Bergwächter können auch ohne Waffen bewachen.
This commit is contained in:
Enno Rehling 2007-01-01 12:06:29 +00:00
parent 56a28511a4
commit 97342e5b81
10 changed files with 204 additions and 172 deletions

View File

@ -1195,7 +1195,7 @@ can_guard(const unit * guard, const unit * u)
{
if (fval(guard, UFL_ISNEW)) return false;
if (guard->number<=0 || !cansee(guard->faction, guard->region, u, 0)) return false;
if (besieged(guard) || !armedmen(guard)) return false;
if (besieged(guard) || !(fval(guard->race, RCF_UNARMEDGUARD) || armedmen(guard))) return false;
return !alliedunit(guard, u->faction, HELP_GUARD);
}
@ -1208,92 +1208,91 @@ enum {
static void
allocate_resource(unit * u, const resource_type * rtype, int want)
{
const item_type * itype = resource2item(rtype);
region * r = u->region;
int busy = u->number;
int dm = 0;
allocation_list * alist;
allocation * al;
const item_type * itype = resource2item(rtype);
region * r = u->region;
int busy = u->number;
int dm = 0;
allocation_list * alist;
allocation * al;
attrib * a = a_find(rtype->attribs, &at_resourcelimit);
resource_limit * rdata = (resource_limit*)a->data.v;
int amount, skill;
/* momentan kann man keine ressourcen abbauen, wenn man dafür
* Materialverbrauch hat: */
assert(itype!=NULL && (itype->construction==NULL || itype->construction->materials==NULL));
/* momentan kann man keine ressourcen abbauen, wenn man dafür
* Materialverbrauch hat: */
assert(itype!=NULL && (itype->construction==NULL || itype->construction->materials==NULL));
assert(rdata!=NULL);
if (rdata->limit!=NULL) {
int avail = rdata->limit(r, rtype);
if (avail<=0) {
cmistake(u, u->thisorder, 121, MSG_PRODUCE);
return;
}
}
if (itype == olditemtype[I_LAEN]) {
struct building * b = inside_building(u);
const struct building_type * btype = b?b->type:NULL;
if (btype != bt_find("mine")) {
cmistake(u, u->thisorder, 104, MSG_PRODUCE);
return;
}
}
if (besieged(u)) {
cmistake(u, u->thisorder, 60, MSG_PRODUCE);
return;
}
struct building * b = inside_building(u);
const struct building_type * btype = b?b->type:NULL;
if (btype != bt_find("mine")) {
cmistake(u, u->thisorder, 104, MSG_PRODUCE);
return;
}
}
if (besieged(u)) {
cmistake(u, u->thisorder, 60, MSG_PRODUCE);
return;
}
if (rdata->guard!=0) {
unit * u2;
for (u2 = r->units; u2; u2 = u2->next) {
if ((getguard(u2) & rdata->guard) && can_guard(u2, u)) {
for (u2 = r->units; u2; u2 = u2->next) {
if ((getguard(u2) & rdata->guard) && can_guard(u2, u)) {
ADDMSG(&u->faction->msgs,
msg_feedback(u, u->thisorder, "region_guarded", "guard", u2));
msg_feedback(u, u->thisorder, "region_guarded", "guard", u2));
return;
}
}
}
/* Bergwächter können Abbau von Eisen/Laen durch Bewachen verhindern.
* Als magische Wesen 'sehen' Bergwächter alles und werden durch
* Belagerung nicht aufgehalten. (Ansonsten wie oben bei Elfen anpassen).
*/
if (itype == olditemtype[I_IRON] || itype == olditemtype[I_LAEN]) {
}
}
/* Bergwächter können Abbau von Eisen/Laen durch Bewachen verhindern.
* Als magische Wesen 'sehen' Bergwächter alles und werden durch
* Belagerung nicht aufgehalten. (Ansonsten wie oben bei Elfen anpassen).
*/
if (itype == olditemtype[I_IRON] || itype == olditemtype[I_LAEN]) {
unit * u2;
for (u2 = r->units; u2; u2 = u2->next ) {
if (getguard(u) & GUARD_MINING
&& !fval(u2, UFL_ISNEW)
&& u2->number
&& !alliedunit(u2, u->faction, HELP_GUARD))
{
ADDMSG(&u->faction->msgs,
msg_feedback(u, u->thisorder, "region_guarded", "guard", u2));
return;
}
}
}
assert(itype->construction->skill!=0 || "limited resource needs a required skill for making it");
skill = eff_skill(u, itype->construction->skill, u->region);
if (skill == 0) {
skill_t sk = itype->construction->skill;
add_message(&u->faction->msgs,
msg_feedback(u, u->thisorder, "skill_needed", "skill", sk));
return;
}
if (skill < itype->construction->minskill) {
skill_t sk = itype->construction->skill;
add_message(&u->faction->msgs,
msg_feedback(u, u->thisorder, "manufacture_skills", "skill minskill product",
sk, itype->construction->minskill, itype->rtype));
return;
} else {
struct building * b = inside_building(u);
const struct building_type * btype = b?b->type:NULL;
for (u2 = r->units; u2; u2 = u2->next ) {
if (getguard(u) & GUARD_MINING
&& !fval(u2, UFL_ISNEW)
&& u2->number
&& !alliedunit(u2, u->faction, HELP_GUARD))
{
ADDMSG(&u->faction->msgs,
msg_feedback(u, u->thisorder, "region_guarded", "guard", u2));
