forked from github/server
- FLIEHEnde oder NICHT kaempfende Einheiten koennen keine Beute mehr machen. - Es gibt fuer select_enemy() u.a. jetzt eine Option, die ohne Beruecksichtigung des Advancements zu berechnen, wie fuer die o.g. Beuteverteilung benoetigt.
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@ -164,7 +164,7 @@ attack_firesword(const troop * at, int *casualties, int row)
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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->battle, fi->side, minrow, maxrow);
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enemies = count_enemies(fi->side->battle, fi->side, minrow, maxrow, true);
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}
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if (!enemies) {
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if (casualties) *casualties = 0;
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@ -184,7 +184,7 @@ attack_firesword(const troop * at, int *casualties, int row)
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}
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do {
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dt = select_enemy(fi->side->battle, fi, minrow, maxrow);
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dt = select_enemy(fi->side->battle, fi, minrow, maxrow, true);
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assert(dt.fighter);
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--force;
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killed += terminate(dt, *at, AT_SPELL, damage, 1);
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@ -231,7 +231,7 @@ attack_catapult(const troop * at, int * casualties, int row)
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minrow = FIGHT_ROW;
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maxrow = FIGHT_ROW;
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n = min(CATAPULT_ATTACKS, count_enemies(b, af->side, minrow, maxrow));
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n = min(CATAPULT_ATTACKS, count_enemies(b, af->side, minrow, maxrow, true));
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#if CATAPULT_AMMUNITION
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new_use_pooled(au, &rt_catapultammo, GET_SLACK|GET_RESERVE|GET_POOLED_SLACK, 1);
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@ -239,7 +239,7 @@ attack_catapult(const troop * at, int * casualties, int row)
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while (--n >= 0) {
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/* Select defender */
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dt = select_enemy(b, af, minrow, maxrow);
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dt = select_enemy(b, af, minrow, maxrow, true);
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if (!dt.fighter)
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break;
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@ -1261,14 +1261,16 @@ terminate(troop dt, troop at, int type, const char *damage, boolean missile)
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}
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static int
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count_side(const side * s, int minrow, int maxrow)
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count_side(const side * s, int minrow, int maxrow, boolean advance)
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{
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void **fi;
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int people = 0;
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int unitrow[NUMROWS];
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int i;
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for (i=0;i!=NUMROWS;++i) unitrow[i] = -1;
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if (advance) {
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for (i=0;i!=NUMROWS;++i) unitrow[i] = -1;
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}
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for (fi = s->fighters.begin; fi != s->fighters.end; ++fi) {
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const fighter *fig = *fi;
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@ -1276,11 +1278,12 @@ count_side(const side * s, int minrow, int maxrow)
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if (fig->alive - fig->removed <= 0) continue;
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row = statusrow(fig->status);
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if (unitrow[row] == -1) {
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unitrow[row] = get_unitrow(fig);
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if (advance) {
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if (unitrow[row] == -1) {
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unitrow[row] = get_unitrow(fig);
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}
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row = unitrow[row];
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}
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row = unitrow[row];
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if (row >= minrow && row <= maxrow) {
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people += fig->alive - fig->removed;
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}
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@ -1290,7 +1293,7 @@ count_side(const side * s, int minrow, int maxrow)
