server/src/common/kernel/movement.c
Enno Rehling 25685c79af - curseids entfernt, bis auf ein paar wenige alte funktionen (wahnsinnsarbeit, das)
- englische Zauberübersetzungen, Code gebaut und Übersetzung angefangen
- Visual Studio Project, neue Files eingefügt
- strnzcpy für MSVC hat nicht so richtig geklappt. alles gleich gemacht.
2002-05-01 19:08:32 +00:00

2239 lines
55 KiB
C

/* vi: set ts=2:
*
* Eressea PB(E)M host Copyright (C) 1998-2000
* 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.
*/
#define SAFE_COASTS /* Schiffe an der Küste treiben nicht ab */
#include <config.h>
#include "eressea.h"
#include "movement.h"
#include "alchemy.h"
#include "border.h"
#include "build.h"
#include "building.h"
#include "curse.h"
#include "faction.h"
#include "item.h"
#include "karma.h"
#include "magic.h"
#include "message.h"
#include "plane.h"
#include "race.h"
#include "region.h"
#include "render.h"
#include "spell.h"
#include "ship.h"
#include "skill.h"
#include "unit.h"
/* util includes */
#include <goodies.h>
/* libc includes */
#include <assert.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
/* attributes includes */
#include <attributes/follow.h>
#include <attributes/targetregion.h>
/* TODO: boder_type::move() must be able to change target (wisps) */
extern border_type bt_wisps;
extern item_type it_demonseye;
/* ------------------------------------------------------------- */
typedef struct traveldir {
int no;
direction_t dir;
int age;
} traveldir;
attrib_type at_traveldir = {
"traveldir",
DEFAULT_INIT,
DEFAULT_FINALIZE,
DEFAULT_AGE, /* Weil normales Aging an ungünstiger Stelle */
DEFAULT_WRITE,
DEFAULT_READ
};
void
a_traveldir_new_init(attrib *a)
{
a->data.v = calloc(1, sizeof(traveldir));
}
void
a_traveldir_new_finalize(attrib *a)
{
free(a->data.v);
}
int
a_traveldir_new_age(attrib *a)
{
traveldir *t = (traveldir *)(a->data.v);
t->age--;
if(t->age == 0) return 0;
return 1;
}
int
a_traveldir_new_read(attrib *a, FILE *f)
{
traveldir *t = (traveldir *)(a->data.v);
int no, age, dir;
fscanf(f, "%d %d %d", &no, &dir, &age);
t->no = no;
t->dir = (direction_t)dir;
t->age = age;
return AT_READ_OK;
}
void
a_traveldir_new_write(const attrib *a, FILE *f)
{
traveldir *t = (traveldir *)(a->data.v);
fprintf(f, "%d %d %d ", t->no, (int)t->dir, t->age);
}
attrib_type at_traveldir_new = {
"traveldir_new",
a_traveldir_new_init,
a_traveldir_new_finalize,
a_traveldir_new_age,
a_traveldir_new_write,
a_traveldir_new_read
};
/* ------------------------------------------------------------- */
direction_t
getdirection(const struct locale * lang)
{
return finddirection(getstrtoken(), lang);
}
/* ------------------------------------------------------------- */
static attrib_type at_driveweight = {
"driveweight", NULL, NULL, NULL, NULL, NULL
};
int
personcapacity(const unit *u)
{
#if RACE_CAPACITY
int cap = u->race->weight+u->race->capacity;
#else
int cap = u->race->weight+540;
if (old_race(u->race) == RC_TROLL)
cap += 540;
#if RACE_ADJUSTMENTS
else if(old_race(u->race) == RC_GOBLIN)
cap -= 100;
#endif
#endif
if (fspecial(u->faction, FS_QUICK))
cap -= 200;
return cap;
}
static int
eff_weight(const unit *u)
{
attrib *a = a_find(u->attribs, &at_driveweight);
if (a) return weight(u) + a->data.i;
return weight(u);
}
int
ridingcapacity(unit * u)
{
int n;
int wagen, pferde;
n = 0;
/* Man trägt sein eigenes Gewicht plus seine Kapazität! Die Menschen
* tragen nichts (siehe walkingcapacity). Ein Wagen zählt nur, wenn er
* von zwei Pferden gezogen wird */
pferde = min(get_item(u, I_HORSE), effskill(u, SK_RIDING) * u->number * 2);
if(fval(u->race, RCF_HORSE)) pferde += u->number;
/* maximal diese Pferde können zum Ziehen benutzt werden */
wagen = min(pferde / HORSESNEEDED, get_item(u, I_WAGON));
n = wagen * WAGONCAPACITY + pferde * HORSECAPACITY;
return n;
}
int
walkingcapacity(unit * u)
{
int n, personen, pferde, pferde_fuer_wagen;
int wagen, wagen_ohne_pferde, wagen_mit_pferden, wagen_mit_trollen;
/* Das Gewicht, welches die Pferde tragen, plus das Gewicht, welches
* die Leute tragen */
pferde = get_item(u, I_HORSE);
if (fval(u->race, RCF_HORSE)) {
pferde += u->number;
personen = 0;
} else {
personen = u->number;
}
wagen = get_item(u, I_WAGON);
pferde_fuer_wagen = min(pferde, effskill(u, SK_RIDING) * u->number * 4);
/* maximal diese Pferde können zum Ziehen benutzt werden */
wagen_mit_pferden = min(wagen, pferde_fuer_wagen / HORSESNEEDED);
n = wagen_mit_pferden * WAGONCAPACITY;
if (old_race(u->race) == RC_TROLL) {
/* 4 Trolle ziehen einen Wagen. */
/* Unbesetzte Wagen feststellen */
wagen_ohne_pferde = wagen - wagen_mit_pferden;
/* Genug Trolle, um die Restwagen zu ziehen? */
wagen_mit_trollen = min(u->number / 4, wagen_ohne_pferde);
/* Wagenkapazität hinzuzählen */
n += wagen_mit_trollen * WAGONCAPACITY;
wagen_ohne_pferde -= wagen_mit_trollen;
}
n += pferde * HORSECAPACITY;
n += personen * personcapacity(u);
/* Goliathwasser */
n += get_effect(u, oldpotiontype[P_STRONG]) * personcapacity(u);
n += min(get_item(u, I_TROLLBELT), u->number) * STRENGTHCAPACITY;
return n;
}
int
canwalk(unit * u)
{
int wagen, maxwagen;
int pferde, maxpferde;
/* workaround: monsters are too stupid to drop items, therefore they have
* infinite carrying capacity */
if (u->faction->no == 0) return 0;
wagen = get_item(u, I_WAGON);
pferde = get_item(u, I_HORSE);
maxwagen = effskill(u, SK_RIDING) * u->number * 2;
if (old_race(u->race) == RC_TROLL) {
maxwagen = max(maxwagen, u->number / 4);
}
maxpferde = effskill(u, SK_RIDING) * u->number * 4 + u->number;
if (pferde > maxpferde)
return 2;
if (walkingcapacity(u) - eff_weight(u) >= 0)
return 0;
/* Stimmt das Gewicht, impliziert dies hier, daß alle Wagen ohne
* Zugpferde/-trolle als Fracht aufgeladen wurden: zu viele Pferde hat
* die Einheit nicht zum Ziehen benutzt, also nicht mehr Wagen gezogen
* als erlaubt. */
if (wagen > maxwagen)
return 3;
/* Es muß nicht zwingend an den Wagen liegen, aber egal... (man
* könnte z.B. auch 8 Eisen abladen, damit ein weiterer Wagen als
* Fracht draufpaßt) */
return 1;
}
boolean
canfly(unit *u)
{
if(get_item(u, I_HORSE)) return false;
if(get_item(u, I_PEGASUS) >= u->number && effskill(u, SK_RIDING) >= 4)
return true;
if (fval(u->race, RCF_FLY)) return true;
return false;
}
boolean
canswim(unit *u)
{
if (get_item(u, I_HORSE)) return false;
if (get_item(u, I_DOLPHIN) >= u->number && effskill(u, SK_RIDING) >= 4)
return true;
if(fspecial(u->faction, FS_AMPHIBIAN)) return true;
if (u->race->flags & RCF_FLY) return true;
if (u->race->flags & RCF_SWIM) return true;
return false;
}
int
canride(unit * u)
{
