server/src/monsters.c

1203 lines
34 KiB
C

#ifdef _MSC_VER
#include <platform.h>
#endif
#include "monsters.h"
#include "economy.h"
#include "give.h"
#include "guard.h"
#include "laws.h"
#include "study.h"
#include "move.h"
/* kernel includes */
#include "kernel/attrib.h"
#include "kernel/build.h"
#include "kernel/building.h"
#include "kernel/calendar.h"
#include "kernel/config.h"
#include "kernel/curse.h"
#include "kernel/equipment.h"
#include "kernel/event.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/ship.h"
#include "kernel/terrain.h"
#include "kernel/terrainid.h"
#include "kernel/unit.h"
/* util includes */
#include <util/base36.h>
#include "util/keyword.h"
#include "util/language.h"
#include <util/log.h>
#include <util/rand.h>
#include <util/rng.h>
#include <util/strings.h>
/* attributes includes */
#include <attributes/hate.h>
#include <attributes/otherfaction.h>
#include <attributes/stealth.h>
#include <attributes/targetregion.h>
#include <spells/regioncurse.h>
#include <selist.h>
/* libc includes */
#include <stdio.h>
#include <string.h>
#include <assert.h>
#define DRAGON_RANGE 20 /* max. Distanz zum naechsten Drachenziel */
#define MOVE_PERCENT 25 /* chance fuer bewegung */
#define MAXILLUSION_TEXTS 3
static double attack_chance; /* rules.monsters.attack_chance, or default 0.4 */
static void give_peasants(unit *u, const item_type *itype, int reduce) {
char buf[64];
snprintf(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 random_move_chance(void) {
static int rule;
static int config;
if (config_changed(&config)) {
rule = config_get_int("rules.monsters.random_move_percent", MOVE_PERCENT);
}
return rule * 0.01;
}
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) {
if (horses > u->number * 2) 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 = (weight - capacity) / itype->weight;
if (reduce > itm->number) {
reduce = itm->number;
}
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 = (weight - capacity) / itype->weight;
if (reduce > itm->number) {
reduce = itm->number;
}
give_peasants(u, itm->type, reduce);
weight -= reduce * itype->weight;
}
if (*itmp == itm)
itmp = &itm->next;
}
}
static bool monster_is_waiting(const unit * u)
{
int test = fval(u_race(u), RCF_ATTACK_MOVED) ? UFL_ISNEW : UFL_ISNEW | UFL_MOVED;
if (fval(u, test))
return true;
return false;
}
static bool monster_can_attack(const unit * u)
{
if (u->status >= ST_AVOID) {
return false;
}
if (u->region->land) {
return is_guard(u);
}
else if (fval(u->region->terrain, SEA_REGION)) {
return fval(u_race(u), RCF_SWIM);
}
return fval(u_race(u), RCF_FLY);
}
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);
}
bool join_monsters(unit *u, faction *monsters) {
if (monsters == NULL) {
monsters = get_monsters();
if (monsters == NULL) {
return false;
}
}
u_setfaction(u, monsters);
u->status = ST_FIGHT;
a_removeall(&u->attribs, &at_otherfaction);
u->flags &= ~UFL_ANON_FACTION;
u_seteffstealth(u, -1);
u_freeorders(u);
return true;
}
void monsters_desert(struct faction *monsters)
{
region *r;
assert(monsters!=NULL);
for (r = regions; r; r = r->next) {
unit *u;
for (u = r->units; u; u = u->next) {
if (u->faction != monsters
&& (u_race(u)->flags & RCF_DESERT)) {
if (fval(u, UFL_ISNEW))
continue;
if (rng_int() % 100 < 5) {
if (join_monsters(u, monsters)) {
ADDMSG(&u->faction->msgs, msg_message("desertion",
"unit region", u, r));
}
}
}
}
}
}
int monster_attacks(unit * monster, bool rich_only)
{
const race *rc_serpent = get_race(RC_SEASERPENT);
int result = -1;
if (monster_can_attack(monster)) {
region *r = monster->region;
unit *u2;
int money = 0;
for (u2 = r->units; u2; u2 = u2->next) {
