Ejemplo n.º 1
0
TEST_F(GameTest, InventoryTempContainerLinks)
{
	const char* mapName = "test_game";
	ASSERT_NE(-1, FS_CheckFile("maps/%s.bsp", mapName)) << "Map resource '" << mapName << ".bsp' for test is missing.";
	SV_Map(true, mapName, nullptr);
	level.activeTeam = TEAM_ALIEN;

	/* first alien that should die and drop its inventory */
	Actor* actor = G_EdictsGetNextLivingActorOfTeam(nullptr, TEAM_ALIEN);
	int nr = 0;
	const Container* cont = nullptr;
	while ((cont = actor->chr.inv.getNextCont(cont, true))) {
		if (cont->id == CID_ARMOUR || cont->id == CID_FLOOR)
			continue;
		nr += cont->countItems();
	}
	ASSERT_TRUE(nr > 0) << "Could not find any items in the inventory of the actor";

	ASSERT_TRUE(nullptr == actor->getFloor());
	G_InventoryToFloor(actor);
	ASSERT_TRUE(nullptr != actor->getFloor());
	ASSERT_EQ(G_GetFloorItemFromPos(actor->pos)->getFloor(), actor->getFloor());

	nr = 0;
	cont = nullptr;
	while ((cont = actor->chr.inv.getNextCont(cont, true))) {
		if (cont->id == CID_ARMOUR || cont->id == CID_FLOOR)
			continue;
		nr += cont->countItems();
	}
	ASSERT_EQ(0, nr);
}
Ejemplo n.º 2
0
TEST_F(GameTest, InventoryForDiedAlien)
{
	const char* mapName = "test_game";
	ASSERT_NE(-1, FS_CheckFile("maps/%s.bsp", mapName)) << "Map resource '" << mapName << ".bsp' for test is missing.";
	Actor* diedEnt;
	Actor* actor;
	Edict* floorItems;
	Item* invlist;
	int count;
	SV_Map(true, mapName, nullptr);
	level.activeTeam = TEAM_ALIEN;

	/* first alien that should die and drop its inventory */
	diedEnt = G_EdictsGetNextLivingActorOfTeam(nullptr, TEAM_ALIEN);
	ASSERT_TRUE(nullptr != diedEnt);
	diedEnt->HP = 0;
	ASSERT_TRUE(G_ActorDieOrStun(diedEnt, nullptr));
	ASSERT_TRUE(diedEnt->isDead());

	/* now try to collect the inventory with a second alien */
	actor = G_EdictsGetNextLivingActorOfTeam(nullptr, TEAM_ALIEN);
	ASSERT_TRUE(nullptr != actor);

	/* move to the location of the first died alien to drop the inventory into the same floor container */
	Player& player = actor->getPlayer();
	ASSERT_TRUE(G_IsAIPlayer(&player));
	G_ClientMove(player, 0, actor, diedEnt->pos);
	ASSERT_TRUE(VectorCompare(actor->pos, diedEnt->pos));

	floorItems = G_GetFloorItems(actor);
	ASSERT_TRUE(nullptr != floorItems);
	ASSERT_EQ(floorItems->getFloor(), actor->getFloor());

	/* drop everything to floor to make sure we have space in the backpack */
	G_InventoryToFloor(actor);
	ASSERT_EQ(0, GAMETEST_GetItemCount(actor, CID_BACKPACK));

	invlist = actor->getContainer(CID_BACKPACK);
	ASSERT_TRUE(nullptr == invlist);
	count = GAMETEST_GetItemCount(actor, CID_FLOOR);
	if (count > 0) {
		Item* entryToMove = actor->getFloor();
		int tx, ty;
		actor->chr.inv.findSpace(INVDEF(CID_BACKPACK), entryToMove, &tx, &ty, entryToMove);
		if (tx == NONE)
			return;
		Com_Printf("trying to move item %s from floor into backpack to pos %i:%i\n", entryToMove->def()->name, tx, ty);
		ASSERT_TRUE(G_ActorInvMove(actor, INVDEF(CID_FLOOR), entryToMove, INVDEF(CID_BACKPACK), tx, ty, false));
		ASSERT_EQ(count - 1, GAMETEST_GetItemCount(actor, CID_FLOOR)) << "item " << entryToMove->def()->name << " could not get moved successfully from floor into backpack";
		Com_Printf("item %s was removed from floor\n", entryToMove->def()->name);
		ASSERT_EQ(1, GAMETEST_GetItemCount(actor, CID_BACKPACK)) << "item " << entryToMove->def()->name << " could not get moved successfully from floor into backpack";
		Com_Printf("item %s was moved successfully into the backpack\n", entryToMove->def()->name);
		invlist = actor->getContainer(CID_BACKPACK);
		ASSERT_TRUE(nullptr != invlist);
	}
}
Ejemplo n.º 3
0
static void testInventoryTempContainerLinks (void)
{
	const char *mapName = "test_game";
	if (FS_CheckFile("maps/%s.bsp", mapName) != -1) {
		edict_t *ent;
		int nr;
		containerIndex_t container;
		const invList_t *ic;

