Kampfreihenfixes

This commit is contained in:
Enno Rehling 2002-03-03 14:21:07 +00:00
parent 7e60d07eed
commit b5652a9e49
1 changed files with 15 additions and 8 deletions

View File

@ -1340,6 +1340,7 @@ select_enemy(fighter * af, int minrow, int maxrow)
minrow = FIGHT_ROW; minrow = FIGHT_ROW;
maxrow = BEHIND_ROW; maxrow = BEHIND_ROW;
} }
minrow = max(minrow, FIGHT_ROW);
enemies = count_enemies(af->side, FS_ENEMY, minrow, maxrow); enemies = count_enemies(af->side, FS_ENEMY, minrow, maxrow);
@ -1906,6 +1907,7 @@ attack(battle *b, troop ta, const att *a)
troop td; troop td;
unit *au = af->unit; unit *au = af->unit;
int row = get_unitrow(af); int row = get_unitrow(af);
int offset = row - FIGHT_ROW;
switch(a->type) { switch(a->type) {
case AT_STANDARD: /* Waffen, mag. Gegenstände, Kampfzauber */ case AT_STANDARD: /* Waffen, mag. Gegenstände, Kampfzauber */
@ -1940,10 +1942,15 @@ attack(battle *b, troop ta, const att *a)
} }
if (standard_attack) { if (standard_attack) {
boolean missile = false; boolean missile = false;
int offset = row-FIGHT_ROW;
if (wp && fval(wp->type, WTF_MISSILE)) missile=true; if (wp && fval(wp->type, WTF_MISSILE)) missile=true;
if (missile) td = select_enemy(af, missile_range[0]-offset, missile_range[1]-offset); if (missile) {
else td = select_enemy(af, melee_range[0]-offset, melee_range[1]-offset); if (row<=BEHIND_ROW) td = select_enemy(af, missile_range[0], missile_range[1]);
else return;
}
else {
if (row<=FIGHT_ROW) td = select_enemy(af, melee_range[0], melee_range[1]);
else return;
}
if (!td.fighter) return; if (!td.fighter) return;
if(td.fighter->person[td.index].last_action < b->turn) { if(td.fighter->person[td.index].last_action < b->turn) {
@ -1975,7 +1982,7 @@ attack(battle *b, troop ta, const att *a)
do_extra_spell(ta, a); do_extra_spell(ta, a);
break; break;
case AT_NATURAL: case AT_NATURAL:
td = select_enemy(af, row, row); td = select_enemy(af, melee_range[0]-offset, melee_range[1]-offset);
if (!td.fighter) return; if (!td.fighter) return;
if(td.fighter->person[td.index].last_action < b->turn) { if(td.fighter->person[td.index].last_action < b->turn) {
td.fighter->person[td.index].last_action = b->turn; td.fighter->person[td.index].last_action = b->turn;
@ -1990,7 +1997,7 @@ attack(battle *b, troop ta, const att *a)
} }
break; break;
case AT_DRAIN_ST: case AT_DRAIN_ST:
td = select_enemy(af, row, row); td = select_enemy(af, melee_range[0]-offset, melee_range[1]-offset);
if (!td.fighter) return; if (!td.fighter) return;
if(td.fighter->person[td.index].last_action < b->turn) { if(td.fighter->person[td.index].last_action < b->turn) {
td.fighter->person[td.index].last_action = b->turn; td.fighter->person[td.index].last_action = b->turn;
@ -2013,7 +2020,7 @@ attack(battle *b, troop ta, const att *a)
} }
break; break;
case AT_DRAIN_EXP: case AT_DRAIN_EXP:
td = select_enemy(af, row, row); td = select_enemy(af, melee_range[0]-offset, melee_range[1]-offset);
if (!td.fighter) return; if (!td.fighter) return;
if(td.fighter->person[td.index].last_action < b->turn) { if(td.fighter->person[td.index].last_action < b->turn) {
td.fighter->person[td.index].last_action = b->turn; td.fighter->person[td.index].last_action = b->turn;
@ -2028,7 +2035,7 @@ attack(battle *b, troop ta, const att *a)
} }
break; break;
case AT_DAZZLE: case AT_DAZZLE:
td = select_enemy(af, row, row); td = select_enemy(af, melee_range[0]-offset, melee_range[1]-offset);
if (!td.fighter) return; if (!td.fighter) return;
if(td.fighter->person[td.index].last_action < b->turn) { if(td.fighter->person[td.index].last_action < b->turn) {
td.fighter->person[td.index].last_action = b->turn; td.fighter->person[td.index].last_action = b->turn;
@ -2043,7 +2050,7 @@ attack(battle *b, troop ta, const att *a)
} }
break; break;
case AT_STRUCTURAL: case AT_STRUCTURAL:
td = select_enemy(af, row, row); td = select_enemy(af, melee_range[0]-offset, melee_range[1]-offset);
if (!td.fighter) return; if (!td.fighter) return;
if(ta.fighter->person[ta.index].last_action < b->turn) { if(ta.fighter->person[ta.index].last_action < b->turn) {
ta.fighter->person[ta.index].last_action = b->turn; ta.fighter->person[ta.index].last_action = b->turn;