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Bugfix Reichweiten von Zaubern und Spezialattacken
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@ -145,24 +145,25 @@ static weapondata weapontable[WP_MAX + 1] =
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weapon_type * oldweapontype[WP_MAX];
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weapon_type * oldweapontype[WP_MAX];
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static boolean
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static boolean
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attack_firesword(const troop * at, int *casualties)
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attack_firesword(const troop * at, int *casualties, int row)
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{
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{
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fighter *fi = at->fighter;
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fighter *fi = at->fighter;
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troop dt;
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troop dt;
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/* Immer aus der ersten Reihe nehmen */
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/* Immer aus der ersten Reihe nehmen */
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int minrow = FIGHT_ROW;
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int minrow = FIGHT_ROW;
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int maxrow = FIGHT_ROW;
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int maxrow = FIGHT_ROW;
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int enemies;
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int enemies = 0;
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int killed = 0;
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int killed = 0;
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const char *damage = "2d8";
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const char *damage = "2d8";
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int force = 1+rand()%10;
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int force = 1+rand()%10;
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if (row==FIGHT_ROW) {
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enemies = count_enemies(fi->side, FS_ENEMY,
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enemies = count_enemies(fi->side, FS_ENEMY,
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minrow, maxrow);
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minrow, maxrow);
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}
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if (!enemies) {
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if (!enemies) {
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if (casualties) *casualties = 0;
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if (casualties) *casualties = 0;
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return false; /* if no enemy found, no use doing standarad attack */
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return true; /* if no enemy found, no use doing standarad attack */
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}
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}
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if (fi->catmsg == -1) {
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if (fi->catmsg == -1) {
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@ -187,7 +188,7 @@ attack_firesword(const troop * at, int *casualties)
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}
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}
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static boolean
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static boolean
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attack_catapult(const troop * at, int * casualties)
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attack_catapult(const troop * at, int * casualties, int row)
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{
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{
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fighter *af = at->fighter;
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fighter *af = at->fighter;
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unit *au = af->unit;
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unit *au = af->unit;
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@ -196,8 +197,11 @@ attack_catapult(const troop * at, int * casualties)
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int d = 0, n;
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int d = 0, n;
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int minrow, maxrow;
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int minrow, maxrow;
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weapon * wp = af->person[at->index].weapon;
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weapon * wp = af->person[at->index].weapon;
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assert(wp->type->itype==olditemtype[I_CATAPULT]);
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assert(row>=FIGHT_ROW);
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if (row>BEHIND_ROW) return false; /* keine weiteren attacken */
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assert(wp->type->itype==olditemtype[I_CATAPULT]);
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assert (af->person[at->index].reload==0);
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assert (af->person[at->index].reload==0);
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if (af->catmsg == -1) {
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if (af->catmsg == -1) {
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@ -233,7 +237,7 @@ attack_catapult(const troop * at, int * casualties)
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}
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}
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if (casualties) *casualties = d;
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if (casualties) *casualties = d;
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return false;
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return false; /* keine weitren attacken */
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}
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}
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@ -1256,6 +1256,8 @@ count_enemies(side * as, int mask, int minrow, int maxrow)
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int i = 0;
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int i = 0;
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void **si;
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void **si;
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if (maxrow<FIRST_ROW) return 0;
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for (si = b->sides.begin; si != b->sides.end; ++si) {
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for (si = b->sides.begin; si != b->sides.end; ++si) {
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side *side = *si;
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side *side = *si;
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if (enemy(side, as))
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if (enemy(side, as))
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@ -1376,7 +1378,6 @@ do_combatmagic(battle *b, combatmagic_t was)
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void **fi;
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void **fi;
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spell *sp;
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spell *sp;
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fighter *fig;
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fighter *fig;
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unit *mage;
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region *r = b->region;
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region *r = b->region;
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castorder *co;
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castorder *co;
