forked from github/server
old weapons code that is no longer needed since all weapons have been in XML for a long time.
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@ -33,7 +33,6 @@ register_itemtypes(void)
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void
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init_itemtypes(void)
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{
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init_weapons();
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init_seed();
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init_mallornseed();
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}
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@ -43,35 +43,6 @@ enum {
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#define BASH (1<<2)
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#define ARMORPIERCING (1<<3)
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typedef struct weapondata {
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double magres;
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const char *damfoot;
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const char *damhorse;
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item_t item;
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skill_t skill;
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char attmod;
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char defmod;
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boolean rear;
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boolean is_magic;
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struct reload {
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int type;
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char time;
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} reload;
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char damage_type;
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} weapondata;
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static weapondata weapontable[WP_MAX + 1] =
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/* MagRes, Schaden/Fuß, Schaden/Pferd, Item, Skill, OffMod, DefMod,
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* missile, is_magic */
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{
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/* Unbewaffnet */
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{0.00, "1d5+0", "1d6+0", MAX_ITEMS, SK_MELEE, 0, 0, false, false, { 0, 0}, BASH },
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/* Dummy */
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{0.00, "0d0+0", "0d0+0", MAX_ITEMS, SK_MELEE, 0, 0, false, false, { 0, 0}, 0 }
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};
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weapon_type * oldweapontype[WP_MAX];
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static boolean
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attack_firesword(const troop * at, const struct weapon_type * wtype, int *casualties)
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{
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@ -177,56 +148,9 @@ attack_catapult(const troop * at, const struct weapon_type * wtype, int * casual
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if (casualties) *casualties = d;
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return false; /* keine weitren attacken */
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}
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static void
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init_oldweapons(void)
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{
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int w;
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for (w=0;w!=WP_MAX && weapontable[w].item!=MAX_ITEMS;++w) {
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const char * damage[2];
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item_type * itype = olditemtype[weapontable[w].item];
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int minskill = 1, wflags = WTF_NONE;
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int m;
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weapon_mod * modifiers = NULL;
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boolean (*no_special_attack)(const troop *, const struct weapon_type *, int *) = NULL;
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assert(itype!=NULL || !"item not initialized");
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if (weapontable[w].rear) wflags |= WTF_MISSILE;
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if (weapontable[w].is_magic) wflags |= WTF_MAGICAL;
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if (weapontable[w].damage_type & CUT) wflags |= WTF_CUT;
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if (weapontable[w].damage_type & PIERCE) wflags |= WTF_PIERCE;
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if (weapontable[w].damage_type & BASH) wflags |= WTF_BLUNT;
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if (weapontable[w].damage_type & ARMORPIERCING) wflags |= WTF_ARMORPIERCING;
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damage[0] = weapontable[w].damfoot;
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damage[1] = weapontable[w].damhorse;
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oldweapontype[w] = new_weapontype(itype, wflags, weapontable[w].magres, damage, weapontable[w].attmod, weapontable[w].defmod, weapontable[w].reload.time, weapontable[w].skill, minskill);
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oldweapontype[w]->modifiers = modifiers;
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oldweapontype[w]->attack = no_special_attack;
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#ifdef SCORE_MODULE
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if (itype->construction->materials==NULL) {
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itype->score = 6000;
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} else for (m=0;itype->construction->materials[m].number;++m) {
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const resource_type * rtype = itype->construction->materials[m].rtype;
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int score = rtype->itype?rtype->itype->score:5;
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itype->score = 2*itype->construction->materials[m].number * score;
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}
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#endif
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}
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}
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void
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register_weapons(void)
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{
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register_function((pf_generic)attack_catapult, "attack_catapult");
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register_function((pf_generic)attack_firesword, "attack_firesword");
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}
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void
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init_weapons(void)
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{
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init_oldweapons();
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}
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@ -17,7 +17,6 @@ extern "C" {
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#endif
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extern void register_weapons(void);
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extern void init_weapons(void);
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#ifdef __cplusplus
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}
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@ -111,8 +111,6 @@ static int obs_count = 0;
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static const double EFFECT_PANIC_SPELL = 0.25;
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static const double TROLL_REGENERATION = 0.10;
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extern weapon_type * oldweapontype[];
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/* Nach dem alten System: */
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static int missile_range[2] = {FIGHT_ROW, BEHIND_ROW};
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static int melee_range[2] = {FIGHT_ROW, FIGHT_ROW};
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