unit *addplayer(region * r, faction * f) { unit *u; const char * name; assert(r->land); if (rpeasants(r) < PEASANT_MIN) { rsetpeasants(r, PEASANT_MIN + rng_int() % (PEASANT_MAX - PEASANT_MIN)); } assert(f->units == NULL); faction_setorigin(f, 0, r->x, r->y); u = create_unit(r, f, 1, f->race, 0, NULL, NULL); u->thisorder = default_order(f->locale); unit_addorder(u, copy_order(u->thisorder)); name = config_get("rules.equip_first"); if (!equip_unit(u, name ? name : "first_unit")) { /* give every unit enough money to survive the first turn */ i_change(&u->items, get_resourcetype(R_SILVER)->itype, maintenance_cost(u)); } u->hp = unit_max_hp(u) * u->number; fset(u, UFL_ISNEW); if (f->race == get_race(RC_DAEMON)) { race_t urc; const race *rc; do { urc = (race_t)(rng_int() % MAXRACES); rc = get_race(urc); } while (rc == NULL || urc == RC_DAEMON || !playerrace(rc)); u->irace = rc; } f->lastorders = 0; return u; }
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); } }
/** callback to initialize a familiar from lua. */ static int lua_initfamiliar(unit * u) { lua_State *L = (lua_State *)global.vm_state; char fname[64]; int result = -1; strlcpy(fname, "initfamiliar_", sizeof(fname)); strlcat(fname, u_race(u)->_name, sizeof(fname)); lua_getglobal(L, fname); if (lua_isfunction(L, -1)) { tolua_pushusertype(L, u, TOLUA_CAST "unit"); if (lua_pcall(L, 1, 1, 0) != 0) { const char *error = lua_tostring(L, -1); log_error("familiar(%s) calling '%s': %s.\n", unitname(u), fname, error); lua_pop(L, 1); } else { result = (int)lua_tonumber(L, -1); lua_pop(L, 1); } } else { log_warning("familiar(%s) calling '%s': not a function.\n", unitname(u), fname); lua_pop(L, 1); } create_mage(u, M_GRAY); strlcpy(fname, u_race(u)->_name, sizeof(fname)); strlcat(fname, "_familiar", sizeof(fname)); equip_unit(u, get_equipment(fname)); return result; }
static void oldfamiliars(unit * u) { char fname[64]; /* these familiars have no special skills. */ _snprintf(fname, sizeof(fname), "%s_familiar", u_race(u)->_name); create_mage(u, M_GRAY); equip_unit(u, get_equipment(fname)); }
/** 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)); } } }
static void get_villagers(region * r, unit * u) { unit *newunit; message *msg = msg_message("encounter_villagers", "unit", u); const char *name = LOC(u->faction->locale, "villagers"); r_addmessage(r, u->faction, msg); msg_release(msg); newunit = create_unit(r, u->faction, rng_int() % 20 + 3, u->faction->race, 0, name, u); leave(newunit, true); fset(newunit, UFL_ISNEW | UFL_MOVED); equip_unit(newunit, get_equipment("random_villagers")); }
static void get_allies(region * r, unit * u) { unit *newunit = NULL; const char *name; const char *equip; int number; message *msg; assert(u->number); switch (rterrain(r)) { case T_PLAIN: if (!r_isforest(r)) { if (get_money(u) / u->number < 100 + rng_int() % 200) return; name = "random_plain_men"; equip = "random_plain"; number = rng_int() % 8 + 2; break; } else { if (eff_skill(u, SK_LONGBOW, r) < 3 && eff_skill(u, SK_HERBALISM, r) < 2 && eff_skill(u, SK_MAGIC, r) < 2) { return; } name = "random_forest_men"; equip = "random_forest"; number = rng_int() % 6 + 2; } break; case T_SWAMP: if (eff_skill(u, SK_MELEE, r) <= 1) { return; } name = "random_swamp_men"; equip = "random_swamp"; number = rng_int() % 6 + 2; break; case T_DESERT: if (eff_skill(u, SK_RIDING, r) <= 2) { return; } name = "random_desert_men"; equip = "random_desert"; number = rng_int() % 12 + 2; break; case T_HIGHLAND: if (eff_skill(u, SK_MELEE, r) <= 1) { return; } name = "random_highland_men"; equip = "random_highland"; number = rng_int() % 8 + 2; break; case T_MOUNTAIN: if (eff_skill(u, SK_MELEE, r) <= 1 || eff_skill(u, SK_TRADE, r) <= 2) { return; } name = "random_mountain_men"; equip = "random_mountain"; number = rng_int() % 6 + 2; break; case T_GLACIER: if (eff_skill(u, SK_MELEE, r) <= 1 || eff_skill(u, SK_TRADE, r) <= 1) { return; } name = "random_glacier_men"; equip = "random_glacier"; number = rng_int() % 4 + 2; break; default: return; } newunit = create_unit(r, u->faction, number, u->faction->race, 0, LOC(u->faction->locale, name), u); equip_unit(newunit, get_equipment(equip)); u_setfaction(newunit, u->faction); set_racename(&newunit->attribs, get_racename(u->attribs)); if (u_race(u)->flags & RCF_SHAPESHIFT) { newunit->irace = u->irace; } if (fval(u, UFL_ANON_FACTION)) fset(newunit, UFL_ANON_FACTION); fset(newunit, UFL_ISNEW); msg = msg_message("encounter_allies", "unit name", u, name); r_addmessage(r, u->faction, msg); msg_release(msg); }
/** 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)); } } } }