forked from github/server
075ab8d997
- Entfernte Befehle kriegen next=NULL, assert desselben.
1595 lines
38 KiB
C
1595 lines
38 KiB
C
/* 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 <config.h>
|
|
#include "eressea.h"
|
|
#include "randenc.h"
|
|
|
|
#include "economy.h"
|
|
#include "luck.h"
|
|
#include "monster.h"
|
|
|
|
/* kernel includes */
|
|
#include <kernel/alchemy.h>
|
|
#include <kernel/battle.h>
|
|
#include <kernel/building.h>
|
|
#include <kernel/curse.h>
|
|
#include <kernel/faction.h>
|
|
#include <kernel/item.h>
|
|
#include <kernel/karma.h>
|
|
#include <kernel/magic.h>
|
|
#include <kernel/message.h>
|
|
#include <kernel/movement.h>
|
|
#include <kernel/names.h>
|
|
#include <kernel/order.h>
|
|
#include <kernel/plane.h>
|
|
#include <kernel/pool.h>
|
|
#include <kernel/race.h>
|
|
#include <kernel/region.h>
|
|
#include <kernel/ship.h>
|
|
#include <kernel/skill.h>
|
|
#include <kernel/unit.h>
|
|
|
|
/* attributes includes */
|
|
#include <attributes/racename.h>
|
|
|
|
/* util includes */
|
|
#include <rand.h>
|
|
#include <util/message.h>
|
|
|
|
/* libc includes */
|
|
#include <stdio.h>
|
|
#include <string.h>
|
|
#include <assert.h>
|
|
#include <math.h>
|
|
#include <stdlib.h>
|
|
|
|
#include <attributes/iceberg.h>
|
|
extern attrib_type at_unitdissolve;
|
|
extern attrib_type at_orcification;
|
|
|
|
int
|
|
nrand(int start, int sub)
|
|
{
|
|
int res = 0;
|
|
|
|
do {
|
|
if (rand() % 100 < start)
|
|
res++;
|
|
start -= sub;
|
|
} while (start > 0);
|
|
|
|
return res;
|
|
}
|
|
|
|
/* In a->data.ca[1] steht der Prozentsatz mit dem sich die Einheit
|
|
* auflöst, in a->data.ca[0] kann angegeben werden, wohin die Personen
|
|
* verschwinden. Passiert bereits in der ersten Runde! */
|
|
static void
|
|
dissolve_units(void)
|
|
{
|
|
region *r;
|
|
unit *u;
|
|
int n;
|
|
int i;
|
|
|
|
for (r=regions;r;r=r->next) {
|
|
for (u=r->units;u;u=u->next) {
|
|
attrib * a = a_find(u->attribs, &at_unitdissolve);
|
|
if (a) {
|
|
if (u->age == 0 && a->data.ca[1] < 100) continue;
|
|
|
|
/* TODO: Durch einzelne Berechnung ersetzen */
|
|
if (a->data.ca[1] == 100) {
|
|
n = u->number;
|
|
} else {
|
|
n = 0;
|
|
for (i=0;i<u->number;i++) {
|
|
if (rand()%100 < a->data.ca[1]) n++;
|
|
}
|
|
}
|
|
|
|
/* wenn keiner verschwindet, auch keine Meldung */
|
|
if (n == 0) {
|
|
continue;
|
|
}
|
|
|
|
scale_number(u,u->number - n);
|
|
|
|
sprintf(buf, "%s in %s: %d %s ", unitname(u), regionid(r),
|
|
n, LOC(default_locale, rc_name(u->race, n!=1)));
|
|
switch(a->data.ca[0]) {
|
|
case 1:
|
|
rsetpeasants(r, rpeasants(r) + n);
|
|
if (n == 1) {
|
|
scat("kehrte auf sein Feld zurück.");
|
|
}else{
|
|
scat("kehrten auf ihre Felder zurück.");
|
|
}
|
|
break;
|
|
case 2:
|
|
if(r->land) {
|
|
#if GROWING_TREES
|
|
rsettrees(r, 2, rtrees(r,2) + n);
|
|
#else
|
|
rsettrees(r, rtrees(r) + n);
|
|
#endif
|
|
if (n == 1) {
|
|
scat("wurde zum Baum.");
|
|
}else{
|
|
scat("wurden zu Bäumen.");
|
|
}
|
|
} else {
|
|
if(n == 1) {
|
|
scat("verfaulte in der feuchten Seeluft.");
|
|
} else {
|
|
scat("verfaulten in der feuchten Seeluft.");
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
if (u->race == new_race[RC_STONEGOLEM] || u->race == new_race[RC_IRONGOLEM]) {
|
|
if (n == 1) {
|
|
scat("zerfiel zu Staub.");
|
|
}else{
|
|
scat("zerfielen zu Staub.");
|
|
}
|
|
}else{
|
|
if (n == 1) {
|
|
scat("verschwand über Nacht.");
|
|
}else{
|
|
scat("verschwanden über Nacht.");
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
addmessage(r, u->faction, buf, MSG_EVENT, ML_INFO);
|
|
}
|
|
}
|
|
}
|
|
|
|
remove_empty_units();
|
|
}
|
|
|
|
static int
|
|
improve_all(faction * f, skill_t sk, int weeks)
|
|
{
|
|
region *r;
|
|
unit *u;
|
|
int n = 0;
|
|
region *last = f->last?f->last:lastregion(f);
|
|
|
|
for (r = f->first?f->first:firstregion(f); r != last; r = r->next) {
|
|
for (u = r->units; u; u = u->next) {
|
|
if (u->faction == f && has_skill(u, sk)) {
|
|
for (n=0;n!=weeks;++n) {
|
|
learn_skill(u, sk, 1.0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return n;
|
|
}
|
|
|
|
void
|
|
find_manual(region * r, unit * u)
|
|
{
|
|
skill_t skill = NOSKILL;
|
|
sprintf(buf, "%s stolper%c bei der Erforschung der Region über ",
|
|
unitname(u), "nt"[u->number == 1]);
|
|
|
|
switch (rand() % 4) {
|
|
case 0:
|
|
scat("die Ruine eines alten Tempels");
|
|
break;
|
|
case 1:
|
|
scat("eine alte Burgruine");
|
|
break;
|
|
case 2:
|
|
scat("ein zerfallenes Bauernhaus");
|
|
break;
|
|
case 3:
|
|
scat("eine Leiche am Wegesrand");
|
|
break;
|
|
}
|
|
|
|
scat(". Bei der Durchsuchung ");
|
|
if (u->number == 1) {
|
|
scat("stößt");
|
|
} else {
|
|
scat("stoßen");
|
|
}
