static void test_merge_split(CuTest *tc) { message_list *mlist = 0, *append = 0; struct mlist **split; /* TODO: why is this a double asterisk? */ message_type *mtype; message *msg; test_setup(); mtype = mt_create(mt_new("custom", NULL), NULL, 0); add_message(&mlist, msg = msg_message(mtype->name, "")); msg_release(msg); add_message(&append, msg = msg_message(mtype->name, "")); msg_release(msg); CuAssertPtrEquals(tc, NULL, mlist->begin->next); CuAssertPtrEquals(tc, &mlist->begin->next, mlist->end); split = merge_messages(mlist, append); CuAssertPtrNotNull(tc, split); CuAssertPtrEquals(tc, &mlist->begin->next, split); CuAssertPtrEquals(tc, append->end, mlist->end); CuAssertPtrNotNull(tc, mlist->begin->next); CuAssertPtrEquals(tc, append->begin, mlist->begin->next); split_messages(mlist, split); CuAssertPtrEquals(tc, NULL, mlist->begin->next); free_messagelist(*split); free_messagelist(mlist->begin); free(mlist); free_messagelist(append->begin); free(append); test_teardown(); }
static void test_give_men_magicians(CuTest * tc) { struct give env = { 0 }; int p; message * msg; test_setup_ex(tc); mt_create_error(158); env.f2 = env.f1 = test_create_faction(NULL); setup_give(&env); set_level(env.src, SK_MAGIC, 1); CuAssertPtrNotNull(tc, msg = give_men(1, env.src, env.dst, NULL)); CuAssertStrEquals(tc, "error158", test_get_messagetype(msg)); CuAssertIntEquals(tc, 1, env.dst->number); CuAssertIntEquals(tc, 1, env.src->number); msg_release(msg); p = rpeasants(env.r); CuAssertPtrNotNull(tc, msg = disband_men(1, env.dst, NULL)); CuAssertStrEquals(tc, "give_person_peasants", test_get_messagetype(msg)); CuAssertIntEquals(tc, 0, env.dst->number); CuAssertIntEquals(tc, p+1, rpeasants(env.r)); msg_release(msg); test_teardown(); }
static void test_give_men_limit(CuTest * tc) { struct give env = { 0 }; message *msg; test_setup_ex(tc); env.f2 = test_create_faction(NULL); env.f1 = test_create_faction(NULL); setup_give(&env); config_set("rules.give.max_men", "1"); /* below the limit, give men, increase newbies counter */ contact_unit(env.dst, env.src); msg = give_men(1, env.src, env.dst, NULL); CuAssertStrEquals(tc, "give_person", test_get_messagetype(msg)); CuAssertIntEquals(tc, 2, env.dst->number); CuAssertIntEquals(tc, 0, env.src->number); CuAssertIntEquals(tc, 1, env.f2->newbies); msg_release(msg); /* beyond the limit, do nothing */ contact_unit(env.src, env.dst); msg = give_men(2, env.dst, env.src, NULL); CuAssertStrEquals(tc, "error129", test_get_messagetype(msg)); CuAssertIntEquals(tc, 2, env.dst->number); CuAssertIntEquals(tc, 0, env.src->number); CuAssertIntEquals(tc, 0, env.f1->newbies); msg_release(msg); test_teardown(); }
int sp_frighten(struct castorder * co) { fighter * fi = co->magician.fig; int level = co->level; double power = co->force; const spell * sp = co->sp; battle *b = fi->side->battle; unit *mage = fi->unit; int at_malus = 0; int df_malus = 0; int force = 0; int enemies = 0; int targets = 0; message *m; at_malus = level - 4; if (at_malus < 1) at_malus = 1; df_malus = 2; force = (int)get_force(power, 2); enemies = count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW - 1, SELECT_ADVANCE); if (!enemies) { m = msg_message("spell_out_of_range", "mage spell", fi->unit, sp); message_all(b, m); msg_release(m); return 0; } while (force && enemies) { troop dt = select_enemy(fi, FIGHT_ROW, BEHIND_ROW - 1, SELECT_ADVANCE); fighter *df = dt.fighter; --enemies; if (!df) break; assert(!helping(fi->side, df->side)); if (df->person[dt.index].flags & FL_COURAGE) { df->person[dt.index].flags &= ~(FL_COURAGE); } if (!is_magic_resistant(mage, df->unit, 0)) { df->person[dt.index].attack -= at_malus; df->person[dt.index].defense -= df_malus; targets++; } --force; } m = msg_message("cast_frighten_effect", "mage spell amount", fi->unit, sp, targets); message_all(b, m); msg_release(m); return level; }