if (u2->faction != monster->faction && cansee(monster->faction, r, u2, 0) && !in_safe_building(u2, monster)) {
int m = get_money(u2);
if (u_race(monster) == rc_serpent) {
/* attack bigger ships only */
if (!u2->ship || u2->ship->type->cargo <= 50000) {
continue;
}
}
if (!rich_only || m > 0) {
order *ord = monster_attack(monster, u2);
if (ord) {
result = 0;
unit_addorder(monster, ord);
money += m;
}
}
}
}
return money > 0 ? money : result;
}
return result;
}
static order *get_money_for_dragon(region * r, unit * u, int wanted)
{
int money;
bool attacks = (attack_chance > 0.0) && armedmen(u, false);
/* 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) {
/* 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 */
money = 0;
if (attacks && monster_can_attack(u)) {
int m = monster_attacks(u, true);
if (m > 0) money += m;
}
/* falls die einnahmen erreicht werden, bleibt das monster noch eine */
/* runde hier. */
if (money + 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)
{
if (rc->splitsize > 0) {
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 *next[MAXDIRECTIONS], *backup[MAXDIRECTIONS];
region **pick;
int rr, c = 0, c2 = 0;
const race *rc = u_race(u);
get_neighbours(r, next);
/* Nachsehen, wieviele Regionen in Frage kommen */
for (i = 0; i != MAXDIRECTIONS; i++) {
region *rn = next[i];
if (rn && can_survive(u, rn)) {
if (room_for_race_in_region(rn, rc)) {
c++;
} else {
next[i] = NULL;
}
backup[i] = rn;
c2++;
} else {
next[i] = NULL;
backup[i] = NULL;
}
}
pick = next;
if (c == 0) {
if (c2 == 0) {
return NODIRECTION;
}
else {
pick = backup;
c = c2;
}
}
/* Zufaellig eine auswaehlen */
rr = rng_int() % c;
/* Durchzaehlen */
c = 0;
for (i = 0; i != MAXDIRECTIONS; i++) {
region *rn = pick[i];
if (rn) {
if (c == rr) {
return (direction_t)i;
}
c++;
}
}
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;
}
/* Zufaellig eine auswaehlen */
rr = rng_int() % c;
/* Durchzaehlen */
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;
}
if (fval(u_race(u), RCF_DRAGON)) {
d = richest_neighbour(r, u->faction, 1);
}
else if (get_race(RC_TREEMAN) == u_race(u)) {
d = treeman_neighbour(r);
}
else {
d = random_neighbour(r, u);
}
/* 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 dice(4, m / 2);
}
else {
return dice(6, m / 3);
}
}
static attrib *set_new_dragon_target(unit * u, region * r, int range)
{
int max_affinity = 0;
region *max_region = NULL;
selist *ql, *rlist = regions_in_range(r, range, allowed_dragon);
int qi;
for (qi = 0, ql = rlist; ql; selist_advance(&ql, &qi, 1)) {
region *r2 = (region *)selist_get(ql, qi);
int affinity = dragon_affinity_value(r2, u);
if (affinity > max_affinity) {
max_affinity = affinity;
max_region = r2;
}
}
selist_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 *plan_move_to_target(unit * u, const region * target, int moves,
bool(*allowed) (const region *, const region *))
{
region *r = u->region;
region **plan;
direction_t steps[DRAGON_RANGE];
int position;
if (monster_is_waiting(u))
return NULL;
plan = path_find(r, target, DRAGON_RANGE, allowed);
if (plan == NULL)
return NULL;
for (position = 0; position != moves && plan[position + 1]; ++position) {
region *prev = plan[position];
region *next = plan[position + 1];
direction_t dir = reldirection(prev, next);
assert(dir != NODIRECTION && dir != D_SPECIAL);
steps[position] = dir;
}
return make_movement_order(u->faction->locale, steps, position);
}
void random_growl(const unit *u, region *target, int rand)
{
const struct locale *lang = u->faction->locale;
const char *growl;
switch(rand){
case 1: growl = "growl1"; break;
case 2: growl = "growl2"; break;
case 3: growl = "growl3"; break;
case 4: growl = "growl4"; break;
default: growl = "growl0";
}
