示例#1
0
文件: faction.c 项目: eressea/server
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);
                    }
                }
            }
        }
    }
}
示例#2
0
文件: unit.c 项目: UweKopf/server
/** creates a new unit.
*
* @param dname: name, set to NULL to get a default.
* @param creator: unit to inherit stealth, group, building, ship, etc. from
*/
unit *create_unit(region * r, faction * f, int number, const struct race *urace,
  int id, const char *dname, unit * creator)
{
  unit *u = (unit *)calloc(1, sizeof(unit));

  assert(urace);
  if (f) {
    assert(f->alive);
    u_setfaction(u, f);

    if (f->locale) {
      order *deford = default_order(f->locale);
      if (deford) {
        set_order(&u->thisorder, NULL);
        addlist(&u->orders, deford);
      }
    }
  }
  u_seteffstealth(u, -1);
  u_setrace(u, urace);
  u->irace = NULL;

  set_number(u, number);

  /* die nummer der neuen einheit muss vor name_unit generiert werden,
   * da der default name immer noch 'Nummer u->no' ist */
  createunitid(u, id);

  /* zuerst in die Region setzen, da zb Drachennamen den Regionsnamen
   * enthalten */
  if (r)
    move_unit(u, r, NULL);

  /* u->race muss bereits gesetzt sein, wird für default-hp gebraucht */
  /* u->region auch */
  u->hp = unit_max_hp(u) * number;

  if (!dname) {
    name_unit(u);
  } else {
    u->name = _strdup(dname);
  }

  if (creator) {
    attrib *a;

    /* erbt Kampfstatus */
    setstatus(u, creator->status);

    /* erbt Gebäude/Schiff */
    if (creator->region == r) {
      if (creator->building) {
        u_set_building(u, creator->building);
      }
      if (creator->ship && fval(u_race(u), RCF_CANSAIL)) {
        u_set_ship(u, creator->ship);
      }
    }

    /* Tarnlimit wird vererbt */
    if (fval(creator, UFL_STEALTH)) {
      attrib *a = a_find(creator->attribs, &at_stealth);
      if (a) {
        int stealth = a->data.i;
        a = a_add(&u->attribs, a_new(&at_stealth));
        a->data.i = stealth;
      }
    }

    /* Temps von parteigetarnten Einheiten sind wieder parteigetarnt */
    if (fval(creator, UFL_ANON_FACTION)) {
      fset(u, UFL_ANON_FACTION);
    }
    /* Daemonentarnung */
    set_racename(&u->attribs, get_racename(creator->attribs));
    if (fval(u_race(u), RCF_SHAPESHIFT) && fval(u_race(creator), RCF_SHAPESHIFT)) {
      u->irace = creator->irace;
    }

    /* Gruppen */
    if (creator->faction == f && fval(creator, UFL_GROUP)) {
      a = a_find(creator->attribs, &at_group);
      if (a) {
        group *g = (group *) a->data.v;
        set_group(u, g);
      }
    }
    a = a_find(creator->attribs, &at_otherfaction);
    if (a) {
      a_add(&u->attribs, make_otherfaction(get_otherfaction(a)));
    }

    a = a_add(&u->attribs, a_new(&at_creator));
    a->data.v = creator;
  }

  return u;
}