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/* new implementation of count_enemies ignores mask, since it was never used */
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int
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count_enemies(battle * b, side * as, int minrow, int maxrow)
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count_enemies(battle * b, side * as, int minrow, int maxrow, boolean advance)
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{
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int i = 0;
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void **si;
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@ -1300,14 +1303,14 @@ count_enemies(battle * b, side * as, int minrow, int maxrow)
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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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if (as==NULL || enemy(side, as)) {
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i += count_side(side, minrow, maxrow);
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i += count_side(side, minrow, maxrow, advance);
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}
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}
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return i;
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}
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troop
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select_enemy(battle * b, fighter * af, int minrow, int maxrow)
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select_enemy(battle * b, fighter * af, int minrow, int maxrow, boolean advance)
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{
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side *as = af->side;
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int si;
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@ -1321,7 +1324,7 @@ select_enemy(battle * b, fighter * af, int minrow, int maxrow)
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}
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minrow = max(minrow, FIGHT_ROW);
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enemies = count_enemies(b, as, minrow, maxrow);
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enemies = count_enemies(b, as, minrow, maxrow, advance);
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/* Niemand ist in der angegebenen Entfernung? */
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if (enemies<=0) return no_troop;
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@ -1330,19 +1333,24 @@ select_enemy(battle * b, fighter * af, int minrow, int maxrow)
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for (si=0;as->enemies[si];++si) {
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side *ds = as->enemies[si];
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void ** fi;
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int ui, unitrow[NUMROWS];
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int unitrow[NUMROWS];
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for (ui=0;ui!=NUMROWS;++ui) unitrow[ui] = -1;
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if (advance) {
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int ui;
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for (ui=0;ui!=NUMROWS;++ui) unitrow[ui] = -1;
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}
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for (fi=ds->fighters.begin;fi!=ds->fighters.end;++fi) {
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fighter * df = *fi;
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int dr;
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ui = statusrow(df->status);
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if (unitrow[ui]<0) {
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unitrow[ui] = get_unitrow(df);
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dr = statusrow(df->status);
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if (advance) {
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if (unitrow[dr]<0) {
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unitrow[dr] = get_unitrow(df);
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}
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dr = unitrow[dr];
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}
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dr = unitrow[ui];
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if (dr < minrow || dr > maxrow) continue;
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if (df->alive - df->removed > enemies) {
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@ -1386,7 +1394,7 @@ select_opponent(battle * b, troop at, int minrow, int maxrow)
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}
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}
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#endif
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dt = select_enemy(b, at.fighter, minrow, maxrow);
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dt = select_enemy(b, at.fighter, minrow, maxrow, true);
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#ifdef FIXED_OPPONENTS
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if (dt.fighter!=NULL) {
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fighter * df = dt.fighter;
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@ -2162,34 +2170,34 @@ attack(battle *b, troop ta, const att *a, int numattack)
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void