/* Feuersturm: Betrifft sehr viele Gegner (in der Regel alle), * macht nur vergleichsweise geringen Schaden */ int sp_immolation(struct castorder * co) { fighter * fi = co->magician.fig; int level = co->level; const spell * sp = co->sp; battle *b = fi->side->battle; troop at; int force, qi, killed = 0; const char *damage; quicklist *fgs, *ql; message *m; /* 2d4 HP */ damage = spell_damage(5); /* Betrifft alle Gegner */ force = 99999; if (!count_enemies(b, fi, FIGHT_ROW, AVOID_ROW, SELECT_ADVANCE | SELECT_FIND)) { message *m = msg_message("battle::out_of_range", "mage spell", fi->unit, sp); message_all(b, m); msg_release(m); return 0; } at.fighter = fi; at.index = 0; fgs = fighters(b, fi->side, FIGHT_ROW, AVOID_ROW, FS_ENEMY); for (qi = 0, ql = fgs; ql; ql_advance(&ql, &qi, 1)) { fighter *df = (fighter *)ql_get(ql, qi); int n = df->alive - df->removed; troop dt; dt.fighter = df; while (n != 0) { dt.index = --n; killed += terminate(dt, at, AT_COMBATSPELL, damage, false); if (--force == 0) break; } if (force == 0) break; } ql_free(fgs); m = msg_message("battle::combatspell", "mage spell killed", fi->unit, sp, killed); message_all(b, m); msg_release(m); return level; }
/* Benommenheit: eine Runde kein Angriff */ int sp_stun(struct castorder * co) { fighter * fi = co->magician.fig; int level = co->level; double power = co->force; const spell * sp = co->sp; battle *b = fi->side->battle; unit *mage = fi->unit; message *m; /* Aus beiden Reihen nehmen */ int force = 0, enemies; int stunned; if (power <= 0) return 0; switch (sp->id) { case SPL_SHOCKWAVE: force = lovar(get_force(power, 1)); break; default: assert(0); } enemies = count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE); if (!enemies) { message *m = msg_message("battle::out_of_range", "mage spell", fi->unit, sp); message_all(b, m); msg_release(m); return 0; } stunned = 0; while (force && stunned < enemies) { troop dt = select_enemy(fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE); fighter *df = dt.fighter; unit *du = df->unit; --force; if (!is_magic_resistant(mage, du, 0)) { df->person[dt.index].flags |= FL_STUNNED; ++stunned; } } m = msg_message("cast_stun_effect", "mage spell amount", fi->unit, sp, stunned); message_all(b, m); msg_release(m); return level; }
/* Panik (Praekampfzauber) */ int flee_spell(struct castorder * co, int strength) { fighter * fi = co->magician.fig; int level = co->level; const spell * sp = co->sp; battle *b = fi->side->battle; unit *mage = fi->unit; selist *fgs, *ql; int n, qi, panik = 0; message *msg; double power = co->force; int force; force = (int)get_force(power, strength); if (force<=0 || !count_enemies(b, fi, FIGHT_ROW, AVOID_ROW, SELECT_ADVANCE | SELECT_FIND)) { msg = msg_message("sp_flee_effect_0", "mage spell", mage, sp); message_all(b, msg); msg_release(msg); return 0; } fgs = select_fighters(b, fi->side, FS_ENEMY, select_afraid, NULL); scramble_fighters(fgs); for (qi = 0, ql = fgs; force > 0 && ql; selist_advance(&ql, &qi, 1)) { fighter *df = (fighter *)selist_get(ql, qi); for (n = 0; force > 0 && n != df->alive; ++n) { if (df->person[n].flags & FL_PANICED) { /* bei SPL_SONG_OF_FEAR moeglich */ df->person[n].attack -= 1; --force; ++panik; } else if (!(df->person[n].flags & FL_COURAGE) || !(u_race(df->unit)->flags & RCF_UNDEAD)) { if (!is_magic_resistant(mage, df->unit, 0)) { df->person[n].flags |= FL_PANICED; ++panik; } --force; } } } selist_free(fgs); msg = msg_message("sp_flee_effect_1", "mage spell amount", mage, sp, panik); message_all(b, msg); msg_release(msg); return level; }
