forked from github/server
SIMPLE_COMBAT enables new combat rules: - guard command shortens combat - combat in non-land is always short - ships take (rounds-1)*5% damage fixed a crash in xmlreader.
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3b180b2980
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@ -1494,6 +1494,15 @@ do_combatmagic(battle *b, combatmagic_t was)
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}
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}
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static void
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combat_action(fighter * af, int turn)
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{
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#ifndef SIMPLE_COMBAT
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af->action_counter++;
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af->side->bf->lastturn = turn;
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#endif
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}
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static void
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do_combatspell(troop at)
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@ -1565,10 +1574,7 @@ do_combatspell(troop at)
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level = ((cspell_f)sp->sp_function)(fi, level, power, sp);
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if (level > 0) {
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pay_spell(mage, sp, level, 1);
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#ifndef SIMPLE_COMBAT
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at.fighter->action_counter++;
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at.fighter->side->bf->lastturn = b->turn;
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#endif
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combat_action(at.fighter, b->turn);
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}
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}
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}
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@ -1978,10 +1984,7 @@ attack(battle *b, troop ta, const att *a, int numattack)
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af->catmsg += dead;
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if (!standard_attack && af->person[ta.index].last_action < b->turn) {
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af->person[ta.index].last_action = b->turn;
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#ifndef SIMPLE_COMBAT
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af->action_counter++;
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af->side->bf->lastturn = b->turn;
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#endif
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combat_action(af, b->turn);
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}
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}
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if (standard_attack) {
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@ -1996,10 +1999,7 @@ attack(battle *b, troop ta, const att *a, int numattack)
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if (!td.fighter) return;
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if (ta.fighter->person[ta.index].last_action < b->turn) {
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ta.fighter->person[ta.index].last_action = b->turn;
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#ifndef SIMPLE_COMBAT
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ta.fighter->action_counter++;
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ta.fighter->side->bf->lastturn = b->turn;
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#endif
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combat_action(ta.fighter, b->turn);
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}
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reload = true;
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if (hits(ta, td, wp)) {
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@ -2026,10 +2026,7 @@ attack(battle *b, troop ta, const att *a, int numattack)
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if (!td.fighter) return;
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if(ta.fighter->person[ta.index].last_action < b->turn) {
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ta.fighter->person[ta.index].last_action = b->turn;
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#ifndef SIMPLE_COMBAT
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ta.fighter->action_counter++;
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ta.fighter->side->bf->lastturn = b->turn;
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#endif
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combat_action(ta.fighter, b->turn);
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}
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if (hits(ta, td, NULL)) {
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terminate(td, ta, a->type, a->data.dice, false);
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@ -2040,10 +2037,7 @@ attack(battle *b, troop ta, const att *a, int numattack)
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if (!td.fighter) return;
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if(ta.fighter->person[ta.index].last_action < b->turn) {
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ta.fighter->person[ta.index].last_action = b->turn;
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#ifndef SIMPLE_COMBAT
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ta.fighter->action_counter++;
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ta.fighter->side->bf->lastturn = b->turn;
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#endif
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combat_action(ta.fighter, b->turn);
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}
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if (hits(ta, td, NULL)) {
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int c = dice_rand(a->data.dice);
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@ -2062,10 +2056,7 @@ attack(battle *b, troop ta, const att *a, int numattack)
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if (!td.fighter) return;
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if(ta.fighter->person[ta.index].last_action < b->turn) {
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ta.fighter->person[ta.index].last_action = b->turn;
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#ifndef SIMPLE_COMBAT
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ta.fighter->action_counter++;
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ta.fighter->side->bf->lastturn = b->turn;
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#endif
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combat_action(ta.fighter, b->turn);
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}
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if (hits(ta, td, NULL)) {
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drain_exp(td.fighter->unit, dice_rand(a->data.dice));
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@ -2076,10 +2067,7 @@ attack(battle *b, troop ta, const att *a, int numattack)
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if (!td.fighter) return;
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if(ta.fighter->person[ta.index].last_action < b->turn) {
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ta.fighter->person[ta.index].last_action = b->turn;
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#ifndef SIMPLE_COMBAT
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ta.fighter->action_counter++;
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ta.fighter->side->bf->lastturn = b->turn;
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#endif
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combat_action(ta.fighter, b->turn);
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}
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if (hits(ta, td, NULL)) {
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dazzle(b, &td);
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@ -2090,10 +2078,7 @@ attack(battle *b, troop ta, const att *a, int numattack)
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if (!td.fighter) return;
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if(ta.fighter->person[ta.index].last_action < b->turn) {
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ta.fighter->person[ta.index].last_action = b->turn;
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#ifndef SIMPLE_COMBAT
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ta.fighter->action_counter++;
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ta.fighter->side->bf->lastturn = b->turn;
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#endif
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combat_action(ta.fighter, b->turn);
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}
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if (td.fighter->unit->ship) {
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td.fighter->unit->ship->damage += DAMAGE_SCALE * dice_rand(a->data.dice);
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@ -2212,11 +2197,29 @@ static int nextside = 0;
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/** add a new army to the conflict
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* beware: armies need to be added _at the beginning_ of the list because
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* otherwise join_allies() will get into trouble */
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side *
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static side *
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make_side(battle * b, const faction * f, const group * g, unsigned int flags, const faction *stealthfaction)
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{
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side *s1 = calloc(sizeof(struct side), 1);
