forked from github/server
use getters/setters to access unit::race
This commit is contained in:
parent
3d7be88bad
commit
b4b8c49934
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@ -12,3 +12,7 @@ ipch/
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src/Release/
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game-e3/data/
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game-e3/reports/
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game-e3/*.log*
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game-e2/data
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game-e2/reports/
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game-e2/*.log*
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2
eressea
2
eressea
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@ -1 +1 @@
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Subproject commit 79feb5723c075a45a1a94ed286c87993314ce8da
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Subproject commit efc7373fb9f9171caa226f06ebca75b1b8425548
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@ -67,7 +67,7 @@ static int fix_familiars(struct lua_State *L)
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free(mage->spellbook);
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mage->spellbook = 0;
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snprintf(buffer, sizeof(buffer), "%s_familiar", u->race->_name[0]);
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snprintf(buffer, sizeof(buffer), "%s_familiar", u_race(u)->_name[0]);
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eq = get_equipment(buffer);
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if (eq) {
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equip_unit_mask(u, eq, EQUIP_SPELLS);
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@ -164,7 +164,7 @@ static order *get_money_for_dragon(region * r, unit * u, int wanted)
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/* falls genug geld in der region ist, treiben wir steuern ein. */
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if (rmoney(r) >= wanted) {
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/* 5% chance, dass der drache aus einer laune raus attackiert */
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if (chance(1.0 - u->race->aggression)) {
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if (chance(1.0 - u_race(u)->aggression)) {
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return create_order(K_TAX, default_locale, NULL);
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}
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}
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@ -251,7 +251,7 @@ static bool room_for_race_in_region(region * r, const race * rc)
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int c = 0;
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for (u = r->units; u; u = u->next) {
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if (u->race == rc)
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if (u_race(u) == rc)
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c += u->number;
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}
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@ -274,7 +274,7 @@ static direction_t random_neighbour(region * r, unit * u)
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for (i = 0; i != MAXDIRECTIONS; i++) {
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rc = next[i];
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if (rc && can_survive(u, rc)) {
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if (room_for_race_in_region(rc, u->race)) {
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if (room_for_race_in_region(rc, u_race(u))) {
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c++;
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}
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c2++;
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@ -302,7 +302,7 @@ static direction_t random_neighbour(region * r, unit * u)
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if (rc && can_survive(u, rc)) {
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if (c2 == 0) {
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c++;
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} else if (room_for_race_in_region(rc, u->race)) {
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} else if (room_for_race_in_region(rc, u_race(u))) {
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c++;
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}
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if (c == rr)
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@ -361,7 +361,7 @@ static order *monster_move(region * r, unit * u)
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if (monster_is_waiting(u)) {
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return NULL;
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}
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switch (old_race(u->race)) {
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switch (old_race(u_race(u))) {
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case RC_FIREDRAGON:
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case RC_DRAGON:
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case RC_WYRM:
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@ -390,7 +390,7 @@ static int dragon_affinity_value(region * r, unit * u)
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{
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int m = all_money(r, u->faction);
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if (u->race == new_race[RC_FIREDRAGON]) {
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if (u_race(u) == new_race[RC_FIREDRAGON]) {
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return (int)(normalvariate(m, m / 2));
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} else {
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return (int)(normalvariate(m, m / 4));