		/* the other tests didn't call the server shutdown function to clean up */
		OBJZERO(*sv);
		SV_Map(true, mapName, NULL);
		level.activeTeam = TEAM_ALIEN;

		/* first alien that should die and drop its inventory */
		ent = G_EdictsGetNextLivingActorOfTeam(NULL, TEAM_ALIEN);
		nr = 0;
		for (container = 0; container < CID_MAX; container++) {
			if (container == CID_ARMOUR || container == CID_FLOOR)
				continue;
			for (ic = ent->getContainer(container); ic; ic = ic->getNext())
				nr++;
		}
		CU_ASSERT_TRUE(nr > 0);

		CU_ASSERT_PTR_NULL(ent->getFloor());
		G_InventoryToFloor(ent);
		CU_ASSERT_PTR_NOT_NULL(ent->getFloor());
		CU_ASSERT_PTR_EQUAL(G_GetFloorItemFromPos(ent->pos)->getFloor(), ent->getFloor());

		nr = 0;
		for (container = 0; container < CID_MAX; container++) {
			if (container == CID_ARMOUR || container == CID_FLOOR)
				continue;
			for (ic = ent->getContainer(container); ic; ic = ic->getNext())
				nr++;
		}
		CU_ASSERT_EQUAL(nr, 0);

		SV_ShutdownGameProgs();
	} else {
		UFO_CU_FAIL_MSG(va("Map resource '%s.bsp' for test is missing.", mapName));
	}
}
Ejemplo n.º 4
0
/**
 * @brief Reports and handles death or stun of an actor. If the HP of an actor is zero the actor
 * will die, otherwise the actor will get stunned.
 * @param[in] ent Pointer to an entity being killed or stunned actor.
 * @param[in] attacker Pointer to attacker - it must be notified about state of victim.
 * @todo Discuss whether stunned actor should really drop everything to floor. Maybe
 * it should drop only what he has in hands? Stunned actor can wake later during mission.
 */
bool G_ActorDieOrStun (Edict* ent, Edict* attacker)
{
	bool state;

	if (ent->HP == 0)
		state = G_ActorDie(ent, attacker);
	else
		state = G_ActorStun(ent, attacker);

	/* no state change performed? */
	if (!state) {
		gi.DPrintf("G_ActorDieOrStun: State wasn't changed\n");
		return false;
	}

	if (!G_IsStunned(ent))
		ent->solid = SOLID_NOT;

	/* send death */
	G_EventActorDie(*ent, attacker != nullptr);

	/* handle inventory - drop everything but the armour to the floor */
	G_InventoryToFloor(ent);
	G_ClientStateChange(ent->getPlayer(), ent, ~STATE_REACTION, false);

	/* check if the player appears/perishes, seen from other teams */
	G_CheckVis(ent);

	/* check if the attacker appears/perishes, seen from other teams */
	if (attacker)
		G_CheckVis(attacker);

	/* calc new vis for this player */
	G_CheckVisTeamAll(ent->team, 0, attacker);

	/* unlink the floor container */
	ent->resetFloor();

	G_ReactionFireOnDead(ent);

	return true;
}
Ejemplo n.º 5
0
static void testInventoryWithTwoDiedAliensOnTheSameGridTile (void)
{
	const char *mapName = "test_game";
	if (FS_CheckFile("maps/%s.bsp", mapName) != -1) {
		edict_t *diedEnt;
		edict_t *diedEnt2;
		edict_t *ent;
		edict_t *floorItems;
		invList_t *invlist;
		int count;
		/* the other tests didn't call the server shutdown function to clean up */
		OBJZERO(*sv);
		SV_Map(true, mapName, NULL);
		level.activeTeam = TEAM_ALIEN;

