diff --git a/src/common/kernel/combatspells.c b/src/common/kernel/combatspells.c index 776475080..e1daa42a1 100644 --- a/src/common/kernel/combatspells.c +++ b/src/common/kernel/combatspells.c @@ -179,7 +179,7 @@ sp_versteinern(fighter * fi, int level, double power, spell * sp) sprintf(buf, "%s zaubert %s", unitname(fi->unit), spell_name(sp, default_locale)); - force = lovar(get_force(power,0)); + force = lovar(get_force(power, 0)); enemies = count_enemies(b, fi->side, minrow, maxrow); if (!enemies) { @@ -190,7 +190,7 @@ sp_versteinern(fighter * fi, int level, double power, spell * sp) scat(":"); battlerecord(b, buf); - do { + while (force && stoned < enemies) { troop dt = select_enemy(b, fi, minrow, maxrow); fighter * df = dt.fighter; unit * du = df->unit; @@ -204,7 +204,7 @@ sp_versteinern(fighter * fi, int level, double power, spell * sp) dt.fighter->person[(df->alive - df->removed)] = p; } --force; - } while (force && stoned < enemies); + } sprintf(buf, "%d Personen %s versteinert.", stoned, stoned == 1 ? "wurde" : "wurden"); @@ -250,7 +250,7 @@ sp_stun(fighter * fi, int level, double power, spell * sp) battlerecord(b, buf); stunned = 0; - do { + while (force && stunned < enemies) { troop dt = select_enemy(b, fi, minrow, maxrow); fighter * df = dt.fighter; unit * du = df->unit; @@ -260,7 +260,7 @@ sp_stun(fighter * fi, int level, double power, spell * sp) df->person[dt.index].flags |= FL_STUNNED; ++stunned; } - } while (force && stunned < enemies); + } sprintf(buf, "%d Krieger %s für einen Moment benommen.", stunned, stunned == 1 ? "ist" : "sind"); @@ -393,7 +393,7 @@ sp_sleep(fighter * fi, int level, double power, spell * sp) scat(":"); battlerecord(b, buf); - do { + while (force && enemies) { dt = select_enemy(b, fi, minrow, maxrow); assert(dt.fighter); du = dt.fighter->unit; @@ -403,7 +403,7 @@ sp_sleep(fighter * fi, int level, double power, spell * sp) --enemies; } --force; - } while (force && enemies); + } sprintf(buf, "%d Krieger %s in Schlaf versetzt.", k, k == 1 ? "wurde" : "wurden"); @@ -467,7 +467,7 @@ sp_speed(fighter * fi, int level, double power, spell * sp) * die Gefahr eine Endlosschleife*/ allies *= 2; - do { + while (force && allies) { troop dt = select_ally_in_row(fi, minrow, maxrow); fighter *df = dt.fighter; --allies; @@ -479,7 +479,7 @@ sp_speed(fighter * fi, int level, double power, spell * sp) --force; } } - } while (force && allies); + } sprintf(buf, "%d Krieger %s magisch beschleunigt.", targets, targets == 1 ? "wurde" : "wurden"); @@ -539,7 +539,7 @@ sp_mindblast(fighter * fi, int level, double power, spell * sp) scat(":"); battlerecord(b, buf); - do { + while (force && enemies) { dt = select_enemy(b, fi, minrow, maxrow); assert(dt.fighter); du = dt.fighter->unit; @@ -559,7 +559,7 @@ sp_mindblast(fighter * fi, int level, double power, spell * sp) ++k; } --force; - } while (force && enemies); + } sprintf(buf, "%d Krieger %s Erinnerungen", k, k == 1 ? "verliert" : "verlieren"); @@ -613,12 +613,12 @@ sp_dragonodem(fighter * fi, int level, double power, spell * sp) at.fighter = fi; at.index = 0; - do { + while (force && killed < enemies) { dt = select_enemy(b, fi, minrow, maxrow); assert(dt.fighter); --force; killed += terminate(dt, at, AT_COMBATSPELL, damage, false); - } while (force && killed < enemies); + } sprintf(buf, "%d Personen %s getötet", killed, killed == 1 ? "wurde" : "wurden"); @@ -662,12 +662,12 @@ sp_immolation(fighter * fi, int level, double power, spell * sp) at.fighter = fi; at.index = 0; - do { + while (force && killed < enemies) { dt = select_enemy(b, fi, minrow, maxrow); assert(dt.fighter); --force; killed += terminate(dt, at, AT_COMBATSPELL, damage, false); - } while (force && killed < enemies); + } sprintf(buf, "%d Personen %s getötet", killed, killed == 1 ? "wurde" : "wurden"); @@ -711,7 +711,7 @@ sp_drainodem(fighter * fi, int level, double power, spell * sp) at.fighter = fi; at.index = 0; - do { + while (force && drained < enemies) { dt = select_enemy(b, fi, minrow, maxrow); assert(dt.fighter); if (hits(at, dt, NULL)) { @@ -720,7 +720,7 @@ sp_drainodem(fighter * fi, int level, double power, spell * sp) } killed += terminate(dt, at, AT_COMBATSPELL, damage, false); --force; - } while (force && drained < enemies); + } sprintf(buf, "%d Person%s wurde ihre Lebenskraft entzogen", drained, drained == 1 ? " wurde" : "en wurden"); @@ -1079,7 +1079,7 @@ sp_hero(fighter * fi, int level, double power, spell * sp) * die Gefahr eine Endlosschleife*/ allies *= 2; - do { + while (force && allies) { troop dt = select_ally_in_row(fi, minrow, maxrow); fighter *df = dt.fighter; --allies; @@ -1092,7 +1092,7 @@ sp_hero(fighter * fi, int level, double power, spell * sp) --force; } } - } while (force && allies); + } sprintf(buf, "%d Krieger %s moralisch gestärkt", targets, targets == 1 ? "wurde" : "wurden"); @@ -1139,7 +1139,7 @@ sp_berserk(fighter * fi, int level, double power, spell * sp) * die Gefahr eine Endlosschleife*/ allies *= 2; - do { + while (force && allies) { troop dt = select_ally_in_row(fi, minrow, maxrow); fighter *df = dt.fighter; --allies; @@ -1153,7 +1153,7 @@ sp_berserk(fighter * fi, int level, double power, spell * sp) --force; } } - } while (force && allies); + } sprintf(buf, "%d Krieger %s in Blutrausch versetzt", targets, targets == 1 ? "wurde" : "wurden"); @@ -1192,7 +1192,7 @@ sp_frighten(fighter * fi, int level, double power, spell * sp) scat(":"); battlerecord(b, buf); - do { + while (force && enemies) { troop dt = select_enemy(b, fi, minrow, maxrow); fighter *df = dt.fighter; --enemies; @@ -1211,7 +1211,7 @@ sp_frighten(fighter * fi, int level, double power, spell * sp) targets++; } --force; - } while (force && enemies); + } sprintf(buf, "%d Krieger %s eingeschüchtert", targets, targets == 1 ? "wurde" : "wurden"); @@ -1299,7 +1299,7 @@ sp_windshield(fighter * fi, int level, double power, spell * sp) return 0; } - do { + while (force && enemies) { troop dt = select_enemy(b, fi, minrow, maxrow); fighter *df = dt.fighter; --enemies; @@ -1313,7 +1313,7 @@ sp_windshield(fighter * fi, int level, double power, spell * sp) df->person[dt.index].attack -= at_malus; --force; } - } while (force && enemies); + } scat(": "); scat("Ein Sturm kommt auf und die Schützen können kaum noch zielen.");