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do_attack(fighter * af)
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{
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troop ta;
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unit *au = af->unit;
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side *side = af->side;
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battle *b = side->battle;
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troop ta;
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unit *au = af->unit;
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side *side = af->side;
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battle *b = side->battle;
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ta.fighter = af;
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ta.fighter = af;
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assert(au && au->number);
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/* Da das Zuschlagen auf Einheiten und nicht auf den einzelnen
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* Kämpfern beruht, darf die Reihenfolge und Größe der Einheit keine
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* Rolle spielen, Das tut sie nur dann, wenn jeder, der am Anfang der
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* Runde lebte, auch zuschlagen darf. Ansonsten ist der, der zufällig
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* mit einer großen Einheit zuerst drankommt, extrem bevorteilt. */
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ta.index = af->fighting;
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assert(au && au->number);
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/* Da das Zuschlagen auf Einheiten und nicht auf den einzelnen
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* Kämpfern beruht, darf die Reihenfolge und Größe der Einheit keine
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* Rolle spielen, Das tut sie nur dann, wenn jeder, der am Anfang der
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* Runde lebte, auch zuschlagen darf. Ansonsten ist der, der zufällig
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* mit einer großen Einheit zuerst drankommt, extrem bevorteilt. */
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ta.index = af->fighting;
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while (ta.index--) {
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/* Wir suchen eine beliebige Feind-Einheit aus. An der können
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* wir feststellen, ob noch jemand da ist. */
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int enemies = count_enemies(b, af->side, FIGHT_ROW, LAST_ROW);
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while (ta.index--) {
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/* Wir suchen eine beliebige Feind-Einheit aus. An der können
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* wir feststellen, ob noch jemand da ist. */
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int enemies = count_enemies(b, af->side, FIGHT_ROW, LAST_ROW, true);
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int apr, attacks = attacks_per_round(ta);
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if (!enemies) break;
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if (!enemies) break;
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for (apr=0;apr!=attacks;++apr) {
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for (apr=0;apr!=attacks;++apr) {
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int a;
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for (a=0; a!=10 && au->race->attack[a].type!=AT_NONE; ++a) {
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for (a=0; a!=10 && au->race->attack[a].type!=AT_NONE; ++a) {
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if (apr>0) {
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/* Wenn die Waffe nachladen muss, oder es sich nicht um einen
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* Waffen-Angriff handelt, dann gilt der Speed nicht. */
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* Waffen-Angriff handelt, dann gilt der Speed nicht. */
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if (au->race->attack[a].type!=AT_STANDARD) continue;
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else {
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weapon * wp = preferred_weapon(ta, true);
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@ -2197,9 +2205,9 @@ do_attack(fighter * af)
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}
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}
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attack(b, ta, &(au->race->attack[a]), apr);
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}
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}
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}
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}
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}
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}
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}
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void
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@ -2286,42 +2294,46 @@ make_side(battle * b, const faction * f, const group * g, boolean stealth, const
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void
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loot_items(fighter * corpse)
