/* * Eressea PB(E)M host Copyright (C) 1998-2015 * 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.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 #include "economy.h" #include "chaos.h" #include "give.h" #include "monster.h" #include "laws.h" #include "keyword.h" /* triggers includes */ #include /* attributes includes */ #include #include /* kernel includes */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include /* util includes */ #include #include #include #include #include #include #include #include #include #include /* libc includes */ #include #include #include #define MOVECHANCE 25 /* chance fuer bewegung */ #define DRAGON_RANGE 20 /* Max. Distanz zum nächsten Drachenziel */ #define MAXILLUSION_TEXTS 3 static void reduce_weight(unit * u) { int capacity, weight = 0; item **itmp = &u->items; int horses = get_resource(u, get_resourcetype(R_HORSE)); if (horses > 0) { horses = _min(horses, (u->number * 2)); change_resource(u, get_resourcetype(R_HORSE), -horses); } /* 0. ditch any vehicles */ while (*itmp != NULL) { item *itm = *itmp; const item_type *itype = itm->type; weight += itm->number * itype->weight; if (itype->flags & ITF_VEHICLE) { give_item(itm->number, itm->type, u, NULL, NULL); } if (*itmp == itm) itmp = &itm->next; } capacity = walkingcapacity(u); /* 1. get rid of anything that isn't silver or really lightweight or helpful in combat */ for (itmp = &u->items; *itmp && capacity > 0;) { 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 float monster_attack_chance(void) { return get_param_flt(global.parameters, "rules.monsters.attack_chance", 0.4f); } static order *monster_attack(unit * u, const unit * target) { 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 (monster_is_waiting(u)) return NULL; return create_order(K_ATTACK, u->faction->locale, "%i", target->no); } static order *get_money_for_dragon(region * r, unit * u, int wanted) { unit *u2; int n; double attack_chance = monster_attack_chance(); if (attack_chance > 0.0 && is_guard(u, GUARD_TAX)) { /* attackiere bewachende Einheiten nur wenn wir selbst schon bewachen */ for (u2 = r->units; u2; u2 = u2->next) { if (u2 != u && is_guard(u2, GUARD_TAX)) { /*In E3 + E4 etwas problematisch, da der Regionsbesitzer immer bewacht. Der Drache greift also immer die Burg an!*/ 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 (attack_chance <= 0.0 || chance(1.0 - u_race(u)->aggression)) { /* Drachen haben in E3 und E4 keine Einnahmen. Neuer Befehl Pluendern erstmal nur fuer Monster?*/ return create_order(K_LOOT, default_locale, NULL); } } /* falls der drache launisch ist, oder das regionssilber knapp, greift er alle an */ n = 0; for (u2 = r->units; u2; u2 = u2->next) { if (inside_building(u2) != u->building && is_guard(u, GUARD_TAX) && u2->faction != u->faction && cansee(u->faction, r, u2, 0)) { int m = get_money(u2); if (m == 0 || is_guard(u2, GUARD_TAX) || attack_chance <= 0.0) 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) { keyword_t kwd = keyword_disabled(K_TAX) ? K_LOOT : K_TAX; return create_order(kwd, default_locale, NULL); } /* wenn wir NULL zurueckliefern, 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 bool 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(u) == rc) c += u->number; } if (c > (rc->splitsize * 2)) return false; return true; } static direction_t random_neighbour(region * r, unit * u) { int i; region *rc; region * next[MAXDIRECTIONS]; int rr, c = 0, c2 = 0; get_neighbours(r, next); /* Nachsehen, wieviele Regionen in Frage kommen */ for (i = 0; i != MAXDIRECTIONS; i++) { rc = next[i]; if (rc && can_survive(u, rc)) { if (room_for_race_in_region(rc, u_race(u))) { 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 = next[i]; if (rc && can_survive(u, rc)) { if (c2 == 0) { c++; } else if (room_for_race_in_region(rc, u_race(u))) { c++; } if (c == rr) return (direction_t)i; } } assert(1 == 0); /* Bis hierhin sollte er niemals kommen. */ return NODIRECTION; } static direction_t treeman_neighbour(region * r) { int i; int rr; int c = 0; region * next[MAXDIRECTIONS]; get_neighbours(r, next); /* Nachsehen, wieviele Regionen in Frage kommen */ for (i = 0; i != MAXDIRECTIONS; i++) { if (next[i] && rterrain(next[i]) != T_OCEAN && rterrain(next[i]) != T_GLACIER && rterrain(next[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 (next[i] && rterrain(next[i]) != T_OCEAN && rterrain(next[i]) != T_GLACIER && rterrain(next[i]) != T_DESERT) { if (++c == rr) { return (direction_t)i; } } } assert(!"this should never happen"); /* Bis hierhin sollte er niemals kommen. */ return NODIRECTION; } static order *monster_move(region * r, unit * u) { direction_t d = NODIRECTION; if (monster_is_waiting(u)) { return NULL; } switch (old_race(u_race(u))) { 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; reduce_weight(u); return create_order(K_MOVE, u->faction->locale, "%s", LOC(u->faction->locale, directions[d])); } static int dragon_affinity_value(region * r, unit * u) { int m = all_money(r, u->faction); if (u_race(u) == get_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; quicklist *ql, *rlist = regions_in_range(r, range, allowed_dragon); int qi; for (qi = 0, ql = rlist; ql; ql_advance(&ql, &qi, 1)) { region *r2 = (region *)ql_get(ql, qi); int affinity = dragon_affinity_value(r2, u); if (affinity > max_affinity) { max_affinity = affinity; max_region = r2; } } ql_free(rlist); 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; } return a; } return NULL; } static order *make_movement_order(unit * u, const region * target, int moves, bool(*allowed) (const region *, const region *)) { region *r = u->region; region **plan; int bytes, position = 0; char zOrder[128], *bufp = zOrder; size_t size = sizeof(zOrder) - 1; if (monster_is_waiting(u)) return NULL; plan = path_find(r, target, DRAGON_RANGE * 5, allowed); if (plan == NULL) return NULL; bytes = (int)strlcpy(bufp, (const char *)LOC(u->faction->locale, keyword(K_MOVE)), size); if (wrptr(&bufp, &size, bytes) != 0) WARN_STATIC_BUFFER(); 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); if (size > 1) { *bufp++ = ' '; --size; } bytes = (int)strlcpy(bufp, (const char *)LOC(u->faction->locale, directions[dir]), size); if (wrptr(&bufp, &size, bytes) != 0) WARN_STATIC_BUFFER(); } *bufp = 0; return parse_order(zOrder, u->faction->locale); } #ifdef TODO_ALP 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(u))) { 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(u) == get_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); return create_order(K_MOVE, u->faction->locale, "%s", LOC(u->faction->locale, directions[d])); } #endif static void monster_attacks(unit * u) { region *r = u->region; unit *u2; for (u2 = r->units; u2; u2 = u2->next) { if (cansee(u->faction, r, u2, 0) && u2->faction != u->faction && inside_building(u2) != u->building && chance(0.75)) { order *ord = monster_attack(u, u2); if (ord) addlist(&u->orders, ord); } } } 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 struct attrib_type at_direction; static order *monster_learn(unit * u) { int c = 0; int n; skill *sv; const struct locale *lang = u->faction->locale; /* can these monsters even study? */ if (!unit_can_study(u)) { return NULL; } /* 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) { return create_order(K_STUDY, lang, "'%s'", skillname(sv->id, lang)); } } } return NULL; } static bool check_overpopulated(unit * u) { unit *u2; int c = 0; for (u2 = u->region->units; u2; u2 = u2->next) { if (u_race(u2) == u_race(u) && u != u2) c += u2->number; } if (c > u_race(u)->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 = create_unit(r, f, size, get_race(RC_DRACOID), 0, NULL, NULL); fset(un, UFL_ISNEW | UFL_MOVED); name_unit(un); change_money(dragon, -un->number * 50); equip_unit(un, get_equipment("recruited_dracoid")); setstatus(un, ST_FIGHT); for (weapon = un->items; weapon; weapon = weapon->next) { const weapon_type *wtype = weapon->type->rtype->wtype; if (wtype && (wtype->flags & WTF_MISSILE)) { setstatus(un, ST_BEHIND); } new_order = create_order(K_STUDY, f->locale, "'%s'", skillname(weapon->type->rtype->wtype->skill, f->locale)); } if (new_order != NULL) { addlist(&un->orders, new_order); } } static order *plan_dragon(unit * u) { attrib *ta = a_find(u->attribs, &at_targetregion); region *r = u->region; region *tr = NULL; bool 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(u) == get_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 && u_race(u2) == u_race(u) && 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(u))) { 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; default: break; } if (rng_int() % 100 < 15) { const struct locale *lang = u->faction->locale; /* do a growl */ if (rname(tr, lang)) { addlist(&u->orders, create_order(K_MAIL, lang, "%s '%s... %s %s %s'", LOC(lang, parameters[P_REGION]), random_growl(), u->number == 1 ? "Ich rieche" : "Wir riechen", "etwas in", rname(tr, 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(u) != get_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) { skill_t sk = SK_PERCEPTION; /* study perception (or a random useful skill) */ while (!skill_enabled(sk) || u_race(u)->bonus[sk] < -5) { sk = (skill_t)(rng_int() % MAXSKILLS); } long_order = create_order(K_STUDY, u->faction->locale, "'%s'", skillname(sk, u->faction->locale)); } return long_order; } void plan_monsters(faction * f) { region *r; assert(f); f->lastorders = turn; for (r = regions; r; r = r->next) { unit *u; double attack_chance = monster_attack_chance(); bool 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 (!is_monsters(u->faction)) continue; if (attack_chance > 0.0) { if (chance(attack_chance)) attacking = true; attack_chance = 0.0; } if (u->status > ST_BEHIND) { setstatus(u, ST_FIGHT); /* all monsters fight */ } if (skill_enabled(SK_PERCEPTION)) { /* Monster bekommen jede Runde ein paar Tage Wahrnehmung dazu */ /* TODO: this only works for playerrace */ produceexp(u, SK_PERCEPTION, u->number); } /* Befehle müssen jede Runde neu gegeben werden: */ free_orders(&u->orders); if (attacking && is_guard(u, GUARD_TAX)) { monster_attacks(u); } /* units with a plan to kill get ATTACK orders: */ ta = a_find(u->attribs, &at_hate); if (ta && !monster_is_waiting(u)) { unit *tu = (unit *)ta->data.v; if (tu && tu->region == r) { addlist(&u->orders, create_order(K_ATTACK, u->faction->locale, "%i", tu->no)); } 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 (!monster_is_waiting(u) && r->land) { addlist(&u->orders, create_order(K_GUARD, u->faction->locale, NULL)); } /* 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(u)->flags & RCF_MOVERANDOM) { if (rng_int() % 100 < MOVECHANCE || check_overpopulated(u)) { long_order = monster_move(r, u); } } } if (long_order == NULL && unit_can_study(u)) { /* Einheiten, die Waffenlosen Kampf lernen könnten, lernen es um * zu bewachen: */ if (u_race(u)->bonus[SK_WEAPONLESS] != -99) { if (eff_skill(u, SK_WEAPONLESS, u->region) < 1) { long_order = create_order(K_STUDY, f->locale, "'%s'", skillname(SK_WEAPONLESS, f->locale)); } } } if (long_order == NULL) { /* Ab hier noch nicht generalisierte Spezialbehandlungen. */ if (!u->orders) { handle_event(u->attribs, "ai_move", u); } switch (old_race(u_race(u))) { case RC_SEASERPENT: long_order = create_order(K_PIRACY, f->locale, NULL); break; #ifdef TODO_ALP case RC_ALP: long_order = monster_seeks_target(r, u); break; #endif case RC_FIREDRAGON: case RC_DRAGON: case RC_WYRM: long_order = plan_dragon(u); break; default: if (u_race(u)->flags & RCF_LEARN) { long_order = monster_learn(u); } break; } } if (long_order) { addlist(&u->orders, long_order); } } } pathfinder_cleanup(); } static double chaosfactor(region * r) { return fval(r, RF_CHAOTIC) ? ((double)(1 + get_chaoscount(r)) / 1000.0) : 0.0; } 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; 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")); if (verbosity >= 2) { log_printf(stdout, "%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))) { 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); if (verbosity >= 2) { log_printf(stdout, "%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)); } { message *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)); } } } }