forked from github/server
Made sp_undeadheroes a bit simpler. Maybe bug will be easier to find that way
This commit is contained in:
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b93f1f5880
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2fed638074
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@ -158,13 +158,13 @@ validate_sides(battle * b)
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{
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side* s;
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cv_foreach(s, b->sides) {
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int snumber = 0;
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int snumber = 0;
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fighter *df;
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cv_foreach(df, s->fighters) {
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unit *du = df->unit;
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snumber += du->number;
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} cv_next(df);
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assert(snumber==s->flee+s->healed+s->alive+s->dead);
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cv_foreach(df, s->fighters) {
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unit *du = df->unit;
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snumber += du->number;
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} cv_next(df);
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assert(snumber==s->flee+s->healed+s->alive+s->dead);
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} cv_next(s);
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}
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#else
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@ -904,29 +904,29 @@ meffect_blocked(battle *b, meffect *s, side *as)
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void
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rmfighter(fighter *df, int i)
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{
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side *ds = df->side;
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side *ds = df->side;
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/* nicht mehr personen abziehen, als in der Einheit am Leben sind */
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assert(df->alive >= i);
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assert(df->alive <= df->unit->number);
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/* nicht mehr personen abziehen, als in der Einheit am Leben sind */
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assert(df->alive >= i);
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assert(df->alive <= df->unit->number);
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/* erst ziehen wir die Anzahl der Personen von den Kämpfern in der
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* Schlacht, dann von denen auf dieser Seite ab*/
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df->side->alive -= i;
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df->side->battle->alive -= i;
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/* erst ziehen wir die Anzahl der Personen von den Kämpfern in der
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* Schlacht, dann von denen auf dieser Seite ab*/
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df->side->alive -= i;
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df->side->battle->alive -= i;
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/* Dann die Kampfreihen aktualisieren */
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ds->size[SUM_ROW] -= i;
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ds->size[statusrow(df->status)] -= i;
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/* Dann die Kampfreihen aktualisieren */
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ds->size[SUM_ROW] -= i;
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ds->size[statusrow(df->status)] -= i;
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/* Spezialwirkungen, z.B. Schattenritter */
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if (df->unit->race->battle_flags & BF_NOBLOCK) {
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ds->nonblockers[SUM_ROW] -= i;
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ds->nonblockers[statusrow(df->status)] -= i;
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}
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/* Spezialwirkungen, z.B. Schattenritter */
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if (df->unit->race->battle_flags & BF_NOBLOCK) {
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ds->nonblockers[SUM_ROW] -= i;
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ds->nonblockers[statusrow(df->status)] -= i;
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}
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/* und die Einheit selbst aktualisieren */
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df->alive -= i;
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/* und die Einheit selbst aktualisieren */
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df->alive -= i;
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}
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@ -898,89 +898,89 @@ sp_strong_wall(fighter * fi, int level, double power, spell * sp)
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int
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sp_chaosrow(fighter * fi, int level, double power, spell * sp)
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{
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battle *b = fi->side->battle;
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unit *mage = fi->unit;
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cvector *fgs;
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void **fig;
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int n, enemies, row;
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int k = 0;
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int minrow = FIGHT_ROW;
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int maxrow = NUMROWS;
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battle *b = fi->side->battle;
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unit *mage = fi->unit;
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cvector *fgs;
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void **fig;
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int enemies;
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int k = 0;
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int minrow = FIGHT_ROW;
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int maxrow = NUMROWS;
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switch (sp->id) {
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case SPL_CHAOSROW:
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sprintf(buf, "%s murmelt eine düster klingende Formel", unitname(mage));
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power *= 40;
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break;
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switch (sp->id) {
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case SPL_CHAOSROW:
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sprintf(buf, "%s murmelt eine düster klingende Formel", unitname(mage));
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power *= 40;
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break;
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case SPL_SONG_OF_CONFUSION:
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sprintf(buf, "%s stimmt einen seltsamen Gesang an", unitname(mage));
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power = get_force(power, 5);
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break;
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}
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case SPL_SONG_OF_CONFUSION:
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sprintf(buf, "%s stimmt einen seltsamen Gesang an", unitname(mage));
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power = get_force(power, 5);
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break;
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}
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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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return 0;
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}
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scat(". ");
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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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return 0;
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}
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scat(". ");
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fgs = fighters(b, fi, minrow, maxrow, FS_ENEMY);
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v_scramble(fgs->begin, fgs->end);
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fgs = fighters(b, fi, minrow, maxrow, FS_ENEMY);
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v_scramble(fgs->begin, fgs->end);