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@ -483,7 +483,7 @@ static order *monster_seeks_target(region * r, unit * u)
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* derzeit gibt es nur den alp
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*/
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switch (old_race(u->race)) {
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switch (old_race(u_race(u))) {
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case RC_ALP:
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target = alp_target(u);
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break;
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@ -498,7 +498,7 @@ static order *monster_seeks_target(region * r, unit * u)
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}
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if (r == target->region) { /* Wir haben ihn! */
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if (u->race == new_race[RC_ALP]) {
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if (u_race(u) == new_race[RC_ALP]) {
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alp_findet_opfer(u, r);
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} else {
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assert(!"Seeker-Monster hat keine Aktion fuer Ziel");
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@ -599,11 +599,11 @@ static bool check_overpopulated(unit * u)
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int c = 0;
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for (u2 = u->region->units; u2; u2 = u2->next) {
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if (u2->race == u->race && u != u2)
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if (u_race(u2) == u_race(u) && u != u2)
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c += u2->number;
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}
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if (c > u->race->splitsize * 2)
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if (c > u_race(u)->splitsize * 2)
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return true;
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return false;
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@ -654,7 +654,7 @@ static order *plan_dragon(unit * u)
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}
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move |= chance(0.04); /* 4% chance to change your mind */
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if (u->race == new_race[RC_WYRM] && !move) {
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if (u_race(u) == new_race[RC_WYRM] && !move) {
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unit *u2;
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for (u2 = r->units; u2; u2 = u2->next) {
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/* wyrme sind einzelgänger */
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@ -662,7 +662,7 @@ static order *plan_dragon(unit * u)
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/* we do not make room for newcomers, so we don't need to look at them */
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break;
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}
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if (u2 != u && u2->race == u->race && chance(0.5)) {
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if (u2 != u && u_race(u2) == u_race(u) && chance(0.5)) {
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move = true;
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break;
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}
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@ -684,7 +684,7 @@ static order *plan_dragon(unit * u)
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}
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if (tr != NULL) {
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assert(long_order == NULL);
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switch (old_race(u->race)) {
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switch (old_race(u_race(u))) {
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case RC_FIREDRAGON:
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long_order = make_movement_order(u, tr, 4, allowed_dragon);
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break;
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@ -716,7 +716,7 @@ static order *plan_dragon(unit * u)
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if (long_order == NULL) {
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/* money is gone, need a new target */
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set_new_dragon_target(u, u->region, DRAGON_RANGE);
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} else if (u->race != new_race[RC_FIREDRAGON]) {
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} else if (u_race(u) != new_race[RC_FIREDRAGON]) {
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/* neue dracoiden! */
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if (r->land && !fval(r->terrain, FORBIDDEN_REGION)) {
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int ra = 20 + rng_int() % 100;
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@ -729,7 +729,7 @@ static order *plan_dragon(unit * u)
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if (long_order == NULL) {
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skill_t sk = SK_PERCEPTION;
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/* study perception (or a random useful skill) */
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while (!skill_enabled[sk] || u->race->bonus[sk] < -5) {
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while (!skill_enabled[sk] || u_race(u)->bonus[sk] < -5) {
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sk = (skill_t) (rng_int() % MAXSKILLS);
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}
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long_order = create_order(K_STUDY, u->faction->locale, "'%s'",
