/** @file * * @par History */ #include "../../clib/logfacility.h" #include "../../plib/uconst.h" #include "../globals/uvars.h" #include "../realms/realm.h" #include "testenv.h" namespace Pol { namespace Testing { namespace { using namespace Items; using namespace Multi; using namespace Core; void test_walk( unsigned short /*oldx*/, unsigned short /*oldy*/, s8 oldz, unsigned short newx, unsigned short newy, bool exp_result, s8 exp_z ) { s8 newz; INFO_PRINT << "WalkHeight(" << newx << "," << newy << "," << (int)oldz << "): " << "Expect " << exp_result << "," << (int)exp_z << ": "; UMulti* multi; Item* itm; bool res = gamestate.main_realm->walkheight( Core::Pos2d( newx, newy ), oldz, &newz, &multi, &itm, true /*doors block*/, Plib::MOVEMODE_LAND ); INFO_PRINT << "Got " << res << "," << (int)newz << ": "; if ( exp_result != res ) { INFO_PRINT << "Failure!\n"; inc_failures(); return; } if ( exp_result ) // Z is only defined if result is true { if ( exp_z != newz ) { INFO_PRINT << "Failure!\n"; inc_failures(); return; } } inc_successes(); INFO_PRINT << "Ok!\n"; } void test_walk2( unsigned short /*oldx*/, unsigned short /*oldy*/, s8 oldz, unsigned short newx, unsigned short newy, bool doors_block, Plib::MOVEMODE movemode, bool exp_result, s8 exp_z ) { s8 newz; INFO_PRINT << "WalkHeight(" << newx << "," << newy << "," << (int)oldz << "): " << "Expect " << exp_result << "," << (int)exp_z << ": "; UMulti* multi; Item* itm; bool res = gamestate.main_realm->walkheight( Core::Pos2d( newx, newy ), oldz, &newz, &multi, &itm, doors_block, movemode ); INFO_PRINT << "Got " << res << "," << (int)newz << ": "; if ( exp_result != res ) { INFO_PRINT << "Failure!\n"; inc_failures(); return; } if ( exp_result ) // Z is only defined if result is true { if ( exp_z != newz ) { INFO_PRINT << "Failure!\n"; inc_failures(); return; } } inc_successes(); INFO_PRINT << "Ok!\n"; } } // namespace void walk_test() { INFO_PRINT << "POL datafile tests:\n"; test_walk( 1344, 1637, 72, 1345, 1637, true, 72 ); // walk down some stairs in Castle Britannia test_walk( 1352, 1635, 72, 1352, 1634, true, 72 ); test_walk( 1352, 1634, 72, 1352, 1633, true, 72 ); test_walk( 1352, 1633, 72, 1352, 1632, true, 69 ); test_walk( 1352, 1632, 69, 1352, 1631, true, 64 ); test_walk( 1352, 1631, 64, 1352, 1630, true, 59 ); test_walk( 1352, 1630, 59, 1352, 1629, true, 54 ); test_walk( 1352, 1629, 54, 1352, 1628, true, 50 ); test_walk( 1352, 1628, 50, 1352, 1627, true, 50 ); test_walk( 1381, 1625, 30, 1382, 1625, true, 30 ); test_walk( 1382, 1626, 30, 1383, 1625, true, 30 ); test_walk( 1386, 1628, 30, 1386, 1629, true, 30 ); // on the bridge test_walk( 1402, 1626, 28, 1402, 1625, true, 28 ); // leaving the bridge test_walk( 1408, 1625, 28, 1409, 1625, true, 28 ); test_walk( 1409, 1625, 28, 1410, 1625, true, 28 ); test_walk( 1410, 1625, 28, 1411, 1625, true, 26 ); test_walk( 1411, 1625, 26, 1412, 1625, true, 25 ); test_walk( 1412, 1625, 25, 1413, 1625, true, 24 ); test_walk( 1413, 1625, 25, 1414, 1625, true, 23 ); test_walk( 1414, 1625, 25, 1415, 1625, true, 22 ); test_walk( 1415, 1625, 25, 1416, 1625, true, 21 ); test_walk( 1416, 1625, 25, 1417, 1625, true, 20 ); test_walk( 1417, 1625, 25, 1418, 1625, true, 20 ); test_walk( 1418, 1625, 25, 1419, 1625, true, 20 ); // static_debug_on = true; test_walk( 1377, 1759, 1, 1378, 1759, true, 1 ); // try walking through a static wall test_walk( 1345, 1649, 72, 1346, 1649, false, 0 ); // test the walking on a floor, with a dynamic