forked from github/server
1003 lines
25 KiB
C
1003 lines
25 KiB
C
/* vi: set ts=2:
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*
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*
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* Eressea PB(E)M host Copyright (C) 1998-2003
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* Christian Schlittchen (corwin@amber.kn-bremen.de)
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* Katja Zedel (katze@felidae.kn-bremen.de)
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* Henning Peters (faroul@beyond.kn-bremen.de)
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* Enno Rehling (enno@eressea.de)
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* Ingo Wilken (Ingo.Wilken@informatik.uni-oldenburg.de)
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*
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* based on:
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*
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* Atlantis v1.0 13 September 1993 Copyright 1993 by Russell Wallace
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* Atlantis v1.7 Copyright 1996 by Alex Schröder
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*
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* This program may not be used, modified or distributed without
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* prior permission by the authors of Eressea.
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* This program may not be sold or used commercially without prior written
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* permission from the authors.
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*/
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#include <platform.h>
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#include <kernel/config.h>
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/* triggers includes */
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#include <triggers/removecurse.h>
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/* attributes includes */
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#include <attributes/targetregion.h>
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#include <attributes/hate.h>
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/* kernel includes */
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#include <kernel/build.h>
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#include <kernel/equipment.h>
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#include <kernel/faction.h>
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#include <kernel/item.h>
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#include <kernel/message.h>
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#include <kernel/move.h>
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#include <kernel/names.h>
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#include <kernel/order.h>
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#include <kernel/pathfinder.h>
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#include <kernel/pool.h>
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#include <kernel/race.h>
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#include <kernel/region.h>
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#include <kernel/reports.h>
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#include <kernel/skill.h>
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#include <kernel/terrain.h>
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#include <kernel/terrainid.h>
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#include <kernel/unit.h>
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#include <gamecode/economy.h>
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#include <gamecode/give.h>
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#include <gamecode/monster.h>
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/* util includes */
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#include <util/attrib.h>
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#include <util/base36.h>
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#include <util/bsdstring.h>
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#include <util/event.h>
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#include <util/language.h>
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#include <util/lists.h>
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#include <util/log.h>
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#include <util/rand.h>
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#include <util/rng.h>
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/* libc includes */
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#include <stdio.h>
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#include <string.h>
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#include <assert.h>
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#define MOVECHANCE 25 /* chance fuer bewegung */
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#define DRAGON_RANGE 20 /* Max. Distanz zum nächsten Drachenziel */
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#define MAXILLUSION_TEXTS 3
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static void
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reduce_weight(unit * u)
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{
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int capacity, weight = 0;
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item ** itmp = &u->items;
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int horses = get_resource(u, oldresourcetype[R_HORSE]);
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if (horses > 0) {
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horses = MIN(horses, (u->number*2));
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change_resource(u, oldresourcetype[R_HORSE], - horses);
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}
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/* 0. ditch any vehicles */
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while (*itmp!=NULL) {
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item * itm = *itmp;
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const item_type * itype = itm->type;
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weight += itm->number*itype->weight;
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if (itype->flags & ITF_VEHICLE) {
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give_item(itm->number, itm->type, u, NULL, NULL);
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}
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if (*itmp==itm) itmp=&itm->next;
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}
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capacity = walkingcapacity(u);
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/* 1. get rid of anything that isn't silver or really lightweight or helpful in combat */
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for (itmp = &u->items;*itmp && capacity>0;) {
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item * itm = *itmp;
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const item_type * itype = itm->type;
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weight += itm->number*itype->weight;
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if (weight>capacity) {
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if (itype->weight>=10 && itype->rtype->wtype==0 && itype->rtype->atype==0) {
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if (itype->capacity < itype->weight) {
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int reduce = MIN(itm->number, -((capacity-weight)/itype->weight));
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give_item(reduce, itm->type, u, NULL, NULL);
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weight -= reduce * itype->weight;
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}
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}
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}
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if (*itmp==itm) itmp=&itm->next;
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}
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for (itmp = &u->items;*itmp && weight>capacity;) {
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item * itm = *itmp;
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const item_type * itype = itm->type;
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weight += itm->number*itype->weight;
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if (itype->capacity < itype->weight) {
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int reduce = MIN(itm->number, -((capacity-weight)/itype->weight));
