diff --git a/scripts/tests/e2/e2features.lua b/scripts/tests/e2/e2features.lua index bf90ab6a0..9db76dec9 100644 --- a/scripts/tests/e2/e2features.lua +++ b/scripts/tests/e2/e2features.lua @@ -519,6 +519,7 @@ function test_buy_sell() end function test_seaserpent_attack() + -- FIXME what does this test do? local r = region.create(0, 0, 'ocean') local sh = ship.create(r, 'boat') local us = unit.create(get_monsters(), r, 1, 'seaserpent') diff --git a/scripts/tests/e2/spells.lua b/scripts/tests/e2/spells.lua index 6a34d98db..5d718247a 100644 --- a/scripts/tests/e2/spells.lua +++ b/scripts/tests/e2/spells.lua @@ -139,7 +139,7 @@ end function test_bug_2480() local r = region.create(0, 0, "plain") - local f = faction.create("human", "hodor@eressea.de", "de") + local f = faction.create("human", "2480@eressea.de", "de") local u1 = unit.create(f, r, 1) local monster = unit.create(get_monsters(), r, 1, "wyrm") u1.number = 30 @@ -147,5 +147,4 @@ function test_bug_2480() monster:add_order("ATTACK " .. itoa36(u1.id)) process_orders() assert_equal(0, u1.number); - write_reports() end diff --git a/src/battle.c b/src/battle.c index 64808747d..11d804efb 100644 --- a/src/battle.c +++ b/src/battle.c @@ -555,8 +555,7 @@ static weapon *preferred_weapon(const troop t, bool attacking) return melee; } -static weapon *select_weapon(const troop t, bool attacking, - bool ismissile) +weapon *select_weapon(const troop t, bool attacking, bool ismissile) /* select the primary weapon for this trooper */ { if (attacking) { @@ -770,7 +769,7 @@ bool missile) return skill; } -static const armor_type *select_armor(troop t, bool shield) +const armor_type *select_armor(troop t, bool shield) { unsigned int type = shield ? ATF_SHIELD : 0; unit *u = t.fighter->unit; @@ -1012,85 +1011,87 @@ static int rc_specialdamage(const unit *au, const unit *du, const struct weapon_ return modifier; } -int calculate_armor(troop dt, const weapon_type *dwtype, const weapon_type *awtype, variant *magres) { +int calculate_armor(troop dt, const weapon_type *dwtype, const weapon_type *awtype, + const armor_type *armor, const armor_type *shield, bool magic) { fighter *df = dt.fighter; unit *du = df->unit; - int ar = 0, an, am; - const armor_type *armor = select_armor(dt, false); - const armor_type *shield = select_armor(dt, true); + int total_armor = 0, nat_armor, magic_armor; bool missile = awtype && (awtype->flags&WTF_MISSILE); if (armor) { - ar += armor->prot; + total_armor += armor->prot; if (missile && armor->projectile > 0 && chance(armor->projectile)) { return -1; } } if (shield) { - ar += shield->prot; + total_armor += shield->prot; if (missile && shield->projectile > 0 && chance(shield->projectile)) { return -1; } } + if (magic) { + /* gegen Magie wirkt nur natuerliche und magische Ruestung */ + total_armor = 0; + } + /* nat�rliche R�stung */ - an = natural_armor(du); + nat_armor = natural_armor(du); /* magische R�stung durch Artefakte oder Spr�che */ /* Momentan nur Trollg�rtel und Werwolf-Eigenschaft */ - am = select_magicarmor(dt); + magic_armor = select_magicarmor(dt); if (rule_nat_armor == 0) { /* nat�rliche R�stung ist halbkumulativ */ - if (ar > 0) { - ar += an / 2; + if (total_armor > 