Merge pull request #413 from ennorehling/master

fixed ships taking damage in a storm
This commit is contained in:
Enno Rehling 2015-11-25 12:09:28 +01:00
commit 0c7c67a7ab
1 changed files with 25 additions and 17 deletions

View File

@ -1779,6 +1779,9 @@ sail(unit * u, order * ord, bool move_on_land, region_list ** routep)
faction *f = u->faction; faction *f = u->faction;
region *next_point = NULL; region *next_point = NULL;
int error; int error;
double damage_storm = get_param_flt(global.parameters, "rules.ship.damage_storm", 0.02);
bool storms_enabled = get_param_int(global.parameters, "rules.ship.storms", 1) != 0;
int lighthouse_div = get_param_int(global.parameters, "rules.storm.lighthouse.divisor", 0);
const char *token = getstrtoken(); const char *token = getstrtoken();
if (routep) if (routep)
@ -1830,7 +1833,7 @@ sail(unit * u, order * ord, bool move_on_land, region_list ** routep)
if (!flying_ship(sh)) { if (!flying_ship(sh)) {
int stormchance = 0; int stormchance = 0;
int reason; int reason;
bool storms_enabled = get_param_int(global.parameters, "rules.ship.storms", 1) != 0;
if (storms_enabled) { if (storms_enabled) {
int stormyness; int stormyness;
gamedate date; gamedate date;
@ -1840,9 +1843,8 @@ sail(unit * u, order * ord, bool move_on_land, region_list ** routep)
/* storms should be the first thing we do. */ /* storms should be the first thing we do. */
stormchance = stormyness / shipspeed(sh, u); stormchance = stormyness / shipspeed(sh, u);
if (check_leuchtturm(next_point, NULL)) { if (check_leuchtturm(next_point, NULL)) {
int param = get_param_int(global.parameters, "rules.lighthous.stormchancedevisor", 0); if (lighthouse_div > 0) {
if (param > 0) { stormchance /= lighthouse_div;
stormchance /= param;
} }
else { else {
stormchance = 0; stormchance = 0;
@ -1875,6 +1877,12 @@ sail(unit * u, order * ord, bool move_on_land, region_list ** routep)
ADDMSG(&f->msgs, msg_message("storm", "ship region sink", ADDMSG(&f->msgs, msg_message("storm", "ship region sink",
sh, current_point, sh->damage >= sh->size * DAMAGE_SCALE)); sh, current_point, sh->damage >= sh->size * DAMAGE_SCALE));
damage_ship(sh, damage_storm);
if (sh->damage >= sh->size * DAMAGE_SCALE) {
/* ship sinks, end journey here */
break;
}
next_point = rnext; next_point = rnext;
/* these values need to be updated if next_point changes (due to storms): */ /* these values need to be updated if next_point changes (due to storms): */
tnext = next_point->terrain; tnext = next_point->terrain;