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for (fig = fgs->begin; fig != fgs->end; ++fig) {
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fighter *df = *fig;
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for (fig = fgs->begin; fig != fgs->end; ++fig) {
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fighter *df = *fig;
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int n = df->unit->number;
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if (power<=0.0) break;
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/* force sollte wegen des max(0,x) nicht unter 0 fallen können */
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if (power<=0.0) break;
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/* force sollte wegen des max(0,x) nicht unter 0 fallen können */
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if (is_magic_resistant(mage, df->unit, 0)) continue;
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if (is_magic_resistant(mage, df->unit, 0)) continue;
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n = df->unit->number;
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if (chance(power/n)) {
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int row = statusrow(df->status);
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df->side->size[row] -= df->alive;
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if (df->unit->race->battle_flags & BF_NOBLOCK) {
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df->side->nonblockers[row] -= df->alive;
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}
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row = FIRST_ROW + (rand()%(LAST_ROW-FIRST_ROW));
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switch (row) {
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case FIGHT_ROW:
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df->status = ST_FIGHT;
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break;
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case BEHIND_ROW:
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df->status = ST_CHICKEN;
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break;
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case AVOID_ROW:
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df->status = ST_AVOID;
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break;
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case FLEE_ROW:
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df->status = ST_FLEE;
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break;
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default:
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assert(!"unknown combatrow");
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}
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assert(statusrow(df->status)==row);
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df->side->size[row] += df->alive;
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if (df->unit->race->battle_flags & BF_NOBLOCK) {
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df->side->nonblockers[row] += df->alive;
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}
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k+=df->alive;
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}
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power = max(0, power-n);
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}
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cv_kill(fgs);
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if (chance(power/n)) {
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row = statusrow(df->status);
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df->side->size[row] -= df->alive;
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if (df->unit->race->battle_flags & BF_NOBLOCK) {
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df->side->nonblockers[row] -= df->alive;
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}
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row = FIRST_ROW + (rand()%(LAST_ROW-FIRST_ROW));
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switch (row) {
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case FIGHT_ROW:
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df->status = ST_FIGHT;
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break;
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case BEHIND_ROW:
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df->status = ST_CHICKEN;
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break;
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case AVOID_ROW:
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df->status = ST_AVOID;
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break;
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case FLEE_ROW:
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df->status = ST_FLEE;
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break;
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default:
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assert(!"unknown combatrow");
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}
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df->side->size[row] += df->alive;
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if (df->unit->race->battle_flags & BF_NOBLOCK) {
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df->side->nonblockers[row] += df->alive;
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}
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k+=df->alive;
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}
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power = max(0, power-n);
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}
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cv_kill(fgs);
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scat("Ein plötzlicher Tumult entsteht");
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if (k > 0) {
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scat(" und bringt die Kampfaufstellung durcheinander.");
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} else {
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scat(", der sich jedoch schnell wieder legt.");
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}
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battlerecord(b, buf);
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return level;
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scat("Ein plötzlicher Tumult entsteht");
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if (k > 0) {
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scat(" und bringt die Kampfaufstellung durcheinander.");
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} else {
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scat(", der sich jedoch schnell wieder legt.");
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}
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battlerecord(b, buf);
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return level;
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}
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/* Gesang der Furcht (Kampfzauber) */
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@ -1718,6 +1718,13 @@ sp_undeadhero(fighter * fi, int level, double power, spell * sp)
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int n, undead = 0;
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int force = (int)get_force(power,0);
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double c = 0.50 + 0.02 * power;
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side * s;
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cv_foreach(s, b->sides) {
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while (s->casualties) {
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}
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} cv_next(s);
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/* Liste aus allen Kämpfern */
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fgs = fighters(b, fi, minrow, maxrow, FS_ENEMY | FS_HELP );
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@ -1744,51 +1751,34 @@ sp_undeadhero(fighter * fi, int level, double power, spell * sp)
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}
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if (j > 0) {
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int hp = unit_max_hp(du);
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undead += j;
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df->side->casualties -= j;
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df->side->dead -= j;
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if (j == du->number) {
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/* Einheit war vollständig tot und konnte vollständig zu
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* Untoten gemacht werden */
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int nr;
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unit * u = createunit(r, mage->faction, 0, new_race[RC_UNDEAD]);
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df->side->alive += j;
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du->race = new_race[RC_UNDEAD];
