removed I_SWORD and I_RUSTY_SWORD from the source.

This commit is contained in:
Enno Rehling 2005-10-02 21:11:17 +00:00
parent 883840c460
commit b65917bb97
8 changed files with 109 additions and 76 deletions

View File

@ -38,6 +38,7 @@
/* kernel includes */
#include <kernel/build.h>
#include <kernel/equipment.h>
#include <kernel/faction.h>
#include <kernel/give.h>
#include <kernel/item.h>
@ -793,42 +794,32 @@ recruit_dracoids(unit * dragon, int size)
{
faction * f = dragon->faction;
region * r = dragon->region;
const struct item_type * weapon = NULL;
order * new_order;
const struct item * weapon = NULL;
order * new_order = NULL;
unit *un = createunit(r, f, size, new_race[RC_DRACOID]);
fset(un, UFL_ISNEW|UFL_MOVED);
name_unit(un);
change_money(dragon, -un->number * 50);
equip_unit(un, get_equipment("recruited_dracoid"));
set_level(un, SK_SPEAR, (3 + rand() % 4));
set_level(un, SK_MELEE, (3 + rand() % 4));
set_level(un, SK_LONGBOW, (2 + rand() % 3));
switch (rand() % 3) {
case 0:
weapon = olditemtype[I_LONGBOW];
break;
case 1:
weapon = olditemtype[I_SWORD];
break;
default:
weapon = olditemtype[I_SPEAR];
break;
un->status = ST_FIGHT;
for (weapon=un->items;weapon;weapon=weapon->next) {
const weapon_type * wtype = weapon->type->rtype->wtype;
if (wtype && (wtype->flags & WTF_MISSILE)) un->status = ST_BEHIND;
sprintf(buf, "%s \"%s\"", keywords[K_STUDY],
skillname(weapon->type->rtype->wtype->skill, f->locale));
new_order = parse_order(buf, default_locale);
}
i_change(&un->items, weapon, un->number);
if (weapon->rtype->wtype->flags & WTF_MISSILE) un->status = ST_BEHIND;
else un->status = ST_FIGHT;
sprintf(buf, "%s \"%s\"", keywords[K_STUDY],
skillname(weapon->rtype->wtype->skill, f->locale));
new_order = parse_order(buf, default_locale);
if (new_order!=NULL) {
#ifdef LASTORDER
set_order(&un->lastorder, new_order);
set_order(&un->lastorder, new_order);
#else
addlist(&un->orders, new_order);
addlist(&un->orders, new_order);
#endif
}
}
static order *

View File

@ -1435,13 +1435,7 @@ randomevents(void)
u = createunit(r, findfaction(MONSTER_FACTION), undead, rc);
fset(u, UFL_ISNEW|UFL_MOVED);
if ((rc == new_race[RC_SKELETON] || rc == new_race[RC_ZOMBIE]) && rand()%10 < 4) {
set_item(u, I_RUSTY_SWORD, undead);
if (rand()%10 < 3) {
set_item(u, I_RUSTY_SHIELD, undead);
}
if (rand()%10 < 2) {
set_item(u, I_RUSTY_CHAIN_MAIL, undead);
}
equip_unit(u, get_equipment("rising_undead"));
}
for (i=0;i < MAXSKILLS;i++) {

View File

@ -3066,6 +3066,7 @@ make_summary(void)
f = u->faction;
if (u->faction->no != MONSTER_FACTION) {
skill * sv;
item * itm;
s->nunits++;
s->playerpop += u->number;
@ -3075,16 +3076,14 @@ make_summary(void)
s->spielerpferde += get_item(u, I_HORSE);
s->playermoney += get_money(u);
s->armed_men += armedmen(u);
s->waffen += get_item(u, I_SWORD);
s->waffen += get_item(u, I_SPEAR);
s->waffen += get_item(u, I_CATAPULT);
s->waffen += get_item(u, I_CROSSBOW);
s->waffen += get_item(u, I_LONGBOW);
s->waffen += get_item(u, I_RUNESWORD);
s->ruestungen += get_item(u, I_CHAIN_MAIL);
s->ruestungen += get_item(u, I_PLATE_ARMOR);
for (itm=u->items;itm;itm=itm->next) {
if (itm->type->rtype->wtype) {
s->waffen += itm->number;
}
if (itm->type->rtype->atype) {
s->ruestungen += itm->number;
}
}
s->artefakte += get_item(u, I_AMULET_OF_TRUE_SEEING);
s->artefakte += get_item(u, I_RING_OF_INVISIBILITY);
s->artefakte += get_item(u, I_SPHERE_OF_INVISIBILITY);

