Ejemplo n.º 1
0
/* Die Gruppe von Einheit u hat helfe zu f2 gesetzt. */
int alliedunit(const unit * u, const faction * f2, int mask)
{
    assert(u);
    assert(f2);
    assert(u->region);            /* the unit should be in a region, but it's possible that u->number==0 (TEMP units) */
    if (u->faction == f2) {
        return mask;
    }
    if (!faction_alive(f2)) {
        return 0;
    }
    if (u->faction != NULL && f2 != NULL) {
        group *g;

        if (mask & HELP_FIGHT) {
            if ((u->flags & UFL_DEFENDER) || (u->faction->flags & FFL_DEFENDER)) {
                faction *owner = region_get_owner(u->region);
                /* helps the owner of the region */
                if (owner == f2) {
                    return HELP_FIGHT;
                }
            }
        }

        g = get_group(u);
        if (g) {
            return alliedgroup(u->faction, f2, g, mask);
        }
        return alliedfaction(u->faction, f2, mask);
    }
    return 0;
}
Ejemplo n.º 2
0
static int tolua_region_get_owner(lua_State * L)
{
    region *r = (region *)tolua_tousertype(L, 1, 0);
    if (r) {
        struct faction *f = region_get_owner(r);
        tolua_pushusertype(L, f, TOLUA_CAST "faction");
        return 1;
    }
    return 0;
}
Ejemplo n.º 3
0
faction *update_owners(region * r)
{
    faction *f = NULL;
    assert(rule_region_owners());
    if (r->land) {
        building *bowner = largestbuilding(r, &cmp_current_owner, false);
        building *blargest = largestbuilding(r, &cmp_taxes, false);
        if (blargest) {
            if (!bowner || bowner->size < blargest->size) {
                /* region owners update? */
                unit *u = building_owner(blargest);
                f = region_get_owner(r);
                if (u == NULL) {
                    if (f) {
                        region_set_owner(r, NULL, turn);
                        r->land->ownership->flags |= OWNER_MOURNING;
                        f = NULL;
                    }
                }
                else if (u->faction != f) {
                    if (!r->land->ownership) {
                        /* there has never been a prior owner */
                        region_set_morale(r, MORALE_DEFAULT, turn);
                    }
                    else {
                        alliance *al = region_get_alliance(r);
                        if (al && u->faction->alliance == al) {
                            int morale = _max(0, r->land->morale - MORALE_TRANSFER);
                            region_set_morale(r, morale, turn);
                        }
                        else {
                            region_set_morale(r, MORALE_TAKEOVER, turn);
                            if (f) {
                                r->land->ownership->flags |= OWNER_MOURNING;
                            }
                        }
                    }
                    region_set_owner(r, u->faction, turn);
                    f = u->faction;
                }
            }
        }
        else if (r->land->ownership && r->land->ownership->owner) {
            r->land->ownership->flags |= OWNER_MOURNING;
            region_set_owner(r, NULL, turn);
            f = NULL;
        }
    }
    return f;
}
Ejemplo n.º 4
0
static bool is_guardian_r(const unit * guard)
{
    if (guard->number == 0)
        return false;
    if (besieged(guard))
        return false;

    /* if region_owners exist then they may be guardians: */
    if (guard->building && rule_region_owners() && guard == building_owner(guard->building)) {
        faction *owner = region_get_owner(guard->region);
        if (owner == guard->faction) {
            building *bowner = largestbuilding(guard->region, &cmp_taxes, false);
            if (bowner == guard->building) {
                return true;
            }
        }
    }

    if ((guard->flags & UFL_GUARD) == 0)
        return false;
    return fval(u_race(guard), RCF_UNARMEDGUARD) || is_monsters(guard->faction) || (armedmen(guard, true) > 0);
}
Ejemplo n.º 5
0
void do_markets(void)
{
    quicklist *traders = 0;
    unit *markets[MAX_MARKETS];
    region *r;
    for (r = regions; r; r = r->next) {
        if (r->land) {
            faction *f = region_get_owner(r);
            const struct race *rc = f ? f->race : NULL;
            int p = rpeasants(r);
            int numlux = rc_luxury_trade(rc), numherbs = rc_herb_trade(rc);
            numlux = (p + numlux - MIN_PEASANTS) / numlux;
            numherbs = (p + numherbs - MIN_PEASANTS) / numherbs;
            if (numlux > 0 || numherbs > 0) {
                int d, nmarkets = 0;
                const item_type *lux = r_luxury(r);
                const item_type *herb = r->land->herbtype;