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@ -808,7 +808,7 @@ void plan_monsters(faction * f)
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if (u->region == (region *) ta->data.v) {
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a_remove(&u->attribs, ta);
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}
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} else if (u->race->flags & RCF_MOVERANDOM) {
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} else if (u_race(u)->flags & RCF_MOVERANDOM) {
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if (rng_int() % 100 < MOVECHANCE || check_overpopulated(u)) {
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long_order = monster_move(r, u);
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}
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@ -818,7 +818,7 @@ void plan_monsters(faction * f)
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if (long_order == NULL) {
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/* Einheiten, die Waffenlosen Kampf lernen könnten, lernen es um
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* zu bewachen: */
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if (u->race->bonus[SK_WEAPONLESS] != -99) {
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if (u_race(u)->bonus[SK_WEAPONLESS] != -99) {
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if (eff_skill(u, SK_WEAPONLESS, u->region) < 1) {
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long_order =
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create_order(K_STUDY, f->locale, "'%s'",
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@ -834,7 +834,7 @@ void plan_monsters(faction * f)
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handle_event(u->attribs, "ai_move", u);
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}
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switch (old_race(u->race)) {
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switch (old_race(u_race(u))) {
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case RC_SEASERPENT:
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long_order = create_order(K_PIRACY, f->locale, NULL);
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break;
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@ -849,7 +849,7 @@ void plan_monsters(faction * f)
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long_order = plan_dragon(u);
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break;
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default:
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if (u->race->flags & RCF_LEARN) {
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if (u_race(u)->flags & RCF_LEARN) {
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long_order = monster_learn(u);
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}
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break;
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@ -915,14 +915,14 @@ void spawn_dragons(void)
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if (verbosity >= 2) {
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log_printf(stdout, "%d %s in %s.\n", u->number,
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LOC(default_locale,
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rc_name(u->race, u->number != 1)), regionname(r, NULL));
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rc_name(u_race(u), u->number != 1)), regionname(r, NULL));
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}
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name_unit(u);
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/* add message to the region */
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ADDMSG(&r->msgs,
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msg_message("sighting", "region race number", r, u->race, u->number));
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msg_message("sighting", "region race number", r, u_race(u), u->number));
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}
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}
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}
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@ -990,7 +990,7 @@ void spawn_undead(void)
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if (verbosity >= 2) {
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log_printf(stdout, "%d %s in %s.\n", u->number,
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LOC(default_locale,
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rc_name(u->race, u->number != 1)), regionname(r, NULL));
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rc_name(u_race(u), u->number != 1)), regionname(r, NULL));
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}
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{
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@ -31,7 +31,7 @@ void age_firedragon(unit * u)
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{
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if (u->number > 0 && rng_int() % 100 < age_chance(u->age, DRAGONAGE, 1)) {
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double q = (double)u->hp / (double)(unit_max_hp(u) * u->number);
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u->race = new_race[RC_DRAGON];
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u_setrace(u, new_race[RC_DRAGON]);
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u->irace = NULL;
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scale_number(u, 1);
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u->hp = (int)(unit_max_hp(u) * u->number * q);
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@ -42,7 +42,7 @@ void age_dragon(unit * u)
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{
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if (u->number > 0 && rng_int() % 100 < age_chance(u->age, WYRMAGE, 1)) {
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double q = (double)u->hp / (double)(unit_max_hp(u) * u->number);