0) { + total_armor += nat_armor / 2; } else { - ar = an; + total_armor = nat_armor; } } else { /* use the higher value, add half the other value */ - ar = (ar > an) ? (ar + an / 2) : (an + ar / 2); + total_armor = (total_armor > nat_armor) ? (total_armor + nat_armor / 2) : (nat_armor + total_armor / 2); } if (awtype && fval(awtype, WTF_ARMORPIERCING)) { /* crossbows */ - ar /= 2; + total_armor /= 2; } - ar += am; + total_armor += magic_armor; - if (magres) { - /* calculate damage multiplier for magical damage */ - variant res; + return total_armor; +} + +variant calculate_resistance(troop dt, const weapon_type *dwtype, const armor_type *armor, const armor_type *shield) { + fighter *df = dt.fighter; + unit *du = df->unit; + /* calculate damage multiplier for magical damage */ + variant res; - res = frac_sub(frac_one, magic_resistance(du)); + res = frac_sub(frac_one, magic_resistance(du)); - if (u_race(du)->battle_flags & BF_EQUIPMENT) { - /* der Effekt von Laen steigt nicht linear */ - if (armor && fval(armor, ATF_LAEN)) { - res = frac_mul(res, frac_sub(frac_one, armor->magres)); - } - if (shield && fval(shield, ATF_LAEN)) { - res = frac_mul(res, frac_sub(frac_one, shield->magres)); - } - if (dwtype) { - res = frac_mul(res, frac_sub(frac_one, dwtype->magres)); - } - } - - /* gegen Magie wirkt nur natuerliche und magische Ruestung */ - ar = an + am; - if (res.sa[0] >= 0) { - *magres = res; - } - else { - *magres = frac_make(0, 1); - } + if (u_race(du)->battle_flags & BF_EQUIPMENT) { + /* der Effekt von Laen steigt nicht linear */ + if (armor && fval(armor, ATF_LAEN)) { + res = frac_mul(res, frac_sub(frac_one, armor->magres)); } - - return ar; + if (shield && fval(shield, ATF_LAEN)) { + res = frac_mul(res, frac_sub(frac_one, shield->magres)); + } + if (dwtype) { + res = frac_mul(res, frac_sub(frac_one, dwtype->magres)); + } + } + if (res.sa[0] >= 0) { + return res; + } else { + return frac_zero; + } } static bool resurrect_troop(troop dt) @@ -1109,7 +1110,7 @@ static bool resurrect_troop(troop dt) } bool -terminate(troop dt, troop at, int type, const char *damage, bool missile) +terminate(troop dt, troop at, int type, const char *damage_formula, bool missile) { item **pitm; fighter *df = dt.fighter; @@ -1120,16 +1121,19 @@ terminate(troop dt, troop at, int type, const char *damage, bool missile) /* Schild */ side *ds = df->side; - int ar; + int armor_value; const weapon_type *dwtype = NULL; const weapon_type *awtype = NULL; const weapon *weapon; - variant res = frac_one; + const armor_type *armor = NULL; + const armor_type *shield = NULL; - int rda, sk = 0, sd; + variant resistance_factor = frac_one; + + int reduced_damage, attskill = 0, defskill; bool magic = false; - int da = dice_rand(damage); + int damage = dice_rand(damage_formula); assert(du->number > 0); ++at.fighter->hits; @@ -1137,14 +1141,14 @@ terminate(troop dt, troop at, int type, const char *damage, bool missile) switch (type) { case AT_STANDARD: weapon = select_weapon(at, true, missile); - sk = weapon_effskill(at, dt, weapon, true, missile); + attskill = weapon_effskill(at, dt, weapon, true, missile); if (weapon) awtype = weapon->type; if (awtype && fval(awtype, WTF_MAGICAL)) magic = true; break; case AT_NATURAL: - sk = weapon_effskill(at, dt, NULL, true, missile); + attskill = weapon_effskill(at, dt, NULL, true, missile); break; case AT_SPELL: case AT_COMBATSPELL: @@ -1154,63 +1158,69 @@ terminate(troop dt, troop at, int type, const char *damage, bool missile) break; } weapon = select_weapon(dt, false, true); /* missile=true to get the unmodified best weapon she has */ - sd = weapon_effskill(dt, at, weapon, false, false); + defskill = weapon_effskill(dt, at, weapon, false, false); if (weapon != NULL) dwtype = weapon->type; if (is_riding(at) && (awtype == NULL || (fval(awtype, WTF_HORSEBONUS) && !fval(awtype, WTF_MISSILE)))) { - da += CavalryBonus(au, dt, BONUS_DAMAGE); + damage += CavalryBonus(au, dt, BONUS_DAMAGE); } - ar = calculate_armor(dt, dwtype, awtype, magic ? &res : 0); - if (ar < 0) { + armor = select_armor(dt, false); + shield = select_armor(dt, true); + + armor_value = calculate_armor(dt, dwtype, awtype, armor, shield, magic); + if (magic) { + resistance_factor = calculate_resistance(dt, dwtype, armor, shield); + } + if (armor_value < 0) { return false; } if (magic) { - res = frac_mul(frac_make(da, 1), res); - da = res.sa[0] / res.sa[1]; + variant reduced_damage = frac_mul(frac_make(damage, 1), resistance_factor); + damage = reduced_damage.sa[0] / reduced_damage.sa[1]; } if (type != AT_COMBATSPELL && type != AT_SPELL) { if (rule_damage & DAMAGE_CRITICAL) { - double kritchance = (sk * 3 - sd) / 200.0; + double kritchance = (attskill * 3 - defskill) / 200.0; int maxk = 4; kritchance = fmax(kritchance, 0.005); kritchance = fmin(0.9, kritchance); while (maxk-- && chance(kritchance)) { - da += dice_rand(damage); + damage += dice_rand(damage_formula); } } - da += rc_specialdamage(au, du, awtype); + damage += rc_specialdamage(au, du, awtype); if (awtype != NULL && fval(awtype, WTF_MISSILE)) { /* missile weapon bonus */ if (rule_damage & DAMAGE_MISSILE_BONUS) { - da += af->person[at.index].damage_rear; + damage += af->person[at.index].damage_rear; } } else { /* melee bonus */ if (rule_damage & DAMAGE_MELEE_BONUS) { - da += af->person[at.index].damage; + damage += af->person[at.index].damage; } } /* Skilldifferenzbonus */ if (rule_damage & DAMAGE_SKILL_BONUS) { - da += MAX(0, (sk - sd) / DAMAGE_QUOTIENT); + damage += MAX(0, (attskill - defskill) / DAMAGE_QUOTIENT); } } - rda = MAX(da - ar, 0); + reduced_damage = MAX(damage - armor_value, 0); if ((u_race(du)->battle_flags & BF_INV_NONMAGIC) && !magic) - rda = 0; + reduced_damage = 0; else { int qi; selist *ql; @@ -1224,23 +1234,23 @@ terminate(troop dt, troop at, int type, const char *damage, bool missile) i |= WTF_BLUNT; if (i && awtype && fval(awtype, i)) - rda /= 2; + reduced_damage /= 2; /* Schilde */ for (qi = 0, ql = b->meffects; ql; selist_advance(&ql, &qi, 1)) { meffect *me = (meffect *)selist_get(ql, qi); if (meffect_protection(b, me, ds) != 0) { - assert(0 <= rda); /* rda sollte hier immer mindestens 0 sein */ + assert(0 <= reduced_damage); /* rda sollte hier immer mindestens 0 sein */ /* jeder Schaden wird um effect% reduziert bis der Schild duration * Trefferpunkte aufgefangen hat */ if (me->typ == SHIELD_REDUCE) { - int hp = rda * (me->effect / 100); - rda -= hp; + int hp = reduced_damage * (me->effect / 100); + reduced_damage -= hp; me->duration -= hp; } /* gibt R�stung +effect f�r duration Treffer */ if (me->typ == SHIELD_ARMOR) { - rda = MAX(rda - me->effect, 0); + reduced_damage = MAX(reduced_damage - me->effect, 0); me->duration--; } } @@ -1248,10 +1258,10 @@ terminate(troop dt, troop at, int type, const char *damage, bool missile) } assert(dt.index >= 0 && dt.index < du->number); - if (rda>0) { - df->person[dt.index].hp -= rda; + if (reduced_damage>0) { + df->person[dt.index].hp -= reduced_damage; if (u_race(au) == get_race(RC_DAEMON)) { - vampirism(at, rda); + vampirism(at, reduced_damage); } if (b->turn>1) { /* someone on the ship got damaged, damage the ship */ diff --git a/src/battle.h b/src/battle.h index 48fa7c63a..c747f49e5 100644 --- a/src/battle.h +++ b/src/battle.h @@ -233,7 +233,10 @@ extern "C" { int count_enemies(struct battle *b, const struct fighter *af, int minrow, int maxrow, int select); int natural_armor(struct unit * u); - int calculate_armor(troop dt, const struct weapon_type *dwtype, const struct weapon_type *awtype, union variant *magres); + const struct armor_type *select_armor(struct troop t, bool shield); + struct weapon *select_weapon(const struct troop t, bool attacking, bool ismissile); + int calculate_armor(troop dt, const struct weapon_type *dwtype, const struct weapon_type *awtype, const struct armor_type *armor, const struct armor_type *shield, bool magic); + union variant calculate_resistance(struct troop dt, const struct weapon_type *dwtype, const struct armor_type *armor, const struct armor_type *shield); bool terminate(troop dt, troop at, int type, const char *damage, bool missile); void message_all(battle * b, struct message *m); diff --git a/src/battle.test.c b/src/battle.test.c index 7c7012e77..3c35ef640 100644 --- a/src/battle.test.c +++ b/src/battle.test.c @@ -365,7 +365,10 @@ static void test_calculate_armor(CuTest * tc) dt.index = 0; dt.fighter = setup_fighter(&b, du); - CuAssertIntEquals_Msg(tc, "default ac", 0, calculate_armor(dt, 0, 0, &magres)); + CuAssertIntEquals_Msg(tc, "default ac", 0, calculate_armor(dt, 0, 0, select_armor(dt, false), select_armor(dt, true), false)); + magres = calculate_resistance(dt, + select_weapon(dt, false, true) ? select_weapon(dt, false, true)->type : 0, + select_armor(dt, false), select_armor(dt, true)); CuAssertIntEquals_Msg(tc, "magres unmodified", magres.sa[0], magres.sa[1]); free_battle(b); @@ -373,10 +376,10 @@ static void test_calculate_armor(CuTest * tc) i_change(&du->items, ibelt, 1); dt.fighter = setup_fighter(&b, du); CuAssertIntEquals_Msg(tc, "without natural armor", 0, natural_armor(du)); - CuAssertIntEquals_Msg(tc, "magical armor", 1, calculate_armor(dt, 0, 0, 0)); + CuAssertIntEquals_Msg(tc, "magical armor", 1, calculate_armor(dt, 0, 0, select_armor(dt, false), select_armor(dt, true), false)); rc->armor = 2; CuAssertIntEquals_Msg(tc, "with natural armor", 2, natural_armor(du)); - CuAssertIntEquals_Msg(tc, "natural armor", 3, calculate_armor(dt, 0, 0, 0)); + CuAssertIntEquals_Msg(tc, "natural armor", 3, calculate_armor(dt, 0, 0, select_armor(dt, false), select_armor(dt, true), false)); rc->armor = 