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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@ -502,7 +502,7 @@ 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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@ -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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}
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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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static int
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count_side(const side * s, 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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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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@ -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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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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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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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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@ -1347,7 +1351,7 @@ select_enemy(battle * b, fighter * af, int minrow, int maxrow)
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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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@ -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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@ -214,7 +214,7 @@ extern void do_battle(void);
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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 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 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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@ -222,7 +222,7 @@ 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 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 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 void rmfighter(fighter *df, int i);
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extern struct region * fleeregion(const struct unit * u);
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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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}
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enemies = count_enemies(b, fi->side, FS_ENEMY,
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minrow, maxrow);
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enemies = count_enemies(b, fi->side, minrow, maxrow);
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if (!enemies) {
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scat(", aber niemand war in Reichweite.");
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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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enemies = count_enemies(b, fi->side, FS_ENEMY,
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minrow, maxrow);
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enemies = count_enemies(b, fi->side, minrow, maxrow);
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if (!enemies) {
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scat(", aber niemand war in Reichweite.");
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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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}
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enemies = count_enemies(b, fi->side, FS_ENEMY, minrow, maxrow);
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enemies = count_enemies(b, fi->side, minrow, maxrow);
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if (!enemies) {
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scat(", aber niemand war in Reichweite.");
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battlerecord(b, buf);
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@ -297,7 +295,7 @@ sp_combatrosthauch(fighter * fi, int level, double power, spell * sp)
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force = lovar(power * 15);
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enemies = count_enemies(b, fi->side, FS_ENEMY, minrow, maxrow);
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enemies = count_enemies(b, fi->side, minrow, maxrow);
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if (!enemies) {
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battlemsg(b, fi->unit, msgt[0]);
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return 0;
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@ -383,7 +381,7 @@ sp_sleep(fighter * fi, int level, double power, spell * sp)
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sprintf(buf, "%s zaubert %s", unitname(mage),
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spell_name(sp, default_locale));
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force = lovar(power * 25);
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enemies = count_enemies(b, fi->side, FS_ENEMY, minrow, maxrow);
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enemies = count_enemies(b, fi->side, minrow, maxrow);
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if (!enemies) {
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scat(", aber niemand war in Reichweite.");
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@ -530,7 +528,7 @@ sp_mindblast(fighter * fi, int level, double power, spell * sp)
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spell_name(sp, default_locale));
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force = lovar(power * 25);
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enemies = count_enemies(b, fi->side, FS_ENEMY, minrow, maxrow);
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enemies = count_enemies(b, fi->side, minrow, maxrow);
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if (!enemies) {
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scat(", aber niemand war in Reichweite.");
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battlerecord(b, buf);
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@ -615,8 +613,7 @@ sp_dragonodem(fighter * fi, int level, double power, spell * sp)
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/* Jungdrache 3->54, Drache 6->216, Wyrm 12->864 Treffer */
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force = lovar(get_force(level,6));
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enemies = count_enemies(b, fi->side, FS_ENEMY, minrow,
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maxrow);
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enemies = count_enemies(b, fi->side, minrow, maxrow);
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if (!enemies) {
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scat(", aber niemand war in Reichweite.");
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@ -665,8 +662,7 @@ sp_immolation(fighter * fi, int level, double power, spell * sp)
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/* Betrifft alle Gegner */
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force = 99999;
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enemies = count_enemies(b, fi->side, FS_ENEMY, minrow,
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maxrow);
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enemies = count_enemies(b, fi->side, minrow, maxrow);
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if (!enemies) {
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scat(", aber niemand war in Reichweite.");
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@ -715,8 +711,7 @@ sp_drainodem(fighter * fi, int level, double power, spell * sp)
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/* Jungdrache 3->54, Drache 6->216, Wyrm 12->864 Treffer */
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force = lovar(get_force(level,6));
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enemies = count_enemies(b, fi->side, FS_ENEMY, minrow,
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maxrow);
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enemies = count_enemies(b, fi->side, minrow, maxrow);
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if (!enemies) {
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scat(", aber niemand war in Reichweite.");
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@ -924,7 +919,7 @@ sp_chaosrow(fighter * fi, int level, double power, spell * sp)
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break;
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}
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enemies = count_enemies(b, fi->side, FS_ENEMY, minrow, maxrow);
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enemies = count_enemies(b, fi->side, minrow, maxrow);
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if (!enemies) {
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scat(", aber niemand war in Reichweite.");
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battlerecord(b, buf);
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@ -1021,7 +1016,7 @@ sp_flee(fighter * fi, int level, double power, spell * sp)
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force = (int)get_force(power,10);
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}
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if (!count_enemies(b, fi->side, FS_ENEMY, minrow, maxrow)) {
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if (!count_enemies(b, fi->side, minrow, maxrow)) {
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scat(", aber es gab niemanden mehr, der beeinflusst werden konnte.");
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battlerecord(b, buf);
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return 0;
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@ -1200,8 +1195,7 @@ sp_frighten(fighter * fi, int level, double power, spell * sp)
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sprintf(buf, "%s zaubert %s", unitname(mage),
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spell_name(sp, default_locale));
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enemies = count_enemies(b, fi->side, FS_ENEMY,
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minrow, maxrow);
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enemies = count_enemies(b, fi->side, minrow, maxrow);
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if (!enemies) {
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scat(", aber niemand war in Reichweite.");
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battlerecord(b, buf);
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@ -1250,8 +1244,7 @@ sp_tiredsoldiers(fighter * fi, int level, double power, spell * sp)
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sprintf(buf, "%s zaubert %s", unitname(mage),
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spell_name(sp, default_locale));
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if (!count_enemies(b, fi->side, FS_ENEMY, FIGHT_ROW,
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BEHIND_ROW)) {
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if (!count_enemies(b, fi->side, FIGHT_ROW, BEHIND_ROW)) {
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scat(", aber niemand war in Reichweite.");
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battlerecord(b, buf);
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return 0;
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@ -1311,8 +1304,7 @@ sp_windshield(fighter * fi, int level, double power, spell * sp)
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force = (int)power;
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at_malus = 2;
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}
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enemies = count_enemies(b, fi->side, FS_ENEMY,
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minrow, maxrow);
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enemies = count_enemies(b, fi->side, minrow, maxrow);
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if (!enemies) {
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scat(", aber niemand war in Reichweite.");
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battlerecord(b, buf);
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