1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130
|
/*
* static char *rcsid_check_attack_c =
* "$Id$";
*/
/*
* 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 <global.h>
#include <stdlib.h>
#include <check.h>
#include <loader.h>
#include <toolkit_common.h>
#include <sproto.h>
static void setup(void) {
}
static 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");
object_insert_in_map_at(floor, map, NULL, 0, 0, 0);
floor = create_archetype("battleground");
fail_unless(floor != NULL, "can't find archetype battleground");
object_insert_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;
object_insert_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;
object_insert_in_map_at(hitter, map, NULL, 0, 1, 0);
fail_unless(arch_present_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(arch_present_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 && arch_present_in_ob(deplete, victim) == NULL; test++) {
hit_player(victim, hitter->stats.dam, hitter, hitter->attacktype, 0);
}
fail_unless(arch_present_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
static 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;
}
|