
|
||
return rc;
|
||
}
|
||
|
||
static void
|
||
volcano_destruction(region * volcano, region * r, region * rn,
|
||
const char *damage)
|
||
{
|
||
attrib *a;
|
||
unit **up;
|
||
int percent = 25, time = 6 + rng_int() % 12;
|
||
|
||
rsettrees(r, 2, 0);
|
||
rsettrees(r, 1, 0);
|
||
rsettrees(r, 0, 0);
|
||
|
||
a = a_find(r->attribs, &at_reduceproduction);
|
||
if (!a) {
|
||
a = make_reduceproduction(percent, time);
|
||
} else {
|
||
/* Produktion vierteln ... */
|
||
a->data.sa[0] = (short)percent;
|
||
/* F<>r 6-17 Runden */
|
||
a->data.sa[1] = (short)(a->data.sa[1] + time);
|
||
}
|
||
|
||
/* Personen bekommen 4W10 Punkte Schaden. */
|
||
|
||
for (up = &r->units; *up;) {
|
||
unit *u = *up;
|
||
if (u->number) {
|
||
int dead = damage_unit(u, damage, true, false);
|
||
if (dead) {
|
||
ADDMSG(&u->faction->msgs, msg_message("volcano_dead",
|
||
"unit region dead", u, volcano, dead));
|
||
}
|
||
if (r == volcano && !fval(u->faction, FFL_SELECT)) {
|
||
fset(u->faction, FFL_SELECT);
|
||
if (rn) {
|
||
ADDMSG(&u->faction->msgs, msg_message("volcanooutbreak",
|
||
"regionv regionn", r, rn));
|
||
} else {
|
||
ADDMSG(&u->faction->msgs, msg_message("volcanooutbreaknn",
|
||
"region", r));
|
||
}
|
||
}
|
||
}
|
||
if (u == *up)
|
||
up = &u->next;
|
||
}
|
||
|
||
remove_empty_units_in_region(r);
|
||
}
|
||
|
||
void volcano_outbreak(region * r)
|
||
{
|
||
region *rn;
|
||
unit *u;
|
||
faction *f;
|
||
|
||
for (f = NULL, u = r->units; u; u = u->next) {
|
||
if (f != u->faction) {
|
||
f = u->faction;
|
||
freset(f, FFL_SELECT);
|
||
}
|
||
}
|
||
|
||
/* Zuf<75>llige Nachbarregion verw<72>sten */
|
||
rn = rrandneighbour(r);
|
||
|
||
volcano_destruction(r, r, rn, "4d10");
|
||
if (rn) {
|
||
volcano_destruction(r, rn, NULL, "3d10");
|
||
}
|
||
}
|
||
|
||
static void melt_iceberg(region * r)
|
||
{
|
||
attrib *a;
|
||
unit *u;
|
||
|
||
for (u = r->units; u; u = u->next)
|
||
freset(u->faction, FFL_SELECT);
|
||
for (u = r->units; u; u = u->next)
|
||
if (!fval(u->faction, FFL_SELECT)) {
|
||
fset(u->faction, FFL_SELECT);
|
||
ADDMSG(&u->faction->msgs, msg_message("iceberg_melt", "region", r));
|
||
}
|
||
|
||
/* driftrichtung l<>schen */
|
||
a = a_find(r->attribs, &at_iceberg);
|
||
if (a)
|
||
a_remove(&r->attribs, a);
|
||
|
||
/* Geb<65>ude l<>schen */
|
||
while (r->buildings) {
|
||
remove_building(&r->buildings, r->buildings);
|
||
}
|
||
|
||
/* in Ozean wandeln */
|
||
terraform_region(r, newterrain(T_OCEAN));
|
||
|
||
/* Einheiten, die nicht schwimmen k<>nnen oder in Schiffen sind,
|
||
* ertrinken */
|
||
drown(r);
|
||
}
|
||
|
||
static void move_iceberg(region * r)
|
||
{
|
||
attrib *a;
|
||
direction_t dir;
|
||
region *rc;
|
||
|
||
a = a_find(r->attribs, &at_iceberg);
|
||
if (!a) {
|
||
dir = (direction_t) (rng_int() % MAXDIRECTIONS);
|
||
a = a_add(&r->attribs, make_iceberg(dir));
|
||
} else {
|
||
if (rng_int() % 100 < 20) {
|
||
dir = (direction_t) (rng_int() % MAXDIRECTIONS);
|
||
a->data.i = dir;
|
||
} else {
|
||
dir = (direction_t) a->data.i;
|
||
}
|
||
}
|
||
|
||
rc = rconnect(r, dir);
|
||
|
||
if (rc && !fval(rc->terrain, ARCTIC_REGION)) {
|
||
if (fval(rc->terrain, SEA_REGION)) { /* Eisberg treibt */
