forked from github/server
Keine Burgen oder Schiffe in Land-Turmregionen zeigen.
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@ -1503,33 +1503,34 @@ static void cr_output_region(FILE * F, report_context * ctx, region * r)
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cr_output_messages(F, mlist, f);
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}
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}
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/* buildings */
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for (b = rbuildings(r); b; b = b->next) {
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int fno = -1;
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u = building_owner(b);
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if (u && !fval(u, UFL_ANON_FACTION)) {
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const faction *sf = visible_faction(f, u);
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fno = sf->no;
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}
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cr_output_building_compat(F, b, u, fno, f);
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}
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/* ships */
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for (sh = r->ships; sh; sh = sh->next) {
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int fno = -1;
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u = ship_owner(sh);
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if (u && !fval(u, UFL_ANON_FACTION)) {
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const faction *sf = visible_faction(f, u);
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fno = sf->no;
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if (r->seen.mode >= seen_lighthouse) {
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/* buildings */
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for (b = rbuildings(r); b; b = b->next) {
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int fno = -1;
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u = building_owner(b);
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if (u && !fval(u, UFL_ANON_FACTION)) {
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const faction *sf = visible_faction(f, u);
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fno = sf->no;
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}
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cr_output_building_compat(F, b, u, fno, f);
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}
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cr_output_ship_compat(F, sh, u, fno, f, r);
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}
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/* ships */
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for (sh = r->ships; sh; sh = sh->next) {
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int fno = -1;
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u = ship_owner(sh);
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if (u && !fval(u, UFL_ANON_FACTION)) {
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const faction *sf = visible_faction(f, u);
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fno = sf->no;
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}
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/* visible units */
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for (u = r->units; u; u = u->next) {
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if (visible_unit(u, f, stealthmod, r->seen.mode)) {
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cr_output_unit_compat(F, f, u, r->seen.mode);
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cr_output_ship_compat(F, sh, u, fno, f, r);
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}
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/* visible units */
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for (u = r->units; u; u = u->next) {
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if (visible_unit(u, f, stealthmod, r->seen.mode)) {
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cr_output_unit_compat(F, f, u, r->seen.mode);
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}
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}
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}
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}
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