static void help_feed(unit * donor, unit * u, int *need_p) { int need = *need_p; int give = get_money(donor) - lifestyle(donor); give = _min(need, give); if (give > 0) { change_money(donor, -give); change_money(u, give); need -= give; add_spende(donor->faction, u->faction, give, donor->region); } *need_p = need; }
static void recruit_dracoids(unit * dragon, int size) { faction *f = dragon->faction; region *r = dragon->region; const struct item *weapon = NULL; order *new_order = NULL; unit *un = create_unit(r, f, size, get_race(RC_DRACOID), 0, NULL, NULL); fset(un, UFL_ISNEW | UFL_MOVED); name_unit(un); change_money(dragon, -un->number * 50); equip_unit(un, get_equipment("recruited_dracoid")); setstatus(un, ST_FIGHT); for (weapon = un->items; weapon; weapon = weapon->next) { const weapon_type *wtype = weapon->type->rtype->wtype; if (wtype && (wtype->flags & WTF_MISSILE)) { setstatus(un, ST_BEHIND); } new_order = create_order(K_STUDY, f->locale, "'%s'", skillname(weapon->type->rtype->wtype->skill, f->locale)); } if (new_order != NULL) { addlist(&un->orders, new_order); } }
static int enter_arena(unit * u, const item_type * itype, int amount, order * ord) { skill_t sk; region *r = u->region; unit *u2; int fee = u->faction->score / 5; unused(ord); unused(amount); unused(itype); if (fee > 2000) fee = 2000; if (getplane(r) == arena) return -1; if (u->number != 1 && enter_fail(u)) return -1; if (get_pooled(u, oldresourcetype[R_SILVER], GET_DEFAULT, fee) < fee && enter_fail(u)) return -1; for (sk = 0; sk != MAXSKILLS; ++sk) { if (get_level(u, sk) > 1 && enter_fail(u)) return -1; } for (u2 = r->units; u2; u2 = u2->next) if (u2->faction == u->faction) break; assert(!"not implemented"); /* for (res=0;res!=MAXRESOURCES;++res) if (res!=R_SILVER && res!=R_ARENA_GATE && (is_item(res) || is_herb(res) || is_potion(res))) { int x = get_resource(u, res); if (x) { if (u2) { change_resource(u2, res, x); change_resource(u, res, -x); } else if (enter_fail(u)) return -1; } } */ if (get_money(u) > fee) { if (u2) change_money(u2, get_money(u) - fee); else if (enter_fail(u)) return -1; } ADDMSG(&u->faction->msgs, msg_message("arena_enter_fail", "region unit", u->region, u)); use_pooled(u, itype->rtype, GET_SLACK | GET_RESERVE, 1); use_pooled(u, oldresourcetype[R_SILVER], GET_DEFAULT, fee); set_money(u, 109); fset(u, UFL_ANON_FACTION); move_unit(u, start_region[rng_int() % 6], NULL); return 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); } }