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bfaction * bf;
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unit * u;
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#ifdef SIMPLE_COMBAT
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if (!fval(b->region->terrain, LAND_REGION)) {
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/* in ozeanregionen ist jeder kampf kurz */
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flags |= SIDE_HASGUARDS;
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} else {
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for (u = b->region->units; u; u = u->next) {
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if (getguard(u)) {
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faction *fv = visible_faction(f, u);
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if (alliedunit(u, fv, HELP_GUARD)) {
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flags |= SIDE_HASGUARDS;
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break;
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}
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}
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}
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}
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#endif
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s1->battle = b;
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s1->group = g;
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@ -2413,9 +2416,10 @@ aftermath(battle * b)
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for (s=b->sides;s;s=s->next) {
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int snumber = 0;
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fighter *df;
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#ifndef SIMPLE_COMBAT
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boolean relevant = false; /* Kampf relevant für diese Partei? */
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#ifdef SIMPLE_COMBAT
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if (fval(s, SIDE_HASGUARDS) == 0) relevant = true;
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#else
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if (s->bf->lastturn>1) {
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relevant = true;
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} else if (s->bf->lastturn==1 && b->has_tactics_turn) {
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@ -2436,9 +2440,19 @@ aftermath(battle * b)
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int sum_hp = 0;
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int n;
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for (n = 0; n != df->alive; ++n) {
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if (df->person[n].hp > 0) {
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sum_hp += df->person[n].hp;
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}
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}
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snumber += du->number;
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#ifdef SIMPLE_COMBAT
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if (battle_was_relevant) {
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if (relevant) {
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/* didn't have any help from the guards, so combat is long */
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fset(du, UFL_NOTMOVING|UFL_LONGACTION);
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}
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if (sum_hp<du->hp) {
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/* someone on the ship got damaged, damage the ship */
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ship * sh = du->ship?du->ship:leftship(du);
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if (sh) fset(sh, SF_DAMAGED);
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}
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@ -2452,11 +2466,6 @@ aftermath(battle * b)
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}
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}
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#endif
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for (n = 0; n != df->alive; ++n) {
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if (df->person[n].hp > 0) {
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sum_hp += df->person[n].hp;
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}
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}
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if (df->alive == du->number) {
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du->hp = sum_hp;
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@ -2563,6 +2572,10 @@ aftermath(battle * b)
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msg_release(seen);
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msg_release(unseen);
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}
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if (battle_was_relevant) {
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ship **sp = &r->ships;
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/* Wir benutzen drifted, um uns zu merken, ob ein Schiff
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* schonmal Schaden genommen hat. (moved und drifted
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* sollten in flags überführt werden */
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@ -2587,15 +2600,15 @@ aftermath(battle * b)
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if (du->ship) sh = du->ship; else sh = leftship(du);
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if (sh && fval(sh, SF_DAMAGED) && b->turn+(b->has_tactics_turn?1:0)>2) {
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damage_ship(sh, 0.20);
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freset(sh, SF_DAMAGED);
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if (sh && fval(sh, SF_DAMAGED)) {
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int n = b->turn - 1;
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if (n>0) {
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damage_ship(sh, 0.05 * n);
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}
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}
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}
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}
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if (battle_was_relevant) {
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ship **sp = &r->ships;
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while (*sp) {
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ship * sh = *sp;
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freset(sh, SF_DAMAGED);
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@ -2871,9 +2884,6 @@ make_fighter(battle * b, unit * u, side * s1, boolean attack)
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assert(u->number);
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if (fval(u, UFL_PARTEITARNUNG)!=0) flags |= SIDE_STEALTH;
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#ifdef SIMPLE_COMBAT
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if (attack) flags |= SIDE_HASGUARDS;
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#endif
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if (!init) {
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it_demonseye = it_find("demonseye");
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init=true;
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@ -2899,7 +2909,9 @@ make_fighter(battle * b, unit * u, side * s1, boolean attack)
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}
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/* aliances are moved out of make_fighter and will be handled later */
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if (!s1) s1 = make_side(b, u->faction, g, flags, stealthfaction);
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if (!s1) {
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s1 = make_side(b, u->faction, g, flags, stealthfaction);
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}
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/* Zu diesem Zeitpunkt ist attacked noch 0, da die Einheit für noch
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* keinen Kampf ausgewählt wurde (sonst würde ein fighter existieren) */
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}
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@ -3714,9 +3726,6 @@ init_battle(region * r, battle **bp)
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}
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}
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/* Ende Fehlerbehandlung */
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#ifdef SIMPLE_COMBAT
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fset(u, UFL_LONGACTION);
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#endif
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if (b==NULL) {
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unit * utmp;
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for (utmp=r->units; utmp!=NULL; utmp=utmp->next) {
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@ -1721,7 +1721,7 @@ parse_messages(xmlDocPtr doc)
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/* arguments */
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xpath->node = node;
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result = xmlXPathEvalExpression(BAD_CAST "type/arg", xpath);
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if (result->nodesetval->nodeNr>0) {
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if (result->nodesetval && result->nodesetval->nodeNr>0) {
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argv = malloc(sizeof(char*)*(result->nodesetval->nodeNr+1));
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for (k=0;k!=result->nodesetval->nodeNr;++k) {
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xmlNodePtr node = result->nodesetval->nodeTab[k];
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