|
|
scat(" sie auf das zerfledderte Exemplar eines alten Buches, betitelt ");
|
|
|
|
switch (rand() % 36) {
|
|
case 0:
|
|
scat("\'Magie der Elemente\'");
|
|
skill = SK_MAGIC;
|
|
break;
|
|
case 1:
|
|
case 2:
|
|
case 3:
|
|
case 4:
|
|
scat("\'Schwerter, Armbrüste, Langbögen\'");
|
|
skill = SK_WEAPONSMITH;
|
|
break;
|
|
case 5:
|
|
case 6:
|
|
scat("\'Gorms Almanach der Rationellen Kriegsführung\'");
|
|
skill = SK_TACTICS;
|
|
break;
|
|
case 7:
|
|
case 8:
|
|
case 9:
|
|
case 10:
|
|
scat("\'Katamarane, Koggen, Karavellen\'");
|
|
skill = SK_SHIPBUILDING;
|
|
break;
|
|
case 11:
|
|
case 12:
|
|
case 13:
|
|
case 14:
|
|
scat("\'Wege der Sterne\'");
|
|
skill = SK_SAILING;
|
|
break;
|
|
case 15:
|
|
case 16:
|
|
case 17:
|
|
scat("\'Nadishahs Kleine Gift- und Kräuterkunde\'");
|
|
skill = SK_HERBALISM;
|
|
break;
|
|
case 18:
|
|
case 19:
|
|
scat("\'Mandricks Kompendium der Alchemie\'");
|
|
skill = SK_ALCHEMY;
|
|
break;
|
|
case 20:
|
|
case 21:
|
|
case 22:
|
|
case 23:
|
|
scat("\'Die Konstruktion der Burgen und Schlösser von Zentralandune\'");
|
|
skill = SK_BUILDING;
|
|
break;
|
|
case 24:
|
|
case 25:
|
|
case 26:
|
|
case 27:
|
|
scat("\'Die Esse\'");
|
|
skill = SK_ARMORER;
|
|
break;
|
|
case 28:
|
|
case 29:
|
|
case 30:
|
|
case 31:
|
|
scat("\'Über die Gewinnung von Erzen\'");
|
|
skill = SK_MINING;
|
|
break;
|
|
case 32:
|
|
case 33:
|
|
case 34:
|
|
case 35:
|
|
scat("\'Barinions Lieder, eine Einführung für Unbedarfte\'");
|
|
skill = SK_ENTERTAINMENT;
|
|
break;
|
|
}
|
|
|
|
scat(". Der Wissensschub ist enorm.");
|
|
addmessage(r, u->faction, buf, MSG_EVENT, ML_IMPORTANT);
|
|
|
|
if (improve_all(u->faction, skill, 3) == 0) {
|
|
int i;
|
|
for (i=0;i!=9;++i) learn_skill(u, skill, 1.0);
|
|
}
|
|
}
|
|
|
|
static void
|
|
get_unit(region * r, unit * u)
|
|
{
|
|
unit *newunit;
|
|
sprintf(buf, "%s entdeck%s ein kleines Dorf. Die meisten Häuser "
|
|
"wurden durch einen über die Ufer getretenen Fluß zerstört. Eine "
|
|
"Gruppe der verzweifelten Menschen schließt sich deiner Partei an.",
|
|
unitname(u), "en\0t" + (3 - 3 * (u->number == 1)));
|
|
|
|
addmessage(r, u->faction, buf, MSG_EVENT, ML_IMPORTANT);
|
|
|
|
newunit = createunit(r, u->faction, rand() % 20 + 3, u->faction->race);
|
|
set_string(&newunit->name, "Dorfbewohner");
|
|
set_money(newunit, (rand() % 26 + 10) * newunit->number);
|
|
fset(newunit, UFL_ISNEW);
|
|
if (fval(u, UFL_PARTEITARNUNG)) fset(newunit, UFL_PARTEITARNUNG);
|
|
switch (rand() % 4) {
|
|
case 0:
|
|
set_level(newunit, SK_MINING, 1);
|
|
break;
|
|
case 1:
|
|
set_level(newunit, SK_LUMBERJACK, 1);
|
|
break;
|
|
case 2:
|
|
set_level(newunit, SK_CARTMAKER, 1);
|
|
break;
|
|
case 3:
|
|
set_level(newunit, SK_QUARRYING, 1);
|
|
break;
|
|
}
|
|
set_item(newunit, I_WAGON, rand() % 2);
|
|
set_item(newunit, I_HORSE, min(get_item(newunit, I_WAGON) * 2, rand() % 5));
|
|
}
|
|
|
|
static void
|
|
get_allies(region * r, unit * u)
|
|
{
|
|
unit *newunit = NULL;
|
|
|
|
switch (rterrain(r)) {
|
|
|
|
case T_PLAIN:
|
|
if (!r_isforest(r)) {
|
|
if (get_money(u) / u->number < 100 + rand() % 200)
|
|
return;
|
|
newunit = createunit(r, u->faction, rand() % 8 + 2, u->faction->race);
|
|
set_string(&newunit->name, "Söldner");
|
|
set_money(newunit, (rand() % 80 + 20) * newunit->number);
|
|
|
|
switch (rand() % 4) {
|
|
case 0:
|
|
set_level(newunit, SK_SWORD, 1+rand()%3);
|
|
set_item(newunit, I_SWORD, newunit->number);
|
|
break;
|
|
case 1:
|
|
set_level(newunit, SK_SPEAR, 1+rand()%3);
|
|
set_item(newunit, I_SPEAR, newunit->number);
|
|
break;
|
|
case 2:
|
|
set_level(newunit, SK_CROSSBOW, 1+rand()%3);
|
|
set_item(newunit, I_CROSSBOW, newunit->number);
|
|
break;
|
|
case 3:
|
|
set_level(newunit, SK_LONGBOW, 1+rand()%3);
|
|
set_item(newunit, I_LONGBOW, newunit->number);
|
|
break;
|
|
}
|
|
if (rand() % 100 < 40) {
|
|
set_item(newunit, I_CHAIN_MAIL, rand() % (newunit->number + 1));
|
|
}
|
|
if (rand() % 100 < 30) {
|
|
set_item(newunit, I_HORSE, newunit->number);
|
|
set_level(newunit, SK_RIDING, 1+rand()%3);
|
|
}
|
|
break;
|
|
} else {
|
|
if (eff_skill(u, SK_LONGBOW, r) < 3
|
|
&& eff_skill(u, SK_HERBALISM, r) < 2
|
|
&& eff_skill(u, SK_MAGIC, r) < 2) {
|
|
return;
|
|
}
|
|
newunit = createunit(r, u->faction, rand() % 6 + 2, u->faction->race);
|
|
set_string(&newunit->name, "Waldbewohner");
|
|
set_money(newunit, (rand() % 20 + 10) * newunit->number);
|
|
set_level(newunit, SK_LONGBOW, 2+rand()%3);
|
|
set_item(newunit, I_LONGBOW, newunit->number);
|
|
set_level(newunit, SK_OBSERVATION, 2+rand()%2);
|
|
set_level(newunit, SK_STEALTH, 1+rand()%2);
|
|
if (rand() % 100 < 20) {
|
|
