/* * static char *rcsid_check_attack_c = * "$Id: check_attack.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 server/attack.c */ #include #include #include #include #include #include void setup(void) { } void teardown(void) { /* put any cleanup steps here, they will be run after each testcase */ } START_TEST(test_hit_player) { object *victim = NULL; object *hitter = NULL; object *floor = NULL; mapstruct *map = NULL; archetype *deplete = NULL; int test; map = get_empty_map(5, 5); floor = create_archetype("battleground"); fail_unless(floor != NULL, "can't find archetype battleground"); insert_ob_in_map_at(floor, map, NULL, 0, 0, 0); floor = create_archetype("battleground"); fail_unless(floor != NULL, "can't find archetype battleground"); insert_ob_in_map_at(floor, map, NULL, 0, 1, 0); deplete = find_archetype(ARCH_DEPLETION); fail_unless(deplete != NULL, "can't find archetype %s", ARCH_DEPLETION); victim = create_archetype("kobold"); fail_unless(victim != NULL, "couldn't create kobold"); fail_unless(victim->inv == NULL, "kobold shouldn't have an inventory"); victim->stats.hp = 5000; victim->stats.maxhp = 5000; victim->resist[ATNR_DEPLETE] = 100; victim->resist[ATNR_FIRE] = 100; insert_ob_in_map_at(victim, map, NULL, 0, 0, 0); hitter = create_archetype("sword"); fail_unless(hitter != NULL, "couldn't create sword"); hitter->attacktype = AT_DEPLETE|AT_FIRE; hitter->stats.dam = 100; hitter->map = map; insert_ob_in_map_at(hitter, map, NULL, 0, 1, 0); fail_unless(present_arch_in_ob(deplete, victim) == NULL, "victim shouldn't be depleted before being attacked"); for (test = 0; test < 100; test++) { hit_player(victim, hitter->stats.dam, hitter, hitter->attacktype, 0); fail_unless(victim->stats.hp == victim->stats.maxhp, "victim should have %d hp and not %d.", victim->stats.maxhp, victim->stats.hp); } fail_unless(victim->inv == NULL, "kobold shouldn't have an inventory after attacked"); fail_unless(present_arch_in_ob(deplete, victim) == NULL, "victim shouldn't be depleted when slaying not set"); hitter->slaying = add_string(victim->race); victim->resist[ATNR_FIRE] = 95; for (test = 0; test < 100 && present_arch_in_ob(deplete, victim) == NULL; test++) { hit_player(victim, hitter->stats.dam, hitter, hitter->attacktype, 0); } fail_unless(present_arch_in_ob(deplete, victim) != NULL, "victim should be depleted when slaying is set"); fail_unless(victim->stats.hp != victim->stats.maxhp, "victim shouldn't have %d hp", victim->stats.hp); } END_TEST Suite *attack_suite(void) { Suite *s = suite_create("attack"); TCase *tc_core = tcase_create("Core"); /*setup and teardown will be called before each test in testcase 'tc_core' */ tcase_add_checked_fixture(tc_core, setup, teardown); suite_add_tcase(s, tc_core); tcase_add_test(tc_core, test_hit_player); return s; } int main(void) { int nf; Suite *s = attack_suite(); SRunner *sr = srunner_create(s); /* If you wish to debug the program, uncomment this line. */ /*srunner_set_fork_status (sr, CK_NOFORK); */ settings.debug = 0; init(0, NULL); srunner_set_xml(sr, LOGDIR "/unit/server/attack.xml"); srunner_set_log(sr, LOGDIR "/unit/server/attack.out"); 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; }