示例#1
0
static int ShipSpeedBonus(const unit * u)
{
    int level = config_get_int("movement.shipspeed.skillbonus", 0);
    if (level > 0) {
        ship *sh = u->ship;
        int skl = effskill(u, SK_SAILING, 0);
        int minsk = (sh->type->cptskill + 1) / 2;
        return (skl - minsk) / level;
    }
    return 0;
}
示例#2
0
int crew_skill(const ship *sh) {
    int n = 0;
    unit *u;

    n = 0;

    for (u = sh->region->units; u; u = u->next) {
        if (u->ship == sh) {
            n += effskill(u, SK_SAILING, NULL) * u->number;
        }
    }
    return n;
}
示例#3
0
int lighthouse_view_distance(const building * b, const unit *u)
{
    if (b->size >= 10 && (b->flags & BLD_MAINTAINED)) {
        int maxd = lighthouse_range(b);

        if (maxd > 0 && u && skill_enabled(SK_PERCEPTION)) {
            int sk = effskill(u, SK_PERCEPTION, NULL) / 3;
            assert(u->building == b);
            if (maxd > sk) maxd = sk;
        }
        return maxd;
    }
    return 0;
}
示例#4
0
bool check_leuchtturm(region * r, faction * f)
{
    attrib *a;

    if (!fval(r->terrain, SEA_REGION)) {
        return false;
    }
    for (a = a_find(r->attribs, &at_lighthouse); a && a->type == &at_lighthouse;
        a = a->next) {
        building *b = (building *)a->data.v;

        assert(is_building_type(b->type, "lighthouse"));
        if (fval(b, BLD_MAINTAINED) && b->size >= 10) {
            int maxd = (int)log10(b->size) + 1;

            if (skill_enabled(SK_PERCEPTION) && f) {
                region *r2 = b->region;
                unit *u;
                int c = 0;
                int d = 0;

                for (u = r2->units; u; u = u->next) {
                    if (u->building == b) {
                        c += u->number;
                        if (c > buildingcapacity(b))
                            break;
                        if (u->faction == f) {
                            if (!d)
                                d = distance(r, r2);
                            if (maxd < d)
                                break;
                            if (effskill(u, SK_PERCEPTION, 0) >= d * 3)
                                return true;
                        }
                    }
                    else if (c)
                        break;              /* first unit that's no longer in the house ends the search */
                }
            }
            else {
                /* E3A rule: no perception req'd */
                return true;
            }
        }
    }

    return false;
}
示例#5
0
static bool cb_msg_teach(void *el, void *arg) {
    struct teach_data *td = (struct teach_data *)arg;
    unit *ut = (unit *)el;
    unit * u = td->u;
    skill_t sk = td->sk;
    if (ut->faction != u->faction) {
        bool feedback = alliedunit(u, ut->faction, HELP_GUARD);
        if (feedback) {
            ADDMSG(&ut->faction->msgs, msg_message("teach_teacher",
                "teacher student skill level", ut, u, sk,
                effskill(u, sk, NULL)));
        }
        ADDMSG(&u->faction->msgs, msg_message("teach_student",
            "teacher student skill", ut, u, sk));
    }
    return true;
}
示例#6
0
int lighthouse_range(const building * b, const faction * f)
{
    int d = 0;
    if (fval(b, BLD_MAINTAINED) && b->size >= 10) {
        int maxd = (int)log10(b->size) + 1;

        if (skill_enabled(SK_PERCEPTION)) {
            region *r = b->region;
            int c = 0;
            int cap = buildingcapacity(b);
            unit *u, *uown = building_owner(b);

            for (u = r->units; u; u = u->next) {
                if (u->building == b || u == uown) {
                    c += u->number;
                    if (c > cap) {
                        break;
                    }
                    else if (f == NULL || u->faction == f) {
                        int sk = effskill(u, SK_PERCEPTION, 0) / 3;
                        d = _max(d, sk);
                        d = _min(maxd, d);
                        if (d == maxd)
                            break;
                    }
                }
                else if (c)
                    break;                /* first unit that's no longer in the house ends the search */
            }
        }
        else {
            /* E3A rule: no perception req'd */
            return maxd;
        }
    }
    return d;
}
示例#7
0
int study_cmd(unit * u, order * ord)
{
    region *r = u->region;
    int p;
    int l;
    int studycost, days;
    double multi = 1.0;
    attrib *a = NULL;
    teaching_info *teach = NULL;
    int money = 0;
    skill_t sk;
    int maxalchemy = 0;
    int speed_rule = (study_rule_t)config_get_int("study.speedup", 0);
    static const race *rc_snotling;
    static int rc_cache;

    if (rc_changed(&rc_cache)) {
        rc_snotling = get_race(RC_SNOTLING);
    }

    (void)init_order(ord, u->faction->locale);
    sk = getskill(u->faction->locale);

    if (!check_student(u, ord, sk)) {
        return -1;
    }

    /* snotlings koennen Talente nur bis T8 lernen */
    if (u_race(u) == rc_snotling) {
        if (get_level(u, sk) >= 8) {
            cmistake(u, ord, 308, MSG_EVENT);
            return -1;
        }
    }

    p = studycost = study_cost(u, sk);
    a = a_find(u->attribs, &at_learning);
    if (a != NULL) {
        teach = (teaching_info *)a->data.v;
    }

