forked from github/server
922 lines
23 KiB
C
922 lines
23 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 "building.h"
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/* kernel includes */
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#include "curse.h"
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#include "item.h"
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#include "unit.h"
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#include "faction.h"
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#include "race.h"
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#include "region.h"
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#include "skill.h"
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#include "terrain.h"
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#include "lighthouse.h"
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/* util includes */
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#include <util/attrib.h>
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#include <util/base36.h>
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#include <util/bsdstring.h>
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#include <util/event.h>
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#include <util/functions.h>
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#include <util/gamedata.h>
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#include <util/language.h>
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#include <util/log.h>
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#include <quicklist.h>
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#include <util/resolve.h>
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#include <util/umlaut.h>
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#include <storage.h>
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/* libc includes */
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#include <assert.h>
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#include <stdlib.h>
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#include <string.h>
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#include <limits.h>
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/* attributes includes */
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#include <attributes/reduceproduction.h>
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#include <attributes/matmod.h>
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typedef struct building_typelist {
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struct building_typelist *next;
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building_type *type;
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} building_typelist;
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quicklist *buildingtypes = NULL;
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/* Returns a building type for the (internal) name */
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static building_type *bt_find_i(const char *name)
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{
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quicklist *ql;
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int qi;
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assert(name);
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for (qi = 0, ql = buildingtypes; ql; ql_advance(&ql, &qi, 1)) {
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building_type *btype = (building_type *)ql_get(ql, qi);
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if (strcmp(btype->_name, name) == 0)
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return btype;
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}
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return NULL;
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}
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const building_type *bt_find(const char *name)
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{
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return bt_find_i(name);
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}
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static int bt_changes = 1;
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bool bt_changed(int *cache)
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{
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assert(cache);
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if (*cache != bt_changes) {
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*cache = bt_changes;
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return true;
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}
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return false;
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}
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void bt_register(building_type * type)
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{
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if (type->init) {
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type->init(type);
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}
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ql_push(&buildingtypes, (void *)type);
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++bt_changes;
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}
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static void free_buildingtype(void *ptr) {
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building_type *btype = (building_type *)ptr;
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free_construction(btype->construction);
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free(btype->maintenance);
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free(btype->_name);
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free(btype);
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}
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void free_buildingtypes(void) {
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ql_foreach(buildingtypes, free_buildingtype);
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ql_free(buildingtypes);
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buildingtypes = 0;
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++bt_changes;
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}
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building_type *bt_get_or_create(const char *name)
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{
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if (name != NULL) {
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building_type *btype = bt_find_i(name);
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if (btype == NULL) {
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btype = calloc(sizeof(building_type), 1);
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btype->_name = _strdup(name);
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btype->auraregen = 1.0;
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btype->maxsize = -1;
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btype->capacity = 1;
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btype->maxcapacity = -1;
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bt_register(btype);
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}
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return btype;
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}
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return NULL;
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}
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int buildingcapacity(const building * b)
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{
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if (b->type->capacity >= 0) {
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if (b->type->maxcapacity >= 0) {
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return _min(b->type->maxcapacity, b->size * b->type->capacity);
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}
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return b->size * b->type->capacity;
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}
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if (building_finished(b)) {
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if (b->type->maxcapacity >= 0) {
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return b->type->maxcapacity;
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}
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}
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return 0;
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}
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attrib_type at_building_generic_type = {
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"building_generic_type", NULL, NULL, NULL, a_writestring, a_readstring, NULL,
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ATF_UNIQUE
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};
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/* Returns the (internal) name for a building of given size and type. Especially, returns the correct
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* name if it depends on the size (as for Eressea castles).
