static int tolua_region_set_resource(lua_State * L) { region *r = (region *)tolua_tousertype(L, 1, 0); const char *type = tolua_tostring(L, 2, 0); int result, value = (int)tolua_tonumber(L, 3, 0); critbit_tree * cb = special_resources(); void * match; if (cb_find_prefix(cb, type, strlen(type) + 1, &match, 1, 0)) { cb_get_kv(match, &result, sizeof(result)); switch (result) { case 0: case 1: case 2: rsettrees(r, result, value); break; case 3: deathcounts(r, value - deathcount(r)); break; case 4: add_chaoscount(r, value - get_chaoscount(r)); break; } } else { const resource_type *rtype = rt_find(type); if (rtype != NULL) { region_setresource(r, rtype, value); } } return 0; }
static bool hunger(int number, unit * u) { region *r = u->region; int dead = 0, hpsub = 0; int hp = u->hp / u->number; static const char *damage = 0; static const char *rcdamage = 0; static const race *rc = 0; if (!damage) { damage = get_param(global.parameters, "hunger.damage"); if (damage == NULL) damage = "1d12+12"; } if (rc != u_race(u)) { rcdamage = get_param(u_race(u)->parameters, "hunger.damage"); rc = u_race(u); } while (number--) { int dam = dice_rand(rcdamage ? rcdamage : damage); if (dam >= hp) { ++dead; } else { hpsub += dam; } } if (dead) { /* Gestorbene aus der Einheit nehmen, * Sie bekommen keine Beerdingung. */ ADDMSG(&u->faction->msgs, msg_message("starvation", "unit region dead live", u, r, dead, u->number - dead)); scale_number(u, u->number - dead); deathcounts(r, dead); } if (hpsub > 0) { /* Jetzt die Schäden der nicht gestorbenen abziehen. */ u->hp -= hpsub; /* Meldung nur, wenn noch keine für Tote generiert. */ if (dead == 0) { /* Durch unzureichende Ernährung wird %s geschwächt */ ADDMSG(&u->faction->msgs, msg_message("malnourish", "unit region", u, r)); } } return (dead || hpsub); }
static void eaten_by_monster(unit * u) { /* adjustment for smaller worlds */ static double multi = 0.0; int n = 0; int horse = 0; if (multi == 0.0) { multi = RESOURCE_QUANTITY * newterrain(T_PLAIN)->size / 10000.0; } switch (old_race(u_race(u))) { case RC_FIREDRAGON: n = rng_int() % 80 * u->number; horse = get_item(u, I_HORSE); break; case RC_DRAGON: n = rng_int() % 200 * u->number; horse = get_item(u, I_HORSE); break; case RC_WYRM: n = rng_int() % 500 * u->number; horse = get_item(u, I_HORSE); break; default: n = rng_int() % (u->number / 20 + 1); } n = (int)(n * multi); if (n > 0) { n = lovar(n); n = MIN(rpeasants(u->region), n); if (n > 0) { deathcounts(u->region, n); rsetpeasants(u->region, rpeasants(u->region) - n); ADDMSG(&u->region->msgs, msg_message("eatpeasants", "unit amount", u, n)); } } if (horse > 0) { set_item(u, I_HORSE, 0); ADDMSG(&u->region->msgs, msg_message("eathorse", "unit amount", u, horse)); } }
void plagues(region * r) { int peasants; int i; int dead = 0; peasants = rpeasants(r); dead = (int)(0.5 + PLAGUE_VICTIMS * peasants); for (i = dead; i != 0; i--) { if (rng_double() < PLAGUE_HEALCHANCE && rmoney(r) >= PLAGUE_HEALCOST) { rsetmoney(r, rmoney(r) - PLAGUE_HEALCOST); --dead; } } if (dead > 0) { message *msg = add_message(&r->msgs, msg_message("pest", "dead", dead)); msg_release(msg); deathcounts(r, dead); rsetpeasants(r, peasants - dead); } }
/** 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)); } } } }