moving monsters to eressea

This commit is contained in:
Enno Rehling 2010-02-27 08:28:59 +00:00
parent 8baf1aff88
commit 9ee6fc250c
17 changed files with 1184 additions and 1204 deletions

View file

@ -306,6 +306,26 @@
/> />
</FileConfiguration> </FileConfiguration>
</File> </File>
<File
RelativePath=".\src\monsters.c"
>
<FileConfiguration
Name="Debug|Win32"
ExcludedFromBuild="true"
>
<Tool
Name="VCCLCompilerTool"
/>
</FileConfiguration>
<FileConfiguration
Name="Release|Win32"
ExcludedFromBuild="true"
>
<Tool
Name="VCCLCompilerTool"
/>
</FileConfiguration>
</File>
<File <File
RelativePath=".\src\spells\regioncurse.c" RelativePath=".\src\spells\regioncurse.c"
> >

View file

@ -1,9 +1,10 @@
#include <platform.h> #include <platform.h>
#include <kernel/types.h>
#include "spells/shipcurse.h" #include "spells/shipcurse.h"
#include <kernel/ship.h> #include <kernel/ship.h>
#include <kernel/unit.h> #include <kernel/unit.h>
#include <kernel/faction.h>
#include <tolua.h> #include <tolua.h>
@ -19,6 +20,37 @@ tolua_levitate_ship(lua_State * L)
return 1; return 1;
} }
extern void spawn_undead(void);
extern void spawn_dragons(void);
extern void plan_monsters(struct faction * f);
static int
tolua_planmonsters(lua_State * L)
{
faction * f = (faction *)tolua_tousertype(L, 1, get_monsters());
if (f) {
plan_monsters(f);
}
return 0;
}
static int
tolua_spawn_dragons(lua_State * L)
{
spawn_dragons();
return 0;
}
static int
tolua_spawn_undead(lua_State * L)
{
spawn_undead();
return 0;
}
void void
bind_eressea(struct lua_State * L) bind_eressea(struct lua_State * L)
{ {
@ -26,6 +58,9 @@ bind_eressea(struct lua_State * L)
tolua_beginmodule(L, NULL); tolua_beginmodule(L, NULL);
{ {
tolua_function(L, TOLUA_CAST "levitate_ship", tolua_levitate_ship); tolua_function(L, TOLUA_CAST "levitate_ship", tolua_levitate_ship);
tolua_function(L, TOLUA_CAST "plan_monsters", tolua_planmonsters);
tolua_function(L, TOLUA_CAST "spawn_undead", tolua_spawn_undead);
tolua_function(L, TOLUA_CAST "spawn_dragons", tolua_spawn_dragons);
} }
tolua_endmodule(L); tolua_endmodule(L);
} }

1003
src/eressea/src/monsters.c Normal file

File diff suppressed because it is too large Load diff

View file

@ -12,3 +12,4 @@
#include "main.c" #include "main.c"
#include "bindings.c" #include "bindings.c"
#include "monsters.c"

