#include #include "tests.h" #include "keyword.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include struct race *test_create_race(const char *name) { race *rc = rc_get_or_create(name); rc->maintenance = 10; rc->ec_flags |= GETITEM | GIVEITEM; return rc; } struct region *test_create_region(int x, int y, const terrain_type *terrain) { region *r = new_region(x, y, NULL, 0); terraform_region(r, terrain ? terrain : get_or_create_terrain("plain")); rsettrees(r, 0, 0); rsettrees(r, 1, 0); rsettrees(r, 2, 0); rsethorses(r, 0); rsetpeasants(r, r->terrain->size); return r; } struct faction *test_create_faction(const struct race *rc) { faction *f = addfaction("nobody@eressea.de", NULL, rc?rc:rc_get_or_create("human"), default_locale, 0); return f; } struct unit *test_create_unit(struct faction *f, struct region *r) { const struct race * rc = f ? f->race : 0; assert(f || !r); return create_unit(r, f, 1, rc ? rc : rc_get_or_create("human"), 0, 0, 0); } void test_cleanup(void) { test_clear_terrains(); test_clear_resources(); global.functions.maintenance = NULL; global.functions.wage = NULL; default_locale = 0; free_locales(); free_spells(); free_buildingtypes(); free_shiptypes(); free_races(); free_spellbooks(); free_gamedata(); } terrain_type * test_create_terrain(const char * name, unsigned int flags) { terrain_type * t = get_or_create_terrain(name); t->_name = _strdup(name); t->flags = flags; return t; } building * test_create_building(region * r, const building_type * btype) { building * b = new_building(btype?btype:bt_find("castle"), r, default_locale); b->size = b->type->maxsize>0?b->type->maxsize:1; return b; } ship * test_create_ship(region * r, const ship_type * stype) { ship * s = new_ship(stype?stype:st_find("boat"), r, default_locale); s->size = s->type->construction?s->type->construction->maxsize:1; return s; } ship_type * test_create_shiptype(const char * name) { ship_type * stype = st_get_or_create(name); locale_setstring(default_locale, name, name); return stype; } building_type * test_create_buildingtype(const char * name) { building_type *btype = (building_type *)calloc(sizeof(building_type), 1); btype->flags = BTF_NAMECHANGE; btype->_name = _strdup(name); btype->construction = (construction *)calloc(sizeof(construction), 1); btype->construction->skill = SK_BUILDING; btype->construction->maxsize = -1; btype->construction->minskill = 1; btype->construction->reqsize = 1; btype->construction->materials = (requirement *)calloc(sizeof(requirement), 2); btype->construction->materials[1].number = 0; btype->construction->materials[0].number = 1; btype->construction->materials[0].rtype = get_resourcetype(R_STONE); if (default_locale) { locale_setstring(default_locale, name, name); } bt_register(btype); return btype; } item_type * test_create_itemtype(const char * name) { resource_type * rtype; item_type * itype; rtype = rt_get_or_create(name); itype = it_get_or_create(rtype); return itype; } void test_translate_param(const struct locale *lang, param_t param, const char *text) { struct critbit_tree **cb; assert(lang && text); cb = (struct critbit_tree **)get_translations(lang, UT_PARAMS); add_translation(cb, text, param); } /** creates a small world and some stuff in it. * two terrains: 'plain' and 'ocean' * one race: 'human' * one ship_type: 'boat' * one building_type: 'castle' * in 0.0 and 1.0 is an island of two plains, around it is ocean. */ void test_create_world(void) { terrain_type *t_plain, *t_ocean; region *island[2]; int i; item_type * itype; struct locale * loc; loc = get_or_create_locale("de"); locale_setstring(loc, keyword(K_RESERVE), "RESERVIEREN"); locale_setstring(loc, "money", "SILBER"); init_resources(); itype = test_create_itemtype("horse"); itype->flags |= ITF_BIG | ITF_ANIMAL; itype->weight = 5000; itype->capacity = 7000; test_create_itemtype("iron"); test_create_itemtype("stone"); t_plain = test_create_terrain("plain", LAND_REGION | FOREST_REGION | WALK_INTO | CAVALRY_REGION); t_plain->size = 1000; t_plain->max_road = 100; t_ocean = test_create_terrain("ocean", SEA_REGION | SAIL_INTO | SWIM_INTO); t_ocean->size = 0; island[0] = test_create_region(0, 0, t_plain); island[1] = test_create_region(1, 0, t_plain); for (i = 0; i != 2; ++i) { int j; region *r = island[i]; for (j = 0; j != MAXDIRECTIONS; ++j) { region *rn = r_connect(r, (direction_t)j); if (!rn) { rn = test_create_region(r->x + delta_x[j], r->y + delta_y[j], t_ocean); } } } test_create_race("human"); test_create_buildingtype("castle"); test_create_shiptype("boat"); }