/* * static char *rcsid_check_object_c = * "$Id: check_object.c 11578 2009-02-23 22:02:27Z lalo $"; */ /* * CrossFire, A Multiplayer game for X-windows * * Copyright (C) 2002 Mark Wedel & Crossfire Development Team * Copyright (C) 1992 Frank Tore Johansen * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. * * The authors can be reached via e-mail at crossfire-devel@real-time.com */ /* * This is the unit tests file for common/object.c */ #include #include #include #include #include #include "stringbuffer.h" void setup(void) { cctk_setdatadir(BUILD_ROOT "lib"); cctk_setlog(LOGDIR "/unit/common/object.out"); printf("set log to %s\n", LOGDIR"/unit/common/object.out"); cctk_init_std_archetypes(); } void teardown(void) { /* put any cleanup steps here, they will be run after each testcase */ } /* * Things to check * update_turn_face * update_ob_speed * remove_from_active_list * update_object * free_object * count_free * count_used * count_active * sub_weight * remove_ob * merge_ob * insert_ob_in_map_at * insert_ob_in_map * replace_insert_ob_in_map * get_split_ob * decrease_ob_nr * add_weight * insert_ob_in_ob * check_move_on * present_arch * present * present_in_ob * present_in_ob_by_name * present_arch_in_ob * flag_inv * unflag_inv * set_cheat * find_free_spot * find_first_free_spot * get_search_arr * find_dir * distance * find_dir_2 * absdir * dirdiff * can_see_monsterP * can_pick * object_create_clone * was_destroyed * find_obj_by_type_subtype * get_ob_key_link * get_ob_key_value * set_ob_key_value * item_matched_string */ /** This is the test to check the behaviour of the method * int can_merge(object *ob1, object *ob2); */ START_TEST(test_can_merge) { object *ob1; object *ob2; ob1 = cctk_create_game_object(NULL); ob2 = cctk_create_game_object(NULL); fail_unless(can_merge(ob1, ob2), "Should be able to merge 2 same object"); ob2->name = add_string("Not same name"); fail_unless(!can_merge(ob1, ob2), "Should not be able to merge 2 object with different names"); ob2 = cctk_create_game_object(NULL); ob2->type++; fail_unless(!can_merge(ob1, ob2), "Should not be able to merge 2 object with different types"); ob2 = cctk_create_game_object(NULL); ob1->nrof = (1UL<<31)-1; ob2->nrof = 1; fail_unless(!can_merge(ob1, ob2), "Should not be able to merge 2 object if result nrof goes to 1<<31 or higher"); /*TESTME*/ } END_TEST /** This is the test to check the behaviour of the method * signed long sum_weight(object *op); */ START_TEST(test_sum_weight) { object *ob1; object *ob2; object *ob3; object *ob4; unsigned long sum; ob1 = cctk_create_game_object(NULL); ob2 = cctk_create_game_object(NULL); ob3 = cctk_create_game_object(NULL); ob4 = cctk_create_game_object(NULL); ob1->weight = 10; /*This should not be taken into account by sum_weight*/ ob1->type = CONTAINER; ob1->stats.Str = 40; /*40% reduction of weight*/ ob2->weight = 6; ob2->nrof = 10; ob3->weight = 7; ob4->weight = 8; insert_ob_in_ob(ob2, ob1); insert_ob_in_ob(ob3, ob1); insert_ob_in_ob(ob4, ob1); sum = sum_weight(ob1); fail_unless(sum == 45, "Sum of object's inventory should be 45 ((6*10+7+8)*.6) but was %lu.", sum); } END_TEST /** This is the test to check the behaviour of the method * object *object_get_env_recursive(object *op); */ START_TEST(test_object_get_env_recursive) { object *ob1; object *ob2; object *ob3; object *ob4; object *result; ob1 = cctk_create_game_object(NULL); ob2 = cctk_create_game_object(NULL); ob3 = cctk_create_game_object(NULL); ob4 = cctk_create_game_object(NULL); insert_ob_in_ob(ob2, ob1); insert_ob_in_ob(ob3, ob2); insert_ob_in_ob(ob4, ob3); result = object_get_env_recursive(ob4); fail_unless(result == ob1, "Getting top level container for ob4(%p) should bring ob1(%p) but brought %p.", ob4, ob1, result); } END_TEST /** This is the test to check the behaviour of the method * object *get_player_container(object *op); */ START_TEST(test_get_player_container) { object *ob1; object *ob2; object *ob3; object *ob4; object *result; ob1 = cctk_create_game_object(NULL); ob2 = cctk_create_game_object(NULL); ob3 = cctk_create_game_object(NULL); ob4 = cctk_create_game_object(NULL); insert_ob_in_ob(ob2, ob1); insert_ob_in_ob(ob3, ob2); insert_ob_in_ob(ob4, ob3); result = get_player_container(ob4); fail_unless(result == NULL, "Getting containing player for ob4(%p) should bring NULL but brought %p while not contained in a player.", ob4, result); ob1->type = PLAYER; result = get_player_container(ob4); fail_unless(result == ob1, "Getting containing player for ob4(%p) should bring ob1(%p) but brought %p while ob1 is player.", ob4, ob1, result); } END_TEST /** This is the test to check the behaviour of the method * void dump_object(object *op); */ START_TEST(test_dump_object) { object *ob1; object *ob2; object *ob3; StringBuffer *sb; char *result; ob1 = cctk_create_game_object(NULL); ob2 = cctk_create_game_object(NULL); ob3 = cctk_create_game_object(NULL); insert_ob_in_ob(ob2, ob1); insert_ob_in_ob(ob3, ob2); sb = stringbuffer_new(); dump_object(ob1, sb); result = stringbuffer_finish(sb); fail_unless(strstr(result, "arch") != NULL, "The object dump should contain 'arch' but was %s", sb); free(result); } END_TEST /** This is the test to check the behaviour of the method * void dump_all_objects(void); */ START_TEST(test_dump_all_objects) { object *ob1; object *ob2; object *ob3; ob1 = cctk_create_game_object(NULL); ob2 = cctk_create_game_object(NULL); ob3 = cctk_create_game_object(NULL); dump_all_objects(); /*Should not crash, that all i can test*/ } END_TEST /** This is the test to check the behaviour of the method * object *find_object(tag_t i); */ START_TEST(test_find_object) { object *ob1; object *result; ob1 = cctk_create_game_object(NULL); ob1 = cctk_create_game_object(NULL); ob1 = cctk_create_game_object(NULL); result = find_object(ob1->count); fail_unless(result == ob1, "Should find ob1(%p) while search for item %d but got %p", ob1, ob1->count, result); } END_TEST /** This is the test to check the behaviour of the method * object *find_object_name(const char *str); */ START_TEST(test_find_object_name) { object *ob1; object *result; ob1 = cctk_create_game_object(NULL); ob1->name = add_string("This is a name"); ob1 = cctk_create_game_object(NULL); ob1->name = add_string("This is another name"); ob1 = cctk_create_game_object(NULL); ob1->name = add_string("This is the key name"); result = find_object_name(add_string("This is the key name")); fail_unless(result == ob1, "Searching for object with name 'This is the key name' returned %p(%s) instead of ob1(%p)", result, result ? result->name : "null", ob1); } END_TEST /** This is the test to check the behaviour of the method * void free_all_object_data(void); */ START_TEST(test_free_all_object_data) { /*TESTME*/ } END_TEST /** This is the test to check the behaviour of the method * object *get_owner(object *op); */ START_TEST(test_get_owner) { object *ob1; object *ob2; ob1 = cctk_create_game_object(NULL); ob2 = cctk_create_game_object(NULL); set_owner(ob2, ob1); CLEAR_FLAG(ob1, FLAG_REMOVED); CLEAR_FLAG(ob2, FLAG_REMOVED); fail_unless(get_owner(ob2) == ob1, "Owner of ob2(%p) shoud be ob1(%p) but was %p", ob2, ob1, get_owner(ob2)); } END_TEST /** This is the test to check the behaviour of the method * void clear_owner(object *op); */ START_TEST(test_clear_owner) { object *ob1; object *ob2; ob1 = cctk_create_game_object(NULL); ob2 = cctk_create_game_object(NULL); set_owner(ob2, ob1); fail_unless(ob2->owner != NULL, "Prior to testing clear_owner, owner of ob2 was wrongly initialized"); clear_owner(ob2); fail_unless(ob2->owner == NULL, "After clear_owner ob2 still had an owner"); } END_TEST /** This is the test to check the behaviour of the method * void set_owner(object *op, object *owner); */ START_TEST(test_set_owner) { object *ob1; object *ob2; ob1 = cctk_create_game_object(NULL); ob2 = cctk_create_game_object(NULL); set_owner(ob2, ob1); fail_unless(ob2->owner == ob1, "After set_owner ob2(%p) owner should be ob1(%p) but was (%p)", ob2, ob1, ob2->owner); } END_TEST /** This is the test to check the behaviour of the method * void copy_owner(object *op, object *clone); */ START_TEST(test_copy_owner) { object *ob1; object *ob2; object *ob3; ob1 = cctk_create_game_object(NULL); ob2 = cctk_create_game_object(NULL); ob3 = cctk_create_game_object(NULL); set_owner(ob2, ob1); copy_owner(ob3, ob2); fail_unless(get_owner(ob2) == get_owner(ob3), "After copy_owner, ob3 and ob2 should have same owner (ob1=%p) but got %p and %p", get_owner(ob3), get_owner(ob2)); } END_TEST /** This is the test to check the behaviour of the method * void reset_object(object *op); */ START_TEST(test_reset_object) { object *ob1; ob1 = cctk_create_game_object(NULL); reset_object(ob1); fail_unless(ob1->name == NULL, "Field name of ob1 was not NULLified by reset_object"); fail_unless(ob1->name_pl == NULL, "Field name_pl of ob1 was not NULLified by reset_object"); fail_unless(ob1->title == NULL, "Field title of ob1 was not NULLified by reset_object"); fail_unless(ob1->race == NULL, "Field race of ob1 was not NULLified by reset_object"); fail_unless(ob1->slaying == NULL, "Field slaying of ob1 was not NULLified by reset_object"); fail_unless(ob1->skill == NULL, "Field skill of ob1 was not NULLified by reset_object"); fail_unless(ob1->msg == NULL, "Field msg of ob1 was not NULLified by reset_object"); fail_unless(ob1->materialname == NULL, "Field materialname of ob1 was not NULLified by reset_object"); fail_unless(ob1->lore == NULL, "Field lore of ob1 was not NULLified by reset_object"); } END_TEST /** This is the test to check the behaviour of the method * void clear_object(object *op); */ START_TEST(test_clear_object) { object *ob1; const char *reference; ob1 = cctk_create_game_object(NULL); cctk_set_object_strings(ob1, "This is a test String"); reference = add_string("This is a test String"); clear_object(ob1); fail_unless(ob1->name == NULL, "Field name of ob1 was not cleaned by clear_object"); fail_unless(ob1->name_pl == NULL, "Field name_pl of ob1 was not cleaned