forked from github/server
count_enemies ist verflucht lahm. Ich werde mal sehen, ob ich das shcneller machen kann.
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@ -175,8 +175,7 @@ attack_firesword(const troop * at, int *casualties, int row)
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int force = 1+rand()%10;
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if (row==FIGHT_ROW) {
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enemies = count_enemies(fi->side->battle, fi->side, FS_ENEMY,
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minrow, maxrow);
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enemies = count_enemies(fi->side->battle, fi->side, minrow, maxrow);
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}
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if (!enemies) {
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if (casualties) *casualties = 0;
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@ -243,7 +242,7 @@ attack_catapult(const troop * at, int * casualties, int row)
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minrow = FIGHT_ROW;
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maxrow = FIGHT_ROW;
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n = min(CATAPULT_ATTACKS, count_enemies(b, af->side, FS_ENEMY, minrow, maxrow));
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n = min(CATAPULT_ATTACKS, count_enemies(b, af->side, minrow, maxrow));
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#if CATAPULT_AMMUNITION
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new_use_pooled(au, &rt_catapultammo, GET_SLACK|GET_RESERVE|GET_POOLED_SLACK, 1);
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@ -502,74 +502,74 @@ hpflee(int status)
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}
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int
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get_unitrow(fighter * af)
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get_unitrow(const fighter * af)
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{
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static boolean * counted = NULL;
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static size_t csize = 0;
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static boolean * counted = NULL;
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static size_t csize = 0;
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battle * b = af->side->battle;
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void **si;
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int enemyfront = 0;
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int line, result;
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int retreat = 0;
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int size[NUMROWS];
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int row = statusrow(af->status);
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int front = 0;
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size_t bsize;
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battle * b = af->side->battle;
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void **si;
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int enemyfront = 0;
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int line, result;
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int retreat = 0;
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int size[NUMROWS];
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int row = statusrow(af->status);
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int front = 0;
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size_t bsize;
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#ifdef FAST_GETUNITROW
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if (!b->nonblockers && b->alive==af->row.alive) {
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return af->row.cached;
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}
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if (!b->nonblockers && b->alive==af->row.alive) {
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return af->row.cached;
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}
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#endif
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bsize = cv_size(&b->sides);
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bsize = cv_size(&b->sides);
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if (csize<bsize) {
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if (counted) free(counted);
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csize=bsize;
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counted = calloc(sizeof(boolean), bsize);
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}
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else memset(counted, 0, bsize*sizeof(boolean));
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memset(size, 0, sizeof(size));
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for (line=FIRST_ROW;line!=NUMROWS;++line) {
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/* how many enemies are there in the first row? */
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for (si = b->sides.begin; si != b->sides.end; ++si) {
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side *s = *si;
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if (s->size[line] && enemy(s, af->side))
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{
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void ** sf;
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enemyfront += s->size[line]; /* - s->nonblockers[line] (nicht, weil angreifer) */
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for (sf = b->sides.begin; sf != b->sides.end; ++sf) {
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side * ally = *sf;
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if (!counted[ally->index] && enemy(s, ally) && !enemy(ally, af->side))
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{
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int i;
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counted[ally->index] = true;
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for (i=0;i!=NUMROWS;++i) size[i] += ally->size[i] - ally->nonblockers[i];
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}
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}
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}
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}
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if (enemyfront) break;
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}
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if (enemyfront) {
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for (line=FIRST_ROW;line!=NUMROWS;++line) {
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front += size[line];
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if (!front || front<enemyfront/10) ++retreat;
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else if (front) break;
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}
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}
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if (csize<bsize) {
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if (counted) free(counted);
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csize=bsize;
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counted = calloc(sizeof(boolean), bsize);
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}
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else memset(counted, 0, bsize*sizeof(boolean));
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memset(size, 0, sizeof(size));
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for (line=FIRST_ROW;line!=NUMROWS;++line) {
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/* how many enemies are there in the first row? */
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for (si = b->sides.begin; si != b->sides.end; ++si) {
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side *s = *si;
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if (s->size[line] && enemy(s, af->side))
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{
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void ** sf;
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enemyfront += s->size[line]; /* - s->nonblockers[line] (nicht, weil angreifer) */
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for (sf = b->sides.begin; sf != b->sides.end; ++sf) {
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side * ally = *sf;
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if (!counted[ally->index] && enemy(s, ally) && !enemy(ally, af->side))
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{
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int i;
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counted[ally->index] = true;
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for (i=0;i!=NUMROWS;++i) size[i] += ally->size[i] - ally->nonblockers[i];
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}
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}
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}
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}
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if (enemyfront) break;
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}
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if (enemyfront) {
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for (line=FIRST_ROW;line!=NUMROWS;++line) {
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front += size[line];
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if (!front || front<enemyfront/10) ++retreat;
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else if (front) break;
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}
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}
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/* every entry in the size[] array means someone trying to defend us.
