/* vi: set ts=2: * * * Eressea PB(E)M host Copyright (C) 1998-2003 * Christian Schlittchen (corwin@amber.kn-bremen.de) * Katja Zedel (katze@felidae.kn-bremen.de) * Henning Peters (faroul@beyond.kn-bremen.de) * Enno Rehling (enno@eressea-pbem.de) * Ingo Wilken (Ingo.Wilken@informatik.uni-oldenburg.de) * * based on: * * Atlantis v1.0 13 September 1993 Copyright 1993 by Russell Wallace * Atlantis v1.7 Copyright 1996 by Alex Schröder * * This program may not be used, modified or distributed without * prior permission by the authors of Eressea. * This program may not be sold or used commercially without prior written * permission from the authors. */ #include #include "eressea.h" #include "monster.h" /* gamecode includes */ #include "economy.h" /* triggers includes */ #include /* attributes includes */ #include #include #include /* spezialmonster */ #include /* kernel includes */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include /* util includes */ #include #include #include #include /* libc includes */ #include #include #include #include #define UNDEAD_REPRODUCTION 0 /* vermehrung */ #define MOVECHANCE 25 /* chance fuer bewegung */ #define MAXILLUSION_TEXTS 3 static boolean is_waiting(const unit * u) { if (fval(u, UFL_ISNEW)) return true; if (get_keyword(u->lastorder)==K_WAIT) return true; return false; } static boolean monster_attack(unit * u, const unit * target) { char zText[20]; if (u->region!=target->region) return false; if (!cansee(u->faction, u->region, target, 0)) return false; if (is_waiting(u)) return false; sprintf(zText, "%s %s", locale_string(u->faction->locale, keywords[K_ATTACK]), unitid(target)); addlist(&u->orders, parse_order(zText, u->faction->locale)); return true; } void taxed_by_monster(unit * u) { const char * zText = locale_string(u->faction->locale, keywords[K_TAX]); addlist(&u->orders, parse_order(zText, u->faction->locale)); } static boolean 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 && getguard(u2)&GUARD_TAX) monster_attack(u, u2); /* treibe steuern bei den bauern ein */ taxed_by_monster(u); /* falls das genug geld ist, bleibt das monster hier */ if (rmoney(r) >= wanted) return true; /* attackiere so lange die fremden, alteingesessenen einheiten mit geld * (einfach die reihenfolge der einheiten), bis das geld da ist. n * zaehlt das so erhaltene geld. */ n = 0; for (u2 = r->units; u2; u2 = u2->next) if (u2->faction != u->faction && get_money(u2)) { if (monster_attack(u, u2)) { n += get_money(u2); if (n > wanted) break; } } /* falls die einnahmen erreicht werden, bleibt das monster noch eine * runde hier. */ if (n + rmoney(r) >= wanted) return true; /* falls das geld, das wir haben, und das der angriffe zum leben * reicht, koennen wir uns fortbewegen. deswegen duerfen wir * steuereinnahmen nicht beruecksichtigen - wir bewegen uns ja fort. */ if (get_money(u) + n >= MAINTENANCE) return false; /* falls wir auch mit angriffe nicht genug geld zum wandern haben, * muessen wir wohl oder uebel hier bleiben. vielleicht wurden ja genug * steuern eingetrieben */ return true; } static int money(region * r) { unit *u; int m; m = rmoney(r); for (u = r->units; u; u = u->next) m += get_money(u); return m; } static direction_t richest_neighbour(region * r, 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) money(r); } else { m = (double) money(r) / (double) rpeasants(r); } /* finde die region mit dem meisten geld */ for (i = 0; i != MAXDIRECTIONS; i++) if (rconnect(r, i) && rterrain(rconnect(r, i)) != T_OCEAN) { if (absolut == 1 || rpeasants(r) == 0) { t = (double) money(rconnect(r, i)); } else { t = (double) money(rconnect(r, i)) / (double) rpeasants(r); } 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 = rand() % 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 = rand() % 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 void move_monster(region * r, unit * u) { direction_t d = NODIRECTION; switch(old_race(u->race)) { case RC_FIREDRAGON: case RC_DRAGON: case RC_WYRM: d = richest_neighbour(r, 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; sprintf(buf, "%s %s", locale_string(u->faction->locale, keywords[K_MOVE]), locale_string(u->faction->locale, directions[d])); addlist(&u->orders, parse_order(buf, u->faction->locale)); } /* Wir machen das mal autoconf-style: */ #ifndef HAVE_DRAND48 #define drand48() (((double)rand()) / RAND_MAX) #endif static int dragon_affinity_value(region *r, unit *u) { int m = count_all_money(r); 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 x, y; for (x = r->x - range; x < r->x + range; x++) { for (y = r->y - range; y < r->y + range; y++) { region * 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; } sprintf(buf, "Kommt aus: %s, Will nach: %s", regionid(r), regionid(max_region)); usetprivate(u, buf); return a; } return NULL; } static boolean set_movement_order(unit * u, const region * target, int moves, boolean (*allowed)(const region *, const region *)) { region * r = u->region; region ** plan = path_find(r, target, DRAGON_RANGE*5, allowed); int position = 0; char * c; if (plan==NULL) { return false; } strcpy(buf, locale_string(u->faction->locale, keywords[K_MOVE])); c = buf + strlen(buf); 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); *c++ = ' '; strcpy(c, locale_string(u->faction->locale, directions[dir])); c += strlen(c); } set_order(&u->lastorder, parse_order(buf, u->faction->locale)); free_order(u->lastorder); /* parse_order & set_order have both increased the refcount */ return true; } static void 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) return; /* 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; } /* 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 ); if (u->race == new_race[RC_ALP]) { if( (u->age % 2) ) /* bewegt sich nur jede zweite Runde */ d = NODIRECTION; } if( d == NODIRECTION ) return; sprintf(buf, "%s %s", locale_string(u->faction->locale, keywords[K_MOVE]), locale_string(u->faction->locale, directions[d])); addlist(&u->orders, parse_order(buf, u->faction->locale)); } 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 = rand() % 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 boolean random_attack_by_monster(const region * r, unit * u) { boolean success = false; unit *target; int kill, max; int tries = 0; int attacked = 0; switch (old_race(u->race)) { case RC_FIREDRAGON: kill = 25; max = 50; break; case RC_DRAGON: kill = 100; max = 200; break; case RC_WYRM: kill = 400; max = 800; break; default: kill = 1; max = 1; } kill *= u->number; max *= u->number; do { tries++; target = random_unit(r); if (target && target != u && humanoidrace(target->race) && !illusionaryrace(target->race) && target->number <= max) { if (monster_attack(u, target)) { unit * u2; success = true; for (u2 = r->units; u2; u2 = u2->next) { if (u2->faction->no == MONSTER_FACTION && rand() % 100 < 75) { monster_attack(u2, target); } } attacked += target->number; } } } while (attacked < kill && tries < 10); return success; } static void eaten_by_monster(unit * u) { int n = 0; int horse = 0; switch (old_race(u->race)) { case RC_FIREDRAGON: n = rand()%80 * u->number; horse = get_item(u, I_HORSE); break; case RC_DRAGON: n = rand()%200 * u->number; horse = get_item(u, I_HORSE); break; case RC_WYRM: n = rand()%500 * u->number; horse = get_item(u, I_HORSE); break; default: n = rand()%(u->number/20+1); } if (n > 0) { n = lovar(n); n = min(rpeasants(u->region), n); if (n > 0) { deathcounts(u->region, n); rsetpeasants(u->region, rpeasants(u->region) - n); add_message(&u->region->msgs, new_message(NULL, "eatpeasants%u:unit%i:amount", u, n)); } } if (horse > 0) { set_item(u, I_HORSE, 0); add_message(&u->region->msgs, new_message(NULL, "eathorse%u:unit%i:amount", u, horse)); } } static void absorbed_by_monster(unit * u) { int n; switch (old_race(u->race)) { default: n = rand()%(u->number/20+1); } if(n > 0) { n = lovar(n); n = min(rpeasants(u->region), n); if(n > 0){ rsetpeasants(u->region, rpeasants(u->region) - n); scale_number(u, u->number + n); add_message(&u->region->msgs, new_message(NULL, "absorbpeasants%u:unit%i:amount", u, n)); } } } static int scareaway(region * r, int anzahl) { int n, p, d = 0, emigrants[MAXDIRECTIONS]; direction_t i; anzahl = min(max(1, anzahl),rpeasants(r)); /* Wandern am Ende der Woche (normal) oder wegen Monster. Die * Wanderung wird erst am Ende von demographics () ausgefuehrt. * emigrants[] ist local, weil r->newpeasants durch die Monster * vielleicht schon hochgezaehlt worden ist. */ for (i = 0; i != MAXDIRECTIONS; i++) emigrants[i] = 0; p = rpeasants(r); assert(p >= 0 && anzahl >= 0); for (n = min(p, anzahl); n; n--) { direction_t dir = (direction_t)(rand() % MAXDIRECTIONS); region * c = rconnect(r, dir); if (c && landregion(rterrain(c))) { d++; c->land->newpeasants++; emigrants[dir]++; } } rsetpeasants(r, p-d); assert(p >= d); return d; } static void scared_by_monster(unit * u) { int n; switch (old_race(u->race)) { case RC_FIREDRAGON: n = rand()%160 * u->number; break; case RC_DRAGON: n = rand()%400 * u->number; break; case RC_WYRM: n = rand()%1000 * u->number; break; default: n = rand()%(u->number/4+1); } if(n > 0) { n = lovar(n); n = min(rpeasants(u->region), n); if(n > 0) { n = scareaway(u->region, n); if(n > 0) { add_message(&u->region->msgs, new_message(NULL, "fleescared%i:amount%u:unit", n, u)); } } } } static const char * random_growl(void) { switch(rand()%5) { case 0: return "Groammm"; case 1: return "Roaaarrrr"; case 2: return "Chhhhhhhhhh"; case 3: return "Tschrrrkk"; case 4: return "Schhhh"; } return ""; } extern attrib_type at_direction; static void make_ponnuki(void) { int ponn = atoi36("ponn"); unit * u = ufindhash(ponn); region * r = findregion(-67,-5); if (u || !r) return; u = createunit(r, findfaction(MONSTER_FACTION), 1, new_race[RC_ILLUSION]); u->irace = new_race[RC_GOBLIN]; set_string(&u->name, "Ponnuki"); set_string(&u->display, "Go, Ponnuki, Go."); uunhash(u); u->no = ponn; uhash(u); /* 'andere' ponnukis mit eigener nummer */ ponn = atoi36("255x"); do { u = ufindhash(ponn); if (!u) break; uunhash(u); u->no = newunitid(); uhash(u); } while (u); } static void ponnuki(unit * u) { const char* joke[] = { "Ein Bummerang ist, wenn man ihn wegwirft und er kommt nicht wieder, dann war's keiner.", "Ein Riese und ein Zwerg sitzen an der Bar und trinken Bier. Der Zwerg spuckt - tftftf - dem Riesen ins Bier.\n" "Riese: Hör auf, oder ich reiß Dir ein Ohr ab!\n" "Zwerg: Mir egal, bei uns Zwergen wachsen die Ohren nach! - tftftf\n" "Riese: Wenn Du nicht sofort aufhörst, reiße ich Dir ein Bein aus!\n" "Zwerg: Na und, bei uns Zwergen wachsen Beine nach - tftftf\n" "Riese: Jetzt reichts aber wirklich! Schluß, oder ich reiße Dir den\n" "Schniedel aus.