by clear_object"); fail_unless(ob1->title == NULL, "Field title of ob1 was not cleaned by clear_object"); fail_unless(ob1->race == NULL, "Field race of ob1 was not cleaned by clear_object"); fail_unless(ob1->slaying == NULL, "Field slaying of ob1 was not cleaned by clear_object"); fail_unless(ob1->skill == NULL, "Field skill of ob1 was not cleaned by clear_object"); fail_unless(ob1->msg == NULL, "Field msg of ob1 was not cleaned by clear_object"); fail_unless(ob1->materialname == NULL, "Field materialname of ob1 was not cleaned by clear_object"); fail_unless(ob1->lore == NULL, "Field lore of ob1 was not cleaned by clear_object"); fail_unless(query_refcount(reference) == 1, "The number of references to string should drop back to 1 but was %d", query_refcount(reference)); } END_TEST /** This is the test to check the behaviour of the method * void copy_object(object *op2, object *op); */ START_TEST(test_copy_object) { object *ob1; object *ob2; const char *reference; ob1 = cctk_create_game_object(NULL); ob2 = cctk_create_game_object(NULL); cctk_set_object_strings(ob1, "test String1"); cctk_set_object_strings(ob2, "test String2"); reference = add_string("test String2"); copy_object(ob1, ob2); fail_unless(ob1->name == ob2->name, "Field name of ob1 should match ob2"); fail_unless(ob1->name_pl == ob2->name_pl, "Field name_pl of ob1 should match ob2"); fail_unless(ob1->title == ob2->title, "Field title of ob1 should match ob2"); fail_unless(ob1->race == ob2->race, "Field race of ob1 should match ob2"); fail_unless(ob1->slaying == ob2->slaying, "Field slaying of ob1 should match ob2"); fail_unless(ob1->skill == ob2->skill, "Field skill of ob1 should match ob2"); fail_unless(ob1->msg == ob2->msg, "Field msg of ob1 should match ob2"); fail_unless(ob1->materialname == ob2->materialname, "Field materialname of ob1 should match ob2"); fail_unless(ob1->lore == ob2->lore, "Field lore of ob1 should match ob2"); fail_unless(query_refcount(reference) == 1, "refcount of marker string is not dropped to 1 after copy object, some string field were not cleaned. refcount: %d", query_refcount(reference)); } END_TEST /** * This is the test to check the behaviour of the method * object *get_object(void); */ START_TEST(test_get_object) { object *ob; long int i; ob = get_object(); fail_unless(ob != NULL, "Should get an object after calling get_object()"); fail_unless(ob->name == NULL, "Field name has not been nullified by get_object()"); fail_unless(ob->name_pl == NULL, "Field name_pl has not been nullified by get_object()"); fail_unless(ob->title == NULL, "Field title has not been nullified by get_object()"); fail_unless(ob->race == NULL, "Field race has not been nullified by get_object()"); fail_unless(ob->slaying == NULL, "Field slaying has not been nullified by get_object()"); fail_unless(ob->skill == NULL, "Field skill has not been nullified by get_object()"); fail_unless(ob->lore == NULL, "Field lore has not been nullified by get_object()"); fail_unless(ob->msg == NULL, "Field msg has not been nullified by get_object()"); fail_unless(ob->materialname == NULL, "Field materialname has not been nullified by get_object()"); fail_unless(ob->prev == NULL, "Field prev has not been nullified by get_object()"); fail_unless(ob->active_next == NULL, "Field active_next has not been nullified by get_object()"); fail_unless(ob->active_prev == NULL, "Field active_prev has not been nullified by get_object()"); /* did you really thing i'll go with only one object? */ /* let's go for about 2M allocations in a row, let's test roughness */ for (i = 0; i < 1U<<17; i++) { ob = get_object(); fail_unless(ob != NULL, "Should get an object after calling get_object() (iteration %l)", i); if (!(i&((1<<13)-1))) LOG(llevDebug, "%ldk items created with get_object\n", i>>10); } } END_TEST /** This is the test to check the behaviour of the method * void update_turn_face(object *op); */ START_TEST(test_update_turn_face) { object *ob1; New_Face *face1; New_Face *face2; ob1 = cctk_create_game_object("xan"); ob1->direction = 1; update_turn_face(ob1); face1 = ob1->face; ob1->direction = 0; update_turn_face(ob1); face2 = ob1->face; fail_unless(face2 != face1, "2 opposite direction should provide different faces after update_turn_face"); } END_TEST #define IS_OBJECT_ACTIVE(op) (op->active_next || op->active_prev || op == active_objects) /** This is the test to check the behaviour of the method * void update_ob_speed(object *op); */ START_TEST(test_update_ob_speed) { object *ob1; object *ob2; object *ob3; object *ob4; ob1 = cctk_create_game_object(NULL); ob2 = cctk_create_game_object(NULL); ob3 = cctk_create_game_object(NULL); ob4 = cctk_create_game_object(NULL); ob1->speed = MIN_ACTIVE_SPEED; update_ob_speed(ob1); fail_unless(!IS_OBJECT_ACTIVE(ob1), "Object with absolute speed <=MIN_ACTIVE_SPEED(%f) should not be made active (speed=%f)", MIN_ACTIVE_SPEED, ob1->speed); ob1->speed = -MIN_ACTIVE_SPEED; update_ob_speed(ob1); fail_unless(!IS_OBJECT_ACTIVE(ob1), "Object with absolute