forked from github/server
optimization: select_fighters.
use select_fighters with callback to reduce the number of selected units for (most) combat spells.
This commit is contained in:
parent
58d9aa58a0
commit
88626fb163
28
src/battle.c
28
src/battle.c
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@ -439,7 +439,7 @@ static int get_row(const side * s, int row, const side * vs)
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return result;
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}
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static int get_unitrow(const fighter * af, const side * vs)
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int get_unitrow(const fighter * af, const side * vs)
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{
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int row = statusrow(af->status);
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if (vs == NULL) {
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@ -1589,8 +1589,7 @@ static troop select_opponent(battle * b, troop at, int mindist, int maxdist)
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return dt;
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}
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selist *fighters(battle * b, const side * vs, int minrow, int maxrow,
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int mask)
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selist *select_fighters(battle * b, const side * vs, int mask, select_fun cb, void *cbdata)
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{
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side *s;
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selist *fightervp = 0;
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@ -1613,8 +1612,7 @@ selist *fighters(battle * b, const side * vs, int minrow, int maxrow,
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assert(mask == (FS_HELP | FS_ENEMY) || !"invalid alliance state");
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}
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for (fig = s->fighters; fig; fig = fig->next) {
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int row = get_unitrow(fig, vs);
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if (row >= minrow && row <= maxrow) {
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if (cb(vs, fig, cbdata)) {
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selist_push(&fightervp, fig);
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}
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}
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@ -1623,6 +1621,26 @@ selist *fighters(battle * b, const side * vs, int minrow, int maxrow,
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return fightervp;
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}
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struct selector {
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int minrow;
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int maxrow;
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};
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static bool select_row(const side *vs, const fighter *fig, void *cbdata)
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{
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struct selector *sel = (struct selector *)cbdata;
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int row = get_unitrow(fig, vs);
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return (row >= sel->minrow && row <= sel->maxrow);
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}
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selist *fighters(battle * b, const side * vs, int minrow, int maxrow, int mask)
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{
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struct selector sel;
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sel.maxrow = maxrow;
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sel.minrow = minrow;
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return select_fighters(b, vs, mask, select_row, &sel);
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}
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static void report_failed_spell(struct battle * b, struct unit * mage, const struct spell *sp)
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{
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message *m = msg_message("battle::spell_failed", "unit spell", mage, sp);
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32
src/battle.h
32
src/battle.h
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@ -229,15 +229,17 @@ extern "C" {
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fighter * get_fighter(battle * b, const struct unit * u);
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/* END battle interface */
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extern void do_battles(void);
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void do_battles(void);
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/* for combat spells and special attacks */
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enum { SELECT_ADVANCE = 0x1, SELECT_DISTANCE = 0x2, SELECT_FIND = 0x4 };
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enum { ALLY_SELF, ALLY_ANY };
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extern troop select_enemy(struct fighter *af, int minrow, int maxrow,
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int get_unitrow(const fighter * af, const side * vs);
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troop select_enemy(struct fighter *af, int minrow, int maxrow,
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int select);
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extern troop select_ally(struct fighter *af, int minrow, int maxrow,
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troop select_ally(struct fighter *af, int minrow, int maxrow,
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int allytype);
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int count_enemies(struct battle *b, const struct fighter *af,
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@ -246,21 +248,25 @@ extern "C" {
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int calculate_armor(troop dt, const struct weapon_type *dwtype, const struct weapon_type *awtype, union variant *magres);
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bool terminate(troop dt, troop at, int type, const char *damage,
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bool missile);
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extern void message_all(battle * b, struct message *m);
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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,
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void message_all(battle * b, struct message *m);
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int hits(troop at, troop dt, weapon * awp);
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void damage_building(struct battle *b, struct building *bldg,
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int damage_abs);
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typedef bool(*select_fun)(const struct side *vs, const struct fighter *fig, void *cbdata);
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struct selist *select_fighters(struct battle *b, const struct side *vs, int mask, select_fun cb, void *cbdata);
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struct selist *fighters(struct battle *b, const struct side *vs,
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int minrow, int maxrow, int mask);
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int count_allies(const struct side *as, int minrow, int maxrow,
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int select, int allytype);
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extern bool helping(const struct side *as, const struct side *ds);
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extern void rmfighter(fighter * df, int i);
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extern struct fighter *select_corpse(struct battle *b, struct fighter *af);
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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 kill_troop(troop dt);
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extern void remove_troop(troop dt); /* not the same as the badly named rmtroop */
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bool helping(const struct side *as, const struct side *ds);
