/* vi: set ts=2: * * * Eressea PB(E)M host Copyright (C) 1998-2003 * Christian Schlittchen (corwin@amber.kn-bremen.de) * Katja Zedel (katze@felidae.kn-bremen.de) * Henning Peters (faroul@beyond.kn-bremen.de) * Enno Rehling (enno@eressea-pbem.de) * Ingo Wilken (Ingo.Wilken@informatik.uni-oldenburg.de) * * based on: * * Atlantis v1.0 13 September 1993 Copyright 1993 by Russell Wallace * Atlantis v1.7 Copyright 1996 by Alex Schröder * * This program may not be used, modified or distributed without * prior permission by the authors of Eressea. * This program may not be sold or used commercially without prior written * permission from the authors. */ #include #include "eressea.h" #include "monster.h" /* gamecode includes */ #include "economy.h" /* triggers includes */ #include /* attributes includes */ #include #include /* spezialmonster */ #include /* kernel includes */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include /* util includes */ #include #include #include #include #include /* libc includes */ #include #include #include #define UNDEAD_REPRODUCTION 0 /* vermehrung */ #define MOVECHANCE 25 /* chance fuer bewegung */ #define MAXILLUSION_TEXTS 3 static void reduce_weight(unit * u) { int horses = get_resource(u, oldresourcetype[R_HORSE]); int capacity = walkingcapacity(u); item ** itmp = &u->items; int weight = 0; if (horses > 0) { horses = min(horses, (u->number*2)); change_resource(u, oldresourcetype[R_HORSE], - horses); } /* 1. get rid of anything that isn't silver or really lightweight or helpful in combat */ while (capacity>0 && *itmp!=NULL) { item * itm = *itmp; const item_type * itype = itm->type; weight += itm->number*itype->weight; if (weight>capacity) { if (itype->weight>=10 && itype->rtype->wtype==0 && itype->rtype->atype==0) { if (itype->capacity < itype->weight) { int reduce = min(itm->number, -((capacity-weight)/itype->weight)); give_item(reduce, itm->type, u, NULL, NULL); weight -= reduce * itype->weight; } } } if (*itmp==itm) itmp=&itm->next; } for (itmp = &u->items;*itmp && weight>capacity;) { item * itm = *itmp; const item_type * itype = itm->type; weight += itm->number*itype->weight; if (itype->capacity < itype->weight) { int reduce = min(itm->number, -((capacity-weight)/itype->weight)); give_item(reduce, itm->type, u, NULL, NULL); weight -= reduce * itype->weight; } if (*itmp==itm) itmp=&itm->next; } } static boolean is_waiting(const unit * u) { if (fval(u, UFL_ISNEW|UFL_MOVED)) return true; return false; } static order * monster_attack(unit * u, const unit * target) { char zText[20]; if (u->region!=target->region) return NULL; if (u->faction==target->faction) return NULL; if (!cansee(u->faction, u->region, target, 0)) return NULL; if (is_waiting(u)) return NULL; sprintf(zText, "%s %s", locale_string(u->faction->locale, keywords[K_ATTACK]), unitid(target)); return parse_order(zText, u->faction->locale); } static order * get_money_for_dragon(region * r, unit * u, int wanted) { unit *u2; int n; /* attackiere bewachende einheiten */ for (u2 = r->units; u2; u2 = u2->next) { if (u2 != u && getguard(u2)&GUARD_TAX) { order * ord = monster_attack(u, u2); if (ord) addlist(&u->orders, ord); } } /* falls genug geld in der region ist, treiben wir steuern ein. */ if (rmoney(r) >= wanted) { /* 5% chance, dass der drache aus einer laune raus attackiert */ if (chance(1.0-u->race->aggression)) return parse_order(keywords[K_TAX], default_locale); } /* falls