int pferde, maxpferde, unicorns, maxunicorns;
int skill = effskill(u, SK_RIDING);
unicorns = get_item(u, I_UNICORN);
pferde = get_item(u, I_HORSE);
maxunicorns = (skill/5) * u->number;
maxpferde = skill * u->number * 2;
if(!(u->race->flags & RCF_HORSE)
&& ((pferde == 0 && unicorns == 0)
|| pferde > maxpferde || unicorns > maxunicorns)) {
return 0;
}
if(ridingcapacity(u) - eff_weight(u) >= 0) {
if(pferde == 0 && unicorns >= u->number && !(u->race->flags & RCF_HORSE)) {
return 2;
}
return 1;
}
return 0;
}
boolean
cansail(const region * r, ship * sh)
{
int n = 0, p = 0;
unit *u;
/* sonst ist construction:: size nicht ship_type::maxsize */
assert(!sh->type->construction || sh->type->construction->improvement==NULL);
if (sh->type->construction && sh->size!=sh->type->construction->maxsize)
return false;
for (u = r->units; u; u = u->next)
if (u->ship == sh) {
n += weight(u);
p += u->number;
}
if( is_cursed(sh->attribs, C_SHIP_FLYING, 0) ) {
if (sh->type->cargo>500*100)
assert(!"Ein Schiff wurde verzaubert, das zu groß ist");
if (n > 10000) return false;
}
if (n > shipcapacity(sh)) return false;
if (p > sh->type->cabins) return false;
return true;
}
int
enoughsailors(region * r, ship * sh)
{
int n;
unit *u;
n = 0;
for (u = r->units; u; u = u->next)
if (u->ship == sh)
n += eff_skill(u, SK_SAILING, r) * u->number;
return n >= sh->type->sumskill;
}
/* ------------------------------------------------------------- */
void
do_maelstrom(region *r, unit *u)
{
int damage;
damage = rand()%150 - eff_skill(u, SK_SAILING, r)*5;
if(damage <= 0) {
add_message(&u->faction->msgs,
new_message(u->faction, "entermaelstrom%r:region%h:ship%i:damage%i:sink", r, u->ship, damage, 1));
return;
}
damage_ship(u->ship, 0.01*damage);
if (u->ship->damage >= u->ship->size * DAMAGE_SCALE) {
ADDMSG(&u->faction->msgs, msg_message("entermaelstrom",
"region ship damage sink", r, u->ship, damage, 1));
destroy_ship(u->ship, r);
} else {
ADDMSG(&u->faction->msgs, msg_message("entermaelstrom",
"region ship damage sink", r, u->ship, damage, 0));
}
}
void
travelthru(unit * u, region * r)
{
attrib *ru = a_add(&r->attribs, a_new(&at_travelunit));
ru->data.v = u;
u->faction->first = 0;
u->faction->last = 0;
}
ship *
move_ship(ship * sh, region * from, region * to, region ** route)
{
unit *u = from->units;
unit **ulist = &to->units;
direction_t dir;
attrib *a;
if (from!=to) {
translist(&from->ships, &to->ships, sh);
sh->region = to;
}
while (u) {
unit *nu = u->next;
if (u->ship == sh)
{
if (route) {
region **ri = route;
region **rn;
while (*ri) {
rn = ri+1;
if(*rn) {
dir = reldirection(*ri, *rn);
a = a_find((*ri)->attribs, &at_traveldir_new);
while (a) {
if(((traveldir *)(a->data.v))->no == sh->no) break;
a = a->nexttype;
}
if(!a) {
a = a_add(&((*ri)->attribs), a_new(&at_traveldir_new));
{
traveldir *t = (traveldir *)(a->data.v);
t->no = sh->no;
t->dir = dir;
t->age = 2;
}
} else {
traveldir *t = (traveldir *)(a->data.v);
t->dir = dir;
t->age = 2;
}
}
travelthru(u, *ri++);
}
}
if (from!=to) {
u->ship = NULL; /* damit move_unit() kein leave() macht */
move_unit(u, to, ulist);
ulist = &u->next;
u->ship = sh;
}
if (route && eff_skill(u, SK_SAILING, from) >= 1) {
produceexp(u, SK_SAILING, u->number);
}
}
u = nu;
}
return sh;
}
void
drifting_ships(region * r)
{
direction_t d;
ship *sh, *sh2;
unit *captain;
region * route[2] = { 0, 0 };
if (rterrain(r) == T_OCEAN) {
for (sh = r->ships; sh;) {
sh2 = sh->next;
/* Schiff schon abgetrieben oder durch Zauber geschützt? */
if (fval(sh, SF_DRIFTED) || is_cursed(sh->attribs, C_SHIP_NODRIFT, 0)) {
sh = sh2;
continue;
}
/* Kapitän bestimmen */
for (captain = r->units; captain; captain = captain->next)
if (captain->ship == sh
&& eff_skill(captain, SK_SAILING, r) >= sh->type->cptskill)
break;
/* Kapitän da? Beschädigt? Genügend Matrosen?
* Genügend leicht? Dann ist alles OK. */
assert(sh->type->construction->improvement==NULL); /* sonst ist construction::size nicht ship_type::maxsize */
if (captain && sh->size==sh->type->construction->maxsize && enoughsailors(r, sh) && cansail(r, sh)) {
sh = sh2;
continue;
}
/* Leuchtturm: Ok. */
if (check_leuchtturm(r, NULL)) {
sh = sh2;
continue;
}
/* Auswahl einer Richtung: Zuerst auf Land, dann
* zufällig. Falls unmögliches Resultat: vergiß es. */
for (d = 0; d != MAXDIRECTIONS; d++)
if (rconnect(r, d) && rterrain(rconnect(r, d)) != T_OCEAN)
break;
if (d == MAXDIRECTIONS)
d = (direction_t)(rand() % MAXDIRECTIONS);
if (!rconnect(r, d)) {
sh = sh2;
continue;
}
{
region * r2 = rconnect(r, d);
int c = 0;
while (sh->type->coast[c]!=NOTERRAIN) {
if (rterrain(r2) == sh->type->coast[c]) break;
++c;
}
if (sh->type->coast[c]==NOTERRAIN) {
sh = sh2;
continue;
}
}
if(!(terrain[rterrain(rconnect(r, d))].flags & SAIL_INTO)) {
sh = sh2;
continue;
}
/* Das Schiff und alle Einheiten darin werden nun von r
* nach rconnect(r, d) verschoben. Danach eine Meldung. */
#if 0
/* ich bin fast sicher, das man das nicht braucht. (enno) */
for (f = factions; f; f = f->next)
freset(f, FL_DH);
#endif
if (fval(sh, SF_DRIFTED)) {
/* wenn schon einmal abgetrieben, dann durchreise eintragen */
route[0] = r;
sh = move_ship(sh, r, rconnect(r, d), route);
} else sh = move_ship(sh, r, rconnect(r, d), NULL);
if (!sh) {
sh = sh2;
continue;
}
fset(sh, SF_DRIFTED);
if (rterrain(rconnect(r, d)) != T_OCEAN) {
/* Alle Attribute
* sicherheitshalber loeschen und
* gegebenenfalls neu setzen. */
sh->coast = back[d];
}
damage_ship(sh, 0.02);
if (sh->damage>=sh->size * DAMAGE_SCALE)
destroy_ship(sh, rconnect(r, d));
sh = sh2;
}
}
}
char *
coords_or_direction(region *r, faction *f, int dir)
{
static char lbuf[32];
plane *pl = getplane(r);
if(fval(pl, PFL_NOCOORDS)) {
strcpy(lbuf, locale_string(f->locale, directions[dir]));
} else {
sprintf(lbuf, "(%d,%d)",region_x(r,f), region_y(r,f));
}
return lbuf;
}
void
ship_in_storm(unit *cap, region *next_point)
{
int i;
if(is_cursed(cap->ship->attribs, C_SHIP_NODRIFT, 0)) return;
add_message(&cap->faction->msgs,
new_message(cap->faction, "storm%h:ship%r:region%i:sink",
cap->ship, next_point, cap->ship->damage>=cap->ship->size * DAMAGE_SCALE));
/* Veränderung der Drehrichtung */
i = rand()%2==0?1:-1;
#if 0 /* make a temporary attribute for this */
cap->wants += i;
#endif
/* Merken für Sperren des Anlandens. */
if(i) fset(cap, FL_STORM);
}
#define USE_CREATION 0
/* ------------------------------------------------------------- */
boolean
present(region * r, unit * u)
{
return (boolean) (u && u->region == r);
}
void
caught_target(region * r, unit * u)
{
attrib * a = a_find(u->attribs, &at_follow);
/* Verfolgungen melden */
/* Misserfolgsmeldung, oder bei erfolgreichem Verfolgen unter
