forked from github/server
count_enemies ist verflucht lahm. Ich werde mal sehen, ob ich das shcneller machen kann.
This commit is contained in:
parent
619a2ff69c
commit
1e9538b8d8
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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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int force = 1+rand()%10;
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if (row==FIGHT_ROW) {
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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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enemies = count_enemies(fi->side->battle, fi->side, minrow, maxrow);
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minrow, maxrow);
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}
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}
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if (!enemies) {
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if (!enemies) {
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if (casualties) *casualties = 0;
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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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minrow = FIGHT_ROW;
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maxrow = 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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#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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new_use_pooled(au, &rt_catapultammo, GET_SLACK|GET_RESERVE|GET_POOLED_SLACK, 1);
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@ -502,7 +502,7 @@ hpflee(int status)
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}
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}
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int
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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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{
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static boolean * counted = NULL;
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static boolean * counted = NULL;
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static size_t csize = 0;
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static size_t csize = 0;
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@ -1297,10 +1297,29 @@ terminate(troop dt, troop at, int type, const char *damage, boolean missile)
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return true;
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return true;
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}
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}
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/* ------------------------------------------------------------- */
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static int
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int
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count_side(const side * s, int minrow, int maxrow)
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count_enemies(battle * b, side * as, int mask, int minrow, int maxrow)
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{
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void **fi;
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int people = 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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if (fig->alive - fig->removed <= 0) continue;
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row = get_unitrow(fig);
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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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/* 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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{
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int i = 0;
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int i = 0;
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void **si;
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void **si;
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@ -1309,28 +1328,13 @@ count_enemies(battle * b, side * as, int mask, int minrow, int maxrow)
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for (si = b->sides.begin; si != b->sides.end; ++si) {
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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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side *side = *si;
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if (as==NULL || enemy(side, as))
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if (as==NULL || enemy(side, as)) {
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{
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i += count_side(side, minrow, maxrow);
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void **fi;
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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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}
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}
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return i;
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return i;
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}
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}
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/* ------------------------------------------------------------- */
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troop
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troop
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select_enemy(battle * b, fighter * af, int minrow, int maxrow)
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select_enemy(battle * b, fighter * af, int minrow, int maxrow)
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{
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{
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@ -1347,7 +1351,7 @@ select_enemy(battle * b, fighter * af, int minrow, int maxrow)
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}
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}
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minrow = max(minrow, FIGHT_ROW);
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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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if (!enemies)
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return dt; /* Niemand ist in der angegebenen Entfernung */
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return dt; /* Niemand ist in der angegebenen Entfernung */
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@ -2115,7 +2119,7 @@ do_attack(fighter * af)
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while (ta.index--) {
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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 suchen eine beliebige Feind-Einheit aus. An der können
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* wir feststellen, ob noch jemand da ist. */
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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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if (!enemies) break;
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for (apr=attacks_per_round(ta); apr > 0; apr--) {
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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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/* vi: set ts=2:
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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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* Eressea PB(E)M host Copyright (C) 1998-2003
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* Christian Schlittchen (corwin@amber.kn-bremen.de)
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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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* Katja Zedel (katze@felidae.kn-bremen.de)
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* Henning Peters (faroul@beyond.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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* Enno Rehling (enno@eressea-pbem.de)
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* Ingo Wilken (Ingo.Wilken@informatik.uni-oldenburg.de)
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* Ingo Wilken (Ingo.Wilken@informatik.uni-oldenburg.de)
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*
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*
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* This program may not be used, modified or distributed without
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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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* prior permission by the authors of Eressea.
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*/
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*/
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#ifndef H_KRNL_BATTLE
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#ifndef H_KRNL_BATTLE
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#define H_KRNL_BATTLE
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#define H_KRNL_BATTLE
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@ -17,14 +17,14 @@
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extern "C" {
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extern "C" {
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#endif
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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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#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_ENEMY 1
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#define FS_HELP 2
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#define FS_HELP 2
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/***** Verteidigungslinien.
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/***** Verteidigungslinien.