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castorder *cll[MAX_SPELLRANK];
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castorder *cll[MAX_SPELLRANK];
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@ -1389,10 +1390,12 @@ do_combatmagic(battle *b, combatmagic_t was)
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}
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}
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for (fi = b->fighters.begin; fi != b->fighters.end; ++fi) {
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for (fi = b->fighters.begin; fi != b->fighters.end; ++fi) {
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fig = *fi;
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fighter * fig = *fi;
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mage = fig->unit;
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unit * mage = fig->unit;
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int row = get_unitrow(fig);
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if (fig->alive > 0) { /* fighter kann im Kampf getötet worden sein */
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if (row>BEHIND_ROW) continue;
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if (fig->alive <= 0) continue; /* fighter kann im Kampf getötet worden sein */
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level = eff_skill(mage, SK_MAGIC, r);
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level = eff_skill(mage, SK_MAGIC, r);
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if (level > 0) {
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if (level > 0) {
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@ -1448,7 +1451,6 @@ do_combatmagic(battle *b, combatmagic_t was)
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add_castorder(&cll[(int)(sp->rank)], co);
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add_castorder(&cll[(int)(sp->rank)], co);
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}
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}
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}
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}
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}
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for (spellrank = 0; spellrank < MAX_SPELLRANK; spellrank++) {
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for (spellrank = 0; spellrank < MAX_SPELLRANK; spellrank++) {
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for (co = cll[spellrank]; co; co = co->next) {
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for (co = cll[spellrank]; co; co = co->next) {
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fig = (fighter*)co->magician;
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fig = (fighter*)co->magician;
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@ -1471,8 +1473,8 @@ do_combatmagic(battle *b, combatmagic_t was)
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}
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}
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void
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static void
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do_combatspell(troop at)
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do_combatspell(troop at, int row)
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{
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{
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spell *sp;
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spell *sp;
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fighter *fi = at.fighter;
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fighter *fi = at.fighter;
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@ -1485,6 +1487,8 @@ do_combatspell(troop at)
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int sl;
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int sl;
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char cmd[128];
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char cmd[128];
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if (row>BEHIND_ROW) return;
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sp = get_combatspell(mage, 1);
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sp = get_combatspell(mage, 1);
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if (sp == NULL) {
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if (sp == NULL) {
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fi->magic = 0; /* Hat keinen Kampfzauber, kämpft nichtmagisch weiter */
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fi->magic = 0; /* Hat keinen Kampfzauber, kämpft nichtmagisch weiter */
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@ -1851,7 +1855,7 @@ attack(battle *b, troop ta, const att *a)
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fighter *af = ta.fighter;
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fighter *af = ta.fighter;
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troop td;
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troop td;
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unit *au = af->unit;
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unit *au = af->unit;
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int row = get_unitrow(af) - 1;
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int row = get_unitrow(af);
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switch(a->type) {
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switch(a->type) {
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case AT_STANDARD: /* Waffen, mag. Gegenstände, Kampfzauber */
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case AT_STANDARD: /* Waffen, mag. Gegenstände, Kampfzauber */
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@ -1860,7 +1864,7 @@ attack(battle *b, troop ta, const att *a)
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/* Magier versuchen immer erstmal zu zaubern, erst wenn das
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/* Magier versuchen immer erstmal zu zaubern, erst wenn das
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* fehlschlägt, wird af->magic == 0 und der Magier kämpft
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* fehlschlägt, wird af->magic == 0 und der Magier kämpft
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* konventionell weiter */
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* konventionell weiter */
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do_combatspell(ta);
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do_combatspell(ta, row);
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} else {
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} else {
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weapon * wp;
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weapon * wp;
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@ -1873,7 +1877,7 @@ attack(battle *b, troop ta, const att *a)
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boolean standard_attack = true;
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boolean standard_attack = true;
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if (wp && wp->type->attack) {
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if (wp && wp->type->attack) {
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int dead;
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int dead;
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standard_attack = wp->type->attack(&ta, &dead);
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standard_attack = wp->type->attack(&ta, &dead, row);
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af->catmsg += dead;
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af->catmsg += dead;
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/* TODO: dies hier ist nicht richtig. wenn die katapulte/etc.
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/* TODO: dies hier ist nicht richtig. wenn die katapulte/etc.
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* keinen gegner gefunden haben, sollte es nicht erhöht werden.
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* keinen gegner gefunden haben, sollte es nicht erhöht werden.