0; free_battle(b); @@ -385,28 +388,34 @@ static void test_calculate_armor(CuTest * tc) i_change(&du->items, ichain, 1); dt.fighter = setup_fighter(&b, du); rc->battle_flags &= ~BF_EQUIPMENT; - CuAssertIntEquals_Msg(tc, "require BF_EQUIPMENT", 1, calculate_armor(dt, 0, 0, 0)); + CuAssertIntEquals_Msg(tc, "require BF_EQUIPMENT", 1, calculate_armor(dt, 0, 0, select_armor(dt, false), select_armor(dt, true), false)); free_battle(b); b = NULL; rc->battle_flags |= BF_EQUIPMENT; dt.fighter = setup_fighter(&b, du); - CuAssertIntEquals_Msg(tc, "stack equipment rc", 5, calculate_armor(dt, 0, 0, 0)); + CuAssertIntEquals_Msg(tc, "stack equipment rc", 5, calculate_armor(dt, 0, 0, select_armor(dt, false), select_armor(dt, true), false)); rc->armor = 2; - CuAssertIntEquals_Msg(tc, "natural armor adds 50%", 6, calculate_armor(dt, 0, 0, 0)); + CuAssertIntEquals_Msg(tc, "natural armor adds 50%", 6, calculate_armor(dt, 0, 0, select_armor(dt, false), select_armor(dt, true), false)); wtype->flags = WTF_NONE; - CuAssertIntEquals_Msg(tc, "regular weapon has no effect", 6, calculate_armor(dt, 0, wtype, 0)); + CuAssertIntEquals_Msg(tc, "regular weapon has no effect", 6, calculate_armor(dt, 0, wtype, select_armor(dt, false), select_armor(dt, true), false)); wtype->flags = WTF_ARMORPIERCING; - CuAssertIntEquals_Msg(tc, "armor piercing weapon", 3, calculate_armor(dt, 0, wtype, 0)); + CuAssertIntEquals_Msg(tc, "armor piercing weapon", 3, calculate_armor(dt, 0, wtype, select_armor(dt, false), select_armor(dt, true), false)); wtype->flags = WTF_NONE; - CuAssertIntEquals_Msg(tc, "magical attack", 3, calculate_armor(dt, 0, 0, &magres)); + CuAssertIntEquals_Msg(tc, "magical attack", 3, calculate_armor(dt, 0, 0, select_armor(dt, false), select_armor(dt, true), true)); + magres = calculate_resistance(dt, + select_weapon(dt, false, true) ? select_weapon(dt, false, true)->type : 0, + select_armor(dt, false), select_armor(dt, true)); CuAssertIntEquals_Msg(tc, "magres unmodified", magres.sa[1], magres.sa[0]); ashield->flags |= ATF_LAEN; achain->flags |= ATF_LAEN; - magres = frac_one; - CuAssertIntEquals_Msg(tc, "laen armor", 3, calculate_armor(dt, 0, 0, &magres)); + + CuAssertIntEquals_Msg(tc, "laen armor", 3, calculate_armor(dt, 0, 0, select_armor(dt, false), select_armor(dt, true), true)); + magres = calculate_resistance(dt, + select_weapon(dt, false, true) ? select_weapon(dt, false, true)->type : 0, + select_armor(dt, false), select_armor(dt, true)); CuAssertIntEquals_Msg(tc, "laen magres bonus", 4, magres.sa[1]); free_battle(b); test_teardown(); @@ -437,14 +446,18 @@ static void test_magic_resistance(CuTest *tc) i_change(&du->items, ishield, 1); dt.fighter = setup_fighter(&b, du); - calculate_armor(dt, 0, 0, &magres); + magres = calculate_resistance(dt, + select_weapon(dt, false, true) ? select_weapon(dt, false, true)->type : 0, + select_armor(dt, false), select_armor(dt, true)); CuAssertIntEquals_Msg(tc, "no magres reduction", magres.sa[1], magres.sa[0]); magres = magic_resistance(du); CuAssertIntEquals_Msg(tc, "no magres reduction", 0, magres.sa[0]); ashield->flags |= ATF_LAEN; ashield->magres = v10p; - calculate_armor(dt, 0, 0, &magres); + magres = calculate_resistance(dt, + select_weapon(dt, false, true) ? select_weapon(dt, false, true)->type : 0, + select_armor(dt, false), select_armor(dt, true)); CuAssert(tc, "laen reduction => 10%%", frac_equal(frac_make(9, 10), magres)); free_battle(b); @@ -455,7 +468,9 @@ static void test_magic_resistance(CuTest *tc) ashield->flags |= ATF_LAEN; ashield->magres = v10p; dt.fighter = setup_fighter(&b, du); - calculate_armor(dt, 0, 0, &magres); + magres = calculate_resistance(dt, + select_weapon(dt, false, true) ? select_weapon(dt, false, true)->type : 0, + select_armor(dt, false), select_armor(dt, true)); CuAssert(tc, "2x laen reduction => 81%%", frac_equal(frac_make(81, 100), magres)); free_battle(b); @@ -464,12 +479,16 @@ static void test_magic_resistance(CuTest *tc) i_change(&du->items, ichain, -1); set_level(du, SK_MAGIC, 2); dt.fighter = setup_fighter(&b, du); - calculate_armor(dt, 0, 0, &magres); + magres = calculate_resistance(dt, + select_weapon(dt, false, true) ? select_weapon(dt, false, true)->type : 0, + select_armor(dt, false), select_armor(dt, true)); CuAssert(tc, "skill reduction => 90%%", frac_equal(magres, frac_make(9, 10))); magres = magic_resistance(du); CuAssert(tc, "skill reduction", frac_equal(magres, v10p)); rc->magres = v50p; /* percentage, gets added to skill bonus */ - calculate_armor(dt, 0, 0, &magres); + magres = calculate_resistance(dt, + select_weapon(dt, false, true) ? select_weapon(dt, false, true)->type : 0, + select_armor(dt, false), select_armor(dt, true)); CuAssert(tc, "race reduction => 40%%", frac_equal(magres, frac_make(4, 10))); magres = magic_resistance(du); CuAssert(tc, "race bonus => 60%%", frac_equal(magres, frac_make(60, 100))); @@ -477,7 +496,9 @@ static void test_magic_resistance(CuTest *tc) rc->magres = frac_make(15, 10); /* 150% resistance should not cause negative damage multiplier */ magres = magic_resistance(du); CuAssert(tc, "magic resistance is never > 0.9", frac_equal(magres, frac_make(9, 10))); - calculate_armor(dt, 0, 0, &magres); + magres = calculate_resistance(dt, + select_weapon(dt, false, true) ? select_weapon(dt, false, true)->type : 0, + select_armor(dt, false), select_armor(dt, true)); CuAssert(tc, "damage reduction is never < 0.1", frac_equal(magres, frac_make(1, 10))); free_battle(b); @@ -513,12 +534,12 @@ static void test_projectile_armor(CuTest * tc) dt.fighter = setup_fighter(&b, du); wtype->flags = WTF_MISSILE; achain->projectile = 1.0; - CuAssertIntEquals_Msg(tc, "projectile armor", -1, calculate_armor(dt, 0, wtype, 0)); + CuAssertIntEquals_Msg(tc, "projectile armor", -1, calculate_armor(dt, 0, wtype, select_armor(dt, false), select_armor(dt, true), false)); achain->projectile = 0.0; ashield->projectile = 1.0; - CuAssertIntEquals_Msg(tc, "projectile shield", -1, calculate_armor(dt, 0, wtype, 0)); + CuAssertIntEquals_Msg(tc, "projectile shield", -1, calculate_armor(dt, 0, wtype, select_armor(dt, false), select_armor(dt, true), false)); wtype->flags = WTF_NONE; - CuAssertIntEquals_Msg(tc, "no projectiles", 4, calculate_armor(dt, 0, wtype, 0)); + CuAssertIntEquals_Msg(tc, "no projectiles", 4, calculate_armor(dt, 0, wtype, select_armor(dt, false), select_armor(dt, true), false)); free_battle(b); test_teardown(); }