server/src/economy.c
2020-01-15 23:08:11 +01:00

2561 lines
73 KiB
C

#ifdef _MSC_VER
#include <platform.h>
#endif
#include "economy.h"
#include "alchemy.h"
#include "direction.h"
#include "donations.h"
#include "guard.h"
#include "give.h"
#include "laws.h"
#include "randenc.h"
#include "spy.h"
#include "study.h"
#include "move.h"
#include "monsters.h"
#include "morale.h"
#include "reports.h"
#include <attributes/reduceproduction.h>
#include <attributes/racename.h>
#include <spells/buildingcurse.h>
#include <spells/regioncurse.h>
#include <spells/unitcurse.h>
/* kernel includes */
#include "kernel/ally.h"
#include "kernel/attrib.h"
#include "kernel/building.h"
#include "kernel/calendar.h"
#include "kernel/config.h"
#include "kernel/curse.h"
#include "kernel/equipment.h"
#include "kernel/event.h"
#include "kernel/faction.h"
#include "kernel/item.h"
#include "kernel/messages.h"
#include "kernel/order.h"
#include "kernel/plane.h"
#include "kernel/pool.h"
#include "kernel/race.h"
#include "kernel/region.h"
#include "kernel/resources.h"
#include "kernel/ship.h"
#include "kernel/terrain.h"
#include "kernel/terrainid.h"
#include "kernel/unit.h"
/* util includes */
#include <util/base36.h>
#include <util/goodies.h>
#include <util/language.h>
#include <util/lists.h>
#include <util/log.h>
#include "util/param.h"
#include <util/parser.h>
#include <util/rng.h>
/* libs includes */
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <limits.h>
#define MAX_REQUESTS 1024
static struct econ_request econ_requests[MAX_REQUESTS];
static econ_request **g_requests; /* TODO: no need for this to be module-global */
#define ENTERTAINFRACTION 20
static void add_request(econ_request * req, enum econ_type type, unit *u, order *ord, int want) {
req->next = NULL;
req->unit = u;
req->qty = u->wants = want;
req->type = type;
}
static bool rule_auto_taxation(void)
{
return config_get_int("rules.economy.taxation", 0) != 0;
}
static bool rule_autowork(void) {
return config_get_int("work.auto", 0) != 0;
}
int entertainmoney(const region * r)
{
double n;
if (is_cursed(r->attribs, &ct_depression)) {
return 0;
}
n = rmoney(r) / (double)ENTERTAINFRACTION;
if (is_cursed(r->attribs, &ct_generous)) {
n *= get_curseeffect(r->attribs, &ct_generous);
}
return (int)n;
}
int income(const unit * u)
{
const race *rc = u_race(u);
return rc->income * u->number;
}
static void scramble(void *data, unsigned int n, size_t width)
{
unsigned int j;
char temp[64];
assert(width <= sizeof(temp));
for (j = 0; j != n; ++j) {
unsigned int k = rng_uint() % n;
if (k == j)
continue;
memcpy(temp, (char *)data + j * width, width);
memcpy((char *)data + j * width, (char *)data + k * width, width);
memcpy((char *)data + k * width, temp, width);
}
}
int expand_production(region * r, econ_request * requests, econ_request ***results)
{
unit *u;
econ_request *o;
int norders = 0;
/* Alle Units ohne production haben ein -1, alle units mit orders haben ein
* 0 hier stehen */
for (u = r->units; u; u = u->next)
u->n = -1;
for (o = requests; o; o = o->next) {
if (o->qty > 0) {
norders += o->qty;
}
}
if (norders > 0) {
int i = 0;
econ_request **split;
split = (econ_request **)calloc(norders, sizeof(econ_request *));
if (!split) abort();
for (o = requests; o; o = o->next) {
if (o->qty > 0) {
unsigned int j;
for (j = o->qty; j; j--) {
split[i] = o;
o->unit->n = 0;
i++;
}
}
}
scramble(split, norders, sizeof(econ_request *));
*results = split;
}
else {
*results = NULL;
}
return norders;
}
static int expandorders(region * r, econ_request * requests) {
return expand_production(r, requests, &g_requests);
}
static void free_requests(econ_request *requests) {
while (requests) {
econ_request *req = requests->next;
free(requests);
requests = req;
}
}
/* ------------------------------------------------------------- */
static void friendly_takeover(region * r, faction * f)
{
region_set_owner(r, f, turn);
morale_change(r, MORALE_TRANSFER);
}
void give_control(unit * u, unit * u2)
{
if (u->building) {
if (u->faction != u2->faction && rule_region_owners()) {
region *r = u->region;
faction *f = region_get_owner(r);
assert(u->building == u2->building);
if (f == u->faction) {
building *b = largestbuilding(r, cmp_current_owner, false);
if (b == u->building) {
friendly_takeover(r, u2->faction);
}
}
}
building_set_owner(u2);
}
if (u->ship) {
assert(u->ship == u2->ship);
ship_set_owner(u2);
}
}
int give_control_cmd(unit * u, order * ord)
{
char token[128];
region *r = u->region;
unit *u2;
const char *s;
init_order_depr(ord);
getunit(r, u->faction, &u2);
s = gettoken(token, sizeof(token));
if (s && isparam(s, u->faction->locale, P_CONTROL)) {
bool okay = false;
if (!can_give_to(u, u2)) {
ADDMSG(&u->faction->msgs,
msg_feedback(u, ord, "feedback_unit_not_found", ""));
}
else if (!u->building && !u->ship) {
cmistake(u, ord, 140, MSG_EVENT);
}
else if (u->building) {
if (u != building_owner(u->building)) {
cmistake(u, ord, 49, MSG_EVENT);
}
else if (u2->building != u->building) {
cmistake(u, ord, 33, MSG_EVENT);
}
else {
okay = true;
}
}
else if (u->ship) {
if (u != ship_owner(u->ship)) {
cmistake(u, ord, 49, MSG_EVENT);
}
else if (u2->ship != u->ship) {
cmistake(u, ord, 32, MSG_EVENT);
}
else {
okay = true;
}
}
if (okay) {
message *msg = msg_message("givecommand", "unit recipient", u, u2);
add_message(&u->faction->msgs, msg);
if (u->faction != u2->faction) {
add_message(&u2->faction->msgs, msg);
}
msg_release(msg);
give_control(u, u2);
}
}
return 0;
}
static int forget_cmd(unit * u, order * ord)
{
char token[128];
skill_t sk;
const char *s;
if (is_cursed(u->attribs, &ct_slavery)) {
/* charmed units shouldn't be losing their skills */
return 0;
}
init_order_depr(ord);
s = gettoken(token, sizeof(token));
sk = get_skill(s, u->faction->locale);
if (sk != NOSKILL) {
if (sk == SK_MAGIC) {
if (is_familiar(u)) {
/* some units cannot forget their innate magical abilities */
return 0;
}
else {
unit *ufam = get_familiar(u);
if (ufam) {
a_removeall(&ufam->attribs, NULL);
u_setfaction(ufam, get_monsters());
u_freeorders(ufam);
unit_convert_race(ufam, NULL, "ghost");
}
a_removeall(&u->attribs, &at_mage);
a_removeall(&u->attribs, &at_familiar);
}
}
ADDMSG(&u->faction->msgs, msg_message("forget", "unit skill", u, sk));
set_level(u, sk, 0);
}
return 0;
}
static int maintain(building * b)
{
int c;
region *r = b->region;
bool paid = true;
unit *u;
if (fval(b, BLD_MAINTAINED) || b->type == NULL || b->type->maintenance == NULL) {
return BLD_MAINTAINED;
}
if (fval(b, BLD_DONTPAY)) {
return 0;
}
u = building_owner(b);
if (u == NULL) {
/* no owner - send a message to the entire region */
ADDMSG(&r->msgs, msg_message("maintenance_noowner", "building", b));
return 0;
}
/* If the owner is the region owner, check if dontpay flag is set for the building where he is in */
if (config_token("rules.region_owner_pay_building", b->type->_name)) {
if (fval(u->building, BLD_DONTPAY)) {
return 0;
}
}
for (c = 0; b->type->maintenance[c].number && paid; ++c) {
const maintenance *m = b->type->maintenance + c;
int need = m->number;
if (fval(m, MTF_VARIABLE))
need = need * b->size;
need -= get_pooled(u, m->rtype, GET_DEFAULT, need);
if (need > 0) {
paid = false;
}
}
if (fval(b, BLD_DONTPAY)) {
ADDMSG(&r->msgs, msg_message("maintenance_nowork", "building", b));
return 0;
}
if (!paid) {
ADDMSG(&u->faction->msgs, msg_message("maintenancefail", "unit building", u, b));
ADDMSG(&r->msgs, msg_message("maintenance_nowork", "building", b));
return 0;
}
for (c = 0; b->type->maintenance[c].number; ++c) {
const maintenance *m = b->type->maintenance + c;
int cost = m->number;
if (fval(m, MTF_VARIABLE)) {
cost = cost * b->size;
}
cost -=
use_pooled(u, m->rtype, GET_SLACK | GET_RESERVE | GET_POOLED_SLACK,
cost);
assert(cost == 0);
}
ADDMSG(&u->faction->msgs, msg_message("maintenance", "unit building", u, b));
return BLD_MAINTAINED;
}
void maintain_buildings(region * r)
{
building **bp = &r->buildings;
while (*bp) {
building *b = *bp;
int flags = BLD_MAINTAINED;
if (!curse_active(get_curse(b->attribs, &ct_nocostbuilding))) {
flags = maintain(b);
}
fset(b, flags);
bp = &b->next;
}
}
void economics(region * r)
{
unit *u;
/* Geben vor Selbstmord (doquit)! Hier alle unmittelbaren Befehle.