set_level(newunit, SK_HERBALISM, 1+rand()%2);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case T_SWAMP:
|
|
if (eff_skill(u, SK_OBSERVATION, r) <= 3) {
|
|
return;
|
|
}
|
|
newunit = createunit(r, u->faction, rand() % 6 + 2, u->faction->race);
|
|
set_string(&newunit->name, "Sumpfbewohner");
|
|
set_money(newunit, (rand() % 20 + 10) * newunit->number);
|
|
set_level(newunit, SK_SPEAR, 2+rand()%3);
|
|
set_item(newunit, I_SPEAR, newunit->number);
|
|
set_level(newunit, SK_STEALTH, 2+rand()%3);
|
|
break;
|
|
|
|
case T_DESERT:
|
|
if (eff_skill(u, SK_RIDING, r) <= 2) {
|
|
return;
|
|
}
|
|
newunit = createunit(r, u->faction, rand() % 12 + 2, u->faction->race);
|
|
set_string(&newunit->name, "Berber");
|
|
set_money(newunit, (rand() % 30 + 20) * newunit->number);
|
|
set_level(newunit, SK_SWORD, 1+rand()%2);
|
|
set_item(newunit, I_SWORD, newunit->number);
|
|
set_level(newunit, SK_TRADE, 1+rand()%3);
|
|
set_level(newunit, SK_RIDING, 2+rand()%2);
|
|
set_item(newunit, I_HORSE, newunit->number);
|
|
set_level(newunit, SK_HORSE_TRAINING, 2+rand()%2);
|
|
break;
|
|
|
|
case T_HIGHLAND:
|
|
if (eff_skill(u, SK_SWORD, r) <= 1) {
|
|
return;
|
|
}
|
|
newunit = createunit(r, u->faction, rand() % 8 + 2, u->faction->race);
|
|
set_string(&newunit->name, "Hochlandbarbaren");
|
|
set_money(newunit, (rand() % 10 + 20) * newunit->number);
|
|
set_level(newunit, SK_SWORD, 1+rand()%2);
|
|
set_item(newunit, I_SWORD, newunit->number);
|
|
break;
|
|
|
|
case T_MOUNTAIN:
|
|
if (eff_skill(u, SK_SWORD, r) <= 1
|
|
|| eff_skill(u, SK_TRADE, r) <= 2) {
|
|
return;
|
|
}
|
|
newunit = createunit(r, u->faction, rand() % 6 + 2, u->faction->race);
|
|
set_string(&newunit->name, "Bergbewohner");
|
|
set_money(newunit, (rand() % 40 + 60) * newunit->number);
|
|
set_level(newunit, SK_SWORD, 2+rand()%2);
|
|
set_item(newunit, I_SWORD, newunit->number);
|
|
set_level(newunit, SK_ARMORER, 2+rand()%2);
|
|
set_level(newunit, SK_TRADE, 1+rand()%3);
|
|
if (rand() % 100 < 60) {
|
|
set_item(newunit, I_PLATE_ARMOR, newunit->number);
|
|
}
|
|
break;
|
|
|
|
case T_GLACIER:
|
|
if (eff_skill(u, SK_SWORD, r) <= 1
|
|
|| eff_skill(u, SK_TRADE, r) <= 1) {
|
|
return;
|
|
}
|
|
newunit = createunit(r, u->faction, rand() % 4 + 2, u->faction->race);
|
|
set_string(&newunit->name, "Eisleute");
|
|
set_money(newunit, (rand() % 20 + 20) * newunit->number);
|
|
set_level(newunit, SK_SWORD, 2+rand()%2);
|
|
set_item(newunit, I_SWORD, newunit->number);
|
|
set_level(newunit, SK_ARMORER, 2+rand()%2);
|
|
break;
|
|
}
|
|
|
|
u_setfaction(newunit, u->faction);
|
|
set_racename(&newunit->attribs, get_racename(u->attribs));
|
|
if(u->race->flags & RCF_SHAPESHIFT) {
|
|
newunit->irace = u->irace;
|
|
}
|
|
if (fval(u, UFL_PARTEITARNUNG)) fset(newunit, UFL_PARTEITARNUNG);
|
|
fset(u, UFL_ISNEW);
|
|
|
|
sprintf(buf, "Plötzlich stolper%c %s über einige %s. Nach kurzem "
|
|
"Zögern entschließen sich die %s, sich Deiner Partei anzuschließen.",
|
|
u->number == 1 ? 't' : 'n', unitname(u), newunit->name, newunit->name);
|
|
|
|
addmessage(r, u->faction, buf, MSG_EVENT, ML_IMPORTANT);
|
|
}
|
|
|
|
static void
|
|
encounter(region * r, unit * u)
|
|
{
|
|
if (!fval(r, RF_ENCOUNTER)) return;
|
|
freset(r, RF_ENCOUNTER);
|
|
if (rand() % 100>=ENCCHANCE) return;
|
|
switch (rand() % 3) {
|
|
case 0:
|
|
find_manual(r, u);
|
|
break;
|
|
case 1:
|
|
get_unit(r, u);
|
|
break;
|
|
case 2:
|
|
get_allies(r, u);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void
|
|
encounters(void)
|
|
{
|
|
region *r;
|
|
unit *u;
|
|
int n;
|
|
int c;
|
|
int i;
|
|
|
|
for (r = regions; r; r = r->next) {
|
|
if (rterrain(r) != T_OCEAN && fval(r, RF_ENCOUNTER)) {
|
|
c = 0;
|
|
for (u = r->units; u; u = u->next) {
|
|
c += u->number;
|
|
}
|
|
|
|
if (c > 0) {
|
|
n = rand() % c;
|
|
u = r->units;
|
|
|
|
for (i = u->number; i < n; i += u->number) {
|
|
u = u->next;
|
|
}
|
|
|
|
encounter(r, u);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
chaos(region * r)
|
|
{
|
|
unit *u = NULL, *u2;
|
|
building *b, *b2;
|
|
|
|
if (rand() % 100 < 8) {
|
|
switch (rand() % 3) {
|
|
case 0: /* Untote */
|
|
if (rterrain(r) != T_OCEAN) {
|
|
u = random_unit(r);
|
|
if (u && playerrace(u->race)) {
|
|
sprintf(buf, "%s scheint von einer seltsamen Krankheit befallen.",
|
|
unitname(u));
|
|
addmessage(0, u->faction, buf, MSG_EVENT, ML_IMPORTANT);
|
|
u_setfaction(u, findfaction(MONSTER_FACTION));
|
|
u->race = new_race[RC_GHOUL];
|
|
}
|
|
}
|
|
break;
|
|
case 1: /* Drachen */
|
|
if (random_unit(r)) {
|
|
int mfac = 0;
|
|
switch (rand() % 3) {
|
|
case 0:
|
|
mfac = 100;
|
|
u = createunit(r, findfaction(MONSTER_FACTION), rand() % 8 + 1, new_race[RC_FIREDRAGON]);
|
|
if (u->number == 1) {
|
|
