server-1.12/test/unit/common/check_object.c

1282 lines
43 KiB
C

/*
* 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 <global.h>
#include <stdlib.h>
#include <check.h>
#include <loader.h>
#include <toolkit_common.h>
#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;
}