|
||
ship *sh, *shn;
|
||
unit *u;
|
||
int x, y;
|
||
|
||
for (u = r->units; u; u = u->next)
|
||
freset(u->faction, FFL_SELECT);
|
||
for (u = r->units; u; u = u->next)
|
||
if (!fval(u->faction, FFL_SELECT)) {
|
||
fset(u->faction, FFL_SELECT);
|
||
ADDMSG(&u->faction->msgs, msg_message("iceberg_drift",
|
||
"region dir", r, dir));
|
||
}
|
||
|
||
x = r->x;
|
||
y = r->y;
|
||
|
||
runhash(r);
|
||
runhash(rc);
|
||
r->x = rc->x;
|
||
r->y = rc->y;
|
||
rc->x = x;
|
||
rc->y = y;
|
||
rhash(rc);
|
||
rhash(r);
|
||
|
||
/* rc ist der Ozean (Ex-Eisberg), r der Eisberg (Ex-Ozean) */
|
||
|
||
/* Schiffe aus dem Zielozean werden in den Eisberg transferiert
|
||
* und nehmen Schaden. */
|
||
|
||
for (sh = r->ships; sh; sh = sh->next)
|
||
freset(sh, SF_SELECT);
|
||
|
||
for (sh = r->ships; sh; sh = sh->next) {
|
||
/* Meldung an Kapit<69>n */
|
||
float dmg =
|
||
get_param_flt(global.parameters, "rules.ship.damage.intoiceberg",
|
||
0.10F);
|
||
damage_ship(sh, dmg);
|
||
fset(sh, SF_SELECT);
|
||
}
|
||
|
||
/* Personen, Schiffe und Geb<65>ude verschieben */
|
||
while (rc->buildings) {
|
||
rc->buildings->region = r;
|
||
translist(&rc->buildings, &r->buildings, rc->buildings);
|
||
}
|
||
while (rc->ships) {
|
||
float dmg =
|
||
get_param_flt(global.parameters, "rules.ship.damage.withiceberg",
|
||
0.10F);
|
||
fset(rc->ships, SF_SELECT);
|
||
damage_ship(rc->ships, dmg);
|
||
move_ship(rc->ships, rc, r, NULL);
|
||
}
|
||
while (rc->units) {
|
||
building *b = rc->units->building;
|
||
u = rc->units;
|
||
u->building = 0; /* prevent leaving in move_unit */
|
||
move_unit(rc->units, r, NULL);
|
||
u_set_building(u, b); /* undo leave-prevention */
|
||
}
|
||
|
||
/* Besch<63>digte Schiffe k<>nnen sinken */
|
||
|
||
for (sh = r->ships; sh;) {
|
||
shn = sh->next;
|
||
if (fval(sh, SF_SELECT)) {
|
||
u = ship_owner(sh);
|
||
if (sh->damage >= sh->size * DAMAGE_SCALE) {
|
||
if (u != NULL) {
|
||
ADDMSG(&u->faction->msgs, msg_message("overrun_by_iceberg_des",
|
||
"ship", sh));
|
||
}
|
||
remove_ship(&sh->region->ships, sh);
|
||
} else if (u != NULL) {
|
||
ADDMSG(&u->faction->msgs, msg_message("overrun_by_iceberg",
|
||
"ship", sh));
|
||
}
|
||
}
|
||
sh = shn;
|
||
}
|
||
|
||
} else if (rng_int() % 100 < 20) { /* Eisberg bleibt als Gletscher liegen */
|
||
unit *u;
|
||
|
||
rsetterrain(r, T_GLACIER);
|
||
a_remove(&r->attribs, a);
|
||
|
||
for (u = r->units; u; u = u->next)
|
||
freset(u->faction, FFL_SELECT);
|
||
for (u = r->units; u; u = u->next)
|
||
if (!fval(u->faction, FFL_SELECT)) {
|
||
fset(u->faction, FFL_SELECT);
|
||
ADDMSG(&u->faction->msgs, msg_message("iceberg_land", "region", r));
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
static void move_icebergs(void)
|
||
{
|
||
region *r;
|
||
|
||
for (r = regions; r; r = r->next) {
|
||
if (r->terrain == newterrain(T_ICEBERG) && !fval(r, RF_SELECT)) {
|
||
int select = rng_int() % 10;
|
||
if (select < 4) {
|
||
/* 4% chance */
|
||
fset(r, RF_SELECT);
|
||
melt_iceberg(r);
|
||
} else if (select < 64) {
|
||
/* 60% chance */
|
||
fset(r, RF_SELECT);
|
||
move_iceberg(r);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
void create_icebergs(void)
|
||
{
|
||
region *r;
