forked from github/server
1150 lines
32 KiB
C
1150 lines
32 KiB
C
/*
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* Eressea PB(E)M host Copyright (C) 1998-2015
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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 Schr<68>der
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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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#ifdef _MSC_VER
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#include <platform.h>
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#endif
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#include "monsters.h"
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#include "economy.h"
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#include "chaos.h"
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#include "give.h"
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#include "guard.h"
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#include "laws.h"
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#include "keyword.h"
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#include "study.h"
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#include "move.h"
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/* kernel includes */
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#include "kernel/build.h"
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#include "kernel/building.h"
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#include "kernel/calendar.h"
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#include "kernel/config.h"
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#include "kernel/curse.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/messages.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/ship.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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/* util includes */
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#include <util/attrib.h>
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#include <util/base36.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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#include <util/strings.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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#include <spells/regioncurse.h>
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#include <selist.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 DRAGON_RANGE 20 /* max. Distanz zum n<>chsten Drachenziel */
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#define MOVE_PERCENT 25 /* chance fuer bewegung */
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#define MAXILLUSION_TEXTS 3
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static double attack_chance; /* rules.monsters.attack_chance, or default 0.4 */
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static void give_peasants(unit *u, const item_type *itype, int reduce) {
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char buf[64];
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snprintf(buf, sizeof(buf), "%s 0 %d %s", LOC(u->faction->locale, keyword(K_GIVE)), reduce, LOC(u->faction->locale, itype->rtype->_name));
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unit_addorder(u, parse_order(buf, u->faction->locale));
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}
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static double random_move_chance(void) {
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static int rule;
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static int config;
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if (config_changed(&config)) {
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rule = config_get_int("rules.monsters.random_move_percent", MOVE_PERCENT);
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}
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return rule * 0.01;
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}
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static void 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, get_resourcetype(R_HORSE));
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if (horses > 0) {
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if (horses > u->number * 2) horses = u->number * 2;
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change_resource(u, get_resourcetype(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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if (itype->flags & ITF_VEHICLE) {
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give_peasants(u, itm->type, itm->number);
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}
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else {
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weight += itm->number * itype->weight;
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}
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if (*itmp == itm)
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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
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&& itype->rtype->atype == 0) {
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if (itype->capacity < itype->weight) {
