/* 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; }
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; }
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; }
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); }
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); } }
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); } }