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* 'retreat' is the number of rows falling.
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*/
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result = max(FIRST_ROW, row - retreat);
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/* every entry in the size[] array means someone trying to defend us.
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* 'retreat' is the number of rows falling.
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*/
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result = max(FIRST_ROW, row - retreat);
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#ifdef FAST_GETUNITROW
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af->row.alive = b->alive;
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af->row.cached = result;
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af->row.alive = b->alive;
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af->row.cached = result;
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#endif
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return result;
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return result;
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}
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static int
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@ -1297,80 +1297,84 @@ terminate(troop dt, troop at, int type, const char *damage, boolean missile)
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return true;
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}
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/* ------------------------------------------------------------- */
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int
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count_enemies(battle * b, side * as, int mask, int minrow, int maxrow)
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/* new implementation of count_enemies ignores mask, since it was never used */
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static int
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count_side(const side * s, int minrow, int maxrow)
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{
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int i = 0;
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void **si;
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void **fi;
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int people = 0;
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if (maxrow<FIRST_ROW) return 0;
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for (fi = s->fighters.begin; fi != s->fighters.end; ++fi) {
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const fighter *fig = *fi;
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int row;
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for (si = b->sides.begin; si != b->sides.end; ++si) {
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side *side = *si;
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if (as==NULL || enemy(side, as))
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{
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void **fi;
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if (fig->alive - fig->removed <= 0) continue;
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row = get_unitrow(fig);
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for (fi = side->fighters.begin; fi != side->fighters.end; ++fi) {
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fighter *fig = *fi;
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int row;
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if (fig->alive - fig->removed <= 0)
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continue;
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else
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row = get_unitrow(fig);
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if (row >= minrow && row <= maxrow)
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i += fig->alive - fig->removed;
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}
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}
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}
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return i;
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if (row >= minrow && row <= maxrow) {
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people += fig->alive - fig->removed;
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}
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}
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return people;
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}
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/* new implementation of count_enemies ignores mask, since it was never used */
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int
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count_enemies(battle * b, side * as, int minrow, int maxrow)
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{
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int i = 0;
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void **si;
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if (maxrow<FIRST_ROW) return 0;
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for (si = b->sides.begin; si != b->sides.end; ++si) {
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side *side = *si;
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if (as==NULL || enemy(side, as)) {
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i += count_side(side, minrow, maxrow);
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}
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}
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return i;
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}
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/* ------------------------------------------------------------- */
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troop
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select_enemy(battle * b, fighter * af, int minrow, int maxrow)
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{
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side *as = af?af->side:NULL;
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troop dt = no_troop;
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void ** si;
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int enemies;
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side *as = af?af->side:NULL;
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troop dt = no_troop;
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void ** si;
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int enemies;
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if (af && af->unit->race->flags & RCF_FLY) {
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/* flying races ignore min- and maxrow and can attack anyone fighting
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* them */
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minrow = FIGHT_ROW;
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maxrow = BEHIND_ROW;
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}