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@ -1886,9 +1890,10 @@ attack(battle *b, troop ta, const att *a)
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}
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}
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if (standard_attack) {
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if (standard_attack) {
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boolean missile = false;
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boolean missile = false;
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int offset = row-FIGHT_ROW;
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if (wp && fval(wp->type, WTF_MISSILE)) missile=true;
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if (wp && fval(wp->type, WTF_MISSILE)) missile=true;
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if (missile) td = select_enemy(af, missile_range[0]-row, missile_range[1]-row);
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if (missile) td = select_enemy(af, missile_range[0]-offset, missile_range[1]-offset);
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else td = select_enemy(af, melee_range[0]-row, melee_range[1]-row);
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else td = select_enemy(af, melee_range[0]-offset, melee_range[1]-offset);
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if (!td.fighter) return;
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if (!td.fighter) return;
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if(td.fighter->person[td.index].last_action < b->turn) {
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if(td.fighter->person[td.index].last_action < b->turn) {
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@ -1920,7 +1925,7 @@ attack(battle *b, troop ta, const att *a)
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do_extra_spell(ta, a);
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do_extra_spell(ta, a);
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break;
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break;
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case AT_NATURAL:
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case AT_NATURAL:
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td = select_enemy(af, FIGHT_ROW-row, FIGHT_ROW-row);
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td = select_enemy(af, row, row);
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if (!td.fighter) return;
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if (!td.fighter) return;
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if(td.fighter->person[td.index].last_action < b->turn) {
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if(td.fighter->person[td.index].last_action < b->turn) {
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td.fighter->person[td.index].last_action = b->turn;
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td.fighter->person[td.index].last_action = b->turn;
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@ -1935,7 +1940,7 @@ attack(battle *b, troop ta, const att *a)
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}
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}
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break;
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break;
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case AT_DRAIN_ST:
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case AT_DRAIN_ST:
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td = select_enemy(af, FIGHT_ROW-row, FIGHT_ROW-row);
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td = select_enemy(af, row, row);
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if (!td.fighter) return;
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if (!td.fighter) return;
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if(td.fighter->person[td.index].last_action < b->turn) {
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if(td.fighter->person[td.index].last_action < b->turn) {
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td.fighter->person[td.index].last_action = b->turn;
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td.fighter->person[td.index].last_action = b->turn;
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@ -1958,7 +1963,7 @@ attack(battle *b, troop ta, const att *a)
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}
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}
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break;
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break;
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case AT_DRAIN_EXP:
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case AT_DRAIN_EXP:
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td = select_enemy(af, FIGHT_ROW-row, FIGHT_ROW-row);
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td = select_enemy(af, row, row);
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if (!td.fighter) return;
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if (!td.fighter) return;
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if(td.fighter->person[td.index].last_action < b->turn) {
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if(td.fighter->person[td.index].last_action < b->turn) {
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td.fighter->person[td.index].last_action = b->turn;
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td.fighter->person[td.index].last_action = b->turn;
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@ -1973,7 +1978,7 @@ attack(battle *b, troop ta, const att *a)
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}
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}
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break;
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break;
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case AT_DAZZLE:
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case AT_DAZZLE:
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td = select_enemy(af, FIGHT_ROW-row, FIGHT_ROW-row);
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td = select_enemy(af, row, row);
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if (!td.fighter) return;
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if (!td.fighter) return;
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if(td.fighter->person[td.index].last_action < b->turn) {
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if(td.fighter->person[td.index].last_action < b->turn) {
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td.fighter->person[td.index].last_action = b->turn;
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td.fighter->person[td.index].last_action = b->turn;
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@ -1988,7 +1993,7 @@ attack(battle *b, troop ta, const att *a)
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}
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}
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break;
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break;
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case AT_STRUCTURAL:
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case AT_STRUCTURAL:
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td = select_enemy(af, FIGHT_ROW-row, FIGHT_ROW-row);
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td = select_enemy(af, row, row);
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if (!td.fighter) return;
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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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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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ta.fighter->person[ta.index].last_action = b->turn;
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@ -193,7 +193,7 @@ typedef struct weapon_type {
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int reload; /* time to reload this weapon */
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int reload; /* time to reload this weapon */
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weapon_mod * modifiers;
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weapon_mod * modifiers;
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/* --- functions --- */
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/* --- functions --- */
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boolean (*attack)(const struct troop *, int *deaths);
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boolean (*attack)(const struct troop *, int *deaths, int row);
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/* --- pointers --- */
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/* --- pointers --- */
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struct weapon_type * next;
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struct weapon_type * next;
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} weapon_type;
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} weapon_type;
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