speed <=MIN_ACTIVE_SPEED(%f) should not be made active (speed=%f)", MIN_ACTIVE_SPEED, ob1->speed); ob1->speed = MIN_ACTIVE_SPEED*2; update_ob_speed(ob1); fail_unless(IS_OBJECT_ACTIVE(ob1), "Object with absolute speed >MIN_ACTIVE_SPEED(%f) should be made active (speed=%f)", MIN_ACTIVE_SPEED, ob1->speed); ob2->speed = -MIN_ACTIVE_SPEED*2; update_ob_speed(ob2); fail_unless(IS_OBJECT_ACTIVE(ob2), "Object with absolute speed >MIN_ACTIVE_SPEED(%f) should be made active (speed=%f)", MIN_ACTIVE_SPEED, ob2->speed); ob4->speed = ob3->speed = ob2->speed; update_ob_speed(ob3); update_ob_speed(ob4); fail_unless(IS_OBJECT_ACTIVE(ob3), "Object with absolute speed >MIN_ACTIVE_SPEED(%f) should be made active (speed=%f)", MIN_ACTIVE_SPEED, ob3->speed); fail_unless(IS_OBJECT_ACTIVE(ob4), "Object with absolute speed >MIN_ACTIVE_SPEED(%f) should be made active (speed=%f)", MIN_ACTIVE_SPEED, ob4->speed); ob1->speed = 0.0; ob2->speed = 0.0; ob3->speed = 0.0; ob4->speed = 0.0; update_ob_speed(ob1); update_ob_speed(ob2); update_ob_speed(ob3); update_ob_speed(ob4); fail_unless(!IS_OBJECT_ACTIVE(ob1), "Object with absolute speed 0.0 should be inactivated", ob1->speed); fail_unless(!IS_OBJECT_ACTIVE(ob2), "Object with absolute speed 0.0 should be inactivated", ob2->speed); fail_unless(!IS_OBJECT_ACTIVE(ob3), "Object with absolute speed 0.0 should be inactivated", ob3->speed); fail_unless(!IS_OBJECT_ACTIVE(ob4), "Object with absolute speed 0.0 should be inactivated", ob4->speed); } END_TEST /** This is the test to check the behaviour of the method * void remove_from_active_list(object *op); */ START_TEST(test_remove_from_active_list) { object *ob1; ob1 = cctk_create_game_object(NULL); ob1->speed = MIN_ACTIVE_SPEED*2; update_ob_speed(ob1); fail_unless(IS_OBJECT_ACTIVE(ob1), "Object with absolute speed >MIN_ACTIVE_SPEED(%f) should be made active (speed=%f)", MIN_ACTIVE_SPEED, ob1->speed); remove_from_active_list(ob1); fail_unless(!IS_OBJECT_ACTIVE(ob1), "After call to remove_from_active_list, object should be made inactive"); } END_TEST #undef IS_OBJECT_ACTIVE /** This is the test to check the behaviour of the method * void update_object(object *op, int action); */ START_TEST(test_update_object) { /*TESTME (this one need a map loading, left for later*/ } END_TEST /** This is the test to check the behaviour of the method * void free_object(object *ob); */ START_TEST(test_free_object) { object *ob1; object *ob2; ob1 = cctk_create_game_object(NULL); ob2 = cctk_create_game_object(NULL); insert_ob_in_ob(ob2, ob1); free_object(ob1); fail_unless(QUERY_FLAG(ob1, FLAG_FREED), "Freeing ob1 should mark it freed"); fail_unless(QUERY_FLAG(ob2, FLAG_FREED), "Freeing ob1 should mark it's content freed"); } END_TEST /** This is the test to check the behaviour of the method * int count_free(void); */ START_TEST(test_count_free) { object *ob1; int free1, free2; ob1 = cctk_create_game_object(NULL); free1 = count_free(); ob1 = cctk_create_game_object(NULL); free2 = count_free(); /* Behaviour under MEMORY_DEBUG is to allocate each object separately so * both will be 0. Allow test suite to pass with this option. */ #ifdef MEMORY_DEBUG fail_unless(((free2 == 0) && (free1 == 0)), "after creating an object, the count_free() should return 0 (compiled with MEMORY_DEBUG)", free1-1, free2); #else fail_unless((free2 == free1-1), "after creating an object, the count_free() should return one less (%d) but returned %d", free1-1, free2); #endif } END_TEST /** This is the test to check the behaviour of the method * int count_used(void); */ START_TEST(test_count_used) { object *ob1; int used1, used2; ob1 = cctk_create_game_object(NULL); used1 = count_used(); ob1 = cctk_create_game_object(NULL); used2 = count_used(); fail_unless((used2 == used1+1), "after creating an object, the count_used() should return one more (%d) but returned %d", used1-1, used2); } END_TEST /** This is the test to check the behaviour of the method * int count_active(void); */ START_TEST(test_count_active) { object *ob1; int active1, active2; ob1 = cctk_create_game_object(NULL); ob1->speed = MIN_ACTIVE_SPEED*2; update_ob_speed(ob1); active1 = count_active(); ob1 = cctk_create_game_object(NULL); ob1->speed = MIN_ACTIVE_SPEED*2; update_ob_speed(ob1); active2 = count_active(); fail_unless((active2 == active1+1), "after activating an additional object, count_active should return one less %d but returned %d", active1-1, active2); } END_TEST /** This is the test to check the behaviour of the method * void sub_weight(object *op, signed long weight); */ START_TEST(test_sub_weight) { object *ob1; object *ob2; object *ob3; object *ob4; unsigned long sum; ob1 = cctk_create_game_object(NULL); ob2 = cctk_create_game_object(NULL); ob3 = cctk_create_game_object(NULL); ob4 = cctk_create_game_object(NULL); ob1->weight = 10; /*This should not be taken into account by sum_weight*/ ob1->type = CONTAINER; ob2->type = CONTAINER; ob3->type = CONTAINER; ob1->stats.Str = 40; /*40% reduction of weight*/ ob2->weight = 10; ob3->weight = 