forked from github/server
Bug 2569: Rostregen macht zu viele Waffen kaputt.
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parent
8f5eff063e
commit
17484e220f
21
src/battle.c
21
src/battle.c
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@ -1160,12 +1160,14 @@ static void destroy_items(troop dt) {
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if (rng_int() % 4 < 1) {
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if (rng_int() % 4 < 1) {
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i_change(pitm, itype, -1);
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i_change(pitm, itype, -1);
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}
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}
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}
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if (*pitm == itm) {
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if (*pitm == itm) {
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pitm = &itm->next;
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pitm = &itm->next;
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}
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}
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}
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}
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else {
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pitm = &itm->next;
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}
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}
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}
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}
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static void calculate_defense_type(troop at, troop dt, int type, bool missile,
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static void calculate_defense_type(troop at, troop dt, int type, bool missile,
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@ -3194,6 +3196,8 @@ fighter *make_fighter(battle * b, unit * u, side * s1, bool attack)
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if (u_race(u)->battle_flags & BF_EQUIPMENT) {
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if (u_race(u)->battle_flags & BF_EQUIPMENT) {
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int owp[WMAX];
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int owp[WMAX];
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int dwp[WMAX];
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int dwp[WMAX];
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int wcount[WMAX];
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int wused[WMAX];
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int oi = 0, di = 0, w = 0;
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int oi = 0, di = 0, w = 0;
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for (itm = u->items; itm && w != WMAX; itm = itm->next) {
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for (itm = u->items; itm && w != WMAX; itm = itm->next) {
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const weapon_type *wtype = resource2weapon(itm->type->rtype);
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const weapon_type *wtype = resource2weapon(itm->type->rtype);
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@ -3203,8 +3207,8 @@ fighter *make_fighter(battle * b, unit * u, side * s1, bool attack)
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weapons[w].defenseskill = weapon_skill(wtype, u, false);
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weapons[w].defenseskill = weapon_skill(wtype, u, false);
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if (weapons[w].attackskill >= 0 || weapons[w].defenseskill >= 0) {
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if (weapons[w].attackskill >= 0 || weapons[w].defenseskill >= 0) {
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weapons[w].type = wtype;
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weapons[w].type = wtype;
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weapons[w].used = 0;
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wused[w] = 0;
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weapons[w].count = itm->number;
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wcount[w] = itm->number;
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++w;
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++w;
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}
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}
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assert(w != WMAX);
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assert(w != WMAX);
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@ -3242,7 +3246,7 @@ fighter *make_fighter(battle * b, unit * u, side * s1, bool attack)
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for (i = 0; i != fig->alive; ++i) {
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for (i = 0; i != fig->alive; ++i) {
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int wpless = weapon_skill(NULL, u, true);
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int wpless = weapon_skill(NULL, u, true);
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while (oi != w
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while (oi != w
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&& (fig->weapons[owp[oi]].used == fig->weapons[owp[oi]].count
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&& (wused[owp[oi]] == wcount[owp[oi]]
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|| fval(fig->weapons[owp[oi]].type, WTF_MISSILE))) {
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|| fval(fig->weapons[owp[oi]].type, WTF_MISSILE))) {
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++oi;
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++oi;
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}
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}
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@ -3252,12 +3256,11 @@ fighter *make_fighter(battle * b, unit * u, side * s1, bool attack)
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continue; /* we fight better with bare hands */
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continue; /* we fight better with bare hands */
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}
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}
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fig->person[i].melee = &fig->weapons[owp[oi]];
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fig->person[i].melee = &fig->weapons[owp[oi]];
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++fig->weapons[owp[oi]].used;
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++wused[owp[oi]];
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}
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}
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/* hand out missile weapons (from back to front, in case of mixed troops). */
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/* hand out missile weapons (from back to front, in case of mixed troops). */
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for (di = 0, i = fig->alive; i-- != 0;) {
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for (di = 0, i = fig->alive; i-- != 0;) {
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while (di != w
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while (di != w && (wused[dwp[di]] == wcount[dwp[di]]
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&& (fig->weapons[dwp[di]].used == fig->weapons[dwp[di]].count
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|| !fval(fig->weapons[dwp[di]].type, WTF_MISSILE))) {
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|| !fval(fig->weapons[dwp[di]].type, WTF_MISSILE))) {
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++di;
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++di;