View file

@ -222,49 +222,6 @@ tolua_message_region(lua_State * L)
return 0; return 0;
} }
static void
free_script(attrib * a)
{
lua_State * L = (lua_State *)global.vm_state;
if (a->data.i>0) {
luaL_unref(L, LUA_REGISTRYINDEX, a->data.i);
}
}
attrib_type at_script = {
"script",
NULL, free_script, NULL,
NULL, NULL, ATF_UNIQUE
};
static int
call_script(lua_State * L, struct unit * u)
{
const attrib * a = a_findc(u->attribs, &at_script);
if (a==NULL) a = a_findc(u->race->attribs, &at_script);
if (a!=NULL && a->data.i>0) {
lua_rawgeti(L, LUA_REGISTRYINDEX, a->data.i);
if (lua_pcall(L, 1, 0, 0)!=0) {
const char* error = lua_tostring(L, -1);
log_error(("call_script (%s): %s", unitname(u), error));
lua_pop(L, 1);
}
}
return -1;
}
static void
setscript(lua_State * L, struct attrib ** ap)
{
attrib * a = a_find(*ap, &at_script);
if (a == NULL) {
a = a_add(ap, a_new(&at_script));
} else if (a->data.i>0) {
luaL_unref(L, LUA_REGISTRYINDEX, a->data.i);
}
a->data.i = luaL_ref(L, LUA_REGISTRYINDEX);
}
static int static int
tolua_update_guards(lua_State * L) tolua_update_guards(lua_State * L)
{ {
@ -480,46 +437,6 @@ tolua_levitate_ship(lua_State * L)
} }
#endif #endif
static int
tolua_set_unitscript(lua_State * L)
{
struct unit * u = (struct unit *)tolua_tousertype(L, 1, 0);
if (u) {
lua_pushvalue(L, 2);
setscript(L, &u->attribs);
lua_pop(L, 1);
}
return 0;
}
static int
tolua_set_racescript(lua_State * L)
{
const char * rcname = tolua_tostring(L, 1, 0);
race * rc = rc_find(rcname);
if (rc!=NULL) {
lua_pushvalue(L, 2);
setscript(L, &rc->attribs);
lua_pop(L, 1);
}
return 0;
}
static int
tolua_spawn_dragons(lua_State * L)
{
spawn_dragons();
return 0;
}
static int
tolua_spawn_undead(lua_State * L)
{
spawn_undead();
return 0;
}
static int static int
tolua_spawn_braineaters(lua_State * L) tolua_spawn_braineaters(lua_State * L)
{ {
@ -528,22 +445,6 @@ tolua_spawn_braineaters(lua_State * L)
return 0; return 0;
} }
static int
tolua_planmonsters(lua_State * L)
{
faction * f = get_monsters();
if (f!=NULL) {
unit * u;
plan_monsters();
for (u=f->units;u;u=u->nextF) {
call_script(L, u);
}
}
return 0;
}
static int static int
tolua_init_reports(lua_State* L) tolua_init_reports(lua_State* L)
{ {
@ -1185,13 +1086,7 @@ tolua_eressea_open(lua_State* L)
tolua_function(L, TOLUA_CAST "message_region", tolua_message_region); tolua_function(L, TOLUA_CAST "message_region", tolua_message_region);
/* scripted monsters */ /* scripted monsters */
tolua_function(L, TOLUA_CAST "plan_monsters", tolua_planmonsters);
tolua_function(L, TOLUA_CAST "spawn_braineaters", tolua_spawn_braineaters); tolua_function(L, TOLUA_CAST "spawn_braineaters", tolua_spawn_braineaters);
tolua_function(L, TOLUA_CAST "spawn_undead", tolua_spawn_undead);
tolua_function(L, TOLUA_CAST "spawn_dragons", tolua_spawn_dragons);
tolua_function(L, TOLUA_CAST "set_race_brain", tolua_set_racescript);
tolua_function(L, TOLUA_CAST "set_unit_brain", tolua_set_unitscript);
#ifdef TODO_FOSS #ifdef TODO_FOSS
/* spells and stuff */ /* spells and stuff */

View file

@ -4069,7 +4069,7 @@ init_processor(void)
p+=10; p+=10;
add_proc_global(p, &encounters, "Zufallsbegegnungen"); add_proc_global(p, &encounters, "Zufallsbegegnungen");
p+=10; p+=10;
add_proc_unit(p, &monsters_kill_peasants, "Monster fressen und vertreiben Bauern"); add_proc_unit(p, &monster_kills_peasants, "Monster fressen und vertreiben Bauern");
p+=10; p+=10;
add_proc_global(p, &randomevents, "Zufallsereignisse"); add_proc_global(p, &randomevents, "Zufallsereignisse");