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{
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unit * u = corpse->unit;
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item * itm = u->items;
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battle * b = corpse->side->battle;
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u->items = NULL;
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unit * u = corpse->unit;
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item * itm = u->items;
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battle * b = corpse->side->battle;
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u->items = NULL;
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while (itm) {
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int i;
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if (itm->number) {
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for (i = 10; i != 0; i--) {
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int loot = itm->number / i;
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itm->number -= loot;
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/* Looten tun hier immer nur die Gegner. Das
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* ist als Ausgleich für die neue Loot-regel
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* (nur ganz tote Einheiten) fair.
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* zusätzlich looten auch geflohene, aber
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* nach anderen Regeln.
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*/
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if (loot>0 && (itm->type->flags & (ITF_CURSED|ITF_NOTLOST)
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|| rand()%100 >= 50 - corpse->side->battle->keeploot)) {
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fighter *fig = select_enemy(b, corpse, FIGHT_ROW, LAST_ROW).fighter;
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if (fig) {
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item * l = fig->loot;
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while (l && l->type!=itm->type) l=l->next;
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if (!l) {
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l = calloc(sizeof(item), 1);
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l->next = fig->loot;
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fig->loot = l;
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l->type = itm->type;
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}
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l->number += loot;
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}
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}
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}
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}
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itm = itm->next;
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}
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while (itm) {
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int i;
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if (itm->number) {
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for (i = 10; i != 0; --i) {
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int loot = itm->number / i;
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/* Looten tun hier immer nur die Gegner. Das ist als Ausgleich für die
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* neue Loot-regel (nur ganz tote Einheiten) fair.
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* zusätzlich looten auch geflohene, aber nach anderen Regeln.
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*/
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if (loot>0) {
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int maxrow = BEHIND_ROW;
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int lootchance = 50 + b->keeploot;
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if (itm->type->flags & (ITF_CURSED|ITF_NOTLOST)) maxrow = LAST_ROW;
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itm->number -= loot;
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if (maxrow == LAST_ROW || rand() % 100 < lootchance) {
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fighter *fig = select_enemy(b, corpse, FIGHT_ROW, maxrow, false).fighter;
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if (fig) {
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item * l = fig->loot;
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while (l && l->type!=itm->type) l=l->next;
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if (!l) {
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l = calloc(sizeof(item), 1);
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l->next = fig->loot;
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fig->loot = l;
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l->type = itm->type;
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}
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l->number += loot;
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}
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}
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}
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}
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}
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itm = itm->next;
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}
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}