    /* keine kostenpflichtigen Talente fuer Migranten. Vertraute sind
     * keine Migranten, wird in is_migrant abgefangen. Vorsicht,
     * studycost darf hier noch nicht durch Akademie erhoeht sein */
    if (studycost > 0 && !ExpensiveMigrants() && is_migrant(u)) {
        ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "error_migrants_nolearn",
            ""));
        return -1;
    }
    /* Akademie: */
    if (active_building(u, bt_find("academy"))) {
        studycost = studycost * 2;
        if (studycost < 50) studycost = 50;
    }

    if (sk == SK_MAGIC) {
        magic_t mtype;
        if (u->number > 1) {
            cmistake(u, ord, 106, MSG_MAGIC);
            return -1;
        }
        if (is_familiar(u)) {
            /* Vertraute zaehlen nicht zu den Magiern einer Partei,
             * koennen aber nur Graue Magie lernen */
            mtype = M_GRAY;
        }
        else if (!has_skill(u, SK_MAGIC)) {
            int mmax = faction_skill_limit(u->faction, SK_MAGIC);
            /* Die Einheit ist noch kein Magier */
            if (faction_count_skill(u->faction, SK_MAGIC) + u->number > mmax) {
                ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "error_max_magicians",
                    "amount", mmax));
                return -1;
            }
            mtype = getmagicskill(u->faction->locale);
            if (mtype == M_NONE || mtype == M_GRAY) {
                /* wurde kein Magiegebiet angegeben, wird davon
                 * ausgegangen, dass das normal gelernt werden soll */
                if (u->faction->magiegebiet != 0) {
                    mtype = u->faction->magiegebiet;
                }
                else {
                    /* Es wurde kein Magiegebiet angegeben und die Partei
                     * hat noch keins gewaehlt. */
                    mtype = getmagicskill(u->faction->locale);
                    if (mtype == M_NONE) {
                        cmistake(u, ord, 178, MSG_MAGIC);
                        return -1;
                    }
                }
            }
            if (mtype != u->faction->magiegebiet) {
                /* Es wurde versucht, ein anderes Magiegebiet zu lernen
                 * als das der Partei */
                if (u->faction->magiegebiet != 0) {
                    cmistake(u, ord, 179, MSG_MAGIC);
                    return -1;
                }
                else {
                    /* Lernt zum ersten mal Magie und legt damit das
                     * Magiegebiet der Partei fest */
                    u->faction->magiegebiet = mtype;
                }
            }
            create_mage(u, mtype);
        }
        else {
            /* ist schon ein Magier und kein Vertrauter */
            if (u->faction->magiegebiet == 0) {
                /* die Partei hat noch kein Magiegebiet gewaehlt. */
                mtype = getmagicskill(u->faction->locale);
                if (mtype == M_NONE) {
                    mtype = getmagicskill(u->faction->locale);
                    if (mtype == M_NONE) {
                        cmistake(u, ord, 178, MSG_MAGIC);
                        return -1;
                    }
                }
                /* Legt damit das Magiegebiet der Partei fest */
                u->faction->magiegebiet = mtype;
            }
        }
    }
    if (sk == SK_ALCHEMY) {
        maxalchemy = effskill(u, SK_ALCHEMY, NULL);
        if (!has_skill(u, SK_ALCHEMY)) {
            int amax = faction_skill_limit(u->faction, SK_ALCHEMY);
            if (faction_count_skill(u->faction, SK_ALCHEMY) + u->number > amax) {
                ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "error_max_alchemists",
                    "amount", amax));
                return -1;
            }
        }
    }
    if (studycost) {
        int cost = studycost * u->number;
        money = get_pooled(u, get_resourcetype(R_SILVER), GET_DEFAULT, cost);
        if (money > cost) money = cost;
    }
    if (money < studycost * u->number) {
        studycost = p;              /* Ohne Univertreurung */
        if (money > studycost) money = studycost;
        if (p > 0 && money < studycost * u->number) {
            cmistake(u, ord, 65, MSG_EVENT);
            multi = money / (double)(studycost * u->number);
        }
    }

    if (teach == NULL) {
        a = a_add(&u->attribs, a_new(&at_learning));
        teach = (teaching_info *)a->data.v;
        assert(teach);
        teach->teachers = NULL;
    }
    if (money > 0) {
        use_pooled(u, get_resourcetype(R_SILVER), GET_DEFAULT, money);
        ADDMSG(&u->faction->msgs, msg_message("studycost",
            "unit region cost skill", u, u->region, money, sk));
    }

    if (get_effect(u, oldpotiontype[P_WISE])) {
        l = get_effect(u, oldpotiontype[P_WISE]);
        if (l > u->number) l = u->number;
        teach->days += l * EXPERIENCEDAYS;
        change_effect(u, oldpotiontype[P_WISE], -l);
    }
    if (get_effect(u, oldpotiontype[P_FOOL])) {
        l = get_effect(u, oldpotiontype[P_FOOL]);
        if (l > u->number) l = u->number;
        teach->days -= l * STUDYDAYS;
        change_effect(u, oldpotiontype[P_FOOL], -l);
    }

    if (p != studycost) {
        /* ist_in_gebaeude(r, u, BT_UNIVERSITAET) == 1) { */
        /* p ist Kosten ohne Uni, studycost mit; wenn
         * p!=studycost, ist die Einheit zwangsweise
         * in einer Uni */
        teach->days += u->number * EXPERIENCEDAYS;
    }

    if (is_cursed(r->attribs, &ct_badlearn)) {
        teach->days -= u->number * EXPERIENCEDAYS;
    }

    multi *= study_speedup(u, sk, speed_rule);
    days = study_days(u, sk);
    days = (int)((days + teach->days) * multi);