View File

@ -60,11 +60,8 @@ enum {
WP_CROSSBOW,
WP_SPEAR,
WP_GREATSWORD,
WP_SWORD,
WP_LANCE,
WP_RUSTY_SWORD,
WP_RUSTY_GREATSWORD,
WP_RUSTY_AXE,
WP_RUSTY_HALBERD,
WP_NONE,
WP_MAX
@ -125,12 +122,8 @@ static weapondata weapontable[WP_MAX + 1] =
{0.00, "1d10+0", "1d12+2", I_SPEAR, SK_SPEAR, 0, 0, false, false, { RL_NONE, 0}, PIERCE },
/* Zweihänder */
{0.00, "2d8+3", "2d8+3", I_GREATSWORD, SK_MELEE, -1, -2, false, false, { RL_NONE, 0}, CUT },
/* Schwert */
{0.00, "1d9+2", "1d9+2", I_SWORD, SK_MELEE, 0, 0, false, false, { RL_NONE, 0}, CUT },
/* Lanze */
{0.00, "1d5", "2d6+5", I_LANCE, SK_SPEAR, 0, -2, false, false, { RL_NONE, 0}, PIERCE },
/* Rostiges Schwert */
{0.00, "1d9", "1d9", I_RUSTY_SWORD, SK_MELEE, -1, -1, false, false, { RL_NONE, 0}, CUT },
/* Rostiger Zweihänder */
{0.00, "2d8", "2d8", I_RUSTY_GREATSWORD, SK_MELEE, -2, -3, false, false, { RL_NONE, 0}, CUT },
/* Rostige Hellebarde */

View File

@ -893,10 +893,6 @@ static t_item itemdata[MAXITEMS] = {
{"Katapult", "Katapulte", "Katapult", "Katapulte"},
IS_PRODUCT, SK_CARTMAKER, 5, {0, 10, 0, 0, 0, 0}, 10000, 0, FL_ITEM_NOTINBAG, NULL
},
{ /* I_SWORD */
{"Schwert", "Schwerter", "Schwert", "Schwerter"},
IS_PRODUCT, SK_WEAPONSMITH, 3, {1, 0, 0, 0, 0, 0}, 100, 0, 0, NULL
},
{ /* I_SPEAR */
{"Speer", "Speere", "Speer", "Speere"},
IS_PRODUCT, SK_WEAPONSMITH, 2, {0, 1, 0, 0, 0, 0}, 100, 0, 0, NULL
@ -1094,10 +1090,6 @@ static t_item itemdata[MAXITEMS] = {
{"Zauberbeutel", "Zauberbeutel", "Zauberbeutel", "Zauberbeutel"},
IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 100, 0, FL_ITEM_NOTINBAG|FL_ITEM_NOTLOST, NULL
},
{ /* I_RUSTY_SWORD */
{"Schartiges Schwert", "Schartige Schwerter", "Schartiges Schwert", "Schartige Schwerter"},
IS_PRODUCT, SK_WEAPONSMITH, 3, {1, 0, 0, 0, 0, 0}, 100, 0, 0, NULL
},
{ /* I_RUSTY_SHIELD 42 */
{"Rostiger Schild", "Rostige Schilde", "Rostiger Schild", "Rostige Schilde"},
IS_PRODUCT, SK_ARMORER, 2, {1, 0, 0, 0, 0, 0}, 100, 0, 0, NULL
@ -2094,7 +2086,14 @@ init_resources(void)
static boolean initialized = false;
if (initialized) return;
initialized = true;
/* silver was never an item: */
/* alte typen registrieren: */
init_olditems();
init_oldherbs();
init_oldpotions();
init_oldscores();
/* silver was never an item: */
r_silver = new_resourcetype(&names[0], NULL, RTF_ITEM|RTF_POOLED);
i_silver = new_itemtype(r_silver, ITF_NONE, 1/*weight*/, 0);
r_silver->uchange = res_changeitem;
@ -2114,6 +2113,7 @@ init_resources(void)
r_unit = new_resourcetype(&names[12], NULL, RTF_NONE);
r_unit->uchange = res_changeperson;
oldresourcetype[R_SWORD] = rt_find("sword");
oldresourcetype[R_SILVER] = r_silver;
oldresourcetype[R_AURA] = r_aura;
oldresourcetype[R_PERMAURA] = r_permaura;
@ -2121,11 +2121,6 @@ init_resources(void)
oldresourcetype[R_PEASANTS] = r_peasants;
oldresourcetype[R_UNIT] = r_unit;
/* alte typen registrieren: */
init_olditems();
init_oldherbs();
init_oldpotions();
init_oldscores();
}
int

