forked from github/server
d75ee1a057
Signed-off-by: Enno Rehling <enno@eressea.de>
1276 lines
30 KiB
C
1276 lines
30 KiB
C
/*
|
||
Copyright (c) 1998-2010, Enno Rehling <enno@eressea.de>
|
||
Katja Zedel <katze@felidae.kn-bremen.de
|
||
Christian Schlittchen <corwin@amber.kn-bremen.de>
|
||
|
||
Permission to use, copy, modify, and/or distribute this software for any
|
||
purpose with or without fee is hereby granted, provided that the above
|
||
copyright notice and this permission notice appear in all copies.
|
||
|
||
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
|
||
WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
|
||
MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
|
||
ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
|
||
WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
|
||
ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
|
||
OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||
**/
|
||
|
||
#include <platform.h>
|
||
#include <kernel/config.h>
|
||
#include "randenc.h"
|
||
|
||
#include "economy.h"
|
||
#include "monster.h"
|
||
|
||
/* kernel includes */
|
||
#include <kernel/alchemy.h>
|
||
#include <kernel/battle.h>
|
||
#include <kernel/building.h>
|
||
#include <kernel/curse.h>
|
||
#include <kernel/equipment.h>
|
||
#include <kernel/faction.h>
|
||
#include <kernel/item.h>
|
||
#include <kernel/magic.h>
|
||
#include <kernel/message.h>
|
||
#include <kernel/move.h>
|
||
#include <kernel/names.h>
|
||
#include <kernel/order.h>
|
||
#include <kernel/plane.h>
|
||
#include <kernel/pool.h>
|
||
#include <kernel/race.h>
|
||
#include <kernel/region.h>
|
||
#include <kernel/ship.h>
|
||
#include <kernel/skill.h>
|
||
#include <kernel/terrain.h>
|
||
#include <kernel/terrainid.h>
|
||
#include <kernel/unit.h>
|
||
|
||
/* attributes includes */
|
||
#include <attributes/racename.h>
|
||
#include <attributes/reduceproduction.h>
|
||
|
||
/* util includes */
|
||
#include <util/attrib.h>
|
||
#include <util/language.h>
|
||
#include <util/lists.h>
|
||
#include <util/log.h>
|
||
#include <util/message.h>
|
||
#include <util/rand.h>
|
||
#include <util/rng.h>
|
||
|
||
/* libc includes */
|
||
#include <stdio.h>
|
||
#include <string.h>
|
||
#include <assert.h>
|
||
#include <math.h>
|
||
#include <stdlib.h>
|
||
|
||
#include <attributes/iceberg.h>
|
||
extern struct attrib_type at_unitdissolve;
|
||
extern struct attrib_type at_orcification;
|
||
|
||
/* In a->data.ca[1] steht der Prozentsatz mit dem sich die Einheit
|
||
* aufl<66>st, in a->data.ca[0] kann angegeben werden, wohin die Personen
|
||
* verschwinden. Passiert bereits in der ersten Runde! */
|
||
static void
|
||
dissolve_units(void)
|
||
{
|
||
region *r;
|
||
unit *u;
|
||
int n;
|
||
int i;
|
||
|
||
for (r=regions;r;r=r->next) {
|
||
for (u=r->units;u;u=u->next) {
|
||
attrib * a = a_find(u->attribs, &at_unitdissolve);
|
||
if (a) {
|
||
message * msg;
|
||
|
||
if (u->age == 0 && a->data.ca[1] < 100) continue;
|
||
|
||
/* TODO: Durch einzelne Berechnung ersetzen */
|
||
if (a->data.ca[1] == 100) {
|
||
n = u->number;
|
||
} else {
|
||
n = 0;
|
||
for (i=0;i<u->number;i++) {
|
||
if (rng_int()%100 < a->data.ca[1]) n++;
|
||
}
|
||
}
|
||
|
||
/* wenn keiner verschwindet, auch keine Meldung */
|
||
if (n == 0) {
|
||
continue;
|
||
}
|
||
|
||
scale_number(u, u->number - n);
|
||
|
||
switch(a->data.ca[0]) {
|
||
case 1:
|
||
rsetpeasants(r, rpeasants(r) + n);
|
||
msg = msg_message("dissolve_units_1", "unit region number race", u, r, n, u->race);
|
||
break;
|
||
case 2:
|
||
if (r->land && !fval(r, RF_MALLORN)) {
|
||
rsettrees(r, 2, rtrees(r,2) + n);
|
||
msg = msg_message("dissolve_units_2", "unit region number race", u, r, n, u->race);
|
||
} else {
|
||