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#ifndef NO_RUNNING
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@ -210,8 +210,8 @@ extern "C" {
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/* for combar spells and special attacks */
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extern int damage_unit(struct unit *u, const char *dam, boolean armor, boolean magic);
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extern troop select_enemy(struct battle * b, struct fighter * af, int minrow, int maxrow);
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extern int count_enemies(struct battle * b, struct side * as, int minrow, int maxrow);
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extern troop select_enemy(struct battle * b, struct fighter * af, int minrow, int maxrow, boolean advance);
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extern int count_enemies(struct battle * b, struct side * as, int minrow, int maxrow, boolean advance);
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extern boolean terminate(troop dt, troop at, int type, const char *damage, boolean missile);
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extern void battlemsg(battle * b, struct unit * u, const char * s);
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extern void battlerecord(battle * b, const char *s);
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@ -141,7 +141,7 @@ sp_kampfzauber(fighter * fi, int level, double power, spell * sp)
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sprintf(buf, "%s zaubert %s", unitname(fi->unit),
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spell_name(sp, default_locale));
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enemies = count_enemies(b, fi->side, minrow, maxrow);
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enemies = count_enemies(b, fi->side, minrow, maxrow, true);
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if (enemies==0) {
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m = msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
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message_all(b, m);
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@ -150,7 +150,7 @@ sp_kampfzauber(fighter * fi, int level, double power, spell * sp)
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}
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while (force>0 && killed < enemies) {
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dt = select_enemy(b, fi, minrow, maxrow);
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dt = select_enemy(b, fi, minrow, maxrow, true);
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assert(dt.fighter);
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--force;
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killed += terminate(dt, at, AT_COMBATSPELL, damage, false);
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@ -181,7 +181,7 @@ sp_versteinern(fighter * fi, int level, double power, spell * sp)
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force = lovar(get_force(power, 0));
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enemies = count_enemies(b, fi->side, minrow, maxrow);
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enemies = count_enemies(b, fi->side, minrow, maxrow, true);
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if (!enemies) {
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scat(", aber niemand war in Reichweite.");
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battlerecord(b, buf);
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@ -191,7 +191,7 @@ sp_versteinern(fighter * fi, int level, double power, spell * sp)
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battlerecord(b, buf);
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while (force && stoned < enemies) {
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troop dt = select_enemy(b, fi, minrow, maxrow);
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troop dt = select_enemy(b, fi, minrow, maxrow, true);
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fighter * df = dt.fighter;
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unit * du = df->unit;
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if (is_magic_resistant(mage, du, 0) == false) {
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@ -240,7 +240,7 @@ sp_stun(fighter * fi, int level, double power, spell * sp)
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assert(0);
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}
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enemies = count_enemies(b, fi->side, minrow, maxrow);
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enemies = count_enemies(b, fi->side, minrow, maxrow, true);
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if (!enemies) {
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scat(", aber niemand war in Reichweite.");
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battlerecord(b, buf);
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@ -251,7 +251,7 @@ sp_stun(fighter * fi, int level, double power, spell * sp)
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stunned = 0;
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while (force && stunned < enemies) {
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troop dt = select_enemy(b, fi, minrow, maxrow);
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troop dt = select_enemy(b, fi, minrow, maxrow, true);
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fighter * df = dt.fighter;
