forked from github/server
Merge branch 'master' of https://github.com/eressea/server
This commit is contained in:
commit
d994caf7a3
|
@ -8,7 +8,7 @@ memcheck = 0
|
|||
locales = de,en
|
||||
|
||||
[config]
|
||||
game = eressea
|
||||
rules = eressea
|
||||
source_dir = ..
|
||||
maxnmrs = 10
|
||||
|
||||
|
|
|
@ -8,7 +8,7 @@ memcheck = 0
|
|||
locales = de,en
|
||||
|
||||
[config]
|
||||
game = e3a
|
||||
rules = e3a
|
||||
source_dir = ..
|
||||
maxnmrs = 20
|
||||
|
||||
|
|
|
@ -18,5 +18,5 @@ fi
|
|||
$ROOT/$BIN_DIR/eressea/test_eressea
|
||||
cd $ROOT
|
||||
$ROOT/$BIN_DIR/eressea/eressea -v0 scripts/runtests.lua
|
||||
grep ERROR eressea.log
|
||||
#grep ERROR eressea.log
|
||||
cd $OLDWPD
|
||||
|
|
|
@ -137,9 +137,9 @@ function test_ship_capacity()
|
|||
process_orders()
|
||||
|
||||
-- print(s.region, u.region, r2)
|
||||
assert_equal(r2.id, u1.region.id, "boat with 5 humans did not move")
|
||||
assert_not_equal(r2.id, u2.region.id, "boat with too many people has moved")
|
||||
assert_not_equal(r2.id, u4.region.id, "boat with too much cargo has moved")
|
||||
assert_equal(r2, u1.region, "boat with 5 humans did not move")
|
||||
assert_not_equal(r2, u2.region, "boat with too many people has moved")
|
||||
assert_not_equal(r2, u4.region, "boat with too much cargo has moved")
|
||||
end
|
||||
|
||||
function test_levitate()
|
||||
|
|
|
@ -1,3 +1,3 @@
|
|||
#define VERSION_MAJOR 3
|
||||
#define VERSION_MINOR 0
|
||||
#define VERSION_BUILD 680
|
||||
#define VERSION_BUILD 681
|
||||
|
|
|
@ -1164,17 +1164,10 @@ void economics(region * r)
|
|||
|
||||
for (u = r->units; u; u = u->next) {
|
||||
order *ord;
|
||||
bool destroyed = false;
|
||||
if (u->number > 0) {
|
||||
for (ord = u->orders; ord; ord = ord->next) {
|
||||
keyword_t kwd = getkeyword(ord);
|
||||
if (kwd == K_DESTROY) {
|
||||
if (!destroyed) {
|
||||
if (destroy_cmd(u, ord) != 0)
|
||||
ord = NULL;
|
||||
destroyed = true;
|
||||
}
|
||||
} else if (kwd == K_GIVE) {
|
||||
if (kwd == K_GIVE) {
|
||||
give_cmd(u, ord);
|
||||
} else if (kwd == K_FORGET) {
|
||||
forget_cmd(u, ord);
|
||||
|
@ -1207,6 +1200,27 @@ void economics(region * r)
|
|||
if (recruitorders)
|
||||
expandrecruit(r, recruitorders);
|
||||
remove_empty_units_in_region(r);
|
||||
|
||||
for (u = r->units; u; u = u->next) {
|
||||
order *ord;
|
||||
bool destroyed = false;
|
||||
if (u->number > 0) {
|
||||
for (ord = u->orders; ord; ord = ord->next) {
|
||||
keyword_t kwd = getkeyword(ord);
|
||||
if (kwd == K_DESTROY) {
|
||||
if (!destroyed) {
|
||||
if (destroy_cmd(u, ord) != 0)
|
||||
ord = NULL;
|
||||
destroyed = true;
|
||||
}
|
||||
}
|
||||
if (u->orders == NULL) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/* ------------------------------------------------------------- */
|
||||
|
|
|
@ -128,64 +128,68 @@ void equip_unit(struct unit *u, const struct equipment *eq)
|
|||
|
||||
void equip_unit_mask(struct unit *u, const struct equipment *eq, int mask)
|
||||
{
|
||||
if (eq) {
|
||||
|
||||
if (mask & EQUIP_SKILLS) {
|
||||
int sk;
|
||||
for (sk = 0; sk != MAXSKILLS; ++sk) {
|
||||
if (eq->skills[sk] != NULL) {
|
||||
int i = dice_rand(eq->skills[sk]);
|
||||
if (i > 0)
|
||||
set_level(u, (skill_t)sk, i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (mask & EQUIP_SPELLS) {
|
||||
if (eq->spellbook) {
|
||||
quicklist * ql = eq->spellbook->spells;
|
||||
int qi;
|
||||
sc_mage * mage = get_mage(u);
|
||||
|
||||
for (qi = 0; ql; ql_advance(&ql, &qi, 1)) {
|
||||
spellbook_entry *sbe = (spellbook_entry *) ql_get(ql, qi);
|
||||
unit_add_spell(u, mage, sbe->sp, sbe->level);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (mask & EQUIP_ITEMS) {
|
||||
itemdata *idata;
