forked from github/server
eliminate MAX/MIN macros completely
This commit is contained in:
parent
9b113c050e
commit
20e0e8400b
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@ -27,7 +27,7 @@ OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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#include "study.h"
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void academy_teaching_bonus(struct unit *u, skill_t sk, int students) {
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if (students && sk != NOSKILL) {
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if (students > 0 && sk != NOSKILL) {
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/* actually students * EXPERIENCEDAYS / MAX_STUDENTS */
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learn_skill(u, sk, students);
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}
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114
src/battle.c
114
src/battle.c
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@ -16,7 +16,10 @@ ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
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OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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**/
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#ifdef _MSC_VER
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#include <platform.h>
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#endif
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#include <kernel/config.h>
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#include "battle.h"
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#include "alchemy.h"
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@ -436,7 +439,8 @@ static int get_row(const side * s, int row, const side * vs)
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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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result = row - retreat;
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if (result < FIRST_ROW) result = FIRST_ROW;
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return result;
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}
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@ -587,50 +591,27 @@ weapon_skill(const weapon_type * wtype, const unit * u, bool attacking)
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* are taken into account, e.g. no horses, magic, etc. */
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{
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int skill;
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const race * rc = u_race(u);
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if (wtype == NULL) {
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skill = effskill(u, SK_WEAPONLESS, 0);
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int def = attacking ? rc->at_default : rc->df_default;
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if (skill <= 0) {
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/* wenn kein waffenloser kampf, dann den rassen-defaultwert */
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if (u_race(u) == get_race(RC_ORC)) {
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if (rc == get_race(RC_ORC)) {
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int sword = effskill(u, SK_MELEE, 0);
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int spear = effskill(u, SK_SPEAR, 0);
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skill = MAX(sword, spear) - 3;
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if (attacking) {
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skill = MAX(skill, u_race(u)->at_default);
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}
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else {
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skill = MAX(skill, u_race(u)->df_default);
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}
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}
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else {
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if (attacking) {
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skill = u_race(u)->at_default;
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}
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else {
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skill = u_race(u)->df_default;
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}
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}
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}
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else {
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/* der rassen-defaultwert kann h<>her sein als der Talentwert von
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* waffenloser kampf */
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if (attacking) {
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if (skill < u_race(u)->at_default)
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skill = u_race(u)->at_default;
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}
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else {
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if (skill < u_race(u)->df_default)
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skill = u_race(u)->df_default;
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skill = ((sword > spear) ? sword : spear) - 3;
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}
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}
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if (def > skill) skill = def;
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if (attacking) {
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skill += u_race(u)->at_bonus;
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skill += rc->at_bonus;
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if (fval(u->region->terrain, SEA_REGION) && u->ship)
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skill += u->ship->type->at_bonus;
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}
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else {
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skill += u_race(u)->df_bonus;
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skill += rc->df_bonus;
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if (fval(u->region->terrain, SEA_REGION) && u->ship)
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skill += u->ship->type->df_bonus;
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}
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@ -642,10 +623,10 @@ weapon_skill(const weapon_type * wtype, const unit * u, bool attacking)
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skill = effskill(u, wtype->skill, 0);
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if (skill > 0) {
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if (attacking) {
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skill += u_race(u)->at_bonus;
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skill += rc->at_bonus;
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}
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else {
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skill += u_race(u)->df_bonus;
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skill += rc->df_bonus;
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}
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}
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if (attacking) {
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@ -1261,32 +1242,33 @@ static int apply_race_resistance(int reduced_damage, fighter *df,
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static int apply_magicshield(int reduced_damage, fighter *df,
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const weapon_type *awtype, battle *b, bool magic) {
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side *ds = df->side;
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selist *ql;
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int qi;
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side *ds = df->side;
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selist *ql;
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int qi;
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if (reduced_damage <= 0)
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return 0;
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if (reduced_damage <= 0)
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return 0;
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/* Schilde */
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for (qi = 0, ql = b->meffects; ql; selist_advance(&ql, &qi, 1)) {
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meffect *me = (meffect *) selist_get(ql, qi);
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if (meffect_protection(b, me, ds) != 0) {