if (rname(target, lang)) {
message *msg = msg_message("dragon_growl", "dragon number target growl", u, u->number, target, growl);
ADDMSG(&u->region->msgs, msg);
}
}
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 (!check_student(u, NULL, SK_PERCEPTION)) {
return NULL;
}
/* Monster lernt ein zufaelliges 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(const unit * u)
{
const race *rc = u_race(u);
if (rc->splitsize > 0) {
unit *u2;
int c = 0;
for (u2 = u->region->units; u2; u2 = u2->next) {
if (u != u2 && u_race(u2) == rc) {
c += u2->number;
if (c > rc->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;
unit *un = create_unit(r, f, size, get_race(RC_DRACOID), 0, NULL, NULL);
stats_count("monsters.create.dracoid", 1);
fset(un, UFL_ISNEW | UFL_MOVED);
name_unit(un);
change_money(dragon, -un->number * 50);
equip_unit(un, "new_dracoid");
unit_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) {
unit_setstatus(un, ST_BEHIND);
break;
}
}
}
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;
static int rc_cache;
static const race *rc_wyrm;
const race * rc = u_race(u);
if (rc_changed(&rc_cache)) {
rc_wyrm = get_race(RC_WYRM);
}
if (!move && ta == NULL) {
move = (rpeasants(r) == 0); /* when no peasants, move */
move = move || (rmoney(r) == 0); /* when no money, move */
}
move = move || chance(0.04); /* 4% chance to change your mind */
if (rc == rc_wyrm && !move) {
unit *u2;
for (u2 = r->units; u2; u2 = u2->next) {
/* Wyrme sind Einzelgaenger */
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 && (!ta || chance(0.1))) {
/* dragon gets bored and looks for a different place to go */
ta = set_new_dragon_target(u, u->region, DRAGON_RANGE);
}
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);
/* TODO: per-race planning functions? */
if (rc == rc_wyrm) {
long_order = plan_move_to_target(u, tr, 1, allowed_dragon);
}
else {
switch (old_race(rc)) {
case RC_FIREDRAGON:
long_order = plan_move_to_target(u, tr, 4, allowed_dragon);
break;
case RC_DRAGON:
long_order = plan_move_to_target(u, tr, 3, allowed_dragon);
break;
default:
break;
}
}
if (long_order) {
reduce_weight(u);
}
if (rng_int() % 100 < 15) {
random_growl(u, tr, rng_int() % 5);
}
}
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) {
int attempts = 0;
skill_t sk = SK_PERCEPTION;
/* study perception (or a random useful skill) */
while (!skill_enabled(sk) || (attempts < MAXSKILLS && u_race(u)->bonus[sk] < (++attempts < 10?1:-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;
}
static void monster_cannibalism(unit *u) {
unit *u2;
for (u2 = u->next; u2; u2 = u2->next) {
if (u2->_race == u->_race) {
stats_count("monsters.cannibalism", u2->number);
u2->number = 0;
}
}
}
void plan_monsters(faction * f)
{
region *r;
assert(f);
attack_chance = config_get_flt("rules.monsters.attack_chance", 0.4);
f->lastorders = turn;
for (r = regions; r; r = r->next) {
unit *u;
for (u = r->units; u; u = u->next) {
const race *rc = u_race(u);
attrib *ta;
order *long_order = NULL;
bool can_move = true;
bool guarding;
/* Ab hier nur noch Befehle fuer NPC-Einheiten. */
if (u->faction != f || u->number <= 0) {
continue;
}
/* Parteitarnung von Monstern ist doof: */
if (fval(u, UFL_ANON_FACTION)) {
u->flags &= ~UFL_ANON_FACTION;
}
a_removeall(&u->attribs, &at_otherfaction);
if (rc->splitsize < 10) {
/* hermit-type monsters eat each other */
monster_cannibalism(u);
}
if (skill_enabled(SK_PERCEPTION)) {
/* Monster bekommen jede Runde ein paar Tage Wahrnehmung dazu */
produceexp(u, SK_PERCEPTION, u->number);
}
/* Befehle muessen jede Runde neu gegeben werden: */
free_orders(&u->orders);
guarding = is_guard(u);
/* All monsters want to guard the region: */