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*/
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const char *buildingtype(const building_type * btype, const building * b, int bsize)
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{
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const char *s;
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assert(btype);
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s = btype->_name;
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if (btype->name) {
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s = btype->name(btype, b, bsize);
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}
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if (b && b->attribs) {
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if (is_building_type(btype, "generic")) {
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const attrib *a = a_find(b->attribs, &at_building_generic_type);
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if (a) {
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s = (const char *)a->data.v;
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}
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}
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}
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return s;
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}
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#define BMAXHASH 7919
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static building *buildhash[BMAXHASH];
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void bhash(building * b)
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{
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building *old = buildhash[b->no % BMAXHASH];
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buildhash[b->no % BMAXHASH] = b;
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b->nexthash = old;
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}
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void bunhash(building * b)
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{
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building **show;
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for (show = &buildhash[b->no % BMAXHASH]; *show; show = &(*show)->nexthash) {
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if ((*show)->no == b->no)
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break;
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}
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if (*show) {
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assert(*show == b);
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*show = (*show)->nexthash;
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b->nexthash = 0;
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}
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}
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static building *bfindhash(int i)
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{
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building *old;
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for (old = buildhash[i % BMAXHASH]; old; old = old->nexthash)
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if (old->no == i)
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return old;
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return 0;
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}
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building *findbuilding(int i)
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{
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return bfindhash(i);
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}
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/* ** old building types ** */
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static int sm_smithy(const unit * u, const region * r, skill_t sk, int value)
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{ /* skillmod */
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if (sk == SK_WEAPONSMITH || sk == SK_ARMORER) {
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if (u->region == r)
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return value + 1;
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}
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return value;
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}
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static int mm_smithy(const unit * u, const resource_type * rtype, int value)
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{ /* material-mod */
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if (rtype == get_resourcetype(R_IRON))
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return value * 2;
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return value;
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}
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static void init_smithy(struct building_type *bt)
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{
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a_add(&bt->attribs, make_skillmod(NOSKILL, SMF_PRODUCTION, sm_smithy, 1.0,
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0));
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a_add(&bt->attribs, make_matmod(mm_smithy));
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}
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static const char *castle_name_i(const struct building_type *btype,
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const struct building *b, int bsize, const char *fname[])
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{
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int i = bt_effsize(btype, b, bsize);
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return fname[i];
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}
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static const char *castle_name_2(const struct building_type *btype,
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const struct building *b, int bsize)
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{
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const char *fname[] = {
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"site",
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"fortification",
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"tower",
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"castle",
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"fortress",
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"citadel"
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};
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return castle_name_i(btype, b, bsize, fname);
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}
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static const char *castle_name(const struct building_type *btype,
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const struct building *b, int bsize)
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{
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const char *fname[] = {
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"site",
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"tradepost",
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"fortification",
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"tower",
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"castle",
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"fortress",
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"citadel"
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};
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return castle_name_i(btype, b, bsize, fname);
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}
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static const char *fort_name(const struct building_type *btype,
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const struct building *b, int bsize)
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{
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const char *fname[] = {
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"scaffolding",
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"guardhouse",
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"guardtower",
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};
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return castle_name_i(btype, b, bsize, fname);
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}
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/* for finding out what was meant by a particular building string */
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static local_names *bnames;
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/* Find the building type for a given localized name (as seen by the user). Useful for parsing
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* orders. The inverse of locale_string(lang, btype->_name), sort of. */
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const building_type *findbuildingtype(const char *name,
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const struct locale *lang)
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{
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variant type;
