#include #include #include "tests.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->flags |= RCF_PLAYERRACE; rc->maintenance = 10; 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); rsettrees(r, 0, 0); rsettrees(r, 1, 0); rsettrees(r, 2, 0); rsethorses(r, 0); rsetpeasants(r, terrain->size); return r; } struct faction *test_create_faction(const struct race *rc) { faction *f = addfaction("nobody@eressea.de", NULL, rc?rc:rc_find("human"), default_locale, 0); return f; } struct unit *test_create_unit(struct faction *f, struct region *r) { unit *u = create_unit(r, f, 1, f?f->race:rc_find("human"), 0, 0, 0); return u; } 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 ** names) { ship_type * stype = st_get_or_create(names[0]); locale_setstring(default_locale, names[0], names[0]); 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); locale_setstring(default_locale, name, name); bt_register(btype); return btype; } item_type * test_create_itemtype(const char ** names) { resource_type * rtype; item_type * itype; rtype = new_resourcetype(names, NULL, RTF_ITEM); itype = new_itemtype(rtype, ITF_ANIMAL|ITF_BIG, 5000, 7000); return itype; } /** 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; const char * names[] = { "horse", "horse_p", "boat", "boat_p", "iron", "iron_p", "stone", "stone_p" }; make_locale("de"); init_resources(); assert(!olditemtype[I_HORSE]); olditemtype[I_HORSE] = test_create_itemtype(names+0); olditemtype[I_IRON] = test_create_itemtype(names+4); olditemtype[I_STONE] = test_create_itemtype(names+6); t_plain = test_create_terrain("plain", LAND_REGION | FOREST_REGION | WALK_INTO | CAVALRY_REGION); t_plain->size = 1000; 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(names+2); }