|
||
|
||
for (r = regions; r; r = r->next) {
|
||
if (r->terrain == newterrain(T_ICEBERG_SLEEP) && chance(0.05)) {
|
||
bool has_ocean_neighbour = false;
|
||
direction_t dir;
|
||
region *rc;
|
||
unit *u;
|
||
|
||
freset(r, RF_SELECT);
|
||
for (dir = 0; dir < MAXDIRECTIONS; dir++) {
|
||
rc = rconnect(r, dir);
|
||
if (rc && fval(rc->terrain, SEA_REGION)) {
|
||
has_ocean_neighbour = true;
|
||
break;
|
||
}
|
||
}
|
||
if (!has_ocean_neighbour)
|
||
continue;
|
||
|
||
rsetterrain(r, T_ICEBERG);
|
||
|
||
fset(r, RF_SELECT);
|
||
move_iceberg(r);
|
||
|
||
for (u = r->units; u; u = u->next) {
|
||
freset(u->faction, FFL_SELECT);
|
||
}
|
||
for (u = r->units; u; u = u->next) {
|
||
if (!fval(u->faction, FFL_SELECT)) {
|
||
fset(u->faction, FFL_SELECT);
|
||
ADDMSG(&u->faction->msgs, msg_message("iceberg_create", "region", r));
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
static void godcurse(void)
|
||
{
|
||
region *r;
|
||
|
||
for (r = regions; r; r = r->next) {
|
||
if (is_cursed(r->attribs, C_CURSED_BY_THE_GODS, 0)) {
|
||
unit *u;
|
||
for (u = r->units; u; u = u->next) {
|
||
skill *sv = u->skills;
|
||
while (sv != u->skills + u->skill_size) {
|
||
int weeks = 1 + rng_int() % 3;
|
||
reduce_skill(u, sv, weeks);
|
||
++sv;
|
||
}
|
||
}
|
||
if (fval(r->terrain, SEA_REGION)) {
|
||
ship *sh;
|
||
for (sh = r->ships; sh;) {
|
||
ship *shn = sh->next;
|
||
float dmg =
|
||
get_param_flt(global.parameters, "rules.ship.damage.godcurse",
|
||
0.10F);
|
||
damage_ship(sh, dmg);
|
||
if (sh->damage >= sh->size * DAMAGE_SCALE) {
|
||
unit *u = ship_owner(sh);
|
||
if (u)
|
||
ADDMSG(&u->faction->msgs,
|
||
msg_message("godcurse_destroy_ship", "ship", sh));
|
||
remove_ship(&sh->region->ships, sh);
|
||
}
|
||
sh = shn;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
}
|
||
|
||
/** handles the "orcish" curse that makes units grow like old orks
|
||
* This would probably be better handled in an age-function for the curse,
|
||
* but it's now being called by randomevents()
|
||
*/
|
||
static void orc_growth(void)
|
||
{
|
||
region *r;
|
||
for (r = regions; r; r = r->next) {
|
||
unit *u;
|
||
for (u = r->units; u; u = u->next) {
|
||
static bool init = false;
|
||
static const curse_type *ct_orcish = 0;
|
||
curse *c = 0;
|
||
if (!init) {
|
||
init = true;
|
||
ct_orcish = ct_find("orcish");
|
||
}
|
||
if (ct_orcish)
|
||
c = get_curse(u->attribs, ct_orcish);
|
||
|
||
if (c && !has_skill(u, SK_MAGIC) && !has_skill(u, SK_ALCHEMY)
|
||
&& !fval(u, UFL_HERO)) {
|
||
int n;
|
||
int increase = 0;
|
||
int num = get_cursedmen(u, c);
|
||
double prob = curse_geteffect(c);
|
||
const item_type * it_chastity = it_find("ao_chastity");
|
||
|
||
if (it_chastity) {
|
||
num -= i_get(u->items, it_chastity);
|
||
}
|
||
for (n = num; n > 0; n--) {
|
||
if (chance(prob)) {
|
||
++increase;
|
||
}
|
||
}
|
||
if (increase) {
|
||
unit *u2 = create_unit(r, u->faction, increase, u_race(u), 0, NULL, u);
|
||
transfermen(u2, u, u2->number);
|
||
|
||
ADDMSG(&u->faction->msgs, msg_message("orcgrowth",
|
||
"unit amount race", u, increase, u_race(u)));
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/** Talente von D<>monen verschieben sich.
