Exemple #1
0
static int scareaway(region * r, int anzahl)
{
    int n, p, diff = 0, emigrants[MAXDIRECTIONS];
    direction_t d;

    anzahl = _min(_max(1, anzahl), rpeasants(r));

    /* Wandern am Ende der Woche (normal) oder wegen Monster. Die
     * Wanderung wird erst am Ende von demographics () ausgefuehrt.
     * emigrants[] ist local, weil r->newpeasants durch die Monster
     * vielleicht schon hochgezaehlt worden ist. */

    for (d = 0; d != MAXDIRECTIONS; d++)
        emigrants[d] = 0;

    p = rpeasants(r);
    assert(p >= 0 && anzahl >= 0);
    for (n = _min(p, anzahl); n; n--) {
        direction_t dir = (direction_t) (rng_int() % MAXDIRECTIONS);
        region *rc = rconnect(r, dir);

        if (rc && fval(rc->terrain, LAND_REGION)) {
            ++diff;
            rc->land->newpeasants++;
            emigrants[dir]++;
        }
    }
    rsetpeasants(r, p - diff);
    assert(p >= diff);
    return diff;
}
Exemple #2
0
static void test_give_men_magicians(CuTest * tc) {
    struct give env = { 0 };
    int p;
    message * msg;

    test_setup_ex(tc);
    mt_create_error(158);
    env.f2 = env.f1 = test_create_faction(NULL);
    setup_give(&env);
    set_level(env.src, SK_MAGIC, 1);
    CuAssertPtrNotNull(tc, msg = give_men(1, env.src, env.dst, NULL));
    CuAssertStrEquals(tc, "error158", test_get_messagetype(msg));
    CuAssertIntEquals(tc, 1, env.dst->number);
    CuAssertIntEquals(tc, 1, env.src->number);
    msg_release(msg);

    p = rpeasants(env.r);
    CuAssertPtrNotNull(tc, msg = disband_men(1, env.dst, NULL));
    CuAssertStrEquals(tc, "give_person_peasants", test_get_messagetype(msg));
    CuAssertIntEquals(tc, 0, env.dst->number);
    CuAssertIntEquals(tc, p+1, rpeasants(env.r));
    msg_release(msg);

    test_teardown();
}
Exemple #3
0
static void scared_by_monster(unit * u)
{
    int n;

    switch (old_race(u_race(u))) {
    case RC_FIREDRAGON:
        n = rng_int() % 160 * u->number;
        break;
    case RC_DRAGON:
        n = rng_int() % 400 * u->number;
        break;
    case RC_WYRM:
        n = rng_int() % 1000 * u->number;
        break;
    default:
        n = rng_int() % (u->number / 4 + 1);
    }

    if (n > 0) {
        n = lovar(n);
        n = _min(rpeasants(u->region), n);
        if (n > 0) {
            n = scareaway(u->region, n);
            if (n > 0) {
                ADDMSG(&u->region->msgs, msg_message("fleescared",
                                                     "amount unit", n, u));
            }
        }
    }
}
Exemple #4
0
unit *addplayer(region * r, faction * f)
{
    unit *u;
    const char * name;

    assert(r->land);
    if (rpeasants(r) < PEASANT_MIN) {
        rsetpeasants(r, PEASANT_MIN + rng_int() % (PEASANT_MAX - PEASANT_MIN));
    }

    assert(f->units == NULL);
    faction_setorigin(f, 0, r->x, r->y);
    u = create_unit(r, f, 1, f->race, 0, NULL, NULL);
    u->thisorder = default_order(f->locale);
    unit_addorder(u, copy_order(u->thisorder));
    name = config_get("rules.equip_first");
    if (!equip_unit(u, name ? name : "first_unit")) {
        /* give every unit enough money to survive the first turn */
        i_change(&u->items, get_resourcetype(R_SILVER)->itype, maintenance_cost(u));
    }
    u->hp = unit_max_hp(u) * u->number;
    fset(u, UFL_ISNEW);
    if (f->race == get_race(RC_DAEMON)) {
        race_t urc;
        const race *rc;
        do {
            urc = (race_t)(rng_int() % MAXRACES);
            rc = get_race(urc);
        } while (rc == NULL || urc == RC_DAEMON || !playerrace(rc));
        u->irace = rc;
    }
    f->lastorders = 0;
    return u;
}
Exemple #5
0
static void eaten_by_monster(unit * u)
{
  /* adjustment for smaller worlds */
  static double multi = 0.0;
  int n = 0;
  int horse = 0;