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int reduce = (weight - capacity) / itype->weight;
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if (reduce > itm->number) {
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reduce = itm->number;
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}
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give_peasants(u, itm->type, reduce);
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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)
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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 = (weight - capacity) / itype->weight;
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if (reduce > itm->number) {
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reduce = itm->number;
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}
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give_peasants(u, itm->type, reduce);
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weight -= reduce * itype->weight;
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}
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if (*itmp == itm)
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itmp = &itm->next;
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}
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}
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static order *monster_attack(unit * u, const unit * target)
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{
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assert(u->region == target->region);
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assert(u->faction != target->faction);
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if (!cansee(u->faction, u->region, target, 0))
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return NULL;
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if (monster_is_waiting(u))
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return NULL;
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if (u->region->land) {
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assert(u->region->flags & RF_GUARDED);
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}
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return create_order(K_ATTACK, u->faction->locale, "%i", target->no);
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}
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void monsters_desert(struct faction *monsters)
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{
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region *r;
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assert(monsters!=NULL);
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for (r = regions; r; r = r->next) {
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unit *u;
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for (u = r->units; u; u = u->next) {
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if (u->faction!=monsters
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&& (u_race(u)->flags & RCF_DESERT)) {
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if (fval(u, UFL_ISNEW))
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continue;
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if (rng_int() % 100 < 5) {
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ADDMSG(&u->faction->msgs, msg_message("desertion",
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"unit region", u, r));
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u_setfaction(u, monsters);
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}
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}
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}
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}
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}
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int monster_attacks(unit * monster, bool rich_only)
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{
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const race *rc_serpent = get_race(RC_SEASERPENT);
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if (monster->status < ST_AVOID) {
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region *r = monster->region;
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unit *u2;
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int money = 0;
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for (u2 = r->units; u2; u2 = u2->next) {
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if (u2->faction != monster->faction && cansee(monster->faction, r, u2, 0) && !in_safe_building(u2, monster)) {
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int m = get_money(u2);
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if (u_race(monster) == rc_serpent) {
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/* attack bigger ships only */
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if (!u2->ship || u2->ship->type->cargo <= 50000) {
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continue;
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}
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}
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if (!rich_only || m > 0) {