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}
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}
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@ -3265,7 +3268,7 @@ fighter *make_fighter(battle * b, unit * u, side * s1, bool attack)
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break; /* no more weapons available */
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break; /* no more weapons available */
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if (weapon_weight(fig->weapons + dwp[di], true) > 0) {
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if (weapon_weight(fig->weapons + dwp[di], true) > 0) {
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fig->person[i].missile = &fig->weapons[dwp[di]];
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fig->person[i].missile = &fig->weapons[dwp[di]];
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++fig->weapons[dwp[di]].used;
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++wused[dwp[di]];
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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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@ -121,7 +121,6 @@ extern "C" {
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} battle;
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} battle;
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typedef struct weapon {
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typedef struct weapon {
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int count, used;
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const struct weapon_type *type;
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const struct weapon_type *type;
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int attackskill;
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int attackskill;
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int defenseskill;
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int defenseskill;
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@ -96,6 +96,7 @@ static void test_make_fighter(CuTest * tc)
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static void test_select_weapon_restricted(CuTest *tc) {
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static void test_select_weapon_restricted(CuTest *tc) {
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item_type *itype;
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item_type *itype;
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weapon_type * wtype;
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unit *au;
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unit *au;
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fighter *af;
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fighter *af;
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battle *b;
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battle *b;
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@ -104,7 +105,7 @@ static void test_select_weapon_restricted(CuTest *tc) {
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test_setup();
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test_setup();
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au = test_create_unit(test_create_faction(NULL), test_create_plain(0, 0));
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au = test_create_unit(test_create_faction(NULL), test_create_plain(0, 0));
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itype = test_create_itemtype("halberd");
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itype = test_create_itemtype("halberd");
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new_weapontype(itype, 0, frac_zero, NULL, 0, 0, 0, SK_MELEE);
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wtype = new_weapontype(itype, 0, frac_zero, NULL, 0, 0, 0, SK_MELEE);
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i_change(&au->items, itype, 1);
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i_change(&au->items, itype, 1);
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rc = test_create_race("smurf");
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rc = test_create_race("smurf");
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CuAssertIntEquals(tc, 0, rc->mask_item & au->_race->mask_item);
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CuAssertIntEquals(tc, 0, rc->mask_item & au->_race->mask_item);
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@ -112,15 +113,15 @@ static void test_select_weapon_restricted(CuTest *tc) {
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b = make_battle(au->region);
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b = make_battle(au->region);
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af = make_fighter(b, au, make_side(b, au->faction, 0, 0, 0), false);
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af = make_fighter(b, au, make_side(b, au->faction, 0, 0, 0), false);
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CuAssertPtrNotNull(tc, af->weapons);
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CuAssertPtrNotNull(tc, af->weapons);
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CuAssertIntEquals(tc, 1, af->weapons[0].count);
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CuAssertPtrEquals(tc, wtype, (void *)af->weapons[0].type);
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CuAssertIntEquals(tc, 0, af->weapons[1].count);
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CuAssertPtrEquals(tc, NULL, (void *)af->weapons[1].type);
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free_battle(b);
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free_battle(b);
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itype->mask_deny = rc_mask(au->_race);
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itype->mask_deny = rc_mask(au->_race);
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b = make_battle(au->region);
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b = make_battle(au->region);
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af = make_fighter(b, au, make_side(b, au->faction, 0, 0, 0), false);
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af = make_fighter(b, au, make_side(b, au->faction, 0, 0, 0), false);
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CuAssertPtrNotNull(tc, af->weapons);
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CuAssertPtrNotNull(tc, af->weapons);
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CuAssertIntEquals(tc, 0, af->weapons[0].count);
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CuAssertPtrEquals(tc, NULL, (void *)af->weapons[0].type);
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free_battle(b);
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free_battle(b);
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itype->mask_deny = 0;
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itype->mask_deny = 0;
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@ -128,9 +129,8 @@ static void test_select_weapon_restricted(CuTest *tc) {
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b = make_battle(au->region);
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b = make_battle(au->region);
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af = make_fighter(b, au, make_side(b, au->faction, 0, 0, 0), false);
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af = make_fighter(b, au, make_side(b, au->faction, 0, 0, 0), false);
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CuAssertPtrNotNull(tc, af->weapons);
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CuAssertPtrNotNull(tc, af->weapons);
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CuAssertIntEquals(tc, 1, af->weapons[0].count);
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CuAssertPtrEquals(tc, wtype, (void *)af->weapons[0].type);
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CuAssertPtrEquals(tc, itype->rtype->wtype, (void *)af->weapons[0].type);