return;
}
}
}
assert(itype->construction->skill!=0 || "limited resource needs a required skill for making it");
skill = eff_skill(u, itype->construction->skill, u->region);
if (skill == 0) {
skill_t sk = itype->construction->skill;
add_message(&u->faction->msgs,
msg_feedback(u, u->thisorder, "skill_needed", "skill", sk));
return;
}
if (skill < itype->construction->minskill) {
skill_t sk = itype->construction->skill;
add_message(&u->faction->msgs,
msg_feedback(u, u->thisorder, "manufacture_skills", "skill minskill product",
sk, itype->construction->minskill, itype->rtype));
return;
} else {
struct building * b = inside_building(u);
const struct building_type * btype = b?b->type:NULL;
if (rdata->modifiers) {
resource_mod * mod = rdata->modifiers;
for (;mod->flags!=0;++mod) {
@ -1306,51 +1305,51 @@ allocate_resource(unit * u, const resource_type * rtype, int want)
}
}
} else if (itype == olditemtype[I_IRON] && btype == bt_find("mine")) {
++skill;
}
else if (itype == olditemtype[I_STONE] && btype == bt_find("quarry")) {
++skill;
}
}
amount = skill * u->number;
/* nun ist amount die Gesamtproduktion der Einheit (in punkten) */
/* mit Flinkfingerring verzehnfacht sich die Produktion */
amount += skill * min(u->number, get_item(u,I_RING_OF_NIMBLEFINGER)) * 9;
/* Schaffenstrunk: */
if ((dm = get_effect(u, oldpotiontype[P_DOMORE])) != 0) {
dm = min(dm, u->number);
change_effect(u, oldpotiontype[P_DOMORE], -dm);
amount += dm * skill; /* dm Personen produzieren doppelt */
}
amount /= itype->construction->minskill;
/* Limitierung durch Parameter m. */
if (want > 0 && want < amount) amount = want;
busy = (amount + skill - 1) / skill; /* wieviel leute tun etwas? */
alist = allocations;
while (alist && alist->type!=rtype) alist = alist->next;
if (!alist) {
alist = calloc(sizeof(struct allocation_list), 1);
alist->next = allocations;
alist->type = rtype;
allocations = alist;
}
al = new_allocation();
al->want = amount;
al->save = 1.0;
al->next = alist->data;
al->unit = u;
alist->data = al;
++skill;
}
else if (itype == olditemtype[I_STONE] && btype == bt_find("quarry")) {
++skill;
}
}
amount = skill * u->number;
/* nun ist amount die Gesamtproduktion der Einheit (in punkten) */
/* mit Flinkfingerring verzehnfacht sich die Produktion */
amount += skill * min(u->number, get_item(u,I_RING_OF_NIMBLEFINGER)) * 9;
/* Schaffenstrunk: */
if ((dm = get_effect(u, oldpotiontype[P_DOMORE])) != 0) {
dm = min(dm, u->number);
change_effect(u, oldpotiontype[P_DOMORE], -dm);
amount += dm * skill; /* dm Personen produzieren doppelt */
}
amount /= itype->construction->minskill;
/* Limitierung durch Parameter m. */
if (want > 0 && want < amount) amount = want;
busy = (amount + skill - 1) / skill; /* wieviel leute tun etwas? */
alist = allocations;
while (alist && alist->type!=rtype) alist = alist->next;
if (!alist) {
alist = calloc(sizeof(struct allocation_list), 1);
alist->next = allocations;
alist->type = rtype;
allocations = alist;
}
al = new_allocation();
al->want = amount;
al->save = 1.0;
al->next = alist->data;
al->unit = u;
alist->data = al;
if (rdata->modifiers) {
struct building * b = inside_building(u);
const struct building_type * btype = b?b->type:NULL;
resource_mod * mod = rdata->modifiers;
for (;mod->flags!=0;++mod) {
if (mod->flags & RMF_SAVEMATERIAL) {
@ -1362,21 +1361,21 @@ allocate_resource(unit * u, const resource_type * rtype, int want)
}
}
} else if (itype==olditemtype[I_IRON]) {
struct building * b = inside_building(u);
const struct building_type * btype = b?b->type:NULL;
if (btype==bt_find("mine"))
al->save *= 0.5;
if (u->race == new_race[RC_DWARF]) {
al->save *= 0.75;
}
} else if (itype==olditemtype[I_STONE]) {
struct building * b = inside_building(u);
const struct building_type * btype = b?b->type:NULL;
if (btype==bt_find("quarry"))
al->save = al->save*0.5;
if (u->race == new_race[RC_TROLL])
al->save = al->save*0.75;
}
struct building * b = inside_building(u);
const struct building_type * btype = b?b->type:NULL;
if (btype==bt_find("mine"))
al->save *= 0.5;
if (u->race == new_race[RC_DWARF]) {
al->save *= 0.75;
}
} else if (itype==olditemtype[I_STONE]) {
struct building * b = inside_building(u);
const struct building_type * btype = b?b->type:NULL;
if (btype==bt_find("quarry"))
al->save = al->save*0.5;
if (u->race == new_race[RC_TROLL])
al->save = al->save*0.75;
}
}
static int