* Umstaenden eine Warnung. */
if (a) {
unit * target = (unit*)a->data.v;
if (!present(r, target)) {
add_message(&u->faction->msgs, new_message(u->faction,
"followfail%u:unit%u:follower", target, u));
} else if (!allied(target, u->faction, HELP_ALL)
&& cansee(target->faction, r, u, 0))
{
add_message(&target->faction->msgs, new_message(target->faction,
"followdetect%u:unit%u:follower", target, u));
}
}
}
/* TODO: Unsichtbarkeit bedenken ! */
unit *
bewegung_blockiert_von(unit * reisender, region * r)
{
unit *u;
int perception = 0;
boolean contact = false;
unit * guard = NULL;
if (fval(reisender->race, RCF_ILLUSIONARY)) return NULL;
for (u=r->units;u && !contact;u=u->next) {
if (getguard(u) & GUARD_TRAVELTHRU) {
int sk = eff_skill(u, SK_OBSERVATION, r);
if (get_item(reisender, I_RING_OF_INVISIBILITY) >= reisender->number &&
!get_item(u, I_AMULET_OF_TRUE_SEEING)) continue;
if (u->faction==reisender->faction
|| ucontact(u, reisender)
|| allied(u, reisender->faction, HELP_GUARD))
{
contact = true;
} else if (sk>=perception) {
perception = sk;
guard = u;
}
}
}
if (!contact && guard) {
int chance = 30; /* 30% base chance */
chance += 10 * (perception - eff_stealth(reisender, r));
chance += 10 * max(guard->number, get_item(guard, I_AMULET_OF_TRUE_SEEING));
if (rand() % 100 < chance) {
return guard;
}
}
return NULL;
}
boolean
is_guardian(unit * u2, unit *u, unsigned int mask)
{
if (u2->faction != u->faction
&& getguard(u2)&mask
&& u2->number
&& !ucontact(u2, u) && !besieged(u2)
&& allied(u2, u->faction, HELP_GUARD) != HELP_GUARD
#ifdef WACH_WAFF
&& armedmen(u2)
#endif
&& cansee(u2->faction, u->region, u, 0)
) return true;
return false;
}
unit *
is_guarded(region * r, unit * u, unsigned int mask)
{
unit *u2;
for (u2 = r->units; u2; u2 = u2->next)
if (is_guardian(u2, u, mask)) return u2;
return NULL;
}
const char *shortdirections[MAXDIRECTIONS] =
{
"dir_nw",
"dir_ne",
"dir_east",
"dir_se",
"dir_sw",
"dir_west"
};
void
cycle_route(unit *u, int gereist)
{
int cm = 0;
char tail[1024];
char neworder[1024];
char *token;
direction_t d = NODIRECTION;
boolean paused = false;
boolean pause;
if (igetkeyword(u->thisorder, u->faction->locale) != K_ROUTE) return;
tail[0] = '\0';
strcpy(neworder, locale_string(u->faction->locale, keywords[K_ROUTE]));
for (cm=0;;++cm) {
const locale * lang = u->faction->locale;
pause = false;
token = getstrtoken();
d = finddirection(token, lang);
if(d == D_PAUSE) {
pause = true;
} else if (d==NODIRECTION) {
break;
}
if (cm<gereist) {
/* hier sollte keine PAUSE auftreten */
assert(!pause);
if (!pause) strcat(strcat(tail, " "), LOC(lang, shortdirections[d]));
}
else if (cm==gereist && !paused && pause) {
strcat(strcat(tail, " "), LOC(lang, parameters[P_PAUSE]));
paused=true;
}
else if (pause) {
/* da PAUSE nicht in ein shortdirections[d] umgesetzt wird (ist
* hier keine normale direction), muss jede PAUSE einzeln
* herausgefiltert und explizit gesetzt werden */
strcat(strcat(neworder, " "), LOC(lang, parameters[P_PAUSE]));
} else {
strcat(strcat(neworder, " "), LOC(lang, shortdirections[d]));
}
}
strcat(neworder, tail);
set_string(&u->lastorder, neworder);
}
void
init_drive(void)
{
region *r;
unit *u, *ut, *u2;
strlist *S;
int w;
for (r=regions; r; r=r->next) {
/* This is just a simple check for non-corresponding K_TRANSPORT/
* K_DRIVE. This is time consuming for an error check, but there
* doesn't seem to be an easy way to speed this up. */
for(u=r->units; u; u=u->next) {
if(igetkeyword(u->thisorder, u->faction->locale) == K_DRIVE && !fval(u, FL_LONGACTION) && !fval(u, FL_HUNGER)) {
boolean found = false;
ut = getunit(r, u->faction);
if(!ut) {
cmistake(u, findorder(u, u->thisorder), 64, MSG_MOVE);
continue;
}
for (S = ut->orders; S; S = S->next) {
if (igetkeyword(S->s, u->faction->locale) == K_TRANSPORT) {
if (getunit(r, ut->faction) == u) {
found = true;
break;
}
}
}
if(found == false) {
if(cansee(u->faction, r, ut, 0)) {
cmistake(u, findorder(u, u->thisorder), 286, MSG_MOVE);
} else {
cmistake(u, findorder(u, u->thisorder), 64, MSG_MOVE);
}
}
}
}
/* This calculates the weights of all transported units and
* adds them to an internal counter which is used by travel() to
* calculate effective weight and movement. */
for (u=r->units; u; u=u->next) {
w = 0;
for (S = u->orders; S; S = S->next) if(igetkeyword(S->s, u->faction->locale) == K_TRANSPORT) {
ut = getunit(r, u->faction);
if(!ut) continue;
if (igetkeyword(ut->thisorder, u->faction->locale) == K_DRIVE && !fval(ut, FL_LONGACTION) && !fval(ut, FL_HUNGER)) {
u2 = getunit(r, u->faction);
if(u2 == u) {
w += weight(ut);
break;
}
}
}
if(w > 0) a_add(&u->attribs, a_new(&at_driveweight))->data.i = w;
}
}
}
int *storms;
#if 0
/* in arbeit */
#define ETRAVEL_NOTALLOWED 1
#define ETRAVEL_NOSWIM 2
#define ETRAVEL_NORIDE 4
#define ETRAVEL_LEFTSHIP 8
int
cantravel(const unit *u, const region *from, const region * to, boolean (*allowed)(const struct region *, const struct region *))
{
/* basic allowed function */
if (allowed && !allowed(from, to)) return ETRAVEL_NOTALLOWED;
if (u->ship && fval(u, FL_OWNER) && rterrain(from)==T_OCEAN) {
/* wir sind auf einem schiff und auf dem ozean */
if (rterrain(to)==T_OCEAN || (old_race(u->race) != RC_AQUARIAN && !dragon(u))) {
/* Drache oder Meermensch sind wir auch nicht */
return ETRAVEL_NOSWIM;
} else if (get_item(u, I_HORSE) > 0) {
return ETRAVEL_NORIDE|ETRAVEL_NOSWIM;
}
}
if (!u->ship && leftship(u) && is_guarded(from, u, GUARD_LANDING)) {
/* An Land kein NACH wenn in dieser Runde Schiff VERLASSEN! */
return ETRAVEL_LEFTSHIP;
}
}
#endif
static boolean
roadto(const region * r, const region * r2)
{
/* wenn es hier genug strassen gibt, und verbunden ist, und es dort
* genug strassen gibt, dann existiert eine strasse in diese richtung */
direction_t i;
if (!r || !r2) return false;
for (i = 0; i != MAXDIRECTIONS; i++)
if (rconnect(r, i) == r2) {
if (rroad(r, i) < terrain[rterrain(r)].roadreq) return false;
if (rroad(r2, back[i]) < terrain[rterrain(r2)].roadreq) return false;
return true;
}
return false;
}
direction_t *
travel(region * first, unit * u, region * next, int flucht)
{
region *current = first;
int k, m, i, dh;
double dk;
unit *wache;
region *rv[MAXSPEED];
strlist *S;
unit *ut, *u2;
int gereist = 0;
static direction_t route[MAXSPEED];
static boolean init = false;
static const curse_type * speed_ct;
static const curse_type * fogtrap_ct;
if (!init) {
init = true;
speed_ct = ct_find("speed");
fogtrap_ct = ct_find("fogtrap");
}
/* tech:
*
* zu Fuß reist man 1 Region, zu Pferd 2 Regionen. Mit Straßen reist
* man zu Fuß 2, mit Pferden 3 weit.