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order *ord = monster_attack(monster, u2);
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if (ord) {
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addlist(&monster->orders, ord);
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money += m;
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}
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}
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}
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}
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return money;
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}
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return 0;
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}
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static order *get_money_for_dragon(region * r, unit * udragon, int wanted)
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{
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int money;
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bool attacks = attack_chance > 0.0;
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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 (!attacks) {
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/* Drachen haben in E3 und E4 keine Einnahmen. Neuer Befehl Pluendern erstmal nur fuer Monster?*/
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return create_order(K_LOOT, 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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* und holt sich Silber von Einheiten, vorausgesetzt er bewacht bereits */
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money = 0;
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if (attacks && is_guard(udragon)) {
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money += monster_attacks(udragon, true);
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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 (money + rmoney(r) >= wanted) {
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return create_order(K_LOOT, default_locale, NULL);
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}
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/* wenn wir NULL zurueckliefern, macht der drache was anderes, z.b. weggehen */
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return NULL;
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}
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static int 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 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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}
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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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}
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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 bool room_for_race_in_region(region * r, const race * rc)
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{
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if (rc->splitsize > 0) {
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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(u) == rc) {
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c += u->number;
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if (c > rc->splitsize * 2) {
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return false;
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}
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}
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}
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}
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return true;
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}
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static direction_t random_neighbour(region * r, unit * u)
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{
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int i;
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region *next[MAXDIRECTIONS], *backup[MAXDIRECTIONS];
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region **pick;
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int rr, c = 0, c2 = 0;
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const race *rc = u_race(u);
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get_neighbours(r, next);
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/* Nachsehen, wieviele Regionen in Frage kommen */
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for (i = 0; i != MAXDIRECTIONS; i++) {
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region *rn = next[i];
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if (rn && can_survive(u, rn)) {
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if (room_for_race_in_region(rn, rc)) {
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c++;
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} else {
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next[i] = NULL;
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}
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backup[i] = rn;
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c2++;
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} else {
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next[i] = NULL;