    /* the artacademy currently improves the learning of entertainment
       of all units in the region, to be able to make it cumulative with
       with an academy */

    if (sk == SK_ENTERTAINMENT
        && buildingtype_exists(r, bt_find("artacademy"), false)) {
        days *= 2;
    }

    learn_skill(u, sk, days);
    if (a != NULL) {
        if (teach->teachers) {
            msg_teachers(teach->teachers, u, sk);
        }
        a_remove(&u->attribs, a);
        a = NULL;
    }
    u->flags |= (UFL_LONGACTION | UFL_NOTMOVING);

    /* Anzeigen neuer Traenke */
    /* Spruchlistenaktualiesierung ist in Regeneration */

    if (sk == SK_ALCHEMY) {
        faction *f = u->faction;
        int skill = effskill(u, SK_ALCHEMY, NULL);
        if (skill > maxalchemy) {
            show_potions(f, skill);
        }
    }
    init_order(NULL, NULL);
    return 0;
}
示例#8
0
int teach_cmd(unit * teacher, struct order *ord)
{
    plane *pl;
    region *r = teacher->region;
    skill_t sk_academy = NOSKILL;
    int teaching, i, j, count, academy_students = 0;

    if (r->attribs) {
        if (get_curse(r->attribs, &ct_gbdream)) {
            ADDMSG(&teacher->faction->msgs,
                msg_feedback(teacher, ord, "gbdream_noteach", ""));
            return 0;
        }
    }
    if ((u_race(teacher)->flags & RCF_NOTEACH) || fval(teacher, UFL_WERE)) {
        cmistake(teacher, ord, 274, MSG_EVENT);
        return 0;
    }

    pl = rplane(r);
    if (pl && fval(pl, PFL_NOTEACH)) {
        cmistake(teacher, ord, 273, MSG_EVENT);
        return 0;
    }

    teaching = teacher->number  * TEACHNUMBER;

    if ((i = get_effect(teacher, oldpotiontype[P_FOOL])) > 0) { /* Trank "Dumpfbackenbrot" */
        if (i > teaching) i = teaching;
        /* Trank wirkt pro Schueler, nicht pro Lehrer */
        teaching -= i;
        change_effect(teacher, oldpotiontype[P_FOOL], -i);
        j = teaching;
        ADDMSG(&teacher->faction->msgs, msg_message("teachdumb", "teacher amount", teacher, j));
    }
    if (teaching <= 0)
        return 0;

    count = 0;

    init_order_depr(ord);

#if TEACH_ALL
    if (getparam(teacher->faction->locale) == P_ANY) {
        skill_t sk;
        unit *scholar;
        skill_t teachskill[MAXSKILLS];
        int t = 0;

        do {
            sk = getskill(teacher->faction->locale);
            teachskill[t] = getskill(teacher->faction->locale);
        } while (sk != NOSKILL);

        for (scholar = r->units; teaching > 0 && scholar; scholar = scholar->next) {
            if (LongHunger(scholar)) {
                continue;
            }
            else if (scholar->faction == teacher->faction) {
                if (getkeyword(scholar->thisorder) == K_STUDY) {
                    /* Input ist nun von student->thisorder !! */
                    init_order(scholar->thisorder, scholar->faction->locale);
                    sk = getskill(scholar->faction->locale);
                    if (sk != NOSKILL && teachskill[0] != NOSKILL) {
                        for (t = 0; teachskill[t] != NOSKILL; ++t) {
                            if (sk == teachskill[t]) {
                                break;
                            }
                        }
                        sk = teachskill[t];
                    }
                    if (sk != NOSKILL
                        && effskill_study(teacher, sk) - TEACHDIFFERENCE > effskill_study(scholar, sk)) {
                        teaching -= teach_unit(teacher, scholar, teaching, sk, true, &academy_students);
                    }
                }
            }
#ifdef TEACH_FRIENDS
            else if (alliedunit(teacher, scholar->faction, HELP_GUARD)) {
                if (getkeyword(scholar->thisorder) == K_STUDY) {
                    /* Input ist nun von student->thisorder !! */
                    init_order(scholar->thisorder, scholar->faction->locale);
                    sk = getskill(scholar->faction->locale);
                    if (sk != NOSKILL
                        && effskill_study(teacher, sk) - TEACHDIFFERENCE >= effskill(scholar, sk, NULL)) {
                        teaching -= teach_unit(teacher, scholar, teaching, sk, true, &academy_students);
                    }
                }
            }
#endif
        }
    }
    else
#endif
    {
        char zOrder[4096];
        size_t sz = sizeof(zOrder);
        order *new_order;

        zOrder[0] = '\0';
        init_order_depr(ord);

        while (!parser_end()) {
            skill_t sk;
            unit *scholar;
            bool feedback;

            getunit(r, teacher->faction, &scholar);
            ++count;

            /* Falls die Unit nicht gefunden wird, Fehler melden */

            if (!scholar) {
                char tbuf[20];
                const char *uid;
                const char *token;
                /* Finde den string, der den Fehler verursacht hat */
                parser_pushstate();
                init_order_depr(ord);

                for (j = 0; j != count - 1; ++j) {
                    /* skip over the first 'count' units */
                    getunit(r, teacher->faction, NULL);
                }

                token = getstrtoken();