*
* Berechnet wird das mit BPs. Zu Fuß hat man 4 BPs, zu Pferd 6.
* Normalerweise verliert man 3 BP pro Region, bei Straßen nur 2 BP.
* Außerdem: Wenn Einheit transportiert, nur halbe BP */
if (rterrain(current)==T_OCEAN
&& !(u->race->flags & RCF_FLY) && rterrain(next) != T_OCEAN)
{ /* Die Einheit kann nicht fliegen, ist im Ozean, und will an Land */
if (!(u->race->flags & RCF_SWIM) && old_race(u->race) != RC_AQUARIAN) {
cmistake(u, findorder(u, u->thisorder), 44, MSG_MOVE);
return NULL;
} else {
if (u->ship && get_item(u, I_HORSE) > 0) {
cmistake(u, findorder(u, u->thisorder), 67, MSG_MOVE);
return NULL;
}
}
} else if (rterrain(current)!=T_OCEAN) {
/* An Land kein NACH wenn in dieser Runde Schiff VERLASSEN! */
if (leftship(u) && is_guarded(current, u, GUARD_LANDING)) {
cmistake(u, findorder(u, u->thisorder), 70, MSG_MOVE);
return NULL;
}
if (u->ship && !flucht && u->race->flags & RCF_SWIM) {
cmistake(u, findorder(u, u->thisorder), 143, MSG_MOVE);
return NULL;
}
} else if (rterrain(next) == T_OCEAN && u->ship && fval(u->ship, FL_MOVED)) {
cmistake(u, findorder(u, u->thisorder), 13, MSG_MOVE);
return NULL;
}
switch (canwalk(u)) {
case 1:
cmistake(u, findorder(u, u->thisorder), 57, MSG_MOVE);
return NULL;
case 2:
cmistake(u, findorder(u, u->thisorder), 56, MSG_MOVE);
return NULL;
case 3:
cmistake(u, findorder(u, u->thisorder), 42, MSG_MOVE);
return NULL;
}
/* wir suchen so lange nach neuen Richtungen, wie es geht. Diese werden
* dann nacheinander ausgeführt. */
/* im array rv[] speichern wir die Regionen ab, durch die wir wandern. */
dk = u->race->speed;
if (speed_ct) {
curse *c = get_curse(u->attribs, speed_ct);
if(c) {
int men = get_cursedmen(u, c);
dk *= 1.0 + (double)men/(double)u->number;
}
}
switch(canride(u)) {
case 1: /* Pferd */
k = (int)(dk*BP_RIDING);
break;
case 2: /* Einhorn */
k = (int)(dk*BP_UNICORN);
break;
default:
{
int mp = 1;
/* faction special */
if(fspecial(u->faction, FS_QUICK))
mp = BP_RIDING;
/* Siebenmeilentee */
if (get_effect(u, oldpotiontype[P_FAST]) >= u->number) {
mp *= 2;
change_effect(u, oldpotiontype[P_FAST], -u->number);
}
/* unicorn in inventory */
if (u->number <= get_item(u, I_FEENSTIEFEL))
mp *= 2;
/* Im Astralraum sind Tyb und Ill-Magier doppelt so schnell.
* Nicht kumulativ mit anderen Beschleunigungen! */
if ( mp == 1 && getplane(next) == astral_plane && is_mage(u)) {
if(get_mage(u)->magietyp == M_ASTRAL
|| get_mage(u)->magietyp == M_TRAUM) {
mp *= 2;
}
}
k = (int)(dk*mp*BP_WALKING);
}
break;
}
switch(old_race(u->race)) {
case RC_DRAGON:
case RC_WYRM:
case RC_FIREDRAGON:
case RC_BIRTHDAYDRAGON:
case RC_PSEUDODRAGON:
k = BP_DRAGON;
}
m = 0;
/* die nächste Region, in die man wandert, wird durch movewhere() aus
* der letzten Region bestimmt.
*
* Anfangen tun wir bei r. r2 ist beim ersten Durchlauf schon gesetzt
* (Parameter!), das Ziel des Schrittes. m zählt die Schritte, k sind
* die noch möglichen Schritte, r3 die letzte gültige, befahrene Region. */
while (next) {
direction_t dir = reldirection(current, next);
border * b = get_borders(current, next);
while (b) {
if (b->type==&bt_wisps) {
wall_data * wd = (wall_data*)b->data;
if (wd->active) {
region * rl = rconnect(current, (direction_t)((dir+MAXDIRECTIONS-1)%MAXDIRECTIONS));
region * rr = rconnect(current, (direction_t)((dir+1)%MAXDIRECTIONS));
int j = rand() % 3;
if (j==0) break;
else if (j==1 && rl && landregion(rterrain(rl))==landregion(rterrain(next))) next = rl;
else if (j==2 && rr && landregion(rterrain(rr))==landregion(rterrain(next))) next = rr;
break;
}
}
if (b->type->move) b->type->move(b, u, current, next);
b = b->next;
}
if (current!=next) { /* !pause */
if (roadto(current, next))
k -= BP_ROAD;
else
k -= BP_NORMAL;
if (k<0) break;
/* r2 -> Zielregion, r3 -> Momentane Region */
if (move_blocked(u, current, reldirection(current, next))
|| curse_active(get_curse(current->attribs, fogtrap_ct)))
{
ADDMSG(&u->faction->msgs, msg_message("leavefail",
"unit region", u, next));
}
if ((wache = bewegung_blockiert_von(u, current)) != (unit *) NULL
&& gereist != 0)
{
ADDMSG(&u->faction->msgs, msg_message("moveblockedbyguard",
"unit region guard", u, current,
wache));
break;
}
if (fval(u->race, RCF_ILLUSIONARY)) {
curse * c = get_curse(next->attribs, ct_find("antimagiczone"));
if (curse_active(c)) {
curse_changevigour(&next->attribs, c, - u->number);
add_message(&u->faction->msgs, new_message(u->faction,
"illusionantimagic%u:unit", u));
destroy_unit(u);
return route;
}
}
/* Ozeanfelder können nur von Einheiten mit Schwimmen und ohne
* Pferde betreten werden. Drachen können fliegen. */
if (rterrain(next) == T_OCEAN && !canswim(u)) {
plane *pl = getplane(next);
if(pl && fval(pl, PFL_NOCOORDS)) {
add_message(&u->faction->msgs, new_message(u->faction,
"detectoceandir%u:unit%i:direction", u,
reldirection(current, next)));
} else {
add_message(&u->faction->msgs, new_message(u->faction,
"detectocean%u:unit%r:region", u, next));
}
break;
}
if (terrain[rterrain(next)].flags & FORBIDDEN_LAND) {
plane *pl = getplane(next);
if(pl && fval(pl, PFL_NOCOORDS)) {
add_message(&u->faction->msgs, new_message(u->faction,
"detectforbiddendir%u:unit%i:direction", u, reldirection(current, next)));
} else {
add_message(&u->faction->msgs, new_message(u->faction,
"detectforbidden%u:unit%r:region", u, next));
}
break;
}
if (old_race(u->race) == RC_INSECT && r_insectstalled(next) &&
!is_cursed(u->attribs, C_KAELTESCHUTZ,0)) {
add_message(&u->faction->msgs, new_message(u->faction,
"detectforbidden%u:unit%r:region", u, next));
break;
}
rv[m] = next;
route[m] = dir;
m++;
}
else break;
current = next;
if(!flucht) {
++gereist;
if (current==first) break; /* PAUSE beendet die Reise */
next = movewhere(current, u);
}
}
route[m] = NODIRECTION;
if (gereist) {
int mode;
setguard(u, GUARD_NONE);
cycle_route(u, gereist);
buf[0] = 0;
if (flucht == 1)
mode = 0;