msg = msg_message("dissolve_units_3", "unit region number race", u, r, n, u->race);
|
||
}
|
||
break;
|
||
default:
|
||
if (u->race == new_race[RC_STONEGOLEM] || u->race == new_race[RC_IRONGOLEM]) {
|
||
msg = msg_message("dissolve_units_4", "unit region number race", u, r, n, u->race);
|
||
} else {
|
||
msg = msg_message("dissolve_units_5", "unit region number race", u, r, n, u->race);
|
||
}
|
||
break;
|
||
}
|
||
|
||
add_message(&u->faction->msgs, msg);
|
||
msg_release(msg);
|
||
}
|
||
}
|
||
}
|
||
|
||
remove_empty_units();
|
||
}
|
||
|
||
static int
|
||
improve_all(faction * f, skill_t sk, int by_weeks)
|
||
{
|
||
unit *u;
|
||
boolean ret = by_weeks;
|
||
|
||
for (u = f->units; u; u = u->nextF) {
|
||
if (has_skill(u, sk)) {
|
||
int weeks = 0;
|
||
for (;weeks!=by_weeks;++weeks) {
|
||
learn_skill(u, sk, 1.0);
|
||
ret = 0;
|
||
}
|
||
}
|
||
}
|
||
|
||
return ret;
|
||
}
|
||
|
||
void
|
||
find_manual(region * r, unit * u)
|
||
{
|
||
char zLocation[32];
|
||
char zBook[32];
|
||
skill_t skill = NOSKILL;
|
||
message * msg;
|
||
|
||
switch (rng_int() % 36) {
|
||
case 0:
|
||
skill = SK_MAGIC;
|
||
break;
|
||
case 1:
|
||
case 2:
|
||
case 3:
|
||
case 4:
|
||
skill = SK_WEAPONSMITH;
|
||
break;
|
||
case 5:
|
||
case 6:
|
||
skill = SK_TACTICS;
|
||
break;
|
||
case 7:
|
||
case 8:
|
||
case 9:
|
||
case 10:
|
||
skill = SK_SHIPBUILDING;
|
||
break;
|
||
case 11:
|
||
case 12:
|
||
case 13:
|
||
case 14:
|
||
skill = SK_SAILING;
|
||
break;
|
||
case 15:
|
||
case 16:
|
||
case 17:
|
||
skill = SK_HERBALISM;
|
||
break;
|
||
case 18:
|
||
case 19:
|
||
skill = SK_ALCHEMY;
|
||
break;
|
||
case 20:
|
||
case 21:
|
||
case 22:
|
||
case 23:
|
||
skill = SK_BUILDING;
|
||
break;
|
||
case 24:
|
||
case 25:
|
||
case 26:
|
||
case 27:
|
||
skill = SK_ARMORER;
|
||
break;
|
||
case 28:
|
||
case 29:
|
||
case 30:
|
||
case 31:
|
||
skill = SK_MINING;
|
||
break;
|
||
case 32:
|
||
case 33:
|
||
case 34:
|
||
case 35:
|
||
skill = SK_ENTERTAINMENT;
|
||
break;
|
||
}
|
||
|
||
snprintf(zLocation, sizeof(zLocation), "manual_location_%d", (int)(rng_int() % 4));
|
||
snprintf(zBook, sizeof(zLocation), "manual_title_%s", skillnames[skill]);
|
||
|
||
msg = msg_message("find_manual", "unit location book", u, zLocation, zBook);
|
||
r_addmessage(r, u->faction, msg);
|
||
msg_release(msg);
|
||
|
||
if (improve_all(u->faction, skill, 3) == 3) {
|
||
int i;
|
||
for (i=0;i!=9;++i) learn_skill(u, skill, 1.0);
|
||
}
|
||
}
|
||
|
||
static void
|
||
get_villagers(region * r, unit * u)
|
||
{
|
||
unit *newunit;
|
||
message * msg = msg_message("encounter_villagers", "unit", u);
|
||
const char * name = LOC(u->faction->locale, "villagers");
|
||
|
||
r_addmessage(r, u->faction, msg);
|
||
msg_release(msg);
|
||
|
||
newunit = create_unit(r, u->faction, rng_int() % 20 + 3, u->faction->race, 0, name, u);
|
||
leave(newunit, true);
|
||
fset(newunit, UFL_ISNEW|UFL_MOVED);
|
||
equip_unit(newunit, get_equipment("random_villagers"));
|
||
}
|
||
|
||
static void
|
||
get_allies(region * r, unit * u)
|
||
{
|
||
unit *newunit = NULL;
|
||
const char * name;
|
||
const char * equip;
|
||
int number;
|
||
message * msg;
|
||
|
||
assert(u->number);
|
||
|
||
switch (rterrain(r)) {
|
||
case T_PLAIN:
|
||
if (!r_isforest(r)) {
|
||
if (get_money(u) / u->number < 100 + rng_int() % 200)
|
||
return;
|
||
name = "random_plain_men";
|
||
equip = "random_plain";
|
||
number = rng_int() % 8 + 2;
|
||
break;
|
||
} else {
|
||
if (eff_skill(u, SK_LONGBOW, r) < 3
|
||
&& eff_skill(u, SK_HERBALISM, r) < 2
|
||
&& eff_skill(u, SK_MAGIC, r) < 2) {
|
||
return;
|
||
}
|
||
name = "random_forest_men";
|
||
equip = "random_forest";
|
||
number = rng_int() % 6 + 2;
|
||
}
|
||
break;
|
||
|
||
case T_SWAMP:
|
||
if (eff_skill(u, SK_MELEE, r) <= 1) {
|
||
return;
|
||
}