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u->race = new_race[RC_WYRM];
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u_setrace(u, new_race[RC_WYRM]);
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u->irace = NULL;
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u->hp = (int)(unit_max_hp(u) * u->number * q);
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}
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@ -40,7 +40,7 @@ static void oldfamiliars(unit * u)
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char fname[64];
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/* these familiars have no special skills.
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*/
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snprintf(fname, sizeof(fname), "%s_familiar", u->race->_name[0]);
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snprintf(fname, sizeof(fname), "%s_familiar", u_race(u)->_name[0]);
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create_mage(u, M_GRAY);
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equip_unit(u, get_equipment(fname));
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}
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@ -55,7 +55,7 @@ static void equip_newunits(const struct equipment *eq, struct unit *u)
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{
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struct region *r = u->region;
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switch (old_race(u->race)) {
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switch (old_race(u_race(u))) {
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case RC_ELF:
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set_show_item(u->faction, I_FEENSTIEFEL);
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break;
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@ -62,7 +62,7 @@ void age_skeleton(unit * u)
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if (is_monsters(u->faction) && rng_int() % 100 < age_chance(u->age, 27, 1)) {
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int n = MAX(1, u->number / 2);
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double q = (double)u->hp / (double)(unit_max_hp(u) * u->number);
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u->race = new_race[RC_SKELETON_LORD];
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u_setrace(u, new_race[RC_SKELETON_LORD]);
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u->irace = NULL;
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scale_number(u, n);
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u->hp = (int)(unit_max_hp(u) * u->number * q);
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@ -74,7 +74,7 @@ void age_zombie(unit * u)
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if (is_monsters(u->faction) && rng_int() % 100 < age_chance(u->age, 27, 1)) {
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int n = MAX(1, u->number / 2);
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double q = (double)u->hp / (double)(unit_max_hp(u) * u->number);
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u->race = new_race[RC_ZOMBIE_LORD];
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u_setrace(u, new_race[RC_ZOMBIE_LORD]);
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u->irace = NULL;
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scale_number(u, n);
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u->hp = (int)(unit_max_hp(u) * u->number * q);
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@ -86,7 +86,7 @@ void age_ghoul(unit * u)
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if (is_monsters(u->faction) && rng_int() % 100 < age_chance(u->age, 27, 1)) {
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int n = MAX(1, u->number / 2);
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double q = (double)u->hp / (double)(unit_max_hp(u) * u->number);
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u->race = new_race[RC_GHOUL_LORD];
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u_setrace(u, new_race[RC_GHOUL_LORD]);
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u->irace = NULL;
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scale_number(u, n);
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u->hp = (int)(unit_max_hp(u) * u->number * q);
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@ -525,7 +525,7 @@ int sp_mindblast_temp(struct castorder * co)
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continue;
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}
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if (humanoidrace(du->race) && force >= du->number) {
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if (humanoidrace(u_race(du)) && force >= du->number) {
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if (!is_magic_resistant(mage, du, 0)) {
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skill_t sk = random_skill(du, true);
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if (sk != NOSKILL) {
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@ -591,7 +591,7 @@ int sp_mindblast(struct castorder * co)
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continue;
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}
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if (humanoidrace(du->race) && force >= du->number) {
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if (humanoidrace(u_race(du)) && force >= du->number) {
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if (!is_magic_resistant(mage, du, 0)) {
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skill_t sk = random_skill(du, false);
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if (sk != NOSKILL) {
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@ -815,7 +815,7 @@ int sp_shadowcall(struct castorder * co)
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make_fighter(b, u, fi->side, is_attacker(fi));
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msg =