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local_names *bn = bnames;
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while (bn) {
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if (bn->lang == lang)
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break;
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bn = bn->next;
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}
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if (!bn) {
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quicklist *ql = buildingtypes;
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int qi;
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bn = (local_names *)calloc(sizeof(local_names), 1);
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bn->next = bnames;
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bn->lang = lang;
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for (qi = 0, ql = buildingtypes; ql; ql_advance(&ql, &qi, 1)) {
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building_type *btype = (building_type *)ql_get(ql, qi);
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const char *n = LOC(lang, btype->_name);
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type.v = (void *)btype;
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addtoken((struct tnode **)&bn->names, n, type);
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}
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bnames = bn;
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}
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if (findtoken(bn->names, name, &type) == E_TOK_NOMATCH)
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return NULL;
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return (const building_type *)type.v;
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}
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static int building_protection(const building * b, const unit * u, building_bonus bonus)
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{
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int i = 0;
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int bsize = buildingeffsize(b, false);
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const construction *cons = b->type->construction;
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if (!cons) {
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return 0;
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}
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for (i = 0; i < bsize; i++)
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{
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cons = cons->improvement;
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}
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switch (bonus)
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{
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case DEFENSE_BONUS:
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return cons->defense_bonus;
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case CLOSE_COMBAT_ATTACK_BONUS:
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return cons->close_combat_bonus;
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case RANGED_ATTACK_BONUS:
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return cons->ranged_bonus;
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default:
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return 0;
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}
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}
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void write_building_reference(const struct building *b, struct storage *store)
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{
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WRITE_INT(store, (b && b->region) ? b->no : 0);
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}
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int resolve_building(variant id, void *address)
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{
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int result = 0;
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building *b = NULL;
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if (id.i != 0) {
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b = findbuilding(id.i);
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if (b == NULL) {
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result = -1;
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}
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}
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*(building **)address = b;
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return result;
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}
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variant read_building_reference(gamedata * data)
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{
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variant result;
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READ_INT(data->store, &result.i);
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return result;
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}
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building *new_building(const struct building_type * btype, region * r,
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const struct locale * lang)
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{
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building **bptr = &r->buildings;
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building *b = (building *)calloc(1, sizeof(building));
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const char *bname = 0;
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char buffer[32];
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b->no = newcontainerid();
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bhash(b);
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b->type = btype;
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b->region = r;
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while (*bptr)
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bptr = &(*bptr)->next;
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*bptr = b;
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update_lighthouse(b);
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if (b->type->name) {
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bname = LOC(lang, buildingtype(btype, b, 0));
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}
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if (!bname) {
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bname = LOC(lang, btype->_name);
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}
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if (!bname) {
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bname = LOC(lang, parameters[P_GEBAEUDE]);
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}
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if (!bname) {
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bname = parameters[P_GEBAEUDE];
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}
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assert(bname);
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slprintf(buffer, sizeof(buffer), "%s %s", bname, itoa36(b->no));
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b->name = _strdup(bname);
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return b;
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}
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static building *deleted_buildings;
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/** remove a building from the region.
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* remove_building lets units leave the building
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*/
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void remove_building(building ** blist, building * b)
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{
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unit *u;
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const struct building_type *bt_caravan, *bt_dam, *bt_tunnel;
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assert(bfindhash(b->no));
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bt_caravan = bt_find("caravan");
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bt_dam = bt_find("dam");
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bt_tunnel = bt_find("tunnel");
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handle_event(b->attribs, "destroy", b);
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for (u = b->region->units; u; u = u->next) {
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if (u->building == b) leave(u, true);
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}
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b->size = 0;
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update_lighthouse(b);
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bunhash(b);
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/* Falls Karawanserei, Damm oder Tunnel einst<73>rzen, wird die schon
|
||
* gebaute Stra<72>e zur H<>lfte vernichtet */
|
||
// TODO: caravan, tunnel, dam modularization ? is_building_type ?
