static void out_faction(FILE * file, const struct faction *f) { if (alliances != NULL) { fprintf(file, "%s (%s/%d) (%.3s/%.3s), %d Einh., %d Pers., %d NMR\n", f->name, itoa36(f->no), f_get_alliance(f) ? f->alliance->id : 0, LOC(default_locale, rc_name_s(f->race, NAME_SINGULAR)), magic_school[f->magiegebiet], f->num_units, f->num_people, turn - f->lastorders); } else { fprintf(file, "%s (%.3s/%.3s), %d Einh., %d Pers., %d NMR\n", factionname(f), LOC(default_locale, rc_name_s(f->race, NAME_SINGULAR)), magic_school[f->magiegebiet], f->num_units, f->num_people, turn - f->lastorders); } }
static void summarize_races(const summary *s, FILE *F, bool full) { int i; for (i = 0; i < MAXRACES; i++) { if (s->poprace[i] > 0) { const char *pad = " "; int lpad = (int)strlen(pad); const race *rc = get_race(i); const char *rcname = LOC(default_locale, rc_name_s(rc, NAME_PLURAL)); lpad -= count_umlaut(rcname); assert(lpad >= 0); if (full) { fputs(pad + lpad, F); fprintf(F, "%20s: ", rcname); fprintf(F, "%8d\n", s->poprace[i]); } else if (i != RC_TEMPLATE && i != RC_CLONE) { if (playerrace(rc)) { fputs(pad + lpad, F); fprintf(F, "%16s: ", rcname); fprintf(F, "%8d\n", s->poprace[i]); } } } } }
static void summarize_players(const summary *s, FILE *F) { int i; const char * suffix = LOC(default_locale, "stat_tribe_p"); for (i = 0; i < MAXRACES; i++) { if (i != RC_TEMPLATE && i != RC_CLONE && s->factionrace[i]) { const race *rc = get_race(i); if (rc && playerrace(rc)) { const char * pad = " "; int lpad = (int)strlen(pad); const char *rccat = LOC(default_locale, rc_name_s(rc, NAME_CATEGORY)); lpad -= count_umlaut(rccat); assert(lpad >= 0); fputs(pad + lpad, F); fprintf(F, "%16s%s:", rccat, suffix); fprintf(F, "%8d\n", s->factionrace[i]); } } } }
/** 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)); } } }
/** 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)); } } } }
static const char *generic_name(const unit * u) { const char * name = rc_name_s(u_race(u), (u->no == 1) ? NAME_SINGULAR : NAME_PLURAL); return LOC(u->faction->locale, name); }