static void recruit_dracoids(unit * dragon, int size) { faction *f = dragon->faction; region *r = dragon->region; const struct item *weapon = NULL; order *new_order = NULL; unit *un = 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, get_equipment("recruited_dracoid")); setstatus(un, ST_FIGHT); for (weapon = un->items; weapon; weapon = weapon->next) { const weapon_type *wtype = weapon->type->rtype->wtype; if (wtype && (wtype->flags & WTF_MISSILE)) { setstatus(un, ST_BEHIND); } new_order = create_order(K_STUDY, f->locale, "'%s'", skillname(weapon->type->rtype->wtype->skill, f->locale)); } if (new_order != NULL) { addlist(&un->orders, new_order); } }
/** Drachen und Seeschlangen können entstehen */ void spawn_dragons(void) { region *r; faction *monsters = get_or_create_monsters(); for (r = regions; r; r = r->next) { unit *u; if (fval(r->terrain, SEA_REGION) && rng_int() % 10000 < 1) { u = create_unit(r, monsters, 1, get_race(RC_SEASERPENT), 0, NULL, NULL); fset(u, UFL_ISNEW | UFL_MOVED); equip_unit(u, get_equipment("monster_seaserpent")); } if ((r->terrain == newterrain(T_GLACIER) || r->terrain == newterrain(T_SWAMP) || r->terrain == newterrain(T_DESERT)) && rng_int() % 10000 < (5 + 100 * chaosfactor(r))) { if (chance(0.80)) { u = 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, get_equipment("monster_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)); } } }
/** creates a new unit. * * @param dname: name, set to NULL to get a default. * @param creator: unit to inherit stealth, group, building, ship, etc. from */ unit *create_unit(region * r, faction * f, int number, const struct race *urace, int id, const char *dname, unit * creator) { unit *u = (unit *)calloc(1, sizeof(unit)); assert(urace); if (f) { assert(f->alive); u_setfaction(u, f); if (f->locale) { order *deford = default_order(f->locale); if (deford) { set_order(&u->thisorder, NULL); addlist(&u->orders, deford); } } } u_seteffstealth(u, -1); u_setrace(u, urace); u->irace = NULL; set_number(u, number); /* die nummer der neuen einheit muss vor name_unit generiert werden, * da der default name immer noch 'Nummer u->no' ist */ createunitid(u, id); /* zuerst in die Region setzen, da zb Drachennamen den Regionsnamen * enthalten */ if (r) move_unit(u, r, NULL); /* u->race muss bereits gesetzt sein, wird für default-hp gebraucht */ /* u->region auch */ u->hp = unit_max_hp(u) * number; if (!dname) { name_unit(u); } else { u->name = _strdup(dname); } if (creator) { attrib *a; /* erbt Kampfstatus */ setstatus(u, creator->status); /* erbt Gebäude/Schiff */ if (creator->region == r) { if (creator->building) { u_set_building(u, creator->building); } if (creator->ship && fval(u_race(u), RCF_CANSAIL)) { u_set_ship(u, creator->ship); } } /* Tarnlimit wird vererbt */ if (fval(creator, UFL_STEALTH)) { attrib *a = a_find(creator->attribs, &at_stealth); if (a) { int stealth = a->data.i; a = a_add(&u->attribs, a_new(&at_stealth)); a->data.i = stealth; } } /* Temps von parteigetarnten Einheiten sind wieder parteigetarnt */ if (fval(creator, UFL_ANON_FACTION)) { fset(u, UFL_ANON_FACTION); } /* Daemonentarnung */ set_racename(&u->attribs, get_racename(creator->attribs)); if (fval(u_race(u), RCF_SHAPESHIFT) && fval(u_race(creator), RCF_SHAPESHIFT)) { u->irace = creator->irace; } /* Gruppen */ if (creator->faction == f && fval(creator, UFL_GROUP)) { a = a_find(creator->attribs, &at_group); if (a) { group *g = (group *) a->data.v; set_group(u, g); } } a = a_find(creator->attribs, &at_otherfaction); if (a) { a_add(&u->attribs, make_otherfaction(get_otherfaction(a))); } a = a_add(&u->attribs, a_new(&at_creator)); a->data.v = creator; } return u; }
void make_undead_unit(unit * u) { free_orders(&u->orders); name_unit(u); u->flags |= UFL_ISNEW; }
/** Untote können entstehen */ void spawn_undead(void) { region *r; faction *monsters = get_monsters(); for (r = regions; r; r = r->next) { int unburied = deathcount(r); static const curse_type *ctype = NULL; if (!ctype) ctype = ct_find("holyground"); if (ctype && curse_active(get_curse(r->attribs, ctype))) continue; /* Chance 0.1% * chaosfactor */ if (r->land && unburied > r->land->peasants / 20 && rng_int() % 10000 < (100 + 100 * chaosfactor(r))) { message *msg; unit *u; /* es ist sinnfrei, wenn irgendwo im Wald 3er-Einheiten Untote entstehen. * Lieber sammeln lassen, bis sie mindestens 5% der Bevölkerung sind, und * dann erst auferstehen. */ int undead = unburied / (rng_int() % 2 + 1); const race *rc = NULL; int i; if (r->age < 100) undead = undead * r->age / 100; /* newbie-regionen kriegen weniger ab */ if (!undead || r->age < 20) continue; switch (rng_int() % 3) { case 0: rc = 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, get_equipment("rising_undead")); } for (i = 0; i < MAXSKILLS; i++) { if (rc->bonus[i] >= 1) { set_level(u, (skill_t)i, 1); } } u->hp = unit_max_hp(u) * u->number; deathcounts(r, -undead); name_unit(u); 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) { /* Gräber verwittern, 3% der Untoten finden die ewige Ruhe */ deathcounts(r, (int)(-i * 0.03)); } } } }