|
||
if (b->type == bt_caravan || b->type == bt_dam || b->type == bt_tunnel) {
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region *r = b->region;
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||
int d;
|
||
for (d = 0; d != MAXDIRECTIONS; ++d) {
|
||
direction_t dir = (direction_t)d;
|
||
if (rroad(r, dir) > 0) {
|
||
rsetroad(r, dir, rroad(r, dir) / 2);
|
||
}
|
||
}
|
||
}
|
||
|
||
/* Stattdessen nur aus Liste entfernen, aber im Speicher halten. */
|
||
while (*blist && *blist != b) {
|
||
blist = &(*blist)->next;
|
||
}
|
||
*blist = b->next;
|
||
b->region = NULL;
|
||
b->next = deleted_buildings;
|
||
deleted_buildings = b;
|
||
}
|
||
|
||
void free_building(building * b)
|
||
{
|
||
while (b->attribs)
|
||
a_remove(&b->attribs, b->attribs);
|
||
free(b->name);
|
||
free(b->display);
|
||
free(b);
|
||
}
|
||
|
||
void free_buildings(void)
|
||
{
|
||
while (deleted_buildings) {
|
||
building *b = deleted_buildings;
|
||
deleted_buildings = b->next;
|
||
}
|
||
}
|
||
|
||
extern struct attrib_type at_icastle;
|
||
|
||
/** returns the building's build stage (NOT size in people).
|
||
* only makes sense for castles or similar buildings with multiple
|
||
* stages */
|
||
int buildingeffsize(const building * b, int img)
|
||
{
|
||
const struct building_type *btype = NULL;
|
||
|
||
if (b == NULL)
|
||
return 0;
|
||
|
||
btype = b->type;
|
||
if (img) {
|
||
const attrib *a = a_find(b->attribs, &at_icastle);
|
||
if (a) {
|
||
btype = (const struct building_type *)a->data.v;
|
||
}
|
||
}
|
||
return bt_effsize(btype, b, b->size);
|
||
}
|
||
|
||
int bt_effsize(const building_type * btype, const building * b, int bsize)
|
||
{
|
||
int i = bsize, n = 0;
|
||
const construction *cons = btype->construction;
|
||
|
||
/* TECH DEBT: simplest thing that works for E3 dwarf/halfling faction rules */
|
||
if (b && config_get_int("rules.dwarf_castles", 0)
|
||
&& strcmp(btype->_name, "castle") == 0) {
|
||
unit *u = building_owner(b);
|
||
if (u && u->faction->race == get_race(RC_HALFLING)) {
|
||
i = bsize * 10 / 8;
|
||
}
|
||
}
|
||
|
||
if (!cons || !cons->improvement) {
|
||
return 0;
|
||
}
|
||
|
||
while (cons && cons->maxsize != -1 && i >= cons->maxsize) {
|
||
i -= cons->maxsize;
|
||
cons = cons->improvement;
|
||
++n;
|
||
}
|
||
|
||
return n;
|
||
}
|
||
|
||
const char *write_buildingname(const building * b, char *ibuf, size_t size)
|
||
{
|
||
slprintf(ibuf, size, "%s (%s)", b->name, itoa36(b->no));
|
||
return ibuf;
|
||
}
|
||
|
||
const char *buildingname(const building * b)
|
||
{
|
||
typedef char name[OBJECTIDSIZE + 1];
|
||
static name idbuf[8];
|
||
static int nextbuf = 0;
|
||
char *ibuf = idbuf[(++nextbuf) % 8];
|
||
return write_buildingname(b, ibuf, sizeof(name));
|
||
}
|
||
|
||
void building_set_owner(struct unit * owner)
|
||
{
|
||
assert(owner && owner->building);
|
||
owner->building->_owner = owner;
|
||
}
|
||
|
||
static unit *building_owner_ex(const building * bld, const struct faction * last_owner)
|
||
{
|
||
unit *u, *heir = 0;
|
||
/* Eigent<6E>mer tot oder kein Eigent<6E>mer vorhanden. Erste lebende Einheit