                /* Beginne die Fehlermeldung */
                if (isparam(token, teacher->faction->locale, P_TEMP)) {
                    token = getstrtoken();
                    sprintf(tbuf, "%s %s", LOC(teacher->faction->locale,
                        parameters[P_TEMP]), token);
                    uid = tbuf;
                }
                else {
                    uid = token;
                }
                ADDMSG(&teacher->faction->msgs, msg_feedback(teacher, ord, "unitnotfound_id",
                    "id", uid));

                parser_popstate();
                continue;
            }

            feedback = teacher->faction == scholar->faction
                || alliedunit(scholar, teacher->faction, HELP_GUARD);

            /* Neuen Befehl zusammenbauen. TEMP-Einheiten werden automatisch in
             * ihre neuen Nummern uebersetzt. */
            if (zOrder[0]) {
                strncat(zOrder, " ", sz - 1);
                --sz;
            }
            sz -= str_strlcpy(zOrder + 4096 - sz, itoa36(scholar->no), sz);

            if (getkeyword(scholar->thisorder) != K_STUDY) {
                ADDMSG(&teacher->faction->msgs,
                    msg_feedback(teacher, ord, "teach_nolearn", "student", scholar));
                continue;
            }

            /* Input ist nun von student->thisorder !! */
            parser_pushstate();
            init_order(scholar->thisorder, scholar->faction->locale);
            sk = getskill(scholar->faction->locale);
            parser_popstate();

            if (sk == NOSKILL) {
                ADDMSG(&teacher->faction->msgs,
                    msg_feedback(teacher, ord, "teach_nolearn", "student", scholar));
                continue;
            }

            if (effskill_study(scholar, sk) > effskill_study(teacher, sk)
                - TEACHDIFFERENCE) {
                if (feedback) {
                    ADDMSG(&teacher->faction->msgs, msg_feedback(teacher, ord, "teach_asgood",
                        "student", scholar));
                }
                continue;
            }
            if (sk == SK_MAGIC) {
                /* ist der Magier schon spezialisiert, so versteht er nur noch
                 * Lehrer seines Gebietes */
                magic_t mage2 = unit_get_magic(scholar);
                if (mage2 != M_GRAY) {
                    magic_t mage1 = unit_get_magic(teacher);
                    if (mage1 != mage2) {
                        if (feedback) {
                            ADDMSG(&teacher->faction->msgs, msg_feedback(teacher, ord,
                                "error_different_magic", "target", scholar));
                        }
                        continue;
                    }
                }
            }
            sk_academy = sk;
            teaching -= teach_unit(teacher, scholar, teaching, sk, false, &academy_students);
        }
        new_order = create_order(K_TEACH, teacher->faction->locale, "%s", zOrder);
        replace_order(&teacher->orders, ord, new_order);
        free_order(new_order);      /* parse_order & set_order have each increased the refcount */
    }
    if (academy_students > 0 && sk_academy!=NOSKILL) {
        academy_teaching_bonus(teacher, sk_academy, academy_students);
    }
    init_order_depr(NULL);
    return 0;
}
示例#9
0
void plan_monsters(faction * f)
{
    region *r;
    
    assert(f);
    attack_chance = get_param_flt(global.parameters, "rules.monsters.attack_chance", 0.4);
    f->lastorders = turn;

    for (r = regions; r; r = r->next) {
        unit *u;
        bool attacking = false;

        for (u = r->units; u; u = u->next) {
            attrib *ta;
            order *long_order = NULL;

            /* Ab hier nur noch Befehle für NPC-Einheiten. */
            if (!is_monsters(u->faction))
                continue;

            /* Befehle müssen jede Runde neu gegeben werden: */
            free_orders(&u->orders);
            if (skill_enabled(SK_PERCEPTION)) {
                /* Monster bekommen jede Runde ein paar Tage Wahrnehmung dazu */
                /* TODO: this only works for playerrace */
                produceexp(u, SK_PERCEPTION, u->number);
            }

            if (!attacking) {
                if (chance(attack_chance)) attacking = true;
            }
            if (u->status > ST_BEHIND) {
                setstatus(u, ST_FIGHT);
                /* all monsters fight */
            }
            if (attacking && (!r->land || is_guard(u, GUARD_TAX))) {
                monster_attacks(u);
            }
            /* units with a plan to kill get ATTACK orders: */
            ta = a_find(u->attribs, &at_hate);
            if (ta && !monster_is_waiting(u)) {
                unit *tu = (unit *)ta->data.v;
                if (tu && tu->region == r) {
                    order * ord = monster_attack(u, tu);
                    if (ord) {
                        addlist(&u->orders, ord);
                    }
                }
                else if (tu) {
                    tu = findunitg(ta->data.i, NULL);
                    if (tu != NULL) {
                        long_order = make_movement_order(u, tu->region, 2, allowed_walk);
                    }
                }
                else
                    a_remove(&u->attribs, ta);
            }

            /* All monsters guard the region: */
            if (!monster_is_waiting(u) && r->land) {
                addlist(&u->orders, create_order(K_GUARD, u->faction->locale, NULL));
            }