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setguard(du, GUARD_NONE);
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u_setfaction(du,mage->faction);
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if (fval(mage, UFL_PARTEITARNUNG))
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fset(du, UFL_PARTEITARNUNG);
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/* den Toten wieder volle Hitpoints geben */
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for (nr = 0; nr != df->alive; ++nr) {
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df->person[nr].hp = hp;
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}
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/* vereinfachtes loot */
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change_money(mage, get_money(du));
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set_money(du, 0);
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} else {
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unit *u;
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u = createunit(r, mage->faction, 0, new_race[RC_UNDEAD]);
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transfermen(du, u, j);
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sprintf(buf, "%s", du->name);
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set_string(&u->name, buf);
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sprintf(buf, "%s", du->display);
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set_string(&u->display, buf);
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u->status = du->status;
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setguard(u, GUARD_NONE);
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if (fval(mage, UFL_PARTEITARNUNG))
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fset(u, UFL_PARTEITARNUNG);
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set_string(&u->lastorder, du->lastorder);
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/* den Toten volle Hitpoints geben */
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u->hp = u->number * unit_max_hp(u);
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/* new units gets some stats from old unit */
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set_string(&u->name, du->name);
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set_string(&u->display, du->display);
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u->status = du->status;
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setguard(u, GUARD_NONE);
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/* inherit stealth from magician */
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if (fval(mage, UFL_PARTEITARNUNG)) {
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fset(u, UFL_PARTEITARNUNG);
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}
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/* transfer dead people to new unit, set hitpoints to those of old unit */
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transfermen(du, u, j);
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u->hp = u->number * unit_max_hp(du);
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df->side->casualties -= j;
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df->side->dead -= j;
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/* counting total number of undead */
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undead += j;
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}
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}
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}
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cv_kill(fgs);
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if (undead == 0) {
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sprintf(buf, "%s kann keinen Untoten rufen.", unitname(mage));
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sprintf(buf, "%s kann keine Untoten rufen.", unitname(mage));
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level = 0;
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} else if (undead == 1) {
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sprintf(buf, "%s erweckt einen Untoten.", unitname(mage));
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@ -987,38 +987,38 @@ cancast(unit * u, spell * sp, int level, int range, char * cmd)
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double
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spellpower(region * r, unit * u, spell * sp, int cast_level)
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{
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curse * c;
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double force = cast_level;
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if (sp==NULL) {
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return 0;
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} else {
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/* Bonus durch Magieturm und gesegneten Steinkreis */
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struct building * b = inside_building(u);
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const struct building_type * btype = b?b->type:NULL;
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if (btype && btype->flags & BTF_MAGIC) ++force;
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}
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curse * c;
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double force = cast_level;
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if (sp==NULL) {
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return 0;
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} else {
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/* Bonus durch Magieturm und gesegneten Steinkreis */
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struct building * b = inside_building(u);
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const struct building_type * btype = b?b->type:NULL;
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if (btype && btype->flags & BTF_MAGIC) ++force;
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}
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if (get_item(u, I_RING_OF_POWER) > 0) ++force;
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if (get_item(u, I_RING_OF_POWER) > 0) ++force;
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/* Antimagie in der Zielregion */
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c = get_curse(r->attribs, ct_find("antimagiczone"));
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if (curse_active(c)) {
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force -= curse_geteffect(c);
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curse_changevigour(&r->attribs, c, -cast_level);
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cmistake(u, findorder(u, u->thisorder), 185, MSG_MAGIC);
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}
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/* Antimagie in der Zielregion */
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c = get_curse(r->attribs, ct_find("antimagiczone"));
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if (curse_active(c)) {
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force -= curse_geteffect(c);
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curse_changevigour(&r->attribs, c, -cast_level);
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cmistake(u, findorder(u, u->thisorder), 185, MSG_MAGIC);
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}
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/* Patzerfluch-Effekt: */
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c = get_curse(r->attribs, ct_find("fumble"));
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if (curse_active(c)) {
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force -= curse_geteffect(c);
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curse_changevigour(&u->attribs, c, -1);
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cmistake(u, findorder(u, u->thisorder), 185, MSG_MAGIC);
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}
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/* Patzerfluch-Effekt: */
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c = get_curse(r->attribs, ct_find("fumble"));
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if (curse_active(c)) {
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force -= curse_geteffect(c);
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curse_changevigour(&u->attribs, c, -1);
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cmistake(u, findorder(u, u->thisorder), 185, MSG_MAGIC);
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}
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force = force * MagicPower();
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force = force * MagicPower();
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return max(force, 0);
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return max(force, 0);
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}
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/* ------------------------------------------------------------- */
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