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give_item(reduce, itm->type, u, NULL, NULL);
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weight -= reduce * itype->weight;
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}
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if (*itmp==itm) itmp=&itm->next;
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}
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}
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static order *
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monster_attack(unit * u, const unit * target)
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{
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if (u->region!=target->region) return NULL;
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if (u->faction==target->faction) return NULL;
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if (!cansee(u->faction, u->region, target, 0)) return NULL;
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if (monster_is_waiting(u)) return NULL;
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return create_order(K_ATTACK, u->faction->locale, "%i", target->no);
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}
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static order *
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get_money_for_dragon(region * r, unit * u, int wanted)
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{
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unit *u2;
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int n;
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/* attackiere bewachende einheiten */
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for (u2 = r->units; u2; u2 = u2->next) {
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if (u2 != u && is_guard(u2, GUARD_TAX)) {
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order * ord = monster_attack(u, u2);
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if (ord) addlist(&u->orders, ord);
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}
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}
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/* falls genug geld in der region ist, treiben wir steuern ein. */
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if (rmoney(r) >= wanted) {
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/* 5% chance, dass der drache aus einer laune raus attackiert */
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if (chance(1.0-u->race->aggression)) {
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return create_order(K_TAX, default_locale, NULL);
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}
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}
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/* falls der drache launisch ist, oder das regionssilber knapp, greift er alle an */
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n = 0;
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for (u2 = r->units; u2; u2 = u2->next) {
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if (u2->faction != u->faction && cansee(u->faction, r, u2, 0)) {
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int m = get_money(u2);
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if (m==0 || is_guard(u2, GUARD_TAX)) continue;
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else {
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order * ord = monster_attack(u, u2);
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if (ord) {
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addlist(&u->orders, ord);
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n += m;
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}
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}
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}
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}
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/* falls die einnahmen erreicht werden, bleibt das monster noch eine
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* runde hier. */
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if (n + rmoney(r) >= wanted) {
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return create_order(K_TAX, default_locale, NULL);
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}
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/* wenn wir NULL zurückliefern, macht der drache was anderes, z.b. weggehen */
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return NULL;
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}
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static int
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all_money(region * r, faction * f)
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{
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unit *u;
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int m;
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m = rmoney(r);
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for (u = r->units; u; u = u->next) {
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if (f!=u->faction) {
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m += get_money(u);
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}
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}
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return m;
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}
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static direction_t
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richest_neighbour(region * r, faction * f, int absolut)
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{
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/* m - maximum an Geld, d - Richtung, i - index, t = Geld hier */
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double m;
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double t;
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direction_t d = NODIRECTION, i;
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if (absolut == 1 || rpeasants(r) == 0) {
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m = (double) all_money(r, f);
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} else {
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m = (double) all_money(r, f) / (double) rpeasants(r);
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}
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/* finde die region mit dem meisten geld */
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for (i = 0; i != MAXDIRECTIONS; i++) {
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region * rn = rconnect(r, i);
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if (rn!=NULL && fval(rn->terrain, LAND_REGION)) {
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if (absolut == 1 || rpeasants(rn) == 0) {
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t = (double) all_money(rn, f);
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} else {
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t = (double) all_money(rn, f) / (double) rpeasants(rn);
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}
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if (t > m) {
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m = t;
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d = i;
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}
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}
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}
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return d;
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}
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static boolean
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room_for_race_in_region(region *r, const race * rc)
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{
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unit *u;
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int c = 0;
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for(u=r->units;u;u=u->next) {
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if(u->race == rc) c += u->number;
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}
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if(c > (rc->splitsize*2))
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return false;
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return true;
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}
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static direction_t
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random_neighbour(region * r, unit *u)
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{
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direction_t i;
