In der Regel sollte create_unit() benutzt werden, um Einheiten zu erzeugen, weil dann Parteitarnung, Rasse, etc. von der erzeugenden Einheit übernommen werden.
This commit is contained in:
Enno Rehling 2005-02-12 21:25:03 +00:00
parent c91d69e379
commit fc7e4493f1
7 changed files with 19 additions and 54 deletions

View File

@ -248,7 +248,7 @@ expandrecruit(region * r, request * recruitorders)
u->hp = u->n * unit_max_hp(u);
unew = u;
} else {
unew = createunit(r, u->faction, u->n, u->race);
unew = create_unit(r, u->faction, u->n, u->race, 0, NULL, u);
}
if (unew->race == new_race[RC_URUK]) {

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@ -3817,7 +3817,6 @@ do_battle(void)
*/
switch (u->status) {
case ST_FLEE:
run = true;
break;
default:
if ((fig->person[dt.index].flags & FL_HIT) == 0) continue;

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@ -762,7 +762,7 @@ sp_shadowcall(fighter * fi, int level, double power, spell * sp)
break;
}
u = createunit(r, mage->faction, force, rc);
u = create_unit(r, mage->faction, force, rc, 0, NULL, mage);
u->status = ST_FIGHT;
set_string(&u->name, racename(mage->faction->locale, u, u->race));
@ -770,9 +770,6 @@ sp_shadowcall(fighter * fi, int level, double power, spell * sp)
set_level(u, SK_AUSDAUER, (int)(power/2));
u->hp = u->number * unit_max_hp(u);
if (fval(mage, UFL_PARTEITARNUNG))
fset(u, UFL_PARTEITARNUNG);
a = a_new(&at_unitdissolve);
a->data.ca[0] = 0;
a->data.ca[1] = 100;
@ -793,7 +790,7 @@ sp_wolfhowl(fighter * fi, int level, double power, spell * sp)
unit *mage = fi->unit;
attrib *a;
int force = (int)(get_force(power, 3)/2);
unit *u = createunit(r, mage->faction, force, new_race[RC_WOLF]);
unit *u = create_unit(r, mage->faction, force, new_race[RC_WOLF], 0, NULL, mage);
unused(sp);
u->status = ST_FIGHT;
@ -830,7 +827,7 @@ sp_shadowknights(fighter * fi, int level, double power, spell * sp)
unused(sp);
u = createunit(r, mage->faction, force, new_race[RC_SHADOWKNIGHT]);
u = create_unit(r, mage->faction, force, new_race[RC_SHADOWKNIGHT], 0, NULL, mage);
u->status = ST_FIGHT;
set_string(&u->name, "Schattenritter");
@ -1730,7 +1727,7 @@ sp_undeadhero(fighter * fi, int level, double power, spell * sp)
}
if (j > 0) {
unit * u = createunit(r, mage->faction, 0, new_race[RC_UNDEAD]);
unit * u = create_unit(r, mage->faction, 0, new_race[RC_UNDEAD], 0, NULL, mage);
/* new units gets some stats from old unit */
set_string(&u->name, du->name);

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@ -2543,16 +2543,12 @@ init_used_faction_ids(void)
}
unit *
make_undead_unit(region * r, faction * f, int n, const struct race * rc)
void
make_undead_unit(unit * u)
{
unit *u;
u = createunit(r, f, n, rc);
set_order(&u->lastorder, NULL);
name_unit(u);
fset(u, UFL_ISNEW);
return u;
}
void

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@ -920,7 +920,7 @@ extern int findoption(const char *s, const struct locale * lang);
extern char buf[BUFSIZE + 1];
/* special units */
struct unit *make_undead_unit(struct region * r, struct faction * f, int n, const struct race * rc);
void make_undead_unit(struct unit *);
extern struct region *regions;
extern struct faction *factions;