                nmarkets += get_markets(r, markets + nmarkets, MAX_MARKETS - nmarkets);
                for (d = 0; d != MAXDIRECTIONS; ++d) {
                    region *r2 = rconnect(r, d);
                    if (r2 && r2->buildings) {
                        nmarkets +=
                            get_markets(r2, markets + nmarkets, MAX_MARKETS - nmarkets);
                    }
                }
                if (nmarkets) {
                    while (lux && numlux--) {
                        int n = rng_int() % nmarkets;
                        unit *u = markets[n];
                        item *items;
                        attrib *a = a_find(u->attribs, &at_market);
                        if (a == NULL) {
                            a = a_add(&u->attribs, a_new(&at_market));
                            ql_push(&traders, u);
                        }
                        items = (item *)a->data.v;
                        i_change(&items, lux, 1);
                        a->data.v = items;
                        /* give 1 luxury */
                    }
                    while (herb && numherbs--) {
                        int n = rng_int() % nmarkets;
                        unit *u = markets[n];
                        item *items;
                        attrib *a = a_find(u->attribs, &at_market);
                        if (a == NULL) {
                            a = a_add(&u->attribs, a_new(&at_market));
                            ql_push(&traders, u);
                        }
                        items = (item *)a->data.v;
                        i_change(&items, herb, 1);
                        a->data.v = items;
                        /* give 1 herb */
                    }
                }
            }
        }
    }

    if (traders) {
        quicklist *qliter = traders;
        int qli = 0;
        for (qli = 0; qliter; ql_advance(&qliter, &qli, 1)) {
            unit *u = (unit *)ql_get(qliter, qli);
            attrib *a = a_find(u->attribs, &at_market);
            item *items = (item *)a->data.v;

            a->data.v = NULL;
            while (items) {
                item *itm = items;
                items = itm->next;

                if (itm->number) {
                    ADDMSG(&u->faction->msgs, msg_message("buyamount",
                        "unit amount resource", u, itm->number, itm->type->rtype));
                    itm->next = NULL;
                    i_add(&u->items, itm);
                }
                else {
                    i_free(itm);
                }
            }

            a_remove(&u->attribs, a);
        }
        ql_free(traders);
    }
}
Ejemplo n.º 6
0
void get_food(region * r)
{
    plane *pl = rplane(r);
    unit *u;
    int peasantfood = rpeasants(r) * 10;
    static int food_rules = -1;
    static int gamecookie = -1;

    if (food_rules < 0 || gamecookie != global.cookie) {
        gamecookie = global.cookie;
        food_rules = get_param_int(global.parameters, "rules.economy.food", 0);
    }

    if (food_rules & FOOD_IS_FREE) {
        return;
    }
    /* 1. Versorgung von eigenen Einheiten. Das vorhandene Silber
    * wird zunächst so auf die Einheiten aufgeteilt, dass idealerweise
    * jede Einheit genug Silber für ihren Unterhalt hat. */

    for (u = r->units; u; u = u->next) {
        int need = lifestyle(u);

        /* Erstmal zurücksetzen */
        freset(u, UFL_HUNGER);

        if (u->ship && (u->ship->flags & SF_FISHING)) {
            unit *v;
            int c = 2;
            for (v = u; c > 0 && v; v = v->next) {
                if (v->ship == u->ship) {
                    int get = 0;
                    if (v->number <= c) {
                        get = lifestyle(v);
                    }
                    else {
                        get = lifestyle(v) * c / v->number;
                    }
                    if (get) {
                        change_money(v, get);
                    }
                }
                c -= v->number;
            }
            u->ship->flags -= SF_FISHING;
        }

        if (food_rules & FOOD_FROM_PEASANTS) {
            struct faction *owner = region_get_owner(r);
            /* if the region is owned, and the owner is nice, then we'll get
            * food from the peasants - should not be used with WORK */
            if (owner != NULL && (get_alliance(owner, u->faction) & HELP_MONEY)) {
                int rm = rmoney(r);
                int use = _min(rm, need);
                rsetmoney(r, rm - use);
                need -= use;
            }
        }

        need -= get_money(u);
        if (need > 0) {
            unit *v;

            for (v = r->units; need && v; v = v->next) {
                if (v->faction == u->faction && help_money(v)) {
                    int give = get_money(v) - lifestyle(v);
                    give = _min(need, give);
                    if (give > 0) {
                        change_money(v, -give);
                        change_money(u, give);
                        need -= give;
                    }
                }
            }
        }
    }