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region *rc;
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int rr, c = 0, c2 = 0;
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/* Nachsehen, wieviele Regionen in Frage kommen */
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for (i = 0; i != MAXDIRECTIONS; i++) {
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rc = rconnect(r, i);
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if (rc && can_survive(u, rc)) {
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if(room_for_race_in_region(rc, u->race)) {
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c++;
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}
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c2++;
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}
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}
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if (c == 0) {
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if(c2 == 0) {
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return NODIRECTION;
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} else {
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c = c2;
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c2 = 0; /* c2 == 0 -> room_for_race nicht beachten */
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}
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}
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/* Zufällig eine auswählen */
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rr = rng_int() % c;
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/* Durchzählen */
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c = -1;
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for (i = 0; i != MAXDIRECTIONS; i++) {
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rc = rconnect(r, i);
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if (rc && can_survive(u, rc)) {
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if(c2 == 0) {
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c++;
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} else if(room_for_race_in_region(rc, u->race)) {
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c++;
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}
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if (c == rr) return i;
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}
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}
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assert(1 == 0); /* Bis hierhin sollte er niemals kommen. */
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return NODIRECTION;
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}
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static direction_t
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treeman_neighbour(region * r)
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{
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direction_t i;
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int rr;
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int c = 0;
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/* Nachsehen, wieviele Regionen in Frage kommen */
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for (i = 0; i != MAXDIRECTIONS; i++) {
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if (rconnect(r, i)
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&& rterrain(rconnect(r, i)) != T_OCEAN
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&& rterrain(rconnect(r, i)) != T_GLACIER
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&& rterrain(rconnect(r, i)) != T_DESERT) {
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c++;
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}
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}
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if (c == 0) {
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return NODIRECTION;
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}
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/* Zufällig eine auswählen */
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rr = rng_int() % c;
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/* Durchzählen */
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c = -1;
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for (i = 0; i != MAXDIRECTIONS; i++) {
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if (rconnect(r, i)
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&& rterrain(rconnect(r, i)) != T_OCEAN
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&& rterrain(rconnect(r, i)) != T_GLACIER
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&& rterrain(rconnect(r, i)) != T_DESERT) {
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c++;
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if (c == rr) {
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return i;
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}
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}
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}
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assert(1 == 0); /* Bis hierhin sollte er niemals kommen. */
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return NODIRECTION;
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}
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static order *
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monster_move(region * r, unit * u)
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{
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direction_t d = NODIRECTION;
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if (monster_is_waiting(u)) return NULL;
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switch(old_race(u->race)) {
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case RC_FIREDRAGON:
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case RC_DRAGON:
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case RC_WYRM:
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d = richest_neighbour(r, u->faction, 1);
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break;
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case RC_TREEMAN:
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d = treeman_neighbour(r);
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break;
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default:
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d = random_neighbour(r,u);
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break;
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}
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/* falls kein geld gefunden wird, zufaellig verreisen, aber nicht in
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* den ozean */
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if (d == NODIRECTION)
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return NULL;
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reduce_weight(u);
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return create_order(K_MOVE, u->faction->locale, "%s", LOC(u->faction->locale, directions[d]));
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}
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static int
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dragon_affinity_value(region *r, unit *u)
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{
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int m = all_money(r, u->faction);
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if(u->race == new_race[RC_FIREDRAGON]) {
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return (int)(normalvariate(m,m/2));
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} else {
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return (int)(normalvariate(m,m/4));
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}
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}
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static attrib *
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set_new_dragon_target(unit * u, region * r, int range)
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{
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int max_affinity = 0;
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region *max_region = NULL;
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#if 1
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region_list * rptr, * rlist = regions_in_range(r, range, allowed_dragon);
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for (rptr=rlist;rptr;rptr=rptr->next) {
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region * r2 = rptr->data;
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int affinity = dragon_affinity_value(r2, u);
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if (affinity > max_affinity) {