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* Eressea hat 4 Verteidigungslinien. 1 ist vorn, 5. enthält Summen
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* Eressea hat 4 Verteidigungslinien. 1 ist vorn, 5. enthält Summen
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*/
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*/
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#define NUMROWS 5
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#define NUMROWS 5
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@ -36,15 +36,15 @@ extern "C" {
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#define LAST_ROW (NUMROWS-1)
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#define LAST_ROW (NUMROWS-1)
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#define FIRST_ROW FIGHT_ROW
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#define FIRST_ROW FIGHT_ROW
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typedef struct bfaction {
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typedef struct bfaction {
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struct bfaction * next;
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struct bfaction * next;
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struct side * sides;
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struct side * sides;
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struct faction *faction;
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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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int lastturn; /* last time this struct faction was involved in combat */
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boolean attacker;
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boolean attacker;
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} bfaction;
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} bfaction;
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typedef struct battle {
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typedef struct battle {
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cvector leaders;
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cvector leaders;
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struct region *region;
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struct region *region;
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struct plane *plane;
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struct plane *plane;
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@ -64,14 +64,14 @@ typedef struct battle {
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#ifdef FAST_GETUNITROW
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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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#endif
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} battle;
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} battle;
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typedef struct tactics {
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typedef struct tactics {
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cvector fighters;
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cvector fighters;
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int value;
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int value;
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} tactics;
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} tactics;
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typedef struct side {
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typedef struct side {
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struct tactics leader; /* der beste Taktiker des Heeres */
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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 side * nextF; /* nächstes Heer der gleichen Partei */
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struct battle * battle;
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struct battle * battle;
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boolean dh;
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boolean dh;
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boolean stealth; /* Die Einheiten sind getarnt */
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boolean stealth; /* Die Einheiten sind getarnt */
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const struct faction *stealthfaction;
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const struct faction *stealthfaction;
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} side;
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} side;
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typedef struct weapon {
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typedef struct weapon {
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int count, used;
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int count, used;
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const struct weapon_type * type;
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const struct weapon_type * type;
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int attackskill : 8;
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int attackskill : 8;
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int defenseskill : 8;
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int defenseskill : 8;
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} weapon;
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} weapon;
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/*** fighter::person::flags ***/
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/*** fighter::person::flags ***/
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#define FL_TIRED 1
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#define FL_TIRED 1
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#define FL_DAZZLED 2 /* durch Untote oder Dämonen eingeschüchtert */
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#define FL_DAZZLED 2 /* durch Untote oder Dämonen eingeschüchtert */
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#define FL_PANICED 4
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#define FL_PANICED 4
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@ -110,12 +110,12 @@ typedef struct weapon {
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#define FL_SLEEPING 16