* Rekrutieren vor allen Einnahmequellen. Bewachen JA vor Steuern
* eintreiben. */
for (u = r->units; u; u = u->next) {
order *ord;
if (u->number > 0) {
for (ord = u->orders; ord; ord = ord->next) {
keyword_t kwd = getkeyword(ord);
if (kwd == K_GIVE) {
give_cmd(u, ord);
}
else if (kwd == K_FORGET) {
forget_cmd(u, ord);
}
if (u->orders == NULL) {
break;
}
}
}
}
}
void destroy(region *r) {
unit *u;
for (u = r->units; u; u = u->next) {
order *ord = u->thisorder;
keyword_t kwd = getkeyword(ord);
if (kwd == K_DESTROY) {
if (destroy_cmd(u, ord) == 0) {
fset(u, UFL_LONGACTION | UFL_NOTMOVING);
}
}
}
}
static void mod_skill(const resource_mod *mod, skill_t sk, int *value) {
skill_t msk;
assert(mod->type == RMT_PROD_SKILL);
msk = (skill_t)mod->value.sa[0];
if (msk == NOSKILL || msk == sk) {
*value += mod->value.sa[1];
}
}
static struct message * get_modifiers(unit *u, skill_t sk, const resource_type *rtype, variant *savep, int *skillp) {
struct building *b = inside_building(u);
const struct building_type *btype = building_is_active(b) ? b->type : NULL;
int save_n = 1, save_d = 1;
int skill = 0;
int need_race = 0, need_bldg = 0;
resource_mod *mod;
const struct building_type *btype_needed = NULL;
if (btype && btype->modifiers) {
for (mod = btype->modifiers; mod && mod->type != RMT_END; ++mod) {
if (mod->type == RMT_PROD_SKILL) {
mod_skill(mod, sk, &skill);
}
}
}
for (mod = rtype->modifiers; mod && mod->type != RMT_END; ++mod) {
if (mod->btype == NULL || mod->btype == btype) {
const race * rc = u_race(u);
if (mod->race_mask == 0 || (mod->race_mask & rc->mask_item)) {
switch (mod->type) {
case RMT_PROD_SAVE:
if (savep) {
save_n *= mod->value.sa[0];
save_d *= mod->value.sa[1];
}
break;
case RMT_PROD_SKILL:
mod_skill(mod, sk, &skill);
break;
case RMT_PROD_REQUIRE:
if (mod->race_mask) need_race |= 1;
if (mod->btype) {
need_bldg |= 1;
}
break;
default:
/* is not a production modifier, ignore it */
break;
}
}
}
if (mod->type == RMT_PROD_REQUIRE) {
if (mod->race_mask) need_race |= 2;
if (mod->btype) {
btype_needed = mod->btype;
need_bldg |= 2;
}
}
}
if (need_race == 2) {
return msg_error(u, u->thisorder, 117);
}
if (btype_needed && need_bldg == 2) {
return msg_feedback(u, u->thisorder, "building_needed", "building", btype_needed->_name);
}
*skillp = skill;
if (savep) *savep = frac_make(save_n, save_d);
return NULL;
}
static void manufacture(unit * u, const item_type * itype, int want)
{
int n;
int minskill = itype->construction->minskill;
skill_t sk = itype->construction->skill;
message *msg;
int skill_mod;
msg = get_modifiers(u, sk, itype->rtype, NULL, &skill_mod);
if (msg) {
ADDMSG(&u->faction->msgs, msg);
return;
}
if (want == 0) {
want = maxbuild(u, itype->construction);
}
n = build(u, 1, itype->construction, 0, want, skill_mod);
switch (n) {
case ENEEDSKILL:
ADDMSG(&u->faction->msgs,
msg_feedback(u, u->thisorder, "skill_needed", "skill", sk));
return;
case ELOWSKILL:
ADDMSG(&u->faction->msgs,
msg_feedback(u, u->thisorder, "manufacture_skills",
"skill minskill product", sk, minskill, itype->rtype, 1));
return;
case ENOMATERIALS:
ADDMSG(&u->faction->msgs, msg_materials_required(u, u->thisorder,
itype->construction, want));
return;
}
if (n > 0) {
i_change(&u->items, itype, n);
if (want == INT_MAX)
want = n;
ADDMSG(&u->faction->msgs, msg_message("produce",
"unit region amount wanted resource", u, u->region, n, want,
itype->rtype));
}
else {
ADDMSG(&u->faction->msgs, msg_feedback(u, u->thisorder, "error_cannotmake",
""));
}
}
typedef struct allocation {
struct allocation *next;
int want, get;
variant save;
unsigned int flags;
unit *unit;
} allocation;
#define new_allocation() (allocation *)calloc(1, sizeof(allocation))
#define free_allocation(a) free(a)
typedef struct allocation_list {
struct allocation_list *next;
allocation *data;
const resource_type *type;
} allocation_list;
static allocation_list *allocations;
enum {
AFL_DONE = 1 << 0,
AFL_LOWSKILL = 1 << 1
};
static void allocate_resource(unit * u, const resource_type * rtype, int want)
{
const item_type *itype = resource2item(rtype);
region *r = u->region;
int dm = 0;
allocation_list *alist;
allocation *al;
const resource_type *rring;
int amount, skill, skill_mod = 0;
variant save_mod;
skill_t sk;
/* momentan kann man keine ressourcen abbauen, wenn man dafuer
* Materialverbrauch hat: */
assert(itype != NULL && (itype->construction == NULL
|| itype->construction->materials == NULL));
sk = itype->construction->skill;
if (!rtype->raw) {
int avail = limit_resource(r, rtype);
if (avail <= 0) {
cmistake(u, u->thisorder, 121, MSG_PRODUCE);
return;
}
}
if (rtype->modifiers) {
message *msg = get_modifiers(u, sk, rtype, &save_mod, &skill_mod);
if (msg) {
ADDMSG(&u->faction->msgs, msg);
return;
}
}
else {
save_mod.sa[0] = 1;
save_mod.sa[1] = 1;
}
/* Bergwaechter koennen Abbau von Eisen/Laen durch Bewachen verhindern.
* Als magische Wesen 'sehen' Bergwaechter alles und werden durch
* Belagerung nicht aufgehalten. (Ansonsten wie oben bei Elfen anpassen).