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max_affinity = affinity;
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max_region = r2;
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}
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}
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free_regionlist(rlist);
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#else
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int tx, ty;
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for (tx = r->x - range; tx < r->x + range; tx++) {
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for (ty = r->y - range; ty < r->y + range; ty++) {
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region * r2;
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int x = tx, y = ty;
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pnormalize(&x, &y, r->planep);
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r2 = findregion(x, y);
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if (r2!=NULL) {
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int affinity = dragon_affinity_value(r2, u);
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if (affinity > max_affinity) {
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if (koor_distance (r->x, r->y, x, y) <= range && path_exists(r, r2, range, allowed_dragon))
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{
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max_affinity = affinity;
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max_region = r2;
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}
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}
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}
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}
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}
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#endif
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if (max_region && max_region != r) {
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attrib * a = a_find(u->attribs, &at_targetregion);
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if (!a) {
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a = a_add(&u->attribs, make_targetregion(max_region));
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} else {
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a->data.v = max_region;
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}
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return a;
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}
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return NULL;
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}
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static order *
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make_movement_order(unit * u, const region * target, int moves, boolean (*allowed)(const region *, const region *))
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{
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region * r = u->region;
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region ** plan;
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int bytes, position = 0;
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char zOrder[128], * bufp = zOrder;
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size_t size = sizeof(zOrder) - 1;
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if (monster_is_waiting(u)) return NULL;
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plan = path_find(r, target, DRAGON_RANGE*5, allowed);
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if (plan==NULL) return NULL;
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bytes = (int)strlcpy(bufp, (const char *)LOC(u->faction->locale, keywords[K_MOVE]), size);
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if (wrptr(&bufp, &size, bytes)!=0) WARN_STATIC_BUFFER();
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while (position!=moves && plan[position+1]) {
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region * prev = plan[position];
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region * next = plan[++position];
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direction_t dir = reldirection(prev, next);
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assert(dir!=NODIRECTION && dir!=D_SPECIAL);
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if (size>1) {
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*bufp++ = ' ';
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--size;
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}
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bytes = (int)strlcpy(bufp, (const char *)LOC(u->faction->locale, directions[dir]), size);
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if (wrptr(&bufp, &size, bytes)!=0) WARN_STATIC_BUFFER();
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}
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*bufp = 0;
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return parse_order(zOrder, u->faction->locale);
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}
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#ifdef TODO_ALP
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static order *
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monster_seeks_target(region *r, unit *u)
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{
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direction_t d;
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unit *target = NULL;
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int dist, dist2;
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direction_t i;
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region *nr;
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/* Das Monster sucht ein bestimmtes Opfer. Welches, steht
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* in einer Referenz/attribut
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* derzeit gibt es nur den alp
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*/
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switch( old_race(u->race) ) {
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case RC_ALP:
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target = alp_target(u);
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break;
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default:
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assert(!"Seeker-Monster gibt kein Ziel an");
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}
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/* TODO: prüfen, ob target überhaupt noch existiert... */
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if (!target) {
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log_error(("Monster '%s' hat kein Ziel!\n", unitname(u)));
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return NULL; /* this is a bug workaround! remove!! */
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}
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if(r == target->region ) { /* Wir haben ihn! */
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if (u->race == new_race[RC_ALP]) {
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alp_findet_opfer(u, r);
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}
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else {
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assert(!"Seeker-Monster hat keine Aktion fuer Ziel");
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}
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return NULL;
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}
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/* Simpler Ansatz: Nachbarregion mit gerinster Distanz suchen.
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* Sinnvoll momentan nur bei Monstern, die sich nicht um das
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* Terrain kümmern. Nebelwände & Co machen derzeit auch nix...
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*/
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dist2 = distance(r, target->region);
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d = NODIRECTION;
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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
|
|
|
|
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 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;
|
|
}
|
|
|
|
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(faction * f)
|
|
{
|
|
region *r;
|
|
|
|
assert(f);
|
|
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 && !monster_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 (!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->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));
|
|
}
|
|
}
|
|
}
|
|
}
|