der drache launisch ist, oder das regionssilber knapp, greift er alle an */ n = 0; for (u2 = r->units; u2; u2 = u2->next) { if (u2->faction != u->faction && cansee(u->faction, r, u2, 0)) { int m = get_money(u2); if (m==0 || (getguard(u2) & GUARD_TAX)) continue; else { order * ord = monster_attack(u, u2); if (ord) { addlist(&u->orders, ord); n += m; } } } } /* falls die einnahmen erreicht werden, bleibt das monster noch eine * runde hier. */ if (n + rmoney(r) >= wanted) { return parse_order(keywords[K_TAX], default_locale); } /* wenn wir NULL zurückliefern, macht der drache was anderes, z.b. weggehen */ return NULL; } static int all_money(region * r, faction * f) { unit *u; int m; m = rmoney(r); for (u = r->units; u; u = u->next) { if (f!=u->faction) { m += get_money(u); } } return m; } static direction_t richest_neighbour(region * r, faction * f, int absolut) { /* m - maximum an Geld, d - Richtung, i - index, t = Geld hier */ double m; double t; direction_t d = NODIRECTION, i; if (absolut == 1 || rpeasants(r) == 0) { m = (double) all_money(r, f); } else { m = (double) all_money(r, f) / (double) rpeasants(r); } /* finde die region mit dem meisten geld */ for (i = 0; i != MAXDIRECTIONS; i++) { region * rn = rconnect(r, i); if (rn!=NULL && fval(rn->terrain, LAND_REGION)) { if (absolut == 1 || rpeasants(rn) == 0) { t = (double) all_money(rn, f); } else { t = (double) all_money(rn, f) / (double) rpeasants(rn); } if (t > m) { m = t; d = i; } } } return d; } static boolean room_for_race_in_region(region *r, const race * rc) { unit *u; int c = 0; for(u=r->units;u;u=u->next) { if(u->race == rc) c += u->number; } if(c > (rc->splitsize*2)) return false; return true; } static direction_t random_neighbour(region * r, unit *u) { direction_t i; region *rc; int rr, c = 0, c2 = 0; /* Nachsehen, wieviele Regionen in Frage kommen */ for (i = 0; i != MAXDIRECTIONS; i++) { rc = rconnect(r, i); if (rc && can_survive(u, rc)) { if(room_for_race_in_region(rc, u->race)) { c++; } c2++; } } if (c == 0) { if(c2 == 0) { return NODIRECTION; } else { c = c2; c2 = 0; /* c2 == 0 -> room_for_race nicht beachten */ } } /* Zufällig eine auswählen */ rr = rng_int() % c; /* Durchzählen */ c = -1; for (i = 0; i != MAXDIRECTIONS; i++) { rc = rconnect(r, i); if (rc && can_survive(u, rc)) { if(c2 == 0) { c++; } else if(room_for_race_in_region(rc, u->race)) { c++; } if (c == rr) return i; } } assert(1 == 0); /* Bis hierhin sollte er niemals kommen. */ return NODIRECTION; } static direction_t treeman_neighbour(region * r) { direction_t i; int rr; int c = 0; /* Nachsehen, wieviele Regionen in Frage kommen */ for (i = 0; i != MAXDIRECTIONS; i++) { if (rconnect(r, i) && rterrain(rconnect(r, i)) != T_OCEAN && rterrain(rconnect(r, i)) != T_GLACIER && rterrain(rconnect(r, i)) != T_DESERT) { c++; } } if (c == 0) { return NODIRECTION; } /* Zufällig eine auswählen */ rr = rng_int() % c; /* Durchzählen */ c = -1; for (i = 0; i != MAXDIRECTIONS; i++) { if (rconnect(r, i) && rterrain(rconnect(r, i)) != T_OCEAN && rterrain(rconnect(r, i)) != T_GLACIER && rterrain(rconnect(r, i)) != T_DESERT) { c++; if (c == rr) { return i; } } } assert(1 == 0); /* Bis hierhin sollte er niemals kommen. */ return NODIRECTION; } static order * monster_move(region * r, unit * u) { direction_t d = NODIRECTION; if (is_waiting(u)) return NULL; switch(old_race(u->race)) { case RC_FIREDRAGON: case RC_DRAGON: case RC_WYRM: d = richest_neighbour(r, u->faction, 