View file

@ -73,526 +73,13 @@
#define MAXILLUSION_TEXTS 3 #define MAXILLUSION_TEXTS 3
static void boolean
reduce_weight(unit * u) monster_is_waiting(const unit * u)
{
int capacity, weight = 0;
item ** itmp = &u->items;
int horses = get_resource(u, oldresourcetype[R_HORSE]);
if (horses > 0) {
horses = MIN(horses, (u->number*2));
change_resource(u, oldresourcetype[R_HORSE], - horses);
}
/* 0. ditch any vehicles */
while (*itmp!=NULL) {
item * itm = *itmp;
const item_type * itype = itm->type;
weight += itm->number*itype->weight;
if (itype->flags & ITF_VEHICLE) {
give_item(itm->number, itm->type, u, NULL, NULL);
}
if (*itmp==itm) itmp=&itm->next;
}
capacity = walkingcapacity(u);
/* 1. get rid of anything that isn't silver or really lightweight or helpful in combat */
for (itmp = &u->items;*itmp && capacity>0;) {
item * itm = *itmp;
const item_type * itype = itm->type;
weight += itm->number*itype->weight;
if (weight>capacity) {
if (itype->weight>=10 && itype->rtype->wtype==0 && itype->rtype->atype==0) {
if (itype->capacity < itype->weight) {
int reduce = MIN(itm->number, -((capacity-weight)/itype->weight));
give_item(reduce, itm->type, u, NULL, NULL);
weight -= reduce * itype->weight;
}
}
}
if (*itmp==itm) itmp=&itm->next;
}
for (itmp = &u->items;*itmp && weight>capacity;) {
item * itm = *itmp;
const item_type * itype = itm->type;
weight += itm->number*itype->weight;
if (itype->capacity < itype->weight) {
int reduce = MIN(itm->number, -((capacity-weight)/itype->weight));
give_item(reduce, itm->type, u, NULL, NULL);
weight -= reduce * itype->weight;
}
if (*itmp==itm) itmp=&itm->next;
}
}
static boolean
is_waiting(const unit * u)
{ {
if (fval(u, UFL_ISNEW|UFL_MOVED)) return true; if (fval(u, UFL_ISNEW|UFL_MOVED)) return true;
return false; return false;
} }
static order *
monster_attack(unit * u, const unit * target)
{
if (u->region!=target->region) return NULL;
if (u->faction==target->faction) return NULL;
if (!cansee(u->faction, u->region, target, 0)) return NULL;
if (is_waiting(u)) return NULL;
return create_order(K_ATTACK, u->faction->locale, "%i", target->no);
}
static order *
get_money_for_dragon(region * r, unit * u, int wanted)
{
unit *u2;
int n;
/* attackiere bewachende einheiten */
for (u2 = r->units; u2; u2 = u2->next) {
if (u2 != u && is_guard(u2, GUARD_TAX)) {
order * ord = monster_attack(u, u2);
if (ord) addlist(&u->orders, ord);
}
}
/* falls genug geld in der region ist, treiben wir steuern ein. */
if (rmoney(r) >= wanted) {
/* 5% chance, dass der drache aus einer laune raus attackiert */
if (chance(1.0-u->race->aggression)) {
return create_order(K_TAX, default_locale, NULL);
}
}
/* falls der drache launisch ist, oder das regionssilber knapp, greift er alle an */
n = 0;
for (u2 = r->units; u2; u2 = u2->next) {
if (u2->faction != u->faction && cansee(u->faction, r, u2, 0)) {
int m = get_money(u2);
if (m==0 || is_guard(u2, GUARD_TAX)) continue;
else {
order * ord = monster_attack(u, u2);
if (ord) {
addlist(&u->orders, ord);
n += m;
}
}
}
}
/* falls die einnahmen erreicht werden, bleibt das monster noch eine
* runde hier. */
if (n + rmoney(r) >= wanted) {
return create_order(K_TAX, default_locale, NULL);
}
/* wenn wir NULL zurückliefern, macht der drache was anderes, z.b. weggehen */
return NULL;
}
static int
all_money(region * r, faction * f)
{
unit *u;
int m;
m = rmoney(r);
for (u = r->units; u; u = u->next) {
if (f!=u->faction) {
m += get_money(u);
}
}
return m;
}
static direction_t
richest_neighbour(region * r, faction * f, int absolut)
{
/* m - maximum an Geld, d - Richtung, i - index, t = Geld hier */
double m;
double t;
direction_t d = NODIRECTION, i;
if (absolut == 1 || rpeasants(r) == 0) {
m = (double) all_money(r, f);
} else {
m = (double) all_money(r, f) / (double) rpeasants(r);
}
/* finde die region mit dem meisten geld */
for (i = 0; i != MAXDIRECTIONS; i++) {
region * rn = rconnect(r, i);
if (rn!=NULL && fval(rn->terrain, LAND_REGION)) {