|
||||
for (idata = eq->items; idata != NULL; idata = idata->next) {
|
||||
int i = u->number * dice_rand(idata->value);
|
||||
if (i > 0) {
|
||||
i_add(&u->items, i_new(idata->itype, i));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (eq->subsets) {
|
||||
int i;
|
||||
for (i = 0; eq->subsets[i].sets; ++i) {
|
||||
if (chance(eq->subsets[i].chance)) {
|
||||
float rnd = (1 + rng_int() % 1000) / 1000.0f;
|
||||
int k;
|
||||
for (k = 0; eq->subsets[i].sets[k].set; ++k) {
|
||||
if (rnd <= eq->subsets[i].sets[k].chance) {
|
||||
equip_unit_mask(u, eq->subsets[i].sets[k].set, mask);
|
||||
break;
|
||||
if (eq) {
|
||||
|
||||
if (mask & EQUIP_SKILLS) {
|
||||
int sk;
|
||||
for (sk = 0; sk != MAXSKILLS; ++sk) {
|
||||
if (eq->skills[sk] != NULL) {
|
||||
int i = dice_rand(eq->skills[sk]);
|
||||
if (i > 0) {
|
||||
set_level(u, (skill_t)sk, i);
|
||||
if (sk==SK_STAMINA) {
|
||||
u->hp = unit_max_hp(u) * u->number;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
rnd -= eq->subsets[i].sets[k].chance;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (mask & EQUIP_SPELLS) {
|
||||
if (eq->spellbook) {
|
||||
quicklist * ql = eq->spellbook->spells;
|
||||
int qi;
|
||||
sc_mage * mage = get_mage(u);
|
||||
|
||||
for (qi = 0; ql; ql_advance(&ql, &qi, 1)) {
|
||||
spellbook_entry *sbe = (spellbook_entry *) ql_get(ql, qi);
|
||||
unit_add_spell(u, mage, sbe->sp, sbe->level);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (mask & EQUIP_ITEMS) {
|
||||
itemdata *idata;
|
||||
for (idata = eq->items; idata != NULL; idata = idata->next) {
|
||||
int i = u->number * dice_rand(idata->value);
|
||||
if (i > 0) {
|
||||
i_add(&u->items, i_new(idata->itype, i));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (eq->subsets) {
|
||||
int i;
|
||||
for (i = 0; eq->subsets[i].sets; ++i) {
|
||||
if (chance(eq->subsets[i].chance)) {
|
||||
float rnd = (1 + rng_int() % 1000) / 1000.0f;
|
||||
int k;
|
||||
for (k = 0; eq->subsets[i].sets[k].set; ++k) {
|
||||
if (rnd <= eq->subsets[i].sets[k].chance) {
|
||||
equip_unit_mask(u, eq->subsets[i].sets[k].set, mask);
|
||||
break;
|
||||
}
|
||||
rnd -= eq->subsets[i].sets[k].chance;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (mask & EQUIP_SPECIAL) {
|
||||
if (eq->callback)
|
||||
eq->callback(eq, u);
|
||||
}
|
||||
}
|
||||
|
||||
if (mask & EQUIP_SPECIAL) {
|
||||
if (eq->callback)
|
||||
eq->callback(eq, u);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void equip_items(struct item **items, const struct equipment *eq)
|
||||
|
|
|
@ -3226,15 +3226,18 @@ static int sp_bloodsacrifice(castorder * co)
|
|||
*/
|
||||
static void skill_summoned(unit * u, int level)
|
||||
{
|
||||
if (level > 0) {
|
||||
const race *rc = u_race(u);
|
||||
skill_t sk;
|
||||
for (sk = 0; sk != MAXSKILLS; ++sk) {
|
||||
if (rc->bonus[sk] > 0) {
|
||||
set_level(u, sk, level);
|
||||
}
|
||||
if (level > 0) {
|
||||
const race *rc = u_race(u);
|
||||
skill_t sk;
|
||||
for (sk = 0; sk != MAXSKILLS; ++sk) {
|
||||
if (rc->bonus[sk] > 0) {
|
||||
set_level(u, sk, level);
|
||||
}
|
||||
}
|
||||
if (rc->bonus[SK_STAMINA]) {
|
||||
u->hp = unit_max_hp(u) * u->number;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* ------------------------------------------------------------- */
|
||||
|
@ -4928,7 +4931,7 @@ int sp_resist_magic_bonus(castorder * co)
|
|||
float power = co->force;
|
||||
spellparameter *pa = co->par;
|
||||
/* Pro Stufe koennen bis zu 5 Personen verzaubert werden */
|
||||
double maxvictims = 5;
|
||||
double maxvictims = 5 * power;
|
||||
int victims = (int)maxvictims;
|
||||
|
||||
/* Schleife ueber alle angegebenen Einheiten */
|
||||
|
|
Loading…
Reference in New Issue