*/
if (itype->rtype && (itype->rtype == get_resourcetype(R_IRON) || itype->rtype == rt_find("laen"))) {
unit *u2;
for (u2 = r->units; u2; u2 = u2->next) {
if (!fval(u2, UFL_ISNEW) && u2->number
&& is_guard(u2) && !alliedunit(u2, u->faction, HELP_GUARD)) {
ADDMSG(&u->faction->msgs,
msg_feedback(u, u->thisorder, "region_guarded", "guard", u2));
return;
}
}
}
assert(sk != NOSKILL || !"limited resource needs a required skill for making it");
skill = effskill(u, sk, NULL);
if (skill == 0) {
add_message(&u->faction->msgs,
msg_feedback(u, u->thisorder, "skill_needed", "skill", sk));
return;
}
if (skill < itype->construction->minskill) {
add_message(&u->faction->msgs,
msg_feedback(u, u->thisorder, "manufacture_skills",
"skill minskill product", sk, itype->construction->minskill,
itype->rtype));
return;
}
skill += skill_mod;
amount = skill * u->number;
/* nun ist amount die Gesamtproduktion der Einheit (in punkten) */
/* mit Flinkfingerring verzehnfacht sich die Produktion */
rring = get_resourcetype(R_RING_OF_NIMBLEFINGER);
if (rring) {
int more = i_get(u->items, rring->itype);
if (more > u->number) more = u->number;
amount += skill * more * (roqf_factor() - 1);
}
/* Schaffenstrunk: */
if ((dm = get_effect(u, oldpotiontype[P_DOMORE])) != 0) {
if (dm > u->number) dm = u->number;
change_effect(u, oldpotiontype[P_DOMORE], -dm);
amount += dm * skill; /* dm Personen produzieren doppelt */
}
amount /= itype->construction->minskill;
/* Limitierung durch Parameter m. */
if (want > 0 && want < amount)
amount = want;
alist = allocations;
while (alist && alist->type != rtype)
alist = alist->next;
if (!alist) {
alist = calloc(1, sizeof(struct allocation_list));
if (!alist) abort();
alist->next = allocations;
alist->type = rtype;
allocations = alist;
}
al = new_allocation();
if (!al) abort();
al->want = amount;
al->save = save_mod;
al->next = alist->data;
al->unit = u;
alist->data = al;
}
static int required(int want, variant save)
{
int req = (int)(want * save.sa[0] / save.sa[1]);
int r = want * save.sa[0] % save.sa[1];
if (r > 0) ++req;
return req;
}
static void
leveled_allocation(const resource_type * rtype, region * r, allocation * alist)
{
const item_type *itype = resource2item(rtype);
rawmaterial *rm = rm_get(r, rtype);
if (rm != NULL) {
int need;
bool first = true;
do {
int avail = rm->amount, nreq = 0;
allocation *al;
if (avail <= 0) {
for (al = alist; al; al = al->next) {
al->get = 0;
}
break;
}
assert(avail > 0);
for (al = alist; al; al = al->next) {
if (!fval(al, AFL_DONE)) {
int req = required(al->want - al->get, al->save);
assert(al->get <= al->want && al->get >= 0);
if (effskill(al->unit, itype->construction->skill, NULL)
>= rm->level + itype->construction->minskill - 1) {
if (req) {
nreq += req;
}
else {
fset(al, AFL_DONE);
}
}
else {
fset(al, AFL_DONE);
if (first)
fset(al, AFL_LOWSKILL);
}
}
}
need = nreq;
if (avail > nreq) avail = nreq;
if (need > 0) {
int use = 0;
for (al = alist; al; al = al->next) {
if (!fval(al, AFL_DONE)) {
if (avail > 0) {
int want = required(al->want - al->get, al->save);
int x = avail * want / nreq;
int req = (avail * want) % nreq;
/* Wenn Rest, dann wuerfeln, ob ich etwas bekomme: */
if (req > 0 && rng_int() % nreq < req) ++x;
avail -= x;
use += x;
nreq -= want;
need -= x;
al->get = al->get + x * al->save.sa[1] / al->save.sa[0];
if (al->get > al->want) al->get = al->want;
}
}
}
if (use) {
rawmaterial_type *raw = rmt_get(rm->rtype);
if (raw && raw->use) {
assert(use <= rm->amount);
raw->use(rm, r, use);
}
}
assert(avail == 0 || nreq == 0);
}
first = false;
} while (need > 0);
}
}
static void
attrib_allocation(const resource_type * rtype, region * r, allocation * alist)
{
allocation *al;
int nreq = 0;
int avail = INT_MAX;
for (al = alist; al; al = al->next) {
nreq += required(al->want, al->save);
}
if (!rtype->raw) {
avail = limit_resource(r, rtype);
if (avail < 0) {
avail = 0;
}
}
if (avail > nreq) avail = nreq;
for (al = alist; al; al = al->next) {
if (avail > 0) {
int want = required(al->want, al->save);
int x = avail * want / nreq;
int rx = (avail * want) % nreq;
/* Wenn Rest, dann wuerfeln, ob ich was bekomme: */
if (rx > 0 && rng_int() % nreq < rx) ++x;
avail -= x;
nreq -= want;
al->get = x * al->save.sa[1] / al->save.sa[0];
if (al->want < al->get) al->get = al->want;
if (!rtype->raw) {
int use = required(al->get, al->save);
if (use) {
produce_resource(r, rtype, use);
}
}
}
}
assert(avail == 0 || nreq == 0);
}
static void allocate(const resource_type *rtype, region *r, allocation *data) {
if (rtype->raw) {
leveled_allocation(rtype, r, data);
}
else {
attrib_allocation(rtype, r, data);
}
}
void split_allocations(region * r)
{
allocation_list **p_alist = &allocations;
while (*p_alist) {
allocation_list *alist = *p_alist;
const resource_type *rtype = alist->type;
const item_type *itype = resource2item(rtype);
allocation **p_al = &alist->data;
allocate(rtype, r, alist->data);
while (*p_al) {
allocation *al = *p_al;
if (al->get) {
assert(itype || !"not implemented for non-items");
i_change(&al->unit->items, itype, al->get);
produceexp(al->unit, itype->construction->skill, al->unit->number);
}
if (al->want == INT_MAX)
al->want = al->get;
ADDMSG(&al->unit->faction->msgs, msg_message("produce",
"unit region amount wanted resource",
al->unit, al->unit->region, al->get, al->want, rtype));
*p_al = al->next;
free_allocation(al);
}
*p_alist = alist->next;
free(alist);
}
allocations = NULL;
}
static void create_potion(unit * u, const item_type * itype, int want)
{
int built;
if (want == 0) {
want = maxbuild(u, itype->construction);
}
built = build(u, 1, itype->construction, 0, want, 0);
switch (built) {
case ELOWSKILL:
case ENEEDSKILL:
/* no skill, or not enough skill points to build */
cmistake(u, u->thisorder, 50, MSG_PRODUCE);
break;
case ECOMPLETE:
assert(0);
break;
case ENOMATERIALS:
/* something missing from the list of materials */
ADDMSG(&u->faction->msgs, msg_materials_required(u, u->thisorder,
itype->construction, want));
break;
default:
i_change(&u->items, itype, built);
if (want == INT_MAX)
want = built;
ADDMSG(&u->faction->msgs, msg_message("produce",
"unit region amount wanted resource", u, u->region, built, want,
itype->rtype));
break;
}
}
void make_item(unit * u, const item_type * itype, int want)
{
if (itype->construction && fval(itype->rtype, RTF_LIMITED)) {
if (is_guarded(u->region, u)) {
cmistake(u, u->thisorder, 70, MSG_EVENT);
return;
}
allocate_resource(u, itype->rtype, want);
}
else {
if (itype->flags & ITF_POTION) {
create_potion(u, itype, want);
}
else if (itype->construction && itype->construction->materials) {
manufacture(u, itype, want);
}
else {
ADDMSG(&u->faction->msgs, msg_feedback(u, u->thisorder,
"error_cannotmake", ""));
}
}
}
int make_cmd(unit * u, struct order *ord)
{
char token[32];
region *r = u->region;
const building_type *btype = 0;
const ship_type *stype = 0;
const item_type *itype = 0;
param_t p = NOPARAM;
int m = INT_MAX;
const char *s;
const struct locale *lang = u->faction->locale;
keyword_t kwd;
kwd = init_order_depr(ord);
assert(kwd == K_MAKE);
s = gettoken(token, sizeof(token));
if (s) {
char ibuf[16];
m = atoip(s);
sprintf(ibuf, "%d", m);
if (!strcmp(ibuf, (const char *)s)) {
/* a quantity was given */
s = gettoken(token, sizeof(token));
}
else {
m = INT_MAX;
}
if (s) {
p = findparam(s, u->faction->locale);
}
}
if (p == P_ROAD) {
plane *pl = rplane(r);
if (pl && fval(pl, PFL_NOBUILD)) {
cmistake(u, ord, 275, MSG_PRODUCE);
}
else {
s = gettoken(token, sizeof(token));
direction_t d = s ? get_direction(s, u->faction->locale) : NODIRECTION;
if (d != NODIRECTION) {
build_road(u, m, d);
}
else {
/* Die Richtung wurde nicht erkannt */
cmistake(u, ord, 71, MSG_PRODUCE);
}
}
return 0;
}
else if (p == P_SHIP) {
plane *pl = rplane(r);
if (pl && fval(pl, PFL_NOBUILD)) {
cmistake(u, ord, 276, MSG_PRODUCE);
}
else {
continue_ship(u, m);
}
return 0;
}
else if (p == P_HERBS) {
herbsearch(u, m);
return 0;
}
/* since the string can match several objects, like in 'academy' and
* 'academy of arts', we need to figure out what the player meant.
* This is not 100% safe.