if (absolut == 1 || rpeasants(rn) == 0) {
t = (double) all_money(rn, f);
} else {
t = (double) all_money(rn, f) / (double) rpeasants(rn);
}
if (t > m) {
m = t;
d = i;
}
}
}
return d;
}
static boolean
room_for_race_in_region(region *r, const race * rc)
{
unit *u;
int c = 0;
for(u=r->units;u;u=u->next) {
if(u->race == rc) c += u->number;
}
if(c > (rc->splitsize*2))
return false;
return true;
}
static direction_t
random_neighbour(region * r, unit *u)
{
direction_t i;
region *rc;
int rr, c = 0, c2 = 0;
/* Nachsehen, wieviele Regionen in Frage kommen */
for (i = 0; i != MAXDIRECTIONS; i++) {
rc = rconnect(r, i);
if (rc && can_survive(u, rc)) {
if(room_for_race_in_region(rc, u->race)) {
c++;
}
c2++;
}
}
if (c == 0) {
if(c2 == 0) {
return NODIRECTION;
} else {
c = c2;
c2 = 0; /* c2 == 0 -> room_for_race nicht beachten */
}
}
/* Zufällig eine auswählen */
rr = rng_int() % c;
/* Durchzählen */
c = -1;
for (i = 0; i != MAXDIRECTIONS; i++) {
rc = rconnect(r, i);
if (rc && can_survive(u, rc)) {
if(c2 == 0) {
c++;
} else if(room_for_race_in_region(rc, u->race)) {
c++;
}
if (c == rr) return i;
}
}
assert(1 == 0); /* Bis hierhin sollte er niemals kommen. */
return NODIRECTION;
}
static direction_t
treeman_neighbour(region * r)
{
direction_t i;
int rr;
int c = 0;
/* Nachsehen, wieviele Regionen in Frage kommen */
for (i = 0; i != MAXDIRECTIONS; i++) {
if (rconnect(r, i)
&& rterrain(rconnect(r, i)) != T_OCEAN
&& rterrain(rconnect(r, i)) != T_GLACIER
&& rterrain(rconnect(r, i)) != T_DESERT) {
c++;
}
}
if (c == 0) {
return NODIRECTION;
}
/* Zufällig eine auswählen */
rr = rng_int() % c;
/* Durchzählen */
c = -1;
for (i = 0; i != MAXDIRECTIONS; i++) {
if (rconnect(r, i)
&& rterrain(rconnect(r, i)) != T_OCEAN
&& rterrain(rconnect(r, i)) != T_GLACIER
&& rterrain(rconnect(r, i)) != T_DESERT) {
c++;
if (c == rr) {
return i;
}
}
}
assert(1 == 0); /* Bis hierhin sollte er niemals kommen. */
return NODIRECTION;
}
static order *
monster_move(region * r, unit * u)
{
direction_t d = NODIRECTION;
if (is_waiting(u)) return NULL;
switch(old_race(u->race)) {
case RC_FIREDRAGON:
case RC_DRAGON:
case RC_WYRM:
d = richest_neighbour(r, u->faction, 1);
break;
case RC_TREEMAN:
d = treeman_neighbour(r);
break;
default:
d = random_neighbour(r,u);
break;
}
/* falls kein geld gefunden wird, zufaellig verreisen, aber nicht in
* den ozean */
if (d == NODIRECTION)
return NULL;
reduce_weight(u);
return create_order(K_MOVE, u->faction->locale, "%s", LOC(u->faction->locale, directions[d]));
}
/* Wir machen das mal autoconf-style: */
#ifndef HAVE_DRAND48
#define drand48() (((double)rng_int()) / RAND_MAX)
#endif
static int
dragon_affinity_value(region *r, unit *u)
{
int m = all_money(r, u->faction);
if(u->race == new_race[RC_FIREDRAGON]) {
return (int)(normalvariate(m,m/2));
} else {
return (int)(normalvariate(m,m/4));
}
}
static attrib *
set_new_dragon_target(unit * u, region * r, int range)
{
int max_affinity = 0;
region *max_region = NULL;
#if 1
region_list * rptr, * rlist = regions_in_range(r, range, allowed_dragon);
for (rptr=rlist;rptr;rptr=rptr->next) {
region * r2 = rptr->data;
int affinity = dragon_affinity_value(r2, u);
if (affinity > max_affinity) {
max_affinity = affinity;
max_region = r2;
}
}
free_regionlist(rlist);
#else
int tx, ty;
for (tx = r->x - range; tx < r->x + range; tx++) {
for (ty = r->y - range; ty < r->y + range; ty++) {
region * r2;
int x = tx, y = ty;
pnormalize(&x, &y, r->planep);
r2 = findregion(x, y);
if (r2!=NULL) {
int affinity = dragon_affinity_value(r2, u);
if (affinity > max_affinity) {
if (koor_distance (r->x, r->y, x, y) <= range && path_exists(r, r2, range, allowed_dragon))
{
max_affinity = affinity;
max_region = r2;
}
}
}
}
}
#endif
if (max_region && max_region != r) {
attrib * a = a_find(u->attribs, &at_targetregion);
if (!a) {
a = a_add(&u->attribs, make_targetregion(max_region));
} else {
a->data.v = max_region;
}
return a;
}
return NULL;
}
static order *
