| 304 | } |
| 305 | |
| 306 | static void testWeapon3(const Game_Actor* a, |
| 307 | const lcf::rpg::Item* i1, |
| 308 | lcf::rpg::Item* i2, |
| 309 | lcf::rpg::Item* i3, |
| 310 | lcf::rpg::Item* i4, |
| 311 | lcf::rpg::Item* i5, |
| 312 | Game_Battler::Weapon wid) |
| 313 | { |
| 314 | if (wid != Game_Battler::WeaponAll && wid != Game_Battler::WeaponPrimary && i1 && i1->type == lcf::rpg::Item::Type_weapon) { |
| 315 | i1 = nullptr; |
| 316 | } |
| 317 | if (wid != Game_Battler::WeaponAll && wid != Game_Battler::WeaponSecondary && i2 && i2->type == lcf::rpg::Item::Type_weapon) { |
| 318 | i2 = nullptr; |
| 319 | } |
| 320 | |
| 321 | const auto isw1 = i1 && i1->type == lcf::rpg::Item::Type_weapon; |
| 322 | const auto atk1 = i1 ? i1->atk_points1 : 0; |
| 323 | const auto def1 = i1 ? i1->def_points1 : 0; |
| 324 | const auto spi1 = i1 ? i1->spi_points1 : 0; |
| 325 | const auto agi1 = i1 ? i1->agi_points1 : 0; |
| 326 | |
| 327 | const auto pre1 = i1 && isw1 ? i1->preemptive : false; |
| 328 | const auto dul1 = i1 && isw1 ? i1->dual_attack : false; |
| 329 | const auto all1 = i1 && isw1 ? i1->attack_all : false; |
| 330 | const auto eva1 = i1 && isw1 ? i1->ignore_evasion : false; |
| 331 | |
| 332 | const auto hit1 = i1 && isw1 ? i1->hit : 0; |
| 333 | const auto crt1 = i1 && isw1 ? i1->critical_hit : 0; |
| 334 | |
| 335 | const auto isw2 = i2 && i2->type == lcf::rpg::Item::Type_weapon; |
| 336 | const auto atk2 = i2 ? i2->atk_points1 : 0; |
| 337 | const auto def2 = i2 ? i2->def_points1 : 0; |
| 338 | const auto spi2 = i2 ? i2->spi_points1 : 0; |
| 339 | const auto agi2 = i2 ? i2->agi_points1 : 0; |
| 340 | |
| 341 | const auto pre2 = i2 && isw2 ? i2->preemptive : false; |
| 342 | const auto dul2 = i2 && isw2 ? i2->dual_attack : false; |
| 343 | const auto all2 = i2 && isw2 ? i2->attack_all : false; |
| 344 | const auto eva2 = i2 && isw2 ? i2->ignore_evasion : false; |
| 345 | |
| 346 | const auto hit2 = i2 && isw2 && i2->type == lcf::rpg::Item::Type_weapon ? i2->hit : 0; |
| 347 | const auto crt2 = i2 && isw2 && i2->type == lcf::rpg::Item::Type_weapon ? i2->critical_hit : 0; |
| 348 | |
| 349 | const auto atkA = (i3 ? i3->atk_points1 : 0) + (i4 ? i4->atk_points1 : 0) + (i5 ? i5->atk_points1 : 0); |
| 350 | const auto defA = (i3 ? i3->def_points1 : 0) + (i4 ? i4->def_points1 : 0) + (i5 ? i5->def_points1 : 0); |
| 351 | const auto spiA = (i3 ? i3->spi_points1 : 0) + (i4 ? i4->spi_points1 : 0) + (i5 ? i5->spi_points1 : 0); |
| 352 | const auto agiA = (i3 ? i3->agi_points1 : 0) + (i4 ? i4->agi_points1 : 0) + (i5 ? i5->agi_points1 : 0); |
| 353 | |
| 354 | const auto pctA = (i2 && !isw2 && i2->prevent_critical) || (i3 && i3->prevent_critical) || (i4 && i4->prevent_critical) || (i5 && i5->prevent_critical); |
| 355 | const auto revA = (i2 && !isw2 && i2->raise_evasion) || (i3 && i3->raise_evasion) || (i4 && i4->raise_evasion) || (i5 && i5->raise_evasion); |
| 356 | const auto hspA = (i2 && !isw2 && i2->half_sp_cost) || (i3 && i3->half_sp_cost) || (i4 && i4->half_sp_cost) || (i5 && i5->half_sp_cost); |
| 357 | const auto notA = (i2 && !isw2 && i2->no_terrain_damage) || (i3 && i3->no_terrain_damage) || (i4 && i4->no_terrain_damage) || (i5 && i5->no_terrain_damage); |
| 358 | |
| 359 | CAPTURE(wid); |
| 360 | CAPTURE(i1); |
| 361 | CAPTURE(i2); |
| 362 | CAPTURE(isw1); |
| 363 | CAPTURE(isw2); |
no test coverage detected