forked from github/server
911 lines
25 KiB
C
911 lines
25 KiB
C
/*
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Copyright (c) 1998-2015, Enno Rehling <enno@eressea.de>
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Katja Zedel <katze@felidae.kn-bremen.de
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Christian Schlittchen <corwin@amber.kn-bremen.de>
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Permission to use, copy, modify, and/or distribute this software for any
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purpose with or without fee is hereby granted, provided that the above
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copyright notice and this permission notice appear in all copies.
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THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
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OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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**/
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#include <platform.h>
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#include <kernel/config.h>
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#include "randenc.h"
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#include "volcano.h"
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#include "economy.h"
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#include "monster.h"
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#include "move.h"
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#include "chaos.h"
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#include "study.h"
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/* kernel includes */
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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/messages.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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}
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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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}
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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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}
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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 bool 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 result = false;
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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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learn_skill(u, sk, by_weeks * STUDYDAYS);
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result = true;
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}
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}
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return result;
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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)) {
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learn_skill(u, skill, 9 * STUDYDAYS);
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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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}
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else {
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if (effskill(u, SK_LONGBOW, r) < 3
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&& effskill(u, SK_HERBALISM, r) < 2
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&& effskill(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 (effskill(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 (effskill(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 (effskill(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 (effskill(u, SK_MELEE, r) <= 1 || effskill(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 (effskill(u, SK_MELEE, r) <= 1 || effskill(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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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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}
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}
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void drown(region * r)
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{
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if (fval(r->terrain, SEA_REGION)) {
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unit **up = &r->units;
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while (*up) {
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unit *u = *up;
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if (!(u->ship || u_race(u) == get_race(RC_SPELL) || u->number == 0 || canswim(u) || canfly(u))) {
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scale_number(u, 0);
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ADDMSG(&u->faction->msgs, msg_message("drown", "unit region", u, r));
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}
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up = &u->next;
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}
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remove_empty_units_in_region(r);
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}
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}
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static void melt_iceberg(region * r)
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{
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attrib *a;
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unit *u;
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for (u = r->units; u; u = u->next)
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freset(u->faction, FFL_SELECT);
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for (u = r->units; u; u = u->next)
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if (!fval(u->faction, FFL_SELECT)) {
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fset(u->faction, FFL_SELECT);
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ADDMSG(&u->faction->msgs, msg_message("iceberg_melt", "region", r));
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}
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/* driftrichtung l<>schen */
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a = a_find(r->attribs, &at_iceberg);
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if (a)
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a_remove(&r->attribs, a);
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/* Geb<65>ude l<>schen */
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while (r->buildings) {
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remove_building(&r->buildings, r->buildings);
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}
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/* in Ozean wandeln */
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terraform_region(r, newterrain(T_OCEAN));
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/* Einheiten, die nicht schwimmen k<>nnen oder in Schiffen sind,
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* ertrinken */
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drown(r);
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}
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static void move_iceberg(region * r)
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{
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attrib *a;
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direction_t dir;
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region *rc;
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a = a_find(r->attribs, &at_iceberg);
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if (!a) {
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dir = (direction_t)(rng_int() % MAXDIRECTIONS);
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a = a_add(&r->attribs, make_iceberg(dir));
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}
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else {
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if (rng_int() % 100 < 20) {
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dir = (direction_t)(rng_int() % MAXDIRECTIONS);
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a->data.i = dir;
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}
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else {
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dir = (direction_t)a->data.i;
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}
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}
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rc = rconnect(r, dir);
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if (rc && !fval(rc->terrain, ARCTIC_REGION)) {
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if (fval(rc->terrain, SEA_REGION)) { /* Eisberg treibt */
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ship *sh, *shn;
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unit *u;
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int x, y;
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for (u = r->units; u; u = u->next)
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freset(u->faction, FFL_SELECT);
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for (u = r->units; u; u = u->next)
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if (!fval(u->faction, FFL_SELECT)) {
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fset(u->faction, FFL_SELECT);
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ADDMSG(&u->faction->msgs, msg_message("iceberg_drift",
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"region dir", r, dir));
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}
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x = r->x;
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y = r->y;
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runhash(r);
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runhash(rc);
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r->x = rc->x;
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r->y = rc->y;
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rc->x = x;
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rc->y = y;
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rhash(rc);
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rhash(r);
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/* rc ist der Ozean (Ex-Eisberg), r der Eisberg (Ex-Ozean) */
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/* Schiffe aus dem Zielozean werden in den Eisberg transferiert
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* und nehmen Schaden. */
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for (sh = r->ships; sh; sh = sh->next)
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freset(sh, SF_SELECT);
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for (sh = r->ships; sh; sh = sh->next) {
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/* Meldung an Kapit<69>n */
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double dmg = config_get_flt("rules.ship.damage.intoiceberg", 0.1);
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damage_ship(sh, dmg);
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fset(sh, SF_SELECT);
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}
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/* Personen, Schiffe und Geb<65>ude verschieben */
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while (rc->buildings) {
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rc->buildings->region = r;
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translist(&rc->buildings, &r->buildings, rc->buildings);
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}
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while (rc->ships) {
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double dmg = config_get_flt("rules.ship.damage.withiceberg", 0.1);
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fset(rc->ships, SF_SELECT);
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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;
|
||
double dmg = config_get_flt("rules.ship.damage.godcurse", 0.1);
|
||
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
|
||
* TODO: 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) {
|
||
if (u->attribs && !has_skill(u, SK_MAGIC) && !has_skill(u, SK_ALCHEMY)
|
||
&& !fval(u, UFL_HERO)) {
|
||
const curse_type *ct_orcish = ct_find("orcish");
|
||
|
||
if (ct_orcish) {
|
||
curse *c = get_curse(u->attribs, ct_orcish);
|
||
if (c) {
|
||
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)) {
|
||
demon_skillchange(u);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/** 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);
|
||
}
|
||
}
|
||
|
||
#define HERBS_ROT /* herbs owned by units have a chance to rot. */
|
||
#define HERBROTCHANCE 5 /* Verrottchance f<>r Kr<4B>uter (ifdef HERBS_ROT) */
|
||
#ifdef HERBS_ROT
|
||
static void rotting_herbs(void)
|
||
{
|
||
region *r;
|
||
int rule_rot = config_get_int("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);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
volcano_update();
|
||
/* 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_update();
|
||
#ifdef HERBS_ROT
|
||
rotting_herbs();
|
||
#endif
|
||
|
||
dissolve_units();
|
||
}
|
||
|
||
void plagues(region * r)
|
||
{
|
||
int peasants;
|
||
int i;
|
||
int dead = 0;
|
||
|
||
peasants = rpeasants(r);
|
||
dead = (int)(0.5 + PLAGUE_VICTIMS * peasants);
|
||
for (i = dead; i != 0; i--) {
|
||
if (rng_double() < PLAGUE_HEALCHANCE && rmoney(r) >= PLAGUE_HEALCOST) {
|
||
rsetmoney(r, rmoney(r) - PLAGUE_HEALCOST);
|
||
--dead;
|
||
}
|
||
}
|
||
|
||
if (dead > 0) {
|
||
message *msg = add_message(&r->msgs, msg_message("pest", "dead", dead));
|
||
msg_release(msg);
|
||
deathcounts(r, dead);
|
||
rsetpeasants(r, peasants - dead);
|
||
}
|
||
}
|