1); break; case RC_TREEMAN: d = treeman_neighbour(r); break; default: d = random_neighbour(r,u); break; } /* falls kein geld gefunden wird, zufaellig verreisen, aber nicht in * den ozean */ if (d == NODIRECTION) return NULL; sprintf(buf, "%s %s", locale_string(u->faction->locale, keywords[K_MOVE]), locale_string(u->faction->locale, directions[d])); reduce_weight(u); return parse_order(buf, u->faction->locale); } /* Wir machen das mal autoconf-style: */ #ifndef HAVE_DRAND48 #define drand48() (((double)rng_int()) / RAND_MAX) #endif static int dragon_affinity_value(region *r, unit *u) { int m = all_money(r, u->faction); if(u->race == new_race[RC_FIREDRAGON]) { return (int)(normalvariate(m,m/2)); } else { return (int)(normalvariate(m,m/4)); } } static attrib * set_new_dragon_target(unit * u, region * r, int range) { int max_affinity = 0; region *max_region = NULL; #if 1 region_list * rptr, * rlist = regions_in_range(r, range, allowed_dragon); for (rptr=rlist;rptr;rptr=rptr->next) { region * r2 = rptr->data; int affinity = dragon_affinity_value(r2, u); if (affinity > max_affinity) { max_affinity = affinity; max_region = r2; } } free_regionlist(rlist); #else int x, y; for (x = r->x - range; x < r->x + range; x++) { for (y = r->y - range; y < r->y + range; y++) { region * r2 = findregion(x, y); if (r2!=NULL) { int affinity = dragon_affinity_value(r2, u); if (affinity > max_affinity) { if (koor_distance (r->x, r->y, x, y) <= range && path_exists(r, r2, range, allowed_dragon)) { max_affinity = affinity; max_region = r2; } } } } } #endif if (max_region && max_region != r) { attrib * a = a_find(u->attribs, &at_targetregion); if (!a) { a = a_add(&u->attribs, make_targetregion(max_region)); } else { a->data.v = max_region; } sprintf(buf, "Kommt aus: %s, Will nach: %s", regionname(r, u->faction), regionname(max_region, u->faction)); usetprivate(u, buf); return a; } return NULL; } static order * make_movement_order(unit * u, const region * target, int moves, boolean (*allowed)(const region *, const region *)) { region * r = u->region; region ** plan; int position = 0; char * c; if (is_waiting(u)) return NULL; plan = path_find(r, target, DRAGON_RANGE*5, allowed); if (plan==NULL) return NULL; strcpy(buf, locale_string(u->faction->locale, keywords[K_MOVE])); c = buf + strlen(buf); while (position!=moves && plan[position+1]) { region * prev = plan[position]; region * next = plan[++position]; direction_t dir = reldirection(prev, next); assert(dir!=NODIRECTION && dir!=D_SPECIAL); *c++ = ' '; strcpy(c, locale_string(u->faction->locale, directions[dir])); c += strlen(c); } return parse_order(buf, u->faction->locale); } static order * monster_seeks_target(region *r, unit *u) { direction_t d; unit *target = NULL; int dist, dist2; direction_t i; region *nr; /* Das Monster sucht ein bestimmtes Opfer. Welches, steht * in einer Referenz/attribut * derzeit gibt es nur den alp */ switch( old_race(u->race) ) { case RC_ALP: target = alp_target(u); break; default: assert(!"Seeker-Monster gibt kein Ziel an"); } /* TODO: prüfen, ob target überhaupt noch existiert... */ if (!target) { log_error(("Monster '%s' hat kein Ziel!