set_string(&u->name, "Feuerdrache");
|
|
} else {
|
|
set_string(&u->name, "Feuerdrachen");
|
|
}
|
|
break;
|
|
case 1:
|
|
mfac = 500;
|
|
u = createunit(r, findfaction(MONSTER_FACTION), rand() % 4 + 1, new_race[RC_DRAGON]);
|
|
if (u->number == 1) {
|
|
set_string(&u->name, "Drache");
|
|
} else {
|
|
set_string(&u->name, "Drachen");
|
|
}
|
|
break;
|
|
case 2:
|
|
mfac = 1000;
|
|
u = createunit(r, findfaction(MONSTER_FACTION), rand() % 2 + 1, new_race[RC_WYRM]);
|
|
if (u->number == 1) {
|
|
set_string(&u->name, "Wyrm");
|
|
} else {
|
|
set_string(&u->name, "Wyrme");
|
|
}
|
|
break;
|
|
}
|
|
if (mfac) set_money(u, u->number * (rand() % mfac));
|
|
guard(u, GUARD_ALL);
|
|
}
|
|
case 2: /* Terrainveränderung */
|
|
if (!(terrain[rterrain(r)].flags & FORBIDDEN_LAND)) {
|
|
if (rterrain(r) != T_OCEAN) {
|
|
direction_t dir;
|
|
for (dir=0;dir!=MAXDIRECTIONS;++dir) {
|
|
if (rconnect(r, dir) && rterrain(rconnect(r, dir)) == T_OCEAN) break;
|
|
}
|
|
if (dir!=MAXDIRECTIONS) {
|
|
ship * sh = r->ships;
|
|
while (sh) {
|
|
ship * nsh = sh->next;
|
|
damage_ship(sh, 0.50);
|
|
if (sh->damage >= sh->size * DAMAGE_SCALE) destroy_ship(sh);
|
|
sh = nsh;
|
|
}
|
|
|
|
for (u = r->units; u;) {
|
|
u2 = u->next;
|
|
if (u->race != new_race[RC_SPELL] && u->ship == 0) {
|
|
set_number(u, 0);
|
|
}
|
|
u = u2;
|
|
}
|
|
sprintf(buf, "Ein gewaltige Flutwelle verschlingt %s und "
|
|
"alle Bewohner.", regionid(r));
|
|
addmessage(r, 0, buf, MSG_EVENT, ML_IMPORTANT);
|
|
|
|
for (b = rbuildings(r); b;) {
|
|
b2 = b->next;
|
|
destroy_building(b);
|
|
b = b2;
|
|
}
|
|
terraform(r, T_OCEAN);
|
|
}
|
|
} else {
|
|
direction_t dir;
|
|
for (dir=0;dir!=MAXDIRECTIONS;++dir) {
|
|
if (rconnect(r, dir) && rterrain(rconnect(r, dir)) != T_OCEAN) break;
|
|
}
|
|
if (dir!=MAXDIRECTIONS) {
|
|
switch (rand() % 8) {
|
|
case 0:
|
|
terraform(r, T_PLAIN);
|
|
break;
|
|
case 1:
|
|
terraform(r, T_HIGHLAND);
|
|
break;
|
|
case 2:
|
|
terraform(r, T_MOUNTAIN);
|
|
break;
|
|
case 3:
|
|
terraform(r, T_GLACIER);
|
|
break;
|
|
case 4:
|
|
terraform(r, T_DESERT);
|
|
break;
|
|
default:
|
|
terraform(r, T_SWAMP);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
double
|
|
chaosfactor(region * r)
|
|
{
|
|
attrib * a = a_find(r->attribs, &at_chaoscount);
|
|
if (!a) return 0;
|
|
return ((double) a->data.i / 1000.0);
|
|
}
|
|
|
|
void
|
|
drown(region *r)
|
|
{
|
|
if (rterrain(r) == T_OCEAN) {
|
|
unit ** up = up=&r->units;
|
|
while (*up) {
|
|
unit *u = *up;
|
|
int amphibian_level = fspecial(u->faction, FS_AMPHIBIAN);
|
|
|
|
if (u->ship || u->race == new_race[RC_SPELL]) {
|
|
up=&u->next;
|
|
continue;
|
|
}
|
|
|
|
if (amphibian_level) {
|
|
int dead = damage_unit(u, "5d1", false, false);
|
|
if (dead) {
|
|
ADDMSG(&u->faction->msgs, new_message(u->faction,
|
|
"drown_amphibian_dead%d:amount%u:unit%r:region",dead, u, r));
|
|
} else {
|
|
ADDMSG(&u->faction->msgs, new_message(u->faction,
|
|
"drown_amphibian_nodead%u:unit%r:region",u, r));
|
|
}
|
|
} else if (!canswim(u)) {
|
|
scale_number(u, 0);
|
|
ADDMSG(&u->faction->msgs, new_message(u->faction,
|
|
"drown%u:unit%r:region", u, r));
|
|
}
|
|
if (*up==u) up=&u->next;
|
|
}
|
|
remove_empty_units_in_region(r);
|
|
}
|
|
}
|
|
|
|
region *
|
|
rrandneighbour(region *r)
|
|
{
|
|
direction_t i;
|
|
region *rc = NULL;
|
|
int rr, c = 0;
|
|
|
|
/* Nachsehen, wieviele Regionen in Frage kommen */
|
|
|
|
for (i = 0; i != MAXDIRECTIONS; i++) {
|
|
c++;
|
|
}
|
|
/* Zufällig eine auswählen */
|
|
|
|
rr = rand() % c;
|
|
|
|
/* Durchzählen */
|
|
|
|
c = -1;
|
|
for (i = 0; i != MAXDIRECTIONS; i++) {
|
|
rc = rconnect(r, i);
|
|
c++;
|
|
if (c == rr) break;
|
|
}
|
|
assert(i!=MAXDIRECTIONS);
|
|
return rc;
|
|
}
|
|
|
|
void
|
|
volcano_outbreak(region *r)
|
|
{
|
|
attrib *a;
|
|
region *rn;
|
|
unit *u, **up;
|
|
faction *f;
|
|
|
|
for (u=r->units; u; u=u->next) {
|
|
f = u->faction;
|
|
freset(f, FL_DH);
|
|
}
|
|
rn = rrandneighbour(r);
|
|
|
|
/* Vulkan-Region verwüsten */
|
|
|
|
#if GROWING_TREES
|
|
rsettrees(r, 2, 0);
|
|
rsettrees(r, 1, 0);
|
|
rsettrees(r, 0, 0);
|
|
#else
|
|
rsettrees(r, 0);
|
|
#endif
|
|
|
|
a = a_find(r->attribs, &at_reduceproduction);
|
|
if (!a) a = a_add(&r->attribs, a_new(&at_reduceproduction));
|
|
|
|
/* Produktion vierteln ... */
|
|
a->data.sa[0] = 25;
|
|
/* Für 6-17 Runden */
|
|
a->data.sa[1] = (short)(a->data.sa[1] + 6 + rand()%12);
|
|
|
|
/* Personen bekommen 4W10 Punkte Schaden. */
|
|
|
|
for (up=&r->units; *up;) {
|
|
unit * u = *up;
|
|
int dead = damage_unit(u, "4d10", true, false);
|
|
if (dead) {
|
|
ADDMSG(&u->faction->msgs, new_message(u->faction,
|
|
"volcano_dead%u:unit%r:region%i:dead", u, r, dead));