int sp_windshield(struct castorder * co) { fighter * fi = co->magician.fig; int level = co->level; double power = co->force; const spell * sp = co->sp; battle *b = fi->side->battle; int force, at_malus; int enemies; message *m; switch (sp->id) { case SPL_WINDSHIELD: force = (int)get_force(power, 4); at_malus = level / 4; break; default: force = (int)power; at_malus = 2; } enemies = count_enemies(b, fi, BEHIND_ROW, BEHIND_ROW, SELECT_ADVANCE); if (!enemies) { m = msg_message("battle::out_of_range", "mage spell", fi->unit, sp); message_all(b, m); msg_release(m); return 0; } while (force && enemies) { troop dt = select_enemy(fi, BEHIND_ROW, BEHIND_ROW, SELECT_ADVANCE); fighter *df = dt.fighter; --enemies; if (!df) break; assert(!helping(fi->side, df->side)); if (df->person[dt.index].missile) { /* this suxx... affects your melee weapon as well. */ df->person[dt.index].attack -= at_malus; --force; } } m = msg_message("cast_storm_effect", "mage spell", fi->unit, sp); message_all(b, m); msg_release(m); return level; }
int sp_dragonodem(struct castorder * co) { fighter * fi = co->magician.fig; int level = co->level; double power = co->force; const spell * sp = co->sp; battle *b = fi->side->battle; troop dt; troop at; int force, enemies; const char *damage; /* 11-26 HP */ damage = spell_damage(4); /* Jungdrache 3->54, Drache 6->216, Wyrm 12->864 Treffer */ force = lovar(get_force(power, 6)); enemies = count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW - 1, SELECT_ADVANCE); if (!enemies) { struct message *m = msg_message("spell_out_of_range", "mage spell", fi->unit, sp); message_all(b, m); msg_release(m); return 0; } else { struct message *m; int killed = 0; at.fighter = fi; at.index = 0; while (force && killed < enemies) { dt = select_enemy(fi, FIGHT_ROW, BEHIND_ROW - 1, SELECT_ADVANCE); assert(dt.fighter); --force; killed += terminate(dt, at, AT_COMBATSPELL, damage, false); } m = msg_message("cast_combatspell", "mage spell dead", fi->unit, sp, killed); message_all(b, m); msg_release(m); } return level; }
/** ** GM: TELL PLANE <string> ** requires: permission-key "gmmsgr" **/ static void gm_messageplane(const void *tnext, struct unit *gm, struct order *ord) { const struct plane *p = rplane(gm->region); const char *zmsg = getstrtoken(); if (p == NULL) { mistake(gm, ord, "In diese Ebene kann keine Nachricht gesandt werden."); } else { /* checking permissions */ attrib *permissions = a_find(gm->faction->attribs, &at_permissions); if (!permissions || !has_permission(permissions, atoi36("gmmsgr"))) { mistake(gm, ord, "permission denied."); } else { message *msg = msg_message("msg_event", "string", zmsg); faction *f; region *r; for (f = factions; f; f = f->next) { freset(f, FFL_SELECT); } for (r = regions; r; r = r->next) { unit *u; if (rplane(r) != p) continue; for (u = r->units; u; u = u->next) if (!fval(u->faction, FFL_SELECT)) { f = u->faction; fset(f, FFL_SELECT); add_message(&f->msgs, msg); } } msg_release(msg); } } }