else if (canride(u)) {
mode = 1;
produceexp(u, SK_RIDING, u->number);
} else
mode = 2;
/* Haben Drachen ihr Ziel erreicht? */
if (u->faction->no==MONSTER_FACTION) {
attrib * ta = a_find(u->attribs, &at_targetregion);
if (ta && current == (region*)ta->data.v) {
a_remove(&u->attribs, ta);
set_string(&u->lastorder, "WARTEN");
}
}
/* Über die letzte Region braucht man keinen Bericht */
m--;
if (m > 0) {
dh = 0;
travelthru(u, first);
for (i = 0; i != m; i++) {
char * p;
if (dh) {
if (i == m - 1)
scat(" und ");
else
scat(", ");
}
dh = 1;
travelthru(u, rv[i]);
p = buf+strlen(buf);
MSG(("travelthru_trail", "region", rv[i]), p, sizeof(buf)-strlen(buf), u->faction->locale, u->faction);
}
}
add_message(&u->faction->msgs, new_message(
u->faction, "travel%u:unit%i:mode%r:start%r:end%s:regions",
u, mode, first, current, strdup(buf)));
/* und jetzt noch die transportierten Einheiten verschieben */
for (S = u->orders; S; S = S->next) {
if (igetkeyword(S->s, u->faction->locale) == K_TRANSPORT) {
ut = getunit(first, u->faction);
if (ut) {
boolean found = false;
if (igetkeyword(ut->thisorder, u->faction->locale) == K_DRIVE
&& !fval(ut, FL_LONGACTION) && !fval(ut, FL_HUNGER)) {
u2 = getunit(first, ut->faction);
if(u2 == u) {
found = true;
add_message(&u->faction->msgs, new_message(
u->faction, "transport%u:unit%u:target%r:start%r:end",
u, ut, first, current));
if(!(terrain[current->terrain].flags & WALK_INTO)
&& get_item(ut, I_HORSE)) {
cmistake(u, u->thisorder, 67, MSG_MOVE);
cmistake(ut, ut->thisorder, 67, MSG_MOVE);
continue;
}
if(can_survive(ut, current)) {
for (i = 0; i != m; i++)
travelthru(ut, rv[i]);
move_unit(ut, current, NULL);
} else {
cmistake(u, u->thisorder, 287, MSG_MOVE);
cmistake(ut, ut->thisorder, 230, MSG_MOVE);
continue;
}
}
}
if (!found) {
if(cansee(u->faction, u->region, ut, 0)) {
cmistake(u, findorder(u, u->thisorder), 90, MSG_MOVE);
} else {
cmistake(u, findorder(u, u->thisorder), 64, MSG_MOVE);
}
}
} else {
if (ut) {
cmistake(u, findorder(u, u->thisorder), 64, MSG_MOVE);
} else {
cmistake(u, findorder(u, u->thisorder), 99, MSG_MOVE);
}
}
}
}
move_unit(u, current, NULL);
}
else if (flucht)
move_unit(u, current, NULL);
set_string(&u->thisorder, "");
fset(u, FL_LONGACTION);
setguard(u, GUARD_NONE);
if (fval(u, FL_FOLLOWING)) caught_target(current, u);
return route;
}
boolean
ship_ready(region * r, unit * u)
{
if (!fval(u, FL_OWNER)) {
cmistake(u, findorder(u, u->thisorder), 146, MSG_MOVE);
return false;
}
if (eff_skill(u, SK_SAILING, r) < u->ship->type->cptskill) {
sprintf(buf, "Der Kapitän muß mindestens Segeln %d haben, "
"um %s zu befehligen ", u->ship->type->cptskill,
u->ship->type->name[1]);
mistake(u, u->thisorder, buf, MSG_MOVE);
return false;
}
assert(u->ship->type->construction->improvement==NULL); /* sonst ist construction::size nicht ship_type::maxsize */
if (u->ship->size!=u->ship->type->construction->maxsize) {
cmistake(u, findorder(u, u->thisorder), 15, MSG_MOVE);
return false;
}
if (!enoughsailors(r, u->ship)) {
cmistake(u, findorder(u, u->thisorder), 1, MSG_MOVE);
/* mistake(u, u->thisorder,
"Auf dem Schiff befinden sich zuwenig erfahrene Seeleute.", MSG_MOVE); */
return false;
}
if (!cansail(r, u->ship)) {
if( is_cursed(u->ship->attribs, C_SHIP_FLYING, 0) )
cmistake(u, findorder(u, u->thisorder), 17, MSG_MOVE);
else
cmistake(u, findorder(u, u->thisorder), 18, MSG_MOVE);
return false;
}
return true;
}
unit *
owner_buildingtyp(const region * r, const building_type * bt)
{
building *b;
unit *owner;
for (b = rbuildings(r); b; b = b->next) {
owner = buildingowner(r, b);
if (b->type == bt && owner != NULL) {
if (b->size >= bt->maxsize) {
return owner;
}
}
}
return NULL;
}
boolean
buildingtype_exists(const region * r, const building_type * bt)
{
building *b;
for (b = rbuildings(r); b; b = b->next) {
if (b->type == bt) {
if (b->size >= bt->maxsize) {
return true;
}
}
}
return false;
}
boolean
check_working_buildingtype(const region * r, const building_type * bt)
{
building *b;
for (b = rbuildings(r); b; b = b->next) {
if (b->type == bt) {
if (b->size >= bt->maxsize && fval(b, BLD_WORKING)) {
return true;
}
}
}
return false;
}
/* Prüft, ob Ablegen von einer Küste in eine der erlaubten Richtungen erfolgt. */
boolean
check_takeoff(ship *sh, region *from, region *to)
{
direction_t dir;
direction_t coast, coastl, coastr;
if (rterrain(from)!=T_OCEAN && sh->coast != NODIRECTION) {
coast = sh->coast;
dir = reldirection(from, to);
coastr = (direction_t)((coast+1) % MAXDIRECTIONS);
coastl = (direction_t)((coast+MAXDIRECTIONS-1) % MAXDIRECTIONS);
if(dir != coast && dir != coastl && dir != coastr
&& check_working_buildingtype(from, bt_find("harbour")) == false)
{
return false;
}
}
return true;
}
boolean
ship_allowed(const struct ship_type * type, region * r)
{
int c = 0;
if (check_working_buildingtype(r, bt_find("harbour"))) return true;
for (c=0;type->coast[c]!=NOTERRAIN;++c) {
if (type->coast[c]==rterrain(r)) return true;
}
return false;
}
direction_t *
sail(region * starting_point, unit * u, region * next_point, boolean move_on_land)
{
region *current_point, *last_point;
unit *u2, *hafenmeister;
item * trans = NULL;
int st, first = 1;
int k, m, l, i, step = 0;
int stormchance;
region *rv[MAXSPEED + 1];
region *tt[MAXSPEED + 1]; /* travelthru */
static direction_t route[MAXSPEED+1]; /* route[i] := direction from tt[i] to tt[i-1] */
static boolean init = false;
static const curse_type * fogtrap_ct;
if (!init) {
init = true;
fogtrap_ct = ct_find("fogtrap");
}
if (!ship_ready(starting_point, u))
return NULL;
/* Wir suchen so lange nach neuen Richtungen, wie es geht. Diese werden
* dann nacheinander ausgeführt. */
k = shipspeed(u->ship, u);
l = 0;
m = 0;
last_point = starting_point;
current_point = starting_point;
/* die nächste Region, in die man segelt, wird durch movewhere() aus der
* letzten Region bestimmt.