|
|
}
|
|
if (!fval(u->faction, FL_DH)) {
|
|
fset(u->faction, FL_DH);
|
|
if (rn) {
|
|
ADDMSG(&u->faction->msgs, new_message(u->faction,
|
|
"volcanooutbreak%r:regionv%r:regionn", r, rn));
|
|
} else {
|
|
ADDMSG(&u->faction->msgs, new_message(u->faction,
|
|
"volcanooutbreaknn%r:region", r));
|
|
}
|
|
}
|
|
if (u==*up) up=&u->next;
|
|
}
|
|
|
|
remove_empty_units_in_region(r);
|
|
|
|
/* Zufällige Nachbarregion verwüsten */
|
|
|
|
if (rn) {
|
|
|
|
#if GROWING_TREES
|
|
rsettrees(r, 2, 0);
|
|
rsettrees(r, 1, 0);
|
|
rsettrees(r, 0, 0);
|
|
#else
|
|
rsettrees(r, 0);
|
|
#endif
|
|
|
|
a = a_find(rn->attribs, &at_reduceproduction);
|
|
if (!a) a = a_add(&rn->attribs, a_new(&at_reduceproduction));
|
|
|
|
/* Produktion vierteln ... */
|
|
a->data.sa[0] = 25;
|
|
/* Für 6-17 Runden */
|
|
a->data.sa[1] = (short)(a->data.sa[1] + 6 + rand()%12);
|
|
|
|
/* Personen bekommen 3W10 Punkte Schaden. */
|
|
for (up=&rn->units; *up;) {
|
|
unit * u = *up;
|
|
int dead = damage_unit(u, "3d10", true, false);
|
|
if (dead) {
|
|
ADDMSG(&u->faction->msgs, new_message(u->faction,
|
|
"volcano_dead%u:unit%r:region%i:dead", u, rn, dead));
|
|
}
|
|
if (!fval(u->faction, FL_DH)) {
|
|
ADDMSG(&u->faction->msgs, new_message(u->faction,
|
|
"volcano_dead%u:unit%r:region%i:dead", u, r, dead));
|
|
fset(u->faction, FL_DH);
|
|
}
|
|
if (u==*up) up=&u->next;
|
|
}
|
|
remove_empty_units_in_region(rn);
|
|
}
|
|
}
|
|
|
|
static void
|
|
melt_iceberg(region *r)
|
|
{
|
|
attrib *a;
|
|
unit *u;
|
|
building *b, *b2;
|
|
|
|
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)) {
|
|
fset(u->faction, FL_DH);
|
|
ADDMSG(&u->faction->msgs, new_message(u->faction,
|
|
"iceberg_melt%r:region", r));
|
|
}
|
|
|
|
/* driftrichtung löschen */
|
|
a = a_find(r->attribs, &at_iceberg);
|
|
if (a) a_remove(&r->attribs, a);
|
|
|
|
/* Gebäude löschen */
|
|
for (b = rbuildings(r); b; b = b2) {
|
|
b2 = b->next;
|
|
destroy_building(b);
|
|
}
|
|
|
|
/* in Ozean wandeln */
|
|
terraform(r, T_OCEAN);
|
|
|
|
/* Einheiten, die nicht schwimmen können oder in Schiffen sind,
|
|
* ertrinken */
|
|
drown(r);
|
|
}
|
|
|
|
static void
|
|
move_iceberg(region *r)
|
|
{
|
|
attrib *a;
|
|
direction_t dir;
|
|
region *rc;
|
|
|
|
a = a_find(r->attribs, &at_iceberg);
|
|
if (!a) {
|
|
dir = (direction_t)(rand()%MAXDIRECTIONS);
|
|
a = a_add(&r->attribs, make_iceberg(dir));
|
|
} else {
|
|
if (rand()%100 < 20) {
|
|
dir = (direction_t)(rand()%MAXDIRECTIONS);
|
|
a->data.i = dir;
|
|
} else {
|
|
dir = (direction_t)a->data.i;
|
|
}
|
|
}
|
|
|
|
rc = rconnect(r, dir);
|
|
|
|
if (rc && rterrain(rc) != T_GLACIER && rterrain(rc) != T_ICEBERG
|
|
&& rterrain(rc) != T_ICEBERG_SLEEP) {
|
|
if (rterrain(rc) == T_OCEAN) { /* Eisberg treibt */
|
|
ship *sh, *shn;
|
|
unit *u;
|
|
int x, y;
|
|
|
|
|
|
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)) {
|
|
fset(u->faction, FL_DH);
|
|
ADDMSG(&u->faction->msgs, new_message(u->faction,
|
|
"iceberg_drift%r:region%d:dir", r, dir));
|
|
}
|
|
|
|
x = r->x;
|
|
y = r->y;
|
|
|
|
runhash(r);
|
|
runhash(rc);
|
|
r->x = rc->x;
|
|
r->y = rc->y;
|
|
rc->x = x;
|
|
rc->y = y;
|
|
rhash(rc);
|
|
rhash(r);
|
|
|
|
/* rc ist der Ozean (Ex-Eisberg), r der Eisberg (Ex-Ozean) */
|
|
|
|
/* Schiffe aus dem Zielozean werden in den Eisberg transferiert
|
|
* und nehmen Schaden. */
|
|
|
|
for (sh = r->ships; sh; sh=sh->next) freset(sh, FL_DH);
|
|
|
|
for (sh = r->ships; sh; sh = sh->next) {
|
|
/* Meldung an Kapitän */
|
|
damage_ship(sh, 0.10);
|
|
fset(sh, FL_DH);
|
|
}
|
|
|
|
/* Personen, Schiffe und Gebäude verschieben */
|
|
while (rc->buildings) {
|
|
rc->buildings->region = r;
|
|
translist(&rc->buildings, &r->buildings, rc->buildings);
|
|
}
|
|
while (rc->ships) {
|
|
fset(rc->ships, FL_DH);
|
|
damage_ship(rc->ships, 0.10);
|
|
move_ship(rc->ships, rc, r, NULL);
|
|
}
|
|
while (rc->units) {
|
|
building * b = rc->units->building;
|
|
u = rc->units;
|
|
move_unit(rc->units, r, NULL);
|
|
u->building = b; /* move_unit macht ein leave() */
|
|
}
|
|
|
|
/* Beschädigte Schiffe können sinken */
|
|
|
|
for (sh = r->ships; sh;) {
|
|
shn = sh->next;
|
|
if (fval(sh, FL_DH)) {
|
|
u = captain(sh, r);
|
|
if (sh->damage>=sh->size * DAMAGE_SCALE) {
|
|
if (u) ADDMSG(&u->faction->msgs, new_message(u->faction,
|
|
"overrun_by_iceberg_des%h:ship", sh));
|
|
destroy_ship(sh);
|
|
} else {
|
|
if (u) ADDMSG(&u->faction->msgs, new_message(u->faction,
|
|
"overrun_by_iceberg%h:ship", sh));
|
|
}
|
|
}
|
|
sh = shn;
|
|
}
|
|
|
|
} else if (rand()%100 < 20) { /* Eisberg bleibt als Gletscher liegen */
|
|
unit *u;
|
|
|
|
rsetterrain(r, T_GLACIER);
|
|
a_remove(&r->attribs, a);
|
|
|
|