int sp_shadowcall(struct castorder * co) { fighter * fi = co->magician.fig; int level = co->level; double power = co->force; battle *b = fi->side->battle; region *r = b->region; unit *mage = fi->unit; attrib *a; int force = (int)(get_force(power, 3) / 2); unit *u; const char *races[3] = { "shadowbat", "nightmare", "vampunicorn" }; const race *rc = rc_find(races[rng_int() % 3]); message *msg; u = create_unit(r, mage->faction, force, rc, 0, NULL, mage); setstatus(u, ST_FIGHT); set_level(u, SK_WEAPONLESS, (int)(power / 2)); set_level(u, SK_STAMINA, (int)(power / 2)); u->hp = u->number * unit_max_hp(u); a = a_new(&at_unitdissolve); a->data.ca[0] = 0; a->data.ca[1] = 100; a_add(&u->attribs, a); make_fighter(b, u, fi->side, is_attacker(fi)); msg = msg_message("sp_shadowcall_effect", "mage amount race", mage, u->number, u_race(u)); message_all(b, msg); msg_release(msg); return level; }
int sp_fumbleshield(struct castorder * co) { fighter * fi = co->magician.fig; int level = co->level; const spell * sp = co->sp; int effect; int duration; battle *b = fi->side->battle; message *m = msg_message("cast_spell_effect", "mage spell", fi->unit, sp); message_all(b, m); msg_release(m); /* der erste Zauber schl�gt mit 100% fehl */ switch (sp->id) { case SPL_DRAIG_FUMBLESHIELD: case SPL_GWYRRD_FUMBLESHIELD: case SPL_CERDDOR_FUMBLESHIELD: case SPL_TYBIED_FUMBLESHIELD: duration = 100; effect = _max(1, 25 - level); break; default: duration = 100; effect = 10; } do_meffect(fi, SHIELD_BLOCK, effect, duration); return level; }
int sp_reduceshield(struct castorder * co) { fighter * fi = co->magician.fig; int level = co->level; double power = co->force; const spell * sp = co->sp; int effect; int duration; battle *b = fi->side->battle; message *m = msg_message("cast_spell_effect", "mage spell", fi->unit, sp); message_all(b, m); msg_release(m); /* jeder Schaden wird um effect% reduziert bis der Schild duration * Trefferpunkte aufgefangen hat */ switch (sp->id) { case SPL_REDUCESHIELD: effect = 50; duration = (int)(50 * power * power); break; default: effect = level * 3; duration = (int)get_force(power, 5); } do_meffect(fi, SHIELD_REDUCE, effect, duration); return level; }
int sp_armorshield(struct castorder * co) { fighter * fi = co->magician.fig; int level = co->level; double power = co->force; const spell * sp = co->sp; int effect; int duration; battle *b = fi->side->battle; message *m = msg_message("cast_spell_effect", "mage spell", fi->unit, sp); message_all(b, m); msg_release(m); /* gibt R�stung +effect f�r duration Treffer */ switch (sp->id) { case SPL_ARMORSHIELD: effect = level / 3; duration = (int)(20 * power * power); break; default: effect = level / 4; duration = (int)(power * power); } do_meffect(fi, SHIELD_ARMOR, effect, duration); return level; }
int sp_strong_wall(struct castorder * co) { fighter * fi = co->magician.fig; int level = co->level; float power = co->force; battle *b = fi->side->battle; unit *mage = fi->unit; building *burg; float effect; static bool init = false; message *msg; static const curse_type *strongwall_ct; if (!init) { init = true; strongwall_ct = ct_find("strongwall"); } if (!mage->building) { return 0; } burg = mage->building; effect = power / 4; create_curse(mage, &burg->attribs, strongwall_ct, power, 1, effect, 0); msg = msg_message("sp_strongwalls_effect", "mage building", mage, mage->building); message_all(b, msg); msg_release(msg); return level; }
static void report_transfer(faction *f1, faction *f2, region *r, int amount) { struct message *msg = msg_message("donation", "from to amount", f1, f2, amount); r_addmessage(r, f1, msg); r_addmessage(r, f2, msg); msg_release(msg); }