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unit * du = df->unit;
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@ -296,7 +296,7 @@ sp_combatrosthauch(fighter * fi, int level, double power, spell * sp)
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force = lovar(power * 15);
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enemies = count_enemies(b, fi->side, minrow, maxrow);
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enemies = count_enemies(b, fi->side, minrow, maxrow, true);
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if (!enemies) {
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battlemsg(b, fi->unit, msgt[0]);
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return 0;
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@ -383,7 +383,7 @@ sp_sleep(fighter * fi, int level, double power, spell * sp)
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sprintf(buf, "%s zaubert %s", unitname(mage),
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spell_name(sp, default_locale));
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force = lovar(power * 25);
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enemies = count_enemies(b, fi->side, minrow, maxrow);
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enemies = count_enemies(b, fi->side, minrow, maxrow, true);
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if (!enemies) {
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scat(", aber niemand war in Reichweite.");
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@ -394,7 +394,7 @@ sp_sleep(fighter * fi, int level, double power, spell * sp)
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battlerecord(b, buf);
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while (force && enemies) {
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dt = select_enemy(b, fi, minrow, maxrow);
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dt = select_enemy(b, fi, minrow, maxrow, true);
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assert(dt.fighter);
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du = dt.fighter->unit;
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if (is_magic_resistant(mage, du, 0) == false) {
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@ -530,7 +530,7 @@ sp_mindblast(fighter * fi, int level, double power, spell * sp)
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spell_name(sp, default_locale));
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force = lovar(power * 25);
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enemies = count_enemies(b, fi->side, minrow, maxrow);
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enemies = count_enemies(b, fi->side, minrow, maxrow, true);
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if (!enemies) {
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scat(", aber niemand war in Reichweite.");
|
||||
battlerecord(b, buf);
|
||||
|
@ -540,7 +540,7 @@ sp_mindblast(fighter * fi, int level, double power, spell * sp)
|
|||
battlerecord(b, buf);
|
||||
|
||||
while (force && enemies) {
|
||||
dt = select_enemy(b, fi, minrow, maxrow);
|
||||
dt = select_enemy(b, fi, minrow, maxrow, true);
|
||||
assert(dt.fighter);
|
||||
du = dt.fighter->unit;
|
||||
if (humanoidrace(du->race) && !is_magic_resistant(mage, du, 0)) {
|
||||
|
@ -600,7 +600,7 @@ sp_dragonodem(fighter * fi, int level, double power, spell * sp)
|
|||
/* Jungdrache 3->54, Drache 6->216, Wyrm 12->864 Treffer */
|
||||
force = lovar(get_force(level,6));
|
||||
|
||||
enemies = count_enemies(b, fi->side, minrow, maxrow);
|
||||
enemies = count_enemies(b, fi->side, minrow, maxrow, true);
|
||||
|
||||
if (!enemies) {
|
||||
scat(", aber niemand war in Reichweite.");
|
||||
|
@ -614,7 +614,7 @@ sp_dragonodem(fighter * fi, int level, double power, spell * sp)
|
|||
at.index = 0;
|
||||
|
||||
while (force && killed < enemies) {
|
||||
dt = select_enemy(b, fi, minrow, maxrow);
|
||||
dt = select_enemy(b, fi, minrow, maxrow, true);
|
||||
assert(dt.fighter);
|
||||
--force;
|
||||
killed += terminate(dt, at, AT_COMBATSPELL, damage, false);
|
||||
|
@ -649,7 +649,7 @@ sp_immolation(fighter * fi, int level, double power, spell * sp)
|
|||
/* Betrifft alle Gegner */
|
||||
force = 99999;
|
||||
|
||||
enemies = count_enemies(b, fi->side, minrow, maxrow);
|
||||
enemies = count_enemies(b, fi->side, minrow, maxrow, true);
|
||||
|
||||
if (!enemies) {
|
||||
scat(", aber niemand war in Reichweite.");
|
||||
|
@ -663,7 +663,7 @@ sp_immolation(fighter * fi, int level, double power, spell * sp)
|
|||
at.index = 0;
|
||||
|
||||
while (force && killed < enemies) {
|
||||
dt = select_enemy(b, fi, minrow, maxrow);
|
||||
dt = select_enemy(b, fi, minrow, maxrow, true);
|
||||
assert(dt.fighter);
|
||||
--force;
|
||||
killed += terminate(dt, at, AT_COMBATSPELL, damage, false);
|
||||
|
@ -698,7 +698,7 @@ sp_drainodem(fighter * fi, int level, double power, spell * sp)
|
|||
/* Jungdrache 3->54, Drache 6->216, Wyrm 12->864 Treffer */
|
||||
force = lovar(get_force(level,6));
|
||||
|
||||
enemies = count_enemies(b, fi->side, minrow, maxrow);
|
||||
enemies = count_enemies(b, fi->side, minrow, maxrow, true);
|
||||
|
||||
if (!enemies) {
|
||||
scat(", aber niemand war in Reichweite.");
|
||||
|
@ -712,7 +712,7 @@ sp_drainodem(fighter * fi, int level, double power, spell * sp)
|
|||
at.index = 0;
|
||||
|
||||
while (force && drained < enemies) {
|
||||
dt = select_enemy(b, fi, minrow, maxrow);
|
||||
dt = select_enemy(b, fi, minrow, maxrow, true);