|
||
name = "random_swamp_men";
|
||
equip = "random_swamp";
|
||
number = rng_int() % 6 + 2;
|
||
break;
|
||
|
||
case T_DESERT:
|
||
if (eff_skill(u, SK_RIDING, r) <= 2) {
|
||
return;
|
||
}
|
||
name = "random_desert_men";
|
||
equip = "random_desert";
|
||
number = rng_int() % 12 + 2;
|
||
break;
|
||
|
||
case T_HIGHLAND:
|
||
if (eff_skill(u, SK_MELEE, r) <= 1) {
|
||
return;
|
||
}
|
||
name = "random_highland_men";
|
||
equip = "random_highland";
|
||
number = rng_int() % 8 + 2;
|
||
break;
|
||
|
||
case T_MOUNTAIN:
|
||
if (eff_skill(u, SK_MELEE, r) <= 1 || eff_skill(u, SK_TRADE, r) <= 2) {
|
||
return;
|
||
}
|
||
name = "random_mountain_men";
|
||
equip = "random_mountain";
|
||
number = rng_int() % 6 + 2;
|
||
break;
|
||
|
||
case T_GLACIER:
|
||
if (eff_skill(u, SK_MELEE, r) <= 1 || eff_skill(u, SK_TRADE, r) <= 1) {
|
||
return;
|
||
}
|
||
name = "random_glacier_men";
|
||
equip = "random_glacier";
|
||
number = rng_int() % 4 + 2;
|
||
break;
|
||
|
||
default:
|
||
return;
|
||
}
|
||
|
||
newunit = create_unit(r, u->faction, number, u->faction->race, 0, LOC(u->faction->locale, name), u);
|
||
equip_unit(newunit, get_equipment(equip));
|
||
|
||
u_setfaction(newunit, u->faction);
|
||
set_racename(&newunit->attribs, get_racename(u->attribs));
|
||
if (u->race->flags & RCF_SHAPESHIFT) {
|
||
newunit->irace = u->irace;
|
||
}
|
||
if (fval(u, UFL_ANON_FACTION)) fset(newunit, UFL_ANON_FACTION);
|
||
fset(newunit, UFL_ISNEW);
|
||
|
||
msg = msg_message("encounter_allies", "unit name", u, name);
|
||
r_addmessage(r, u->faction, msg);
|
||
msg_release(msg);
|
||
}
|
||
|
||
static void
|
||
encounter(region * r, unit * u)
|
||
{
|
||
if (!fval(r, RF_ENCOUNTER)) return;
|
||
freset(r, RF_ENCOUNTER);
|
||
if (rng_int() % 100>=ENCCHANCE) return;
|
||
switch (rng_int() % 3) {
|
||
case 0:
|
||
find_manual(r, u);
|
||
break;
|
||
case 1:
|
||
get_villagers(r, u);
|
||
break;
|
||
case 2:
|
||
get_allies(r, u);
|
||
break;
|
||
}
|
||
}
|
||
|
||
void
|
||
encounters(void)
|
||
{
|
||
region *r;
|
||
|
||
for (r = regions; r; r = r->next) {
|
||
if (!fval(r->terrain, SEA_REGION) && fval(r, RF_ENCOUNTER)) {
|
||
int c = 0;
|
||
unit * u;
|
||
for (u = r->units; u; u = u->next) {
|
||
c += u->number;
|
||
}
|
||
|
||
if (c > 0) {
|
||
int i = 0;
|
||
int n = rng_int() % c;
|
||
|
||
for (u = r->units; u; u = u->next) {
|
||
if (i+u->number>n) break;
|
||
i+=u->number;
|
||
}
|
||
assert(u && u->number);
|
||
encounter(r, u);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
static const terrain_type *
|
||
chaosterrain(void)
|
||
{
|
||
static const terrain_type ** types;
|
||
static int numtypes;
|
||
|
||
if (numtypes==0) {
|
||
const terrain_type * terrain;
|
||
for (terrain=terrains();terrain!=NULL;terrain=terrain->next) {
|
||
if (fval(terrain, LAND_REGION) && terrain->herbs) {
|
||
++numtypes;
|
||
}
|
||
}
|
||
types = malloc(sizeof(terrain_type)*numtypes);
|
||
numtypes = 0;
|
||
for (terrain=terrains();terrain!=NULL;terrain=terrain->next) {
|
||
if (fval(terrain, LAND_REGION) && terrain->herbs) {
|
||
types[numtypes++] = terrain;
|
||
}
|
||
}
|
||
}
|
||
return types[rng_int() % numtypes];
|
||
}
|
||
|
||
|
||
static unit *
|
||
random_unit(const region * r)
|
||
{
|
||
int c = 0;
|
||
int n;
|
||
unit *u;
|
||
|
||
for (u = r->units; u; u = u->next) {
|
||
if (u->race != new_race[RC_SPELL]) {
|
||
c += u->number;
|
||
}
|
||
}
|
||
|
||
if (c == 0) {
|
||
return NULL;
|
||
}
|
||
n = rng_int() % c;
|
||
c = 0;
|
||
u = r->units;
|
||
|
||
while (u && c < n) {
|
||
if (u->race != new_race[RC_SPELL]) {
|
||
c += u->number;
|
||
}
|
||
u = u->next;
|
||
}
|
||
|
||
return u;
|
||
}
|
||
|
||
void
|
||
chaos(region * r)
|
||
{
|
||
if (rng_int() % 100 < 8) {
|
||
switch (rng_int() % 3) {
|
||
