Ejemplo n.º 1
0
void save_special_items(unit *usrc)
{
    unit *u;
    region *r = usrc->region;
    faction *fm = get_monsters();
    static const race *rc_ghost;
    static int cache;

    if (rc_changed(&cache)) {
        rc_ghost = get_race(RC_TEMPLATE);
    }
    for (u = r->units; u; u = u->next) {
        if (u->faction == fm) {
            give_special_items(u, &usrc->items);
            return;
        }
    }
    u = create_unit(r, fm, 1, rc_ghost, 0, NULL, NULL);
    unit_setname(u, unit_getname(usrc));
    if (usrc->number > 1) {
        /* some units have plural names, it would be neat if they aren't single: */
        scale_number(u, 2);
    }
    set_racename(&u->attribs, "ghost");
    give_special_items(u, &usrc->items);
}
Ejemplo n.º 2
0
int sp_undeadhero(struct castorder * co)
{
    fighter * fi = co->magician.fig;
    int level = co->level;
    double power = co->force;
    battle *b = fi->side->battle;
    unit *mage = fi->unit;
    region *r = b->region;
    selist *fgs, *ql;
    int qi, n, undead = 0;
    message *msg;
    int force = (int)get_force(power, 0);
    double c = 0.50 + 0.02 * power;

    /* Liste aus allen Kaempfern */
    fgs = select_fighters(b, fi->side, FS_ENEMY | FS_HELP, select_hero, NULL);
    scramble_fighters(fgs);

    for (qi = 0, ql = fgs; ql && force>0; selist_advance(&ql, &qi, 1)) {
        fighter *df = (fighter *)selist_get(ql, qi);
        unit *du = df->unit;
        int j = 0;

        /* Wieviele Untote koennen wir aus dieser Einheit wecken? */
        for (n = df->alive + df->run.number; force>0 && n != du->number; n++) {
            if (chance(c)) {
                ++j;
                --force;
            }
        }

        if (j > 0) {
            item **ilist;
            unit *u =
                create_unit(r, mage->faction, 0, get_race(RC_UNDEAD), 0, unit_getname(du),
                du);

            /* new units gets some stats from old unit */

            unit_setinfo(u, unit_getinfo(du));
            unit_setstatus(u, du->status);
            setguard(u, false);
            for (ilist = &du->items; *ilist;) {
                item *itm = *ilist;
                int loot = itm->number * j / du->number;
                if (loot != itm->number) {
                    int split = itm->number * j % du->number;
                    if (split > 0 && (rng_int() % du->number) < split) {
                        ++loot;
                    }
                }
                i_change(&u->items, itm->type, loot);
                i_change(ilist, itm->type, -loot);
                if (*ilist == itm) {
                    ilist = &itm->next;
                }
            }

            /* inherit stealth from magician */
            if (mage->flags & UFL_ANON_FACTION) {
                u->flags |= UFL_ANON_FACTION;
            }

            /* transfer dead people to new unit, set hitpoints to those of old unit */
            transfermen(du, u, j);
            u->hp = u->number * unit_max_hp(du);
            assert(j <= df->side->casualties);
            df->side->casualties -= j;
            df->side->dead -= j;

            /* counting total number of undead */
            undead += j;
        }
    }
    selist_free(fgs);

    if (level > undead) {
        level = undead;
    }
    if (undead == 0) {
        msg =
            msg_message("summonundead_effect_0", "mage region", mage, mage->region);
    }
    else {
        msg =
            msg_message("summonundead_effect_1", "mage region amount", mage,
            mage->region, undead);
    }

    message_all(b, msg);
    msg_release(msg);
    return level;
}