below you, screwing up. test_walk( 1347, 1659, 72, 1347, 1658, true, 72 ); test_walk( 1347, 1658, 72, 1347, 1657, true, 72 ); // back on the bridge // static_debug_on = true; test_walk( 1398, 1624, 29, 1399, 1624, true, 28 ); // try walking through a portcullis test_walk( 1399, 1625, 27, 1398, 1625, false, 0 ); // try walking onto a stone step test_walk( 1310, 1630, 30, 1309, 1630, true, 31 ); // try walking onto a dungeon ramp test_walk( 1311, 1637, 30, 1311, 1636, true, 32 ); // try walking under a stone arch test_walk( 1311, 1650, 30, 1311, 1649, true, 30 ); // try walking through a secret door test_walk( 1316, 1649, 30, 1316, 1648, true, 30 ); // try walking through a hide-type door test_walk( 1314, 1654, 30, 1313, 1654, true, 30 ); // try walking under a dungeon arch test_walk( 1313, 1658, 30, 1313, 1657, true, 30 ); // try walking over a black pearl test_walk( 1315, 1657, 30, 1315, 1658, true, 30 ); // walk down some stairs, um, somewhere test_walk( 5920, 40, 44, 5920, 41, true, 41 ); test_walk( 5920, 41, 41, 5920, 42, true, 36 ); test_walk( 5920, 42, 36, 5920, 43, true, 31 ); test_walk( 5920, 43, 31, 5920, 44, true, 26 ); test_walk( 5920, 44, 26, 5920, 45, true, 22 ); test_walk( 5920, 45, 22, 5921, 45, true, 22 ); test_walk( 5921, 45, 22, 5922, 45, true, 22 ); // walk up those same stairs test_walk( 5920, 45, 22, 5920, 44, true, 26 ); test_walk( 5920, 44, 26, 5920, 43, true, 31 ); test_walk( 5920, 43, 31, 5920, 42, true, 36 ); test_walk( 5920, 42, 36, 5920, 41, true, 41 ); test_walk( 5920, 41, 41, 5920, 40, true, 44 ); test_walk( 5920, 40, 44, 5920, 39, true, 44 ); test_walk( 5921, 40, 44, 5922, 40, true, 44 ); // static_debug_on = true; // walking onto a table? test_walk( 3664, 2589, 0, 3664, 2588, false, 0 ); // walking onto a table test_walk( 1594, 1588, 20, 1594, 1587, false, 0 ); test_walk( 1262, 1246, 0, 1262, 1245, true, 0 ); test_walk( 1264, 1253, 0, 1264, 1252, true, 0 ); test_walk( 1441, 1660, 9, 1442, 1660, true, 10 /*9*/ ); // near the britain bank,a steep walk test_walk( 1426, 1703, 3, 1425, 1704, true, 9 ); // walk up into an orc fort test_walk( 2163, 1330, 0, 2163, 1329, true, 7 ); // walk through the gates of Cove test_walk( 2284, 1209, 0, 2283, 1209, true, 0 ); // weird stairs in a dungeon test_walk( 5177, 188, 10, 5177, 187, true, 20 ); // wind is pissinhg me off... test_walk( 5166, 179, 17, 5166, 180, true, 25 ); // a steep grade in ocllo test_walk( 3773, 2654, 0, 3772, 2654, true, 14 ); // walk onto a teleporter test_walk( 1175, 2636, 0, 1175, 2635, true, 0 ); // walking on a peninsula test_walk( 1909, 51, 0, 1909, 50, true, 0 ); test_walk( 1909, 50, 0, 1910, 50, true, -2 ); test_walk( 1909, 50, 0, 1909, 49, true, -1 ); test_walk( 1909, 50, 0, 1908, 49, true, -2 ); test_walk( 1908, 49, -2, 1907, 49, true, -3 ); // This is known to fail - diagonal movement here should fail, but is allowed. test_walk( 1908, 51, 0, 1907, 50, false, 0 ); test_walk( 1908, 51, 0, 1908, 50, true, 0 ); test_walk( 1908, 50, 0, 1907, 50, true, -1 ); test_walk( 1909, 51, 0, 1908, 50, true, 0 ); test_walk( 1908, 50, 0, 1907, 49, true, -3 ); test_walk( 1907, 49, -3, 1906, 49, true, -4 ); // ladders test_walk( 2069, 817, 20, 2068, 817, true, 26 ); test_walk( 2068, 817, 26, 2067, 817, true, 37 ); test_walk( 2043, 807, 20, 2042, 807, true, 26 ); test_walk( 2042, 807, 26, 2041, 807, true, 37 ); // stairs in T2A test_walk( 2675, 2280, -40, 2675, 2279, true, -35 ); test_walk( 2675, 2279, -35, 2675, 2278, true, -29 ); // this one asks to be able to step up 9 squares test_walk( 2675, 2278, -29, 2675, 2277, true, -20 ); // Ladder by Yew test_walk( 968, 709, -40, 967, 709, true, -35 ); test_walk( 967, 709, -35, 966, 709, true, -24 ); test_walk( 966, 709, -24, 965, 709, true, -20 ); // walking on water test_walk2( 481, 306, -5, 481, 307, true, Plib::MOVEMODE_SEA, true, -5 ); test_walk2( 481, 306, -5, 481, 307, true, Plib::MOVEMODE_LAND, false, 0 ); // try walking through a fence test_walk( 1377, 1492, 10, 1377, 1493, false, 0 ); // check a static roof tile (shouldn't be able to walk there) test_walk( 1508, 1551, 45, 1508, 1552, false, 0 ); // some odd brambles that shouldn't block movement. test_walk( 1058, 1449, 0, 1059, 1449, true, 0 ); // an odd cave test_walk( 2605, 458, 60, 2605, 457, true, 60 ); test_walk( 2605, 457, 60, 2605, 456, true, 60 ); test_walk( 2605, 456, 62, 2605, 455, true, 60 ); test_walk( 4723, 3814, 0, 4723, 3813, true, 0 ); test_walk( 4110, 431, 5, 4110, 430, true, 5 ); test_walk( 1661, 2938, 0, 1661, 2937, true, 0 ); test_walk( 1652, 2893, 0, 1651, 2893, true, 0 ); // a secret door through the ground: test_walk( 1146, 2228, 20, 1145, 2228, true, 20 ); test_walk( 1145, 2228, 20, 1144, 2228, true, 20 ); test_walk( 1144, 2228, 20, 1143, 2228, true, 20 ); test_walk( 1143, 2228, 20, 1142, 2228, true, 20 ); test_walk( 1142, 2228, 20, 1141, 2228, true, 20 ); } void multiwalk_test() { INFO_PRINT << "POL datafile multi walk tests:\n"; // now we have a small house in the hills test_walk( 2016, 1332, 0, 2016, 1331, true, 4 ); test_walk( 2016, 1331, 4, 2017, 1331, true, 4 ); test_walk( 2017, 1331, 4, 2018, 1331, true, 0 ); test_walk( 2018, 1331, 0, 2018, 1330, false, 0 ); // walk N, blocked test_walk( 2018, 1331, 0, 2019, 1331, true, 0 ); test_walk( 2019, 1331, 0, 2019, 1330, false, 0 ); test_walk( 2019, 1331, 0, 2020, 1331, true, 0 ); test_walk( 2020, 1331, 0, 2020, 1330, true, 0 ); test_walk( 2016, 1331, 4, 2016, 1330, true, 7 ); test_walk( 2016, 1330, 7, 2015, 1330, false, 0 ); test_walk( 2016, 1330, 7, 2017, 1330, false, 0 ); // try walking around on a boat test_walk( 1487, 1770, -2, 1487, 1769, true, -2 ); test_walk( 1487, 1769, -2, 1487, 1768, false, 0 ); // try to walk into the mast test_walk( 1487, 1769, -2, 1486, 1769, true, -2 ); test_walk( 1486, 1769, -2, 1486, 1768, true, -2 ); // this commented out because the planks are both retracted. // test_walk( 1486, 1768, -2, 1485, 1768, true, -4 ); // on the gangplank test_walk( 1485, 1768, -4, 1485, 1769, false, 0 ); // try to walk into the water test_walk( 1485, 1768, -4, 1485, 1767, false, 0 ); // try to walk into the water test_walk( 1485, 1768, -4, 1484, 1768, true, -2 ); test_walk( 1487, 1765, -2, 1487, 1764, true, -2 ); // try to walk onto the hold // try walking around on a boat in deeper water test_walk( 1497, 1781, -2, 1497, 1780, true, -2 ); test_walk( 1497, 1780, -2, 1497, 1779, false, 0 ); // try to walk into the mast test_walk( 1497, 1780, -2, 1496, 1780, true, -2 ); test_walk( 1496, 1780, -2, 1496, 1779, true, -2 ); test_walk( 1496, 1779, -2, 1495, 1779, true, -4 ); // on the gangplank test_walk( 1495, 1779, -4, 1495, 1778, false, 0 ); // try to walk into the water test_walk( 1495, 1779, -4, 1495, 1780, false, 0 ); // try to walk into the water test_walk( 1495, 1779, -4, 1494, 1779, false, 0 ); // try walking on a long boat, next to its plank test_walk( 1496, 1817, -2, 1495, 1817, true, -2 ); } } // namespace Testing } // namespace Pol