\n", unitname(u))); return NULL; /* this is a bug workaround! remove!! */ } if(r == target->region ) { /* Wir haben ihn! */ if (u->race == new_race[RC_ALP]) { alp_findet_opfer(u, r); } else { assert(!"Seeker-Monster hat keine Aktion fuer Ziel"); } return NULL; } /* Simpler Ansatz: Nachbarregion mit gerinster Distanz suchen. * Sinnvoll momentan nur bei Monstern, die sich nicht um das * Terrain kümmern. Nebelwände & Co machen derzeit auch nix... */ dist2 = distance(r, target->region); d = NODIRECTION; for( i = 0; i < MAXDIRECTIONS; i++ ) { nr = rconnect(r, i); assert(nr); dist = distance(nr, target->region); if( dist < dist2 ) { dist2 = dist; d = i; } } assert(d != NODIRECTION ); sprintf(buf, "%s %s", locale_string(u->faction->locale, keywords[K_MOVE]), locale_string(u->faction->locale, directions[d])); return parse_order(buf, u->faction->locale); } unit * random_unit(const region * r) { int c = 0; int n; unit *u; for (u = r->units; u; u = u->next) { if (u->race != new_race[RC_SPELL]) { c += u->number; } } if (c == 0) { return NULL; } n = rng_int() % c; c = 0; u = r->units; while (u && c < n) { if (u->race != new_race[RC_SPELL]) { c += u->number; } u = u->next; } return u; } static void monster_attacks(unit * u) { region * r = u->region; unit * u2; for (u2=r->units;u2;u2=u2->next) { if (chance(0.75)) { order * ord = monster_attack(u, u2); if (ord) addlist(&u->orders, ord); } } } static void eaten_by_monster(unit * u) { int n = 0; int horse = 0; switch (old_race(u->race)) { case RC_FIREDRAGON: n = rng_int()%80 * u->number; horse = get_item(u, I_HORSE); break; case RC_DRAGON: n = rng_int()%200 * u->number; horse = get_item(u, I_HORSE); break; case RC_WYRM: n = rng_int()%500 * u->number; horse = get_item(u, I_HORSE); break; default: n = rng_int()%(u->number/20+1); } if (n > 0) { n = lovar(n); n = min(rpeasants(u->region), n); if (n > 0) { deathcounts(u->region, n); rsetpeasants(u->region, rpeasants(u->region) - n); ADDMSG(&u->region->msgs, msg_message("eatpeasants", "unit amount", u, n)); } } if (horse > 0) { set_item(u, I_HORSE, 0); ADDMSG(&u->region->msgs, msg_message("eathorse", "unit amount", u, horse)); } } static void absorbed_by_monster(unit * u) { int n; switch (old_race(u->race)) { default: n = rng_int()%(u->number/20+1); } if(n > 0) { n = lovar(n); n = min(rpeasants(u->region), n); if (n > 0){ rsetpeasants(u->region, rpeasants(u->region) - n); scale_number(u, u->number + n); ADDMSG(&u->region->msgs, msg_message("absorbpeasants", "unit race amount", u, u->race, n)); } } } static int scareaway(region * r, int anzahl) { int n, p, diff = 0, emigrants[MAXDIRECTIONS]; direction_t d; anzahl = min(max(1, anzahl),rpeasants(r)); /* Wandern am Ende der Woche (normal) oder wegen Monster. Die * Wanderung wird erst am Ende von demographics () ausgefuehrt. * emigrants[] ist local, weil r->newpeasants durch die Monster * vielleicht schon hochgezaehlt worden ist. */ for (d = 0; d != MAXDIRECTIONS; d++) emigrants[d] = 0; p = rpeasants(r); assert(p >= 0 && anzahl >= 0); for (n = min(p, anzahl); n; n--) { direction_t dir = (direction_t)(rng_int() % MAXDIRECTIONS); region * rc = rconnect(r, dir); if (rc && fval(rc->terrain, LAND_REGION)) { ++diff; rc->land->newpeasants++; emigrants[dir]++; } } rsetpeasants(r, p-diff); assert(p >= diff); return diff; } static void scared_by_monster(unit * u) { int n; switch (old_race(u->race)) { case RC_FIREDRAGON: n = rng_int()%160 * u->number; break; case RC_DRAGON: n = rng_int()%400 * u->number; break; case RC_WYRM: n = rng_int()%1000 * u->number; break; default: n = rng_int()%(u->number/4+1); } if(n > 0) { n = lovar(n); n = min(rpeasants(u->region), n); if(n > 0) { n = scareaway(u->region, n); if(n > 