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void rmfighter(fighter * df, int i);
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struct fighter *select_corpse(struct battle *b, struct fighter *af);
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int statusrow(int status);
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void drain_exp(struct unit *u, int d);
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void kill_troop(troop dt);
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void remove_troop(troop dt); /* not the same as the badly named rmtroop */
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bool is_attacker(const fighter * fig);
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struct battle *make_battle(struct region * r);
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@ -256,6 +256,17 @@ static void scramble_fighters(selist * ql)
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}
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}
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static bool select_armed(const side *vs, const fighter *fig, void *cbdata)
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{
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int row = get_unitrow(fig, vs);
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UNUSED_ARG(cbdata);
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if (row >= FIGHT_ROW && row < BEHIND_ROW) {
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return fig->alive > 0 && fig->weapons;
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}
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return false;
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}
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/* Rosthauch */
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int sp_combatrosthauch(struct castorder * co)
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{
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@ -275,52 +286,42 @@ int sp_combatrosthauch(struct castorder * co)
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return 0;
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}
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fgs = fighters(b, fi->side, FIGHT_ROW, BEHIND_ROW - 1, FS_ENEMY);
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fgs = select_fighters(b, fi->side, FS_ENEMY, select_armed, NULL);
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scramble_fighters(fgs);
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for (qi = 0, ql = fgs; ql; selist_advance(&ql, &qi, 1)) {
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for (qi = 0, ql = fgs; force>0 && ql; selist_advance(&ql, &qi, 1)) {
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fighter *df = (fighter *)selist_get(ql, qi);
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int w;
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if (df->alive == 0)
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continue;
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if (force <= 0)
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break;
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/* da n MIN(force, x), sollte force maximal auf 0 sinken */
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assert(force >= 0);
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if (df->weapons) {
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int w;
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for (w = 0; df->weapons[w].type != NULL; ++w) {
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weapon *wp = df->weapons;
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int n = MIN(force, wp->used);
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if (n) {
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requirement *mat = wp->type->itype->construction->materials;
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bool iron = false;
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while (mat && mat->number > 0) {
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if (mat->rtype == get_resourcetype(R_IRON)) {
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iron = true;
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break;
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}
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mat++;
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for (w = 0; df->weapons[w].type != NULL; ++w) {
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weapon *wp = df->weapons;
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int n = MIN(force, wp->used);
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if (n) {
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requirement *mat = wp->type->itype->construction->materials;
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bool iron = false;
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while (mat && mat->number > 0) {
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if (mat->rtype == get_resourcetype(R_IRON)) {
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iron = true;
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break;
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}
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if (iron) {
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int p;
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force -= n;
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wp->used -= n;
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k += n;
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i_change(&df->unit->items, wp->type->itype, -n);
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for (p = 0; n && p != df->unit->number; ++p) {
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if (df->person[p].missile == wp) {
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df->person[p].missile = NULL;
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--n;
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}
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mat++;
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}
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if (iron) {
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int p;
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force -= n;
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wp->used -= n;
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k += n;
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i_change(&df->unit->items, wp->type->itype, -n);
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for (p = 0; n && p != df->unit->number; ++p) {
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if (df->person[p].missile == wp) {
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df->person[p].missile = NULL;
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--n;
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}
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for (p = 0; n && p != df->unit->number; ++p) {
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if (df->person[p].melee == wp) {
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df->person[p].melee = NULL;
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--n;
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}
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}
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for (p = 0; n && p != df->unit->number; ++p) {
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if (df->person[p].melee == wp) {
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df->person[p].melee = NULL;
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--n;
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}
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}
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}
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@ -889,6 +890,13 @@ int sp_strong_wall(struct castorder * co)
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return level;
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}
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static bool select_alive(const side *vs, const fighter *fig, void *cbdata)
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{
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UNUSED_ARG(vs);
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UNUSED_ARG(cbdata);
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return fig->alive > 0;
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}
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/** Spells: chaosrow / song of confusion.
