/** handles the "orcish" curse that makes units grow like old orks * This would probably be better handled in an age-function for the curse, * but it's now being called by randomevents() */ static void orc_growth(void) { region *r; for (r = regions; r; r = r->next) { unit *u; for (u = r->units; u; u = u->next) { static bool init = false; static const curse_type *ct_orcish = 0; curse *c = 0; if (!init) { init = true; ct_orcish = ct_find("orcish"); } if (ct_orcish) c = get_curse(u->attribs, ct_orcish); if (c && !has_skill(u, SK_MAGIC) && !has_skill(u, SK_ALCHEMY) && !fval(u, UFL_HERO)) { int n; int increase = 0; int num = get_cursedmen(u, c); double prob = curse_geteffect(c); const item_type * it_chastity = it_find("ao_chastity"); if (it_chastity) { num -= i_get(u->items, it_chastity); } for (n = num; n > 0; n--) { if (chance(prob)) { ++increase; } } if (increase) { unit *u2 = create_unit(r, u->faction, increase, u_race(u), 0, NULL, u); transfermen(u2, u, u2->number); ADDMSG(&u->faction->msgs, msg_message("orcgrowth", "unit amount race", u, increase, u_race(u))); } } } } }
void age_undead(unit * u) { region *r = u->region; int n = 0; /* untote, die einer partei angehoeren, koennen sich * absplitten, anstatt sich zu vermehren. monster * untote vermehren sich nur noch */ if (u->number > UNDEAD_MIN && !is_monsters(u->faction) && rng_int() % 100 < UNDEAD_BREAKUP) { int m; unit *u2; n = 0; for (m = u->number; m; m--) { if (rng_int() % 100 < UNDEAD_BREAKUP_FRACTION) ++n; } u2 = create_unit(r, get_monsters(), 0, get_race(RC_UNDEAD), 0, NULL, u); make_undead_unit(u2); transfermen(u, u2, u->number - n); } }
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; }
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; quicklist *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 Kämpfern */ fgs = fighters(b, fi->side, FIGHT_ROW, AVOID_ROW, FS_ENEMY | FS_HELP); scramble_fighters(fgs); for (qi = 0, ql = fgs; ql; ql_advance(&ql, &qi, 1)) { fighter *df = (fighter *) ql_get(ql, qi); unit *du = df->unit; if (force <= 0) break; /* keine Monster */ if (!playerrace(u_race(du))) continue; if (df->alive + df->run.number < du->number) { int j = 0; /* Wieviele Untote können wir aus dieser Einheit wecken? */ for (n = df->alive + df->run.number; n != du->number; n++) { if (chance(c)) { ++j; if (--force <= 0) break; } } if (j > 0) { unit *u = create_unit(r, mage->faction, 0, new_race[RC_UNDEAD], 0, du->name, du); /* new units gets some stats from old unit */ if (du->display) { unit_setinfo(u, du->display); } else { unit_setinfo(u, NULL); } setstatus(u, du->status); setguard(u, GUARD_NONE); /* inherit stealth from magician */ if (fval(mage, UFL_ANON_FACTION)) { fset(u, 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; } } } ql_free(fgs); level = _min(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; }