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backup[i] = NULL;
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}
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}
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pick = next;
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if (c == 0) {
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if (c2 == 0) {
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return NODIRECTION;
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}
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else {
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pick = backup;
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c = c2;
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}
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}
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/* Zuf<75>llig eine ausw<73>hlen */
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rr = rng_int() % c;
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/* Durchz<68>hlen */
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c = 0;
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for (i = 0; i != MAXDIRECTIONS; i++) {
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region *rn = pick[i];
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if (rn) {
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if (c == rr) {
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return (direction_t)i;
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}
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c++;
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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 treeman_neighbour(region * r)
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{
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int i;
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int rr;
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int c = 0;
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region * next[MAXDIRECTIONS];
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get_neighbours(r, next);
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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 (next[i] && rterrain(next[i]) != T_OCEAN
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&& rterrain(next[i]) != T_GLACIER && rterrain(next[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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/* Zuf<75>llig eine ausw<73>hlen */
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rr = rng_int() % c;
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/* Durchz<68>hlen */
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c = -1;
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for (i = 0; i != MAXDIRECTIONS; i++) {
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if (next[i] && rterrain(next[i]) != T_OCEAN
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&& rterrain(next[i]) != T_GLACIER && rterrain(next[i]) != T_DESERT) {
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if (++c == rr) {
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return (direction_t)i;
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}
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}
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}
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assert(!"this should never happen"); /* Bis hierhin sollte er niemals kommen. */
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return NODIRECTION;
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}
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static order *monster_move(region * r, unit * u)
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{
|
||
direction_t d = NODIRECTION;
|
||
|
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if (monster_is_waiting(u)) {
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return NULL;
|
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}
|
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if (fval(u_race(u), RCF_DRAGON)) {
|
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d = richest_neighbour(r, u->faction, 1);
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}
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else if (get_race(RC_TREEMAN)==u_race(u)) {
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d = treeman_neighbour(r);
|
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}
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else {
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d = random_neighbour(r, u);
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}
|
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/* falls kein geld gefunden wird, zufaellig verreisen, aber nicht in
|
||
* den ozean */
|
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|
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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]));
|
||
}
|
||
|
||
static int dragon_affinity_value(region * r, unit * u)
|
||
{
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||
int m = all_money(r, u->faction);
|
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|
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if (u_race(u) == get_race(RC_FIREDRAGON)) {