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* German Title: 'Gesang der Verwirrung'
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*/
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@ -915,7 +923,7 @@ int sp_chaosrow(struct castorder * co)
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power = chaosrow ? (power * 40) : get_force(power, 5);
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fgs = fighters(b, fi->side, FIGHT_ROW, NUMROWS, FS_ENEMY);
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fgs = select_fighters(b, fi->side, FS_ENEMY, select_alive, NULL);
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scramble_fighters(fgs);
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for (qi = 0, ql = fgs; ql; selist_advance(&ql, &qi, 1)) {
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@ -977,9 +985,18 @@ int sp_chaosrow(struct castorder * co)
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return level;
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}
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static bool select_afraid(const side *vs, const fighter *fig, void *cbdata)
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{
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int row = get_unitrow(fig, vs);
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UNUSED_ARG(cbdata);
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if (row >= FIGHT_ROW && row <= AVOID_ROW) {
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return fig->alive + fig->run.number < fig->unit->number;
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}
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return false;
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}
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/* Gesang der Furcht (Kampfzauber) */
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/* Panik (Pr<50>kampfzauber) */
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int flee_spell(struct castorder * co, int strength)
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{
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fighter * fi = co->magician.fig;
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@ -994,23 +1011,20 @@ int flee_spell(struct castorder * co, int strength)
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int force;
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force = (int)get_force(power, strength);
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if (!count_enemies(b, fi, FIGHT_ROW, AVOID_ROW, SELECT_ADVANCE | SELECT_FIND)) {
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if (force<=0 || !count_enemies(b, fi, FIGHT_ROW, AVOID_ROW, SELECT_ADVANCE | SELECT_FIND)) {
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msg = msg_message("sp_flee_effect_0", "mage spell", mage, sp);
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message_all(b, msg);
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msg_release(msg);
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return 0;
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}
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fgs = fighters(b, fi->side, FIGHT_ROW, AVOID_ROW, FS_ENEMY);
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fgs = select_fighters(b, fi->side, FS_ENEMY, select_afraid, NULL);
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scramble_fighters(fgs);
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for (qi = 0, ql = fgs; ql; selist_advance(&ql, &qi, 1)) {
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for (qi = 0, ql = fgs; force > 0 && ql; selist_advance(&ql, &qi, 1)) {
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fighter *df = (fighter *)selist_get(ql, qi);
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for (n = 0; n != df->alive; ++n) {
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if (force < 0)
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break;
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for (n = 0; force > 0 && n != df->alive; ++n) {
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if (df->person[n].flags & FL_PANICED) { /* bei SPL_SONG_OF_FEAR m<>glich */
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df->person[n].attack -= 1;
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--force;
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@ -1556,8 +1570,8 @@ int sp_healing(struct castorder * co)
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message *msg;
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bool use_item = has_ao_healing(mage);
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/* bis zu 11 Personen pro Stufe (einen HP m<EFBFBD>ssen sie ja noch
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* haben, sonst w<EFBFBD>ren sie tot) k<EFBFBD>nnen geheilt werden */
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/* bis zu 11 Personen pro Stufe (einen HP muessen sie ja noch
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* haben, sonst waeren sie tot) koennen geheilt werden */
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if (use_item) {
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healhp *= 2;
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@ -1589,6 +1603,19 @@ int sp_healing(struct castorder * co)
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return level;
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}
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static bool select_hero(const side *vs, const fighter *fig, void *cbdata)
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{
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UNUSED_ARG(cbdata);
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if (playerrace(u_race(fig->unit))) {
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int row = get_unitrow(fig, vs);
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if (row >= FIGHT_ROW && row <= AVOID_ROW) {
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return fig->alive + fig->run.number < fig->unit->number;
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}
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}
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return false;
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}
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int sp_undeadhero(struct castorder * co)
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{
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fighter * fi = co->magician.fig;
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@ -1603,77 +1630,69 @@ int sp_undeadhero(struct castorder * co)
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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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/* Liste aus allen K<EFBFBD>mpfern */
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fgs = fighters(b, fi->side, FIGHT_ROW, AVOID_ROW, FS_ENEMY | FS_HELP);
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/* Liste aus allen Kaempfern */
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fgs = select_fighters(b, fi->side, FS_ENEMY | FS_HELP, select_hero, NULL);
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scramble_fighters(fgs);
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for (qi = 0, ql = fgs; ql; selist_advance(&ql, &qi, 1)) {
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for (qi = 0, ql = fgs; ql && force>0; selist_advance(&ql, &qi, 1)) {