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@ -2547,17 +2547,31 @@ combatspell_cmd(unit * u, struct order * ord)
/* ------------------------------------------------------------- */
/* Beachten: einige Monster sollen auch unbewaffent die Region bewachen
* können */
enum { E_GUARD_OK, E_GUARD_UNARMED, E_GUARD_NEWBIE };
static int
can_start_guarding(const unit * u)
{
if (fval(u->race, RCF_UNARMEDGUARD)) return E_GUARD_OK;
if (!armedmen(u)) return E_GUARD_UNARMED;
if (u->faction->age < NewbieImmunity()) return E_GUARD_NEWBIE;
return E_GUARD_OK;
}
void
update_guards(void)
{
region *r;
unit *u;
const region *r;
for (r = regions; r; r = r->next)
for (r = regions; r; r = r->next) {
unit *u;
for (u = r->units; u; u = u->next) {
if (getguard(u) && (!armedmen(u) || u->faction->age < NewbieImmunity()))
if (can_start_guarding(u)!=E_GUARD_OK) {
setguard(u, GUARD_NONE);
}
}
}
}
static int
@ -2582,12 +2596,15 @@ guard_on_cmd(unit * u, struct order * ord)
/* Monster der Monsterpartei dürfen immer bewachen */
if (u->faction == findfaction(MONSTER_FACTION)) {
guard(u, GUARD_ALL);
} else if (!armedmen(u)) {
ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "unit_unarmed", ""));
} else if (u->faction->age < NewbieImmunity()) {
cmistake(u, ord, 304, MSG_EVENT);
} else {
guard(u, GUARD_ALL);
int err = can_start_guarding(u);
if (err==E_GUARD_UNARMED) {
ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "unit_unarmed", ""));
} else if (err==E_GUARD_NEWBIE) {
cmistake(u, ord, 304, MSG_EVENT);
} else {
guard(u, GUARD_ALL);
}
}
}
}