|
||
return dice(4, m / 2);
|
||
}
|
||
else {
|
||
return dice(6, m / 3);
|
||
}
|
||
}
|
||
|
||
static attrib *set_new_dragon_target(unit * u, region * r, int range)
|
||
{
|
||
int max_affinity = 0;
|
||
region *max_region = NULL;
|
||
selist *ql, *rlist = regions_in_range(r, range, allowed_dragon);
|
||
int qi;
|
||
|
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for (qi = 0, ql = rlist; ql; selist_advance(&ql, &qi, 1)) {
|
||
region *r2 = (region *)selist_get(ql, qi);
|
||
int affinity = dragon_affinity_value(r2, u);
|
||
if (affinity > max_affinity) {
|
||
max_affinity = affinity;
|
||
max_region = r2;
|
||
}
|
||
}
|
||
|
||
selist_free(rlist);
|
||
|
||
if (max_region && max_region != r) {
|
||
attrib *a = a_find(u->attribs, &at_targetregion);
|
||
if (!a) {
|
||
a = a_add(&u->attribs, make_targetregion(max_region));
|
||
}
|
||
else {
|
||
a->data.v = max_region;
|
||
}
|
||
return a;
|
||
}
|
||
return NULL;
|
||
}
|
||
|
||
static order *plan_move_to_target(unit * u, const region * target, int moves,
|
||
bool(*allowed) (const region *, const region *))
|
||
{
|
||
region *r = u->region;
|
||
region **plan;
|
||
direction_t steps[DRAGON_RANGE];
|
||
int position;
|
||
|
||
if (monster_is_waiting(u))
|
||
return NULL;
|
||
|
||
plan = path_find(r, target, DRAGON_RANGE, allowed);
|
||
if (plan == NULL)
|
||
return NULL;
|
||
|
||
for (position = 0; position != moves && plan[position + 1]; ++position) {
|
||
region *prev = plan[position];
|
||
region *next = plan[position + 1];
|
||
direction_t dir = reldirection(prev, next);
|
||
assert(dir != NODIRECTION && dir != D_SPECIAL);
|
||
steps[position] = dir;
|
||
}
|
||
|
||
return make_movement_order(u->faction->locale, steps, position);
|
||
}
|
||
|
||
void random_growl(const unit *u, region *target, int rand)
|
||
{
|
||
const struct locale *lang = u->faction->locale;
|
||
const char *growl;
|
||
switch(rand){
|
||
case 1: growl = "growl1"; break;
|
||
case 2: growl = "growl2"; break;
|
||
case 3: growl = "growl3"; break;
|
||
case 4: growl = "growl4"; break;
|
||
default: growl = "growl0";
|
||
}
|
||
|
||
|
||
if (rname(target, lang)) {
|
||
message *msg = msg_message("dragon_growl", "dragon number target growl", u, u->number, target, growl);
|
||
ADDMSG(&u->region->msgs, msg);
|
||
}
|
||
}
|
||
|
||
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;
|
||
|
||
/* can these monsters even study? */
|
||
if (!unit_can_study(u)) {
|
||
return NULL;
|
||
}
|
||
|
||
/* Monster lernt ein zuf<75>lliges 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 bool check_overpopulated(const unit * u)
|
||
{
|
||
const race *rc = u_race(u);
|
||
if (rc->splitsize > 0) {
|
||
unit *u2;
|
||
int c = 0;
|
||
|
||
for (u2 = u->region->units; u2; u2 = u2->next) {
|
||
if (u != u2 && u_race(u2) == rc) {
|
||
c += u2->number;
|
||
if (c > rc->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;
|
||
unit *un = create_unit(r, f, size, get_race(RC_DRACOID), 0, NULL, NULL);
|
||
|
||
fset(un, UFL_ISNEW | UFL_MOVED);
|
||
|
||
name_unit(un);
|
||
change_money(dragon, -un->number * 50);
|
||
equip_unit(un, "new_dracoid");
|
||
|
||
unit_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) {
|
||
unit_setstatus(un, ST_BEHIND);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
static order *plan_dragon(unit * u)
|
||
{
|
||
attrib *ta = a_find(u->attribs, &at_targetregion);
|
||
region *r = u->region;
|
||
region *tr = NULL;
|
||
bool move = false;
|
||
order *long_order = NULL;
|
||
static int rc_cache;
|
||
static const race *rc_wyrm;
|
||
const race * rc = u_race(u);
|
||
|
||
if (rc_changed(&rc_cache)) {
|
||
rc_wyrm = get_race(RC_WYRM);
|
||
}
|
||
|
||
if (ta == NULL) {
|
||
move |= (rpeasants(r) == 0); /* when no peasants, move */
|
||
move |= (rmoney(r) == 0); /* when no money, move */
|
||
}
|
||
move |= chance(0.04); /* 4% chance to change your mind */
|
||
|
||
if (rc == rc_wyrm && !move) {
|
||
unit *u2;
|
||
for (u2 = r->units; u2; u2 = u2->next) {
|
||
/* wyrme sind einzelg<6C>nger */
|
||
if (u2 == u) {
|
||
/* we do not make room for newcomers, so we don't need to look at them */
|
||
break;
|
||
}
|
||
if (u2 != u && u_race(u2) == u_race(u) && chance(0.5)) {
|
||
move = true;
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
if (move && (!ta || chance(0.1))) {
|
||
/* dragon gets bored and looks for a different place to go */
|
||
ta = set_new_dragon_target(u, u->region, DRAGON_RANGE);
|
||
}
|
||
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);
|
||
/* TODO: per-race planning functions? */
|
||
if (rc == rc_wyrm) {
|
||
long_order = plan_move_to_target(u, tr, 1, allowed_dragon);
|
||
}
|
||
else {
|
||
switch (old_race(rc)) {
|
||
case RC_FIREDRAGON:
|
||
long_order = plan_move_to_target(u, tr, 4, allowed_dragon);
|
||
break;
|
||
case RC_DRAGON:
|
||
long_order = plan_move_to_target(u, tr, 3, allowed_dragon);
|
||
break;
|
||
default:
|
||
break;
|
||
}
|
||
}
|
||
if (long_order) {
|
||
reduce_weight(u);
|
||
}
|
||
if (rng_int() % 100 < 15) {
|
||
random_growl(u, tr, rng_int() % 5);
|
||
}
|
||
}
|
||
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(u) != get_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) {
|
||
int attempts = 0;
|
||
skill_t sk = SK_PERCEPTION;
|
||
/* study perception (or a random useful skill) */
|
||