/* Magier weicht dem Kampf aus. Wenn er sich bewegen kann, zieht er in * eine Nachbarregion, wobei ein NACH berücksichtigt wird. Ansonsten * bleibt er stehen und nimmt nicht weiter am Kampf teil. */ int sp_denyattack(struct castorder * co) { fighter * fi = co->magician.fig; int level = co->level; const spell * sp = co->sp; battle *b = fi->side->battle; unit *mage = fi->unit; region *r = b->region; message *m; /* Fliehende Einheiten verlassen auf jeden Fall Gebäude und Schiffe. */ if (!fval(r->terrain, SEA_REGION)) { leave(mage, false); } /* und bewachen nicht */ setguard(mage, GUARD_NONE); /* irgendwie den langen befehl sperren */ /* fset(fi, FIG_ATTACKED); */ /* wir tun so, als wäre die Person geflohen */ fset(fi, FIG_NOLOOT); fi->run.hp = mage->hp; fi->run.number = mage->number; /* fighter leeren */ rmfighter(fi, mage->number); m = msg_message("cast_escape_effect", "mage spell", fi->unit, sp); message_all(b, m); msg_release(m); return level; }
static int wormhole_age(struct attrib *a) { wormhole_data *data = (wormhole_data *)a->data.v; int maxtransport = data->entry->size; region *r = data->entry->region; unit *u = r->units; for (; u != NULL && maxtransport != 0; u = u->next) { if (u->building == data->entry) { message *m = NULL; if (u->number > maxtransport || has_limited_skills(u)) { m = msg_message("wormhole_requirements", "unit region", u, u->region); } else if (data->exit != NULL) { move_unit(u, data->exit, NULL); maxtransport -= u->number; m = msg_message("wormhole_exit", "unit region", u, data->exit); add_message(&data->exit->msgs, m); } if (m != NULL) { add_message(&u->faction->msgs, m); msg_release(m); } } } remove_building(&r->buildings, data->entry); ADDMSG(&r->msgs, msg_message("wormhole_dissolve", "region", r)); /* age returns 0 if the attribute needs to be removed, !=0 otherwise */ return AT_AGE_KEEP; }
int sp_strong_wall(struct castorder * co) { fighter * fi = co->magician.fig; int level = co->level; double power = co->force; battle *b = fi->side->battle; unit *mage = fi->unit; building *burg; double effect; message *msg; if (!mage->building) { return 0; } burg = mage->building; effect = power / 4; create_curse(mage, &burg->attribs, &ct_strongwall, power, 1, effect, 0); msg = msg_message("sp_strongwalls_effect", "mage building", mage, mage->building); message_all(b, msg); msg_release(msg); return level; }
static fighter *summon_allies(const fighter *fi, const race *rc, int number) { attrib *a; unit *mage = fi->unit; side *si = fi->side; battle *b = si->battle; region *r = b->region; message *msg; unit *u = create_unit(r, mage->faction, number, rc, 0, NULL, mage); leave(u, true); unit_setstatus(u, ST_FIGHT); u->hp = u->number * unit_max_hp(u); if (mage->flags & UFL_ANON_FACTION) { u->flags |= UFL_ANON_FACTION; } a = a_new(&at_unitdissolve); a->data.ca[0] = 0; a->data.ca[1] = 100; a_add(&u->attribs, a); msg = msg_message("sp_wolfhowl_effect", "mage amount race", mage, u->number, rc); message_all(b, msg); msg_release(msg); return make_fighter(b, u, si, is_attacker(fi)); }
/* Magier weicht dem Kampf aus. Wenn er sich bewegen kann, zieht er in * eine Nachbarregion, wobei ein NACH beruecksichtigt wird. Ansonsten * bleibt er stehen und nimmt nicht weiter am Kampf teil. */ int sp_appeasement(struct castorder * co) { fighter * fi = co->magician.fig; int level = co->level; const spell * sp = co->sp; battle *b = fi->side->battle; unit *mage = fi->unit; region *r = b->region; message *m; /* Fliehende Einheiten verlassen auf jeden Fall Gebaeude und Schiffe. */ if (!(r->terrain->flags & SEA_REGION)) { leave(mage, false); } /* und bewachen nicht */ setguard(mage, false); unit_setstatus(mage, ST_FLEE); /* wir tun so, als waere die Person geflohen */ fi->flags |= FIG_NOLOOT; fi->run.hp = mage->hp; fi->run.number = mage->number; /* fighter leeren */ rmfighter(fi, mage->number); m = msg_message("cast_escape_effect", "mage spell", fi->unit, sp); message_all(b, m); msg_release(m); return level; }