|
||
* nehmen. */
|
||
for (u = bld->region->units; u; u = u->next) {
|
||
if (u->building == bld) {
|
||
if (u->number > 0) {
|
||
if (heir && last_owner && heir->faction != last_owner && u->faction == last_owner) {
|
||
heir = u;
|
||
break; /* we found someone from the same faction who is not dead. let's take this guy */
|
||
}
|
||
else if (!heir) {
|
||
heir = u; /* you'll do in an emergency */
|
||
}
|
||
}
|
||
}
|
||
}
|
||
if (!heir && config_token("rules.region_owner_pay_building", bld->type->_name)) {
|
||
if (rule_region_owners()) {
|
||
u = building_owner(largestbuilding(bld->region, &cmp_taxes, false));
|
||
}
|
||
else {
|
||
u = building_owner(largestbuilding(bld->region, &cmp_wage, false));
|
||
}
|
||
if (u) {
|
||
heir = u;
|
||
}
|
||
}
|
||
return heir;
|
||
}
|
||
|
||
unit *building_owner(const building * bld)
|
||
{
|
||
if (!bld) {
|
||
return NULL;
|
||
}
|
||
unit *owner = bld->_owner;
|
||
if (!owner || (owner->building != bld || owner->number <= 0)) {
|
||
unit * heir = building_owner_ex(bld, owner ? owner->faction : 0);
|
||
return (heir && heir->number > 0) ? heir : 0;
|
||
}
|
||
return owner;
|
||
}
|
||
|
||
void building_update_owner(building * bld) {
|
||
unit * owner = bld->_owner;
|
||
bld->_owner = building_owner_ex(bld, owner ? owner->faction : 0);
|
||
}
|
||
|
||
const char *building_getname(const building * self)
|
||
{
|
||
return self->name;
|
||
}
|
||
|
||
void building_setname(building * self, const char *name)
|
||
{
|
||
free(self->name);
|
||
if (name)
|
||
self->name = _strdup(name);
|
||
else
|
||
self->name = NULL;
|
||
}
|
||
|
||
region *building_getregion(const building * b)
|
||
{
|
||
return b->region;
|
||
}
|
||
|
||
bool
|
||
buildingtype_exists(const region * r, const building_type * bt, bool working)
|
||
{
|
||
building *b;
|
||
|
||
for (b = rbuildings(r); b; b = b->next) {
|
||
if (b->type == bt && (!working || fval(b, BLD_MAINTAINED)) && building_finished(b)) {
|
||
return true;
|
||
}
|
||
}
|
||
|
||
return false;
|
||
}
|
||
|
||
bool building_finished(const struct building *b) {
|
||
return b->size >= b->type->maxsize;
|
||
}
|
||
|
||
bool building_is_active(const struct building *b) {
|
||
return b && fval(b, BLD_MAINTAINED) && building_finished(b);
|
||
}
|
||
|
||
building *active_building(const unit *u, const struct building_type *btype) {
|
||
if (u->building && u->building->type == btype && building_is_active(u->building)) {
|
||
return inside_building(u);
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
|
||
void building_setregion(building * b, region * r)
|
||
{
|
||
building **blist = &b->region->buildings;
|
||
while (*blist && *blist != b) {
|
||
blist = &(*blist)->next;
|
||
}
|
||
*blist = b->next;
|
||
b->next = NULL;
|
||
|
||
blist = &r->buildings;
|
||
while (*blist && *blist != b)
|
||
blist = &(*blist)->next;
|
||
*blist = b;
|
||
|
||
b->region = r;
|
||
}
|
||
|
||
bool in_safe_building(unit *u1, unit *u2) {
|
||
if (u1->building) {
|
||
building * b = inside_building(u1);
|
||
if (b && b->type->flags & BTF_FORTIFICATION) {