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#define FL_SLEEPING 16
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#define FL_STUNNED 32 /* eine Runde keinen Angriff */
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#define FL_STUNNED 32 /* eine Runde keinen Angriff */
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/*** fighter::flags ***/
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/*** fighter::flags ***/
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#define FIG_ATTACKED 1
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#define FIG_ATTACKED 1
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#define FIG_NOLOOT 2
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#define FIG_NOLOOT 2
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typedef unsigned char armor_t;
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typedef unsigned char armor_t;
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enum {
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enum {
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#ifdef COMPATIBILITY
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#ifdef COMPATIBILITY
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AR_MAGICAL,
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AR_MAGICAL,
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#endif
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#endif
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@ -128,9 +128,9 @@ enum {
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AR_EOGCHAIN,
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AR_EOGCHAIN,
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AR_MAX,
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AR_MAX,
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AR_NONE
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AR_NONE
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};
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};
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typedef struct fighter {
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typedef struct fighter {
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struct side *side;
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struct side *side;
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struct unit *unit; /* Die Einheit, die hier kämpft */
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struct unit *unit; /* Die Einheit, die hier kämpft */
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struct building *building; /* Gebäude, in dem die Einheit evtl. steht */
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struct building *building; /* Gebäude, in dem die Einheit evtl. steht */
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@ -182,55 +182,55 @@ typedef struct fighter {
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int cached;
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int cached;
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} row;
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} row;
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#endif
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#endif
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} fighter;
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} fighter;
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typedef struct troop {
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typedef struct troop {
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struct fighter *fighter;
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struct fighter *fighter;
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int index;
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int index;
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} troop;
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} troop;
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/* schilde */
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/* schilde */
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enum {
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enum {
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SHIELD_REDUCE,
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SHIELD_REDUCE,
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SHIELD_ARMOR,
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SHIELD_ARMOR,
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SHIELD_WIND,
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SHIELD_WIND,
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SHIELD_BLOCK,
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SHIELD_BLOCK,
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SHIELD_MAX
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SHIELD_MAX
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};
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};
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typedef struct meffect {
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typedef struct meffect {
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fighter *magician; /* Der Zauberer, der den Schild gezaubert hat */
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fighter *magician; /* Der Zauberer, der den Schild gezaubert hat */
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int typ; /* Wirkungsweise des Schilds */
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int typ; /* Wirkungsweise des Schilds */
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int effect;
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int effect;
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int duration;
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int duration;
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} meffect;
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} meffect;
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extern const troop no_troop;
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extern const troop no_troop;
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extern void do_battle(void);
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extern void do_battle(void);
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/* for combar spells and special attacks */
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/* for combar spells and special attacks */