  if (multi == 0.0) {
    multi = RESOURCE_QUANTITY * newterrain(T_PLAIN)->size / 10000.0;
  }

  switch (old_race(u_race(u))) {
    case RC_FIREDRAGON:
      n = rng_int() % 80 * u->number;
      horse = get_item(u, I_HORSE);
      break;
    case RC_DRAGON:
      n = rng_int() % 200 * u->number;
      horse = get_item(u, I_HORSE);
      break;
    case RC_WYRM:
      n = rng_int() % 500 * u->number;
      horse = get_item(u, I_HORSE);
      break;
    default:
      n = rng_int() % (u->number / 20 + 1);
  }

  n = (int)(n * multi);
  if (n > 0) {
    n = lovar(n);
    n = MIN(rpeasants(u->region), n);

    if (n > 0) {
      deathcounts(u->region, n);
      rsetpeasants(u->region, rpeasants(u->region) - n);
      ADDMSG(&u->region->msgs, msg_message("eatpeasants", "unit amount", u, n));
    }
  }
  if (horse > 0) {
    set_item(u, I_HORSE, 0);
    ADDMSG(&u->region->msgs, msg_message("eathorse", "unit amount", u, horse));
  }
}
Exemple #6
0
static void absorbed_by_monster(unit * u)
{
    int n;

    switch (old_race(u_race(u))) {
    default:
        n = rng_int() % (u->number / 20 + 1);
    }

    if (n > 0) {
        n = lovar(n);
        n = _min(rpeasants(u->region), n);
        if (n > 0) {
            rsetpeasants(u->region, rpeasants(u->region) - n);
            scale_number(u, u->number + n);
            ADDMSG(&u->region->msgs, msg_message("absorbpeasants",
                                                 "unit race amount", u, u_race(u), n));
        }
    }
}
Exemple #7
0
static void test_give_unit_to_peasants(CuTest * tc) {
    struct give env = { 0 };
    test_setup_ex(tc);
    env.f1 = test_create_faction(NULL);
    env.f2 = 0;
    setup_give(&env);
    rsetpeasants(env.r, 0);
    give_unit(env.src, NULL, NULL);
    CuAssertIntEquals(tc, 0, env.src->number);
    CuAssertIntEquals(tc, 1, rpeasants(env.r));
    test_teardown();
}
Exemple #8
0
static direction_t richest_neighbour(region * r, faction * f, int absolut)
{

    /* m - maximum an Geld, d - Richtung, i - index, t = Geld hier */

    double m;
    double t;
    direction_t d = NODIRECTION, i;

    if (absolut == 1 || rpeasants(r) == 0) {
        m = (double)all_money(r, f);
    }
    else {
        m = (double)all_money(r, f) / (double)rpeasants(r);
    }

    /* finde die region mit dem meisten geld */

    for (i = 0; i != MAXDIRECTIONS; i++) {
        region *rn = rconnect(r, i);
        if (rn != NULL && fval(rn->terrain, LAND_REGION)) {
            if (absolut == 1 || rpeasants(rn) == 0) {
                t = (double)all_money(rn, f);
            }
            else {
                t = (double)all_money(rn, f) / (double)rpeasants(rn);
            }

            if (t > m) {
                m = t;
                d = i;
            }
        }
    }
    return d;
}
Exemple #9
0
int region_getresource(const region * r, const resource_type * rtype)
{
    const rawmaterial *rm;
    for (rm = r->resources; rm; rm = rm->next) {
        if (rm->type->rtype == rtype) {
            return rm->amount;
        }
    }
    if (rtype == get_resourcetype(R_SILVER))
        return rmoney(r);
    if (rtype == get_resourcetype(R_HORSE))
        return rhorses(r);
    if (rtype == get_resourcetype(R_PEASANT))
        return rpeasants(r);
    return 0;
}
Exemple #10
0
static void test_give_peasants(CuTest * tc) {
    struct give env = { 0 };
    message * msg;

    test_setup_ex(tc);
    env.f1 = test_create_faction(NULL);
    env.f2 = 0;
    setup_give(&env);
    rsetpeasants(env.r, 0);
    msg = disband_men(1, env.src, NULL);
    CuAssertStrEquals(tc, "give_person_peasants", test_get_messagetype(msg));
    CuAssertIntEquals(tc, 0, env.src->number);
    CuAssertIntEquals(tc, 1, rpeasants(env.r));
    msg_release(msg);
    test_teardown();
}
Exemple #11
0
void plagues(region * r)
{
    int peasants;
    int i;
    int dead = 0;