case 0: /* Untote */
|
||
if (!fval(r->terrain, SEA_REGION)) {
|
||
unit * u = random_unit(r);
|
||
if (u && playerrace(u->race)) {
|
||
ADDMSG(&u->faction->msgs, msg_message("chaos_disease", "unit", u));
|
||
u_setfaction(u, get_monsters());
|
||
u->race = new_race[RC_GHOUL];
|
||
}
|
||
}
|
||
break;
|
||
case 1: /* Drachen */
|
||
if (random_unit(r)) {
|
||
int mfac = 0;
|
||
unit * u;
|
||
switch (rng_int() % 3) {
|
||
case 0:
|
||
mfac = 100;
|
||
u = createunit(r, get_monsters(), rng_int() % 8 + 1, new_race[RC_FIREDRAGON]);
|
||
break;
|
||
case 1:
|
||
mfac = 500;
|
||
u = createunit(r, get_monsters(), rng_int() % 4 + 1, new_race[RC_DRAGON]);
|
||
break;
|
||
default:
|
||
mfac = 1000;
|
||
u = createunit(r, get_monsters(), rng_int() % 2 + 1, new_race[RC_WYRM]);
|
||
break;
|
||
}
|
||
if (mfac) set_money(u, u->number * (rng_int() % mfac));
|
||
fset(u, UFL_ISNEW|UFL_MOVED);
|
||
}
|
||
case 2: /* Terrainver<65>nderung */
|
||
if (!fval(r->terrain, FORBIDDEN_REGION)) {
|
||
if (!fval(r->terrain, SEA_REGION)) {
|
||
direction_t dir;
|
||
for (dir=0;dir!=MAXDIRECTIONS;++dir) {
|
||
region * rn = rconnect(r, dir);
|
||
if (rn && fval(rn->terrain, SEA_REGION)) break;
|
||
}
|
||
if (dir!=MAXDIRECTIONS) {
|
||
ship * sh = r->ships;
|
||
unit ** up;
|
||
|
||
while (sh) {
|
||
ship * nsh = sh->next;
|
||
float dmg = get_param_flt(global.parameters, "rules.ship.damage.atlantis", 0.50);
|
||
damage_ship(sh, dmg);
|
||
if (sh->damage >= sh->size * DAMAGE_SCALE) {
|
||
remove_ship(&sh->region->ships, sh);
|
||
}
|
||
sh = nsh;
|
||
}
|
||
|
||
for (up = &r->units; *up;) {
|
||
unit * u = *up;
|
||
if (u->race != new_race[RC_SPELL] && u->ship == 0 && !canfly(u)) {
|
||
ADDMSG(&u->faction->msgs, msg_message("tidalwave_kill", "region unit", r, u));
|
||
remove_unit(up, u);
|
||
}
|
||
if (*up==u) up = &u->next;
|
||
}
|
||
ADDMSG(&r->msgs, msg_message("tidalwave", "region", r));
|
||
|
||
while (r->buildings) {
|
||
remove_building(&r->buildings, r->buildings);
|
||
}
|
||
terraform_region(r, newterrain(T_OCEAN));
|
||
}
|
||
} else {
|
||
direction_t dir;
|
||
for (dir=0;dir!=MAXDIRECTIONS;++dir) {
|
||
region * rn = rconnect(r, dir);
|
||
if (rn && fval(rn->terrain, SEA_REGION)) break;
|
||
}
|
||
if (dir!=MAXDIRECTIONS) {
|
||
terraform_region(r, chaosterrain());
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
static int
|
||
nb_armor(const unit *u, int index)
|
||
{
|
||
const item * itm;
|
||
int av = 0;
|
||
int s = 0, a = 0;
|
||
|
||
if (!(u->race->battle_flags & BF_EQUIPMENT)) return 0;
|
||
|
||
/* Normale R<>stung */
|
||
|
||
for (itm=u->items;itm;itm=itm->next) {
|
||
const armor_type * atype = itm->type->rtype->atype;
|
||
if (atype!=NULL) {
|
||
int * schutz = &a;
|
||
if (atype->flags & ATF_SHIELD) schutz = &s;
|
||
if (*schutz <= index) {
|
||
*schutz += itm->number;
|
||
if (*schutz > index) {
|
||
av += atype->prot;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
return av;
|
||
}
|
||
|
||
static int
|
||
damage_unit(unit *u, const char *dam, boolean physical, boolean magic)
|
||
{
|
||
int *hp = malloc(u->number * sizeof(int));
|
||
int h;
|
||
int i, dead = 0, hp_rem = 0, heiltrank;
|
||
double magres = magic_resistance(u);
|
||
|
||
assert(u->number);
|
||
if (fval(u->race, RCF_ILLUSIONARY) || u->race == new_race[RC_SPELL]) {
|
||
return 0;
|
||
}
|
||
|
||
h = u->hp/u->number;
|
||
/* HP verteilen */
|
||
for (i=0; i<u->number; i++) hp[i] = h;
|
||
h = u->hp - (u->number * h);
|
||
for (i=0; i<h; i++) hp[i]++;
|
||
|
||
/* Schaden */
|
||
for (i=0; i<u->number; i++) {
|
||
int damage = dice_rand(dam);
|
||
if (magic) damage = (int)(damage * (1.0 - magres));
|
||
if (physical) damage -= nb_armor(u, i);
|
||
hp[i] -= damage;
|
||
}
|
||
|
||
/* Auswirkungen */
|
||
for (i=0; i<u->number; i++) {