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extern int damage_unit(struct unit *u, const char *dam, boolean armor, boolean magic);
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extern int damage_unit(struct unit *u, const char *dam, boolean armor, boolean magic);
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extern troop select_enemy(struct battle * b, struct fighter * af, int minrow, int maxrow);
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extern troop select_enemy(struct battle * b, struct fighter * af, int minrow, int maxrow);
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extern int count_enemies(struct battle * b, struct side * as, int mask, int minrow, int maxrow);
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extern int count_enemies(struct battle * b, struct side * as, int minrow, int maxrow);
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extern boolean terminate(troop dt, troop at, int type, const char *damage, boolean missile);
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extern boolean terminate(troop dt, troop at, int type, const char *damage, boolean missile);
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extern void battlemsg(battle * b, struct unit * u, const char * s);
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extern void battlemsg(battle * b, struct unit * u, const char * s);
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extern void battlerecord(battle * b, const char *s);
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extern void battlerecord(battle * b, const char *s);
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extern int hits(troop at, troop dt, weapon * awp);
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extern int hits(troop at, troop dt, weapon * awp);
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extern void damage_building(struct battle *b, struct building *bldg, int damage_abs);
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extern void damage_building(struct battle *b, struct building *bldg, int damage_abs);
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extern struct cvector * fighters(struct battle *b, struct fighter *af, int minrow, int maxrow, int mask);
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extern struct cvector * fighters(struct battle *b, struct fighter *af, int minrow, int maxrow, int mask);
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extern int countallies(struct side * as);
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extern int countallies(struct side * as);
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extern int get_unitrow(struct fighter * af);
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extern int get_unitrow(const struct fighter * af);
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extern boolean helping(struct side * as, struct side * ds);
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extern boolean helping(struct side * as, struct side * ds);
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extern void rmfighter(fighter *df, int i);
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extern void rmfighter(fighter *df, int i);
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extern struct region * fleeregion(const struct unit * u);
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extern struct region * fleeregion(const struct unit * u);
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extern struct troop select_corpse(struct battle * b, struct fighter * af);
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extern struct troop 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 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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extern int statusrow(int status);
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extern void drain_exp(struct unit *u, int d);
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extern void drain_exp(struct unit *u, int d);
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extern void rmtroop(troop dt);
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extern void rmtroop(troop dt);
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#ifdef __cplusplus
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#ifdef __cplusplus
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}
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}
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@ -139,8 +139,7 @@ sp_kampfzauber(fighter * fi, int level, double power, spell * sp)
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force = lovar(get_force(power,10));
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force = lovar(get_force(power,10));
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}
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}
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enemies = count_enemies(b, fi->side, FS_ENEMY,
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enemies = count_enemies(b, fi->side, minrow, maxrow);
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minrow, maxrow);
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if (!enemies) {
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if (!enemies) {
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scat(", aber niemand war in Reichweite.");
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scat(", aber niemand war in Reichweite.");
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battlerecord(b, buf);
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battlerecord(b, buf);
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@ -181,8 +180,7 @@ sp_versteinern(fighter * fi, int level, double power, spell * sp)
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force = lovar(get_force(power,0));
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force = lovar(get_force(power,0));
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enemies = count_enemies(b, fi->side, FS_ENEMY,
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enemies = count_enemies(b, fi->side, minrow, maxrow);
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minrow, maxrow);
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if (!enemies) {
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if (!enemies) {
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scat(", aber niemand war in Reichweite.");
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scat(", aber niemand war in Reichweite.");