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)) {
|
|
fset(u->faction, FL_DH);
|
|
ADDMSG(&u->faction->msgs, new_message(u->faction,
|
|
"iceberg_land%r:region", r));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void
|
|
move_icebergs(void)
|
|
{
|
|
region *r;
|
|
|
|
for (r=regions; r; r=r->next) if (rterrain(r) == T_ICEBERG && !fval(r, RF_DH)) {
|
|
if (rand()%100 < 60) {
|
|
fset(r, RF_DH);
|
|
move_iceberg(r);
|
|
} else if (rand()%100 < 10){
|
|
fset(r, RF_DH);
|
|
melt_iceberg(r);
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
create_icebergs(void)
|
|
{
|
|
region *r;
|
|
|
|
for (r=regions; r; r=r->next) if (rterrain(r) == T_ICEBERG_SLEEP && rand()%100 < 5) {
|
|
boolean has_ocean_neighbour = false;
|
|
direction_t dir;
|
|
region *rc;
|
|
unit *u;
|
|
|
|
freset(r, RF_DH);
|
|
for (dir=0; dir < MAXDIRECTIONS; dir++) {
|
|
rc = rconnect(r, dir);
|
|
if (rc && rterrain(rc) == T_OCEAN) {
|
|
has_ocean_neighbour = true;
|
|
break;
|
|
}
|
|
}
|
|
if (!has_ocean_neighbour) continue;
|
|
|
|
rsetterrain(r, T_ICEBERG);
|
|
|
|
fset(r, RF_DH);
|
|
move_iceberg(r);
|
|
|
|
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)) {
|
|
fset(u->faction, FL_DH);
|
|
ADDMSG(&u->faction->msgs, msg_message("iceberg_create", "region", r));
|
|
}
|
|
}
|
|
}
|
|
|
|
static void
|
|
godcurse(void)
|
|
{
|
|
region *r;
|
|
|
|
for(r=regions; r; r=r->next) {
|
|
if(is_cursed(r->attribs, C_CURSED_BY_THE_GODS, 0)) {
|
|
unit * u;
|
|
for(u=r->units; u; u=u->next) {
|
|
skill * sv = u->skills;
|
|
while (sv!=u->skills+u->skill_size) {
|
|
int weeks = 1+rand()%3;
|
|
reduce_skill(u, sv, weeks);
|
|
++sv;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (rterrain(r) == T_OCEAN) {
|
|
ship *sh;
|
|
for (sh = r->ships; sh;) {
|
|
ship *shn = sh->next;
|
|
damage_ship(sh, 0.10);
|
|
if (sh->damage>=sh->size * DAMAGE_SCALE) {
|
|
unit * u = shipowner(sh);
|
|
if (u) ADDMSG(&u->faction->msgs,
|
|
msg_message("godcurse_destroy_ship", "ship", sh));
|
|
destroy_ship(sh);
|
|
}
|
|
sh = shn;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void
|
|
split_unit(region * r, unit *u)
|
|
{
|
|
unit *u2 = createunit(r, u->faction, 0, u->race);
|
|
int newsize = u->number/2;
|
|
|
|
set_string(&u2->name, u->name);
|
|
set_string(&u2->display, u->display);
|
|
set_order(&u2->thisorder, parse_order(keywords[K_WAIT], u->faction->locale));
|
|
set_order(&u2->lastorder, u2->thisorder);
|
|
free_order(u2->lastorder); /* parse_order & set_order have each increased the refcount */
|
|
|
|
transfermen(u, u2, newsize);
|
|
}
|
|
|
|
static void
|
|
check_split(void)
|
|
{
|
|
region *r;
|
|
unit *u;
|
|
|
|
for(r=regions;r;r=r->next) {
|
|
for(u=r->units;u;u=u->next) {
|
|
if(u->faction->no == MONSTER_FACTION) {
|
|
if(u->number > u->race->splitsize) {
|
|
split_unit(r, u);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/** handles the "orcish" curse that makes units grow like old orks
|
|
* This would probably be better handled in an age-function for the curse,
|
|
* but it's now being called by randomevents()
|
|
*/
|
|
static void
|
|
orc_growth(void)
|
|
{
|
|
region * r;
|
|
for (r = regions; r; r = r->next) {
|
|
unit *u;
|
|
for (u = r->units; u; u = u->next) {
|
|
curse *c = get_curse(u->attribs, ct_find("orcish"));
|
|
if (c && !has_skill(u, SK_MAGIC) && !has_skill(u, SK_ALCHEMY)) {
|
|
int n;
|
|
int increase = 0;
|
|
int num = get_cursedmen(u, c);
|
|
int prob = curse_geteffect(c);
|
|
|
|
for (n = (num - get_item(u, I_CHASTITY_BELT)); n > 0; n--) {
|
|
if (rand() % 100 < prob) {
|
|
++increase;
|
|
}
|
|
}
|
|
if (increase) {
|
|
set_number(u, u->number + increase);
|
|
|
|
u->hp += unit_max_hp(u) * increase;
|
|
ADDMSG(&u->faction->msgs, msg_message("orcgrowth",
|
|
"unit amount race", u, increase, u->race));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/** Talente von Dämonen verschieben sich.
|
|
*/
|
|
static void
|
|
demon_skillchanges(void)
|
|
{
|
|
region * r;
|
|
|
|
for (r = regions; r; r = r->next) {
|
|
unit * u;
|
|
for (u = r->units; u; u = u->next) {
|
|
if (u->race == new_race[RC_DAEMON]) {
|
|
skill * sv = u->skills;
|
|
while (sv!=u->skills+u->skill_size) {
|
|
if (sv->level>0 && rand() % 100 < 25) {
|
|
int weeks = 1+rand()%3;
|
|
if (rand() % 100 < 40) {
|
|
reduce_skill(u, sv, weeks);
|
|
} else {
|
|
while (weeks--) learn_skill(u, sv->id, 1.0);
|
|
}
|
|
if (sv->old>sv->level) {
|
|
log_printf("%s dropped from %u to %u:%u in %s\n",
|
|
unitname(u), sv->old, sv->level,
|
|
sv->weeks, skillname(sv->id, NULL));
|
|
}
|
|
}
|
|
++sv;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/** Eisberge entstehen und bewegen sich.
|
|
* Einheiten die im Wasser landen, ertrinken.