|
||
if (hp[i] <= 0){
|
||
heiltrank = 0;
|
||
|
||
/* Sieben Leben */
|
||
if (old_race(u->race) == RC_CAT && (chance(1.0 / 7))) {
|
||
hp[i] = u->hp/u->number;
|
||
hp_rem += hp[i];
|
||
continue;
|
||
}
|
||
|
||
/* Heiltrank */
|
||
if (oldpotiontype[P_HEAL]) {
|
||
if (get_effect(u, oldpotiontype[P_HEAL]) > 0) {
|
||
change_effect(u, oldpotiontype[P_HEAL], -1);
|
||
heiltrank = 1;
|
||
} else if (i_get(u->items, oldpotiontype[P_HEAL]->itype) > 0) {
|
||
i_change(&u->items, oldpotiontype[P_HEAL]->itype, -1);
|
||
change_effect(u, oldpotiontype[P_HEAL], 3);
|
||
heiltrank = 1;
|
||
}
|
||
if (heiltrank && (chance(0.50))) {
|
||
hp[i] = u->hp/u->number;
|
||
hp_rem += hp[i];
|
||
continue;
|
||
}
|
||
}
|
||
dead++;
|
||
} else {
|
||
hp_rem += hp[i];
|
||
}
|
||
}
|
||
|
||
scale_number(u, u->number - dead);
|
||
u->hp = hp_rem;
|
||
|
||
free(hp);
|
||
|
||
return dead;
|
||
}
|
||
|
||
void
|
||
drown(region *r)
|
||
{
|
||
if (fval(r->terrain, SEA_REGION)) {
|
||
unit ** up = up=&r->units;
|
||
while (*up) {
|
||
unit *u = *up;
|
||
int amphibian_level = 0;
|
||
if (u->ship || u->race == new_race[RC_SPELL] || u->number==0) {
|
||
up=&u->next;
|
||
continue;
|
||
}
|
||
|
||
if (amphibian_level) {
|
||
int dead = damage_unit(u, "5d1", false, false);
|
||
if (dead) {
|
||
ADDMSG(&u->faction->msgs, msg_message("drown_amphibian_dead",
|
||
"amount unit region", dead, u, r));
|
||
} else {
|
||
ADDMSG(&u->faction->msgs, msg_message("drown_amphibian_nodead",
|
||
"unit region",u, r));
|
||
}
|
||
} else if (!(canswim(u) || canfly(u))) {
|
||
scale_number(u, 0);
|
||
ADDMSG(&u->faction->msgs, msg_message("drown", "unit region", u, r));
|
||
}
|
||
if (*up==u) up=&u->next;
|
||
}
|
||
remove_empty_units_in_region(r);
|
||
}
|
||
}
|
||
|
||
region *
|
||
rrandneighbour(region *r)
|
||
{
|
||
direction_t i;
|
||
region *rc = NULL;
|
||
int rr, c = 0;
|
||
|
||
/* Nachsehen, wieviele Regionen in Frage kommen */
|
||
|
||
for (i = 0; i != MAXDIRECTIONS; i++) {
|
||
c++;
|
||
}
|
||
/* Zuf<75>llig eine ausw<73>hlen */
|
||
|
||
rr = rng_int() % c;
|
||
|
||
/* Durchz<68>hlen */
|
||
|
||
c = -1;
|
||
for (i = 0; i != MAXDIRECTIONS; i++) {
|
||
rc = rconnect(r, i);
|
||
c++;
|
||
if (c == rr) break;
|
||
}
|
||
assert(i!=MAXDIRECTIONS);
|
||
return rc;
|
||
}
|
||
|
||
static void
|
||
volcano_destruction(region * volcano, region * r, region * rn, const char * damage)
|
||
{
|
||
attrib * a;
|
||
unit ** up;
|
||
int percent = 25, time = 6 + rng_int()%12;
|
||
|
||
rsettrees(r, 2, 0);
|
||
rsettrees(r, 1, 0);
|
||
rsettrees(r, 0, 0);
|
||
|
||
a = a_find(r->attribs, &at_reduceproduction);
|
||
if (!a) {
|
||
a = make_reduceproduction(percent, time);
|
||
} else {
|
||
/* Produktion vierteln ... */
|
||
a->data.sa[0] = (short)percent;
|
||
/* F<>r 6-17 Runden */
|
||
a->data.sa[1] = (short)(a->data.sa[1] + time);
|
||
}
|
||
|
||
/* Personen bekommen 4W10 Punkte Schaden. */
|
||
|
||
for (up=&r->units; *up;) {
|
||
unit * u = *up;
|
||
if (u->number) {
|
||
int dead = damage_unit(u, damage, true, false);
|
||
if (dead) {
|
||
ADDMSG(&u->faction->msgs, msg_message("volcano_dead",
|
||
"unit region dead", u, volcano, dead));
|
||
}
|
||
if (r==volcano && !fval(u->faction, FFL_SELECT)) {
|
||
fset(u->faction, FFL_SELECT);
|
||
if (rn) {
|
||
ADDMSG(&u->faction->msgs, msg_message("volcanooutbreak",
|
||
"regionv regionn", r, rn));
|
||
} else {
|
||
ADDMSG(&u->faction->msgs, msg_message("volcanooutbreaknn",
|
||
"region", r));
|
||
}
|
||
}
|
||
}
|
||
if (u==*up) up=&u->next;
|
||
}
|
||
|
||
remove_empty_units_in_region(r);
|
||
}
|
||
|
||
void
|
||
volcano_outbreak(region *r)
|
||
{
|
||
region *rn;
|
||
unit *u;
|
||
faction *f;
|
||
|
||
for (f=NULL,u=r->units; u; u=u->next) {
|
||
if (f!=u->faction) {
|
||
f = u->faction;