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battlerecord(b, buf);
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battlerecord(b, buf);
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@ -241,7 +239,7 @@ sp_stun(fighter * fi, int level, double power, spell * sp)
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assert(0);
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assert(0);
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}
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}
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|
|
||||||
enemies = count_enemies(b, fi->side, FS_ENEMY, minrow, maxrow);
|
enemies = count_enemies(b, fi->side, minrow, maxrow);
|
||||||
if (!enemies) {
|
if (!enemies) {
|
||||||
scat(", aber niemand war in Reichweite.");
|
scat(", aber niemand war in Reichweite.");
|
||||||
battlerecord(b, buf);
|
battlerecord(b, buf);
|
||||||
|
@ -297,7 +295,7 @@ sp_combatrosthauch(fighter * fi, int level, double power, spell * sp)
|
||||||
|
|
||||||
force = lovar(power * 15);
|
force = lovar(power * 15);
|
||||||
|
|
||||||
enemies = count_enemies(b, fi->side, FS_ENEMY, minrow, maxrow);
|
enemies = count_enemies(b, fi->side, minrow, maxrow);
|
||||||
if (!enemies) {
|
if (!enemies) {
|
||||||
battlemsg(b, fi->unit, msgt[0]);
|
battlemsg(b, fi->unit, msgt[0]);
|
||||||
return 0;
|
return 0;
|
||||||
|
@ -383,7 +381,7 @@ sp_sleep(fighter * fi, int level, double power, spell * sp)
|
||||||
sprintf(buf, "%s zaubert %s", unitname(mage),
|
sprintf(buf, "%s zaubert %s", unitname(mage),
|
||||||
spell_name(sp, default_locale));
|
spell_name(sp, default_locale));
|
||||||
force = lovar(power * 25);
|
force = lovar(power * 25);
|
||||||
enemies = count_enemies(b, fi->side, FS_ENEMY, minrow, maxrow);
|
enemies = count_enemies(b, fi->side, minrow, maxrow);
|
||||||
|
|
||||||
if (!enemies) {
|
if (!enemies) {
|
||||||
scat(", aber niemand war in Reichweite.");
|
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));
|
spell_name(sp, default_locale));
|
||||||
force = lovar(power * 25);
|
force = lovar(power * 25);
|
||||||
|
|
||||||
enemies = count_enemies(b, fi->side, FS_ENEMY, minrow, maxrow);
|
enemies = count_enemies(b, fi->side, minrow, maxrow);
|
||||||
if (!enemies) {
|
if (!enemies) {
|
||||||
scat(", aber niemand war in Reichweite.");
|
scat(", aber niemand war in Reichweite.");
|
||||||
battlerecord(b, buf);
|
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 */
|
/* Jungdrache 3->54, Drache 6->216, Wyrm 12->864 Treffer */
|
||||||
force = lovar(get_force(level,6));
|
force = lovar(get_force(level,6));
|
||||||
|
|
||||||
enemies = count_enemies(b, fi->side, FS_ENEMY, minrow,
|
enemies = count_enemies(b, fi->side, minrow, maxrow);
|
||||||
maxrow);
|
|
||||||
|
|
||||||
if (!enemies) {
|
if (!enemies) {
|
||||||
scat(", aber niemand war in Reichweite.");
|
scat(", aber niemand war in Reichweite.");
|
||||||
|
@ -665,8 +662,7 @@ sp_immolation(fighter * fi, int level, double power, spell * sp)
|
||||||
/* Betrifft alle Gegner */
|
/* Betrifft alle Gegner */
|
||||||
force = 99999;
|
force = 99999;
|
||||||
|
|
||||||
enemies = count_enemies(b, fi->side, FS_ENEMY, minrow,
|
enemies = count_enemies(b, fi->side, minrow, maxrow);
|
||||||
maxrow);
|
|
||||||
|
|
||||||
if (!enemies) {
|
if (!enemies) {
|
||||||
scat(", aber niemand war in Reichweite.");
|
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 */
|
/* Jungdrache 3->54, Drache 6->216, Wyrm 12->864 Treffer */
|
||||||
force = lovar(get_force(level,6));
|
force = lovar(get_force(level,6));
|
||||||
|
|
||||||
enemies = count_enemies(b, fi->side, FS_ENEMY, minrow,
|
enemies = count_enemies(b, fi->side, minrow, maxrow);
|
||||||
maxrow);
|
|
||||||
|
|
||||||
if (!enemies) {
|
if (!enemies) {
|
||||||
scat(", aber niemand war in Reichweite.");
|
scat(", aber niemand war in Reichweite.");
|
||||||
|
@ -924,7 +919,7 @@ sp_chaosrow(fighter * fi, int level, double power, spell * sp)
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
enemies = count_enemies(b, fi->side, FS_ENEMY, minrow, maxrow);
|
enemies = count_enemies(b, fi->side, minrow, maxrow);
|
||||||
if (!enemies) {
|
if (!enemies) {
|
||||||
scat(", aber niemand war in Reichweite.");
|
scat(", aber niemand war in Reichweite.");
|
||||||
battlerecord(b, buf);
|
battlerecord(b, buf);
|
||||||
|
@ -1021,7 +1016,7 @@ sp_flee(fighter * fi, int level, double power, spell * sp)
|
||||||
force = (int)get_force(power,10);
|
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.");
|
scat(", aber es gab niemanden mehr, der beeinflusst werden konnte.");
|
||||||
battlerecord(b, buf);
|
battlerecord(b, buf);
|
||||||
return 0;
|
return 0;
|
||||||
|
@ -1200,8 +1195,7 @@ sp_frighten(fighter * fi, int level, double power, spell * sp)
|
||||||
|
|
||||||
sprintf(buf, "%s zaubert %s", unitname(mage),
|
sprintf(buf, "%s zaubert %s", unitname(mage),
|
||||||
spell_name(sp, default_locale));
|
spell_name(sp, default_locale));
|
||||||
enemies = count_enemies(b, fi->side, FS_ENEMY,
|
enemies = count_enemies(b, fi->side, minrow, maxrow);
|
||||||
minrow, maxrow);
|
|
||||||
if (!enemies) {
|
if (!enemies) {
|
||||||
scat(", aber niemand war in Reichweite.");
|
scat(", aber niemand war in Reichweite.");
|
||||||
battlerecord(b, buf);
|
battlerecord(b, buf);
|
||||||
|
@ -1250,8 +1244,7 @@ sp_tiredsoldiers(fighter * fi, int level, double power, spell * sp)
|
||||||
|
|
||||||
sprintf(buf, "%s zaubert %s", unitname(mage),
|
sprintf(buf, "%s zaubert %s", unitname(mage),
|
||||||
spell_name(sp, default_locale));
|
spell_name(sp, default_locale));
|
||||||
if (!count_enemies(b, fi->side, FS_ENEMY, FIGHT_ROW,
|
if (!count_enemies(b, fi->side, FIGHT_ROW, BEHIND_ROW)) {
|
||||||
BEHIND_ROW)) {
|
|
||||||
scat(", aber niemand war in Reichweite.");
|
scat(", aber niemand war in Reichweite.");
|
||||||
battlerecord(b, buf);
|
battlerecord(b, buf);
|
||||||
return 0;
|
return 0;
|
||||||
|
@ -1311,8 +1304,7 @@ sp_windshield(fighter * fi, int level, double power, spell * sp)
|
||||||
force = (int)power;
|
force = (int)power;
|
||||||
at_malus = 2;
|
at_malus = 2;
|
||||||
}
|
}
|
||||||
enemies = count_enemies(b, fi->side, FS_ENEMY,
|
enemies = count_enemies(b, fi->side, minrow, maxrow);
|
||||||
minrow, maxrow);
|
|
||||||
if (!enemies) {
|
if (!enemies) {
|
||||||
scat(", aber niemand war in Reichweite.");
|
scat(", aber niemand war in Reichweite.");
|
||||||
battlerecord(b, buf);
|
battlerecord(b, buf);
|
||||||
|
|
Loading…
Reference in New Issue