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minrow = max(minrow, FIGHT_ROW);
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if (af && af->unit->race->flags & RCF_FLY) {
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/* flying races ignore min- and maxrow and can attack anyone fighting
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* them */
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minrow = FIGHT_ROW;
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maxrow = BEHIND_ROW;
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}
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minrow = max(minrow, FIGHT_ROW);
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enemies = count_enemies(b, as, FS_ENEMY, minrow, maxrow);
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enemies = count_enemies(b, as, minrow, maxrow);
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if (!enemies)
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return dt; /* Niemand ist in der angegebenen Entfernung */
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enemies = rand() % enemies;
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for (si=b->sides.begin;!dt.fighter && si!=b->sides.end;++si) {
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side *ds = *si;
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void ** fi;
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if (as!=NULL && !enemy(as, ds)) continue;
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for (fi=ds->fighters.begin;fi!=ds->fighters.end;++fi) {
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fighter * df = *fi;
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int dr = get_unitrow(df);
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if (dr < minrow || dr > maxrow) continue;
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if (df->alive - df->removed > enemies) {
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dt.index = enemies;
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dt.fighter = df;
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enemies = 0;
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break;
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}
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else enemies -= (df->alive - df->removed);
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}
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}
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assert(!enemies);
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return dt;
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if (!enemies)
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return dt; /* Niemand ist in der angegebenen Entfernung */
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enemies = rand() % enemies;
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for (si=b->sides.begin;!dt.fighter && si!=b->sides.end;++si) {
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side *ds = *si;
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void ** fi;
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if (as!=NULL && !enemy(as, ds)) continue;
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for (fi=ds->fighters.begin;fi!=ds->fighters.end;++fi) {
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fighter * df = *fi;
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int dr = get_unitrow(df);
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if (dr < minrow || dr > maxrow) continue;
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if (df->alive - df->removed > enemies) {
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dt.index = enemies;
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dt.fighter = df;
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enemies = 0;
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break;
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}
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else enemies -= (df->alive - df->removed);
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}
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}
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assert(!enemies);
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return dt;
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}
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/*
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@ -2115,7 +2119,7 @@ do_attack(fighter * af)
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while (ta.index--) {
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/* Wir suchen eine beliebige Feind-Einheit aus. An der können
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* wir feststellen, ob noch jemand da ist. */
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int enemies = count_enemies(b, af->side, FS_ENEMY, FIGHT_ROW, LAST_ROW);
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int enemies = count_enemies(b, af->side, FIGHT_ROW, LAST_ROW);
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if (!enemies) break;
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for (apr=attacks_per_round(ta); apr > 0; apr--) {
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@ -1,15 +1,15 @@
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/* vi: set ts=2:
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*
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* Eressea PB(E)M host Copyright (C) 1998-2003
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* Christian Schlittchen (corwin@amber.kn-bremen.de)
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* Katja Zedel (katze@felidae.kn-bremen.de)
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* Henning Peters (faroul@beyond.kn-bremen.de)
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* Enno Rehling (enno@eressea-pbem.de)
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* Ingo Wilken (Ingo.Wilken@informatik.uni-oldenburg.de)
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*
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* This program may not be used, modified or distributed without
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* prior permission by the authors of Eressea.
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*/
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*
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* Eressea PB(E)M host Copyright (C) 1998-2003
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* Christian Schlittchen (corwin@amber.kn-bremen.de)
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* Katja Zedel (katze@felidae.kn-bremen.de)
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* Henning Peters (faroul@beyond.kn-bremen.de)
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* Enno Rehling (enno@eressea-pbem.de)
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* Ingo Wilken (Ingo.Wilken@informatik.uni-oldenburg.de)
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*
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* This program may not be used, modified or distributed without
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* prior permission by the authors of Eressea.
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*/
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#ifndef H_KRNL_BATTLE