            /* Einheiten mit Bewegungsplan kriegen ein NACH: */
            if (long_order == NULL) {
                attrib *ta = a_find(u->attribs, &at_targetregion);
                if (ta) {
                    if (u->region == (region *)ta->data.v) {
                        a_remove(&u->attribs, ta);
                    }
                }
                else if (u_race(u)->flags & RCF_MOVERANDOM) {
                    if (rng_int() % 100 < MOVECHANCE || check_overpopulated(u)) {
                        long_order = monster_move(r, u);
                    }
                }
            }

            if (long_order == NULL && unit_can_study(u)) {
                /* Einheiten, die Waffenlosen Kampf lernen könnten, lernen es um
                 * zu bewachen: */
                if (u_race(u)->bonus[SK_WEAPONLESS] != -99) {
                    if (effskill(u, SK_WEAPONLESS, 0) < 1) {
                        long_order =
                            create_order(K_STUDY, f->locale, "'%s'",
                            skillname(SK_WEAPONLESS, f->locale));
                    }
                }
            }

            if (long_order == NULL) {
                /* Ab hier noch nicht generalisierte Spezialbehandlungen. */

                if (!u->orders) {
                    handle_event(u->attribs, "ai_move", u);
                }

                switch (old_race(u_race(u))) {
                case RC_SEASERPENT:
                    long_order = create_order(K_PIRACY, f->locale, NULL);
                    break;
#ifdef TODO_ALP
                case RC_ALP:
                    long_order = monster_seeks_target(r, u);
                    break;
#endif
                case RC_FIREDRAGON:
                case RC_DRAGON:
                case RC_WYRM:
                    long_order = plan_dragon(u);
                    break;
                default:
                    if (u_race(u)->flags & RCF_LEARN) {
                        long_order = monster_learn(u);
                    }
                    break;
                }
            }
            if (long_order) {
                addlist(&u->orders, long_order);
            }
        }
    }
    pathfinder_cleanup();
}
示例#10
0
static void get_allies(region * r, unit * u)
{
    unit *newunit = NULL;
    const char *name;
    const char *equip;
    int number;
    message *msg;

    assert(u->number);

    switch (rterrain(r)) {
    case T_PLAIN:
        if (!r_isforest(r)) {
            if (get_money(u) / u->number < 100 + rng_int() % 200)
                return;
            name = "random_plain_men";
            equip = "random_plain";
            number = rng_int() % 8 + 2;
            break;
        }
        else {
            if (effskill(u, SK_LONGBOW, r) < 3
                && effskill(u, SK_HERBALISM, r) < 2
                && effskill(u, SK_MAGIC, r) < 2) {
                return;
            }
            name = "random_forest_men";
            equip = "random_forest";
            number = rng_int() % 6 + 2;
        }
        break;

    case T_SWAMP:
        if (effskill(u, SK_MELEE, r) <= 1) {
            return;
        }
        name = "random_swamp_men";
        equip = "random_swamp";
        number = rng_int() % 6 + 2;
        break;

    case T_DESERT:
        if (effskill(u, SK_RIDING, r) <= 2) {
            return;
        }
        name = "random_desert_men";
        equip = "random_desert";
        number = rng_int() % 12 + 2;
        break;

    case T_HIGHLAND:
        if (effskill(u, SK_MELEE, r) <= 1) {
            return;
        }
        name = "random_highland_men";
        equip = "random_highland";
        number = rng_int() % 8 + 2;
        break;

    case T_MOUNTAIN:
        if (effskill(u, SK_MELEE, r) <= 1 || effskill(u, SK_TRADE, r) <= 2) {
            return;
        }
        name = "random_mountain_men";
        equip = "random_mountain";
        number = rng_int() % 6 + 2;
        break;

    case T_GLACIER:
        if (effskill(u, SK_MELEE, r) <= 1 || effskill(u, SK_TRADE, r) <= 1) {
            return;
        }
        name = "random_glacier_men";
        equip = "random_glacier";
        number = rng_int() % 4 + 2;
        break;

    default:
        return;
    }

    newunit =
        create_unit(r, u->faction, number, u->faction->race, 0,
        LOC(u->faction->locale, name), u);
    equip_unit(newunit, get_equipment(equip));

    u_setfaction(newunit, u->faction);
    set_racename(&newunit->attribs, get_racename(u->attribs));
    if (u_race(u)->flags & RCF_SHAPESHIFT) {
        newunit->irace = u->irace;
    }
    if (fval(u, UFL_ANON_FACTION))
        fset(newunit, UFL_ANON_FACTION);
    fset(newunit, UFL_ISNEW);

    msg = msg_message("encounter_allies", "unit name", u, name);
    r_addmessage(r, u->faction, msg);
    msg_release(msg);
}
示例#11
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(1, sizeof(struct language));
            plang->next = s->languages;
            s->languages = plang;
            plang->locale = lang;
        }
        ++plang->number;
        if (f->units) {
            s->factions++;
            /* Problem mit Monsterpartei ... */
            if (!is_monsters(f)) {
                int rc = old_race(f->race);
                if (rc >= 0) {
                    s->factionrace[rc]++;
                }
            }
        }
    }