if (!guarding && u->status < ST_FLEE && !monster_is_waiting(u) && r->land) {
unit_addorder(u, create_order(K_GUARD, u->faction->locale, NULL));
}
/* units with a plan to kill get ATTACK orders (even if they don't guard): */
ta = a_find(u->attribs, &at_hate);
if (ta && !monster_is_waiting(u)) {
unit *tu = (unit *)ta->data.v;
if (tu && tu->region == r && monster_can_attack(u)) {
order * ord = monster_attack(u, tu);
if (ord) {
unit_addorder(u, ord);
can_move = false;
}
}
else if (tu) {
bool(*allowed)(const struct region * src, const struct region * r) = allowed_walk;
if (canfly(u)) {
allowed = allowed_fly;
}
long_order = plan_move_to_target(u, tu->region, 2, allowed);
can_move = false;
}
else
a_remove(&u->attribs, ta);
}
else if (monster_can_attack(u)) {
if (chance(attack_chance)) {
int m = monster_attacks(u, false);
if (m >= 0) {
can_move = false;
}
}
}
/* Einheiten mit Bewegungsplan kriegen ein NACH: */
if (can_move && long_order == NULL) {
ta = a_find(u->attribs, &at_targetregion);
if (ta) {
if (u->region == (region *)ta->data.v) {
a_remove(&u->attribs, ta);
}
}
else if (rc->flags & RCF_MOVERANDOM) {
if (chance(random_move_chance()) || check_overpopulated(u)) {
long_order = monster_move(r, u);
}
}
}
if (long_order == NULL) {
/* Ab hier noch nicht generalisierte Spezialbehandlungen. */
if (fval(rc, RCF_DRAGON)) {
long_order = plan_dragon(u);
}
else {
if (can_move && rc == get_race(RC_SEASERPENT)) {
long_order = create_order(K_PIRACY, f->locale, NULL);
}
else {
if (rc->flags & RCF_AI_LEARN) {
long_order = monster_learn(u);
}
}
}
}
if (long_order == NULL && check_student(u, NULL, SK_WEAPONLESS)) {
/* Einheiten, die Waffenlosen Kampf lernen koennten, lernen es um
* zu bewachen: */
if (rc->bonus[SK_WEAPONLESS] != -99) {
if (effskill(u, SK_WEAPONLESS, NULL) < 1) {
long_order =
create_order(K_STUDY, f->locale, "'%s'",
skillname(SK_WEAPONLESS, f->locale));
}
}
}
if (long_order) {
unit_addorder(u, long_order);
}
}
}
pathfinder_cleanup();
}
static int nrand(int handle_start, int sub)
{
int res = 0;
do {
if (rng_int() % 100 < handle_start) {
res++;
}
handle_start -= sub;
} while (handle_start > 0);
return res;
}
unit *spawn_seaserpent(region *r, faction *f) {
unit *u = create_unit(r, f, 1, get_race(RC_SEASERPENT), 0, NULL, NULL);
stats_count("monsters.create.seaserpent", 1);
fset(u, UFL_ISNEW | UFL_MOVED);
equip_unit(u, "seed_seaserpent");
return u;
}
/**
* Drachen und Seeschlangen koennen entstehen
*/
void spawn_dragons(void)
{
region *r;
faction *monsters = get_or_create_monsters();
int minage = config_get_int("monsters.spawn.min_age", 100);
int spawn_chance = config_get_int("monsters.spawn.chance", 100) * 100;
if (spawn_chance <= 0) {
/* monster spawning disabled */
return;
}
for (r = regions; r; r = r->next) {
unit *u;
if (r->age < minage) {
continue;
}
if (fval(r->terrain, SEA_REGION)) {
if (rng_int() % spawn_chance < 1) {
u = spawn_seaserpent(r, monsters);
}
}
else if ((r->terrain == newterrain(T_GLACIER)
|| r->terrain == newterrain(T_SWAMP)
|| r->terrain == newterrain(T_DESERT))
&& rng_int() % spawn_chance < 6)
{
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);
}
stats_count("monsters.create.dragon", 1);
fset(u, UFL_ISNEW | UFL_MOVED);
equip_unit(u, "seed_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 koennen entstehen */
void spawn_undead(void)
{
region *r;
faction *monsters = get_monsters();
for (r = regions; r; r = r->next) {
int unburied = deathcount(r);
if (r->attribs) {
if (curse_active(get_curse(r->attribs, &ct_holyground))) {
continue;
}
}
if (r->land && unburied > rpeasants(r) / 20
&& rng_int() % 10000 < 100) {
message *msg;
unit *u;
/* es ist sinnfrei, wenn irgendwo im Wald 3er-Einheiten Untote entstehen.