\n" "Zwerg: Probier's doch, wir Zwerge haben gar keinen Schniedel - tftftf\n" "Riese (verblüfft): So, und wie pinkelt Ihr dann???\n" "Zwerg: tftftf", "Ein Ingenieur und ein Mathematiker sitzen zusammen in einem Vortrag über Kulza-Klein Theorie, die sich mit\n" "11, 12 und sogar höheren Dimensionen beschäftig. Der Mathematiker geniesst die Vorlesung, während der\n" "Ingenieur immer mehr verwirrt aussieht. Als der Vortrag zu ende ist, hat der Ingenieur schreckliche\n" "Kopfschmerzen davon.\n" "\n" "Ingenieur: Wie kannst du nur diesen schrecklichen, abgehobenen Vortrag verstehen?\n" "Mathematiker: Ich stelle mir das ganze einfach vor.\n" "Ingenieur: Wie kannst du dir einen 11-dimensionalen Raum vorstellen???\n" "Mathematiker: Nun, ich stelle mir einen n-dimensionalen Raum vor und lasse dann n gegen 11 gehen..", "Merke: Mit Schwabenwitzen soll man ganz sparsam sein.", "F: Was bekommt man, wenn man Katzen und Elfen kreuzt?\nA: Elfen ohne Rheuma.", "F: Was bekommt man, wenn man Insekten und Katzen kreuzt?\nA: Tiger, die Crisan benutzen.", NULL }; int jokes = 0; while(joke[jokes]) jokes++; if (jokes) addmessage(u->region, 0, joke[rand() % jokes], MSG_MESSAGE, ML_IMPORTANT); } static void learn_monster(unit *u) { int c = 0; int n; skill * sv; /* 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; n = rand()%c + 1; c = 0; for (sv = u->skills; sv != u->skills + u->skill_size; ++sv) { if (sv->level>0) { if (++c == n) { sprintf(buf, "%s %s", locale_string(u->faction->locale, keywords[K_STUDY]), skillname(sv->id, u->faction->locale)); set_order(&u->thisorder, parse_order(buf, u->faction->locale)); free_order(u->thisorder); /* parse_order & set_order have both increased the refcount */ break; } } } } void monsters_kill_peasants(void) { region *r; unit *u; for (r = regions; r; r = r->next) { for (u = r->units; u; u = u->next) if(!fval(u, UFL_MOVED)) { if(u->race->flags & RCF_SCAREPEASANTS) { scared_by_monster(u); } if(u->race->flags & RCF_KILLPEASANTS) { eaten_by_monster(u); } if(u->race->flags & RCF_ABSORBPEASANTS) { absorbed_by_monster(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 plan_dragon(unit * u) { attrib *ta; region * tr = NULL; int horses = get_resource(u,R_HORSE); int capacity = walkingcapacity(u); item ** itmp = &u->items; if (horses > 0) { change_resource(u, R_HORSE, - min(horses,(u->number*2))); } while (capacity>0 && *itmp!=NULL) { item * itm = *itmp; if (itm->type->capacitytype->weight) { int weight = itm->number*itm->type->capacity; if (weight > capacity) { int error = give_item(itm->number, itm->type, u, NULL, NULL); if (error!=0) break; } } if (*itmp==itm) itmp=&itm->next; } if (rand() % 100 < 4) { /* 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) { switch(old_race(u->race)) { case RC_FIREDRAGON: set_movement_order(u, tr, 4, allowed_dragon); break; case RC_DRAGON: set_movement_order(u, tr, 3, allowed_dragon); break; case RC_WYRM: set_movement_order(u, tr, 1, allowed_dragon); break; } if (rand()%100 < 15) { /* do a growl */ if (rname(tr, u->faction->locale)) { sprintf(buf, "botschaft an region %s~...~%s~etwas~in~%s.", estring(random_growl()), u->number==1?"Ich~rieche":"Wir~riechen", estring(rname(tr, u->faction->locale))); addlist(&u->orders, parse_order(buf, u->faction->locale)); } } } else { if (!get_money_for_dragon(u->region, u, income(u))) { /* money is gone */ set_new_dragon_target(u, u->region, DRAGON_RANGE); } else if (u->race != new_race[RC_FIREDRAGON] && u->region->terrain!=T_OCEAN && !