|
||||
assert(dt.fighter);
|
||||
if (hits(at, dt, NULL)) {
|
||||
drain_exp(dt.fighter->unit, 90);
|
||||
|
@ -906,7 +906,7 @@ sp_chaosrow(fighter * fi, int level, double power, spell * sp)
|
|||
break;
|
||||
}
|
||||
|
||||
enemies = count_enemies(b, fi->side, minrow, maxrow);
|
||||
enemies = count_enemies(b, fi->side, minrow, maxrow, true);
|
||||
if (!enemies) {
|
||||
scat(", aber niemand war in Reichweite.");
|
||||
battlerecord(b, buf);
|
||||
|
@ -1004,7 +1004,7 @@ sp_flee(fighter * fi, int level, double power, spell * sp)
|
|||
force = (int)get_force(power,10);
|
||||
}
|
||||
|
||||
if (!count_enemies(b, fi->side, minrow, maxrow)) {
|
||||
if (!count_enemies(b, fi->side, minrow, maxrow, true)) {
|
||||
scat(", aber es gab niemanden mehr, der beeinflusst werden konnte.");
|
||||
battlerecord(b, buf);
|
||||
return 0;
|
||||
|
@ -1183,7 +1183,7 @@ sp_frighten(fighter * fi, int level, double power, spell * sp)
|
|||
|
||||
sprintf(buf, "%s zaubert %s", unitname(mage),
|
||||
spell_name(sp, default_locale));
|
||||
enemies = count_enemies(b, fi->side, minrow, maxrow);
|
||||
enemies = count_enemies(b, fi->side, minrow, maxrow, true);
|
||||
if (!enemies) {
|
||||
scat(", aber niemand war in Reichweite.");
|
||||
battlerecord(b, buf);
|
||||
|
@ -1193,7 +1193,7 @@ sp_frighten(fighter * fi, int level, double power, spell * sp)
|
|||
battlerecord(b, buf);
|
||||
|
||||
while (force && enemies) {
|
||||
troop dt = select_enemy(b, fi, minrow, maxrow);
|
||||
troop dt = select_enemy(b, fi, minrow, maxrow, true);
|
||||
fighter *df = dt.fighter;
|
||||
--enemies;
|
||||
|
||||
|
@ -1232,14 +1232,14 @@ sp_tiredsoldiers(fighter * fi, int level, double power, spell * sp)
|
|||
|
||||
sprintf(buf, "%s zaubert %s", unitname(mage),
|
||||
spell_name(sp, default_locale));
|
||||
if (!count_enemies(b, fi->side, FIGHT_ROW, BEHIND_ROW)) {
|
||||
if (!count_enemies(b, fi->side, FIGHT_ROW, BEHIND_ROW, true)) {
|
||||
scat(", aber niemand war in Reichweite.");
|
||||
battlerecord(b, buf);
|
||||
return 0;
|
||||
}
|
||||
|
||||
while (force) {
|
||||
troop t = select_enemy(b, fi, FIGHT_ROW, BEHIND_ROW);
|
||||
troop t = select_enemy(b, fi, FIGHT_ROW, BEHIND_ROW, true);
|
||||
fighter *df = t.fighter;
|
||||
|
||||
if (!df)
|
||||
|
@ -1292,7 +1292,7 @@ sp_windshield(fighter * fi, int level, double power, spell * sp)
|
|||
force = (int)power;
|
||||
at_malus = 2;
|
||||
}
|
||||
enemies = count_enemies(b, fi->side, minrow, maxrow);
|
||||
enemies = count_enemies(b, fi->side, minrow, maxrow, true);
|
||||
if (!enemies) {
|
||||
scat(", aber niemand war in Reichweite.");
|
||||
battlerecord(b, buf);
|
||||
|
@ -1300,7 +1300,7 @@ sp_windshield(fighter * fi, int level, double power, spell * sp)
|
|||
}
|
||||
|
||||
while (force && enemies) {
|
||||
troop dt = select_enemy(b, fi, minrow, maxrow);
|
||||
troop dt = select_enemy(b, fi, minrow, maxrow, true);
|
||||
fighter *df = dt.fighter;
|
||||
--enemies;
|
||||
|
||||
|
|
|
@ -73,10 +73,6 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "eressea-lua", "eressea\eres
|
|||
{4C837BEC-A428-4287-84B3-8F8F9DE7FA00} = {4C837BEC-A428-4287-84B3-8F8F9DE7FA00}
|
||||
EndProjectSection
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "wxmapper", "wxmapper\wxmapper.vcproj", "{552164AD-D42D-4088-A59E-CB5CF77BA528}"
|
||||
ProjectSection(ProjectDependencies) = postProject
|
||||
EndProjectSection
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfiguration) = preSolution
|
||||
Debug = Debug
|
||||
|
@ -129,10 +125,6 @@ Global
|
|||
{749A2F7C-B9C3-4CEB-B1B2-1D4587E68719}.Debug.Build.0 = Debug|Win32
|
||||
{749A2F7C-B9C3-4CEB-B1B2-1D4587E68719}.Release.ActiveCfg = Release|Win32
|
||||
{749A2F7C-B9C3-4CEB-B1B2-1D4587E68719}.Release.Build.0 = Release|Win32
|
||||
{552164AD-D42D-4088-A59E-CB5CF77BA528}.Debug.ActiveCfg = Debug|Win32
|
||||
{552164AD-D42D-4088-A59E-CB5CF77BA528}.Debug.Build.0 = Debug|Win32
|
||||
{552164AD-D42D-4088-A59E-CB5CF77BA528}.Release.ActiveCfg = Release|Win32
|
||||
{552164AD-D42D-4088-A59E-CB5CF77BA528}.Release.Build.0 = Release|Win32
|
||||
EndGlobalSection
|
||||
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||
EndGlobalSection
|
||||
|
|
|
@ -11,8 +11,10 @@
|
|||
// lua includes
|
||||
#include <lua.hpp>
|
||||
#include <luabind/luabind.hpp>
|
||||
#include <luabind/operator.hpp>
|
||||
#include <luabind/iterator_policy.hpp>
|
||||
#ifdef HAVE_LUABIND_B7
|
||||
# include <luabind/operator.hpp>
|
||||
#endif
|
||||
|
||||
// util includes
|
||||
#include <util/base36.h>
|
||||
|
|
|
@ -18,8 +18,10 @@
|
|||
// lua includes
|
||||
#include <lua.hpp>
|
||||
#include <luabind/luabind.hpp>
|
||||
#include <luabind/operator.hpp>
|
||||
#include <luabind/iterator_policy.hpp>
|
||||
#ifdef HAVE_LUABIND_B7
|
||||
# include <luabind/operator.hpp>
|
||||
#endif
|
||||
|
||||
#include <ostream>
|
||||
using namespace luabind;
|
||||
|
|
|
@ -12,8 +12,10 @@
|
|||
// lua includes
|
||||
#include <lua.hpp>
|
||||
#include <luabind/luabind.hpp>
|
||||
#include <luabind/operator.hpp>
|
||||
#include <luabind/iterator_policy.hpp>
|
||||
#ifdef HAVE_LUABIND_B7
|
||||
# include <luabind/operator.hpp>
|
||||
#endif
|
||||
|
||||
#include <ostream>
|
||||
using namespace luabind;
|
||||
|
|
|
@ -28,8 +28,10 @@
|
|||
// lua includes
|
||||
#include <lua.hpp>
|
||||
#include <luabind/luabind.hpp>
|
||||
#include <luabind/operator.hpp>
|
||||
#include <luabind/iterator_policy.hpp>
|
||||
#ifdef HAVE_LUABIND_B7
|
||||
# include <luabind/operator.hpp>
|
||||
#endif
|
||||
|
||||
#include <ostream>
|
||||
#include <string>
|
||||
|
|
Loading…
Reference in New Issue