*/
if (s) {
stype = findshiptype(s, lang);
btype = findbuildingtype(s, lang);
itype = finditemtype(s, lang);
}
if (itype != NULL && (btype != NULL || stype != NULL)) {
if (itype->construction == NULL) {
/* if the item cannot be made, we probably didn't mean to make it */
itype = NULL;
}
else if (stype != NULL) {
const char *sname = LOC(lang, stype->_name);
const char *iname = LOC(lang, resourcename(itype->rtype, 0));
if (strlen(iname) < strlen(sname))
stype = NULL;
else
itype = NULL;
}
else {
const char *bname = LOC(lang, btype->_name);
const char *iname = LOC(lang, resourcename(itype->rtype, 0));
if (strlen(iname) < strlen(bname))
btype = NULL;
else
itype = NULL;
}
}
if (btype != NULL && stype != NULL) {
const char *bname = LOC(lang, btype->_name);
const char *sname = LOC(lang, stype->_name);
if (strlen(sname) < strlen(bname))
btype = NULL;
else
stype = NULL;
}
if (stype != NOSHIP) {
plane *pl = rplane(r);
if (pl && fval(pl, PFL_NOBUILD)) {
cmistake(u, ord, 276, MSG_PRODUCE);
}
else {
create_ship(u, stype, m, ord);
}
}
else if (btype != NOBUILDING) {
plane *pl = rplane(r);
if (pl && fval(pl, PFL_NOBUILD)) {
cmistake(u, ord, 275, MSG_PRODUCE);
}
else if (btype->stages && btype->stages->construction) {
int id = getid();
build_building(u, btype, id, m, ord);
}
else {
cmistake(u, ord, 275, MSG_PRODUCE);
}
}
else if (itype != NULL) {
make_item(u, itype, m);
}
else {
ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "error_cannotmake", ""));
}
return 0;
}
/* ------------------------------------------------------------- */
static void free_luxuries(variant *var)
{
item *itm = (item *)var->v;
var->v = NULL;
i_freeall(&itm);
}
const attrib_type at_luxuries = {
"luxuries", NULL, free_luxuries, NULL, NULL, NULL
};
static void expandbuying(region * r, econ_request * buyorders)
{
const resource_type *rsilver = get_resourcetype(R_SILVER);
int max_products;
unit *u;
struct trade {
const luxury_type *type;
int number;
int multi;
} trades[MAXLUXURIES], *trade;
int ntrades = 0;
const luxury_type *ltype;
for (ntrades = 0, ltype = luxurytypes; ltype; ltype = ltype->next) {
assert(ntrades < MAXLUXURIES);
trades[ntrades].number = 0;
trades[ntrades].multi = 1;
trades[ntrades++].type = ltype;
}
if (!buyorders)
return;
/* Initialisation. multiplier ist der Multiplikator auf den
* Verkaufspreis. Fuer max_products Produkte kauft man das Produkt zum
* einfachen Verkaufspreis, danach erhoeht sich der Multiplikator um 1.
* counter ist ein Zaehler, der die gekauften Produkte zaehlt. money
* wird fuer die debug message gebraucht. */
max_products = rpeasants(r) / TRADE_FRACTION;
/* Kauf - auch so programmiert, dass er leicht erweiterbar auf mehrere
* Gueter pro Monat ist. j sind die Befehle, i der Index des
* gehandelten Produktes. */
if (max_products > 0) {
unsigned int norders = expandorders(r, buyorders);
if (norders) {
unsigned int j;
for (j = 0; j != norders; j++) {
int price, multi;
ltype = g_requests[j]->data.trade.ltype;
trade = trades;
while (trade->type && trade->type != ltype)
++trade;
multi = trade->multi;
price = ltype->price * multi;
if (get_pooled(g_requests[j]->unit, rsilver, GET_DEFAULT,
price) >= price) {
item *items;
/* litems zaehlt die Gueter, die verkauft wurden, u->n das Geld, das
* verdient wurde. Dies muss gemacht werden, weil der Preis staendig sinkt,
* man sich also das verdiente Geld und die verkauften Produkte separat
* merken muss. */
attrib *a;
u = g_requests[j]->unit;
a = a_find(u->attribs, &at_luxuries);
if (a == NULL) {
a = a_add(&u->attribs, a_new(&at_luxuries));
}
items = a->data.v;
i_change(&items, ltype->itype, 1);
a->data.v = items;
i_change(&g_requests[j]->unit->items, ltype->itype, 1);
use_pooled(u, rsilver, GET_DEFAULT, price);
if (u->n < 0)
u->n = 0;
u->n += price;
rsetmoney(r, rmoney(r) + price);
/* Falls mehr als max_products Bauern ein Produkt verkauft haben, steigt
* der Preis Multiplikator fuer das Produkt um den Faktor 1. Der Zaehler
* wird wieder auf 0 gesetzt. */
if (++trade->number == max_products) {
trade->number = 0;
++trade->multi;
}
fset(u, UFL_LONGACTION | UFL_NOTMOVING);
}
}
}
free(g_requests);
/* Ausgabe an Einheiten */
for (u = r->units; u; u = u->next) {
attrib *a = a_find(u->attribs, &at_luxuries);
item *itm;
if (a == NULL)
continue;
ADDMSG(&u->faction->msgs, msg_message("buy", "unit money", u, u->n));
for (itm = (item *)a->data.v; itm; itm = itm->next) {
if (itm->number) {
ADDMSG(&u->faction->msgs, msg_message("buyamount",
"unit amount resource", u, itm->number, itm->type->rtype));
}
}
a_remove(&u->attribs, a);
}
}
}
attrib_type at_trades = {
"trades",
DEFAULT_INIT,
DEFAULT_FINALIZE,
DEFAULT_AGE,
NO_WRITE,
NO_READ
};
bool trade_needs_castle(const terrain_type *terrain, const race *rc)
{
static int rc_change, terrain_change;
static const race *rc_insect;
static const terrain_type *t_desert, *t_swamp;
if (rc_changed(&rc_change)) {
rc_insect = get_race(RC_INSECT);
}
if (terrain_changed(&terrain_change)) {
t_swamp = newterrain(T_SWAMP);
t_desert = newterrain(T_DESERT);
}
return rc != rc_insect && (terrain == t_swamp || terrain == t_desert);
}
static building * first_building(region *r, const struct building_type *btype, int minsize) {
building *b = NULL;
if (r->buildings) {
for (b = r->buildings; b; b = b->next) {
if (b->type == btype && b->size >= minsize) {
return b;
}
}
}
return NULL;
}
static void buy(unit * u, econ_request ** buyorders, struct order *ord)
{
char token[128];
region *r = u->region;
int n, k;
econ_request *o;
attrib *a;
const item_type *itype = NULL;
const luxury_type *ltype = NULL;
keyword_t kwd;
const char *s;
if (u->ship && is_guarded(r, u)) {
cmistake(u, ord, 69, MSG_INCOME);
return;
}
if (u->ship && is_guarded(r, u)) {
cmistake(u, ord, 69, MSG_INCOME);
return;
}
/* Im Augenblick kann man nur 1 Produkt kaufen. expandbuying ist aber
* schon dafuer ausgeruestet, mehrere Produkte zu kaufen. */
kwd = init_order_depr(ord);
assert(kwd == K_BUY);
n = getint();
if (n <= 0) {
cmistake(u, ord, 26, MSG_COMMERCE);
return;
}
/* Entweder man ist Insekt in Sumpf/Wueste, oder es muss
* einen Handelsposten in der Region geben: */
if (trade_needs_castle(r->terrain, u_race(u))) {
static int cache;
static const struct building_type *castle_bt;
if (bt_changed(&cache)) {
castle_bt = bt_find("castle");
}
if (first_building(r, castle_bt, 2) == NULL) {
cmistake(u, ord, 119, MSG_COMMERCE);
return;
}
}
/* Ein Haendler kann nur 10 Gueter pro Talentpunkt handeln. */
k = u->number * 10 * effskill(u, SK_TRADE, NULL);
/* hat der Haendler bereits gehandelt, muss die Menge der bereits
* verkauften/gekauften Gueter abgezogen werden */
a = a_find(u->attribs, &at_trades);
if (!a) {
a = a_add(&u->attribs, a_new(&at_trades));
}
else {
k -= a->data.i;
}
if (n > k) n = k;
if (!n) {
cmistake(u, ord, 102, MSG_COMMERCE);
return;
}
assert(n >= 0);
/* die Menge der verkauften Gueter merken */
a->data.i += n;
s = gettoken(token, sizeof(token));
itype = s ? finditemtype(s, u->faction->locale) : 0;
if (itype != NULL) {
ltype = resource2luxury(itype->rtype);
if (ltype == NULL) {
cmistake(u, ord, 124, MSG_COMMERCE);
return;
}
}
if (!r->land || r_demand(r, ltype)) {
ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "luxury_notsold", ""));
return;
}
o = (econ_request *)calloc(1, sizeof(econ_request));
if (!o) abort();
o->data.trade.ltype = ltype; /* sollte immer gleich sein */
o->unit = u;
o->qty = n;
o->type = ECON_BUY;
addlist(buyorders, o);
}
/* ------------------------------------------------------------- */
void add_income(unit * u, income_t type, int want, int qty)
{
if (want == INT_MAX)
want = qty;
ADDMSG(&u->faction->msgs, msg_message("income",
"unit region mode wanted amount", u, u->region, (int)type, want, qty));
}
/* Steuersaetze in % bei Burggroesse */
static int tax_per_size[7] = { 0, 6, 12, 18, 24, 30, 36 };
static void expandselling(region * r, econ_request * sellorders, int limit)
{
int money, max_products;
int norders;
/* int m, n = 0; */
int maxsize = 0, maxeffsize = 0;
int taxcollected = 0;
int hafencollected = 0;
unit *maxowner = (unit *)NULL;
building *maxb = (building *)NULL;
building *b;
unit *u;
unit *hafenowner;
static int counter[MAXLUXURIES];
static int ncounter = 0;
static int bt_cache;
static const struct building_type *castle_bt, *harbour_bt, *caravan_bt;
assert(r->land);
if (bt_changed(&bt_cache)) {
castle_bt = bt_find("castle");
harbour_bt = bt_find("harbour");
caravan_bt = bt_find("caravan");
}
if (ncounter == 0) {
const luxury_type *ltype;
for (ltype = luxurytypes; ltype; ltype = ltype->next) {
assert(ncounter < MAXLUXURIES);
++ncounter;
}
}
memset(counter, 0, sizeof(int) * ncounter);
if (!sellorders) { /* NEIN, denn Insekten koennen in || !r->buildings) */
return; /* Suempfen und Wuesten auch so handeln */
}
/* Stelle Eigentuemer der groessten Burg fest. Bekommt Steuern aus jedem
* Verkauf. Wenn zwei Burgen gleicher Groesse bekommt gar keiner etwas. */
for (b = rbuildings(r); b; b = b->next) {
if (b->size > maxsize && building_owner(b) != NULL
&& b->type == castle_bt) {
maxb = b;
maxsize = b->size;
maxowner = building_owner(b);
}
else if (b->size == maxsize && b->type == castle_bt) {
maxb = (building *)NULL;
maxowner = (unit *)NULL;
}
}
hafenowner = owner_buildingtyp(r, harbour_bt);
if (maxb != (building *)NULL && maxowner != (unit *)NULL) {
maxeffsize = buildingeffsize(maxb, false);
if (maxeffsize == 0) {
maxb = (building *)NULL;
maxowner = (unit *)NULL;
}
}
/* Die Region muss genug Geld haben, um die Produkte kaufen zu koennen. */
money = rmoney(r);
/* max_products sind 1/100 der Bevoelkerung, falls soviele Produkte
* verkauft werden - counter[] - sinkt die Nachfrage um 1 Punkt.