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msg_message("sp_shadowcall_effect", "mage amount race", mage, u->number,
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u->race);
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u_race(u));
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message_all(b, msg);
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msg_release(msg);
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return level;
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@ -980,7 +980,7 @@ int sp_chaosrow(struct castorder * co)
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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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if (u_race(df->unit)->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 + (rng_int() % (LAST_ROW - FIRST_ROW));
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@ -1002,7 +1002,7 @@ int sp_chaosrow(struct castorder * co)
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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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if (u_race(df->unit)->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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@ -1074,7 +1074,7 @@ int sp_flee(struct castorder * co)
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--force;
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++panik;
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} else if (!(df->person[n].flags & FL_COURAGE)
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|| !fval(df->unit->race, RCF_UNDEAD)) {
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|| !fval(u_race(df->unit), RCF_UNDEAD)) {
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if (!is_magic_resistant(mage, df->unit, 0)) {
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df->person[n].flags |= FL_PANICED;
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++panik;
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@ -1552,7 +1552,7 @@ int sp_reanimate(struct castorder * co)
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while (healable--) {
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fighter *tf = select_corpse(b, fi);
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if (tf != NULL && tf->side->casualties > 0
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&& tf->unit->race != new_race[RC_DAEMON]
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&& u_race(tf->unit) != new_race[RC_DAEMON]
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&& (chance(c))) {
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assert(tf->alive < tf->unit->number);
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/* t.fighter->person[].hp beginnt mit t.index = 0 zu zählen,
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@ -1617,11 +1617,11 @@ static int heal_fighters(quicklist * fgs, int *power, bool heal_monsters)
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break;
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/* Untote kann man nicht heilen */
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if (df->unit->number == 0 || fval(df->unit->race, RCF_NOHEAL))
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if (df->unit->number == 0 || fval(u_race(df->unit), RCF_NOHEAL))
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continue;
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/* wir heilen erstmal keine Monster */
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if (heal_monsters || playerrace(df->unit->race)) {
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if (heal_monsters || playerrace(u_race(df->unit))) {
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int n, hp = df->unit->hp / df->unit->number;
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int rest = df->unit->hp % df->unit->number;
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@ -1718,7 +1718,7 @@ int sp_undeadhero(struct castorder * co)
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break;
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/* keine Monster */
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if (!playerrace(du->race))
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if (!playerrace(u_race(du)))
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continue;
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if (df->alive + df->run.number < du->number) {
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@ -490,8 +490,8 @@ static const race *select_familiar(const race * magerace, magic_t magiegebiet)
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static void make_familiar(unit * familiar, unit * mage)
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{
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/* skills and spells: */
|
||||
if (familiar->race->init_familiar != NULL) {
|
||||
familiar->race->init_familiar(familiar);
|
||||
if (u_race(familiar)->init_familiar != NULL) {
|
||||
u_race(familiar)->init_familiar(familiar);
|
||||
} else {
|
||||
log_error("could not perform initialization for familiar %s.\n", familiar->faction->race->_name[0]);
|
||||
}
|
||||
|
@ -1636,7 +1636,7 @@ static int sp_great_drought(castorder * co)
|
|||
rsetterrain(r, T_OCEAN);
|
||||
/* Einheiten duerfen hier auf keinen Fall geloescht werden! */
|
||||
for (u = r->units; u; u = u->next) {
|
||||
if (u->race != new_race[RC_SPELL] && u->ship == 0) {
|
||||
if (u_race(u) != new_race[RC_SPELL] && u->ship == 0) {
|
||||
set_number(u, 0);
|
||||
}
|
||||
}
|
||||
|
@ -2151,7 +2151,7 @@ static int sp_ironkeeper(castorder * co)
|
|||
tkill));
|
||||
}
|
||||
|
||||
msg = msg_message("summon_effect", "mage amount race", mage, 1, keeper->race);
|
||||
msg = msg_message("summon_effect", "mage amount race", mage, 1, u_race(keeper));
|
||||
r_addmessage(r, NULL, msg);
|
||||
msg_release(msg);
|
||||
|
||||
|
@ -2580,7 +2580,7 @@ static int sp_summondragon(castorder * co)
|
|||
for (rl2 = rl; rl2; rl2 = rl2->next) {
|
||||
region *r2 = rl2->data;
|
||||
for (u = r2->units; u; u = u->next) {
|
||||
if (u->race == new_race[RC_WYRM] || u->race == new_race[RC_DRAGON]) {
