properly create missing monster faction when spawning dragons.

remove cached monster faction (static).
Conflicts:
	src/kernel/faction.c
This commit is contained in:
Enno Rehling 2014-08-16 13:46:34 +02:00
parent 206e0a2fc5
commit 138a4c10a0
3 changed files with 363 additions and 349 deletions

View File

@ -105,32 +105,37 @@ void set_show_item(faction * f, const struct item_type *itype)
a->data.v = (void *)itype; a->data.v = (void *)itype;
} }
faction *get_monsters(void) faction *get_monsters(void) {
{
static faction *monsters;
static int gamecookie = -1;
if (gamecookie != global.cookie) {
monsters = NULL;
gamecookie = global.cookie;
}
if (!monsters) {
faction *f; faction *f;
for (f = factions; f; f = f->next) { for (f = factions; f; f = f->next) {
if ((f->flags & FFL_NPC) && !(f->flags & FFL_DEFENDER)) { if ((f->flags & FFL_NPC) && !(f->flags & FFL_DEFENDER)) {
return monsters = f; return f;
} }
} }
if (!monsters) { return 0;
}
faction *get_or_create_monsters(void)
{
faction *f = get_monsters();
if (!f) {
/* shit! */ /* shit! */
monsters = findfaction(666); f = findfaction(666);
} }
if (monsters) { if (!f) {
fset(monsters, FFL_NPC | FFL_NOIDLEOUT); const race *rc = rc_find("dragon");
f = addfaction("noreply@eressea.de", NULL, rc, NULL, 0);
renumber_faction(f, 666);
faction_setname(f, "Monster");
f->options = 0;
} }
if (f) {
fset(f, FFL_NPC | FFL_NOIDLEOUT);
} }
return monsters; return f;
} }
const unit *random_unit_in_faction(const faction * f) const unit *random_unit_in_faction(const faction * f)
@ -162,7 +167,8 @@ const char *factionname(const faction * f)
if (f && f->name) { if (f && f->name) {
slprintf(ibuf, sizeof(name), "%s (%s)", f->name, itoa36(f->no)); slprintf(ibuf, sizeof(name), "%s (%s)", f->name, itoa36(f->no));
} else { }
else {
strcpy(ibuf, "Unbekannte Partei (?)"); strcpy(ibuf, "Unbekannte Partei (?)");
} }
return ibuf; return ibuf;
@ -235,6 +241,10 @@ faction *addfaction(const char *email, const char *password,
slprintf(buf, sizeof(buf), "%s %s", LOC(loc, "factiondefault"), factionid(f)); slprintf(buf, sizeof(buf), "%s %s", LOC(loc, "factiondefault"), factionid(f));
f->name = _strdup(buf); f->name = _strdup(buf);
if (!f->race) {
log_warning("creating a faction that has no race", factionid(f));
}
return f; return f;
} }
@ -315,7 +325,8 @@ void destroyfaction(faction * f)
unit *zombie = u; unit *zombie = u;
u = u->nextF; u = u->nextF;
make_zombie(zombie); make_zombie(zombie);
} else { }
else {
region *r = u->region; region *r = u->region;
if (!fval(r->terrain, SEA_REGION) && !!playerrace(u_race(u))) { if (!fval(r->terrain, SEA_REGION) && !!playerrace(u_race(u))) {
@ -331,7 +342,8 @@ void destroyfaction(faction * f)
* stammen */ * stammen */
if (rc->ec_flags & ECF_REC_HORSES) { /* Zentauren an die Pferde */ if (rc->ec_flags & ECF_REC_HORSES) { /* Zentauren an die Pferde */
h += u->number; h += u->number;
} else { /* Orks zählen nur zur Hälfte */ }
else { /* Orks zählen nur zur Hälfte */
p += (int)(u->number * rc->recruit_multi); p += (int)(u->number * rc->recruit_multi);
} }
for (itm = u->items; itm; itm = itm->next) { for (itm = u->items; itm; itm = itm->next) {
@ -584,7 +596,8 @@ int skill_limit(faction * f, skill_t sk)
} }
if (sk == SK_MAGIC) { if (sk == SK_MAGIC) {
m = max_magicians(f); m = max_magicians(f);
} else if (sk == SK_ALCHEMY) { }
else if (sk == SK_ALCHEMY) {
m = get_param_int(global.parameters, "rules.maxskills.alchemy", m = get_param_int(global.parameters, "rules.maxskills.alchemy",
MAXALCHEMISTS); MAXALCHEMISTS);
} }

View File

@ -114,6 +114,7 @@ typedef struct faction {
extern struct faction *factions; extern struct faction *factions;
struct faction *get_monsters(void); struct faction *get_monsters(void);
struct faction *get_or_create_monsters(void);
int max_magicians(const faction * f); int max_magicians(const faction * f);
void set_show_item(faction * f, const struct item_type *itype); void set_show_item(faction * f, const struct item_type *itype);

View File

@ -889,7 +889,7 @@ static int nrand(int start, int sub)
void spawn_dragons(void) void spawn_dragons(void)
{ {
region *r; region *r;
faction *monsters = get_monsters(); faction *monsters = get_or_create_monsters();
for (r = regions; r; r = r->next) { for (r = regions; r; r = r->next) {
unit *u; unit *u;