Exemple #1
0
static void test_remove_empty_factions(CuTest *tc) {
    faction *f, *fm;
    int fno;

    test_cleanup();
    fm = get_or_create_monsters();
    assert(fm);
    f = test_create_faction(0);
    fno = f->no;
    remove_empty_factions();
    CuAssertIntEquals(tc, false, f->_alive);
    CuAssertPtrEquals(tc, fm, factions);
    CuAssertPtrEquals(tc, NULL, fm->next);
    CuAssertPtrEquals(tc, 0, findfaction(fno));
    CuAssertPtrEquals(tc, fm, get_monsters());
    test_cleanup();
}
Exemple #2
0
/** Drachen und Seeschlangen können entstehen */
void spawn_dragons(void)
{
    region *r;
    faction *monsters = get_or_create_monsters();

    for (r = regions; r; r = r->next) {
        unit *u;

        if (fval(r->terrain, SEA_REGION) && rng_int() % 10000 < 1) {
            u = create_unit(r, monsters, 1, get_race(RC_SEASERPENT), 0, NULL, NULL);
            fset(u, UFL_ISNEW | UFL_MOVED);
            equip_unit(u, get_equipment("monster_seaserpent"));
        }

        if ((r->terrain == newterrain(T_GLACIER)
            || r->terrain == newterrain(T_SWAMP)
            || r->terrain == newterrain(T_DESERT))
            && rng_int() % 10000 < (5 + 100 * chaosfactor(r))) {
            if (chance(0.80)) {
                u = create_unit(r, monsters, nrand(60, 20) + 1, get_race(RC_FIREDRAGON), 0, NULL, NULL);
            }
            else {
                u = create_unit(r, monsters, nrand(30, 20) + 1, get_race(RC_DRAGON), 0, NULL, NULL);
            }
            fset(u, UFL_ISNEW | UFL_MOVED);
            equip_unit(u, get_equipment("monster_dragon"));

            log_debug("spawning %d %s in %s.\n", u->number,
                LOC(default_locale,
                rc_name_s(u_race(u), (u->number == 1) ? NAME_SINGULAR : NAME_PLURAL)), regionname(r, NULL));

            name_unit(u);

            /* add message to the region */
            ADDMSG(&r->msgs,
                msg_message("sighting", "region race number", r, u_race(u), u->number));
        }
    }
}
Exemple #3
0
static void test_remove_dead_factions(CuTest *tc) {
    faction *f, *fm;
    region *r;
    int fno;

    test_cleanup();
    r = test_create_region(0, 0, 0);
    fm = get_or_create_monsters();
    f = test_create_faction(0);
    assert(fm && r && f);
    test_create_unit(f, r);
    test_create_unit(fm, r);
    remove_empty_factions();
    CuAssertPtrEquals(tc, f, findfaction(f->no));
    CuAssertPtrNotNull(tc, get_monsters());
    fm->units = 0;
    f->_alive = false;
    fno = f->no;
    remove_empty_factions();
    CuAssertPtrEquals(tc, 0, findfaction(fno));
    CuAssertPtrEquals(tc, fm, get_monsters());
    test_cleanup();
}
Exemple #4
0
static void create_monsters(faction **player, faction **monsters, unit **u, unit **m) {
    race* rc;
    region *r;

    test_cleanup();

    test_create_horse();
    default_locale = test_create_locale();
    *player = test_create_faction(NULL);
    *monsters = get_or_create_monsters();
    assert(rc_find((*monsters)->race->_name));
    rc = rc_get_or_create((*monsters)->race->_name);
    fset(rc, RCF_UNARMEDGUARD|RCF_NPC|RCF_DRAGON);
    fset(*monsters, FFL_NOIDLEOUT);
    assert(fval(*monsters, FFL_NPC) && fval((*monsters)->race, RCF_UNARMEDGUARD) && fval((*monsters)->race, RCF_NPC) && fval(*monsters, FFL_NOIDLEOUT));

    test_create_region(-1, 0, test_create_terrain("ocean", SEA_REGION | SWIM_INTO | FLY_INTO));
    test_create_region(1, 0, 0);
    r = test_create_region(0, 0, 0);

    *u = test_create_unit(*player, r);
    unit_setid(*u, 1);
    *m = test_create_unit(*monsters, r);
}
Exemple #5
0
static void create_monsters(faction **player, faction **monsters, region **r, unit **u, unit **m) {
    race* rc;

    test_cleanup();

    init_language();

    test_create_world();
    *player = test_create_faction(NULL);
    *monsters = get_or_create_monsters();
    assert(rc_find((*monsters)->race->_name));
    rc = rc_get_or_create((*monsters)->race->_name);
    fset(rc, RCF_UNARMEDGUARD);
    fset(rc, RCF_NPC);
    fset(*monsters, FFL_NOIDLEOUT);
    assert(fval(*monsters, FFL_NPC) && fval((*monsters)->race, RCF_UNARMEDGUARD) && fval((*monsters)->race, RCF_NPC) && fval(*monsters, FFL_NOIDLEOUT));
    (*monsters)->locale = default_locale;

    *r = findregion(0, 0);

    *u = test_create_unit(*player, *r);
    unit_setid(*u, 1);
    *m = test_create_unit(*monsters, *r);
}
Exemple #6
0
faction *get_monsters(void) {
    return get_or_create_monsters();
}