|
||
freset(f, FFL_SELECT);
|
||
}
|
||
}
|
||
|
||
/* Zuf<75>llige Nachbarregion verw<72>sten */
|
||
rn = rrandneighbour(r);
|
||
|
||
volcano_destruction(r, r, rn, "4d10");
|
||
if (rn) {
|
||
volcano_destruction(r, rn, NULL, "3d10");
|
||
}
|
||
}
|
||
|
||
static void
|
||
melt_iceberg(region *r)
|
||
{
|
||
attrib *a;
|
||
unit *u;
|
||
|
||
for (u=r->units; u; u=u->next) freset(u->faction, FFL_SELECT);
|
||
for (u=r->units; u; u=u->next) if (!fval(u->faction, FFL_SELECT)) {
|
||
fset(u->faction, FFL_SELECT);
|
||
ADDMSG(&u->faction->msgs, msg_message("iceberg_melt", "region", r));
|
||
}
|
||
|
||
/* driftrichtung l<>schen */
|
||
a = a_find(r->attribs, &at_iceberg);
|
||
if (a) a_remove(&r->attribs, a);
|
||
|
||
/* Geb<65>ude l<>schen */
|
||
while (r->buildings) {
|
||
remove_building(&r->buildings, r->buildings);
|
||
}
|
||
|
||
/* in Ozean wandeln */
|
||
terraform_region(r, newterrain(T_OCEAN));
|
||
|
||
/* Einheiten, die nicht schwimmen k<>nnen oder in Schiffen sind,
|
||
* ertrinken */
|
||
drown(r);
|
||
}
|
||
|
||
static void
|
||
move_iceberg(region *r)
|
||
{
|
||
attrib *a;
|
||
direction_t dir;
|
||
region *rc;
|
||
|
||
a = a_find(r->attribs, &at_iceberg);
|
||
if (!a) {
|
||
dir = (direction_t)(rng_int()%MAXDIRECTIONS);
|
||
a = a_add(&r->attribs, make_iceberg(dir));
|
||
} else {
|
||
if (rng_int()%100 < 20) {
|
||
dir = (direction_t)(rng_int()%MAXDIRECTIONS);
|
||
a->data.i = dir;
|
||
} else {
|
||
dir = (direction_t)a->data.i;
|
||
}
|
||
}
|
||
|
||
rc = rconnect(r, dir);
|
||
|
||
if (rc && !fval(rc->terrain, ARCTIC_REGION)) {
|
||
if (fval(rc->terrain, SEA_REGION)) { /* Eisberg treibt */
|
||
ship *sh, *shn;
|
||
unit *u;
|
||
int x, y;
|
||
|
||
|
||
for (u=r->units; u; u=u->next) freset(u->faction, FFL_SELECT);
|
||
for (u=r->units; u; u=u->next) if (!fval(u->faction, FFL_SELECT)) {
|
||
fset(u->faction, FFL_SELECT);
|
||
ADDMSG(&u->faction->msgs, msg_message("iceberg_drift",
|
||
"region dir", r, dir));
|
||
}
|
||
|
||
x = r->x;
|
||
y = r->y;
|
||
|
||
runhash(r);
|
||
runhash(rc);
|
||
r->x = rc->x;
|
||
r->y = rc->y;
|
||
rc->x = x;
|
||
rc->y = y;
|
||
rhash(rc);
|
||
rhash(r);
|
||
|
||
/* rc ist der Ozean (Ex-Eisberg), r der Eisberg (Ex-Ozean) */
|
||
|
||
/* Schiffe aus dem Zielozean werden in den Eisberg transferiert
|
||
* und nehmen Schaden. */
|
||
|
||
for (sh = r->ships; sh; sh=sh->next) freset(sh, SF_SELECT);
|
||
|
||
for (sh = r->ships; sh; sh = sh->next) {
|
||
/* Meldung an Kapit<69>n */
|
||
float dmg = get_param_flt(global.parameters, "rules.ship.damage.intoiceberg", 0.10F);
|
||
damage_ship(sh, dmg);
|
||
fset(sh, SF_SELECT);
|
||
}
|
||
|
||
/* Personen, Schiffe und Geb<65>ude verschieben */
|
||
while (rc->buildings) {
|
||
rc->buildings->region = r;
|
||
translist(&rc->buildings, &r->buildings, rc->buildings);
|
||
}
|
||
while (rc->ships) {
|
||
float dmg = get_param_flt(global.parameters, "rules.ship.damage.withiceberg", 0.10F);
|
||
fset(rc->ships, SF_SELECT);
|
||
damage_ship(rc->ships, dmg);
|
||
move_ship(rc->ships, rc, r, NULL);
|
||
}
|
||
while (rc->units) {
|
||
building * b = rc->units->building;
|
||
u = rc->units;
|
||
move_unit(rc->units, r, NULL);
|
||
u->building = b; /* move_unit macht ein leave() */
|
||
}
|
||
|
||
/* Besch<63>digte Schiffe k<>nnen sinken */
|
||
|
||
for (sh = r->ships; sh;) {
|
||
shn = sh->next;
|
||
if (fval(sh, SF_SELECT)) {
|
||
u = captain(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)) {
|
||
boolean has_ocean_neighbour = false;
|
||
direction_t dir;
|
||
region *rc;
|
||
unit *u;
|
||
|
||
freset(r, RF_SELECT);
|
||
for (dir=0; dir < MAXDIRECTIONS; dir++) {
|
||
rc = rconnect(r, dir);
|
||
if (rc && fval(rc->terrain, SEA_REGION)) {
|
||
has_ocean_neighbour = true;
|
||
break;
|
||
}
|
||
}
|
||