*
* Anfangen tun wir bei starting_point. next_point ist beim ersten
* Durchlauf schon gesetzt (Parameter!). l zählt gesichtete
* Küstenstreifen, rv[] speichert die gesichteten Küstenstreifen, m
* zählt befahrene Felder, current_point ist die letzte gültige,
* befahrene Region. */
tt[step] = starting_point;
while (current_point!=next_point && m < k && next_point)
{
direction_t dir = reldirection(current_point, next_point);
if(terrain[rterrain(next_point)].flags & FORBIDDEN_LAND) {
plane *pl = getplane(next_point);
if(pl && fval(pl, PFL_NOCOORDS)) {
add_message(&u->faction->msgs, new_message(u->faction,
"sailforbiddendir%h:ship%i:direction",
u->ship, reldirection(current_point,next_point)));
} else {
add_message(&u->faction->msgs, new_message(u->faction,
"sailforbidden%h:ship%r:region", u->ship, next_point));
}
break;
}
if( !is_cursed(u->ship->attribs, C_SHIP_FLYING, 0)
&& !(u->ship->type->flags & SFL_FLY)) {
if (rterrain(current_point) != T_OCEAN
&& rterrain(next_point) != T_OCEAN) {
plane *pl = getplane(next_point);
if(pl && fval(pl, PFL_NOCOORDS)) {
sprintf(buf, "Die %s entdeckt, daß im %s Festland ist.",
shipname(u->ship), locale_string(u->faction->locale, directions[dir]));
} else {
sprintf(buf, "Die %s entdeckt, daß (%d,%d) Festland ist.",
shipname(u->ship), region_x(next_point,u->faction),
region_y(next_point,u->faction));
}
addmessage(0, u->faction, buf, MSG_MOVE, ML_WARN);
break;
}
if (!(u->ship->type->flags & SFL_OPENSEA) && rterrain(next_point) == T_OCEAN) {
direction_t d;
for (d=0;d!=MAXDIRECTIONS;++d) {
region * rc = rconnect(next_point, d);
if (rterrain(rc) != T_OCEAN) break;
}
if (d==MAXDIRECTIONS) {
/* Schiff kann nicht aufs offene Meer */
cmistake(u, findorder(u, u->thisorder), 249, MSG_MOVE);
break;
}
}
if(rterrain(current_point) != T_OCEAN
&& rterrain(next_point) == T_OCEAN) {
if(check_takeoff(u->ship, current_point, next_point) == false) {
/* Schiff kann nicht ablegen */
cmistake(u, findorder(u, u->thisorder), 182, MSG_MOVE);
break;
}
}
if(move_on_land == false && rterrain(next_point) != T_OCEAN) {
break;
}
/* Falls Blockade, endet die Seglerei hier */
if (move_blocked(u, current_point, reldirection(current_point, next_point))
|| curse_active(get_curse(current_point->attribs, fogtrap_ct))) {
add_message(&u->faction->msgs, new_message(u->faction,
"sailfail%h:ship%r:region", u->ship, current_point));
break;
}
if (!ship_allowed(u->ship->type, next_point)) {
if(fval(u, FL_STORM)) {
if(!check_leuchtturm(current_point, NULL)) {
add_message(&u->faction->msgs, new_message(u->faction,
"sailnolandingstorm%h:ship", u->ship));
damage_ship(u->ship, 0.10);
if (u->ship->damage>=u->ship->size * DAMAGE_SCALE) {
add_message(&u->faction->msgs, new_message(u->faction,
"shipsink%h:ship", u->ship));
}
}
} else {
add_message(&u->faction->msgs, new_message(u->faction,
"sailnolanding%h:ship%r:region", u->ship, next_point));
damage_ship(u->ship, 0.10);
if (u->ship->damage>=u->ship->size * DAMAGE_SCALE) {
add_message(&u->faction->msgs, new_message(u->faction,
"shipsink%h:ship", u->ship));
}
}
break;
}
if(terrain[rterrain(next_point)].flags & FORBIDDEN_LAND) {
plane *pl = getplane(next_point);
if(pl && fval(pl, PFL_NOCOORDS)) {
add_message(&u->faction->msgs, new_message(u->faction,
"sailforbiddendir%h:ship%i:direction",
u->ship, reldirection(current_point,next_point)));
/* sprintf(buf, "Die Mannschaft der %s weigert sich, in die Feuerwand "
"im %s zu fahren.",
shipname(u->ship), directions[dir]); */
} else {
add_message(&u->faction->msgs, new_message(u->faction,
"sailforbidden%h:ship%r:region", u->ship, next_point));
}
break;
}
if(is_cursed(next_point->attribs, C_MAELSTROM, 0)) {
do_maelstrom(next_point, u);
}
stormchance = storms[month(0)] * 5 / shipspeed(u->ship, u);
if(check_leuchtturm(next_point, NULL)) stormchance /= 3;
#ifdef SAFE_COASTS
/* Sturm nur, wenn nächste Region Hochsee ist. */
if(rand()%10000 < stormchance) {
direction_t d;
for (d=0;d!=MAXDIRECTIONS;++d) {
region * r = rconnect(next_point, d);
if (rterrain(r)!=T_OCEAN) break;
}
if (d==MAXDIRECTIONS)
ship_in_storm(u, next_point);
}
#else
/* Sturm nur, wenn nächste Region keine Landregion ist. */
if(rand()%10000 < stormchance && next_point->terrain == T_OCEAN) {
ship_in_storm(u, next_point);
}
#endif
} /* endif !flying */
/* Falls kein Problem, eines weiter ziehen */
route[step] = dir;
tt[step] = current_point; /* travelthrough */
fset(u->ship, FL_MOVED);
step++;
m++;
last_point = current_point;
current_point = next_point;
/* Falls eine Küstenregion, dann in rv[] aufnehmen (die letzte
* Küste wird nachher nicht aufgelistet werden, wenn das
* Schiff dort seine Runde beendent!). */
if (rterrain(current_point) != T_OCEAN) {
rv[l] = current_point;
l++;
}
if (rterrain(current_point) != T_OCEAN && !is_cursed(u->ship->attribs, C_SHIP_FLYING, 0)) break;
next_point = movewhere(current_point, u);
}
route[step] = NODIRECTION;
/* at this point, step is the number of steps made. tt[step] is the final region. */
/* Nun enthält current_point die Region, in der das Schiff seine Runde
* beendet hat. Wir generieren hier ein Ereignis für den Spieler, das
* ihm sagt, bis wohin er gesegelt ist, falls er überhaupt vom Fleck
* gekommen ist. Das ist nicht der Fall, wenn er von der Küste ins
* Inland zu segeln versuchte */
if (fval(u->ship, FL_MOVED)) {
ship * sh = u->ship;
/* nachdem alle Richtungen abgearbeitet wurden, und alle Einheiten
* transferiert wurden, kann der aktuelle Befehl gelöscht werden. */
cycle_route(u, step);
set_string(&u->thisorder, "");
if (current_point->terrain != T_OCEAN && !is_cursed(sh->attribs, C_SHIP_FLYING, 0)) {
sh->coast = reldirection(current_point, last_point);
} else {
sh->coast = NODIRECTION;
}
sprintf(buf, "Die %s ", shipname(sh));
if( is_cursed(sh->attribs, C_SHIP_FLYING, 0) )
scat("fliegt");
else
scat("segelt");
scat(" von ");
scat(regionid(starting_point));
scat(" nach ");
scat(regionid(current_point));
/* Falls es Kuesten gibt, denen man entlang gefahren ist,
* sollen sie aufgefuehrt werden. Falls wir aber unseren Zug in
* einer Kuestenregion beendet haben, fuehren wir sie nicht mit
* auf - sie wird sowieso in allen Details im Report erwaehnt
* werden. */
if (rterrain(current_point) != T_OCEAN)
l--;
if (l > 0) {
if( is_cursed(sh->attribs, C_SHIP_FLYING, 0) )
scat(". Dabei flog es über ");
else {
scat(". Dabei segelte es entlang der ");
if (l > 1)
scat("Küsten");
else
scat("Küste");
scat(" von ");
}
for (i = 0; i != l; i++) {
scat(regionid(rv[i]));
if (i < l - 2)
scat(", ");
else if (i == l - 2)
scat(" und ");
}
}
scat(".");
addmessage(0, u->faction, buf, MSG_MOVE, ML_INFO);
/* Das Schiff und alle Einheiten darin werden nun von
* starting_point nach current_point verschoben */
/* Verfolgungen melden */
if (fval(u, FL_FOLLOWING)) caught_target(current_point, u);
tt[step] = NULL;
sh = move_ship(sh, starting_point, current_point, tt);
/* Hafengebühren ? */
hafenmeister = owner_buildingtyp(current_point, bt_find("harbour"));
if (sh && hafenmeister != NULL) {
item * itm;
assert(trans==NULL);
for (u2 = current_point->units; u2; u2 = u2->next) {
if (u2->ship == u->ship &&
!allied(hafenmeister, u->faction, HELP_GUARD)) {
if (effskill(hafenmeister, SK_OBSERVATION) > effskill(u2, SK_STEALTH)) {
for (itm=u2->items; itm; itm=itm->next) {
const luxury_type * ltype = resource2luxury(itm->type->rtype);
if (ltype!=NULL && itm->number>0) {
st = itm->number * effskill(hafenmeister, SK_TRADE) / 50;
st = min(itm->number, st);
if (st > 0) {
i_change(&u2->items, itm->type, -st);
i_change(&hafenmeister->items, itm->type, st);
i_add(&trans, i_new(itm->type, st));
}
}
}
}
}
}
if (trans) {