/* wiederbeleben */ int sp_reanimate(struct castorder * co) { fighter * fi = co->magician.fig; int level = co->level; double power = co->force; battle *b = fi->side->battle; unit *mage = fi->unit; int healable, j = 0; double c = 0.50 + 0.02 * power; double k = EFFECT_HEALING_SPELL * power; bool use_item = has_ao_healing(mage); message *msg; if (use_item) { k *= 2; c += 0.10; } healable = count_healable(b, fi); healable = (int)_min(k, healable); while (healable--) { fighter *tf = select_corpse(b, fi); if (tf != NULL && tf->side->casualties > 0 && u_race(tf->unit) != get_race(RC_DAEMON) && (chance(c))) { assert(tf->alive < tf->unit->number); /* t.fighter->person[].hp beginnt mit t.index = 0 zu z�hlen, * t.fighter->alive ist jedoch die Anzahl lebender in der Einheit, * also sind die hp von t.fighter->alive * t.fighter->hitpoints[t.fighter->alive-1] und der erste Tote * oder weggelaufene ist t.fighter->hitpoints[tf->alive] */ tf->person[tf->alive].hp = 2; ++tf->alive; ++tf->side->size[SUM_ROW]; ++tf->side->size[tf->unit->status + 1]; ++tf->side->healed; --tf->side->casualties; assert(tf->side->casualties >= 0); --tf->side->dead; assert(tf->side->dead >= 0); ++j; } } if (j <= 0) { level = j; } if (use_item) { msg = msg_message("reanimate_effect_1", "mage amount item", mage, j, get_resourcetype(R_AMULET_OF_HEALING)); } else { msg = msg_message("reanimate_effect_0", "mage amount", mage, j); } message_all(b, msg); msg_release(msg); return level; }
int sp_drainodem(fighter * fi, int level, double power, spell * sp) { battle *b = fi->side->battle; troop dt; troop at; int force, enemies; int drained = 0; int killed = 0; const char *damage; message *m; /* 11-26 HP */ damage = spell_damage(4); /* Jungdrache 3->54, Drache 6->216, Wyrm 12->864 Treffer */ force = lovar(get_force(power, 6)); enemies = count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW - 1, SELECT_ADVANCE); if (!enemies) { m = msg_message("battle::out_of_range", "mage spell", fi->unit, sp); message_all(b, m); msg_release(m); return 0; } at.fighter = fi; at.index = 0; while (force && drained < enemies) { dt = select_enemy(fi, FIGHT_ROW, BEHIND_ROW - 1, SELECT_ADVANCE); assert(dt.fighter); if (hits(at, dt, NULL)) { drain_exp(dt.fighter->unit, 90); ++drained; killed += terminate(dt, at, AT_COMBATSPELL, damage, false); } --force; } m = msg_message("cast_drainlife_effect", "mage spell amount", fi->unit, sp, drained); message_all(b, m); msg_release(m); return level; }
int sp_berserk(struct castorder * co) { fighter * fi = co->magician.fig; int level = co->level; double power = co->force; const spell * sp = co->sp; battle *b = fi->side->battle; int at_bonus = 0; int df_malus = 0; int force = 0; int allies = 0; int targets = 0; message *m; switch (sp->id) { case SPL_BERSERK: case SPL_BLOODTHIRST: at_bonus = _max(1, level / 3); df_malus = 2; force = (int)get_force(power, 2); break; default: at_bonus = 1; df_malus = 0; force = (int)power; } allies = count_allies(fi->side, FIGHT_ROW, BEHIND_ROW - 1, SELECT_ADVANCE, ALLY_ANY); /* maximal 2*allies Versuche ein Opfer zu finden, ansonsten best�nde * die Gefahr eine Endlosschleife*/ allies *= 2; while (force && allies) { troop dt = select_ally(fi, FIGHT_ROW, BEHIND_ROW - 1, ALLY_ANY); fighter *df = dt.fighter; --allies; if (df) { if (!(df->person[dt.index].flags & FL_COURAGE)) { df->person[dt.index].attack += at_bonus; df->person[dt.index].defence -= df_malus; df->person[dt.index].flags = df->person[dt.index].flags | FL_COURAGE; targets++; --force; } } } m = msg_message("cast_berserk_effect", "mage spell amount", fi->unit, sp, targets); message_all(b, m); msg_release(m); return level; }