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assert(0 <= reduced_damage); /* rda sollte hier immer mindestens 0 sein */
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/* jeder Schaden wird um effect% reduziert bis der Schild duration
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* Trefferpunkte aufgefangen hat */
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if (me->typ == SHIELD_REDUCE) {
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int hp = reduced_damage * (me->effect / 100);
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reduced_damage -= hp;
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me->duration -= hp;
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}
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/* gibt R<>stung +effect f<>r duration Treffer */
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if (me->typ == SHIELD_ARMOR) {
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reduced_damage = MAX(reduced_damage - me->effect, 0);
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me->duration--;
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}
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/* Schilde */
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for (qi = 0, ql = b->meffects; ql; selist_advance(&ql, &qi, 1)) {
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meffect *me = (meffect *)selist_get(ql, qi);
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if (meffect_protection(b, me, ds) != 0) {
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assert(0 <= reduced_damage); /* rda sollte hier immer mindestens 0 sein */
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/* jeder Schaden wird um effect% reduziert bis der Schild duration
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* Trefferpunkte aufgefangen hat */
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if (me->typ == SHIELD_REDUCE) {
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int hp = reduced_damage * (me->effect / 100);
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reduced_damage -= hp;
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me->duration -= hp;
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}
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/* gibt R<>stung +effect f<>r duration Treffer */
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if (me->typ == SHIELD_ARMOR) {
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reduced_damage -= me->effect;
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if (reduced_damage < 0) reduced_damage = 0;
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me->duration--;
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}
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}
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}
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}
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return reduced_damage;
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}
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@ -1347,11 +1329,13 @@ terminate(troop dt, troop at, int type, const char *damage_formula, bool missile
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/* Skilldifferenzbonus */
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if (rule_damage & DAMAGE_SKILL_BONUS) {
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damage += MAX(0, (attskill - defskill) / DAMAGE_QUOTIENT);
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int b = (attskill - defskill) / DAMAGE_QUOTIENT;
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if (b > 0) damage += b;
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}
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}
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reduced_damage = MAX(damage - armor_value, 0);
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reduced_damage = damage - armor_value;
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if (reduced_damage < 0) reduced_damage = 0;
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reduced_damage = apply_race_resistance(reduced_damage, df, awtype, magic);
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reduced_damage = apply_magicshield(reduced_damage, df, awtype, b, magic);
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@ -1500,7 +1484,8 @@ troop select_enemy(fighter * af, int minrow, int maxrow, int select)
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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 (minrow < FIGHT_ROW) minrow = FIGHT_ROW;
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enemies = count_enemies(b, af, minrow, maxrow, select);
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@ -1611,7 +1596,7 @@ static troop select_opponent(battle * b, troop at, int mindist, int maxdist)
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dt = select_enemy(at.fighter, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE);
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}
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else {
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mindist = MAX(mindist, FIGHT_ROW);
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if (mindist < FIGHT_ROW) mindist = FIGHT_ROW;
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dt = select_enemy(at.fighter, mindist, maxdist, SELECT_ADVANCE);
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}
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@ -2078,7 +2063,8 @@ void dazzle(battle * b, troop * td)
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void damage_building(battle * b, building * bldg, int damage_abs)
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{
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assert(bldg);
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bldg->size = MAX(1, bldg->size - damage_abs);
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bldg->size -= damage_abs;
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if (bldg->size < 1) bldg->size = 1;
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/* Wenn Burg, dann gucken, ob die Leute alle noch in das Geb<65>ude passen. */
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@ -3020,7 +3006,9 @@ static void print_stats(battle * b)
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for (s = b->sides; s != b->sides + b->nsides; ++s) {
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if (!selist_empty(s->leader.fighters)) {
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b->max_tactics = MAX(b->max_tactics, s->leader.value);
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if (s->leader.value > b->max_tactics) {
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b->max_tactics = s->leader.value;
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}
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}
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}
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@ -3371,7 +3359,7 @@ fighter *make_fighter(battle * b, unit * u, side * s1, bool attack)
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else
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p_bonus += 3;
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} while (rnd >= 97);
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bonus = MAX(p_bonus, bonus);
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if (p_bonus > bonus) p_bonus = bonus;
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}
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tactics += bonus;
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}
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@ -75,8 +75,9 @@ use_manacrystal(struct unit *u, const struct item_type *itype, int amount,
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}
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msp = max_spellpoints_depr(u->region, u) / 2;
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if (msp < 25) msp = 25;
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for (i = 0; i != amount; ++i) {
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sp += MAX(25, msp);
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sp += msp;
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change_spellpoints(u, sp);
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}
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@ -60,7 +60,7 @@ group *new_group(faction * f, const char *name, int gid)
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gp = &(*gp)->next;
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*gp = g;
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maxgid = MAX(gid, maxgid);
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if (gid > maxgid) maxgid = gid;
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g->name = str_strdup(name);
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g->gid = gid;
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@ -10,7 +10,10 @@
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without prior permission by the authors of Eressea.