    /* 2. Versorgung durch Fremde. Das Silber alliierter Einheiten wird
    * entsprechend verteilt. */
    for (u = r->units; u; u = u->next) {
        int need = lifestyle(u);
        faction *f = u->faction;

        need -= _max(0, get_money(u));

        if (need > 0) {
            unit *v;

            if (food_rules & FOOD_FROM_OWNER) {
                /* the owner of the region is the first faction to help out when you're hungry */
                faction *owner = region_get_owner(r);
                if (owner && owner != u->faction) {
                    for (v = r->units; v; v = v->next) {
                        if (v->faction == owner && alliedunit(v, f, HELP_MONEY)
                            && help_money(v)) {
                            help_feed(v, u, &need);
                            break;
                        }
                    }
                }
            }
            for (v = r->units; need && v; v = v->next) {
                if (v->faction != f && alliedunit(v, f, HELP_MONEY)
                    && help_money(v)) {
                    help_feed(v, u, &need);
                }
            }

            /* Die Einheit hat nicht genug Geld zusammengekratzt und
            * nimmt Schaden: */
            if (need > 0) {
                int lspp = lifestyle(u) / u->number;
                if (lspp > 0) {
                    int number = (need + lspp - 1) / lspp;
                    if (hunger(number, u))
                        fset(u, UFL_HUNGER);
                }
            }
        }
    }

    /* 3. bestimmen, wie viele Bauern gefressen werden.
    * bei fehlenden Bauern den Dämon hungern lassen
    */
    for (u = r->units; u; u = u->next) {
        if (u_race(u) == get_race(RC_DAEMON)) {
            int hungry = u->number;

            /* use peasantblood before eating the peasants themselves */
            const struct potion_type *pt_blood = 0;
            const resource_type *rt_blood = rt_find("peasantblood");
            if (rt_blood) {
                pt_blood = rt_blood->ptype;
            }
            if (pt_blood) {
                /* always start with the unit itself, then the first known unit that may have some blood */
                unit *donor = u;
                while (donor != NULL && hungry > 0) {
                    int blut = get_effect(donor, pt_blood);
                    blut = _min(blut, hungry);
                    if (blut) {
                        change_effect(donor, pt_blood, -blut);
                        hungry -= blut;
                    }
                    if (donor == u)
                        donor = r->units;
                    while (donor != NULL) {
                        if (u_race(donor) == get_race(RC_DAEMON) && donor != u) {
                            if (get_effect(donor, pt_blood)) {
                                /* if he's in our faction, drain him: */
                                if (donor->faction == u->faction)
                                    break;
                            }
                        }
                        donor = donor->next;
                    }
                }
            }
            /* remaining demons feed on peasants */
            if (pl == NULL || !fval(pl, PFL_NOFEED)) {
                if (peasantfood >= hungry) {
                    peasantfood -= hungry;
                    hungry = 0;
                }
                else {
                    hungry -= peasantfood;
                    peasantfood = 0;
                }
                if (hungry > 0) {
                    static int demon_hunger = -1;
                    if (demon_hunger < 0) {
                        demon_hunger = get_param_int(global.parameters, "hunger.demons", 0);
                    }
                    if (demon_hunger == 0) {
                        /* demons who don't feed are hungry */
                        if (hunger(hungry, u))
                            fset(u, UFL_HUNGER);
                    }
                    else {
                        /* no damage, but set the hungry-flag */
                        fset(u, UFL_HUNGER);
                    }
                }
            }
        }
    }
    rsetpeasants(r, peasantfood / 10);

    /* 3. Von den überlebenden das Geld abziehen: */
    for (u = r->units; u; u = u->next) {
        int need = _min(get_money(u), lifestyle(u));
        change_money(u, -need);
    }
}