    peasants = rpeasants(r);
    dead = (int)(0.5 + PLAGUE_VICTIMS * peasants);
    for (i = dead; i != 0; i--) {
        if (rng_double() < PLAGUE_HEALCHANCE && rmoney(r) >= PLAGUE_HEALCOST) {
            rsetmoney(r, rmoney(r) - PLAGUE_HEALCOST);
            --dead;
        }
    }

    if (dead > 0) {
        message *msg = add_message(&r->msgs, msg_message("pest", "dead", dead));
        msg_release(msg);
        deathcounts(r, dead);
        rsetpeasants(r, peasants - dead);
    }
}
Exemple #12
0
void terraform_region(region * r, const terrain_type * terrain)
{
    /* Resourcen, die nicht mehr vorkommen können, löschen */
    const terrain_type *oldterrain = r->terrain;
    rawmaterial **lrm = &r->resources;

    assert(terrain);

    while (*lrm) {
        rawmaterial *rm = *lrm;
        const resource_type *rtype = NULL;

        if (terrain->production != NULL) {
            int i;
            for (i = 0; terrain->production[i].type; ++i) {
                if (rm->type->rtype == terrain->production[i].type) {
                    rtype = rm->type->rtype;
                    break;
                }
            }
        }
        if (rtype == NULL) {
            *lrm = rm->next;
            free(rm);
        }
        else {
            lrm = &rm->next;
        }
    }

    r->terrain = terrain;
    terraform_resources(r);

    if (!fval(terrain, LAND_REGION)) {
        region_setinfo(r, NULL);
        if (r->land != NULL) {
            i_freeall(&r->land->items);
            freeland(r->land);
            r->land = NULL;
        }
        rsettrees(r, 0, 0);
        rsettrees(r, 1, 0);
        rsettrees(r, 2, 0);
        rsethorses(r, 0);
        rsetpeasants(r, 0);
        rsetmoney(r, 0);
        freset(r, RF_ENCOUNTER);
        freset(r, RF_MALLORN);
        /* Beschreibung und Namen löschen */
        return;
    }

    if (r->land) {
        int d;
        for (d = 0; d != MAXDIRECTIONS; ++d) {
            rsetroad(r, d, 0);
        }
        i_freeall(&r->land->items);
    }
    else {
        static struct surround {
            struct surround *next;
            const luxury_type *type;
            int value;
        } *trash = NULL, *nb = NULL;
        const luxury_type *ltype = NULL;
        direction_t d;
        int mnr = 0;

        r->land = calloc(1, sizeof(land_region));
        r->land->ownership = NULL;
        region_set_morale(r, MORALE_DEFAULT, -1);
        region_setname(r, makename());
        for (d = 0; d != MAXDIRECTIONS; ++d) {
            region *nr = rconnect(r, d);
            if (nr && nr->land) {
                struct demand *sale = r->land->demands;
                while (sale && sale->value != 0)
                    sale = sale->next;
                if (sale) {
                    struct surround *sr = nb;
                    while (sr && sr->type != sale->type)
                        sr = sr->next;
                    if (!sr) {
                        if (trash) {
                            sr = trash;
                            trash = trash->next;
                        }
                        else {
                            sr = calloc(1, sizeof(struct surround));
                        }
                        sr->next = nb;
                        sr->type = sale->type;
                        sr->value = 1;
                        nb = sr;
                    }
                    else
                        sr->value++;
                    ++mnr;
                }
            }
        }
        if (!nb) {
            // TODO: this is really lame
            int i = get_maxluxuries();
            if (i > 0) {
                i = rng_int() % i;
                ltype = luxurytypes;
                while (i--)
                    ltype = ltype->next;
            }
        }
        else {
            int i = rng_int() % mnr;
            struct surround *srd = nb;
            while (i > srd->value) {
                i -= srd->value;
                srd = srd->next;
            }
            if (srd->type)
                setluxuries(r, srd->type);
            while (srd->next != NULL)
                srd = srd->next;
            srd->next = trash;
            trash = nb;
            nb = NULL;
        }
    }

    if (fval(terrain, LAND_REGION)) {
        const item_type *itype = NULL;
        char equip_hash[64];