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*/
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#ifdef _MSC_VER
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#include <platform.h>
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#endif
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#include <kernel/config.h>
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#include "order.h"
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@ -398,6 +401,7 @@ order *parse_order(const char *s, const struct locale * lang)
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}
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if (kwd != NOKEYWORD) {
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order *ord = (order *)malloc(sizeof(order));
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if (ord == NULL) abort();
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create_order_i(ord, kwd, sptr, persistent, noerror, lang);
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return ord;
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}
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@ -156,7 +156,7 @@ int set_resvalue(unit * u, const item_type * itype, int value)
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}
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int
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get_pooled(const unit * u, const resource_type * rtype, unsigned int mode,
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get_pooled(const unit * u, const resource_type * rtype, int mode,
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int count)
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{
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const faction *f = u->faction;
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@ -199,7 +199,7 @@ int count)
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}
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int
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use_pooled(unit * u, const resource_type * rtype, unsigned int mode, int count)
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use_pooled(unit * u, const resource_type * rtype, int mode, int count)
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{
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const faction *f = u->faction;
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unit *v;
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@ -42,9 +42,9 @@ extern "C" {
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#define GET_ALL (GET_SLACK|GET_RESERVE|GET_POOLED_SLACK|GET_POOLED_RESERVE|GET_POOLED_FORCE)
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int get_pooled(const struct unit *u, const struct resource_type *res,
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unsigned int mode, int count);
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int mode, int count);
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int use_pooled(struct unit *u, const struct resource_type *res,
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unsigned int mode, int count);
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int mode, int count);
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/** use_pooled
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* verbraucht 'count' Objekte der resource 'itm'
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* unter zuhilfenahme des Pools der struct region und Aufbrauch des
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@ -448,7 +448,7 @@ unit *read_unit(gamedata *data)
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set_number(u, number);
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READ_INT(data->store, &n);
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u->age = (short)n;
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u->age = n;
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READ_TOK(data->store, rname, sizeof(rname));
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rc = rc_find(rname);
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@ -775,7 +775,8 @@ static region *readregion(gamedata *data, int x, int y)
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}
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if (data->version >= REGIONOWNER_VERSION) {
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READ_INT(data->store, &n);
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region_set_morale(r, MAX(0, (short)n), -1);
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if (n < 0) n = 0;
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region_set_morale(r, n, -1);
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read_owner(data, &r->land->ownership);
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}
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}
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@ -76,7 +76,8 @@ void morale_update(region *r) {
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void morale_change(region *r, int value) {
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int morale = region_get_morale(r);
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if (morale > 0) {
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morale = MAX(0, morale - value);
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morale = morale - value;
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if (morale < 0) morale = 0;
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region_set_morale(r, morale, turn);
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}
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}
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@ -14,6 +14,3 @@
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#pragma warning(disable: 4224) // formal parameter was previously defined as a type
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#pragma warning(disable: 4214) // bit field types other than int
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#endif
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#define MIN(a, b) (((a) < (b)) ? (a) : (b))
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#define MAX(a, b) (((a) > (b)) ? (a) : (b))
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@ -22,7 +22,10 @@
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/* util includes */
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#include <util/rng.h>
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#define age_chance(a,b,p) (MAX(0,a-b)*p)
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static int age_chance(int a, int b, int p) {
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int r = (a - b) * p;
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return (r < 0) ? 0 : r;
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}
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#define DRAGONAGE 27
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#define WYRMAGE 68
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@ -31,7 +31,10 @@
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#define UNDEAD_BREAKUP 25 /* chance dafuer */
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#define UNDEAD_BREAKUP_FRACTION (25+rng_int()%70) /* anteil der weg geht */
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#define age_chance(a,b,p) (MAX(0,a-b)*p)
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static int age_chance(int a, int b, int p) {
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int r = (a - b) * p;
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return (r < 0) ? 0 : r;
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}
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void make_undead_unit(unit * u)
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{
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void age_skeleton(unit * u)
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{
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if (is_monsters(u->faction) && rng_int() % 100 < age_chance(u->age, 27, 1)) {
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int n = MAX(1, u->number / 2);
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int n = u->number / 2;
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double q = (double)u->hp / (double)(unit_max_hp(u) * u->number);
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if (n < 1) n = 1;
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u_setrace(u, get_race(RC_SKELETON_LORD));
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u->irace = NULL;
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scale_number(u, n);
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@ -55,8 +59,9 @@ void age_skeleton(unit * u)
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void age_zombie(unit * u)
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{
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if (is_monsters(u->faction) && rng_int() % 100 < age_chance(u->age, 27, 1)) {
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int n = MAX(1, u->number / 2);
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int n = u->number / 2;
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double q = (double)u->hp / (double)(unit_max_hp(u) * u->number);
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if (n < 1) n = 1;
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u_setrace(u, get_race(RC_ZOMBIE_LORD));
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u->irace = NULL;
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scale_number(u, n);
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@ -67,11 +72,11 @@ void age_zombie(unit * u)
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void age_ghoul(unit * u)
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{
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if (is_monsters(u->faction) && rng_int() % 100 < age_chance(u->age, 27, 1)) {
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int n = MAX(1, u->number / 2);
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int n = u->number / 2;
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double q = (double)u->hp / (double)(unit_max_hp(u) * u->number);
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u_setrace(u, get_race(RC_GHOUL_LORD));
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u->irace = NULL;
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scale_number(u, n);
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scale_number(u, (n > 0) ? n : 1);
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u->hp = (int)(unit_max_hp(u) * u->number * q);
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}
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}
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