sprintf(buf, "%s erhielt ", hafenmeister->name);
for (itm = trans; itm; itm=itm->next) {
if (first != 1) {
if (itm->next!=NULL && itm->next->next==NULL) {
scat(" und ");
} else {
scat(", ");
}
}
first = 0;
icat(trans->number);
scat(" ");
if (itm->number == 1) {
scat(locale_string(default_locale, resourcename(itm->type->rtype, 0)));
} else {
scat(locale_string(default_locale, resourcename(itm->type->rtype, NMF_PLURAL)));
}
}
scat(" von der ");
scat(shipname(u->ship));
scat(".");
addmessage(0, u->faction, buf, MSG_COMMERCE, ML_INFO);
addmessage(0, hafenmeister->faction, buf, MSG_INCOME, ML_INFO);
while (trans) i_remove(&trans, trans);
}
}
}
return route;
}
unit *
kapitaen(region * r, ship * sh)
{
unit *u;
for (u = r->units; u; u = u->next) {
if (u->ship == sh && eff_skill(u, SK_SAILING, r) >= sh->type->cptskill)
return u;
}
return NULL;
}
/* Segeln, Wandern, Reiten */
static void
move(region * r, unit * u, boolean move_on_land)
{
region *r2;
direction_t * route;
r2 = movewhere(r, u);
if (!r2) {
cmistake(u, findorder(u, u->thisorder), 71, MSG_MOVE);
return;
}
else if (u->ship && fval(u, FL_OWNER))
route = sail(r, u, r2, move_on_land);
else
route = travel(r, u, r2, 0);
if (i_get(u->items, &it_demonseye)) {
direction_t d;
for (d=0;d!=MAXDIRECTIONS;++d) {
region * rc = rconnect(r2,d);
if (rc) {
sprintf(buf, "Im %s ist eine ungeheure magische Präsenz zu verspüren.",
locale_string(u->faction->locale, directions[back[d]]));
addmessage(rc, NULL, buf, MSG_EVENT, ML_IMPORTANT);
}
}
}
set_string(&u->thisorder, "");
/* Für den Silberpool: Bewegung ist fertig, Silber darf abgezogen werden */
if (fval(u, FL_FOLLOWED) && route && route[0]!=NODIRECTION) {
unit *up=r->units;
while (up) {
unit *un = up->next;
if (fval(up, FL_FOLLOWING) && !fval(up, FL_MOVED)) {
attrib * a = a_find(up->attribs, &at_follow);
if (a && a->data.v==u) {
/* wir basteln ihm ein NACH */
int k, i = 0;
strcpy(buf, locale_string(up->faction->locale, keywords[K_MOVE]));
while (route[i]!=NODIRECTION)
strcat(strcat(buf, " "), locale_string(up->faction->locale, directions[route[i++]]));
set_string(&up->thisorder, buf);
k = igetkeyword(up->thisorder, up->faction->locale);
assert(k==K_MOVE);
move(r, up, true);
}
}
up = un;
}
}
if (u->region!=r) fset(u, FL_LONGACTION);
}
attrib_type at_piracy_direction = {
"piracy_direction",
DEFAULT_INIT,
DEFAULT_FINALIZE,
DEFAULT_AGE,
NO_WRITE,
NO_READ
};
void
piracy(unit *u)
{
region *r = u->region;
ship *sh = u->ship, *sh2;
unit *cap;
direction_t dir, target_dir = NODIRECTION;
int aff[MAXDIRECTIONS];
int saff = 0;
int *il;
char *s;
boolean all = true;
attrib *a;
if(!sh) {
cmistake(u, findorder(u, u->thisorder), 144, MSG_MOVE);
return;
}
if(!fval(u, FL_OWNER)) {
cmistake(u, findorder(u, u->thisorder), 46, MSG_MOVE);
return;
}
/* Feststellen, ob schon ein anderer alliierter Pirat ein
* Ziel gefunden hat. */
il = intlist_init();
s = getstrtoken();
while(s && *s) {
il = intlist_add(il, atoi(s));
all = false;
s = getstrtoken();
}
for(a = a_find(r->attribs, &at_piracy_direction); a; a=a->nexttype) {
faction *f = findfaction(a->data.sa[0]);
if(allied(u, f, HELP_FIGHT)
&& intlist_find(il, a->data.sa[1])) {
target_dir = (direction_t)a->data.sa[1];
break;
}
}
/* Wenn nicht, sehen wir, ob wir ein Ziel finden. */
if (target_dir == NODIRECTION) {
/* Einheit ist also Kapitän. Jetzt gucken, in wievielen
* Nachbarregionen potentielle Opfer sind. */
for(dir = 0; dir < MAXDIRECTIONS; dir++) {
region *rc = rconnect(r, dir);
aff[dir] = 0;
if(rc && (terrain[rterrain(rc)].flags & SWIM_INTO)
&& check_takeoff(sh, r, rc) == true) {
for(sh2 = rc->ships; sh2; sh2 = sh2->next) {
cap = shipowner(rc, sh2);
if(cap && !allied(u, cap->faction, HELP_FIGHT)
&& (intlist_find(il, cap->faction->no) || all)) {
aff[dir]++;
}
}
/* Und aufaddieren. */
saff += aff[dir];
}
}
if(saff != 0) {
saff = rand()%saff;
for(dir = 0; dir < MAXDIRECTIONS; dir++) {
if(saff < aff[dir]) break;
saff -= aff[dir];
}
target_dir = dir;
a = a_add(&r->attribs, a_new(&at_piracy_direction));
a->data.sa[0] = (short)u->faction->no;
a->data.sa[1] = (short)target_dir;
}
}
free(il);
/* Wenn kein Ziel gefunden, entsprechende Meldung generieren */
if(target_dir == NODIRECTION) {
add_message(&u->faction->msgs,
new_message(u->faction, "piratenovictim%h:ship%r:region", sh, r));
return;
}
/* Meldung generieren */
add_message(&u->faction->msgs, new_message(u->faction,
"piratesawvictim%h:ship%r:region%d:dir", sh, r, target_dir));
/* Befehl konstruieren */
sprintf(buf, "%s %s", locale_string(u->faction->locale, keywords[K_MOVE]),
locale_string(u->faction->locale, directions[target_dir]));
set_string(&u->thisorder, buf);
/* Bewegung ausführen */
igetkeyword(u->thisorder, u->faction->locale); /* NACH ignorieren */
move(r, u, true);
}
static void
age_traveldir(region *r)
{
attrib *a = a_find(r->attribs, &at_traveldir);
while(a) {
a->data.ca[3]--;
if(a->data.ca[3] <= 0) {
attrib *an = a->nexttype;
a_remove(&r->attribs, a);
a = an;
} else {
a = a->nexttype;
}
}
}
static direction_t
hunted_dir(attrib *at, int id)
{
attrib *a = a_find(at, &at_traveldir_new);
while(a) {
traveldir *t = (traveldir *)(a->data.v);
if(t->no == id) return t->dir;
a = a->nexttype;
}
return NODIRECTION;
}
boolean
hunt(unit *u)
{
region *rc = u->region;
int moves, id;
char command[256];
direction_t dir;
if(!u->ship) {
cmistake(u, findorder(u, u->thisorder), 144, MSG_MOVE);
return false;
} else if(!fval(u, FL_OWNER)) {
cmistake(u, findorder(u, u->thisorder), 146, MSG_MOVE);
return false;
} else if(attacked(u)) {
cmistake(u, findorder(u, u->thisorder), 52, MSG_MOVE);
return false;
} else if(u->race->flags & RCF_CANNOTMOVE) {
cmistake(u, findorder(u, u->thisorder), 55, MSG_MOVE);
return false;
}
id = getshipid();
if(id <= 0) {
cmistake(u, findorder(u, u->thisorder), 20, MSG_MOVE);
return false;
}
dir = hunted_dir(rc->attribs, id);
if(dir == NODIRECTION) {
cmistake(u, findorder(u, u->thisorder), 20, MSG_MOVE);
return false;
}
sprintf(command, "%s %s", locale_string(u->faction->locale, keywords[K_MOVE]),
locale_string(u->faction->locale, directions[dir]));
moves = 1;
rc = rconnect(rc, dir);
while(moves < shipspeed(u->ship, u)
&& (dir = hunted_dir(rc->attribs, id)) != NODIRECTION) {
strcat(command, " ");
strcat(command, locale_string(u->faction->locale, directions[dir]));
moves++;
rc = rconnect(rc, dir);
}
/* In command steht jetzt das NACH-Kommando. */
igetkeyword(command, u->faction->locale); /* NACH ignorieren und Parsing initialisieren. */
move(u->region, u, false); /* NACH ausführen */
fset(u, FL_LONGACTION); /* Von Hand setzen, um Endlosschleife zu vermeiden,
wenn Verfolgung nicht erfolgreich */
return true; /* true -> Einheitenliste von vorne durchgehen */
}
void
destroy_damaged_ships(void)
{
region *r;
ship *sh,*shn;
for(r=regions;r;r=r->next) {
for(sh=r->ships;sh;) {
shn = sh->next;
if (sh->damage>=sh->size * DAMAGE_SCALE) {
destroy_ship(sh, r);
}
sh = shn;
}
}
}
boolean
is_disorientated(unit *u)
{
static boolean init = false;
static const curse_type * shipconf_ct, * regconf_ct;
if (!init) {
init = true;
regconf_ct = ct_find("disorientationzone");
shipconf_ct = ct_find("shipdisorientation");
}
if (u->ship && curse_active(get_curse(u->ship->attribs, shipconf_ct)))
return true;
if (curse_active(get_curse(u->region->attribs, regconf_ct)))
return true;
return false;
}
#ifdef TODO /* Wenn Feature ausgearbeitet */
void
regain_orientation(region * r)
{
ship *sh;
curse *c;
unit *u, *cap;
for(sh = r->ships; sh; sh = sh->next) {
c = get_curse(sh->attribs, C_DISORIENTATION, 0);
if(!c) continue;
/* Das Schiff bekommt seine Orientierung zurück, wenn es:
* a) An Land treibt.