make_movement_order(unit * u, const region * target, int moves, boolean (*allowed)(const region *, const region *))
{
region * r = u->region;
region ** plan;
int bytes, position = 0;
char zOrder[128], * bufp = zOrder;
size_t size = sizeof(zOrder) - 1;
if (is_waiting(u)) return NULL;
plan = path_find(r, target, DRAGON_RANGE*5, allowed);
if (plan==NULL) return NULL;
bytes = (int)strlcpy(bufp, (const char *)LOC(u->faction->locale, keywords[K_MOVE]), size);
if (wrptr(&bufp, &size, bytes)!=0) WARN_STATIC_BUFFER();
while (position!=moves && plan[position+1]) {
region * prev = plan[position];
region * next = plan[++position];
direction_t dir = reldirection(prev, next);
assert(dir!=NODIRECTION && dir!=D_SPECIAL);
if (size>1) {
*bufp++ = ' ';
--size;
}
bytes = (int)strlcpy(bufp, (const char *)LOC(u->faction->locale, directions[dir]), size);
if (wrptr(&bufp, &size, bytes)!=0) WARN_STATIC_BUFFER();
}
*bufp = 0;
return parse_order(zOrder, u->faction->locale);
}
#ifdef TODO_ALP
static order *
monster_seeks_target(region *r, unit *u)
{
direction_t d;
unit *target = NULL;
int dist, dist2;
direction_t i;
region *nr;
/* Das Monster sucht ein bestimmtes Opfer. Welches, steht
* in einer Referenz/attribut
* derzeit gibt es nur den alp
*/
switch( old_race(u->race) ) {
case RC_ALP:
target = alp_target(u);
break;
default:
assert(!"Seeker-Monster gibt kein Ziel an");
}
/* TODO: prüfen, ob target überhaupt noch existiert... */
if (!target) {
log_error(("Monster '%s' hat kein Ziel!\n", unitname(u)));
return NULL; /* this is a bug workaround! remove!! */
}
if(r == target->region ) { /* Wir haben ihn! */
if (u->race == new_race[RC_ALP]) {
alp_findet_opfer(u, r);
}
else {
assert(!"Seeker-Monster hat keine Aktion fuer Ziel");
}
return NULL;
}
/* Simpler Ansatz: Nachbarregion mit gerinster Distanz suchen.
* Sinnvoll momentan nur bei Monstern, die sich nicht um das
* Terrain kümmern. Nebelwände & Co machen derzeit auch nix...
*/
dist2 = distance(r, target->region);
d = NODIRECTION;
for( i = 0; i < MAXDIRECTIONS; i++ ) {
nr = rconnect(r, i);
assert(nr);
dist = distance(nr, target->region);
if( dist < dist2 ) {
dist2 = dist;
d = i;
}
}
assert(d != NODIRECTION );
return create_order(K_MOVE, u->faction->locale, "%s", LOC(u->faction->locale, directions[d]));
}
#endif
unit *
random_unit(const region * r)
{
int c = 0;
int n;
unit *u;
for (u = r->units; u; u = u->next) {
if (u->race != new_race[RC_SPELL]) {
c += u->number;
}
}
if (c == 0) {
return NULL;
}
n = rng_int() % c;
c = 0;
u = r->units;
while (u && c < n) {
if (u->race != new_race[RC_SPELL]) {
c += u->number;
}
u = u->next;
}
return u;
}
static void
monster_attacks(unit * u)
{
region * r = u->region;
unit * u2;
for (u2=r->units;u2;u2=u2->next) {
if (u2->faction!=u->faction && chance(0.75)) {
order * ord = monster_attack(u, u2);
if (ord) addlist(&u->orders, ord);
}
}
}
static void static void
eaten_by_monster(unit * u) eaten_by_monster(unit * u)
{ {
@ -726,60 +213,10 @@ scared_by_monster(unit * u)
} }
} }
static const char *
random_growl(void)
{
switch(rng_int()%5) {
case 0:
return "Groammm";
case 1:
return "Roaaarrrr";
case 2:
return "Chhhhhhhhhh";
case 3:
return "Tschrrrkk";
case 4:
return "Schhhh";
}
return "";
}
extern struct attrib_type at_direction;
static order *
monster_learn(unit *u)
{
int c = 0;
int n;
skill * sv;
const struct locale * lang = u->faction->locale;
/* Monster lernt ein zufälliges Talent aus allen, in denen es schon
* Lerntage hat. */
for (sv = u->skills; sv != u->skills + u->skill_size; ++sv) {
if (sv->level>0) ++c;
}
if(c == 0) return NULL;
n = rng_int()%c + 1;
c = 0;
for (sv = u->skills; sv != u->skills + u->skill_size; ++sv) {
if (sv->level>0) {
if (++c == n) {
return create_order(K_STUDY, lang, "'%s'", skillname(sv->id, lang));
}
}
}
return NULL;
}
void void
monsters_kill_peasants(unit * u) monster_kills_peasants(unit * u)
{ {
if (!is_waiting(u)) { if (!monster_is_waiting(u)) {
if (u->race->flags & RCF_SCAREPEASANTS) { if (u->race->flags & RCF_SCAREPEASANTS) {
scared_by_monster(u); scared_by_monster(u);