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#define H_KRNL_BATTLE
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@ -17,16 +17,16 @@
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extern "C" {
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#endif
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/** new code defines **/
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/** new code defines **/
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#undef FAST_GETUNITROW
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/** more defines **/
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/** more defines **/
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#define FS_ENEMY 1
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#define FS_HELP 2
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/***** Verteidigungslinien.
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* Eressea hat 4 Verteidigungslinien. 1 ist vorn, 5. enthält Summen
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*/
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/***** Verteidigungslinien.
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* Eressea hat 4 Verteidigungslinien. 1 ist vorn, 5. enthält Summen
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*/
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#define NUMROWS 5
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#define SUM_ROW 0
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#define FIGHT_ROW 1
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@ -36,73 +36,73 @@ extern "C" {
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#define LAST_ROW (NUMROWS-1)
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#define FIRST_ROW FIGHT_ROW
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typedef struct bfaction {
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struct bfaction * next;
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struct side * sides;
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struct faction *faction;
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int lastturn; /* last time this struct faction was involved in combat */
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boolean attacker;
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} bfaction;
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typedef struct bfaction {
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struct bfaction * next;
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struct side * sides;
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struct faction *faction;
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int lastturn; /* last time this struct faction was involved in combat */
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boolean attacker;
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} bfaction;
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typedef struct battle {
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cvector leaders;
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struct region *region;
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struct plane *plane;
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bfaction * factions;
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int nfactions;
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cvector fighters;
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cvector sides;
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cvector meffects;
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int max_tactics;
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int turn;
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boolean has_tactics_turn;
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int keeploot;
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boolean reelarrow;
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int dh;
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int alive;
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boolean small;
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typedef struct battle {
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cvector leaders;
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struct region *region;
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struct plane *plane;
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bfaction * factions;
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int nfactions;
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cvector fighters;
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cvector sides;
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cvector meffects;
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int max_tactics;
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int turn;
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boolean has_tactics_turn;
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int keeploot;
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boolean reelarrow;
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int dh;
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int alive;
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boolean small;
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#ifdef FAST_GETUNITROW
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boolean nonblockers;
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boolean nonblockers;
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#endif
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} battle;
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} battle;
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typedef struct tactics {
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cvector fighters;
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int value;
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} tactics;
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typedef struct tactics {
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cvector fighters;
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int value;
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} tactics;
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typedef struct side {
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struct tactics leader; /* der beste Taktiker des Heeres */
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struct side * nextF; /* nächstes Heer der gleichen Partei */
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struct battle * battle;
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struct bfaction * bf; /* Die Partei, die hier kämpft */
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const struct group * group;
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typedef struct side {
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struct tactics leader; /* der beste Taktiker des Heeres */
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struct side * nextF; /* nächstes Heer der gleichen Partei */
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struct battle * battle;
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struct bfaction * bf; /* Die Partei, die hier kämpft */