* b) Glück hat.
* c) In einer Region mit einem nicht verwirrten alliierten
* Schiff steht.
*/
cap = shipowner(r, sh);
if(r->terrain != T_OCEAN || rand() % 10 >= storms[month(0)]) {
remove_curse(&sh->attribs, C_DISORIENTATION, 0);
add_message(&cap->faction->msgs,
new_message(cap->faction, "shipnoconf%h:ship", sh));
continue;
}
for(u=r->units;u;u=u->next) {
if(u != cap
&& allied(cap, u->faction, HELP_GUARD)
&& is_disorientated(u) == false) {
remove_curse(&sh->attribs, C_DISORIENTATION, 0);
add_message(&cap->faction->msgs,
new_message(cap->faction, "shipnoconf%h:ship", sh));
break;
}
}
}
}
#endif
/* Bewegung, Verfolgung, Piraterie */
void
movement(void)
{
region *r;
int ships;
/* Initialize the additional encumbrance by transported units */
init_drive();
/* move ships in last phase, others first */
for (ships=0;ships<=1;++ships) for (r = regions; r; r = r->next) {
unit ** up = &r->units;
/* Bewegungen.
*
* Zuerst müssen sich alle Einheiten ohne u->target bewegen
* (NACH), dann starten die Verfolger mit u->target (FOLGE) und
* hören erst auf, wenn sie ihr Ziel erreicht haben.
*
* neue NEW_FOLLOW-Variante: Verfolger folgen sofort, FL_FOLLOW
* ist bereits gesetzt.
*/
while (*up) {
unit *u = *up;
keyword_t kword;
if (fval(u, FL_FOLLOWING)) {
/* skip all followers */
do {
u = u->next;
} while (u && fval(u, FL_FOLLOWING));
up = &u;
if (u==NULL) break;
}
kword = igetkeyword(u->thisorder, u->faction->locale);
switch (kword) {
case K_ROUTE:
case K_MOVE:
if (attacked(u)) {
cmistake(u, findorder(u, u->thisorder), 52, MSG_MOVE);
set_string(&u->thisorder, "");
up = &u->next;
} else if (u->race->flags & RCF_CANNOTMOVE) {
cmistake(u, findorder(u, u->thisorder), 55, MSG_MOVE);
set_string(&u->thisorder, "");
up = &u->next;
} else {
boolean moved = true;
if (ships) {
if (u->ship && fval(u, FL_OWNER)) move(r, u, true);
else moved=false;
} else {
if (u->ship==NULL || !fval(u, FL_OWNER)) move(r, u, true);
else moved=false;
}
if (moved) {
set_string(&u->thisorder, "");
up = &r->units;
} else {
up = &u->next;
}
}
break;
default:
up = &u->next;
}
}
}
/* Dann generieren die jagenden Einheiten ihre Befehle und
* bewegen sich. */
for (r = regions; r; r = r->next) {
unit * u;
for (u = r->units; u;) {
unit *u2 = u->next;
strlist *o;
param_t p;
for (o=u->orders;o;o=o->next) {
if(igetkeyword(o->s, u->faction->locale) == K_FOLLOW) {
if(attacked(u)) {
cmistake(u, o->s, 52, MSG_MOVE);
break;
} else if(u->race->flags & RCF_CANNOTMOVE) {
cmistake(u, o->s, 55, MSG_MOVE);
break;
}
p = getparam(u->faction->locale);
if(p != P_SHIP) {
if(p != P_UNIT) {
cmistake(u, o->s, 240, MSG_MOVE);
}
break;
}
if (!fval(u, FL_LONGACTION) && !fval(u, FL_HUNGER) && hunt(u)) {
u2 = r->units;
break;
}
}
}
u = u2;
}
}
/* Reguläre Verfolger starten */
for (r = regions; r; r = r->next) {
unit * u;
for (u = r->units; u;) {
unit * u2 = u->next;
if (utarget(u)
&& (igetkeyword(u->thisorder, u->faction->locale) == K_MOVE
|| igetkeyword(u->thisorder, u->faction->locale) == K_ROUTE)) {
if (attacked(u)) {
cmistake(u, findorder(u, u->thisorder), 52, MSG_PRODUCE);
} else if (u->race->flags & RCF_CANNOTMOVE) {
cmistake(u, findorder(u, u->thisorder), 55, MSG_PRODUCE);
} else
move(r, u, true);
}
u = u2;
}
/* Abtreiben von beschädigten, unterbemannten, überladenen Schiffen */
drifting_ships(r);
}
/* Piraten und Cleanup */
for (r = regions; r; r = r->next) {
unit * u;
for(u = r->units; u;) {
unit *un = u->next;
if(igetkeyword(u->thisorder, u->faction->locale) == K_PIRACY) piracy(u);
u = un;
}
a_removeall(&r->attribs, &at_piracy_direction);
age_traveldir(r);
}
}
void
follow(void)
{
region * r;
for (r=regions;r;r=r->next) {
unit * u;
for (u=r->units;u;u=u->next) {
attrib * a;
strlist * o;
if (fval(u, FL_LONGACTION) || fval(u, FL_HUNGER)) continue;
a = a_find(u->attribs, &at_follow);
for (o=u->orders;o;o=o->next) {
if (igetkeyword(o->s, u->faction->locale) == K_FOLLOW
&& getparam(u->faction->locale) == P_UNIT) {
int id = read_unitid(u->faction, r);
if (id>0) {
unit * uf = findunit(id);
if (!a) {
a = a_add(&u->attribs, make_follow(uf));
} else {
a->data.v = uf;
}
} else if (a) {
a_remove(&u->attribs, a);
a = NULL;
}
}
}
if (a && !fval(u, FL_MOVED)) {
unit * u2 = a->data.v;
if (!u2 || u2->region!=r || !cansee(u->faction, r, u2, 0))
continue;
for (o=u2->orders;o;o=o->next) {
switch (igetkeyword(o->s, u2->faction->locale)) {
case K_MOVE:
case K_ROUTE:
case K_PIRACY:
fset(u, FL_FOLLOWING);
fset(u2, FL_FOLLOWED);
set_string(&u->thisorder, "");
break;
default:
continue;
}
break;
}
}
}
}
}