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@ -614,7 +614,7 @@ sp_summon_familiar(castorder *co)
target_region = rconnect(r,d);
}
familiar = createunit(target_region, mage->faction, 1, rc);
familiar = create_unit(target_region, mage->faction, 1, rc, 0, NULL, mage);
if (target_region==mage->region) {
familiar->building = mage->building;
familiar->ship = mage->ship;
@ -3225,11 +3225,7 @@ sp_unholypower(castorder *co)
/* Verletzungsanteil der transferierten Personen berechnen */
wounds = wounds*n/u->number;
un = createunit(co->rt, u->faction, 0, target_race);
if (co->rt==u->region) {
un->building = u->building;
un->ship = u->ship;
}
un = create_unit(co->rt, u->faction, 0, target_race, 0, NULL, u);
transfermen(u, un, n);
un->hp = unit_max_hp(un)*n - wounds;
ADDMSG(&co->rt->msgs, msg_message("unholypower_limitedeffect",
@ -3502,13 +3498,7 @@ sp_summonshadow(castorder *co)
unit *u;
int val;
u = createunit(r, mage->faction, (int)(force*force), new_race[RC_SHADOW]);
if (r==mage->region) {
u->building = mage->building;
u->ship = mage->ship;
}
if (fval(mage, UFL_PARTEITARNUNG))
fset(u, UFL_PARTEITARNUNG);
u = create_unit(r, mage->faction, (int)(force*force), new_race[RC_SHADOW], 0, NULL, mage);
/* Bekommen Tarnung = (Magie+Tarnung)/2 und Wahrnehmung 1. */
val = get_level(mage, SK_MAGIC) + get_level(mage, SK_STEALTH);
@ -3549,13 +3539,7 @@ sp_summonshadowlords(castorder *co)
int cast_level = co->level;
double force = co->force;
u = createunit(r, mage->faction, (int)(force*force), new_race[RC_SHADOWLORD]);
if (r==mage->region) {
u->building = mage->building;
u->ship = mage->ship;
}
if (fval(mage, UFL_PARTEITARNUNG))
fset(u, UFL_PARTEITARNUNG);
u = create_unit(r, mage->faction, (int)(force*force), new_race[RC_SHADOWLORD], 0, NULL, mage);
/* Bekommen Tarnung = Magie und Wahrnehmung 5. */
set_level(u, SK_STEALTH, get_level(mage, SK_MAGIC));
@ -3786,13 +3770,8 @@ sp_summonundead(castorder *co)
race = new_race[RC_GHOUL];
}
u = make_undead_unit(r, mage->faction, undead, race);
if (r==mage->region) {
u->building = mage->building;
u->ship = mage->ship;
}
if (fval(mage, UFL_PARTEITARNUNG))
fset(u, UFL_PARTEITARNUNG);
u = create_unit(r, mage->faction, undead, race, 0, NULL, mage);
make_undead_unit(u);
sprintf(buf, "%s erweckt %d Untote aus ihren Gräbern.",
unitname(mage), undead);
@ -5432,14 +5411,9 @@ sp_clonecopy(castorder *co)
return 0;
}
clone = createunit(target_region, mage->faction, 1, new_race[RC_CLONE]);
if (target_region==mage->region) {
clone->building = mage->building;
clone->ship = mage->ship;
}
clone->status = ST_FLEE;
sprintf(buf, "Klon von %s", unitname(mage));
set_string(&clone->name, buf);
clone = create_unit(target_region, mage->faction, 1, new_race[RC_CLONE], 0, buf, mage);
clone->status = ST_FLEE;
fset(clone, UFL_LOCKED);
create_newclone(mage, clone);
@ -5485,7 +5459,7 @@ sp_dreamreading(castorder *co)
return 0;
}
u2=createunit(u->region,mage->faction, RS_FARVISION, new_race[RC_SPELL]);
u2 = createunit(u->region,mage->faction, RS_FARVISION, new_race[RC_SPELL]);
set_number(u2, 1);
set_string(&u2->name, "sp_dreamreading");
u2->age = 2; /* Nur für diese Runde. */

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@ -73,10 +73,9 @@ age_undead(unit *u)
for (m = u->number; m; m--)
if (rand() % 100 < UNDEAD_BREAKUP_FRACTION)
n++;
u2 = make_undead_unit(r, findfaction(MONSTER_FACTION), 0, new_race[RC_UNDEAD]);
u2 = create_unit(r, findfaction(MONSTER_FACTION), 0, new_race[RC_UNDEAD], 0, NULL, u);
make_undead_unit(u2);
transfermen(u, u2, u->number - n);
u2->building = u->building;
u2->ship = u->ship;
}
}