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const struct group * group;
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# define E_ENEMY 1
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# define E_ATTACKING 2
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int enemy[128];
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cvector fighters; /* vector der Einheiten dieser Fraktion */
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int index; /* Eintrag der Fraktion in b->matrix/b->enemies */
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int size[NUMROWS]; /* Anzahl Personen in Reihe X. 0 = Summe */
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int nonblockers[NUMROWS]; /* Anzahl nichtblockierender Kämpfer, z.B. Schattenritter. */
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int alive; /* Die Partei hat den Kampf verlassen */
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int removed; /* stoned */
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int flee;
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int dead;
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int casualties;
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int healed;
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boolean dh;
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boolean stealth; /* Die Einheiten sind getarnt */
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const struct faction *stealthfaction;
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} side;
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int enemy[128];
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cvector fighters; /* vector der Einheiten dieser Fraktion */
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int index; /* Eintrag der Fraktion in b->matrix/b->enemies */
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int size[NUMROWS]; /* Anzahl Personen in Reihe X. 0 = Summe */
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int nonblockers[NUMROWS]; /* Anzahl nichtblockierender Kämpfer, z.B. Schattenritter. */
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int alive; /* Die Partei hat den Kampf verlassen */
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int removed; /* stoned */
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||||
int flee;
|
||||
int dead;
|
||||
int casualties;
|
||||
int healed;
|
||||
boolean dh;
|
||||
boolean stealth; /* Die Einheiten sind getarnt */
|
||||
const struct faction *stealthfaction;
|
||||
} side;
|
||||
|
||||
typedef struct weapon {
|
||||
int count, used;
|
||||
const struct weapon_type * type;
|
||||
int attackskill : 8;
|
||||
int defenseskill : 8;
|
||||
} weapon;
|
||||
typedef struct weapon {
|
||||
int count, used;
|
||||
const struct weapon_type * type;
|
||||
int attackskill : 8;
|
||||
int defenseskill : 8;
|
||||
} weapon;
|
||||
|
||||
/*** fighter::person::flags ***/
|
||||
/*** fighter::person::flags ***/
|
||||
#define FL_TIRED 1
|
||||
#define FL_DAZZLED 2 /* durch Untote oder Dämonen eingeschüchtert */
|
||||
#define FL_PANICED 4
|
||||
|
@ -110,127 +110,127 @@ typedef struct weapon {
|
|||
#define FL_SLEEPING 16
|
||||
#define FL_STUNNED 32 /* eine Runde keinen Angriff */
|
||||
|
||||
/*** fighter::flags ***/
|
||||
/*** fighter::flags ***/
|
||||
#define FIG_ATTACKED 1
|
||||
#define FIG_NOLOOT 2
|
||||
|
||||
typedef unsigned char armor_t;
|
||||
enum {
|
||||
typedef unsigned char armor_t;
|
||||
enum {
|
||||
#ifdef COMPATIBILITY
|
||||
AR_MAGICAL,
|
||||
AR_MAGICAL,
|
||||
#endif
|
||||
AR_PLATE,
|
||||
AR_CHAIN,
|
||||
AR_RUSTY_CHAIN,
|
||||
AR_SHIELD,
|
||||
AR_RUSTY_SHIELD,
|
||||
AR_EOGSHIELD,
|
||||
AR_EOGCHAIN,
|
||||
AR_MAX,
|
||||
AR_NONE
|
||||
};
|
||||
AR_PLATE,
|
||||
AR_CHAIN,
|
||||
AR_RUSTY_CHAIN,
|
||||
AR_SHIELD,
|
||||
AR_RUSTY_SHIELD,
|
||||
AR_EOGSHIELD,
|
||||
AR_EOGCHAIN,
|
||||
AR_MAX,
|
||||
AR_NONE
|
||||
};
|
||||
|
||||
typedef struct fighter {
|
||||
struct side *side;
|
||||
struct unit *unit; /* Die Einheit, die hier kämpft */
|
||||
struct building *building; /* Gebäude, in dem die Einheit evtl. steht */
|
||||
status_t status; /* Kampfstatus */
|
||||
struct weapon * weapons;
|
||||
int armor[AR_MAX]; /* Anzahl Rüstungen jeden Typs */
|
||||
int alive; /* Anzahl der noch nicht Toten in der Einheit */
|
||||
int fighting; /* Anzahl der Kämpfer in der aktuellen Runde */
|
||||
int removed; /* Anzahl Kaempfer, die nicht tot sind, aber
|
||||
aus dem Kampf raus sind (zB weil sie
|
||||
versteinert wurden). Diese werden auch
|
||||
in alive noch mitgezählt! */
|
||||
int magic; /* Magietalent der Einheit */
|
||||
int horses; /* Anzahl brauchbarer Pferde der Einheit */
|
||||
int elvenhorses; /* Anzahl brauchbarer Elfenpferde der Einheit */
|
||||
struct item * loot;
|
||||
int catmsg; /* Merkt sich, ob Katapultmessage schon generiert. */
|
||||
struct person {
|
||||
int attack : 8; /* (Magie) Attackenbonus der Personen */
|
||||
int defence : 8; /* (Magie) Paradenbonus der Personen */
|
||||
int damage : 8; /* (Magie) Schadensbonus der Personen im Nahkampf */
|
||||
int damage_rear : 8; /* (Magie) Schadensbonus der Personen im Fernkampf */
|
||||
int hp : 16; /* Trefferpunkte der Personen */
|
||||
int flags : 8; /* (Magie) Diverse Flags auf Kämpfern */
|
||||
int speed : 8; /* (Magie) Geschwindigkeitsmultiplkator. */
|
||||
int reload : 4; /* Anzahl Runden, die die Waffe x noch laden muss.
|
||||
* dahinter steckt ein array[RL_MAX] wenn er min. eine hat. */
|
||||
int last_action : 8; /* In welcher Runde haben wir zuletzt etwas getan */
|
||||
struct weapon * missile; /* missile weapon */
|
||||
struct weapon * melee; /* melee weapon */
|
||||
} * person;
|
||||
int flags;
|
||||
struct {
|
||||
int number; /* number of people who have flown */
|
||||
int hp; /* accumulated hp of fleeing people */
|
||||
typedef struct fighter {
|
||||
struct side *side;
|
||||
struct unit *unit; /* Die Einheit, die hier kämpft */
|
||||
struct building *building; /* Gebäude, in dem die Einheit evtl. steht */
|
||||
status_t status; /* Kampfstatus */
|
||||
struct weapon * weapons;
|
||||
int armor[AR_MAX]; /* Anzahl Rüstungen jeden Typs */
|
||||
int alive; /* Anzahl der noch nicht Toten in der Einheit */
|
||||
int fighting; /* Anzahl der Kämpfer in der aktuellen Runde */
|
||||
int removed; /* Anzahl Kaempfer, die nicht tot sind, aber
|
||||
aus dem Kampf raus sind (zB weil sie
|
||||
versteinert wurden). Diese werden auch
|
||||
in alive noch mitgezählt! */
|
||||
int magic; /* Magietalent der Einheit */
|
||||
int horses; /* Anzahl brauchbarer Pferde der Einheit */
|
||||
int elvenhorses; /* Anzahl brauchbarer Elfenpferde der Einheit */
|
||||
struct item * loot;
|
||||
int catmsg; /* Merkt sich, ob Katapultmessage schon generiert. */
|
||||
struct person {
|
||||
int attack : 8; /* (Magie) Attackenbonus der Personen */
|
||||
int defence : 8; /* (Magie) Paradenbonus der Personen */
|
||||
int damage : 8; /* (Magie) Schadensbonus der Personen im Nahkampf */
|
||||
int damage_rear : 8; /* (Magie) Schadensbonus der Personen im Fernkampf */
|
||||
int hp : 16; /* Trefferpunkte der Personen */
|
||||
int flags : 8; /* (Magie) Diverse Flags auf Kämpfern */
|
||||
int speed : 8; /* (Magie) Geschwindigkeitsmultiplkator. */
|
||||
int reload : 4; /* Anzahl Runden, die die Waffe x noch laden muss.
