server/src/monsters.c
2015-11-12 17:55:39 +01:00

1029 lines
29 KiB
C

/*
* 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 <platform.h>
#include <kernel/config.h>
#include "economy.h"
#include "chaos.h"
#include "give.h"
#include "monster.h"
#include "laws.h"
#include "keyword.h"
/* triggers includes */
#include <triggers/removecurse.h>
/* attributes includes */
#include <attributes/targetregion.h>
#include <attributes/hate.h>
/* kernel includes */
#include <kernel/build.h>
#include <kernel/building.h>
#include <kernel/curse.h>
#include <kernel/equipment.h>
#include <kernel/faction.h>
#include <kernel/item.h>
#include <kernel/messages.h>
#include <kernel/order.h>
#include <kernel/pathfinder.h>
#include <kernel/pool.h>
#include <kernel/race.h>
#include <kernel/region.h>
#include <kernel/terrain.h>
#include <kernel/terrainid.h>
#include <kernel/unit.h>
#include <move.h>
/* util includes */
#include <util/attrib.h>
#include <util/base36.h>
#include <util/bsdstring.h>
#include <util/event.h>
#include <util/language.h>
#include <util/lists.h>
#include <util/log.h>
#include <util/rand.h>
#include <util/rng.h>
#include <quicklist.h>
/* libc includes */
#include <stdio.h>
#include <string.h>
#include <assert.h>
#define MOVECHANCE 25 /* chance fuer bewegung */
#define DRAGON_RANGE 20 /* Max. Distanz zum nächsten Drachenziel */
#define MAXILLUSION_TEXTS 3
static void give_peasants(unit *u, const item_type *itype, int reduce) {
char buf[64];
slprintf(buf, sizeof(buf), "%s 0 %d %s", LOC(u->faction->locale, keyword(K_GIVE)), reduce, LOC(u->faction->locale, itype->rtype->_name));
unit_addorder(u, parse_order(buf, u->faction->locale));
}
static double monster_attack_chance(void) {
return get_param_flt(global.parameters, "rules.monsters.attack_chance", 0.4f);
}
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;
if (itype->flags & ITF_VEHICLE) {
give_peasants(u, itm->type, itm->number);
}
else {
weight += itm->number * itype->weight;
}
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_peasants(u, itm->type, reduce);
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_peasants(u, itm->type, reduce);
weight -= reduce * itype->weight;
}
if (*itmp == itm)
itmp = &itm->next;
}
}
static order *monster_attack(unit * u, const unit * target)
{
assert(u->region == target->region);
assert(u->faction != target->faction);
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)
{
int n;
bool attacks = monster_attack_chance() > 0.0;
/* 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 (!attacks || 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
* und holt sich Silber von Einheiten, vorausgesetzt er bewacht bereits */
n = 0;
if (attacks && is_guard(u, GUARD_TAX)) {
unit *u2;
for (u2 = r->units; u2; u2 = u2->next) {
if (u2->faction != u->faction && cansee(u->faction, r, u2, 0) && !in_safe_building(u, u2)) {
int m = get_money(u2);
if (m != 0) {
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 create_order(K_LOOT, 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 * monster)
{
region *r = monster->region;
unit *u;
for (u = r->units; u; u = u->next) {
if (u->faction != monster->faction && cansee(monster->faction, r, u, 0) && !in_safe_building(u, monster)) {
order *ord = monster_attack(monster, u);
if (ord) {
addlist(&monster->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;
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 (long_order) {
reduce_weight(u);
}
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;
double attack_chance = monster_attack_chance();
assert(f);
f->lastorders = turn;
for (r = regions; r; r = r->next) {
unit *u;
double rchance = 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;
/* Befehle müssen jede Runde neu gegeben werden: */
free_orders(&u->orders);
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);
}
if (rchance > 0.0) {
if (chance(rchance))
attacking = true;
rchance = 0.0;
}
if (u->status > ST_BEHIND) {
setstatus(u, ST_FIGHT);
/* all monsters fight */
}
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 (effskill(u, SK_WEAPONLESS, 0) < 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"));
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));
}
}
}
}