|
||
*/
|
||
static void demon_skillchanges(void)
|
||
{
|
||
region *r;
|
||
|
||
for (r = regions; r; r = r->next) {
|
||
unit *u;
|
||
for (u = r->units; u; u = u->next) {
|
||
if (u_race(u) == get_race(RC_DAEMON)) {
|
||
skill *sv = u->skills;
|
||
int upchance = 15;
|
||
int downchance = 10;
|
||
|
||
if (fval(u, UFL_HUNGER)) {
|
||
/* hungry demons only go down, never up in skill */
|
||
static int rule_hunger = -1;
|
||
if (rule_hunger < 0) {
|
||
rule_hunger =
|
||
get_param_int(global.parameters, "hunger.demon.skill", 0);
|
||
}
|
||
if (rule_hunger) {
|
||
upchance = 0;
|
||
downchance = 15;
|
||
}
|
||
}
|
||
|
||
while (sv != u->skills + u->skill_size) {
|
||
int roll = rng_int() % 100;
|
||
if (sv->level > 0 && roll < upchance + downchance) {
|
||
int weeks = 1 + rng_int() % 3;
|
||
if (roll < downchance) {
|
||
reduce_skill(u, sv, weeks);
|
||
if (sv->level < 1) {
|
||
/* demons should never forget below 1 */
|
||
set_level(u, sv->id, 1);
|
||
}
|
||
} else {
|
||
while (weeks--)
|
||
learn_skill(u, sv->id, 1.0);
|
||
}
|
||
if (sv->old > sv->level) {
|
||
if (verbosity >= 3) {
|
||
log_printf(stdout, "%s dropped from %u to %u:%u in %s\n",
|
||
unitname(u), sv->old, sv->level, sv->weeks, skillname(sv->id,
|
||
NULL));
|
||
}
|
||
}
|
||
}
|
||
++sv;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/** Eisberge entstehen und bewegen sich.
|
||
* Einheiten die im Wasser landen, ertrinken.
|
||
*/
|
||
static void icebergs(void)
|
||
{
|
||
region *r;
|
||
create_icebergs();
|
||
move_icebergs();
|
||
for (r = regions; r; r = r->next) {
|
||
drown(r);
|
||
}
|
||
}
|
||
|
||
#ifdef HERBS_ROT
|
||
static void rotting_herbs(void)
|
||
{
|
||
static int rule_rot = -1;
|
||
region *r;
|
||
|
||
if (rule_rot < 0) {
|
||
rule_rot =
|
||
get_param_int(global.parameters, "rules.economy.herbrot", HERBROTCHANCE);
|
||
}
|
||
if (rule_rot == 0) return;
|
||
|
||
for (r = regions; r; r = r->next) {
|
||
unit *u;
|
||
for (u = r->units; u; u = u->next) {
|
||
const struct item_type *it_bag = it_find("magicherbbag");
|
||
item **itmp = &u->items;
|
||
int rot_chance = rule_rot;
|
||
|
||
if (it_bag && *i_find(itmp, it_bag)) {
|
||
rot_chance = (rot_chance * 2) / 5;
|
||
}
|
||
while (*itmp) {
|
||
item *itm = *itmp;
|
||
int n = itm->number;
|
||
double k = n * rot_chance / 100.0;
|
||
if (fval(itm->type, ITF_HERB)) {
|
||
double nv = normalvariate(k, k / 4);
|
||
int inv = (int)nv;
|
||
int delta = _min(n, inv);
|
||
if (!i_change(itmp, itm->type, -delta)) {
|
||
continue;
|
||
}
|
||
}
|
||
itmp = &itm->next;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
#endif
|
||
|
||
void randomevents(void)
|
||
{
|
||
region *r;
|
||
faction *monsters = get_monsters();
|
||
|
||
icebergs();
|
||
godcurse();
|
||
orc_growth();
|
||
demon_skillchanges();
|
||
|
||
/* Orkifizierte Regionen mutieren und mutieren zur<75>ck */
|
||
|
||
for (r = regions; r; r = r->next) {
|
||
if (fval(r, RF_ORCIFIED)) {