10; ob4->weight = 10; insert_ob_in_ob(ob2, ob1); insert_ob_in_ob(ob3, ob2); insert_ob_in_ob(ob4, ob3); sum = sum_weight(ob1); fail_unless(sum == 18, "Sum of object's inventory should be 18 (30*0.6+10) but was %lu.", sum); sub_weight(ob4, 10); fail_unless(ob1->carrying == 12, "after call to sub_weight, carrying of ob1 should be 22 but was %d", ob1->carrying); } END_TEST /** This is the test to check the behaviour of the method * void remove_ob(object *op); */ START_TEST(test_remove_ob) { /*TESTME test those * ob with more * player inv * remove from map */ } END_TEST /** This is the test to check the behaviour of the method * object *merge_ob(object *op, object *top); */ START_TEST(test_merge_ob) { object *ob1; object *ob2; object *ob3; object *ob4; object *op; ob1 = cctk_create_game_object(NULL); ob2 = cctk_create_game_object(NULL); ob3 = cctk_create_game_object(NULL); ob4 = cctk_create_game_object(NULL); op = cctk_create_game_object(NULL); ob1->below = ob2; ob2->below = ob3; ob3->below = ob4; ob2->above = ob1; ob3->above = ob2; ob4->above = ob3; ob1->name = add_string("test"); ob2->name = add_string("test2"); ob3->name = add_string("test3"); } END_TEST /** This is the test to check the behaviour of the method * object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y); */ START_TEST(test_insert_ob_in_map_at) { mapstruct *map; object *first = NULL; object *got = NULL; map = get_empty_map(5, 5); fail_unless(map != NULL, "get_empty_map returned NULL."); /* Single tile object */ first = cctk_create_game_object("barrel"); fail_unless(first != NULL, "create barrel failed"); got = insert_ob_in_map_at(first, map, NULL, 0, 0, 0); fail_unless(got == first, "item shouldn't be destroyed"); first = cctk_create_game_object("dragon"); fail_unless(first != NULL, "create dragon failed"); fail_unless(first->more != NULL, "no other body part"); got = insert_ob_in_map_at(first, map, NULL, 0, 1, 1); fail_unless(got == first, "item shouldn't be destroyed"); fail_unless(GET_MAP_OB(map, 1, 1) == first, "item isn't on 1,1"); fail_unless(GET_MAP_OB(map, 2, 1) != NULL, "no item on 2,1"); fail_unless(GET_MAP_OB(map, 2, 1)->head == first, "head of 2,1 isn't 1,1"); } END_TEST /** This is the test to check the behaviour of the method * object *insert_ob_in_map(object *op, mapstruct *m, object *originator, int flag); */ START_TEST(test_insert_ob_in_map) { mapstruct *map; object *first = NULL; object *second = NULL; object *third = NULL; object *floor = NULL; object *got = NULL; map = get_empty_map(5, 5); fail_unless(map != NULL, "get_empty_map returned NULL."); /* First, simple tests for insertion. */ floor = cctk_create_game_object("woodfloor"); fail_unless(floor != NULL, "create woodfloor failed"); floor->x = 3; floor->y = 3; got = insert_ob_in_map(floor, map, NULL, 0); fail_unless(got == floor, "woodfloor shouldn't disappear"); fail_unless(floor == GET_MAP_OB(map, 3, 3), "woodfloor should be first object"); first = cctk_create_game_object("barrel"); fail_unless(first != NULL, "create barrel failed"); first->x = 3; first->y = 3; got = insert_ob_in_map(first, map, NULL, 0); fail_unless(got == first, "barrel shouldn't disappear"); fail_unless(floor == GET_MAP_OB(map, 3, 3), "woodfloor should still be first object"); fail_unless(floor->above == first, "barrel should be above floor"); second = cctk_create_game_object("gem"); fail_unless(second != NULL, "create gem failed"); second->nrof = 1; second->x = 3; second->y = 3; got = insert_ob_in_map(second, map, NULL, INS_ABOVE_FLOOR_ONLY); fail_unless(got == second, "gem shouldn't disappear"); fail_unless(floor == GET_MAP_OB(map, 3, 3), "woodfloor should still be first object"); fail_unless(floor->above == second, "gem should be above floor"); fail_unless(second->above == first, "barrel should be above gem"); third = cctk_create_game_object("bed_1"); fail_unless(third != NULL, "create bed_1 failed"); third->nrof = 1; third->x = 3; third->y = 3; got = insert_ob_in_map(third, map, first, INS_BELOW_ORIGINATOR); fail_unless(got == third, "bed_1 shouldn't disappear"); fail_unless(floor == GET_MAP_OB(map, 3, 3), "woodfloor should still be first object"); fail_unless(third->above == first, "bed should be below barrel"); fail_unless(third->below == second, "bed should be above gem"); /* Merging tests. */ third = cctk_create_game_object("gem"); fail_unless(third != NULL, "create gem failed"); third->nrof = 1; third->x = 3; third->y = 3; got = insert_ob_in_map(third, map, NULL, 0); fail_unless(got == third, "gem shouldn't disappear"); fail_unless(QUERY_FLAG(second, FLAG_FREED), "first gem should have been removed."); fail_unless(third->nrof == 2, "second gem should have nrof 2"); second = cctk_create_game_object("gem"); fail_unless(second != NULL, "create gem failed"); second->nrof = 1; second->x = 3; second->y = 3; second->value = 1; got = insert_ob_in_map(second, map, NULL, 0); fail_unless(got == second, "modified gem shouldn't disappear"); fail_unless(second->nrof == 1, "modified gem should have nrof 