        /* TODO: put the equipment in struct terrain, faster */
        sprintf(equip_hash, "terrain_%s", terrain->_name);
        equip_items(&r->land->items, get_equipment(equip_hash));

        if (r->terrain->herbs) {
            int len = 0;
            while (r->terrain->herbs[len])
                ++len;
            if (len)
                itype = r->terrain->herbs[rng_int() % len];
        }
        if (itype != NULL) {
            rsetherbtype(r, itype);
            rsetherbs(r, (short)(50 + rng_int() % 31));
        }
        else {
            rsetherbtype(r, NULL);
        }
        if (oldterrain == NULL || !fval(oldterrain, LAND_REGION)) {
            if (rng_int() % 100 < 3)
                fset(r, RF_MALLORN);
            else
                freset(r, RF_MALLORN);
            if (rng_int() % 100 < ENCCHANCE) {
                fset(r, RF_ENCOUNTER);
            }
        }
    }

    if (oldterrain == NULL || terrain->size != oldterrain->size) {
        if (terrain == newterrain(T_PLAIN)) {
            rsethorses(r, rng_int() % (terrain->size / 50));
            if (rng_int() % 100 < 40) {
                rsettrees(r, 2, terrain->size * (30 + rng_int() % 40) / 1000);
            }
        }
        else if (chance(0.2)) {
            rsettrees(r, 2, terrain->size * (30 + rng_int() % 40) / 1000);
        }
        else {
            rsettrees(r, 2, 0);
        }
        rsettrees(r, 1, rtrees(r, 2) / 4);
        rsettrees(r, 0, rtrees(r, 2) / 8);

        if (!fval(r, RF_CHAOTIC)) {
            int peasants;
            peasants = (maxworkingpeasants(r) * (20 + dice_rand("6d10"))) / 100;
            rsetpeasants(r, _max(100, peasants));
            rsetmoney(r, rpeasants(r) * ((wage(r, NULL, NULL,
                INT_MAX) + 1) + rng_int() % 5));
        }
    }
}
Exemple #13
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);
    }
}
Exemple #14
0
summary *make_summary(void)
{
    faction *f;
    region *r;
    unit *u;
    summary *s = calloc(1, sizeof(summary));
    const struct resource_type *rhorse = get_resourcetype(R_HORSE);

  for (f = factions; f; f = f->next) {
    const struct locale *lang = f->locale;
    struct language *plang = s->languages;
    while (plang && plang->locale != lang)
      plang = plang->next;
    if (!plang) {
      plang = calloc(sizeof(struct language), 1);
      plang->next = s->languages;
      s->languages = plang;
      plang->locale = lang;
    }
    ++plang->number;
    f->nregions = 0;
    f->num_total = 0;
    f->money = 0;
    if (f->alive && f->units) {
      s->factions++;
      /* Problem mit Monsterpartei ... */
      if (!is_monsters(f)) {
        s->factionrace[old_race(f->race)]++;
      }
    }
  }

  /* count everything */

  for (r = regions; r; r = r->next) {
    s->pferde += rhorses(r);
    s->schiffe += listlen(r->ships);
    s->gebaeude += listlen(r->buildings);
    if (!fval(r->terrain, SEA_REGION)) {
      s->landregionen++;
      if (r->units) {
        s->landregionen_mit_spielern++;
      }
      if (fval(r, RF_ORCIFIED)) {
        s->orkifizierte_regionen++;
      }
      if (r->terrain == newterrain(T_VOLCANO)) {
        s->inactive_volcanos++;
      } else if (r->terrain == newterrain(T_VOLCANO_SMOKING)) {
        s->active_volcanos++;
      }
    }
    if (r->units) {
      s->regionen_mit_spielern++;
    }
    if (rpeasants(r) || r->units) {
      s->inhabitedregions++;
      s->peasants += rpeasants(r);
      s->peasantmoney += rmoney(r);