|
||||
* dahinter steckt ein array[RL_MAX] wenn er min. eine hat. */
|
||||
int last_action : 8; /* In welcher Runde haben wir zuletzt etwas getan */
|
||||
struct weapon * missile; /* missile weapon */
|
||||
struct weapon * melee; /* melee weapon */
|
||||
} * person;
|
||||
int flags;
|
||||
struct {
|
||||
int number; /* number of people who have flown */
|
||||
int hp; /* accumulated hp of fleeing people */
|
||||
#ifndef NO_RUNNING
|
||||
struct region *region; /* destination of fleeing people */
|
||||
struct item * items; /* items they take */
|
||||
struct region *region; /* destination of fleeing people */
|
||||
struct item * items; /* items they take */
|
||||
#endif
|
||||
} run;
|
||||
int action_counter; /* number of active actions the struct unit did in the fight */
|
||||
} run;
|
||||
int action_counter; /* number of active actions the struct unit did in the fight */
|
||||
#ifdef SHOW_KILLS
|
||||
int kills;
|
||||
int hits;
|
||||
int kills;
|
||||
int hits;
|
||||
#endif
|
||||
#ifdef FAST_GETUNITROW
|
||||
struct {
|
||||
int alive;
|
||||
int cached;
|
||||
} row;
|
||||
struct {
|
||||
int alive;
|
||||
int cached;
|
||||
} row;
|
||||
#endif
|
||||
} fighter;
|
||||
} fighter;
|
||||
|
||||
typedef struct troop {
|
||||
struct fighter *fighter;
|
||||
int index;
|
||||
} troop;
|
||||
typedef struct troop {
|
||||
struct fighter *fighter;
|
||||
int index;
|
||||
} troop;
|
||||
|
||||
|
||||
/* schilde */
|
||||
/* schilde */
|
||||
|
||||
enum {
|
||||
SHIELD_REDUCE,
|
||||
SHIELD_ARMOR,
|
||||
SHIELD_WIND,
|
||||
SHIELD_BLOCK,
|
||||
SHIELD_MAX
|
||||
};
|
||||
enum {
|
||||
SHIELD_REDUCE,
|
||||
SHIELD_ARMOR,
|
||||
SHIELD_WIND,
|
||||
SHIELD_BLOCK,
|
||||
SHIELD_MAX
|
||||
};
|
||||
|
||||
typedef struct meffect {
|
||||
fighter *magician; /* Der Zauberer, der den Schild gezaubert hat */
|
||||
int typ; /* Wirkungsweise des Schilds */
|
||||
int effect;
|
||||
int duration;
|
||||
} meffect;
|
||||
typedef struct meffect {
|
||||
fighter *magician; /* Der Zauberer, der den Schild gezaubert hat */
|
||||
int typ; /* Wirkungsweise des Schilds */
|
||||
int effect;
|
||||
int duration;
|
||||
} meffect;
|
||||
|
||||
extern const troop no_troop;
|
||||
extern const troop no_troop;
|
||||
|
||||
extern void do_battle(void);
|
||||
extern void do_battle(void);
|
||||
|
||||
/* for combar spells and special attacks */
|
||||
extern int damage_unit(struct unit *u, const char *dam, boolean armor, boolean magic);
|
||||
extern troop select_enemy(struct battle * b, struct fighter * af, int minrow, int maxrow);
|
||||
extern int count_enemies(struct battle * b, struct side * as, int mask, int minrow, int maxrow);
|
||||
extern boolean terminate(troop dt, troop at, int type, const char *damage, boolean missile);
|
||||
extern void battlemsg(battle * b, struct unit * u, const char * s);
|
||||
extern void battlerecord(battle * b, const char *s);
|
||||
extern int hits(troop at, troop dt, weapon * awp);
|
||||
extern void damage_building(struct battle *b, struct building *bldg, int damage_abs);
|
||||
extern struct cvector * fighters(struct battle *b, struct fighter *af, int minrow, int maxrow, int mask);
|
||||
extern int countallies(struct side * as);
|
||||
extern int get_unitrow(struct fighter * af);
|
||||
extern boolean helping(struct side * as, struct side * ds);
|
||||
extern void rmfighter(fighter *df, int i);
|
||||
extern struct region * fleeregion(const struct unit * u);
|
||||
extern struct troop select_corpse(struct battle * b, struct fighter * af);
|
||||
extern fighter * make_fighter(struct battle * b, struct unit * u, side * s, boolean attack);