|
||
if (!u2->building) {
|
||
return true;
|
||
}
|
||
if (u2->building != b || b != inside_building(u2)) {
|
||
return true;
|
||
}
|
||
}
|
||
}
|
||
return false;
|
||
}
|
||
|
||
bool is_building_type(const struct building_type *btype, const char *name) {
|
||
assert(btype);
|
||
return name && strcmp(btype->_name, name)==0;
|
||
}
|
||
|
||
building *largestbuilding(const region * r, cmp_building_cb cmp_gt,
|
||
bool imaginary)
|
||
{
|
||
building *b, *best = NULL;
|
||
|
||
for (b = rbuildings(r); b; b = b->next) {
|
||
if (cmp_gt(b, best) <= 0)
|
||
continue;
|
||
if (!imaginary) {
|
||
const attrib *a = a_find(b->attribs, &at_icastle);
|
||
if (a)
|
||
continue;
|
||
}
|
||
best = b;
|
||
}
|
||
return best;
|
||
}
|
||
/* Lohn bei den einzelnen Burgstufen f<>r Normale Typen, Orks, Bauern,
|
||
* Modifikation f<>r St<53>dter. */
|
||
|
||
static const int wagetable[7][4] = {
|
||
{ 10, 10, 11, -7 }, /* Baustelle */
|
||
{ 10, 10, 11, -5 }, /* Handelsposten */
|
||
{ 11, 11, 12, -3 }, /* Befestigung */
|
||
{ 12, 11, 13, -1 }, /* Turm */
|
||
{ 13, 12, 14, 0 }, /* Burg */
|
||
{ 14, 12, 15, 1 }, /* Festung */
|
||
{ 15, 13, 16, 2 } /* Zitadelle */
|
||
};
|
||
|
||
static int
|
||
default_wage(const region * r, const faction * f, const race * rc, int in_turn)
|
||
{
|
||
building *b = largestbuilding(r, &cmp_wage, false);
|
||
int esize = 0;
|
||
double wage;
|
||
static int ct_cache;
|
||
static const struct curse_type *drought_ct;
|
||
|
||
if (ct_changed(&ct_cache)) {
|
||
drought_ct = ct_find("drought");
|
||
}
|
||
if (b != NULL) {
|
||
/* TODO: this reveals imaginary castles */
|
||
esize = buildingeffsize(b, false);
|
||
}
|
||
|
||
if (f != NULL) {
|
||
int index = 0;
|
||
if (rc == get_race(RC_ORC) || rc == get_race(RC_SNOTLING)) {
|
||
index = 1;
|
||
}
|
||
wage = wagetable[esize][index];
|
||
}
|
||
else {
|
||
if (is_mourning(r, in_turn)) {
|
||
wage = 10;
|
||
}
|
||
else if (fval(r->terrain, SEA_REGION)) {
|
||
wage = 11;
|
||
}
|
||
else {
|
||
wage = wagetable[esize][2];
|
||
}
|
||
if (rule_blessed_harvest() == HARVEST_WORK) {
|
||
/* E1 rules */
|
||
wage += curse_geteffect(get_curse(r->attribs, ct_find("blessedharvest")));
|
||
}
|
||
}
|
||
|
||
/* Artsculpture: Income +5 */
|
||
for (b = r->buildings; b; b = b->next) {
|
||
if (is_building_type(b->type, "artsculpture")) {
|
||
wage += 5;
|
||
}
|
||
}
|
||
|
||
if (r->attribs) {
|
||
attrib *a;
|
||
const struct curse_type *ctype;
|
||
/* Godcurse: Income -10 */
|
||
ctype = ct_find("godcursezone");
|
||
if (ctype && curse_active(get_curse(r->attribs, ctype))) {
|
||
wage = _max(0, wage - 10);
|
||
}
|
||
|
||
/* Bei einer D<>rre verdient man nur noch ein Viertel */
|
||
if (drought_ct) {
|
||
curse *c = get_curse(r->attribs, drought_ct);
|
||
if (curse_active(c))
|
||
wage /= curse_geteffect(c);
|
||
}
|
||
|
||
a = a_find(r->attribs, &at_reduceproduction);
|
||
if (a) {
|
||
wage = (wage * a->data.sa[0]) / 100;
|
||
}
|
||
}
|
||
return (int)wage;
|
||
}
|
||
|
||
static int
|
||
minimum_wage(const region * r, const faction * f, const race * rc, int in_turn)