|
|
*/
|
|
static void
|
|
icebergs(void)
|
|
{
|
|
region * r;
|
|
create_icebergs();
|
|
move_icebergs();
|
|
for (r=regions; r; r=r->next) {
|
|
drown(r);
|
|
}
|
|
}
|
|
|
|
void
|
|
randomevents(void)
|
|
{
|
|
faction *f;
|
|
region *r;
|
|
building *b, *b2;
|
|
unit *u;
|
|
|
|
icebergs();
|
|
godcurse();
|
|
orc_growth();
|
|
demon_skillchanges();
|
|
|
|
#if RACE_ADJUSTMENTS == 0
|
|
/* Orks vermehren sich */
|
|
|
|
for (r = regions; r; r = r->next) {
|
|
|
|
plane * p = rplane(r);
|
|
/* there is a flag for planes without orc growth: */
|
|
if (p && (p->flags & PFL_NOORCGROWTH)) continue;
|
|
for (u = r->units; u; u = u->next) {
|
|
if ( (u->race == new_race[RC_ORC])
|
|
&& !has_skill(u, SK_MAGIC) && !has_skill(u, SK_ALCHEMY)) {
|
|
int n;
|
|
int increase = 0;
|
|
int num = u->number;
|
|
int prob = 5;
|
|
|
|
for (n = (num - get_item(u, I_CHASTITY_BELT)); n > 0; n--) {
|
|
if (rand() % 100 < prob) {
|
|
++increase;
|
|
}
|
|
}
|
|
if (increase) {
|
|
if (u->race == new_race[RC_ORC]) {
|
|
int i;
|
|
struct orcskills {
|
|
skill_t skill;
|
|
int level;
|
|
} skills [] = {
|
|
{ SK_SWORD, 1 }, { SK_SPEAR, 1 }, { SK_TACTICS, 0 },
|
|
{ SK_LONGBOW, 0 }, { SK_CROSSBOW, 0 }, { SK_CATAPULT, 0 },
|
|
{ SK_AUSDAUER, 0 }, { NOSKILL, 0 }
|
|
};
|
|
for (i=0;skills[i].skill!=NOSKILL;++i) {
|
|
int k = get_level(u, skills[i].skill);
|
|
change_skill(u, skills[i].skill, increase * max(k, s));
|
|
}
|
|
}
|
|
|
|
set_number(u, u->number + increase);
|
|
|
|
u->hp += unit_max_hp(u) * increase;
|
|
ADDMSG(&u->faction->msgs, msg_message("orcgrowth",
|
|
"unit amount race", u, increase, u->race));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
for (r = regions; r; r = r->next) {
|
|
#if !RACE_ADJUSTMENTS
|
|
/* Elfen generieren Wald */
|
|
if (r->land && !fval(r, RF_MALLORN)) {
|
|
#if GROWING_TREES
|
|
int trees = rtrees(r, 2);
|
|
#else
|
|
int trees = rtrees(r);
|
|
#endif
|
|
int maxgen = (production(r) * MAXPEASANTS_PER_AREA)/8;
|
|
for (u = r->units; u && maxgen > 0; u = u->next) {
|
|
if (u->race == new_race[RC_ELF]) {
|
|
for (n = u->number; n && maxgen > 0; n--) {
|
|
if (rand() % 1000 < 15) { /* 1.5% Chance */
|
|
trees++;
|
|
}
|
|
maxgen--;
|
|
}
|
|
}
|
|
}
|
|
#if GROWING_TREES
|
|
rsettrees(r, 2, trees);
|
|
#else
|
|
rsettrees(r, trees);
|
|
#endif /* GROWING_TREES */
|
|
} /* !RACE_ADJUSTMENTS */
|
|
#endif
|
|
|
|
for (u=r->units; u; u=u->next) {
|
|
if (!(u->race->ec_flags & NOGIVE)) {
|
|
struct building * b = inside_building(u);
|
|
const struct building_type * btype = b?b->type:NULL;
|
|
if (btype == bt_find("blessedstonecircle")) {
|
|
int n, c = 0;
|
|
for (n=0; n<u->number; n++) if (rand()%100 < 2) {
|
|
change_item(u, I_UNICORN, 1);
|
|
c++;
|
|
}
|
|
if (c) {
|
|
ADDMSG(&u->faction->msgs, new_message(u->faction,
|
|
"scunicorn%u:unit%i:amount%X:type",u,c,
|
|
olditemtype[I_UNICORN]->rtype));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Orkifizierte Regionen mutieren und mutieren zurück */
|
|
|
|
for (r = regions; r; r = r->next) {
|
|
if (fval(r, RF_ORCIFIED)) {
|
|
direction_t dir;
|
|
double probability = 0.0;
|
|
for (dir = 0; dir < MAXDIRECTIONS; dir++) {
|
|
region *rc = rconnect(r, dir);
|
|
if (rc && rpeasants(rc) > 0 && !fval(rc, RF_ORCIFIED)) probability += 0.02;
|
|
}
|
|
if (chance(probability)) {
|
|
ADDMSG(&r->msgs, msg_message("deorcified", "region", r));
|
|
freset(r, RF_ORCIFIED);
|
|
}
|
|
} else {
|
|
attrib *a = a_find(r->attribs, &at_orcification);
|
|
if (a!=NULL) {
|
|
double probability = 0.0;
|
|
if (rpeasants(r) <= 0) continue;
|
|
probability = a->data.i/(double)rpeasants(r);
|
|
if (chance(probability)) {
|
|
fset(r, RF_ORCIFIED);
|
|
a_remove(&r->attribs, a);
|
|
ADDMSG(&r->msgs, msg_message("orcified", "region", r));
|
|
} else {
|
|
a->data.i -= max(10,a->data.i/10);
|
|
if (a->data.i <= 0) a_remove(&r->attribs, a);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Vulkane qualmen, brechen aus ... */
|
|
for (r = regions; r; r = r->next) {
|
|
if (rterrain(r)==T_VOLCANO_SMOKING && a_find(r->attribs, &at_reduceproduction)) {
|
|
ADDMSG(&r->msgs, msg_message("volcanostopsmoke", "region", r));
|
|
rsetterrain(r, T_VOLCANO);
|
|
} else switch(rterrain(r)) {
|
|
case T_VOLCANO:
|
|
if (rand()%100 < 4) {
|
|
ADDMSG(&r->msgs, msg_message("volcanostartsmoke", "region", r));
|
|
rsetterrain(r, T_VOLCANO_SMOKING);
|
|
}
|
|
break;
|
|
case T_VOLCANO_SMOKING:
|
|
if (rand()%100 < 12) {
|
|
ADDMSG(&r->msgs, msg_message("volcanostopsmoke", "region", r));
|
|
rsetterrain(r, T_VOLCANO);
|
|
} else if (rand()%100 < 8) {
|
|
volcano_outbreak(r);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* Monumente zerfallen, Schiffe verfaulen */
|
|
|
|
for (r = regions; r; r = r->next) {
|
|
for (b = rbuildings(r); b; b = b2) {
|
|
b2 = b->next;
|
|
if (fval(b->type, BTF_DECAY) && !buildingowner(r, b)) {
|
|
b->size -= max(1, (b->size * 20) / 100);
|
|
if (b->size == 0) {
|
|
destroy_building(b);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Drachen und Seeschlangen können entstehen */
|
|
|
|
printf("\n");
|
|
|
|
for (r = regions; r; r = r->next) {