0) { ADDMSG(&u->region->msgs, msg_message("fleescared", "amount unit", n, u)); } } } } static const char * random_growl(void) { switch(rng_int()%5) { case 0: return "Groammm"; case 1: return "Roaaarrrr"; case 2: return "Chhhhhhhhhh"; case 3: return "Tschrrrkk"; case 4: return "Schhhh"; } return ""; } extern attrib_type at_direction; static order * monster_learn(unit *u) { int c = 0; int n; skill * sv; const struct locale * lang = u->faction->locale; /* Monster lernt ein zufälliges Talent aus allen, in denen es schon * Lerntage hat. */ for (sv = u->skills; sv != u->skills + u->skill_size; ++sv) { if (sv->level>0) ++c; } if(c == 0) return NULL; n = rng_int()%c + 1; c = 0; for (sv = u->skills; sv != u->skills + u->skill_size; ++sv) { if (sv->level>0) { if (++c == n) { sprintf(buf, "%s \"%s\"", locale_string(lang, keywords[K_STUDY]), skillname(sv->id, lang)); return parse_order(buf, lang); } } } return NULL; } void monsters_kill_peasants(void) { region *r; unit *u; for (r = regions; r; r = r->next) { for (u = r->units; u; u = u->next) if(!fval(u, UFL_MOVED)) { if (u->race->flags & RCF_SCAREPEASANTS) { scared_by_monster(u); } if (u->race->flags & RCF_KILLPEASANTS) { eaten_by_monster(u); } if (u->race->flags & RCF_ABSORBPEASANTS) { absorbed_by_monster(u); } } } } static boolean check_overpopulated(unit *u) { unit *u2; int c = 0; for(u2 = u->region->units; u2; u2 = u2->next) { if(u2->race == u->race && u != u2) c += u2->number; } if(c > u->race->splitsize * 2) return true; return false; } 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 = createunit(r, f, size, new_race[RC_DRACOID]); fset(un, UFL_ISNEW|UFL_MOVED); name_unit(un); change_money(dragon, -un->number * 50); equip_unit(un, get_equipment("recruited_dracoid")); un->status = ST_FIGHT; for (weapon=un->items;weapon;weapon=weapon->next) { const weapon_type * wtype = weapon->type->rtype->wtype; if (wtype && (wtype->flags & WTF_MISSILE)) un->status = ST_BEHIND; sprintf(buf, "%s \"%s\"", keywords[K_STUDY], skillname(weapon->type->rtype->wtype->skill, f->locale)); new_order = parse_order(buf, default_locale); } if (new_order!=NULL) { #ifdef LASTORDER set_order(&un->lastorder, new_order); #else addlist(&un->orders, new_order); #endif } } static order * plan_dragon(unit * u) { attrib * ta = a_find(u->attribs, &at_targetregion); region * r = u->region; region * tr = NULL; boolean move = false; order * long_order = NULL; reduce_weight(u); if (ta==NULL) { move |= (r->land==0 || r->land->peasants==0); /* when no peasants, move */ move |= (r->land==0 || r->land->money==0); /* when no money, move */ } move |= chance(0.04); /* 4% chance to change your mind */ if (u->race==new_race[RC_WYRM] && !move) { unit * u2; for (u2=r->units;u2;u2=u2->next) { /* wyrme sind einzelgänger */ if (u2==u) { /* we do not make room for newcomers, so we don't need to look at them */ break; } if (u2!=u && u2->race==u->race && chance(0.5)) { move = true; break; } } } if (move) { /* dragon gets bored and looks for a different place to go */ ta = set_new_dragon_target(u, u->region, DRAGON_RANGE); } else ta = a_find(u->attribs, &at_targetregion); if (ta!=NULL) { tr = (region *) ta->data.v; if (tr==NULL || !path_exists(u->region, tr, DRAGON_RANGE, allowed_dragon)) { ta = set_new_dragon_target(u, u->region, DRAGON_RANGE); if (ta) tr = findregion(ta->data.sa[0], ta->data.sa[1]); } } if (tr!