* multiplier speichert r->demand fuer die debug message ab. */
max_products = rpeasants(r) / TRADE_FRACTION;
if (max_products <= 0)
return;
if (r->terrain == newterrain(T_DESERT)
&& buildingtype_exists(r, caravan_bt, true)) {
max_products = rpeasants(r) * 2 / TRADE_FRACTION;
}
/* Verkauf: so programmiert, dass er leicht auf mehrere Gueter pro
* Runde erweitert werden kann. */
norders = expandorders(r, sellorders);
if (norders > 0) {
int j;
for (j = 0; j != norders; j++) {
const luxury_type *search = NULL;
const luxury_type *ltype = g_requests[j]->data.trade.ltype;
int multi = r_demand(r, ltype);
int i, price;
int use = 0;
for (i = 0, search = luxurytypes; search != ltype; search = search->next) {
/* TODO: this is slow and lame! */
++i;
}
if (counter[i] >= limit)
continue;
if (counter[i] + 1 > max_products && multi > 1)
--multi;
price = ltype->price * multi;
if (money >= price) {
item *itm;
attrib *a;
u = g_requests[j]->unit;
a = a_find(u->attribs, &at_luxuries);
if (!a) {
a = a_add(&u->attribs, a_new(&at_luxuries));
}
itm = (item *)a->data.v;
i_change(&itm, ltype->itype, 1);
a->data.v = itm;
++use;
if (u->n < 0) {
u->n = 0;
}
if (hafenowner) {
if (hafenowner->faction != u->faction) {
int abgezogenhafen = price / 10;
hafencollected += abgezogenhafen;
price -= abgezogenhafen;
money -= abgezogenhafen;
}
}
if (maxb) {
if (maxowner->faction != u->faction) {
int abgezogensteuer = price * tax_per_size[maxeffsize] / 100;
taxcollected += abgezogensteuer;
price -= abgezogensteuer;
money -= abgezogensteuer;
}
}
u->n += price;
change_money(u, price);
fset(u, UFL_LONGACTION | UFL_NOTMOVING);
/* r->money -= price; --- dies wird eben nicht ausgefuehrt, denn die
* Produkte koennen auch als Steuern eingetrieben werden. In der Region
* wurden Silberstuecke gegen Luxusgueter des selben Wertes eingetauscht!
* Falls mehr als max_products Kunden ein Produkt gekauft haben, sinkt
* die Nachfrage fuer das Produkt um 1. Der Zaehler wird wieder auf 0
* gesetzt. */
if (++counter[i] > max_products) {
int d = r_demand(r, ltype);
if (d > 1) {
r_setdemand(r, ltype, d - 1);
}
counter[i] = 0;
}
}
if (use > 0) {
use_pooled(g_requests[j]->unit, ltype->itype->rtype, GET_DEFAULT, use);
}
}
}
free(g_requests);
/* Steuern. Hier werden die Steuern dem Besitzer der groessten Burg gegeben. */
if (maxowner) {
if (taxcollected > 0) {
change_money(maxowner, (int)taxcollected);
add_income(maxowner, IC_TRADETAX, taxcollected, taxcollected);
/* TODO: Meldung
* "%s verdient %d Silber durch den Handel in %s.",
* unitname(maxowner), (int) taxcollected, regionname(r)); */
}
}
if (hafenowner) {
if (hafencollected > 0) {
change_money(hafenowner, (int)hafencollected);
add_income(hafenowner, IC_TRADETAX, hafencollected, hafencollected);
}
}
/* Berichte an die Einheiten */
for (u = r->units; u; u = u->next) {
attrib *a = a_find(u->attribs, &at_luxuries);
item *itm;
if (a == NULL)
continue;
for (itm = (item *)a->data.v; itm; itm = itm->next) {
if (itm->number) {
ADDMSG(&u->faction->msgs, msg_message("sellamount",
"unit amount resource", u, itm->number, itm->type->rtype));
}
}
a_remove(&u->attribs, a);
add_income(u, IC_TRADE, u->n, u->n);
}
}
static bool sell(unit * u, econ_request ** sellorders, struct order *ord)
{
char token[128];
bool unlimited = true;
const item_type *itype;
const luxury_type *ltype;
int n, k;
region *r = u->region;
const char *s;
keyword_t kwd;
static int bt_cache;
static const struct building_type *castle_bt, *caravan_bt;
if (bt_changed(&bt_cache)) {
castle_bt = bt_find("castle");
caravan_bt = bt_find("caravan");
}
if (u->ship && is_guarded(r, u)) {
cmistake(u, ord, 69, MSG_INCOME);
return false;
}
/* sellorders sind KEIN array, weil fuer alle items DIE SELBE resource
* (das geld der region) aufgebraucht wird. */
kwd = init_order_depr(ord);
assert(kwd == K_SELL);
s = gettoken(token, sizeof(token));
if (findparam(s, u->faction->locale) == P_ANY) {
unlimited = false;
n = rpeasants(r) / TRADE_FRACTION;
if (r->terrain == newterrain(T_DESERT)
&& buildingtype_exists(r, caravan_bt, true))
n *= 2;
if (n == 0) {
cmistake(u, ord, 303, MSG_COMMERCE);
return false;
}
}
else {
n = s ? atoip(s) : 0;
if (n == 0) {
cmistake(u, ord, 27, MSG_COMMERCE);
return false;
}
}
if (trade_needs_castle(r->terrain, u_race(u))) {
/* In der Region muss es eine Burg geben. */
if (first_building(r, castle_bt, 2) == NULL) {
cmistake(u, ord, 119, MSG_COMMERCE);
return false;
}
}
/* Ein Haendler kann nur 10 Gueter pro Talentpunkt verkaufen. */
/* Ein Haendler kann nur 10 Gueter pro Talentpunkt handeln. */
k = u->number * 10 * effskill(u, SK_TRADE, NULL);
if (n > k) n = k;
if (!n) {
cmistake(u, ord, 54, MSG_COMMERCE);
return false;
}
s = gettoken(token, sizeof(token));
itype = s ? finditemtype(s, u->faction->locale) : 0;
ltype = itype ? resource2luxury(itype->rtype) : 0;
if (ltype == NULL || itype == NULL) {
cmistake(u, ord, 126, MSG_COMMERCE);
return false;
}
else {
attrib *a;
econ_request *o;
int available;
if (!r->land || !r_demand(r, ltype)) {
cmistake(u, ord, 263, MSG_COMMERCE);
return false;
}
available = get_pooled(u, itype->rtype, GET_DEFAULT, INT_MAX);
/* Wenn andere Einheiten das selbe verkaufen, muss ihr Zeug abgezogen
* werden damit es nicht zweimal verkauft wird: */
for (o = *sellorders; o; o = o->next) {
if (o->data.trade.ltype == ltype && o->unit->faction == u->faction) {
int fpool =
o->qty - get_pooled(o->unit, itype->rtype, GET_RESERVE, INT_MAX);
if (fpool < 0) fpool = 0;
available -= fpool;
}
}
if (n > available) n = available;
if (n <= 0) {
cmistake(u, ord, 264, MSG_COMMERCE);
return false;
}
/* Hier wird production->type verwendet, weil die obere limit durch
* das silber gegeben wird (region->money), welches fuer alle
* (!) produkte als summe gilt, als nicht wie bei der
* produktion, wo fuer jedes produkt einzeln eine obere limite
* existiert, so dass man arrays von orders machen kann. */
/* hat der Haendler bereits gehandelt, muss die Menge der bereits
* verkauften/gekauften Gueter abgezogen werden */
a = a_find(u->attribs, &at_trades);
if (!a) {
a = a_add(&u->attribs, a_new(&at_trades));
}
else {
k -= a->data.i;
}
if (n > k) n = k;
assert(n >= 0);
/* die Menge der verkauften Gueter merken */
a->data.i += n;
o = (econ_request *)calloc(1, sizeof(econ_request));
if (!o) abort();
o->unit = u;
o->qty = n;
o->type = ECON_SELL;
o->data.trade.ltype = ltype;
addlist(sellorders, o);
return unlimited;
}
}
/* ------------------------------------------------------------- */
static void plant(unit * u, int raw)
{
int n, i, skill, planted = 0;
const item_type *itype;
const resource_type *rt_water = get_resourcetype(R_WATER_OF_LIFE);
region *r = u->region;
assert(rt_water != NULL);
