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

229 lines
8.7 KiB
C

/*
* static char *rcsid_check_item_c =
* "$Id: check_item.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/item.c
*/
#include <global.h>
#include <stdlib.h>
#include <check.h>
#include <loader.h>
#include <toolkit_common.h>
void setup(void) {
cctk_setdatadir(BUILD_ROOT "lib");
cctk_setlog(LOGDIR "/unit/common/item.out");
cctk_init_std_archetypes();
init_gods();
}
void teardown(void) {
/* put any cleanup steps here, they will be run after each testcase */
}
START_TEST(test_describe_item) {
object *test;
char buf[5000];
int check;
treasurelist *list;
static const char *archs[] = {
"gem",
"food",
"lantern_1",
"blood",
"ring",
"amulet",
"goblin",
"potion_restoration",
"axe_2",
"elven_bow",
"helmet_of_brilliance",
"holy_avenger",
"scimitar",
"shield",
"fl_corpse",
"booze",
"poison",
"deathshead",
"zombie",
"talisman_evocation",
"talisman_sorcery",
"dragon",
"titan",
"speedboots",
"t_star1",
"girdle_con",
"god_finger",
"shining_finger",
"high_boots_w",
"plate_mail",
"robe",
"scale_mail",
"DShieldms",
"holy_shield",
NULL };
static const char *arch_results[] = {
"",
"(food+200)",
"(glowing)",
"",
"",
"",
"(slow movement)(wield weapon)(archer)(wear armour)(wear ring)",
"",
"(dam+6)(weapon speed 10)(Attacks: physical)",
"(wc+1)(dam+15)(Attacks: physical)",
"(Int+2)(Pow+2)(ac+2)(item_power +5)(magic+1)(armour +5)",
"(Str+1)(Wis+2)(Cha+2)(dam+15)(item_power +25)(weapon speed 6)(Attacks: weaponmagic, blinding)(resist magic +30)(resist drain +100)",
"(dam+8)(weapon speed 8)(Attacks: physical)",
"(ac+1)(armour +5)",
"(food+600)",
"(food+100)(slay vial_poison:poison)",
"",
"(extremely fast movement)(undead)(spellcaster)(Spell abilities:)(paralyze)(fear ability)(cause black death)(cause red death)(face of death)(meteor swarm)(hellfire)(burning hands)(large fireball)(mass confusion)(negative energy bolt)(negative energy ball)(slow ability)(Attacks: physical, cold)(armour +75)(resist magic +100)(resist fire +100)(resist electricity +90)(resist cold +100)(resist confusion +100)(resist acid +90)(resist drain +100)(resist weaponmagic +80)(resist ghosthit +100)(resist poison +100)(resist slow +100)(resist paralyzation +100)(resist fear +100)(resist cancellation +65)(resist depletion +100)(resist death +100)(resist chaos +100)(resist counterspell +65)(resist god power +80)(resist blindness +100)",
"(slow movement)(undead)(Attacks: physical)(resist cold +50)(resist fear +100)",
"",
"",
"(normal movement)(see invisible)(spellcaster)(Spell abilities:)(burning hands ability)(medium fireball ability)(fear ability)(Attacks: physical)(resist fire +100)(resist cold -100)(resist confusion -100)(resist fear +100)(resist blindness +50)",
"(fast movement)(see invisible)(wield weapon)(archer)(wear armour)(wear ring)(read scroll)(spellcaster)(Spell abilities:)(paralyze)(fear ability)(small lightning)(large lightning)(slow ability)(resist magic +50)(resist electricity +100)(resist fear +100)",
"(speed +6)(item_power +6)(armour +3)",
"(dam+3)(weapon speed 2)(Attacks: physical)",
"(Con+2)(item_power +1)",
"(Str+2)(Dex-1)(dam+3)(item_power +2)(armour +3)",
"(Str+2)(dam+3)(item_power +1)(armour +3)",
"(Cha+1)(ac+1)(Spell regen penalty 4)(armour +4)(resist blindness +1)",
"(ac+5)(Max speed 0.70)(Spell regen penalty 30)(armour +40)",
"(ac+1)(Max speed 1.20)",
"(ac+3)(Max speed 0.90)(Spell regen penalty 10)(armour +20)",
"(Cha-5)(ac+7)(item_power +10)(reflect spells)(reflect missiles)(armour +15)(resist fire +30)(resist drain +100)(resist ghosthit +80)",
"(ac+4)(item_power +6)(armour +10)(resist drain +100)(resist ghosthit +50)",
NULL };
/* if you change the order, the result will quite certainly change, as the generation depends on the value returned
* by rand() - changing the order changes the item generated...