|
||||
extern int statusrow(int status);
|
||||
extern void drain_exp(struct unit *u, int d);
|
||||
extern void rmtroop(troop dt);
|
||||
/* for combar spells and special attacks */
|
||||
extern int damage_unit(struct unit *u, const char *dam, boolean armor, boolean magic);
|
||||
extern troop select_enemy(struct battle * b, struct fighter * af, int minrow, int maxrow);
|
||||
extern int count_enemies(struct battle * b, struct side * as, int minrow, int maxrow);
|
||||
extern boolean terminate(troop dt, troop at, int type, const char *damage, boolean missile);
|
||||
extern void battlemsg(battle * b, struct unit * u, const char * s);
|
||||
extern void battlerecord(battle * b, const char *s);
|
||||
extern int hits(troop at, troop dt, weapon * awp);
|
||||
extern void damage_building(struct battle *b, struct building *bldg, int damage_abs);
|
||||
extern struct cvector * fighters(struct battle *b, struct fighter *af, int minrow, int maxrow, int mask);
|
||||
extern int countallies(struct side * as);
|
||||
extern int get_unitrow(const struct fighter * af);
|
||||
extern boolean helping(struct side * as, struct side * ds);
|
||||
extern void rmfighter(fighter *df, int i);
|
||||
extern struct region * fleeregion(const struct unit * u);
|
||||
extern struct troop select_corpse(struct battle * b, struct fighter * af);
|
||||
extern fighter * make_fighter(struct battle * b, struct unit * u, side * s, boolean attack);
|
||||
extern int statusrow(int status);
|
||||
extern void drain_exp(struct unit *u, int d);
|
||||
extern void rmtroop(troop dt);
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
|
|
|
@ -139,8 +139,7 @@ sp_kampfzauber(fighter * fi, int level, double power, spell * sp)
|
|||
force = lovar(get_force(power,10));
|
||||
}
|
||||
|
||||
enemies = count_enemies(b, fi->side, FS_ENEMY,
|
||||
minrow, maxrow);
|
||||
enemies = count_enemies(b, fi->side, minrow, maxrow);
|
||||
if (!enemies) {
|
||||
scat(", aber niemand war in Reichweite.");
|
||||
battlerecord(b, buf);
|
||||
|
@ -181,8 +180,7 @@ sp_versteinern(fighter * fi, int level, double power, spell * sp)
|
|||
|
||||
force = lovar(get_force(power,0));
|
||||
|
||||
enemies = count_enemies(b, fi->side, FS_ENEMY,
|
||||
minrow, maxrow);
|
||||
enemies = count_enemies(b, fi->side, minrow, maxrow);
|
||||
if (!enemies) {
|
||||
scat(", aber niemand war in Reichweite.");
|
||||
battlerecord(b, buf);
|
||||
|
@ -241,7 +239,7 @@ sp_stun(fighter * fi, int level, double power, spell * sp)
|
|||
assert(0);
|
||||
}
|
||||
|
||||
enemies = count_enemies(b, fi->side, FS_ENEMY, minrow, maxrow);
|
||||
enemies = count_enemies(b, fi->side, minrow, maxrow);
|
||||
if (!enemies) {
|
||||
scat(", aber niemand war in Reichweite.");
|
||||
battlerecord(b, buf);
|
||||
|
@ -297,7 +295,7 @@ sp_combatrosthauch(fighter * fi, int level, double power, spell * sp)
|
|||
|
||||
force = lovar(power * 15);
|
||||
|
||||
enemies = count_enemies(b, fi->side, FS_ENEMY, minrow, maxrow);
|
||||
enemies = count_enemies(b, fi->side, minrow, maxrow);
|
||||
if (!enemies) {
|
||||
battlemsg(b, fi->unit, msgt[0]);
|
||||
return 0;
|
||||
|
@ -383,7 +381,7 @@ sp_sleep(fighter * fi, int level, double power, spell * sp)
|
|||
sprintf(buf, "%s zaubert %s", unitname(mage),
|
||||
spell_name(sp, default_locale));
|
||||
force = lovar(power * 25);
|
||||
enemies = count_enemies(b, fi->side, FS_ENEMY, minrow, maxrow);
|
||||
enemies = count_enemies(b, fi->side, minrow, maxrow);
|
||||
|
||||
if (!enemies) {
|
||||
scat(", aber niemand war in Reichweite.");
|
||||
|
@ -530,7 +528,7 @@ sp_mindblast(fighter * fi, int level, double power, spell * sp)