    /* 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 (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);

            for (u = r->units; u; u = u->next) {
                int orace;
                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 = effskill(u, sk, r);
                        if (aktskill > s->maxskill)
                            s->maxskill = aktskill;
                    }
                }

                orace = (int)old_race(u_race(u));
                if (orace >= 0) {
                    s->poprace[orace] += u->number;
                }
            }
        }
    }

    return s;
}
示例#12
0
文件: build.c 项目: Xolgrim/server
/** Use up resources for building an object.
* Build up to 'size' points of 'type', where 'completed'
* of the first object have already been finished. return the
* actual size that could be built.
*/
int build(unit * u, const construction * ctype, int completed, int want)
{
    const construction *type = ctype;
    int skills = INT_MAX;         /* number of skill points remainig */
    int basesk = 0;
    int made = 0;

    if (want <= 0)
        return 0;
    if (type == NULL)
        return ENOMATERIALS;
    if (type->improvement == NULL && completed == type->maxsize)
        return ECOMPLETE;
    if (type->btype != NULL) {
        building *b;
        if (!u->building || u->building->type != type->btype) {
            return EBUILDINGREQ;
        }
        b = inside_building(u);
        if (b == NULL)
            return EBUILDINGREQ;
    }

    if (type->skill != NOSKILL) {
        int effsk;
        int dm = get_effect(u, oldpotiontype[P_DOMORE]);

        assert(u->number);
        basesk = effskill(u, type->skill);
        if (basesk == 0)
            return ENEEDSKILL;

        effsk = basesk;
        if (inside_building(u)) {
            effsk = skillmod(u->building->type->attribs, u, u->region, type->skill,
                effsk, SMF_PRODUCTION);
        }
        effsk = skillmod(type->attribs, u, u->region, type->skill,
            effsk, SMF_PRODUCTION);
        if (effsk < 0)
            return effsk;             /* pass errors to caller */
        if (effsk == 0)
            return ENEEDSKILL;

        skills = effsk * u->number;

        /* technically, nimblefinge and domore should be in a global set of
         * "game"-attributes, (as at_skillmod) but for a while, we're leaving
         * them in here. */

        if (dm != 0) {
            /* Auswirkung Schaffenstrunk */
            dm = _min(dm, u->number);
            change_effect(u, oldpotiontype[P_DOMORE], -dm);
            skills += dm * effsk;
        }
    }
    for (; want > 0 && skills > 0;) {
        int c, n;

        /* skip over everything that's already been done:
         * type->improvement==NULL means no more improvements, but no size limits
         * type->improvement==type means build another object of the same time
         * while material lasts type->improvement==x means build x when type
         * is finished */
        while (type->improvement != NULL &&
            type->improvement != type &&
            type->maxsize > 0 && type->maxsize <= completed) {
            completed -= type->maxsize;
            type = type->improvement;
        }
        if (type == NULL) {
            if (made == 0)
                return ECOMPLETE;
            break;                    /* completed */
        }

        /*  Hier ist entweder maxsize == -1, oder completed < maxsize.
         *  Andernfalls ist das Datenfile oder sonstwas kaputt...
         *  (enno): Nein, das ist für Dinge, bei denen die nächste Ausbaustufe
         *  die gleiche wie die vorherige ist. z.b. gegenstände.
         */
        if (type->maxsize > 1) {
            completed = completed % type->maxsize;
        }
        else {
            completed = 0;
            assert(type->reqsize >= 1);
        }

        if (basesk < type->minskill) {
            if (made == 0)
                return ELOWSKILL;       /* not good enough to go on */
        }

        /* n = maximum buildable size */
        if (type->minskill > 1) {
            n = skills / type->minskill;
        }
        else {
            n = skills;
        }
        /* Flinkfingerring wirkt nicht auf Mengenbegrenzte (magische)
         * Talente */
        if (skill_limit(u->faction, type->skill) == INT_MAX) {
            const resource_type *ring = get_resourcetype(R_RING_OF_NIMBLEFINGER);
            item *itm = ring ? *i_find(&u->items, ring->itype) : 0;
            int i = itm ? itm->number : 0;
            if (i > 0) {
                int rings = _min(u->number, i);
                n = n * ((roqf_factor() - 1) * rings + u->number) / u->number;
            }
        }

        if (want < n) n = want;

        if (type->maxsize > 0) {
            n = _min(type->maxsize - completed, n);
            if (type->improvement == NULL) {
                want = n;
            }
        }

        if (type->materials)
            for (c = 0; n > 0 && type->materials[c].number; c++) {
                const struct resource_type *rtype = type->materials[c].rtype;
                int need, prebuilt;
                int canuse = get_pooled(u, rtype, GET_DEFAULT, INT_MAX);

                if (inside_building(u)) {
                    canuse = matmod(u->building->type->attribs, u, rtype, canuse);
                }

                if (canuse < 0)
                    return canuse;        /* pass errors to caller */
                canuse = matmod(type->attribs, u, rtype, canuse);
                if (type->reqsize > 1) {
                    prebuilt =
                        required(completed, type->reqsize, type->materials[c].number);
                    for (; n;) {
                        need =
                            required(completed + n, type->reqsize, type->materials[c].number);
                        if (need - prebuilt <= canuse)
                            break;
                        --n;                /* TODO: optimieren? */
                    }
                }
                else {
                    int maxn = canuse / type->materials[c].number;
                    if (maxn < n)
                        n = maxn;
                }
            }
        if (n <= 0) {
            if (made == 0)
                return ENOMATERIALS;
            else
                break;
        }
        if (type->materials)
            for (c = 0; type->materials[c].number; c++) {
                const struct resource_type *rtype = type->materials[c].rtype;
                int prebuilt =
                    required(completed, type->reqsize, type->materials[c].number);
                int need =
                    required(completed + n, type->reqsize, type->materials[c].number);
                int multi = 1;
                int canuse = 100;       /* normalization */
                if (inside_building(u))
                    canuse = matmod(u->building->type->attribs, u, rtype, canuse);
                if (canuse < 0)
                    return canuse;        /* pass errors to caller */
                canuse = matmod(type->attribs, u, rtype, canuse);