      /* Einheiten Info. nregions darf nur einmal pro Partei
       * incrementiert werden. */

      for (u = r->units; u; u = u->next)
        freset(u->faction, FFL_SELECT);
      for (u = r->units; u; u = u->next) {
        f = u->faction;
        if (!is_monsters(u->faction)) {
          skill *sv;
          item *itm;

          s->nunits++;
          s->playerpop += u->number;
          if (u->flags & UFL_HERO) {
            s->heroes += u->number;
          }
          s->spielerpferde += i_get(u->items, rhorse->itype);
          s->playermoney += get_money(u);
          s->armed_men += armedmen(u, true);
          for (itm = u->items; itm; itm = itm->next) {
            if (itm->type->rtype->wtype) {
              s->waffen += itm->number;
            }
            if (itm->type->rtype->atype) {
              s->ruestungen += itm->number;
            }
          }

          s->spielerpferde += i_get(u->items, rhorse->itype);

          for (sv = u->skills; sv != u->skills + u->skill_size; ++sv) {
            skill_t sk = sv->id;
            int aktskill = eff_skill(u, sk, r);
            if (aktskill > s->maxskill)
              s->maxskill = aktskill;
          }
          if (!fval(f, FFL_SELECT)) {
            f->nregions++;
            fset(f, FFL_SELECT);
          }
        }

        f->num_total += u->number;
        f->money += get_money(u);
        s->poprace[old_race(u_race(u))] += u->number;
      }
    }
  }

  return s;
}
Exemple #15
0
/* In a->data.ca[1] steht der Prozentsatz mit dem sich die Einheit
 * auflöst, 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(u));
            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(u));
            } else {
              msg =
                msg_message("dissolve_units_3", "unit region number race", u, r,
                n, u_race(u));
            }
            break;
          default:
              if (u_race(u) == get_race(RC_STONEGOLEM)
                  || u_race(u) == get_race(RC_IRONGOLEM)) {
              msg =
                msg_message("dissolve_units_4", "unit region number race", u, r,
                n, u_race(u));
            } else {
              msg =
                msg_message("dissolve_units_5", "unit region number race", u, r,
                n, u_race(u));
            }
            break;
        }

        add_message(&u->faction->msgs, msg);
        msg_release(msg);
      }
    }
  }

  remove_empty_units();
}
Exemple #16
0
void randomevents(void)
{
  region *r;
  faction *monsters = get_monsters();

  icebergs();
  godcurse();
  orc_growth();
  demon_skillchanges();

  /* Orkifizierte Regionen mutieren und mutieren zurück */

  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 */
  if (monsters) {
      for (r = regions; r; r = r->next) {
          unit *u;

          for (u = r->units; u; u = u->next) {
              if (u->faction && !is_monsters(u->faction)
                  && (u_race(u)->flags & RCF_DESERT)) {
                  if (fval(u, UFL_ISNEW))
                      continue;
                  if (rng_int() % 100 < 5) {
                      ADDMSG(&u->faction->msgs, msg_message("desertion",
                          "unit region", u, r));
                      u_setfaction(u, monsters);
                  }
              }
          }
      }
  }

  /* Chaos */
  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();
}
Exemple #17
0
void destroyfaction(faction ** fp)
{
    faction * f = *fp;
    unit *u = f->units;

    *fp = f->next;
    f->next = dead_factions;
    dead_factions = f;

    fset(f, FFL_QUIT);
    f->_alive = false;

    if (f->spellbook) {
        spellbook_clear(f->spellbook);
        free(f->spellbook);
        f->spellbook = 0;
    }

    if (f->seen_factions) {
        selist_free(f->seen_factions);
        f->seen_factions = 0;
    }

    while (u) {
        /* give away your stuff, to ghosts if you cannot (quest items) */
        if (u->items) {
            region *r = u->region;
            int result = gift_items(u, GIFT_FRIENDS | GIFT_PEASANTS);
            if (result != 0) {
                save_special_items(u);
            }
            if (r->land && !!playerrace(u_race(u))) {
                const race *rc = u_race(u);
                int m = rmoney(r);

                /* Personen gehen nur an die Bauern, wenn sie auch von dort
                    * stammen */
                if ((rc->ec_flags & ECF_REC_ETHEREAL) == 0) {
                    int p = rpeasants(u->region);
                    int h = rhorses(u->region);
                    item *itm;

                    p += (int)(u->number * rc->recruit_multi);
                    for (itm = u->items; itm; itm = itm->next) {
                        if (itm->type->flags & ITF_ANIMAL) {
                            h += itm->number;
                        }
                    }
                    rsetpeasants(r, p);
                    rsethorses(r, h);
                }
                m += get_money(u);
                rsetmoney(r, m);
            }
        }
        set_number(u, 0);
        u = u->nextF;
    }

    handle_event(f->attribs, "destroy", f);
    if (f->alliance) {
        setalliance(f, NULL);
    }

    funhash(f);