1"); /* Now check sacrificing, on another spot. * Can't work here, as altar logic is in server. * -> move that there. */ /* first = cctk_create_game_object("altar"); fail_unless(first != NULL, "create altar failed"); first->x = 2; first->y = 2; first->stats.food = 5; first->value = 0; fail_unless(insert_ob_in_map(first, map, NULL, 0) == first, "altar shouldn't disappear"); fail_unless(GET_MAP_MOVE_ON(map, 2, 2)&MOVE_WALK == MOVE_WALK, "floor should have MOVE_WALK set"); second = cctk_create_game_object("food"); fail_unless(second != NULL, "create food failed"); second->nrof = 5; second->x = 2; second->y = 2; got = insert_ob_in_map(second, map, NULL, 0); fail_unless(got == NULL, "insert_ob_in_map(food) should have returned NULL"); fail_unless(QUERY_FLAG(second, FLAG_FREED), "food should have been freed"); */ } END_TEST /** This is the test to check the behaviour of the method * void replace_insert_ob_in_map(const char *arch_string, object *op); */ START_TEST(test_replace_insert_ob_in_map) { mapstruct *map; object *first = NULL, *second = NULL, *third = NULL; tag_t tag_first, tag_second, tag_third; object *got = NULL; map = get_empty_map(5, 5); fail_unless(map != NULL, "get_empty_map returned NULL."); /* Single tile object */ first = cctk_create_game_object("barrel"); fail_unless(first != NULL, "create barrel failed"); tag_first = first->count; got = insert_ob_in_map_at(first, map, NULL, 0, 0, 0); fail_unless(got == first, "item shouldn't be destroyed"); second = cctk_create_game_object("table"); fail_unless(second != NULL, "create table failed"); got = insert_ob_in_map_at(second, map, NULL, 0, 0, 0); fail_unless(got == second, "second item shouldn't be destroyed"); tag_second = second->count; third = cctk_create_game_object("barrel"); fail_unless(third != NULL, "create 2nd barrel failed"); got = insert_ob_in_map_at(third, map, NULL, 0, 0, 0); fail_unless(got == third, "second barrel shouldn't be destroyed"); tag_third = third->count; fail_unless(GET_MAP_OB(map, 0, 0) == first, "item at 0,0 isn't barrel"); fail_unless(GET_MAP_OB(map, 0, 0)->above == second, "second item at 0,0 isn't table"); fail_unless(GET_MAP_OB(map, 0, 0)->above->above == third, "third item at 0,0 isn't barrel"); replace_insert_ob_in_map("barrel", second); fail_unless(GET_MAP_OB(map, 0, 0) != first, "item at 0, 0 is still first?"); fail_unless(was_destroyed(first, tag_first), "1st barrel should be destroyed"); fail_unless(!was_destroyed(second, tag_second), "table shouldn't be destroyed"); fail_unless(was_destroyed(third, tag_third), "2nd barrel should be destroyed"); fail_unless(GET_MAP_OB(map, 0, 0) != NULL, "no item at 0,0 after replace_insert_ob_in_map"); fail_unless(GET_MAP_OB(map, 0, 0) != second, "second at bottom at 0,0 after replace_insert_ob_in_map"); fail_unless(GET_MAP_OB(map, 0, 0)->above == second, "table isn't above new barrel"); fail_unless(strcmp(GET_MAP_OB(map, 0, 0)->arch->name, "barrel") == 0, "item at 0,0 is not a barrel after replace_insert_ob_in_map"); } END_TEST /** This is the test to check the behaviour of the method * object *get_split_ob(object *orig_ob, uint32 nr); */ START_TEST(test_get_split_ob) { object *first = NULL; object *second = NULL; char err[50]; first = cctk_create_game_object("gem"); fail_unless(first != NULL, "create gem failed"); first->nrof = 5; second = get_split_ob(first, 2, err, sizeof(err)); fail_unless(second != NULL, "should return an item"); fail_unless(second->nrof == 2, "2 expected to split"); fail_unless(first->nrof == 3, "3 should be left"); second = get_split_ob(first, 3, err, sizeof(err)); fail_unless(second != NULL, "should return an item"); fail_unless(QUERY_FLAG(first, FLAG_FREED), "first should be freed"); first = get_split_ob(second, 10, err, sizeof(err)); fail_unless(first == NULL, "should return NULL"); fail_unless(second->nrof == 3, "3 should be left"); } END_TEST /** This is the test to check the behaviour of the method * object *decrease_ob_nr(object *op, uint32 i); */ START_TEST(test_decrease_ob_nr) { object *first = NULL; object *second = NULL; first = cctk_create_game_object("gem"); fail_unless(first != NULL, "create gem failed"); first->nrof = 5; second = decrease_ob_nr(first, 3); fail_unless(second == first, "gem shouldn't be destroyed"); second = decrease_ob_nr(first, 2); fail_unless(second == NULL, "decrease_ob_nr should return NULL"); fail_unless(QUERY_FLAG(first, FLAG_FREED), "gem should have been freed"); } END_TEST /** This is the test to check the behaviour of the method * void add_weight(object *op, signed long weight); */ START_TEST(test_add_weight) { /*TESTME*/ } END_TEST /** This is the test to check the behaviour of the method * object *insert_ob_in_ob(object *op, object *where); */ START_TEST(test_insert_ob_in_ob) { object *container = NULL; object *item = NULL; item = cctk_create_game_object("gem"); fail_unless(item != NULL, "create gem failed"); item->weight = 50; /* Bookshelves have no weight reduction. */ container = cctk_create_game_object("bookshelf"); fail_unless(container != NULL, "create bookshelf failed"); insert_ob_in_ob(item, container); fail_unless(container->inv == item, "item not inserted"); fail_unless(container->carrying == 50, "container should carry 50 and not %d", container->carrying); remove_ob(item); fail_unless(container->carrying == 0, "container should carry 0 and not %d", container->carrying); /* Sacks have a Str of 10, so will reduce the weight. */ container = cctk_create_game_object("sack"); fail_unless(container != NULL, "create sack failed"); insert_ob_in_ob(item, container); fail_unless(container->inv == item, "item not inserted"); fail_unless(container->carrying == 45, "container should carry 45 and not %d", container->carrying); } END_TEST /** This is the test to check the behaviour of the method * int check_move_on(object *op, object *originator); */ START_TEST(test_check_move_on) { /*TESTME*/ } END_TEST /** This is the test to check the behaviour of the method * object *present_arch(const archetype *at, mapstruct *m, int x, int y); */ START_TEST(test_present_arch) { /*TESTME*/ } END_TEST /** This is the test to check the behaviour of the method * object *present(unsigned char type, mapstruct *m, int x, int y); */ START_TEST(test_present) { /*TESTME*/ } END_TEST /** This is the test to check the behaviour of the method * object *present_in_ob(unsigned char type, const object *op); */ START_TEST(test_present_in_ob) { /*TESTME*/ } END_TEST /** This is the test to check the behaviour of the method * object *present_in_ob_by_name(int type, const char *str, const object *op); */ START_TEST(test_present_in_ob_by_name) { /*TESTME*/ } END_TEST /** This is the test to check the behaviour of the method * object *present_arch_in_ob(const archetype *at, const object *op); */ START_TEST(test_present_arch_in_ob) { /*TESTME*/ } END_TEST /** This is the test to check the behaviour of the method * void flag_inv(object *op, int flag); * void unflag_inv(object *op, int flag); */ START_TEST(test_flag_inv) { /*TESTME*/ } END_TEST /** This is the test to check the behaviour of the method * void unflag_inv(object *op, int flag); */ START_TEST(test_unflag_inv) { /*TESTME*/ } END_TEST /** This is the test to check the behaviour of the method * void set_cheat(object *op); */ START_TEST(test_set_cheat) { /*TESTME*/ } END_TEST /** This is the test to check the behaviour of the method * int find_free_spot(const object *ob, mapstruct *m, int x, int y, int start, int stop); */ START_TEST(test_find_free_spot) { /*TESTME*/ } END_TEST /** This is the test to check the behaviour of the method * int find_first_free_spot(const object *ob, mapstruct *m, int x, int y); */ START_TEST(test_find_first_free_spot) { /*TESTME*/ } END_TEST /** This is the test to check the behaviour of the method * void get_search_arr(int *search_arr); */ START_TEST(test_get_search_arr) { /*TESTME*/ } END_TEST /** This is the test to check the behaviour of the method * int find_dir(mapstruct *m, int x, int y, object *exclude); */ START_TEST(test_find_dir) { /*TESTME*/ } END_TEST /** This is the test to check the behaviour of the method * int distance(const object *ob1, const object *ob2); */ START_TEST(test_distance) { /*TESTME*/ } END_TEST /** This is the test to check the behaviour of the method * int find_dir_2(int x, int y); */ START_TEST(test_find_dir_2) { /*TESTME*/ } END_TEST /** This is the test to check the behaviour of the method * int absdir(int d); */ START_TEST(test_absdir) { /*TESTME*/ } END_TEST /** This is the test to check the behaviour of the method * int dirdiff(int dir1, int dir2); */ START_TEST(test_dirdiff) { /*TESTME*/ } END_TEST /** This is the test to check the behaviour of the method * int can_see_monsterP(mapstruct *m, int x, int y, int dir); */ START_TEST(test_can_see_monsterP) { /*TESTME*/ } END_TEST /** This is the test to check the behaviour of the method * int can_pick(const object *who, const object *item); */ START_TEST(test_can_pick) { /*TESTME*/ } END_TEST /** This is the test to check the behaviour of the method * object *object_create_clone(object *asrc); */ START_TEST(test_object_create_clone) { /*TESTME*/ } END_TEST /** This is the test to check the behaviour of the method * int was_destroyed(const object *op, tag_t old_tag); */ START_TEST(test_was_destroyed) { /*TESTME*/ } END_TEST /** This is the test to check the behaviour of the method * object *find_obj_by_type_subtype(const object *who, int type, int subtype); */ START_TEST(test_find_obj_by_type_subtype) { /*TESTME*/ } END_TEST /** This is the test to check the behaviour of the method * key_value *get_ob_key_link(const object *ob, const char *key); */ START_TEST(test_get_ob_key_link) { /*TESTME*/ } END_TEST /** This is the test to check the behaviour of the method * const char *get_ob_key_value(const object *op, const char *const key); */ START_TEST(test_get_ob_key_value) { /*TESTME*/ } END_TEST /** This is the test to check the behaviour of the method * int set_ob_key_value(object *op, const char *key, const char *value, int add_key); */ START_TEST(test_set_ob_key_value) { /*TESTME*/ } END_TEST /** This is the test to check the behaviour of the method * int item_matched_string(object *pl, object *op, const char *name); */ START_TEST(test_item_matched_string) { object *pl; object *o1, *o2; int val; pl = cctk_create_game_object("kobold"); fail_unless(pl != NULL, "couldn't create kobold"); pl->contr = (player *)calloc(1, sizeof(player)); fail_unless(pl->contr != NULL, "couldn't alloc contr"); o1 = cctk_create_game_object("cloak"); fail_unless(o1 != NULL, "couldn't find cloak archetype"); o1->title = add_string("of Gorokh"); CLEAR_FLAG(o1, FLAG_IDENTIFIED); val = item_matched_string(pl, o1, "all"); fail_unless(val == 1, "all didn't match cloak"); val = item_matched_string(pl, o1, "Gorokh"); fail_unless(val == 0, "unidentified cloak matched title with value %d", val); val = item_matched_string(pl, o1, "random"); fail_unless(val == 0, "unidentified cloak matched random value with value %d", val); SET_FLAG(o1, FLAG_IDENTIFIED); val = item_matched_string(pl, o1, "Gorokh"); fail_unless(val != 0, "identified cloak didn't match title with value %d", val); o2 = cctk_create_game_object("cloak"); SET_FLAG(o2, FLAG_UNPAID); val = item_matched_string(pl, o2, "unpaid"); fail_unless(val == 2, "unpaid cloak didn't match unpaid"); val = item_matched_string(pl, o2, "cloak"); fail_unless(val != 0, "unpaid cloak didn't match cloak with %d", val); val = item_matched_string(pl, o2, "wrong"); fail_unless(val == 0, "unpaid cloak matched wrong name %d", val); } END_TEST Suite *object_suite(void) { Suite *s = suite_create("object"); TCase *tc_core = tcase_create("Core"); /*setup and teardown will be called before each test in testcase 'tc_core' */ tcase_add_unchecked_fixture(tc_core, setup, teardown); suite_add_tcase(s, tc_core); tcase_add_test(tc_core, test_can_merge); tcase_add_test(tc_core, test_sum_weight); tcase_add_test(tc_core, test_object_get_env_recursive); tcase_add_test(tc_core, test_get_player_container); tcase_add_test(tc_core, test_dump_object); tcase_add_test(tc_core, test_dump_all_objects); tcase_add_test(tc_core, test_find_object); tcase_add_test(tc_core, test_find_object_name); tcase_add_test(tc_core, test_free_all_object_data); tcase_add_test(tc_core, test_get_owner); tcase_add_test(tc_core, test_clear_owner); tcase_add_test(tc_core, test_set_owner); tcase_add_test(tc_core, test_copy_owner); tcase_add_test(tc_core, test_reset_object); tcase_add_test(tc_core, test_clear_object); tcase_add_test(tc_core, test_copy_object); tcase_add_test(tc_core, test_get_object); tcase_add_test(tc_core, test_update_turn_face); tcase_add_test(tc_core, test_update_ob_speed); tcase_add_test(tc_core, test_remove_from_active_list); tcase_add_test(tc_core, test_update_object); tcase_add_test(tc_core, test_free_object); tcase_add_test(tc_core, test_count_free); tcase_add_test(tc_core, test_count_used); tcase_add_test(tc_core, test_count_active); tcase_add_test(tc_core, test_sub_weight); tcase_add_test(tc_core, test_remove_ob); tcase_add_test(tc_core, test_merge_ob); tcase_add_test(tc_core, test_insert_ob_in_map_at); tcase_add_test(tc_core, test_insert_ob_in_map); tcase_add_test(tc_core, test_replace_insert_ob_in_map); tcase_add_test(tc_core, test_get_split_ob); tcase_add_test(tc_core, test_decrease_ob_nr); tcase_add_test(tc_core, test_add_weight); tcase_add_test(tc_core, test_insert_ob_in_ob); tcase_add_test(tc_core, test_check_move_on); tcase_add_test(tc_core, test_present_arch); tcase_add_test(tc_core, test_present); tcase_add_test(tc_core, test_present_in_ob); tcase_add_test(tc_core, test_present_in_ob_by_name); tcase_add_test(tc_core, test_present_arch_in_ob); tcase_add_test(tc_core, test_flag_inv); tcase_add_test(tc_core, test_unflag_inv); tcase_add_test(tc_core, test_set_cheat); tcase_add_test(tc_core, test_find_free_spot); tcase_add_test(tc_core, test_find_first_free_spot); tcase_add_test(tc_core, test_get_search_arr); tcase_add_test(tc_core, test_find_dir); tcase_add_test(tc_core, test_distance); tcase_add_test(tc_core, test_find_dir_2); tcase_add_test(tc_core, test_absdir); tcase_add_test(tc_core, test_dirdiff); tcase_add_test(tc_core, test_can_see_monsterP); tcase_add_test(tc_core, test_can_pick); tcase_add_test(tc_core, test_object_create_clone); tcase_add_test(tc_core, test_was_destroyed); tcase_add_test(tc_core, test_find_obj_by_type_subtype); tcase_add_test(tc_core, test_get_ob_key_link); tcase_add_test(tc_core, test_get_ob_key_value); tcase_add_test(tc_core, test_set_ob_key_value); tcase_add_test(tc_core, test_item_matched_string); return s; } int main(void) { int nf; SRunner *sr; Suite *s = object_suite(); sr = srunner_create(s); srunner_set_xml(sr, LOGDIR "/unit/common/object.xml"); /* if you wish to debug, uncomment the following line. */ /* srunner_set_fork_status(sr, CK_NOFORK);*/ srunner_run_all(sr, CK_ENV); /*verbosity from env variable*/ nf = srunner_ntests_failed(sr); srunner_free(sr); return (nf == 0) ? EXIT_SUCCESS : EXIT_FAILURE; }