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@ -850,13 +850,13 @@ bewegung_blockiert_von(unit * reisender, region * r)
static boolean
is_guardian(unit * u2, unit *u, unsigned int mask)
{
if (u2->faction == u->faction) return false;
if ((getguard(u2) & mask) == 0) return false;
if (u2->faction == u->faction) return false;
if ((getguard(u2) & mask) == 0) return false;
if (u2->number == 0) return false;
if (alliedunit(u2, u->faction, HELP_GUARD)) return false;
if (ucontact(u2, u)) return false;
if (besieged(u2)) return false;
if (!armedmen(u2)) return false;
if (!armedmen(u2) && !fval(u2->race, RCF_UNARMEDGUARD)) return false;
if (!cansee(u2->faction, u->region, u, 0)) return false;
return true;
@ -865,11 +865,11 @@ is_guardian(unit * u2, unit *u, unsigned int mask)
unit *
is_guarded(region * r, unit * u, unsigned int mask)
{
unit *u2;
unit *u2;
for (u2 = r->units; u2; u2 = u2->next)
if (is_guardian(u2, u, mask)) return u2;
return NULL;
for (u2 = r->units; u2; u2 = u2->next)
if (is_guardian(u2, u, mask)) return u2;
return NULL;
}
static const char *shortdirections[MAXDIRECTIONS] =

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@ -118,23 +118,24 @@ extern int rc_specialdamage(const race *, const race *, const struct weapon_type
#define RCF_MOVERANDOM (1<<4)
#define RCF_CANNOTMOVE (1<<5)
#define RCF_LEARN (1<<6) /* Lernt automatisch wenn struct faction == 0 */
#define RCF_FLY (1<<7) /* kann fliegen */
#define RCF_SWIM (1<<8) /* kann schwimmen */
#define RCF_WALK (1<<9) /* kann über Land gehen */
#define RCF_NOLEARN (1<<10) /* kann nicht normal lernen */
#define RCF_NOTEACH (1<<11) /* kann nicht lehren */
#define RCF_HORSE (1<<12) /* Einheit ist Pferd, sozusagen */
#define RCF_DESERT (1<<13) /* 5% Chance, das Einheit desertiert */
#define RCF_ILLUSIONARY (1<<14) /* (Illusion & Spell) Does not drop items. */
#define RCF_ABSORBPEASANTS (1<<15) /* Tötet und absorbiert Bauern */
#define RCF_NOHEAL (1<<16) /* Einheit kann nicht geheilt werden */
#define RCF_NOWEAPONS (1<<17) /* Einheit kann keine Waffen benutzen */
#define RCF_SHAPESHIFT (1<<18) /* Kann TARNE RASSE benutzen. */
#define RCF_SHAPESHIFTANY (1<<19) /* Kann TARNE RASSE "string" benutzen. */
#define RCF_UNDEAD (1<<20) /* Undead. */
#define RCF_DRAGON (1<<21) /* Drachenart (für Zauber)*/
#define RCF_COASTAL (1<<22) /* kann in Landregionen an der Küste sein */
#define RCF_LEARN (1<<6) /* Lernt automatisch wenn struct faction == 0 */
#define RCF_FLY (1<<7) /* kann fliegen */
#define RCF_SWIM (1<<8) /* kann schwimmen */
#define RCF_WALK (1<<9) /* kann über Land gehen */
#define RCF_NOLEARN (1<<10) /* kann nicht normal lernen */
#define RCF_NOTEACH (1<<11) /* kann nicht lehren */
#define RCF_HORSE (1<<12) /* Einheit ist Pferd, sozusagen */
#define RCF_DESERT (1<<13) /* 5% Chance, das Einheit desertiert */
#define RCF_ILLUSIONARY (1<<14) /* (Illusion & Spell) Does not drop items. */
#define RCF_ABSORBPEASANTS (1<<15) /* Tötet und absorbiert Bauern */
#define RCF_NOHEAL (1<<16) /* Einheit kann nicht geheilt werden */
#define RCF_NOWEAPONS (1<<17) /* Einheit kann keine Waffen benutzen */
#define RCF_SHAPESHIFT (1<<18) /* Kann TARNE RASSE benutzen. */
#define RCF_SHAPESHIFTANY (1<<19) /* Kann TARNE RASSE "string" benutzen. */
#define RCF_UNDEAD (1<<20) /* Undead. */
#define RCF_DRAGON (1<<21) /* Drachenart (für Zauber)*/
#define RCF_COASTAL (1<<22) /* kann in Landregionen an der Küste sein */
#define RCF_UNARMEDGUARD (1<<23) /* kann ohne Waffen bewachen */
/* Economic flags */
#define NOGIVE (1<<0) /* gibt niemals nix */