} }
@ -791,406 +228,3 @@ monsters_kill_peasants(unit * u)
} }
} }
} }
static boolean
check_overpopulated(unit *u)
{
unit *u2;
int c = 0;
for(u2 = u->region->units; u2; u2 = u2->next) {
if(u2->race == u->race && u != u2) c += u2->number;
}
if(c > u->race->splitsize * 2) return true;
return false;
}
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 = createunit(r, f, size, new_race[RC_DRACOID]);
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 order *
plan_dragon(unit * u)
{
attrib * ta = a_find(u->attribs, &at_targetregion);
region * r = u->region;
region * tr = NULL;
boolean move = false;
order * long_order = NULL;
reduce_weight(u);
if (ta==NULL) {
move |= (r->land==0 || r->land->peasants==0); /* when no peasants, move */
move |= (r->land==0 || r->land->money==0); /* when no money, move */
}
move |= chance(0.04); /* 4% chance to change your mind */
if (u->race==new_race[RC_WYRM] && !move) {
unit * u2;
for (u2=r->units;u2;u2=u2->next) {
/* wyrme sind einzelgänger */
if (u2==u) {
/* we do not make room for newcomers, so we don't need to look at them */
break;
}
if (u2!=u && u2->race==u->race && chance(0.5)) {
move = true;
break;
}
}
}
if (move) {
/* dragon gets bored and looks for a different place to go */
ta = set_new_dragon_target(u, u->region, DRAGON_RANGE);
}
else ta = a_find(u->attribs, &at_targetregion);
if (ta!=NULL) {
tr = (region *) ta->data.v;
if (tr==NULL || !path_exists(u->region, tr, DRAGON_RANGE, allowed_dragon)) {
ta = set_new_dragon_target(u, u->region, DRAGON_RANGE);
if (ta) tr = findregion(ta->data.sa[0], ta->data.sa[1]);
}
}
if (tr!=NULL) {
assert(long_order==NULL);
switch(old_race(u->race)) {
case RC_FIREDRAGON:
long_order = make_movement_order(u, tr, 4, allowed_dragon);
break;
case RC_DRAGON:
long_order = make_movement_order(u, tr, 3, allowed_dragon);
break;
case RC_WYRM:
long_order = make_movement_order(u, tr, 1, allowed_dragon);
break;
}
if (rng_int()%100 < 15) {
const struct locale * lang = u->faction->locale;
/* do a growl */
if (rname(tr, lang)) {
addlist(&u->orders, create_order(K_MAIL, lang, "%s '%s... %s %s %s'",
LOC(lang, parameters[P_REGION]), random_growl(),
u->number==1?"Ich rieche":"Wir riechen",
"etwas in", rname(tr, u->faction->locale)));
}
}
} else {
/* we have no target. do we like it here, then? */
long_order = get_money_for_dragon(u->region, u, income(u));
if (long_order==NULL) {
/* money is gone, need a new target */
set_new_dragon_target(u, u->region, DRAGON_RANGE);
}
else if (u->race != new_race[RC_FIREDRAGON]) {
/* neue dracoiden! */
if (r->land && !fval(r->terrain, FORBIDDEN_REGION)) {
int ra = 20 + rng_int() % 100;
if (get_money(u) > ra * 50 + 100 && rng_int() % 100 < 50) {
recruit_dracoids(u, ra);
}
}
}
}
if (long_order==NULL) {
skill_t sk = SK_PERCEPTION;
/* study perception (or a random useful skill) */
while (!skill_enabled[sk] || u->race->bonus[sk]<-5) {
sk = (skill_t)(rng_int() % MAXSKILLS);
}
long_order = create_order(K_STUDY, u->faction->locale, "'%s'",
skillname(sk, u->faction->locale));
}
return long_order;
}
void
plan_monsters(void)
{
region *r;
faction *f = get_monsters();
if (!f) return;
f->lastorders = turn;
for (r = regions; r; r = r->next) {
unit *u;
double attack_chance = MONSTERATTACK;
boolean 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;
if (attack_chance>0.0) {
if (chance(attack_chance)) attacking = true;
attack_chance = 0.0;
}
if (u->status>ST_BEHIND) {
setstatus(u, ST_FIGHT);
/* all monsters fight */
}
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);
}
/* Befehle müssen jede Runde neu gegeben werden: */
free_orders(&u->orders);
if (attacking) {
monster_attacks(u);
}
/* units with a plan to kill get ATTACK orders: */
ta = a_find(u->attribs, &at_hate);
if (ta && !is_waiting(u)) {
unit * tu = (unit *)ta->data.v;
if (tu && tu->region==r) {
addlist(&u->orders, create_order(K_ATTACK, u->faction->locale, "%i", tu->no));