|
||||
if (u_race(u) == new_race[RC_WYRM] || u_race(u) == new_race[RC_DRAGON]) {
|
||||
attrib *a = a_find(u->attribs, &at_targetregion);
|
||||
if (!a) {
|
||||
a = a_add(&u->attribs, make_targetregion(r));
|
||||
|
@ -2690,7 +2690,7 @@ static int sp_unholypower(castorder * co)
|
|||
|
||||
u = pa->param[i]->data.u;
|
||||
|
||||
switch (old_race(u->race)) {
|
||||
switch (old_race(u_race(u))) {
|
||||
case RC_SKELETON:
|
||||
target_race = new_race[RC_SKELETON_LORD];
|
||||
break;
|
||||
|
@ -2711,7 +2711,7 @@ static int sp_unholypower(castorder * co)
|
|||
if (u->number <= n) {
|
||||
n -= u->number;
|
||||
u->irace = NULL;
|
||||
u->race = target_race;
|
||||
u_setrace(u, target_race);
|
||||
u->hp = unit_max_hp(u) * u->number - wounds;
|
||||
ADDMSG(&r->msgs, msg_message("unholypower_effect",
|
||||
"mage target race", mage, u, target_race));
|
||||
|
@ -3013,7 +3013,7 @@ static int sp_summonshadowlords(castorder * co)
|
|||
set_level(u, SK_PERCEPTION, 5);
|
||||
|
||||
ADDMSG(&mage->faction->msgs, msg_message("summon_effect", "mage amount race",
|
||||
mage, amount, u->race));
|
||||
mage, amount, u_race(u)));
|
||||
return cast_level;
|
||||
}
|
||||
|
||||
|
@ -3228,7 +3228,7 @@ static int sp_bloodsacrifice(castorder * co)
|
|||
static void skill_summoned(unit * u, int level)
|
||||
{
|
||||
if (level > 0) {
|
||||
const race *rc = u->race;
|
||||
const race *rc = u_race(u);
|
||||
skill_t sk;
|
||||
for (sk = 0; sk != MAXSKILLS; ++sk) {
|
||||
if (rc->bonus[sk] > 0) {
|
||||
|
@ -3642,7 +3642,7 @@ static int sp_rallypeasantmob(castorder * co)
|
|||
|
||||
for (u = r->units; u; u = un) {
|
||||
un = u->next;
|
||||
if (is_monsters(u->faction) && u->race == new_race[RC_PEASANT]) {
|
||||
if (is_monsters(u->faction) && u_race(u) == new_race[RC_PEASANT]) {
|
||||
rsetpeasants(r, rpeasants(r) + u->number);
|
||||
rsetmoney(r, rmoney(r) + get_money(u));
|
||||
set_money(u, 0);
|
||||
|
@ -3755,7 +3755,7 @@ static int sp_migranten(castorder * co)
|
|||
target = pa->param[0]->data.u; /* Zieleinheit */
|
||||
|
||||
/* Personen unserer Rasse koennen problemlos normal uebergeben werden */
|
||||
if (target->race == mage->faction->race) {
|
||||
if (u_race(target) == mage->faction->race) {
|
||||
/* u ist von unserer Art, das Ritual waere verschwendete Aura. */
|
||||
ADDMSG(&mage->faction->msgs, msg_message("sp_migranten_fail1",
|
||||
"unit region command target", mage, mage->region, co->order, target));
|
||||
|
@ -3766,7 +3766,7 @@ static int sp_migranten(castorder * co)
|
|||
}
|
||||
|
||||
/* Keine Monstereinheiten */
|
||||
if (!playerrace(target->race)) {
|
||||
if (!playerrace(u_race(target))) {
|
||||
ADDMSG(&mage->faction->msgs, msg_feedback(mage, co->order,
|
||||
"spellfail_nomonsters", ""));
|
||||
return 0;
|
||||
|
@ -4036,7 +4036,7 @@ static int sp_pump(castorder * co)
|
|||
|
||||
target = pa->param[0]->data.u; /* Zieleinheit */
|
||||
|
||||
if (fval(target->race, RCF_UNDEAD)) {
|
||||
if (fval(u_race(target), RCF_UNDEAD)) {
|
||||
ADDMSG(&mage->faction->msgs, msg_feedback(mage, co->order,
|
||||
"error_not_on_undead", ""));
|
||||
return 0;
|
||||
|
@ -4102,7 +4102,7 @@ static int sp_seduce(castorder * co)
|
|||
|
||||
target = pa->param[0]->data.u; /* Zieleinheit */
|
||||
|
||||
if (fval(target->race, RCF_UNDEAD)) {
|
||||
if (fval(u_race(target), RCF_UNDEAD)) {
|
||||
ADDMSG(&mage->faction->msgs, msg_feedback(mage, co->order,
|
||||
"spellfail_noundead", ""));
|
||||
return 0;
|
||||
|
@ -4179,7 +4179,7 @@ static int sp_calm_monster(castorder * co)
|
|||
|
||||
target = pa->param[0]->data.u; /* Zieleinheit */
|
||||
|
||||
if (fval(target->race, RCF_UNDEAD)) {
|
||||
if (fval(u_race(target), RCF_UNDEAD)) {
|
||||
ADDMSG(&mage->faction->msgs, msg_feedback(mage, co->order,
|
||||
"spellfail_noundead", ""));
|
||||
return 0;
|
||||
|
@ -4503,7 +4503,7 @@ int sp_illusionary_shapeshift(castorder * co)
|
|||
return 0;
|
||||
}
|
||||
irace = u_irace(u);
|
||||
if (irace == u->race) {
|
||||
if (irace == u_race(u)) {
|
||||
trigger *trestore = trigger_changerace(u, NULL, irace);
|
||||
add_trigger(&u->attribs, "timer", trigger_timeout((int)power + 2,
|
||||
trestore));
|
||||
|
@ -4712,7 +4712,7 @@ int sp_dreamreading(castorder * co)
|
|||
u = pa->param[0]->data.u;
|
||||
|
||||
/* Illusionen und Untote abfangen. */
|
||||
if (fval(u->race, RCF_UNDEAD | RCF_ILLUSIONARY)) {
|
||||
if (fval(u_race(u), RCF_UNDEAD | RCF_ILLUSIONARY)) {
|
||||
ADDMSG(&mage->faction->msgs, msg_unitnotfound(mage, co->order,
|
||||
pa->param[0]));
|
||||
return 0;
|
||||
|
@ -5521,7 +5521,7 @@ int sp_showastral(castorder * co)
|
|||
region *r2 = rl2->data;
|
||||
if (!is_cursed(r2->attribs, C_ASTRALBLOCK, 0)) {
|
||||
for (u = r2->units; u; u = u->next) {
|
||||
if (u->race != new_race[RC_SPECIAL] && u->race != new_race[RC_SPELL])
|
||||
if (u_race(u) != new_race[RC_SPECIAL] && u_race(u) != new_race[RC_SPELL])
|
||||
n++;
|
||||
}
|
||||
}
|
||||
|
@ -5541,7 +5541,7 @@ int sp_showastral(castorder * co)
|
|||
for (rl2 = rl; rl2; rl2 = rl2->next) {
|
||||
if (!is_cursed(rl2->data->attribs, C_ASTRALBLOCK, 0)) {
|
||||
for (u = rl2->data->units; u; u = u->next) {
|
||||
if (u->race != new_race[RC_SPECIAL] && u->race != new_race[RC_SPELL]) {
|
||||
if (u_race(u) != new_race[RC_SPECIAL] && u_race(u) != new_race[RC_SPELL]) {
|
||||
c++;
|
||||
scat(unitname(u));
|
||||
scat(" (");
|
||||
|
@ -5551,7 +5551,7 @@ int sp_showastral(castorder * co)
|
|||
}
|
||||
icat(u->number);
|
||||
scat(" ");
|
||||
scat(LOC(mage->faction->locale, rc_name(u->race, u->number != 1)));
|
||||
scat(LOC(mage->faction->locale, rc_name(u_race(u), u->number != 1)));
|
||||
scat(", Entfernung ");
|
||||
icat(distance(rl2->data, rt));
|
||||
scat(")");
|
||||
|
@ -5681,7 +5681,7 @@ int sp_disruptastral(castorder * co)
|
|||
|
||||
if (trl != NULL) {
|
||||
for (u = r2->units; u; u = u->next) {
|
||||
if (u->race != new_race[RC_SPELL]) {
|
||||
if (u_race(u) != new_race[RC_SPELL]) {
|
||||
region_list *trl2 = trl;
|
||||
region *tr;
|
||||
int c = rng_int() % inhab_regions;
|
||||
|
|
Loading…
Reference in New Issue