=NULL) { assert(long_order==NULL); switch(old_race(u->race)) { case RC_FIREDRAGON: long_order = make_movement_order(u, tr, 4, allowed_dragon); break; case RC_DRAGON: long_order = make_movement_order(u, tr, 3, allowed_dragon); break; case RC_WYRM: long_order = make_movement_order(u, tr, 1, allowed_dragon); break; } if (rng_int()%100 < 15) { /* do a growl */ if (rname(tr, u->faction->locale)) { sprintf(buf, "botschaft an region %s~...~%s~etwas~in~%s.", estring(random_growl()), u->number==1?"Ich~rieche":"Wir~riechen", estring(rname(tr, u->faction->locale))); addlist(&u->orders, parse_order(buf, u->faction->locale)); } } } else { /* we have no target. do we like it here, then? */ long_order = get_money_for_dragon(u->region, u, income(u)); if (long_order==NULL) { /* money is gone, need a new target */ set_new_dragon_target(u, u->region, DRAGON_RANGE); } else if (u->race != new_race[RC_FIREDRAGON]) { /* neue dracoiden! */ if (r->land && !fval(r->terrain, FORBIDDEN_REGION)) { int ra = 20 + rng_int() % 100; if (get_money(u) > ra * 50 + 100 && rng_int() % 100 < 50) { recruit_dracoids(u, ra); } } } } if (long_order==NULL) { sprintf(buf, "%s \"%s\"", keywords[K_STUDY], skillname(SK_OBSERVATION, u->faction->locale)); long_order = parse_order(buf, default_locale); } return long_order; } void plan_monsters(void) { region *r; faction *f = findfaction(MONSTER_FACTION); if (!f) return; f->lastorders = turn; for (r = regions; r; r = r->next) { unit *u; double attack_chance = MONSTERATTACK; boolean attacking = false; for (u = r->units; u; u = u->next) { attrib * ta; order * long_order = NULL; /* Ab hier nur noch Befehle für NPC-Einheiten. */ if (u->faction->no != MONSTER_FACTION) continue; if (attack_chance>0.0) { if (chance(attack_chance)) attacking = true; attack_chance = 0.0; } if (u->status>ST_BEHIND) u->status = ST_FIGHT; /* all monsters fight */ /* Monster bekommen jede Runde ein paar Tage Wahrnehmung dazu */ produceexp(u, SK_OBSERVATION, u->number); /* Befehle müssen jede Runde neu gegeben werden: */ free_orders(&u->orders); if (attacking) { monster_attacks(u); } /* units with a plan to kill get ATTACK orders: */ ta = a_find(u->attribs, &at_hate); if (ta && !is_waiting(u)) { unit * tu = (unit *)ta->data.v; if (tu && tu->region==r) { sprintf(buf, "%s %s", locale_string(u->faction->locale, keywords[K_ATTACK]), itoa36(tu->no)); addlist(&u->orders, parse_order(buf, u->faction->locale)); } else if (tu) { tu = findunitg(ta->data.i, NULL); if (tu!=NULL) { long_order = make_movement_order(u, tu->region, 2, allowed_walk); } } else a_remove(&u->attribs, ta); } /* All monsters guard the region: */ if (!is_waiting(u) && r->land) { const char * cmd = locale_string(u->faction->locale, keywords[K_GUARD]); addlist(&u->orders, parse_order(cmd, u->faction->locale)); } /* Einheiten mit Bewegungsplan kriegen ein NACH: */ if (long_order==NULL) { attrib * ta = a_find(u->attribs, &at_targetregion); if (ta) { if (u->region == (region*)ta->data.v) { a_remove(&u->attribs, ta); } } else if (u->race->flags & RCF_MOVERANDOM) { if (rng_int()%100race->bonus[SK_WEAPONLESS] != -99) { if (eff_skill(u, SK_WEAPONLESS, u->region) < 1) { sprintf(buf, "%s \"%s\"", locale_string(f->locale, keywords[K_STUDY]), skillname(SK_WEAPONLESS, f->locale)); long_order = parse_order(buf, f->locale); } } } if (long_order==NULL) { /* Ab hier noch nicht generalisierte Spezialbehandlungen. */ switch (old_race(u->race)) { case RC_SEASERPENT: long_order = parse_order(keywords[K_PIRACY], default_locale); break; case RC_ALP: long_order = monster_seeks_target(r, u); break; case RC_FIREDRAGON: case RC_DRAGON: case RC_WYRM: long_order = plan_dragon(u); break; default: if (u->race->flags & RCF_LEARN) { long_order = monster_learn(u); } break; } } if (long_order) { set_order(&u->thisorder, copy_order(long_order)); #ifdef LASTORDER set_order(&u->lastorder, copy_order(long_order)); #else addlist(&u->orders, long_order); #endif } } } pathfinder_cleanup(); } static double chaosfactor(region * r) { attrib * a = a_find(r->attribs, &at_chaoscount); if (!a) return 0; return ((double) a->data.i / 1000.0); } static int nrand(int start, int sub) { int res = 0; do { if (rng_int() % 100 < start) res++; start -= sub; } while (start > 0); return res; } /** Drachen und Seeschlangen können entstehen */ void spawn_dragons(void) { region * r; for (r = regions; r; r = r->next) { unit * u; message * msg; if (fval(r->terrain, SEA_REGION) && rng_int()%10000 < 1) { u = createunit(r, findfaction(MONSTER_FACTION), 1, new_race[RC_SEASERPENT]); fset(u, UFL_ISNEW|UFL_MOVED); set_level(u, SK_MAGIC, 4); set_level(u, SK_OBSERVATION, 3); set_level(u, SK_STEALTH, 2); set_level(u, SK_AUSDAUER, 1); set_string(&u->name, "Seeschlange"); } if ((rterrain(r) == T_GLACIER || r->terrain == newterrain(T_SWAMP) || rterrain(r) == T_DESERT) && rng_int() % 10000 < (5 + 100 * chaosfactor(r))) { if (chance(0.80)) { u = createunit(r, findfaction(MONSTER_FACTION), nrand(60, 20) + 1, new_race[RC_FIREDRAGON]); } else { u = createunit(r, findfaction(MONSTER_FACTION), nrand(30, 20) + 1, new_race[RC_DRAGON]); } fset(u, UFL_ISNEW|UFL_MOVED); set_money(u, u->number * (rng_int() % 500 + 100)); set_level(u, SK_MAGIC, 4); set_level(u, SK_OBSERVATION, 1+rng_int()%3); set_level(u, SK_STEALTH, 1); set_level(u, SK_AUSDAUER, 1); log_printf("%d %s in %s.\n", u->number, LOC(default_locale, rc_name(u->race, u->number!=1)), regionname(r, NULL)); name_unit(u); /* add message to the region */ ADDMSG(&r->msgs, msg_message("sighting", "region race number", NULL, u->race, u->number)); /* create new message to add to units */ msg = msg_message("sighting", "region race number", u->region, u->race, u->number); for (u=r->units;u;u=u->next) freset(u->faction, FL_DH); for (u=r->units;u;u=u->next) { faction * f = u->faction; if (!fval(f, FL_DH)) { add_message(&f->msgs, msg); fset(f, FL_DH); } } msg_release(msg); } } } /** Untote können entstehen */ void spawn_undead(void) { region * r; for (r = regions; r; r = r->next) { int unburied = deathcount(r); if(is_cursed(r->attribs, C_HOLYGROUND, 0)) continue; /* Chance 0.1% * chaosfactor */ if (r->land && unburied > r->land->peasants / 20 && rng_int() % 10000 < (100 + 100 * chaosfactor(r))) { 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 = new_race[RC_SKELETON]; break; case 1: rc = new_race[RC_ZOMBIE]; break; default: rc = new_race[RC_GHOUL]; break; } u = createunit(r, findfaction(MONSTER_FACTION), undead, rc); fset(u, UFL_ISNEW|UFL_MOVED); if ((rc == new_race[RC_SKELETON] || rc == new_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_printf("%d %s in %s.\n", u->number, LOC(default_locale, rc_name(u->race, u->number!=1)), regionname(r, NULL)); { message * msg = msg_message("undeadrise", "region", r); add_message(&r->msgs, msg); for (u=r->units;u;u=u->next) freset(u->faction, FL_DH); for (u=r->units;u;u=u->next) { if (fval(u->faction, FL_DH)) continue; fset(u->faction, FL_DH); 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)); } } } }