forked from github/server
define SIMPLE_ESCAPE to disable units running to neighbouring regions in combat (step I of new rules)
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@ -121,6 +121,7 @@ army_index(side * s)
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return s->battle->nsides - s->index - 1;
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}
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#ifndef SIMPLE_ESCAPE
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region *
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fleeregion(const unit * u)
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{
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@ -150,6 +151,7 @@ fleeregion(const unit * u)
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return NULL;
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return neighbours[rng_int() % c];
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}
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#endif /* SIMPLE_ESCAPE */
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static char *
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sidename(side * s, boolean truename)
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@ -482,13 +484,17 @@ static void
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reportcasualties(battle * b, fighter * fig, int dead)
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{
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struct message * m;
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region * r = NULL;
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if (fig->alive == fig->unit->number) return;
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#ifndef SIMPLE_ESCAPE
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if (fig->run.region == NULL) {
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fig->run.region = fleeregion(fig->unit);
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if (fig->run.region == NULL) fig->run.region = b->region;
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}
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r = fig->run.region;
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#endif /* SIMPLE_ESCAPE */
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m = msg_message("casualties", "unit runto run alive fallen",
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fig->unit, fig->run.region, fig->run.number, fig->alive, dead);
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fig->unit, r, fig->run.number, fig->alive, dead);
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message_all(b, m);
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msg_release(m);
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}
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@ -2290,6 +2296,7 @@ loot_items(fighter * corpse)
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}
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}
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#ifndef SIMPLE_ESCAPE
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static void
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loot_fleeing(fighter* fig, unit* runner)
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{
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@ -2305,6 +2312,7 @@ merge_fleeloot(fighter* fig, unit* u)
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{
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i_merge(&u->items, &fig->run.items);
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}
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#endif /* SIMPLE_ESCAPE */
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static boolean
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seematrix(const faction * f, const side * s)
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@ -2480,22 +2488,30 @@ aftermath(battle * b)
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/* Zuerst dürfen die Feinde plündern, die mitgenommenen Items
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* stehen in fig->run.items. Dann werden die Fliehenden auf
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* die leere (tote) alte Einheit gemapt */
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#ifdef SIMPLE_ESCAPE
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if (!fval(df, FIG_NOLOOT)){
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loot_items(df);
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}
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#else
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if (fval(df, FIG_NOLOOT)){
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merge_fleeloot(df, du);
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} else {
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loot_items(df);
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loot_fleeing(df, du);
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}
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#endif /* SIMPLE_ESCAPE */
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scale_number(du, df->run.number);
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du->hp = df->run.hp;
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set_order(&du->thisorder, NULL);
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setguard(du, GUARD_NONE);
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fset(du, UFL_LONGACTION);
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leave(du->region, du);
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#ifndef SIMPLE_ESCAPE
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if (df->run.region) {
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run_to(du, df->run.region);
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df->run.region = du->region;
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}
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#endif /* SIMPLE_ESCAPE */
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} else {
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/* nur teilweise geflohene Einheiten mergen sich wieder */
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df->alive += df->run.number;
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@ -2503,7 +2519,9 @@ aftermath(battle * b)
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s->size[statusrow(df->status)] += df->run.number;
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s->alive += df->run.number;
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sum_hp += df->run.hp;
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#ifndef SIMPLE_ESCAPE
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merge_fleeloot(df, du);
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#endif /* SIMPLE_ESCAPE */
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df->run.number = 0;
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df->run.hp = 0;
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/* df->run.region = NULL;*/
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@ -2518,7 +2536,9 @@ aftermath(battle * b)
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/* alle sind tot, niemand geflohen. Einheit auflösen */
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df->run.number = 0;
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df->run.hp = 0;
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#ifndef SIMPLE_ESCAPE
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df->run.region = NULL;
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#endif /* SIMPLE_ESCAPE */
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/* Report the casualties */
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reportcasualties(b, df, dead);
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@ -3539,9 +3559,12 @@ static void
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flee(const troop dt)
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{
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fighter * fig = dt.fighter;
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#ifndef SIMPLE_ESCAPE
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unit * u = fig->unit;
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int carry = personcapacity(u) - u->race->weight;
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int money;
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item ** ip = &u->items;
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while (*ip) {
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@ -3581,6 +3604,7 @@ flee(const troop dt)
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i_change(&u->items, i_silver, -money);
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i_change(&fig->run.items, i_silver, +money);
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}
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#endif /* SIMPLE_ESCAPE */
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fig->run.hp += fig->person[dt.index].hp;
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++fig->run.number;
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@ -3904,8 +3928,10 @@ battle_flee(battle * b)
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if (u->ship) continue;
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dt.fighter = fig;
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#ifndef SIMPLE_ESCAPE
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if (!fig->run.region) fig->run.region = fleeregion(u);
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if (!fig->run.region) continue;
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#endif /* SIMPLE_ESCAPE */
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dt.index = fig->alive - fig->removed;
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while (s->size[SUM_ROW] && dt.index != 0) {
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double ispaniced = 0.0;
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@ -3938,6 +3964,7 @@ battle_flee(battle * b)
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if (chance(min(fleechance(u)+ispaniced, 0.90))) {
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++runners;
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flee(dt);
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#ifdef SMALL_BATTLE_MESSAGES
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if (b->small) {
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sprintf(smallbuf, "%s/%d gelingt es, vom Schlachtfeld zu entkommen.",
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@ -174,12 +174,14 @@ extern "C" {
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struct {
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int number; /* number of people who fled */
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int hp; /* accumulated hp of fleeing people */
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#ifndef SIMPLE_ESCAPE
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struct region *region; /* destination of fleeing people */
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struct item * items; /* items they take */
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#endif /* SIMPLE_ESCAPE */
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} run;
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#ifndef SIMPLE_COMBAT
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int action_counter; /* number of active actions the struct unit did in the fight */
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#endif
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#endif /* SIMPLE_COMBAT */
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#ifdef SHOW_KILLS
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int kills;
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int hits;
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@ -225,7 +227,9 @@ extern "C" {
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extern int get_unitrow(const struct fighter * af, const struct side * vs);
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extern boolean helping(const struct side * as, const struct side * ds);
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extern void rmfighter(fighter *df, int i);
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#ifndef SIMPLE_ESCAPE
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extern struct region * fleeregion(const struct unit * u);
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#endif
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extern struct fighter * select_corpse(struct battle * b, struct fighter * af);
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extern fighter * make_fighter(struct battle * b, struct unit * u, side * s, boolean attack);
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extern int statusrow(int status);
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@ -1316,6 +1316,7 @@ sp_denyattack(fighter * fi, int level, double power, spell * sp)
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/* irgendwie den langen befehl sperren */
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/* fset(fi, FIG_ATTACKED); */
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#ifndef SIMPLE_ESCAPE
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/* Hat der Magier ein NACH, wird die angegebene Richtung bevorzugt */
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switch (get_keyword(mage->thisorder)) {
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case K_MOVE:
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@ -1332,7 +1333,9 @@ sp_denyattack(fighter * fi, int level, double power, spell * sp)
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/* bewegung erst am Ende des Kampfes, zusammen mit den normalen
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* Flüchtlingen */
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if (fi->run.region) {
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if (!fi->run.region) return level;
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#endif /* SIMPLE_ESCAPE */
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/* wir tun so, als wäre die Person geflohen */
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fset(fi, FIG_NOLOOT);
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fi->run.hp = mage->hp;
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scat("Das Kampfgetümmel erstirbt und er kann unbehelligt "
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"seines Weges ziehen.");
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battlerecord(b, buf);
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}
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return level;
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}
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