(terrain[rterrain(u->region)].flags & FORBIDDEN_LAND)) { int ra = 20 + rand() % 100; if (get_money(u) > ra * 50 + 100 && rand() % 100 < 50) { const struct item_type * weapon = NULL; unit *un; un = createunit(u->region, findfaction(MONSTER_FACTION), ra, new_race[RC_DRACOID]); name_unit(un); change_money(u, -un->number * 50); set_level(un, SK_SPEAR, (3 + rand() % 4)); set_level(un, SK_SWORD, (3 + rand() % 4)); set_level(un, SK_LONGBOW, (2 + rand() % 3)); switch (rand() % 3) { case 0: weapon = olditemtype[I_LONGBOW]; break; case 1: weapon = olditemtype[I_SWORD]; break; default: weapon = olditemtype[I_SPEAR]; break; } i_change(&un->items, weapon, un->number); if (weapon->rtype->wtype->flags & WTF_MISSILE) un->status = ST_BEHIND; else un->status = ST_FIGHT; sprintf(buf, "%s \"%s\"", keywords[K_STUDY], skillname(weapon->rtype->wtype->skill, u->faction->locale)); set_order(&un->lastorder, parse_order(buf, default_locale)); } if (is_waiting(u)) { sprintf(buf, "%s \"%s\"", keywords[K_STUDY], skillname(SK_OBSERVATION, u->faction->locale)); set_order(&u->thisorder, parse_order(buf, default_locale)); set_order(&u->lastorder, u->thisorder); } } } } void plan_monsters(void) { region *r; faction *f; unit *u; attrib *ta; u = findunitg(atoi36("ponn"), NULL); if (!u) make_ponnuki(); f = findfaction(MONSTER_FACTION); if (!f) return; f->lastorders = turn; for (r = regions; r; r = r->next) { for (u = r->units; u; u = u->next) { region * tr = NULL; boolean is_moving = false; /* Ab hier nur noch Befehle für NPC-Einheiten. */ if (u->faction->no != MONSTER_FACTION) continue; /* Monster bekommen jede Runde ein paar Tage Wahrnehmung dazu */ produceexp(u, SK_OBSERVATION, u->number); ta = a_find(u->attribs, &at_hate); if (ta && is_waiting(u)) { unit * tu = (unit *)ta->data.v; if (tu && tu->region==r) { sprintf(buf, "%s %s", locale_string(u->faction->locale, keywords[K_ATTACK]), itoa36(tu->no)); addlist(&u->orders, parse_order(buf, u->faction->locale)); } else if (tu) { tu = findunitg(ta->data.i, NULL); if (tu) set_movement_order(u, tu->region, 2, allowed_walk); } else a_remove(&u->attribs, ta); } ta = a_find(u->attribs, &at_targetregion); if (ta!=NULL) { tr = (region *) ta->data.v; if (tr != r) is_moving = true; } if (!(fval(u, UFL_ISNEW)) && r->terrain != T_OCEAN) { /* Monster bewachen immer */ const char * cmd = locale_string(u->faction->locale, keywords[K_GUARD]); addlist(&u->orders, parse_order(cmd, u->faction->locale)); } /* Diese Verkettung ist krank und sollte durch eine 'vernünftige KI' * ersetzt werden. */ if( (u->race->flags & RCF_MOVERANDOM) && (rand()%100race->flags & RCF_ATTACKRANDOM) && is_moving == false) { double probability; attrib *a = a_find(u->attribs, &at_aggressive); if (a) { probability = a->data.flt; } else { probability = MONSTERATTACK; } if(chance(probability)) { done = random_attack_by_monster(r, u); } } if (!done) { if(u->race == new_race[RC_SEASERPENT]) { set_order(&u->thisorder, parse_order(keywords[K_PIRACY], default_locale)); set_order(&u->lastorder, u->thisorder); free_order(u->lastorder); /* parse_order & set_order have both increased the refcount */ } else if(u->race->flags & RCF_LEARN) { learn_monster(u); } } } /* Ab hier noch nicht generalisierte Spezialbehandlungen. */ switch (old_race(u->race)) { case RC_ILLUSION: if (u->no==atoi36("ponn")) ponnuki(u); break; /* Alp */ case RC_ALP: monster_seeks_target(r, u); break; case RC_FIREDRAGON: case RC_DRAGON: case RC_WYRM: plan_dragon(u); break; } } } } void age_unit(region * r, unit * u) { if (u->race == new_race[RC_SPELL]) { if (--u->age <= 0) { destroy_unit(u); } } else { ++u->age; if (u->race->age) { u->race->age(u); } } }