|
||
direction_t dir;
|
||
double probability = 0.0;
|
||
for (dir = 0; dir < MAXDIRECTIONS; dir++) {
|
||
region *rc = rconnect(r, dir);
|
||
if (rc && rpeasants(rc) > 0 && !fval(rc, RF_ORCIFIED))
|
||
probability += 0.02;
|
||
}
|
||
if (chance(probability)) {
|
||
ADDMSG(&r->msgs, msg_message("deorcified", "region", r));
|
||
freset(r, RF_ORCIFIED);
|
||
}
|
||
} else {
|
||
attrib *a = a_find(r->attribs, &at_orcification);
|
||
if (a != NULL) {
|
||
double probability = 0.0;
|
||
if (rpeasants(r) <= 0)
|
||
continue;
|
||
probability = a->data.i / (double)rpeasants(r);
|
||
if (chance(probability)) {
|
||
fset(r, RF_ORCIFIED);
|
||
a_remove(&r->attribs, a);
|
||
ADDMSG(&r->msgs, msg_message("orcified", "region", r));
|
||
} else {
|
||
a->data.i -= _max(10, a->data.i / 10);
|
||
if (a->data.i <= 0)
|
||
a_remove(&r->attribs, a);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/* Vulkane qualmen, brechen aus ... */
|
||
for (r = regions; r; r = r->next) {
|
||
if (r->terrain == newterrain(T_VOLCANO_SMOKING)) {
|
||
if (a_find(r->attribs, &at_reduceproduction)) {
|
||
ADDMSG(&r->msgs, msg_message("volcanostopsmoke", "region", r));
|
||
rsetterrain(r, T_VOLCANO);
|
||
} else {
|
||
if (rng_int() % 100 < 12) {
|
||
ADDMSG(&r->msgs, msg_message("volcanostopsmoke", "region", r));
|
||
rsetterrain(r, T_VOLCANO);
|
||
} else if (r->age > 20 && rng_int() % 100 < 8) {
|
||
volcano_outbreak(r);
|
||
}
|
||
}
|
||
} else if (r->terrain == newterrain(T_VOLCANO)) {
|
||
if (rng_int() % 100 < 4) {
|
||
ADDMSG(&r->msgs, msg_message("volcanostartsmoke", "region", r));
|
||
rsetterrain(r, T_VOLCANO_SMOKING);
|
||
}
|
||
}
|
||
}
|
||
|
||
/* Monumente zerfallen, Schiffe verfaulen */
|
||
|
||
for (r = regions; r; r = r->next) {
|
||
building **blist = &r->buildings;
|
||
while (*blist) {
|
||
building *b = *blist;
|
||
if (fval(b->type, BTF_DECAY) && !building_owner(b)) {
|
||
b->size -= _max(1, (b->size * 20) / 100);
|
||
if (b->size == 0) {
|
||
remove_building(blist, r->buildings);
|
||
}
|
||
}
|
||
if (*blist == b)
|
||
blist = &b->next;
|
||
}
|
||
}
|
||
|
||
/* monster-einheiten desertieren */
|
||
if (monsters) {
|
||
for (r = regions; r; r = r->next) {
|
||
unit *u;
|
||
|
||
for (u = r->units; u; u = u->next) {
|
||
if (u->faction && !is_monsters(u->faction)
|
||
&& (u_race(u)->flags & RCF_DESERT)) {
|
||
if (fval(u, UFL_ISNEW))
|
||
continue;
|
||
if (rng_int() % 100 < 5) {
|
||
ADDMSG(&u->faction->msgs, msg_message("desertion",
|
||
"unit region", u, r));
|
||
u_setfaction(u, monsters);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/* Chaos */
|
||
for (r = regions; r; r = r->next) {
|
||
int i;
|
||
|
||
if (fval(r, RF_CHAOTIC)) {
|
||
chaos(r);
|
||
}
|
||
i = chaoscount(r);
|
||
if (i) {
|
||
chaoscounts(r, -(int)(i * ((double)(rng_int() % 10)) / 100.0));
|
||
}
|
||
}
|
||
#ifdef HERBS_ROT
|
||
rotting_herbs();
|
||
#endif
|
||
|
||
dissolve_units();
|
||
}
|