} 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 (!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->flags & RCF_MOVERANDOM) {
if (rng_int()%100<MOVECHANCE || check_overpopulated(u)) {
long_order = monster_move(r, u);
}
}
}
if (long_order==NULL) {
/* Einheiten, die Waffenlosen Kampf lernen könnten, lernen es um
* zu bewachen: */
if (u->race->bonus[SK_WEAPONLESS] != -99) {
if (eff_skill(u, SK_WEAPONLESS, u->region) < 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)) {
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->flags & RCF_LEARN) {
long_order = monster_learn(u);
}
break;
}
}
if (long_order) {
addlist(&u->orders, long_order);
}
}
}
pathfinder_cleanup();
}
static double
chaosfactor(region * r)
{
attrib * a = a_find(r->attribs, &at_chaoscount);
if (!a) return 0;
return ((double) a->data.i / 1000.0);
}
static int
nrand(int start, int sub)
{
int res = 0;
do {
if (rng_int() % 100 < start)
res++;
start -= sub;
} while (start > 0);
return res;
}
/** Drachen und Seeschlangen können entstehen */
void
spawn_dragons(void)
{
region * r;
faction * monsters = get_monsters();
for (r = regions; r; r = r->next) {
unit * u;
if (fval(r->terrain, SEA_REGION) && rng_int()%10000 < 1) {
u = createunit(r, monsters, 1, new_race[RC_SEASERPENT]);
fset(u, UFL_ISNEW|UFL_MOVED);
equip_unit(u, get_equipment("monster_seaserpent"));
}
if ((r->terrain == newterrain(T_GLACIER) || r->terrain == newterrain(T_SWAMP) || r->terrain == newterrain(T_DESERT)) && rng_int() % 10000 < (5 + 100 * chaosfactor(r)))
{
if (chance(0.80)) {
u = createunit(r, monsters, nrand(60, 20) + 1, new_race[RC_FIREDRAGON]);
} else {
u = createunit(r, monsters, nrand(30, 20) + 1, new_race[RC_DRAGON]);
}
fset(u, UFL_ISNEW|UFL_MOVED);
equip_unit(u, get_equipment("monster_dragon"));
if (verbosity>=2) {
log_printf("%d %s in %s.\n", u->number,
LOC(default_locale, rc_name(u->race, u->number!=1)), regionname(r, NULL));
}
name_unit(u);
/* add message to the region */
ADDMSG(&r->msgs,
msg_message("sighting", "region race number", r, u->race, u->number));
}
}
}
/** Untote können entstehen */
void
spawn_undead(void)
{
region * r;
faction * monsters = get_monsters();
for (r = regions; r; r = r->next) {
int unburied = deathcount(r);
static const curse_type * ctype = NULL;
if (!ctype) ctype = ct_find("holyground");
if (ctype && curse_active(get_curse(r->attribs, ctype))) continue;
/* Chance 0.1% * chaosfactor */
if (r->land && unburied > r->land->peasants / 20 && rng_int() % 10000 < (100 + 100 * chaosfactor(r))) {
unit * u;
/* es ist sinnfrei, wenn irgendwo im Wald 3er-Einheiten Untote entstehen.
* Lieber sammeln lassen, bis sie mindestens 5% der Bevölkerung sind, und
* dann erst auferstehen. */
int undead = unburied / (rng_int() % 2 + 1);
const race * rc = NULL;
int i;
if (r->age<100) undead = undead * r->age / 100; /* newbie-regionen kriegen weniger ab */
if (!undead || r->age < 20) continue;
switch(rng_int()%3) {
case 0:
rc = new_race[RC_SKELETON]; break;
case 1:
rc = new_race[RC_ZOMBIE]; break;
default:
rc = new_race[RC_GHOUL]; break;
}
u = createunit(r, monsters, undead, rc);
fset(u, UFL_ISNEW|UFL_MOVED);
if ((rc == new_race[RC_SKELETON] || rc == new_race[RC_ZOMBIE]) && rng_int()%10 < 4) {
equip_unit(u, get_equipment("rising_undead"));
}
for (i=0;i < MAXSKILLS;i++) {
if (rc->bonus[i] >= 1) {
set_level(u, (skill_t)i, 1);
}
}
u->hp = unit_max_hp(u) * u->number;
deathcounts(r, -undead);
name_unit(u);
if (verbosity>=2) {
log_printf("%d %s in %s.\n", u->number,
LOC(default_locale, rc_name(u->race, u->number!=1)), regionname(r, NULL));
}
{
message * msg = msg_message("undeadrise", "region", r);
add_message(&r->msgs, msg);
for (u=r->units;u;u=u->next) freset(u->faction, FFL_SELECT);
for (u=r->units;u;u=u->next) {
if (fval(u->faction, FFL_SELECT)) continue;
fset(u->faction, FFL_SELECT);
add_message(&u->faction->msgs, msg);
}
msg_release(msg);
}
} else {
int i = deathcount(r);
if (i) {
/* Gräber verwittern, 3% der Untoten finden die ewige Ruhe */
deathcounts(r, (int)(-i*0.03));
}
}
}
}