if (!has_ocean_neighbour) continue;
|
||
|
||
rsetterrain(r, T_ICEBERG);
|
||
|
||
fset(r, RF_SELECT);
|
||
move_iceberg(r);
|
||
|
||
for (u=r->units; u; u=u->next) {
|
||
freset(u->faction, FFL_SELECT);
|
||
}
|
||
for (u=r->units; u; u=u->next) {
|
||
if (!fval(u->faction, FFL_SELECT)) {
|
||
fset(u->faction, FFL_SELECT);
|
||
ADDMSG(&u->faction->msgs, msg_message("iceberg_create", "region", r));
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
static void
|
||
godcurse(void)
|
||
{
|
||
region *r;
|
||
|
||
for (r=regions; r; r=r->next) {
|
||
if (is_cursed(r->attribs, C_CURSED_BY_THE_GODS, 0)) {
|
||
unit * u;
|
||
for(u=r->units; u; u=u->next) {
|
||
skill * sv = u->skills;
|
||
while (sv!=u->skills+u->skill_size) {
|
||
int weeks = 1+rng_int()%3;
|
||
reduce_skill(u, sv, weeks);
|
||
++sv;
|
||
}
|
||
}
|
||
if (fval(r->terrain, SEA_REGION)) {
|
||
ship *sh;
|
||
for (sh = r->ships; sh;) {
|
||
ship *shn = sh->next;
|
||
float dmg = get_param_flt(global.parameters, "rules.ship.damage.godcurse", 0.10F);
|
||
damage_ship(sh, dmg);
|
||
if (sh->damage>=sh->size * DAMAGE_SCALE) {
|
||
unit * u = shipowner(sh);
|
||
if (u) ADDMSG(&u->faction->msgs,
|
||
msg_message("godcurse_destroy_ship", "ship", sh));
|
||
remove_ship(&sh->region->ships, sh);
|
||
}
|
||
sh = shn;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
}
|
||
|
||
/** handles the "orcish" curse that makes units grow like old orks
|
||
* This would probably be better handled in an age-function for the curse,
|
||
* but it's now being called by randomevents()
|
||
*/
|
||
static void
|
||
orc_growth(void)
|
||
{
|
||
region * r;
|
||
for (r = regions; r; r = r->next) {
|
||
unit *u;
|
||
for (u = r->units; u; u = u->next) {
|
||
static boolean init = false;
|
||
static const curse_type *ct_orcish = 0;
|
||
curse *c = 0;
|
||
if (!init) {
|
||
init = true;
|
||
ct_orcish = ct_find("orcish");
|
||
}
|
||
if (ct_orcish) c = get_curse(u->attribs, ct_orcish);
|
||
|
||
if (c && !has_skill(u, SK_MAGIC) && !has_skill(u, SK_ALCHEMY) && !fval(u, UFL_HERO)) {
|
||
int n;
|
||
int increase = 0;
|
||
int num = get_cursedmen(u, c);
|
||
double prob = curse_geteffect(c);
|
||
|
||
for (n = (num - get_item(u, I_CHASTITY_BELT)); n > 0; n--) {
|
||
if (chance(prob)) {
|
||
++increase;
|
||
}
|
||
}
|
||
if (increase) {
|
||
unit * u2 = create_unit(r, u->faction, increase, u->race, 0, NULL, u);
|
||
transfermen(u2, u, u2->number);
|
||
|
||
ADDMSG(&u->faction->msgs, msg_message("orcgrowth",
|
||
"unit amount race", u, increase, u->race));
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/** 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 == new_race[RC_DAEMON]) {
|
||
skill * sv = u->skills;
|
||
int upchance = 15;
|
||
int downchance = 10;
|
||
|
||
if (fval(u, UFL_HUNGER)) {
|
||
/* hungry demons only go down, never up in skill */
|
||
static int rule_hunger = -1;
|
||
if (rule_hunger<0) {
|
||
rule_hunger = get_param_int(global.parameters, "hunger.demon.skill", 0);
|
||
}
|
||
if (rule_hunger) {
|
||
upchance = 0;
|
||
downchance = 15;
|
||
}
|
||
}
|
||
|
||
while (sv!=u->skills+u->skill_size) {
|
||
int roll = rng_int() % 100;
|
||
if (sv->level>0 && roll < upchance+downchance) {
|
||
int weeks = 1+rng_int()%3;
|
||
if (roll < downchance) {
|
||
reduce_skill(u, sv, weeks);
|
||
if (sv->level<1) {
|
||
/* demons should never forget below 1 */
|
||
set_level(u, sv->id, 1);
|
||
}
|
||
} else {
|
||
while (weeks--) learn_skill(u, sv->id, 1.0);
|
||
}
|
||
if (sv->old>sv->level) {
|
||
if (verbosity>=3) {
|
||
log_printf("%s dropped from %u to %u:%u in %s\n",
|
||
unitname(u), sv->old, sv->level, sv->weeks, skillname(sv->id, NULL));
|
||
}
|
||
}
|
||
}
|
||
++sv;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/** Eisberge entstehen und bewegen sich.