while (!skill_enabled(sk) || (attempts < MAXSKILLS && u_race(u)->bonus[sk] < (++attempts < 10?1:-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);
|
||
attack_chance = config_get_flt("rules.monsters.attack_chance", 0.4);
|
||
f->lastorders = turn;
|
||
|
||
for (r = regions; r; r = r->next) {
|
||
unit *u;
|
||
bool attacking = false;
|
||
/* Tiny optimization: Monsters on land only attack randomly when
|
||
* they are guarding. If nobody is guarding this region (RF_GUARDED),
|
||
* there can't be any random attacks.
|
||
*/
|
||
if (!r->land || r->flags & RF_GUARDED) {
|
||
attacking = chance(attack_chance);
|
||
}
|
||
|
||
for (u = r->units; u; u = u->next) {
|
||
const race *rc = u_race(u);
|
||
attrib *ta;
|
||
order *long_order = NULL;
|
||
|
||
/* Ab hier nur noch Befehle f<>r NPC-Einheiten. */
|
||
if (u->faction!=f)
|
||
continue;
|
||
|
||
/* Befehle m<>ssen jede Runde neu gegeben werden: */
|
||
free_orders(&u->orders);
|
||
if (skill_enabled(SK_PERCEPTION)) {
|
||
/* Monster bekommen jede Runde ein paar Tage Wahrnehmung dazu */
|
||
produceexp(u, SK_PERCEPTION, u->number);
|
||
}
|
||
|
||
if (attacking && (!r->land || is_guard(u))) {
|
||
monster_attacks(u, false);
|
||
}
|
||
/* units with a plan to kill get ATTACK orders (even if they don't guard): */
|
||
ta = a_find(u->attribs, &at_hate);
|
||
if (ta && !monster_is_waiting(u)) {
|
||
unit *tu = (unit *)ta->data.v;
|
||
if (tu && tu->region == r) {
|
||
order * ord = monster_attack(u, tu);
|
||
if (ord) {
|
||
addlist(&u->orders, ord);
|
||
}
|
||
}
|
||
else if (tu) {
|
||
bool(*allowed)(const struct region * src, const struct region * r) = allowed_walk;
|
||
if (canfly(u)) {
|
||
allowed = allowed_fly;
|
||
}
|
||
long_order = plan_move_to_target(u, tu->region, 2, allowed);
|
||
}
|
||
else
|
||
a_remove(&u->attribs, ta);
|
||
}
|
||
/* All monsters guard the region: */
|
||
if (u->status < ST_FLEE && !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) {
|
||
ta = a_find(u->attribs, &at_targetregion);
|
||
if (ta) {
|
||
if (u->region == (region *)ta->data.v) {
|
||
a_remove(&u->attribs, ta);
|
||
}
|
||
}
|
||
else if (rc->flags & RCF_MOVERANDOM) {
|
||
if (chance(random_move_chance()) || check_overpopulated(u)) {
|
||
long_order = monster_move(r, u);
|
||
}
|
||
}
|
||
}
|
||
|
||
if (long_order == NULL) {
|
||
/* Ab hier noch nicht generalisierte Spezialbehandlungen. */
|
||
|
||
if (fval(rc, RCF_DRAGON)) {
|
||
long_order = plan_dragon(u);
|
||
}
|
||
else {
|
||
if (rc == get_race(RC_SEASERPENT)) {
|
||
long_order = create_order(K_PIRACY, f->locale, NULL);
|
||
}
|
||
else {
|
||
if (rc->flags & RCF_LEARN) {
|
||
long_order = monster_learn(u);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
if (long_order == NULL && unit_can_study(u)) {
|
||
/* Einheiten, die Waffenlosen Kampf lernen k<>nnten, lernen es um
|
||
* zu bewachen: */
|
||
if (rc->bonus[SK_WEAPONLESS] != -99) {
|
||
if (effskill(u, SK_WEAPONLESS, 0) < 1) {
|
||
long_order =
|
||
create_order(K_STUDY, f->locale, "'%s'",
|
||
skillname(SK_WEAPONLESS, f->locale));
|
||
}
|
||
}
|
||
}
|
||
|
||
if (long_order) {
|
||
addlist(&u->orders, long_order);
|
||
}
|
||
}
|
||
}
|
||
pathfinder_cleanup();
|
||
}
|
||
|
||
static double chaosfactor(region * r)
|
||
{
|
||
return fval(r, RF_CHAOTIC) ? ((double)(1 + get_chaoscount(r)) / 1000.0) : 0.0;
|
||
}
|
||
|
||
static int nrand(int handle_start, int sub)
|
||
{
|
||
int res = 0;
|
||
|
||
do {
|
||
if (rng_int() % 100 < handle_start)
|
||
res++;
|
||
handle_start -= sub;
|
||
} while (handle_start > 0);
|
||
|
||
return res;
|
||
}
|
||
|
||
unit *spawn_seaserpent(region *r, faction *f) {
|
||
unit *u = create_unit(r, f, 1, get_race(RC_SEASERPENT), 0, NULL, NULL);
|
||
fset(u, UFL_ISNEW | UFL_MOVED);
|
||
equip_unit(u, "seed_seaserpent");
|
||
return u;
|
||
}
|
||
|
||
/**
|
||
* Drachen und Seeschlangen k<>nnen entstehen
|
||
*/
|
||
void spawn_dragons(void)
|
||
{
|
||
region *r;
|
||
faction *monsters = get_or_create_monsters();
|
||
int minage = config_get_int("monsters.spawn.min_age", 100);
|
||
int spawn_chance = 100 * config_get_int("monsters.spawn.chance", 100);
|
||
|
||
if (spawn_chance <= 0) {
|
||
/* monster spawning disabled */
|
||
return;
|
||
}
|
||
for (r = regions; r; r = r->next) {
|
||
unit *u;
|
||
if (r->age < minage) {
|
||
continue;
|
||
}
|
||
if (fval(r->terrain, SEA_REGION)) {
|
||
if (rng_int() % spawn_chance < 1) {
|
||
u = spawn_seaserpent(r, monsters);
|
||
}
|
||
}
|
||
else if ((r->terrain == newterrain(T_GLACIER)
|
||
|| r->terrain == newterrain(T_SWAMP)
|
||
|| r->terrain == newterrain(T_DESERT))
|
||
&& rng_int() % spawn_chance < (5 + 100 * chaosfactor(r))) {
|
||
if (chance(0.80)) {
|
||
u = create_unit(r, monsters, nrand(60, 20) + 1, get_race(RC_FIREDRAGON), 0, NULL, NULL);
|
||
}
|
||
else {
|
||
u = create_unit(r, monsters, nrand(30, 20) + 1, get_race(RC_DRAGON), 0, NULL, NULL);
|
||
}
|
||
fset(u, UFL_ISNEW | UFL_MOVED);
|
||
equip_unit(u, "seed_dragon");
|
||
|
||
log_debug("spawning %d %s in %s.\n", u->number,
|
||
LOC(default_locale,
|
||
rc_name_s(u_race(u), (u->number == 1) ? NAME_SINGULAR : NAME_PLURAL)), regionname(r, NULL));
|
||
|
||
name_unit(u);
|
||
|
||
/* add message to the region */
|
||
ADDMSG(&r->msgs,
|
||
msg_message("sighting", "region race number", r, u_race(u), u->number));
|
||
}
|
||
}
|
||
}
|
||