* Lieber sammeln lassen, bis sie mindestens 5% der Bevoelkerung 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);
stats_count("monsters.create.undead", 1);
fset(u, UFL_ISNEW | UFL_MOVED);
if ((rc == get_race(RC_SKELETON) || rc == get_race(RC_ZOMBIE))
&& rng_int() % 10 < 4) {
equip_unit(u, "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) {
/* Groeber verwittern, 3% der Untoten finden die ewige Ruhe */
deathcounts(r, (int)(-i * 0.03));
}
}
}
}
static void eaten_by_monster(unit * u)
{
/* adjustment for smaller worlds */
double multi = RESOURCE_QUANTITY * newterrain(T_PLAIN)->size / 10000.0;
const resource_type *rhorse = get_resourcetype(R_HORSE);
const race *rc = u_race(u);
int p = rpeasants(u->region);
if (p > 0) {
int horse = -1;
int scare = rc_scare(rc);
int n = 0;
if (scare > 0) {
n = rng_int() % scare * u->number;
}
else {
n = rng_int() % (u->number / 20 + 1);
horse = 0;
}
horse = horse ? i_get(u->items, rhorse->itype) : 0;
if (horse > 0) {
i_change(&u->items, rhorse->itype, -horse);
ADDMSG(&u->region->msgs, msg_message("eathorse", "unit amount", u, horse));
}
n = (int)(n * multi);
if (n > 0) {
n = lovar(n);
if (p < n) n = p;
if (n > 0) {
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));
}
}
}
}
}
static void absorbed_by_monster(unit * u)
{
int n = rng_int() % (u->number / 20 + 1);
if (n > 0) {
n = lovar(n);
if (n > 0) {
int p = rpeasants(u->region);
if (p < n) n = p;
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(u), n));
}
}
}
}
static int scareaway(region * r, int anzahl)
{
int n, p, diff = 0, emigrants[MAXDIRECTIONS];
direction_t d;
p = rpeasants(r);
if (anzahl < 1) anzahl = 1;
if (anzahl > p) anzahl = p;
assert(p >= 0 && anzahl >= 0);
/* 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;
for (n = 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;
const race *rc = u_race(u);
int scare;
scare = rc_scare(rc);
if (scare>0) {
n = rng_int() % scare * u->number;
} else {
n = rng_int() % (u->number / 4 + 1);
}
if (n > 0) {
n = lovar(n);
if (n > 0) {
int p = rpeasants(u->region);
if (p < n) n = p;
n = scareaway(u->region, n);
if (n > 0) {
ADDMSG(&u->region->msgs, msg_message("fleescared",
"amount unit", n, u));
}
}
}
}
void monster_kills_peasants(unit * u)
{
if (!monster_is_waiting(u)) {
if (u_race(u)->flags & RCF_SCAREPEASANTS) {
scared_by_monster(u);
}
if (u_race(u)->flags & RCF_KILLPEASANTS) {
eaten_by_monster(u);
}
if (u_race(u)->flags & RCF_ABSORBPEASANTS) {
absorbed_by_monster(u);
}
}
}
void make_zombie(unit * u)
{
if (join_monsters(u, NULL)) {
u_freeorders(u);
scale_number(u, 1);
u->hp = unit_max_hp(u) * u->number;
u_setrace(u, get_race(RC_ZOMBIE));
u->irace = NULL;
}
}