Ejemplo n.º 1
0
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;
}
Ejemplo n.º 2
0
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);
    }
}
Ejemplo n.º 3
0
/** 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;
}
Ejemplo n.º 4
0
Archivo: races.c Proyecto: hochl/server
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));
}
Ejemplo n.º 5
0
/** 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));
        }
    }
}
Ejemplo n.º 6
0
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"));
}
Ejemplo n.º 7
0
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);
}
Ejemplo n.º 8
0
/** 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));
            }
        }
    }
}