|
||
* Einheiten die im Wasser landen, ertrinken.
|
||
*/
|
||
static void
|
||
icebergs(void)
|
||
{
|
||
region * r;
|
||
create_icebergs();
|
||
move_icebergs();
|
||
for (r=regions; r; r=r->next) {
|
||
drown(r);
|
||
}
|
||
}
|
||
|
||
#ifdef HERBS_ROT
|
||
static void
|
||
rotting_herbs(void)
|
||
{
|
||
static int rule_rot = -1;
|
||
region * r;
|
||
|
||
if (rule_rot<0) {
|
||
rule_rot = get_param_int(global.parameters, "rules.economy.herbrot", HERBROTCHANCE);
|
||
}
|
||
if (rule_rot==0) return;
|
||
|
||
for (r = regions; r; r = r->next) {
|
||
unit * u;
|
||
for (u = r->units; u; u=u->next) {
|
||
item **itmp = &u->items, *hbag = *i_find(itmp, olditemtype[I_SACK_OF_CONSERVATION]);
|
||
int rot_chance = rule_rot;
|
||
|
||
if (hbag) 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)==NULL) {
|
||
continue;
|
||
}
|
||
}
|
||
itmp = &itm->next;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
#endif
|
||
|
||
void
|
||
randomevents(void)
|
||
{
|
||
region *r;
|
||
|
||
icebergs();
|
||
godcurse();
|
||
orc_growth();
|
||
demon_skillchanges();
|
||
|
||
/* Orkifizierte Regionen mutieren und mutieren zur<75>ck */
|
||
|
||
for (r = regions; r; r = r->next) {
|
||
if (fval(r, RF_ORCIFIED)) {
|
||
direction_t dir;
|
||
double probability = 0.0;
|
||
for (dir = 0; dir < MAXDIRECTIONS; dir++) {
|
||
region *rc = rconnect(r, dir);
|
||
if (rc && rpeasants(rc) > 0 && !fval(rc, RF_ORCIFIED)) probability += 0.02;
|
||
}
|
||
if (chance(probability)) {
|
||
ADDMSG(&r->msgs, msg_message("deorcified", "region", r));
|
||
freset(r, RF_ORCIFIED);
|
||
}
|
||
} else {
|
||
attrib *a = a_find(r->attribs, &at_orcification);
|
||
if (a!=NULL) {
|
||
double probability = 0.0;
|
||
if (rpeasants(r) <= 0) continue;
|
||
probability = a->data.i/(double)rpeasants(r);
|
||
if (chance(probability)) {
|
||
fset(r, RF_ORCIFIED);
|
||
a_remove(&r->attribs, a);
|
||
ADDMSG(&r->msgs, msg_message("orcified", "region", r));
|
||
} else {
|
||
a->data.i -= MAX(10,a->data.i/10);
|
||
if (a->data.i <= 0) a_remove(&r->attribs, a);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/* Vulkane qualmen, brechen aus ... */
|
||
for (r = regions; r; r = r->next) {
|
||
if (r->terrain == newterrain(T_VOLCANO_SMOKING)) {
|
||
if (a_find(r->attribs, &at_reduceproduction)) {
|
||
ADDMSG(&r->msgs, msg_message("volcanostopsmoke", "region", r));
|
||
rsetterrain(r, T_VOLCANO);
|
||
} else {
|
||
if (rng_int()%100 < 12) {
|
||
ADDMSG(&r->msgs, msg_message("volcanostopsmoke", "region", r));
|
||
rsetterrain(r, T_VOLCANO);
|
||
} else if (r->age>20 && rng_int()%100 < 8) {
|
||
volcano_outbreak(r);
|
||
}
|
||
}
|
||
} else if (r->terrain == newterrain(T_VOLCANO)) {
|
||
if (rng_int()%100 < 4) {
|
||
ADDMSG(&r->msgs, msg_message("volcanostartsmoke", "region", r));
|
||
rsetterrain(r, T_VOLCANO_SMOKING);
|
||
}
|
||
}
|
||
}
|
||
|
||
/* Monumente zerfallen, Schiffe verfaulen */
|
||
|
||
for (r = regions; r; r = r->next) {
|
||
building ** blist = &r->buildings;
|
||
while (*blist) {
|
||
building * b = *blist;
|
||
if (fval(b->type, BTF_DECAY) && !building_owner(b)) {
|
||
b->size -= MAX(1, (b->size * 20) / 100);
|
||
if (b->size == 0) {
|
||
remove_building(blist, r->buildings);
|
||
}
|
||
}
|
||
if (*blist==b) blist=&b->next;
|
||
}
|
||
}
|
||
|
||
/* monster-einheiten desertieren */
|
||
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->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, get_monsters());
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/* Chaos */
|
||
for (r = regions; r; r = r->next) {
|
||
int i;
|
||
|
||
if (fval(r, RF_CHAOTIC)) {
|
||
chaos(r);
|
||
}
|
||
i = chaoscount(r);
|
||
if (i) {
|
||
chaoscounts(r, -(int) (i * ((double) (rng_int() % 10)) / 100.0));
|
||
}
|
||
}
|
||
#ifdef HERBS_ROT
|
||
rotting_herbs();
|
||
#endif
|
||
|
||
dissolve_units();
|
||
}
|