int sp_tiredsoldiers(struct castorder * co) { fighter * fi = co->magician.fig; int level = co->level; double power = co->force; const spell * sp = co->sp; battle *b = fi->side->battle; unit *mage = fi->unit; int n = 0; int force = (int)(power * power * 4); message *m; if (!count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE | SELECT_FIND)) { message *m = msg_message("battle::out_of_range", "mage spell", fi->unit, sp); message_all(b, m); msg_release(m); return 0; } while (force) { troop t = select_enemy(fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE); fighter *df = t.fighter; if (!df) break; assert(!helping(fi->side, df->side)); if (!(df->person[t.index].flags & FL_TIRED)) { if (!is_magic_resistant(mage, df->unit, 0)) { df->person[t.index].flags = df->person[t.index].flags | FL_TIRED; df->person[t.index].defence -= 2; ++n; } } --force; } m = msg_message("cast_tired_effect", "mage spell amount", fi->unit, sp, n); message_all(b, m); msg_release(m); return level; }
static void test_bad_dreams(CuTest *tc) { curse_fixture fix; message *msg; setup_curse(&fix, "gbdream"); fix.c->effect = -1; msg = fix.c->type->curseinfo(fix.r, TYP_REGION, fix.c, 0); CuAssertStrEquals(tc, "curseinfo::baddream", test_get_messagetype(msg)); msg_release(msg); test_cleanup(); }
static void test_magicstreet_warning(CuTest *tc) { curse_fixture fix; message *msg; setup_curse(&fix, "magicstreet"); fix.c->duration = 1; msg = fix.c->type->curseinfo(fix.r, TYP_REGION, fix.c, 0); CuAssertStrEquals(tc, "curseinfo::magicstreetwarn", test_get_messagetype(msg)); msg_release(msg); test_cleanup(); }
static void report_transfer(void *data) { transfer *tf = (transfer *)data; if (tf->amount > 0) { struct message *msg = msg_message("donation", "from to amount", tf->f1, tf->f2, tf->amount); r_addmessage(tf->r, tf->f1, msg); r_addmessage(tf->r, tf->f2, msg); msg_release(msg); } }
/* Versteinern */ int sp_petrify(struct castorder * co) { fighter * fi = co->magician.fig; int level = co->level; double power = co->force; const spell * sp = co->sp; battle *b = fi->side->battle; unit *mage = fi->unit; /* Wirkt auf erste und zweite Reihe */ int force, enemies; int stoned = 0; message *m; force = lovar(get_force(power, 0)); enemies = count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE); if (!enemies) { message *m = msg_message("battle::out_of_range", "mage spell", fi->unit, sp); message_all(b, m); msg_release(m); return 0; } while (force && stoned < enemies) { troop dt = select_enemy(fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE); unit *du = dt.fighter->unit; if (!is_magic_resistant(mage, du, 0)) { /* person ans ende hinter die lebenden schieben */ remove_troop(dt); ++stoned; } --force; } m = msg_message("cast_petrify_effect", "mage spell amount", fi->unit, sp, stoned); message_all(b, m); msg_release(m); return level; }
static void receive_get_message_reply(ngx_int_t sender, getmessage_data_t *d) { assert(d->shm_chid->len>1); assert(d->shm_chid->data!=NULL); DBG("IPC: received get_message reply for channel %V msg %p privdata %p", d->shm_chid, d->d.resp.shm_msg, d->privdata); nchan_memstore_handle_get_message_reply(d->d.resp.shm_msg, d->d.resp.getmsg_code, d->privdata); if(d->d.resp.shm_msg) { msg_release(d->d.resp.shm_msg, "get_message_reply"); } str_shm_free(d->shm_chid); }