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CuAssertPtrEquals(tc, NULL, (void *)af->weapons[1].type);
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CuAssertIntEquals(tc, 0, af->weapons[1].count);
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free_battle(b);
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free_battle(b);
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itype->mask_deny = 0;
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itype->mask_deny = 0;
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@ -138,7 +138,7 @@ static void test_select_weapon_restricted(CuTest *tc) {
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b = make_battle(au->region);
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b = make_battle(au->region);
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af = make_fighter(b, au, make_side(b, au->faction, 0, 0, 0), false);
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af = make_fighter(b, au, make_side(b, au->faction, 0, 0, 0), false);
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CuAssertPtrNotNull(tc, af->weapons);
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CuAssertPtrNotNull(tc, af->weapons);
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CuAssertIntEquals(tc, 0, af->weapons[0].count);
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CuAssertPtrEquals(tc, NULL, (void *)af->weapons[0].type);
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free_battle(b);
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free_battle(b);
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itype->mask_deny = 0;
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itype->mask_deny = 0;
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@ -146,8 +146,8 @@ static void test_select_weapon_restricted(CuTest *tc) {
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b = make_battle(au->region);
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b = make_battle(au->region);
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af = make_fighter(b, au, make_side(b, au->faction, 0, 0, 0), false);
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af = make_fighter(b, au, make_side(b, au->faction, 0, 0, 0), false);
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CuAssertPtrNotNull(tc, af->weapons);
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CuAssertPtrNotNull(tc, af->weapons);
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CuAssertIntEquals(tc, 1, af->weapons[0].count);
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CuAssertPtrEquals(tc, wtype, (void *)af->weapons[0].type);
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CuAssertIntEquals(tc, 0, af->weapons[1].count);
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CuAssertPtrEquals(tc, NULL, (void *)af->weapons[1].type);
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free_battle(b);
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free_battle(b);
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test_teardown();
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test_teardown();
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@ -298,35 +298,35 @@ int sp_combatrosthauch(struct castorder * co)
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for (w = 0; df->weapons[w].type != NULL; ++w) {
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for (w = 0; df->weapons[w].type != NULL; ++w) {
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weapon *wp = df->weapons;
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weapon *wp = df->weapons;
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int n = force;
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if (df->unit->items && force > 0) {
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if (n > wp->used) n = wp->used;
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item ** itp = i_find(&df->unit->items, wp->type->itype);
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if (n) {
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if (*itp) {
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item *it = *itp;
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requirement *mat = wp->type->itype->construction->materials;
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requirement *mat = wp->type->itype->construction->materials;
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bool iron = false;
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int n = force;
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if (it->number < n) n = it->number;
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while (mat && mat->number > 0) {
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while (mat && mat->number > 0) {
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if (mat->rtype == get_resourcetype(R_IRON)) {
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if (mat->rtype == get_resourcetype(R_IRON)) {
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iron = true;
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break;
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}
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mat++;
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}
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if (iron) {
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int p;
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int p;
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force -= n;
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force -= n;
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wp->used -= n;
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k += n;
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k += n;
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i_change(&df->unit->items, wp->type->itype, -n);
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i_change(itp, wp->type->itype, -n);
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for (p = 0; n && p != df->unit->number; ++p) {
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if (df->person[p].melee == wp) {
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df->person[p].melee = NULL;
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--n;
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}
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}
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for (p = 0; n && p != df->unit->number; ++p) {
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for (p = 0; n && p != df->unit->number; ++p) {
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if (df->person[p].missile == wp) {
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if (df->person[p].missile == wp) {
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df->person[p].missile = NULL;
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df->person[p].missile = NULL;
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--n;
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--n;
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}
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}
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}
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}
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for (p = 0; n && p != df->unit->number; ++p) {
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break;
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if (df->person[p].melee == wp) {
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df->person[p].melee = NULL;
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--n;
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}
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}
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mat++;
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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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