if (!fval(r->terrain, LAND_REGION)) {
return;
}
itype = rherbtype(r);
if (itype == NULL) {
cmistake(u, u->thisorder, 108, MSG_PRODUCE);
return;
}
/* Skill pruefen */
skill = effskill(u, SK_HERBALISM, NULL);
if (skill < 6) {
ADDMSG(&u->faction->msgs,
msg_feedback(u, u->thisorder, "plant_skills",
"skill minskill product", SK_HERBALISM, 6, itype->rtype, 1));
return;
}
/* Wasser des Lebens pruefen */
if (get_pooled(u, rt_water, GET_DEFAULT, 1) == 0) {
ADDMSG(&u->faction->msgs,
msg_feedback(u, u->thisorder, "resource_missing", "missing", rt_water));
return;
}
n = get_pooled(u, itype->rtype, GET_DEFAULT, skill * u->number);
/* Kraeuter pruefen */
if (n == 0) {
ADDMSG(&u->faction->msgs,
msg_feedback(u, u->thisorder, "resource_missing", "missing",
itype->rtype));
return;
}
i = skill * u->number;
if (i > raw) i = raw;
if (n > i) n = i;
/* Fuer jedes Kraut Talent*10% Erfolgschance. */
for (i = n; i > 0; i--) {
if (rng_int() % 10 < skill)
planted++;
}
produceexp(u, SK_HERBALISM, u->number);
/* Alles ok. Abziehen. */
use_pooled(u, rt_water, GET_DEFAULT, 1);
use_pooled(u, itype->rtype, GET_DEFAULT, n);
rsetherbs(r, rherbs(r) + planted);
ADDMSG(&u->faction->msgs, msg_message("plant", "unit region amount herb",
u, r, planted, itype->rtype));
}
static void planttrees(unit * u, int raw)
{
int n, i, skill, planted = 0;
const resource_type *rtype;
region * r = u->region;
if (!fval(r->terrain, LAND_REGION)) {
return;
}
/* Mallornbaeume kann man nur in Mallornregionen zuechten */
rtype = get_resourcetype(fval(r, RF_MALLORN) ? R_MALLORN_SEED : R_SEED);
/* Skill pruefen */
skill = effskill(u, SK_HERBALISM, NULL);
if (skill < 6) {
ADDMSG(&u->faction->msgs,
msg_feedback(u, u->thisorder, "plant_skills",
"skill minskill product", SK_HERBALISM, 6, rtype, 1));
return;
}
if (fval(r, RF_MALLORN) && skill < 7) {
ADDMSG(&u->faction->msgs,
msg_feedback(u, u->thisorder, "plant_skills",
"skill minskill product", SK_HERBALISM, 7, rtype, 1));
return;
}
/* wenn eine Anzahl angegeben wurde, nur soviel verbrauchen */
if (raw > skill * u->number) raw = skill * u->number;
n = get_pooled(u, rtype, GET_DEFAULT, raw);
if (n == 0) {
ADDMSG(&u->faction->msgs,
msg_feedback(u, u->thisorder, "resource_missing", "missing", rtype));
return;
}
if (n > raw) n = raw;
/* Fuer jeden Samen Talent*10% Erfolgschance. */
for (i = n; i > 0; i--) {
if (rng_int() % 10 < skill)
planted++;
}
rsettrees(r, 0, rtrees(r, 0) + planted);
/* Alles ok. Abziehen. */
produceexp(u, SK_HERBALISM, u->number);
use_pooled(u, rtype, GET_DEFAULT, n);
ADDMSG(&u->faction->msgs, msg_message("plant",
"unit region amount herb", u, r, planted, rtype));
}
/* zuechte baeume */
static void breedtrees(unit * u, int raw)
{
int n, i, skill, planted = 0;
const resource_type *rtype;
season_t current_season = calendar_season(turn);
region *r = u->region;
/* Baeume zuechten geht nur im Fruehling */
if (current_season != SEASON_SPRING) {
planttrees(u, raw);
return;
}
if (!fval(r->terrain, LAND_REGION)) {
return;
}
/* Mallornbaeume kann man nur in Mallornregionen zuechten */
rtype = get_resourcetype(fval(r, RF_MALLORN) ? R_MALLORN_SEED : R_SEED);
/* Skill pruefen */
skill = effskill(u, SK_HERBALISM, NULL);
if (skill < 12) {
planttrees(u, raw);
return;
}
/* wenn eine Anzahl angegeben wurde, nur soviel verbrauchen */
i = skill * u->number;
if (raw > i) raw = i;
n = get_pooled(u, rtype, GET_DEFAULT, raw);
/* Samen pruefen */
if (n == 0) {
ADDMSG(&u->faction->msgs,
msg_feedback(u, u->thisorder, "resource_missing", "missing", rtype));
return;
}
if (n > raw) n = raw;
/* Fuer jeden Samen Talent*5% Erfolgschance. */
for (i = n; i > 0; i--) {
if (rng_int() % 100 < skill * 5)
planted++;
}
rsettrees(r, 1, rtrees(r, 1) + planted);
/* Alles ok. Abziehen. */
produceexp(u, SK_HERBALISM, u->number);
use_pooled(u, rtype, GET_DEFAULT, n);
ADDMSG(&u->faction->msgs, msg_message("plant",
"unit region amount herb", u, r, planted, rtype));
}
/* zuechte pferde */
static void breedhorses(unit * u)
{
int n, c, breed = 0;
const struct resource_type *rhorse = get_resourcetype(R_HORSE);
int horses, effsk;
static int bt_cache;
static const struct building_type *stables_bt;
if (bt_changed(&bt_cache)) {
stables_bt = bt_find("stables");
}
assert(rhorse && rhorse->itype);
if (!active_building(u, stables_bt)) {
cmistake(u, u->thisorder, 122, MSG_PRODUCE);
return;
}
horses = i_get(u->items, rhorse->itype);
if (horses < 2) {
cmistake(u, u->thisorder, 107, MSG_PRODUCE);
return;
}
effsk = effskill(u, SK_HORSE_TRAINING, NULL);
n = u->number * effsk;
if (n > horses) n = horses;
for (c = 0; c < n; c++) {
if (rng_int() % 100 < effsk) {
i_change(&u->items, rhorse->itype, 1);
++breed;
}
}
produceexp(u, SK_HORSE_TRAINING, u->number);
ADDMSG(&u->faction->msgs, msg_message("raised", "unit amount", u, breed));
}
static void breed_cmd(unit * u, struct order *ord)
{
char token[128];
int m;
const char *s;
param_t p;
region *r = u->region;
if (r->land == NULL) {
ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "error_onlandonly", ""));
return;
}
/* zuechte [<anzahl>] <parameter> */
(void)init_order_depr(ord);
s = gettoken(token, sizeof(token));
m = s ? atoip(s) : 0;
if (m != 0) {
/* first came a want-paramter */
s = gettoken(token, sizeof(token));
}
else {
m = INT_MAX;
}
if (!s || !s[0]) {
p = P_ANY;
}
else {
p = findparam(s, u->faction->locale);
}
switch (p) {
case P_HERBS:
plant(u, m);
break;
case P_TREES:
breedtrees(u, m);
break;
default:
if (p != P_ANY) {
const resource_type *rtype = findresourcetype(s, u->faction->locale);
if (rtype == get_resourcetype(R_SEED) || rtype == get_resourcetype(R_MALLORN_SEED)) {
breedtrees(u, m);
break;
}
else if (rtype != get_resourcetype(R_HORSE)) {
ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "error_cannotmake", ""));
break;
}
}
breedhorses(u);
break;
}
}
static const char *rough_amount(int a, int m)
{
int p = (a * 100) / m;
if (p < 10) {
return "sehr wenige";
}
else if (p < 30) {
return "wenige";
}
else if (p < 60) {
return "relativ viele";
}
else if (p < 90) {
return "viele";
}
return "sehr viele";
}
static void research_cmd(unit * u, struct order *ord)
{
region *r = u->region;
keyword_t kwd;
kwd = init_order_depr(ord);
assert(kwd == K_RESEARCH);
if (effskill(u, SK_HERBALISM, NULL) < 7) {
cmistake(u, ord, 227, MSG_EVENT);
return;
}
produceexp(u, SK_HERBALISM, u->number);
if (rherbs(r) > 0) {
const item_type *itype = rherbtype(r);
if (itype != NULL) {
ADDMSG(&u->faction->msgs, msg_message("researchherb",
"unit region amount herb",
u, r, rough_amount(rherbs(r), 100), itype->rtype));
}
else {
ADDMSG(&u->faction->msgs, msg_message("researchherb_none",
"unit region", u, r));
}
}
else {
ADDMSG(&u->faction->msgs, msg_message("researchherb_none",