View file

@ -25,16 +25,8 @@
extern "C" { extern "C" {
#endif #endif
#define DRAGON_RANGE 20 /* Max. Distanz zum nächsten Drachenziel */ void monster_kills_peasants(struct unit * u);
boolean monster_is_waiting(const struct unit * u);
void age_illusion(struct unit *u);
void monsters_kill_peasants(struct unit * u);
void plan_monsters(void);
struct unit *random_unit(const struct region * r);
extern void spawn_undead(void);
extern void spawn_dragons(void);
#ifdef __cplusplus #ifdef __cplusplus
} }

View file

@ -425,6 +425,37 @@ chaosterrain(void)
return types[rng_int() % numtypes]; return types[rng_int() % numtypes];
} }
static unit *
random_unit(const region * r)
{
int c = 0;
int n;
unit *u;
for (u = r->units; u; u = u->next) {
if (u->race != new_race[RC_SPELL]) {
c += u->number;
}
}
if (c == 0) {
return NULL;
}
n = rng_int() % c;
c = 0;
u = r->units;
while (u && c < n) {
if (u->race != new_race[RC_SPELL]) {
c += u->number;
}
u = u->next;
}
return u;
}
void void
chaos(region * r) chaos(region * r)
{ {
@ -978,38 +1009,6 @@ godcurse(void)
} }
static unit *
split_unit(region * r, unit *u)
{
unit *u2 = create_unit(r, u->faction, 0, u->race, 0, u->name, u);
int newsize = u->number/2;
if (u->display) {
free(u2->display);
u2->display = strdup(u->display);
}
transfermen(u, u2, newsize);
return u2;
}
static void
check_split(void)
{
region *r;
unit *u;
for(r=regions;r;r=r->next) {
for(u=r->units;u;u=u->next) {
if(is_monsters(u->faction)) {
if(u->number > u->race->splitsize) {
unit * u2 = split_unit(r, u);
fset(u2, UFL_ISNEW|UFL_MOVED);
}
}
}
}
}
/** handles the "orcish" curse that makes units grow like old orks /** handles the "orcish" curse that makes units grow like old orks
* This would probably be better handled in an age-function for the curse, * This would probably be better handled in an age-function for the curse,
* but it's now being called by randomevents() * but it's now being called by randomevents()
@ -1273,5 +1272,4 @@ randomevents(void)
#endif #endif
dissolve_units(); dissolve_units();
check_split();
} }

View file

@ -92,9 +92,6 @@
#include <util/patricia.h> #include <util/patricia.h>
#endif #endif
/* exported variables */
region *regions;
faction *factions;
struct settings global = { struct settings global = {
"Eressea", /* gamename */ "Eressea", /* gamename */
}; };

View file

@ -166,9 +166,6 @@ extern int findoption(const char *s, const struct locale * lang);
/* special units */ /* special units */
void make_undead_unit(struct unit *); void make_undead_unit(struct unit *);
extern struct region *regions;
extern struct faction *factions;
void addstrlist(strlist ** SP, const char *s); void addstrlist(strlist ** SP, const char *s);
int armedmen(const struct unit * u, boolean siege_weapons); int armedmen(const struct unit * u, boolean siege_weapons);

View file

@ -49,6 +49,8 @@
#include <string.h> #include <string.h>
#include <stdlib.h> #include <stdlib.h>
faction *factions;
/** remove the faction from memory. /** remove the faction from memory.
* this frees all memory that's only accessible through the faction, * this frees all memory that's only accessible through the faction,
* but you should still call funhash and remove the faction from the * but you should still call funhash and remove the faction from the

View file

@ -103,6 +103,8 @@ typedef struct faction {
struct seen_region ** seen; struct seen_region ** seen;
} faction; } faction;
extern struct faction *factions;
typedef struct faction_list { typedef struct faction_list {
struct faction_list * next; struct faction_list * next;
struct faction * data; struct faction * data;

View file

@ -64,6 +64,8 @@
extern int dice_rand(const char *s); extern int dice_rand(const char *s);
region *regions;
int int
get_maxluxuries() get_maxluxuries()
{ {

View file

@ -137,6 +137,8 @@ typedef struct region {
#endif #endif
} region; } region;
extern struct region *regions;
typedef struct region_list { typedef struct region_list {
struct region_list * next; struct region_list * next;
struct region * data; struct region * data;