|
|
unit * u;
|
|
message * msg;
|
|
if (rterrain(r) == T_OCEAN && rand()%10000 < 1) {
|
|
u = createunit(r, findfaction(MONSTER_FACTION), 1, new_race[RC_SEASERPENT]);
|
|
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
|
|
|| rterrain(r) == T_SWAMP || rterrain(r) == T_DESERT)
|
|
&& rand() % 10000 < (5 + 100 * chaosfactor(r))) {
|
|
|
|
switch (rand() % 10) {
|
|
case 0:
|
|
case 1:
|
|
case 2:
|
|
case 3:
|
|
case 4:
|
|
case 5:
|
|
case 6:
|
|
case 7:
|
|
u = createunit(r, findfaction(MONSTER_FACTION), nrand(60, 20) + 1, new_race[RC_FIREDRAGON]);
|
|
break;
|
|
default:
|
|
u = createunit(r, findfaction(MONSTER_FACTION), nrand(30, 20) + 1, new_race[RC_DRAGON]);
|
|
break;
|
|
}
|
|
|
|
set_money(u, u->number * (rand() % 500 + 100));
|
|
set_level(u, SK_MAGIC, 4);
|
|
set_level(u, SK_OBSERVATION, 1+rand()%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);
|
|
set_order(&u->lastorder, parse_order(keywords[K_WAIT], u->faction->locale));
|
|
free_order(u->lastorder); /* parse_order & set_order have each increased the refcount */
|
|
|
|
/* 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 */
|
|
|
|
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 && rand() % 10000 < (100 + 100 * chaosfactor(r))) {
|
|
/* 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 / (rand() % 2 + 1);
|
|
const race * rc = NULL;
|
|
int i;
|
|
|
|
if (!undead || r->age < 20) continue;
|
|
|
|
switch(rand()%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);
|
|
if ((rc == new_race[RC_SKELETON] || rc == new_race[RC_ZOMBIE]) && rand()%10 < 4) {
|
|
set_item(u, I_RUSTY_SWORD, undead);
|
|
if (rand()%10 < 3) {
|
|
set_item(u, I_RUSTY_SHIELD, undead);
|
|
}
|
|
if (rand()%10 < 2) {
|
|
set_item(u, I_RUSTY_CHAIN_MAIL, 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);
|
|
set_order(&u->lastorder, parse_order(keywords[K_WAIT], u->faction->locale));
|
|
free_order(u->lastorder); /* parse_order & set_order have each increased the refcount */
|
|
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));
|
|
}
|
|
}
|
|
}
|
|
|
|
for (r = regions; r; r=r->next) {
|
|
for (u=r->units; u; u=u->next) {
|
|
if (u->faction->no != MONSTER_FACTION
|
|
&& (u->race->flags & RCF_DESERT)) {
|
|
if (fval(u, UFL_ISNEW)) continue;
|
|
if (rand()%100 < 5) {
|
|
ADDMSG(&u->faction->msgs, msg_message("desertion",
|
|
"unit region", u, r));
|
|
u_setfaction(u, findfaction(MONSTER_FACTION));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for (f = factions; f; f=f->next) {
|
|
int level = fspecial(f, FS_LYCANTROPE);
|
|
if(level > 0) {
|
|
for(u = f->units; u; u=u->nextF) {
|
|
if(rand()%100 < 2*level) {
|
|
ADDMSG(&u->faction->msgs, msg_message("becomewere",
|
|
"unit region", u, u->region));
|
|
fset(u, UFL_WERE);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Frühling, die Bäume schlagen aus. */
|
|
|
|
for (r = regions; r; r = r->next) {
|
|
if (fval(r, RF_CHAOTIC) ||(r->x >= -13 && r->x <= -6 && r->y >= 50 && r->y <= 57)) {
|
|
if (woodcount(r) >= 40 && rand()%100 < 33) {
|
|
#if GROWING_TREES
|
|
int trees = rtrees(r,2);
|
|
#else
|
|
int trees = rtrees(r);
|
|
#endif
|
|
int treemen = rand()%(max(50,trees)/3);
|
|
struct message * msg;
|
|
|
|
treemen = max(25, treemen);
|
|
woodcounts(r, -40);
|
|
trees = max(0, trees-treemen);
|
|
#if GROWING_TREES
|
|
rsettrees(r, 2, trees);
|
|
#else
|
|
rsettrees(r, trees);
|
|
#endif
|
|
u = createunit(r, findfaction(MONSTER_FACTION),treemen, new_race[RC_TREEMAN]);
|
|
set_order(&u->lastorder, parse_order(keywords[K_WAIT], u->faction->locale));
|
|
free_order(u->lastorder); /* parse_order & set_order have each increased the refcount */
|
|
/* guard(u, GUARD_ALL); kein auto-guard! erst in monster.c! */
|
|
|
|
set_level(u, SK_OBSERVATION, 2);
|
|
if (u->number == 1)
|
|
set_string(&u->name, "Ein wütender Ent");
|
|
else
|
|
set_string(&u->name, "Wütende Ents");
|
|
|
|
log_printf("%d Ents in %s.\n", u->number, regionname(r, NULL));
|
|
|
|
msg = msg_message("entrise", "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);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Chaos */
|
|
|
|
for (r = regions; r; r = r->next) {
|
|
int i;
|
|
if (fval(r, RF_CHAOTIC)) {
|
|
chaos(r);
|
|
}
|
|
i = chaoscount(r);
|
|
if (!i) continue;
|
|
chaoscounts(r, -(int) (i * ((double) (rand() % 10)) / 100.0));
|
|
}
|
|
|
|
#ifdef HERBS_ROT
|
|
/* Kräuter verrotten */
|
|
for (r = regions; r; r = r->next) {
|
|
for (u = r->units; u; u=u->next) {
|
|
item **itmp = &u->items, *hbag = *i_find(&u->items, olditemtype[I_SACK_OF_CONSERVATION]);
|
|
int rot_chance = HERBROTCHANCE;
|
|
|
|
if (hbag) rot_chance = (HERBROTCHANCE*2)/5;
|
|
|
|
while (*itmp) {
|
|
item * itm = *itmp;
|
|
const herb_type * htype = resource2herb(itm->type->rtype);
|
|
int n = itm->number;
|
|
double k = n*rot_chance/100.0;
|
|
if (htype!=NULL) {
|
|
n = (int)(min(n, normalvariate(k, k/4)));
|
|
i_change(itmp, itm->type, -n);
|
|
}
|
|
if (itm==*itmp) itmp=&itm->next;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
|
|
dissolve_units();
|
|
check_split();
|
|
check_luck();
|
|
}
|