View File

@ -282,7 +282,6 @@ enum {
I_HORSE,
I_WAGON,
I_CATAPULT,
I_SWORD,
I_SPEAR,
I_CROSSBOW,
I_LONGBOW,
@ -338,7 +337,6 @@ enum {
I_RING_OF_REGENERATION,
I_TOADSLIME,
I_BAG_OF_HOLDING,
I_RUSTY_SWORD,
I_RUSTY_SHIELD,
I_RUSTY_CHAIN_MAIL,
I_SACK_OF_CONSERVATION,
@ -356,7 +354,6 @@ enum {
R_HORSE,
R_WAGON,
R_CATAPULT,
R_SWORD,
R_SPEAR,
R_CROSSBOW,
R_LONGBOW,
@ -404,7 +401,6 @@ enum {
R_RING_OF_REGENERATION,
R_TOADSLIME,
R_BAG_OF_HOLDING,
R_RUSTY_SWORD,
R_RUSTY_SHIELD,
R_RUSTY_CHAIN_MAIL,
R_SACK_OF_CONSERVATION,
@ -462,6 +458,7 @@ enum {
R_UNIT, /* Einheit (gib x einheit) */
R_SWORD, /* for spells */
MAX_RESOURCES, /* do not use outside item.c ! */
NORESOURCE = (resource_t) - 1

View File

@ -92,7 +92,7 @@
<item name="sword" amount="1"/>
<item name="money" amount="d40+59"/>
<subset chance="0.6">
<set name="random_plate"/>
<set name="item_plate"/>
</subset>
</set>
@ -126,7 +126,7 @@
<set name="random_bow" chance="0.25"/>
</subset>
<subset chance="0.4">
<set name="random_chain"/>
<set name="item_chain"/>
</subset>
<subset chance="0.3">
<set name="random_rider"/>
@ -153,18 +153,58 @@
<item name="bow" amount="1"/>
</set>
<set name="random_plate">
<item name="plate" amount="1"/>
</set>
<set name="random_chain">
<item name="chainmail" amount="1"/>
</set>
<set name="random_rider">
<item name="horse" amount="1"/>
<skill name="sk_riding" level="d3"/>
</set>
<set name="recruited_dracoid">
<!-- dracoiden, von drachen rekrutiert -->
<skill name="sk_spear" level="d4+2"/>
<skill name="sk_melee" level="d4+2"/>
<skill name="sk_bow" level="d3+1"/>
<subset>
<!-- dracoiden haben immer eine von drei waffen -->
<set name="item_sword" chance="0.33"/>
<set name="item_spear" chance="0.33"/>
<set name="item_bow" chance="0.34"/>
</subset>
</set>
<set name="rising_undead">
<!-- untote, von den graebern auferstanden -->
<item name="rustysword" amount="1"/>
<item name="rustychainmail" amount="d2-1"/>
<subset chance="0.3">
<set name="item_rustyshield"/>
</subset>
</set>
<!-- single-item sets (that can be given a percentage-chance in a subset) -->
<set name="item_plate">
<item name="plate" amount="1"/>
</set>
<set name="item_spear">
<item name="spear" amount="1"/>
</set>
<set name="item_bow">
<item name="bow" amount="1"/>
</set>
<set name="item_sword">
<item name="sword" amount="1"/>
</set>
<set name="item_chain">
<item name="chainmail" amount="1"/>
</set>
<set name="item_rustychain">
<item name="rustychainmail" amount="1"/>
</set>
</equipment>

View File

@ -54,6 +54,30 @@
</item>
</resource>
<resource name="sword">
<item weight="100">
<construction skill="sk_weaponsmithing" minskill="3" reqsize="1">
<requirement type="iron" quantity="1"/>
</construction>
<weapon cut="true" skill="sk_melee">
<damage type="rider" value="1d9+2"/>
<damage type="footman" value="1d9+2"/>
</weapon>
</item>
</resource>
<resource name="rustysword">
<item weight="100">
<construction skill="sk_weaponsmithing" minskill="3" reqsize="1">
<requirement type="iron" quantity="1"/>
</construction>
<weapon cut="true" skill="sk_melee" offmod="-1" defmod="-1">
<damage type="rider" value="1d9"/>
<damage type="footman" value="1d9"/>
</weapon>
</item>
</resource>
<resource name="axe">
<item weight="200">
<construction skill="sk_weaponsmithing" minskill="3" reqsize="1">