                assert(canuse % 100 == 0
                    || !"only constant multipliers are implemented in build()");
                multi = canuse / 100;
                if (canuse < 0)
                    return canuse;        /* pass errors to caller */

                use_pooled(u, rtype, GET_DEFAULT,
                    (need - prebuilt + multi - 1) / multi);
            }
        made += n;
        skills -= n * type->minskill;
        want -= n;
        completed = completed + n;
    }
    /* Nur soviel PRODUCEEXP wie auch tatsaechlich gemacht wurde */
    produceexp(u, ctype->skill, _min(made, u->number));

    return made;
}
示例#13
0
文件: study.c 项目: Xolgrim/server
int learn_cmd(unit * u, order * ord)
{
    region *r = u->region;
    int p;
    magic_t mtyp;
    int l;
    int studycost, days;
    double multi = 1.0;
    attrib *a = NULL;
    teaching_info *teach = NULL;
    int money = 0;
    skill_t sk;
    int maxalchemy = 0;
    int speed_rule = (study_rule_t)get_param_int(global.parameters, "study.speedup", 0);
    static int learn_newskills = -1;
    if (learn_newskills < 0) {
        const char *str = get_param(global.parameters, "study.newskills");
        if (str && strcmp(str, "false") == 0)
            learn_newskills = 0;
        else
            learn_newskills = 1;
    }
    if (!unit_can_study(u)) {
        ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "error_race_nolearn", "race",
            u_race(u)));
        return 0;
    }

    init_order(ord);
    sk = getskill(u->faction->locale);

    if (sk < 0) {
        cmistake(u, ord, 77, MSG_EVENT);
        return 0;
    }
    if (SkillCap(sk) && SkillCap(sk) <= effskill(u, sk)) {
        cmistake(u, ord, 771, MSG_EVENT);
        return 0;
    }
    /* Hack: Talente mit Malus -99 koennen nicht gelernt werden */
    if (u_race(u)->bonus[sk] == -99) {
        cmistake(u, ord, 771, MSG_EVENT);
        return 0;
    }
    if (learn_newskills == 0) {
        skill *sv = unit_skill(u, sk);
        if (sv == NULL) {
            /* we can only learn skills we already have */
            cmistake(u, ord, 771, MSG_EVENT);
            return 0;
        }
    }

    /* snotlings koennen Talente nur bis T8 lernen */
    if (u_race(u) == get_race(RC_SNOTLING)) {
        if (get_level(u, sk) >= 8) {
            cmistake(u, ord, 308, MSG_EVENT);
            return 0;
        }
    }

    p = studycost = study_cost(u, sk);
    a = a_find(u->attribs, &at_learning);
    if (a != NULL) {
        teach = (teaching_info *)a->data.v;
    }

    /* keine kostenpflichtigen Talente fuer Migranten. Vertraute sind
     * keine Migranten, wird in is_migrant abgefangen. Vorsicht,
     * studycost darf hier noch nicht durch Akademie erhoeht sein */
    if (studycost > 0 && !ExpensiveMigrants() && is_migrant(u)) {
        ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "error_migrants_nolearn",
            ""));
        return 0;
    }
    /* Akademie: */
  {
      struct building *b = inside_building(u);
      const struct building_type *btype = b ? b->type : NULL;

      if (btype && btype == bt_find("academy")) {
          studycost = _max(50, studycost * 2);
      }
  }

  if (sk == SK_MAGIC) {
      if (u->number > 1) {
          cmistake(u, ord, 106, MSG_MAGIC);
          return 0;
      }
      if (is_familiar(u)) {
          /* Vertraute zaehlen nicht zu den Magiern einer Partei,
           * koennen aber nur Graue Magie lernen */
          mtyp = M_GRAY;
          if (!is_mage(u))
              create_mage(u, mtyp);
      }
      else if (!has_skill(u, SK_MAGIC)) {
          int mmax = skill_limit(u->faction, SK_MAGIC);
          /* Die Einheit ist noch kein Magier */
          if (count_skill(u->faction, SK_MAGIC) + u->number > mmax) {
              ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "error_max_magicians",
                  "amount", mmax));
              return 0;
          }
          mtyp = getmagicskill(u->faction->locale);
          if (mtyp == M_NONE || mtyp == M_GRAY) {
              /* wurde kein Magiegebiet angegeben, wird davon
               * ausgegangen, dass das normal gelernt werden soll */
              if (u->faction->magiegebiet != 0) {
                  mtyp = u->faction->magiegebiet;
              }
              else {
                  /* Es wurde kein Magiegebiet angegeben und die Partei
                   * hat noch keins gewaehlt. */
                  mtyp = getmagicskill(u->faction->locale);
                  if (mtyp == M_NONE) {
                      cmistake(u, ord, 178, MSG_MAGIC);
                      return 0;
                  }
              }
          }
          if (mtyp != u->faction->magiegebiet) {
              /* Es wurde versucht, ein anderes Magiegebiet zu lernen
               * als das der Partei */
              if (u->faction->magiegebiet != 0) {
                  cmistake(u, ord, 179, MSG_MAGIC);
                  return 0;
              }
              else {
                  /* Lernt zum ersten mal Magie und legt damit das
                   * Magiegebiet der Partei fest */
                  u->faction->magiegebiet = mtyp;
              }
          }
          if (!is_mage(u))
              create_mage(u, mtyp);
      }
      else {
          /* ist schon ein Magier und kein Vertrauter */
          if (u->faction->magiegebiet == 0) {
              /* die Partei hat noch kein Magiegebiet gewaehlt. */
              mtyp = getmagicskill(u->faction->locale);
              if (mtyp == M_NONE) {
                  mtyp = getmagicskill(u->faction->locale);
                  if (mtyp == M_NONE) {
                      cmistake(u, ord, 178, MSG_MAGIC);
                      return 0;
                  }
              }
              /* Legt damit das Magiegebiet der Partei fest */
              u->faction->magiegebiet = mtyp;
          }
      }
  }
  if (sk == SK_ALCHEMY) {
      maxalchemy = eff_skill(u, SK_ALCHEMY, r);
      if (!has_skill(u, SK_ALCHEMY)) {
          int amax = skill_limit(u->faction, SK_ALCHEMY);
          if (count_skill(u->faction, SK_ALCHEMY) + u->number > amax) {
              ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "error_max_alchemists",
                  "amount", amax));
              return 0;
          }
      }
  }
  if (studycost) {
      int cost = studycost * u->number;
      money = get_pooled(u, get_resourcetype(R_SILVER), GET_DEFAULT, cost);
      money = _min(money, cost);
  }
  if (money < studycost * u->number) {
      studycost = p;              /* Ohne Univertreurung */
      money = _min(money, studycost);
      if (p > 0 && money < studycost * u->number) {
          cmistake(u, ord, 65, MSG_EVENT);
          multi = money / (double)(studycost * u->number);
      }
  }