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@ -1412,6 +1412,7 @@ parse_races(xmlDocPtr doc)
if (xml_bvalue(node, "cannotmove", false)) rc->flags |= RCF_CANNOTMOVE;
if (xml_bvalue(node, "fly", false)) rc->flags |= RCF_FLY;
if (xml_bvalue(node, "coastal", false)) rc->flags |= RCF_COASTAL;
if (xml_bvalue(node, "unarmedguard", false)) rc->flags |= RCF_UNARMEDGUARD;
if (xml_bvalue(node, "swim", false)) rc->flags |= RCF_SWIM;
if (xml_bvalue(node, "walk", false)) rc->flags |= RCF_WALK;
if (xml_bvalue(node, "nolearn", false)) rc->flags |= RCF_NOLEARN;

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@ -39,6 +39,7 @@ using namespace luabind;
static int
lua_addequipment(const char * eqname, const char * iname, const char * value)
{
if (iname==NULL) return -1;
const struct item_type * itype = it_find(iname);
if (itype==NULL) return -1;
equipment_setitem(create_equipment(eqname), itype, value);

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@ -161,11 +161,13 @@ faction_delete_variable(faction& f, const char *key)
static int
faction_additem(faction& f, const char * iname, int number)
{
const item_type * itype = it_find(iname);
if (itype!=NULL) {
item * i = i_change(&f.items, itype, number);
return i?i->number:0;
} // if (itype!=NULL)
if (iname!=NULL) {
const item_type * itype = it_find(iname);
if (itype!=NULL) {
item * i = i_change(&f.items, itype, number);
return i?i->number:0;
} // if (itype!=NULL)
}
return -1;
}

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@ -296,11 +296,13 @@ region_items(const region& r) {
static int
region_additem(region& r, const char * iname, int number)
{
const item_type * itype = it_find(iname);
if (itype!=NULL && r.land) {
item * i = i_change(&r.land->items, itype, number);
return i?i->number:0;
} // if (itype!=NULL)
if (iname!=NULL) {
const item_type * itype = it_find(iname);
if (itype!=NULL && r.land) {
item * i = i_change(&r.land->items, itype, number);
return i?i->number:0;
} // if (itype!=NULL)
}
return -1;
}

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@ -114,9 +114,11 @@ unit_getnumber(const unit& u)
static int
unit_getitem(const unit& u, const char * iname)
{
const item_type * itype = it_find(iname);
if (itype!=NULL) {
return i_get(u.items, itype);
if (iname!=NULL) {
const item_type * itype = it_find(iname);
if (itype!=NULL) {
return i_get(u.items, itype);
}
}
return -1;
}
@ -124,6 +126,13 @@ unit_getitem(const unit& u, const char * iname)
static int
unit_additem(unit& u, const char * iname, int number)
{
if (iname!=NULL) {
const item_type * itype = it_find(iname);
if (itype!=NULL) {
item * i = i_change(&u.items, itype, number);
return i?i->number:0;
} // if (itype!=NULL)
}
const item_type * itype = it_find(iname);
if (itype!=NULL) {
item * i = i_change(&u.items, itype, number);

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@ -644,7 +644,7 @@
<ai splitsize="1"/>
<attack type="1" damage="1d4"/>
</race>
<race name="mountainguard" magres="0.500000" maxaura="1.000000" regaura="0.500000" recruitcost="50000" weight="10000" capacity="2000" speed="0.000000" hp="1000" ac="12" damage="2d40" unarmedattack="0" unarmeddefense="0" attackmodifier="6" defensemodifier="8" cannotmove="yes" nolearn="yes" teach="no" noweapons="yes" giveitem="yes">
<race name="mountainguard" unarmedguard="yes" magres="0.500000" maxaura="1.000000" regaura="0.500000" recruitcost="50000" weight="10000" capacity="2000" speed="0.000000" hp="1000" ac="12" damage="2d40" unarmedattack="0" unarmeddefense="0" attackmodifier="6" defensemodifier="8" cannotmove="yes" nolearn="yes" teach="no" noweapons="yes" giveitem="yes">
<ai splitsize="1"/>
<attack type="4" damage="2d40"/>
</race>