|
|||
spell_name(sp, default_locale));
|
||||
force = lovar(power * 25);
|
||||
|
||||
enemies = count_enemies(b, fi->side, FS_ENEMY, minrow, maxrow);
|
||||
enemies = count_enemies(b, fi->side, minrow, maxrow);
|
||||
if (!enemies) {
|
||||
scat(", aber niemand war in Reichweite.");
|
||||
battlerecord(b, buf);
|
||||
|
@ -615,8 +613,7 @@ sp_dragonodem(fighter * fi, int level, double power, spell * sp)
|
|||
/* Jungdrache 3->54, Drache 6->216, Wyrm 12->864 Treffer */
|
||||
force = lovar(get_force(level,6));
|
||||
|
||||
enemies = count_enemies(b, fi->side, FS_ENEMY, minrow,
|
||||
maxrow);
|
||||
enemies = count_enemies(b, fi->side, minrow, maxrow);
|
||||
|
||||
if (!enemies) {
|
||||
scat(", aber niemand war in Reichweite.");
|
||||
|
@ -665,8 +662,7 @@ sp_immolation(fighter * fi, int level, double power, spell * sp)
|
|||
/* Betrifft alle Gegner */
|
||||
force = 99999;
|
||||
|
||||
enemies = count_enemies(b, fi->side, FS_ENEMY, minrow,
|
||||
maxrow);
|
||||
enemies = count_enemies(b, fi->side, minrow, maxrow);
|
||||
|
||||
if (!enemies) {
|
||||
scat(", aber niemand war in Reichweite.");
|
||||
|
@ -715,8 +711,7 @@ sp_drainodem(fighter * fi, int level, double power, spell * sp)
|
|||
/* Jungdrache 3->54, Drache 6->216, Wyrm 12->864 Treffer */
|
||||
force = lovar(get_force(level,6));
|
||||
|
||||
enemies = count_enemies(b, fi->side, FS_ENEMY, minrow,
|
||||
maxrow);
|
||||
enemies = count_enemies(b, fi->side, minrow, maxrow);
|
||||
|
||||
if (!enemies) {
|
||||
scat(", aber niemand war in Reichweite.");
|
||||
|
@ -924,7 +919,7 @@ sp_chaosrow(fighter * fi, int level, double power, spell * sp)
|
|||
break;
|
||||
}
|
||||
|
||||
enemies = count_enemies(b, fi->side, FS_ENEMY, minrow, maxrow);
|
||||
enemies = count_enemies(b, fi->side, minrow, maxrow);
|
||||
if (!enemies) {
|
||||
scat(", aber niemand war in Reichweite.");
|
||||
battlerecord(b, buf);
|
||||
|
@ -1021,7 +1016,7 @@ sp_flee(fighter * fi, int level, double power, spell * sp)
|
|||
force = (int)get_force(power,10);
|
||||
}
|
||||
|
||||
if (!count_enemies(b, fi->side, FS_ENEMY, minrow, maxrow)) {
|
||||
if (!count_enemies(b, fi->side, minrow, maxrow)) {
|
||||
scat(", aber es gab niemanden mehr, der beeinflusst werden konnte.");
|
||||
battlerecord(b, buf);
|
||||
return 0;
|
||||
|
@ -1200,8 +1195,7 @@ sp_frighten(fighter * fi, int level, double power, spell * sp)
|
|||
|
||||
sprintf(buf, "%s zaubert %s", unitname(mage),
|
||||
spell_name(sp, default_locale));
|
||||
enemies = count_enemies(b, fi->side, FS_ENEMY,
|
||||
minrow, maxrow);
|
||||
enemies = count_enemies(b, fi->side, minrow, maxrow);
|
||||
if (!enemies) {
|
||||
scat(", aber niemand war in Reichweite.");
|
||||
battlerecord(b, buf);
|
||||
|
@ -1250,8 +1244,7 @@ sp_tiredsoldiers(fighter * fi, int level, double power, spell * sp)
|
|||
|
||||
sprintf(buf, "%s zaubert %s", unitname(mage),
|
||||
spell_name(sp, default_locale));
|
||||
if (!count_enemies(b, fi->side, FS_ENEMY, FIGHT_ROW,
|
||||
BEHIND_ROW)) {
|
||||
if (!count_enemies(b, fi->side, FIGHT_ROW, BEHIND_ROW)) {
|
||||
scat(", aber niemand war in Reichweite.");
|
||||
battlerecord(b, buf);
|
||||
return 0;
|
||||
|
@ -1311,8 +1304,7 @@ sp_windshield(fighter * fi, int level, double power, spell * sp)
|
|||
force = (int)power;
|
||||
at_malus = 2;
|
||||
}
|
||||
enemies = count_enemies(b, fi->side, FS_ENEMY,
|
||||
minrow, maxrow);
|
||||
enemies = count_enemies(b, fi->side, minrow, maxrow);
|
||||
if (!enemies) {
|
||||
scat(", aber niemand war in Reichweite.");
|
||||
battlerecord(b, buf);
|
||||
|
|
Loading…
Reference in New Issue