forked from github/server
split out seaserpent creation for testing
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61a1cfa141
commit
9a72157cf3
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@ -1,6 +1,7 @@
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#include <platform.h>
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#include "spells/shipcurse.h"
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#include "monster.h"
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#include "monsters.h"
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#include <kernel/equipment.h>
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#include <kernel/faction.h>
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@ -28,7 +29,6 @@ static int tolua_levitate_ship(lua_State * L)
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}
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extern void spawn_undead(void);
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extern void spawn_dragons(void);
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extern void plan_monsters(struct faction *f);
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static int tolua_planmonsters(lua_State * L)
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@ -20,6 +20,8 @@
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#include <platform.h>
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#include <kernel/config.h>
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#include "monsters.h"
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#include "economy.h"
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#include "chaos.h"
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#include "give.h"
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@ -883,7 +885,16 @@ static int nrand(int start, int sub)
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return res;
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}
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/** Drachen und Seeschlangen können entstehen */
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unit *spawn_seaserpent(region *r, faction *f) {
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unit *u = create_unit(r, f, 1, get_race(RC_SEASERPENT), 0, NULL, NULL);
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fset(u, UFL_ISNEW | UFL_MOVED);
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equip_unit(u, get_equipment("monster_seaserpent"));
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return u;
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}
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/**
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* Drachen und Seeschlangen können entstehen
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*/
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void spawn_dragons(void)
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{
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region *r;
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@ -892,13 +903,12 @@ void spawn_dragons(void)
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for (r = regions; r; r = r->next) {
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unit *u;
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if (fval(r->terrain, SEA_REGION) && rng_int() % 10000 < 1) {
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u = create_unit(r, monsters, 1, get_race(RC_SEASERPENT), 0, NULL, NULL);
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fset(u, UFL_ISNEW | UFL_MOVED);
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equip_unit(u, get_equipment("monster_seaserpent"));
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if (fval(r->terrain, SEA_REGION)) {
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if (rng_int() % 10000 < 1) {
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u = spawn_seaserpent(r, monsters);
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}
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}
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if ((r->terrain == newterrain(T_GLACIER)
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else if ((r->terrain == newterrain(T_GLACIER)
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|| r->terrain == newterrain(T_SWAMP)
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|| r->terrain == newterrain(T_DESERT))
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&& rng_int() % 10000 < (5 + 100 * chaosfactor(r))) {
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@ -0,0 +1,8 @@
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#pragma once
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struct unit;
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struct region;
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struct faction;
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struct unit *spawn_seaserpent(struct region *r, struct faction *f);
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void spawn_dragons(void);
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