"unit region", u, r));
}
}
static void expandentertainment(region * r, econ_request *ecbegin, econ_request *ecend, long total)
{
int m = entertainmoney(r);
econ_request *o;
for (o = ecbegin; o != ecend; ++o) {
if (o->type == ECON_ENTERTAIN) {
double part = m / (double)total;
unit *u = o->unit;
if (total <= m)
u->n = o->qty;
else
u->n = (int)(o->qty * part);
change_money(u, u->n);
rsetmoney(r, rmoney(r) - u->n);
m -= u->n;
total -= o->qty;
/* Nur soviel PRODUCEEXP wie auch tatsaechlich gemacht wurde */
produceexp(u, SK_ENTERTAINMENT, (u->n < u->number) ? u->n : u->number);
add_income(u, IC_ENTERTAIN, o->qty, u->n);
fset(u, UFL_LONGACTION | UFL_NOTMOVING);
}
}
assert(total == 0);
}
static int entertain_cmd(unit * u, struct order *ord, econ_request **io_req)
{
region *r = u->region;
int wants, max_e;
econ_request *req = *io_req;
static int entertainbase = 0;
static int entertainperlevel = 0;
keyword_t kwd;
kwd = init_order_depr(ord);
assert(kwd == K_ENTERTAIN);
if (!entertainbase) {
const char *str = config_get("entertain.base");
entertainbase = str ? atoi(str) : 0;
}
if (!entertainperlevel) {
const char *str = config_get("entertain.perlevel");
entertainperlevel = str ? atoi(str) : 0;
}
if (fval(u, UFL_WERE)) {
cmistake(u, ord, 58, MSG_INCOME);
return 0;
}
if (!effskill(u, SK_ENTERTAINMENT, NULL)) {
cmistake(u, ord, 58, MSG_INCOME);
return 0;
}
if (u->ship && is_guarded(r, u)) {
cmistake(u, ord, 69, MSG_INCOME);
return 0;
}
if (is_cursed(r->attribs, &ct_depression)) {
cmistake(u, ord, 28, MSG_INCOME);
return 0;
}
wants = getuint();
max_e = u->number * (entertainbase + effskill(u, SK_ENTERTAINMENT, NULL) * entertainperlevel);
if (wants > 0 && wants < max_e) {
max_e = wants;
}
if (max_e > 0) {
add_request(req++, ECON_ENTERTAIN, u, ord, max_e);
*io_req = req;
}
return max_e;
}
/**
* \return number of working spaces taken by players
*/
static void
expandwork(region * r, econ_request * work_begin, econ_request * work_end, int maxwork, long total)
{
int earnings;
/* n: verbleibende Einnahmen */
/* fishes: maximale Arbeiter */
int jobs = maxwork;
int p_wage = wage(r, NULL, NULL, turn);
int money = rmoney(r);
if (total > 0 && !rule_autowork()) {
econ_request *o;
for (o = work_begin; o != work_end; ++o) {
if (o->type == ECON_WORK) {
unit *u = o->unit;
int workers;
if (u->number == 0)
continue;
if (jobs >= total)
workers = u->number;
else {
int req = (u->number * jobs) % total;
workers = u->number * jobs / total;
if (req > 0 && rng_int() % total < req)
workers++;
}
assert(workers >= 0);
u->n = workers * wage(u->region, u->faction, u_race(u), turn);
jobs -= workers;
assert(jobs >= 0);
change_money(u, u->n);
total -= o->unit->number;
add_income(u, IC_WORK, o->qty, u->n);
fset(u, UFL_LONGACTION | UFL_NOTMOVING);
}
}
assert(total == 0);
}
if (jobs > rpeasants(r)) {
jobs = rpeasants(r);
}
earnings = jobs * p_wage;
if (jobs > 0 && r->attribs && rule_blessed_harvest() == HARVEST_TAXES) {
/* E3 rules */
int happy = harvest_effect(r);
earnings += happy * jobs;
}
rsetmoney(r, money + earnings);
}
static int work_cmd(unit * u, order * ord, econ_request ** io_req)
{
if (playerrace(u_race(u))) {
econ_request *req = *io_req;
region *r = u->region;
int w;
if (fval(u, UFL_WERE)) {
if (ord) {
cmistake(u, ord, 313, MSG_INCOME);
}
return 0;
}
if (u->ship && is_guarded(r, u)) {
if (ord) {
cmistake(u, ord, 69, MSG_INCOME);
}
return 0;
}
w = wage(r, u->faction, u_race(u), turn);
add_request(req++, ECON_WORK, u, ord, w * u->number);
*io_req = req;
return u->number;
}
else if (ord && !is_monsters(u->faction)) {
ADDMSG(&u->faction->msgs,
msg_feedback(u, ord, "race_cantwork", "race", u_race(u)));
}
return 0;
}
static void expandloot(region * r, econ_request * lootorders)
{
unsigned int norders;
norders = expandorders(r, lootorders);
if (norders > 0) {
unit *u;
unsigned int i;
int m, looted = 0;
int startmoney = rmoney(r);
for (i = 0; i != norders && startmoney > looted + TAXFRACTION * 2; i++) {
change_money(g_requests[i]->unit, TAXFRACTION);
g_requests[i]->unit->n += TAXFRACTION;
/*Looting destroys double the money*/
looted += TAXFRACTION * 2;
}
rsetmoney(r, startmoney - looted);
free(g_requests);
/* Lowering morale by 1 depending on the looted money (+20%) */
m = region_get_morale(r);
if (m && startmoney > 0) {
if (rng_int() % 100 < 20 + (looted * 80) / startmoney) {
/*Nur Moral -1, turns is not changed, so the first time nothing happens if the morale is good*/
region_set_morale(r, m - 1, -1);
}
}
for (u = r->units; u; u = u->next) {
if (u->n >= 0) {
add_income(u, IC_LOOT, u->wants, u->n);
fset(u, UFL_LONGACTION | UFL_NOTMOVING);
}
}
}
}
void expandtax(region * r, econ_request * taxorders)
{
unit *u;
unsigned int norders;
norders = expandorders(r, taxorders);
if (norders > 0) {
unsigned int i;
for (i = 0; i != norders && rmoney(r) > TAXFRACTION; i++) {
change_money(g_requests[i]->unit, TAXFRACTION);
g_requests[i]->unit->n += TAXFRACTION;
rsetmoney(r, rmoney(r) - TAXFRACTION);
}
free(g_requests);
for (u = r->units; u; u = u->next) {
if (u->n >= 0) {
add_income(u, IC_TAX, u->wants, u->n);
fset(u, UFL_LONGACTION | UFL_NOTMOVING);
}
}
}
}
void tax_cmd(unit * u, struct order *ord, econ_request ** taxorders)
{
/* Steuern werden noch vor der Forschung eingetrieben */
region *r = u->region;
unit *u2;
int n;
econ_request *o;
int max;
keyword_t kwd;
static int taxperlevel = 0;
if (!taxperlevel) {
taxperlevel = config_get_int("taxing.perlevel", 0);
}
kwd = init_order_depr(ord);
assert(kwd == K_TAX);
if (!humanoidrace(u_race(u)) && !is_monsters(u->faction)) {
cmistake(u, ord, 228, MSG_INCOME);
return;
}
if (fval(u, UFL_WERE)) {
cmistake(u, ord, 228, MSG_INCOME);
return;
}
n = armedmen(u, false);
if (!n) {
cmistake(u, ord, 48, MSG_INCOME);
return;
}
if (effskill(u, SK_TAXING, NULL) <= 0) {
ADDMSG(&u->faction->msgs,
msg_feedback(u, ord, "error_no_tax_skill", ""));
return;
}
max = getint();
if (max <= 0) {
max = INT_MAX;
}
if (!playerrace(u_race(u))) {
u->wants = income(u);
}
else {
u->wants = n * effskill(u, SK_TAXING, NULL) * taxperlevel;
}
if (u->wants > max) u->wants = max;
u2 = is_guarded(r, u);
if (u2) {
ADDMSG(&u->faction->msgs,
msg_feedback(u, ord, "region_guarded", "guard", u2));
return;
}
/* die einnahmen werden in fraktionen von 10 silber eingeteilt: diese
* fraktionen werden dann bei eintreiben unter allen eintreibenden
* einheiten aufgeteilt. */
o = (econ_request *)calloc(1, sizeof(econ_request));
if (!o) abort();
o->qty = u->wants / TAXFRACTION;
o->type = ECON_TAX;
o->unit = u;
addlist(taxorders, o);
return;
}
void loot_cmd(unit * u, struct order *ord, econ_request ** lootorders)
{
region *r = u->region;
unit *u2;
int n;
int max;
econ_request *o;