|
||
{
|
||
if (f && rc) {
|
||
return rc->maintenance;
|
||
}
|
||
return default_wage(r, f, rc, in_turn);
|
||
}
|
||
|
||
/* Gibt Arbeitslohn f<>r entsprechende Rasse zur<75>ck, oder f<>r
|
||
* die Bauern wenn f == NULL. */
|
||
int wage(const region * r, const faction * f, const race * rc, int in_turn)
|
||
{
|
||
if (global.functions.wage) {
|
||
return global.functions.wage(r, f, rc, in_turn);
|
||
}
|
||
return default_wage(r, f, rc, in_turn);
|
||
}
|
||
|
||
int cmp_wage(const struct building *b, const building * a)
|
||
{
|
||
if (is_building_type(b->type, "castle")) {
|
||
if (!a)
|
||
return 1;
|
||
if (b->size > a->size)
|
||
return 1;
|
||
if (b->size == a->size)
|
||
return 0;
|
||
}
|
||
return -1;
|
||
}
|
||
|
||
bool is_owner_building(const struct building * b)
|
||
{
|
||
region *r = b->region;
|
||
if (b->type->taxes && r->land && r->land->ownership) {
|
||
unit *u = building_owner(b);
|
||
return u && u->faction == r->land->ownership->owner;
|
||
}
|
||
return false;
|
||
}
|
||
|
||
int cmp_taxes(const building * b, const building * a)
|
||
{
|
||
faction *f = region_get_owner(b->region);
|
||
if (b->type->taxes) {
|
||
unit *u = building_owner(b);
|
||
if (!u) {
|
||
return -1;
|
||
}
|
||
else if (a) {
|
||
int newsize = buildingeffsize(b, false);
|
||
double newtaxes = b->type->taxes(b, newsize);
|
||
int oldsize = buildingeffsize(a, false);
|
||
double oldtaxes = a->type->taxes(a, oldsize);
|
||
|
||
if (newtaxes < oldtaxes)
|
||
return -1;
|
||
else if (newtaxes > oldtaxes)
|
||
return 1;
|
||
else if (b->size < a->size)
|
||
return -1;
|
||
else if (b->size > a->size)
|
||
return 1;
|
||
else {
|
||
if (u && u->faction == f) {
|
||
u = building_owner(a);
|
||
if (u && u->faction == f)
|
||
return -1;
|
||
return 1;
|
||
}
|
||
}
|
||
}
|
||
else {
|
||
return 1;
|
||
}
|
||
}
|
||
return -1;
|
||
}
|
||
|
||
int cmp_current_owner(const building * b, const building * a)
|
||
{
|
||
faction *f = region_get_owner(b->region);
|
||
|
||
assert(rule_region_owners());
|
||
if (f && b->type->taxes) {
|
||
unit *u = building_owner(b);
|
||
if (!u || u->faction != f)
|
||
return -1;
|
||
if (a) {
|
||
int newsize = buildingeffsize(b, false);
|
||
double newtaxes = b->type->taxes(b, newsize);
|
||
int oldsize = buildingeffsize(a, false);
|
||
double oldtaxes = a->type->taxes(a, oldsize);
|
||
|
||
if (newtaxes > oldtaxes) {
|
||
return 1;
|
||
}
|
||
if (newtaxes < oldtaxes) {
|
||
return -1;
|
||
}
|
||
if (newsize != oldsize) {
|
||
return newsize - oldsize;
|
||
}
|
||
return (b->size - a->size);
|
||
}
|
||
else {
|
||
return 1;
|
||
}
|
||
}
|
||
return -1;
|
||
}
|
||
|
||
void register_buildings(void)
|
||
{
|
||
register_function((pf_generic)minimum_wage, "minimum_wage");
|
||
register_function((pf_generic)building_protection,
|
||
"building_protection");
|
||
register_function((pf_generic)init_smithy, "init_smithy");
|
||
register_function((pf_generic)castle_name, "castle_name");
|
||
register_function((pf_generic)castle_name_2, "castle_name_2");
|
||
register_function((pf_generic)fort_name, "fort_name");
|
||
}
|