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fighter *df = (fighter *)selist_get(ql, qi);
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unit *du = df->unit;
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int j = 0;
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if (force <= 0)
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break;
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/* Wieviele Untote koennen wir aus dieser Einheit wecken? */
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for (n = df->alive + df->run.number; force>0 && n != du->number; n++) {
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if (chance(c)) {
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++j;
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--force;
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}
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}
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/* keine Monster */
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if (!playerrace(u_race(du)))
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continue;
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if (j > 0) {
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item **ilist;
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unit *u =
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create_unit(r, mage->faction, 0, get_race(RC_UNDEAD), 0, unit_getname(du),
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du);
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if (df->alive + df->run.number < du->number) {
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int j = 0;
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/* new units gets some stats from old unit */
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/* Wieviele Untote k<>nnen wir aus dieser Einheit wecken? */
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for (n = df->alive + df->run.number; n != du->number; n++) {
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if (chance(c)) {
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++j;
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if (--force <= 0)
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break;
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if (du->display) {
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unit_setinfo(u, du->display);
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}
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else {
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unit_setinfo(u, NULL);
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}
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setstatus(u, du->status);
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setguard(u, false);
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for (ilist = &du->items; *ilist;) {
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item *itm = *ilist;
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int loot = itm->number * j / du->number;
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if (loot != itm->number) {
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int split = itm->number * j % du->number;
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if (split > 0 && (rng_int() % du->number) < split) {
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++loot;
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}
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}
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i_change(&u->items, itm->type, loot);
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i_change(ilist, itm->type, -loot);
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if (*ilist == itm) {
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ilist = &itm->next;
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}
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}
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if (j > 0) {
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item **ilist;
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unit *u =
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create_unit(r, mage->faction, 0, get_race(RC_UNDEAD), 0, unit_getname(du),
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du);
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/* new units gets some stats from old unit */
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if (du->display) {
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unit_setinfo(u, du->display);
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}
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else {
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unit_setinfo(u, NULL);
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}
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setstatus(u, du->status);
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setguard(u, false);
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for (ilist = &du->items; *ilist;) {
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item *itm = *ilist;
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int loot = itm->number * j / du->number;
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if (loot != itm->number) {
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int split = itm->number * j % du->number;
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if (split > 0 && (rng_int() % du->number) < split) {
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++loot;
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}
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}
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i_change(&u->items, itm->type, loot);
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i_change(ilist, itm->type, -loot);
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if (*ilist == itm) {
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ilist = &itm->next;
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}
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}
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/* inherit stealth from magician */
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if (mage->flags & UFL_ANON_FACTION) {
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u->flags |= UFL_ANON_FACTION;
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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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clone_men(du, u, j); /* for reporting reasons, do not remove the dead */
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u->hp = u->number * unit_max_hp(du);
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/* counting total number of undead */
|
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undead += j;
|
||||
/* inherit stealth from magician */
|
||||
if (mage->flags & UFL_ANON_FACTION) {
|
||||
u->flags |= UFL_ANON_FACTION;
|
||||
}
|
||||
|
||||
/* transfer dead people to new unit, set hitpoints to those of old unit */
|
||||
transfermen(du, u, j);
|
||||
u->hp = u->number * unit_max_hp(du);
|
||||
assert(j <= df->side->casualties);
|
||||
df->side->casualties -= j;
|
||||
df->side->dead -= j;
|
||||
|
||||
/* counting total number of undead */
|
||||
undead += j;
|
||||
}
|
||||
}
|
||||
selist_free(fgs);
|
||||
|
|
Loading…
Reference in New Issue