    /* units of other factions that were disguised as this faction
     * have their disguise replaced by ordinary faction hiding. */
    if (rule_stealth_other()) {
        region *rc;
        for (rc = regions; rc; rc = rc->next) {
            for (u = rc->units; u; u = u->next) {
                if (u->attribs && get_otherfaction(u) == f) {
                    a_removeall(&u->attribs, &at_otherfaction);
                    if (rule_stealth_anon()) {
                        fset(u, UFL_ANON_FACTION);
                    }
                }
            }
        }
    }
}
Exemple #18
0
void transfermen(unit * u, unit * u2, int n)
{
  const attrib *a;
  int hp = u->hp;
  region *r = u->region;

  if (n == 0)
    return;
  assert(n > 0);
  /* "hat attackiert"-status wird übergeben */

  if (u2) {
    skill *sv, *sn;
    skill_t sk;
    ship *sh;

    assert(u2->number + n > 0);

    for (sk = 0; sk != MAXSKILLS; ++sk) {
      int weeks, level = 0;

      sv = get_skill(u, sk);
      sn = get_skill(u2, sk);

      if (sv == NULL && sn == NULL)
        continue;
      if (sn == NULL && u2->number == 0) {
        /* new unit, easy to solve */
        level = sv->level;
        weeks = sv->weeks;
      } else {
        double dlevel = 0.0;

        if (sv && sv->level) {
          dlevel += (sv->level + 1 - sv->weeks / (sv->level + 1.0)) * n;
          level += sv->level * n;
        }
        if (sn && sn->level) {
          dlevel +=
            (sn->level + 1 - sn->weeks / (sn->level + 1.0)) * u2->number;
          level += sn->level * u2->number;
        }

        dlevel = dlevel / (n + u2->number);
        level = level / (n + u2->number);
        if (level <= dlevel) {
          /* apply the remaining fraction to the number of weeks to go.
           * subtract the according number of weeks, getting closer to the
           * next level */
          level = (int)dlevel;
          weeks = (level + 1) - (int)((dlevel - level) * (level + 1));
        } else {
          /* make it harder to reach the next level. 
           * weeks+level is the max difficulty, 1 - the fraction between
           * level and dlevel applied to the number of weeks between this
           * and the previous level is the added difficutly */
          level = (int)dlevel + 1;
          weeks = 1 + 2 * level - (int)((1 + dlevel - level) * level);
        }
      }
      if (level) {
        if (sn == NULL)
          sn = add_skill(u2, sk);
        sn->level = (unsigned char)level;
        sn->weeks = (unsigned char)weeks;
        assert(sn->weeks > 0 && sn->weeks <= sn->level * 2 + 1);
        assert(u2->number != 0 || (sn->level == sv->level
            && sn->weeks == sv->weeks));
      } else if (sn) {
        remove_skill(u2, sk);
        sn = NULL;
      }
    }
    a = a_find(u->attribs, &at_effect);
    while (a && a->type == &at_effect) {
      effect_data *olde = (effect_data *) a->data.v;
      if (olde->value)
        change_effect(u2, olde->type, olde->value);
      a = a->next;
    }
    sh = leftship(u);
    if (sh != NULL)
      set_leftship(u2, sh);
    u2->flags |=
      u->flags & (UFL_LONGACTION | UFL_NOTMOVING | UFL_HUNGER | UFL_MOVED |
      UFL_ENTER);
    if (u->attribs) {
      transfer_curse(u, u2, n);
    }
  }
  scale_number(u, u->number - n);
  if (u2) {
    set_number(u2, u2->number + n);
    hp -= u->hp;
    u2->hp += hp;
    /* TODO: Das ist schnarchlahm! und gehört nicht hierhin */
    a = a_find(u2->attribs, &at_effect);
    while (a && a->type == &at_effect) {
      attrib *an = a->next;
      effect_data *olde = (effect_data *) a->data.v;
      int e = get_effect(u, olde->type);
      if (e != 0)
        change_effect(u2, olde->type, -e);
      a = an;
    }
  } else if (r->land) {
    if ((u_race(u)->ec_flags & ECF_REC_ETHEREAL) == 0) {
      const race *rc = u_race(u);
      if (rc->ec_flags & ECF_REC_HORSES) {      /* Zentauren an die Pferde */
        int h = rhorses(r) + n;
        rsethorses(r, h);
      } else {
        int p = rpeasants(r);
        p += (int)(n * rc->recruit_multi);
        rsetpeasants(r, p);
      }
    }
  }
}
Exemple #19
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);
    }
}