keyword_t kwd;
kwd = init_order_depr(ord);
assert(kwd == K_LOOT);
if (config_get_int("rules.enable_loot", 0) == 0 && !is_monsters(u->faction)) {
return;
}
if (!humanoidrace(u_race(u)) && !is_monsters(u->faction)) {
cmistake(u, ord, 228, MSG_INCOME);
return;
}
if (fval(u, UFL_WERE)) {
cmistake(u, ord, 228, MSG_INCOME);
return;
}
n = armedmen(u, false);
if (!n) {
cmistake(u, ord, 48, MSG_INCOME);
return;
}
u2 = is_guarded(r, u);
if (u2) {
ADDMSG(&u->faction->msgs,
msg_feedback(u, ord, "region_guarded", "guard", u2));
return;
}
max = getint();
if (max <= 0) {
max = INT_MAX;
}
if (!playerrace(u_race(u))) {
u->wants = income(u);
if (u->wants > max) u->wants = max;
}
else {
/* For player start with 20 Silver +10 every 5 level of close combat skill*/
int skm = effskill(u, SK_MELEE, NULL);
int sks = effskill(u, SK_SPEAR, NULL);
int skbonus = ((skm > sks ? skm : sks) * 2 / 10) + 2;
u->wants = n * skbonus * 10;
if (u->wants > max) u->wants = max;
}
o = (econ_request *)calloc(1, sizeof(econ_request));
if (!o) abort();
o->qty = u->wants / TAXFRACTION;
o->type = ECON_LOOT;
o->unit = u;
addlist(lootorders, o);
return;
}
void auto_work(region * r)
{
econ_request *nextrequest = econ_requests;
unit *u;
long total = 0;
for (u = r->units; u; u = u->next) {
if (!(u->flags & UFL_LONGACTION) && !is_monsters(u->faction)) {
int work = work_cmd(u, NULL, &nextrequest);
if (work) {
total += work;
assert(nextrequest - econ_requests <= MAX_REQUESTS);
}
}
}
if (nextrequest != econ_requests) {
expandwork(r, econ_requests, nextrequest, region_maxworkers(r), total);
}
}
static void peasant_taxes(region * r)
{
faction *f;
unit *u;
building *b;
int money;
int level;
f = region_get_owner(r);
if (f == NULL || is_mourning(r, turn)) {
return;
}
money = rmoney(r);
if (money <= 0)
return;
b = largestbuilding(r, cmp_taxes, false);
if (b == NULL)
return;
u = building_owner(b);
if (u == NULL || u->faction != f)
return;
level = buildingeffsize(b, false);
if (level > 0) {
double taxfactor = (double)money * level / building_taxes(b);
double morale = (double)money * region_get_morale(r) / MORALE_TAX_FACTOR;
if (taxfactor > morale) {
taxfactor = morale;
}
if (taxfactor > 0) {
int taxmoney = (int)taxfactor;
change_money(u, taxmoney);
rsetmoney(r, money - taxmoney);
ADDMSG(&u->faction->msgs, msg_message("income_tax",
"unit region amount", u, r, taxmoney));
}
}
}
void produce(struct region *r)
{
econ_request *taxorders, *lootorders, *sellorders, *stealorders, *buyorders;
unit *u;
bool limited = true;
long entertaining = 0, working = 0;
econ_request *nextrequest = econ_requests;
static int bt_cache;
static const struct building_type *caravan_bt;
static int rc_cache;
static const race *rc_insect, *rc_aquarian;
if (bt_changed(&bt_cache)) {
caravan_bt = bt_find("caravan");
}
if (rc_changed(&rc_cache)) {
rc_insect = get_race(RC_INSECT);
rc_aquarian = get_race(RC_AQUARIAN);
}
assert(r);
/* das sind alles befehle, die 30 tage brauchen, und die in thisorder
* stehen! von allen 30-tage befehlen wird einfach der letzte verwendet
* (dosetdefaults).
*
* kaufen vor einnahmequellen. da man in einer region dasselbe produkt
* nicht kaufen und verkaufen kann, ist die reihenfolge wegen der
* produkte egal. nicht so wegen dem geld.
*
* lehren vor lernen. */
assert(rmoney(r) >= 0);
assert(rpeasants(r) >= 0);
if (r->land && rule_auto_taxation()) {
/* new taxation rules, region owners make money based on morale and building */
peasant_taxes(r);
}
buyorders = 0;
sellorders = 0;
taxorders = 0;
lootorders = 0;
stealorders = 0;
for (u = r->units; u; u = u->next) {
order *ord;
bool trader = false;
keyword_t todo;
if (fval(u, UFL_LONGACTION))
continue;
if (u_race(u) == rc_insect && r_insectstalled(r) &&
!is_cursed(u->attribs, &ct_insectfur))
continue;
if (fval(u, UFL_LONGACTION) && u->thisorder == NULL) {
/* this message was already given in laws.c:update_long_order
cmistake(u, u->thisorder, 52, MSG_PRODUCE);
*/
continue;
}
for (ord = u->orders; ord; ord = ord->next) {
keyword_t kwd = getkeyword(ord);
if (kwd == K_BUY) {
buy(u, &buyorders, ord);
trader = true;
}
else if (kwd == K_SELL) {
/* sell returns true if the sale is not limited
* by the region limit */
limited &= !sell(u, &sellorders, ord);
trader = true;
}
}
if (trader) {
attrib *a = a_find(u->attribs, &at_trades);
if (a && a->data.i) {
produceexp(u, SK_TRADE, u->number);
}
fset(u, UFL_LONGACTION | UFL_NOTMOVING);
continue;
}
todo = getkeyword(u->thisorder);
if (todo == NOKEYWORD)
continue;
if (fval(r->terrain, SEA_REGION) && u_race(u) != rc_aquarian
&& !(u_race(u)->flags & RCF_SWIM)
&& todo != K_STEAL && todo != K_SPY && todo != K_SABOTAGE)
continue;
switch (todo) {
case K_ENTERTAIN:
entertaining += entertain_cmd(u, u->thisorder, &nextrequest);
assert(nextrequest - econ_requests <= MAX_REQUESTS);
break;
case K_WORK:
if (!rule_autowork()) {
int work = work_cmd(u, u->thisorder, &nextrequest);
if (work != 0) {
working += work;
assert(nextrequest - econ_requests <= MAX_REQUESTS);
}
}
break;
case K_TAX:
tax_cmd(u, u->thisorder, &taxorders);
break;
case K_LOOT:
loot_cmd(u, u->thisorder, &lootorders);
break;
case K_STEAL:
steal_cmd(u, u->thisorder, &stealorders);
break;
case K_SPY:
spy_cmd(u, u->thisorder);
break;
case K_SABOTAGE:
sabotage_cmd(u, u->thisorder);
break;
case K_PLANT:
case K_GROW:
breed_cmd(u, u->thisorder);
break;
case K_RESEARCH:
research_cmd(u, u->thisorder);
break;
default:
/* not handled here */
break;
}
}
/* Entertainment (expandentertainment) und Besteuerung (expandtax) vor den
* Befehlen, die den Bauern mehr Geld geben, damit man aus den Zahlen der
* letzten Runde berechnen kann, wieviel die Bauern fuer Unterhaltung
* auszugeben bereit sind. */
if (entertaining > 0) {
expandentertainment(r, econ_requests, nextrequest, entertaining);
}
expandwork(r, econ_requests, nextrequest, region_maxworkers(r), working);
if (taxorders) {
expandtax(r, taxorders);
free_requests(taxorders);
}
if (lootorders) {
expandloot(r, lootorders);
free_requests(lootorders);
}
/* An erster Stelle Kaufen (expandbuying), die Bauern so Geld bekommen, um
* nachher zu beim Verkaufen (expandselling) den Spielern abkaufen zu
* koennen. */
if (buyorders) {
expandbuying(r, buyorders);
free_requests(buyorders);
}
if (sellorders) {
int limit = rpeasants(r) / TRADE_FRACTION;
if (r->terrain == newterrain(T_DESERT)
&& buildingtype_exists(r, caravan_bt, true))
limit *= 2;
expandselling(r, sellorders, limited ? limit : INT_MAX);
free_requests(sellorders);
}
/* Die Spieler sollen alles Geld verdienen, bevor sie beklaut werden
* (expandstealing). */
if (stealorders) {
expandstealing(r, stealorders);
free_requests(stealorders);
}
assert(rmoney(r) >= 0);
assert(rpeasants(r) >= 0);
}