  if (teach == NULL) {
      a = a_add(&u->attribs, a_new(&at_learning));
      teach = (teaching_info *)a->data.v;
      teach->teachers[0] = 0;
  }
  if (money > 0) {
      use_pooled(u, get_resourcetype(R_SILVER), GET_DEFAULT, money);
      ADDMSG(&u->faction->msgs, msg_message("studycost",
          "unit region cost skill", u, u->region, money, sk));
  }

  if (get_effect(u, oldpotiontype[P_WISE])) {
      l = _min(u->number, get_effect(u, oldpotiontype[P_WISE]));
      teach->value += l * 10;
      change_effect(u, oldpotiontype[P_WISE], -l);
  }
  if (get_effect(u, oldpotiontype[P_FOOL])) {
      l = _min(u->number, get_effect(u, oldpotiontype[P_FOOL]));
      teach->value -= l * 30;
      change_effect(u, oldpotiontype[P_FOOL], -l);
  }

  if (p != studycost) {
      /* ist_in_gebaeude(r, u, BT_UNIVERSITAET) == 1) { */
      /* p ist Kosten ohne Uni, studycost mit; wenn
       * p!=studycost, ist die Einheit zwangsweise
       * in einer Uni */
      teach->value += u->number * 10;
  }

  if (is_cursed(r->attribs, C_BADLEARN, 0)) {
      teach->value -= u->number * 10;
  }

  multi *= study_speedup(u, sk, speed_rule);
  days = study_days(u, sk);
  days = (int)((days + teach->value) * multi);

  /* the artacademy currently improves the learning of entertainment
     of all units in the region, to be able to make it cumulative with
     with an academy */

  if (sk == SK_ENTERTAINMENT
      && buildingtype_exists(r, bt_find("artacademy"), false)) {
      days *= 2;
  }

  if (fval(u, UFL_HUNGER))
      days /= 2;

  while (days) {
      if (days >= u->number * 30) {
          learn_skill(u, sk, 1.0);
          days -= u->number * 30;
      }
      else {
          double chance = (double)days / u->number / 30;
          learn_skill(u, sk, chance);
          days = 0;
      }
  }
  if (a != NULL) {
      if (teach != NULL) {
          int index = 0;
          while (teach->teachers[index] && index != MAXTEACHERS) {
              unit *teacher = teach->teachers[index++];
              if (teacher->faction != u->faction) {
                  bool feedback = alliedunit(u, teacher->faction, HELP_GUARD);
                  if (feedback) {
                      ADDMSG(&teacher->faction->msgs, msg_message("teach_teacher",
                          "teacher student skill level", teacher, u, sk,
                          effskill(u, sk)));
                  }
                  ADDMSG(&u->faction->msgs, msg_message("teach_student",
                      "teacher student skill", teacher, u, sk));
              }
          }
      }
      a_remove(&u->attribs, a);
      a = NULL;
  }
  fset(u, UFL_LONGACTION | UFL_NOTMOVING);

  /* Anzeigen neuer Traenke */
  /* Spruchlistenaktualiesierung ist in Regeneration */

  if (sk == SK_ALCHEMY) {
      const potion_type *ptype;
      faction *f = u->faction;
      int skill = eff_skill(u, SK_ALCHEMY, r);
      if (skill > maxalchemy) {
          for (ptype = potiontypes; ptype; ptype = ptype->next) {
              if (skill == ptype->level * 2) {
                  attrib *a = a_find(f->attribs, &at_showitem);
                  while (a && a->type == &at_showitem && a->data.v != ptype)
                      a = a->next;
                  if (a == NULL || a->type != &at_showitem) {
                      a = a_add(&f->attribs, a_new(&at_showitem));
                      a->data.v = (void *)ptype->itype;
                  }
              }
          }
      }
  }
  else if (sk == SK_MAGIC) {
      sc_mage *mage = get_mage(u);
      if (!mage) {
          mage = create_mage(u, u->faction->magiegebiet);
      }
  }

  return 0;
}