|
||
/** Untote k<>nnen entstehen */
|
||
void spawn_undead(void)
|
||
{
|
||
region *r;
|
||
faction *monsters = get_monsters();
|
||
|
||
for (r = regions; r; r = r->next) {
|
||
int unburied = deathcount(r);
|
||
|
||
if (r->attribs) {
|
||
if (curse_active(get_curse(r->attribs, &ct_holyground))) {
|
||
continue;
|
||
}
|
||
}
|
||
/* Chance 0.1% * chaosfactor */
|
||
if (r->land && unburied > rpeasants(r) / 20
|
||
&& rng_int() % 10000 < (100 + 100 * chaosfactor(r))) {
|
||
message *msg;
|
||
unit *u;
|
||
/* es ist sinnfrei, wenn irgendwo im Wald 3er-Einheiten Untote entstehen.
|
||
* Lieber sammeln lassen, bis sie mindestens 5% der Bev<65>lkerung 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 = get_race(RC_SKELETON);
|
||
break;
|
||
case 1:
|
||
rc = get_race(RC_ZOMBIE);
|
||
break;
|
||
default:
|
||
rc = get_race(RC_GHOUL);
|
||
break;
|
||
}
|
||
|
||
u = create_unit(r, monsters, undead, rc, 0, NULL, NULL);
|
||
fset(u, UFL_ISNEW | UFL_MOVED);
|
||
if ((rc == get_race(RC_SKELETON) || rc == get_race(RC_ZOMBIE))
|
||
&& rng_int() % 10 < 4) {
|
||
equip_unit(u, "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);
|
||
|
||
log_debug("spawning %d %s in %s.\n", u->number,
|
||
LOC(default_locale,
|
||
rc_name_s(u_race(u), (u->number == 1) ? NAME_SINGULAR : NAME_PLURAL)), regionname(r, NULL));
|
||
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) {
|
||
/* Gr<47>ber verwittern, 3% der Untoten finden die ewige Ruhe */
|
||
deathcounts(r, (int)(-i * 0.03));
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
bool monster_is_waiting(const unit * u)
|
||
{
|
||
int test = fval(u_race(u), RCF_ATTACK_MOVED) ? UFL_ISNEW : UFL_ISNEW | UFL_MOVED;
|
||
if (fval(u, test))
|
||
return true;
|
||
return false;
|
||
}
|
||
|
||
static void eaten_by_monster(unit * u)
|
||
{
|
||
/* adjustment for smaller worlds */
|
||
double multi = RESOURCE_QUANTITY * newterrain(T_PLAIN)->size / 10000.0;
|
||
int n = 0;
|
||
int horse = -1;
|
||
const resource_type *rhorse = get_resourcetype(R_HORSE);
|
||
const race *rc = u_race(u);
|
||
int scare;
|
||
|
||
scare = rc_scare(rc);
|
||
if (scare>0) {
|
||
n = rng_int() % scare * u->number;
|
||
} else {
|
||
n = rng_int() % (u->number / 20 + 1);
|
||
horse = 0;
|
||
}
|
||
horse = horse ? i_get(u->items, rhorse->itype) : 0;
|
||
|
||
n = (int)(n * multi);
|
||
if (n > 0) {
|
||
|
||
n = lovar(n);
|
||
|
||
if (n > 0) {
|
||
int p = rpeasants(u->region);
|
||
if (p < n) n = p;
|
||
deathcounts(u->region, n);
|
||
rsetpeasants(u->region, rpeasants(u->region) - n);
|
||
ADDMSG(&u->region->msgs, msg_message("eatpeasants", "unit amount", u, n));
|
||
}
|
||
}
|
||
if (horse > 0) {
|
||
i_change(&u->items, rhorse->itype, -horse);
|
||
ADDMSG(&u->region->msgs, msg_message("eathorse", "unit amount", u, horse));
|
||
}
|
||
}
|
||
|
||
static void absorbed_by_monster(unit * u)
|
||
{
|
||
int n = rng_int() % (u->number / 20 + 1);
|
||
|
||
if (n > 0) {
|
||
n = lovar(n);
|
||
if (n > 0) {
|
||
int p = rpeasants(u->region);
|
||
if (p < n) n = p;
|
||
rsetpeasants(u->region, rpeasants(u->region) - n);
|
||
scale_number(u, u->number + n);
|
||
ADDMSG(&u->region->msgs, msg_message("absorbpeasants",
|
||
"unit race amount", u, u_race(u), n));
|
||
}
|
||
}
|
||
}
|
||
|
||
static int scareaway(region * r, int anzahl)
|
||
{
|
||
int n, p, diff = 0, emigrants[MAXDIRECTIONS];
|
||
direction_t d;
|
||
|
||
p = rpeasants(r);
|
||
if (anzahl < 1) anzahl = 1;
|
||
if (anzahl > p) anzahl = p;
|
||
assert(p >= 0 && anzahl >= 0);
|
||
|
||
/* Wandern am Ende der Woche (normal) oder wegen Monster. Die
|
||
* Wanderung wird erst am Ende von demographics () ausgefuehrt.
|
||
* emigrants[] ist local, weil r->newpeasants durch die Monster
|
||
* vielleicht schon hochgezaehlt worden ist. */
|
||
|
||
for (d = 0; d != MAXDIRECTIONS; d++)
|
||
emigrants[d] = 0;
|
||
|
||
for (n = anzahl; n; n--) {
|
||
direction_t dir = (direction_t)(rng_int() % MAXDIRECTIONS);
|
||
region *rc = rconnect(r, dir);
|
||
|
||
if (rc && fval(rc->terrain, LAND_REGION)) {
|
||
++diff;
|
||
rc->land->newpeasants++;
|
||
emigrants[dir]++;
|
||
}
|
||
}
|
||
rsetpeasants(r, p - diff);
|
||
assert(p >= diff);
|
||
return diff;
|
||
}
|
||
|
||
static void scared_by_monster(unit * u)
|
||
{
|
||
int n;
|
||
const race *rc = u_race(u);
|
||
int scare;
|
||
|
||
scare = rc_scare(rc);
|
||
if (scare>0) {
|
||
n = rng_int() % scare * u->number;
|
||
} else {
|
||
n = rng_int() % (u->number / 4 + 1);
|
||
}
|
||
if (n > 0) {
|
||
n = lovar(n);
|
||
if (n > 0) {
|
||
int p = rpeasants(u->region);
|
||
if (p < n) n = p;
|
||
n = scareaway(u->region, n);
|
||
if (n > 0) {
|
||
ADDMSG(&u->region->msgs, msg_message("fleescared",
|
||
"amount unit", n, u));
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
void monster_kills_peasants(unit * u)
|
||
{
|
||
if (!monster_is_waiting(u)) {
|
||
if (u_race(u)->flags & RCF_SCAREPEASANTS) {
|
||
scared_by_monster(u);
|
||
}
|
||
if (u_race(u)->flags & RCF_KILLPEASANTS) {
|
||
eaten_by_monster(u);
|
||
}
|
||
if (u_race(u)->flags & RCF_ABSORBPEASANTS) {
|
||
absorbed_by_monster(u);
|
||
}
|
||
}
|
||
}
|
||
|
||
void make_zombie(unit * u)
|
||
{
|
||
u_setfaction(u, get_monsters());
|
||
scale_number(u, 1);
|
||
u->hp = unit_max_hp(u) * u->number;
|
||
u_setrace(u, get_race(RC_ZOMBIE));
|
||
u->irace = NULL;
|
||
}
|