*/
static const char *treasures[] = {
"random_knowledge",
"missile_weapons",
"random_talisman",
"rare_weapons",
"random_food",
"random_artifact",
"random_read",
"random_amulet",
"random_artifact",
"random_amulet",
"random_artifact",
"standard_old",
NULL
};
static const char *treasure_results[] = {
"",
"(wc+1)(dam+2)(Attacks: physical)",
"",
"(dam+6)(weapon speed 9)(Attacks: physical)",
"(food+200)",
"(Con+2)(Cha-1)(dam+10)(item_power +15)(weapon speed 5)(regeneration+1)(Attacks: weaponmagic)(resist drain +100)(resist poison +30)",
"",
"",
"(Str+1)(dam+9)(item_power +20)(weapon speed 6)(regeneration+1)(Attacks: electricity, drain)(resist magic +30)(resist electricity +30)(resist drain +100)",
"",
"(Str+1)(armour +3)",
"",
NULL
};
for (check = 0; archs[check] != NULL; check++) {
test = cctk_create_game_object(archs[check]);
fail_unless(test != NULL, "couldn't create arch %s", archs[check]);
SET_FLAG(test, FLAG_IDENTIFIED);
describe_item(test, NULL, buf, sizeof(buf));
/* if you're adding items, uncomment that so make finding the good value easier. */
/*
if (strcmp(buf, arch_results[check]))
printf("describe_item(%s) returned \"%s\" instead of \"%s\"\n", archs[check], buf, arch_results[check]);
*/
fail_unless(strcmp(buf, arch_results[check]) == 0, "describe_item(%s) returned \"%s\" instead of \"%s\"", archs[check], buf, arch_results[check]);
free_object(test);
}
/* we initialize the random generator to always be able to reproduce, and we use rand() in case RANDOM is something else. */
srand(100);
for (check = 0; treasures[check] != NULL; check++) {
list = find_treasurelist(treasures[check]);
fail_unless(list != NULL, "couldn't find treasure list %s", treasures[check]);
test = generate_treasure(list, 50);
fail_if(test == NULL, "couldn't create item from treasure list %s", treasures[check]);
SET_FLAG(test, FLAG_IDENTIFIED);
describe_item(test, NULL, buf, sizeof(buf));
/* if you're adding lists, uncomment that so make finding the good value easier. */
/*
if (strcmp(buf, treasure_results[check]))
printf("Item %d describe_item(treasure %s) returned \"%s\" instead of \"%s\"\n", check, treasures[check], buf, treasure_results[check]);
*/
fail_unless(strcmp(buf, treasure_results[check]) == 0, "describe_item(treasure %s) returned \"%s\" instead of \"%s\"", treasures[check], buf, treasure_results[check]);
free_object(test);
}
}
END_TEST
Suite *item_suite(void) {
Suite *s = suite_create("item");
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_describe_item);
return s;
}
int main(void) {
int nf;
Suite *s = item_suite();
SRunner *sr = srunner_create(s);
srunner_set_xml(sr, LOGDIR "/unit/common/item.xml");
srunner_set_log(sr, LOGDIR "/unit/common/item.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;
}