		/* first alien that should die and drop its inventory */
		diedEnt = G_EdictsGetNextLivingActorOfTeam(NULL, TEAM_ALIEN);
		CU_ASSERT_PTR_NOT_NULL_FATAL(diedEnt);
		diedEnt->HP = 0;
		G_ActorDieOrStun(diedEnt, NULL);
		CU_ASSERT_TRUE_FATAL(G_IsDead(diedEnt));

		/* second alien that should die and drop its inventory */
		diedEnt2 = G_EdictsGetNextLivingActorOfTeam(NULL, TEAM_ALIEN);
		CU_ASSERT_PTR_NOT_NULL_FATAL(diedEnt2);

		/* move to the location of the first died alien to drop the inventory into the same floor container */
		Player &player = diedEnt2->getPlayer();
		CU_ASSERT_TRUE_FATAL(G_IsAIPlayer(&player));
		G_ClientMove(player, 0, diedEnt2, diedEnt->pos);
		CU_ASSERT_TRUE_FATAL(VectorCompare(diedEnt2->pos, diedEnt->pos));

		diedEnt2->HP = 0;
		G_ActorDieOrStun(diedEnt2, NULL);
		CU_ASSERT_TRUE_FATAL(G_IsDead(diedEnt2));

		/* now try to collect the inventory with a third alien */
		ent = G_EdictsGetNextLivingActorOfTeam(NULL, TEAM_ALIEN);
		CU_ASSERT_PTR_NOT_NULL_FATAL(ent);

		player = ent->getPlayer();
		CU_ASSERT_TRUE_FATAL(G_IsAIPlayer(&player));

		G_ClientMove(player, 0, ent, diedEnt->pos);
		CU_ASSERT_TRUE_FATAL(VectorCompare(ent->pos, diedEnt->pos));

		floorItems = G_GetFloorItems(ent);
		CU_ASSERT_PTR_NOT_NULL_FATAL(floorItems);
		CU_ASSERT_PTR_EQUAL(floorItems->getFloor(), ent->getFloor());

		/* drop everything to floor to make sure we have space in the backpack */
		G_InventoryToFloor(ent);
		CU_ASSERT_EQUAL(GAMETEST_GetItemCount(ent, CID_BACKPACK), 0);

		invlist = ent->getContainer(CID_BACKPACK);
		CU_ASSERT_PTR_NULL_FATAL(invlist);

		count = GAMETEST_GetItemCount(ent, CID_FLOOR);
		if (count > 0) {
			invList_t *entryToMove = ent->getFloor();
			int tx, ty;
			ent->chr.inv.findSpace(INVDEF(CID_BACKPACK), entryToMove, &tx, &ty, entryToMove);
			if (tx != NONE) {
				Com_Printf("trying to move item %s from floor into backpack to pos %i:%i\n", entryToMove->def()->name, tx, ty);
				CU_ASSERT_TRUE(G_ActorInvMove(ent, INVDEF(CID_FLOOR), entryToMove, INVDEF(CID_BACKPACK), tx, ty, false));
				UFO_CU_ASSERT_EQUAL_INT_MSG_FATAL(GAMETEST_GetItemCount(ent, CID_FLOOR), count - 1, va("item %s could not get moved successfully from floor into backpack", entryToMove->def()->name));
				Com_Printf("item %s was removed from floor\n", entryToMove->def()->name);
				UFO_CU_ASSERT_EQUAL_INT_MSG_FATAL(GAMETEST_GetItemCount(ent, CID_BACKPACK), 1, va("item %s could not get moved successfully from floor into backpack", entryToMove->def()->name));
				Com_Printf("item %s was moved successfully into the backpack\n", entryToMove->def()->name);
				invlist = ent->getContainer(CID_BACKPACK);
				CU_ASSERT_PTR_NOT_NULL_FATAL(invlist);
			}
		}

		SV_ShutdownGameProgs();
	} else {
		UFO_CU_FAIL_MSG(va("Map resource '%s.bsp' for test is missing.", mapName));
	}
}