Example #1
0
int test_prefs(void *state) {
	bool error = FALSE;
	graphics_mode *mode;

	/* This is a bit of a hack to ensure we have a player struct set up */
	/* Otherwise race/class dependent graphics will crash */
	cmdq_push(CMD_BIRTH_RESET);
	cmdq_execute(CMD_BIRTH);

	event_add_handler(EVENT_MESSAGE, getmsg, &error);

	for (mode = graphics_modes; mode; mode = mode->pNext) {
		/* Skip 'normal' */
		if (mode->grafID == 0) continue;

		printf("Testing mode '%s'.\n", mode->menuname);

		/* Load pref file */
		use_graphics = mode->grafID;
		reset_visuals(TRUE);
	}

	eq(error, FALSE);

	ok;
}
Example #2
0
int test_newgame(void *state) {

	/* Try making a new game */

	cmdq_push(CMD_BIRTH_INIT);
	cmdq_push(CMD_BIRTH_RESET);
	cmdq_push(CMD_CHOOSE_RACE);
	cmd_set_arg_choice(cmdq_peek(), "choice", 0);

	cmdq_push(CMD_CHOOSE_CLASS);
	cmd_set_arg_choice(cmdq_peek(), "choice", 0);

	cmdq_push(CMD_ROLL_STATS);
	cmdq_push(CMD_NAME_CHOICE);
	cmd_set_arg_string(cmdq_peek(), "name", "Tester");

	cmdq_push(CMD_ACCEPT_CHARACTER);
	cmdq_execute(CMD_BIRTH);

	eq(player->is_dead, FALSE);
	cave_generate(&cave, player);
	on_new_level();
	noteq(cave, NULL);
	eq(player->chp, player->mhp);
	eq(player->food, PY_FOOD_FULL - 1);

	/* Should be all set up to save properly now */
	eq(savefile_save("Test1"), TRUE);

	/* Make sure it saved properly */
	eq(file_exists("Test1"), TRUE);

	ok;
}
Example #3
0
int test_magic_missile(void *state) {

	/* Try making a new game */
	cmdq_push(CMD_BIRTH_INIT);
	cmdq_push(CMD_BIRTH_RESET);
	cmdq_push(CMD_CHOOSE_RACE);
	cmd_set_arg_choice(cmdq_peek(), "choice", 4);

	cmdq_push(CMD_CHOOSE_CLASS);
	cmd_set_arg_choice(cmdq_peek(), "choice", 1);

	cmdq_push(CMD_ROLL_STATS);
	cmdq_push(CMD_NAME_CHOICE);
	cmd_set_arg_string(cmdq_peek(), "name", "Tyrion");

	cmdq_push(CMD_ACCEPT_CHARACTER);
	cmdq_execute(CMD_BIRTH);

	eq(player->is_dead, FALSE);
	cave_generate(&cave, player);
	on_new_level();
	notnull(cave);
	eq(player->chp, player->mhp);
	eq(player->food, PY_FOOD_FULL - 1);

	cmdq_push(CMD_STUDY);
	cmd_set_arg_choice(cmdq_peek(), "spell", 0);
	run_game_loop();
	cmdq_push(CMD_CAST);
	cmd_set_arg_choice(cmdq_peek(), "spell", 0);
	cmd_set_arg_target(cmdq_peek(), "target", 2);
	run_game_loop();
	noteq(player->csp, player->msp);

	ok;
}
Example #4
0
/**
 * This is called when we receive a request for a command in the birth 
 * process.

 * The birth process continues until we send a final character confirmation
 * command (or quit), so this is effectively called in a loop by the main
 * game.
 *
 * We're imposing a step-based system onto the main game here, so we need
 * to keep track of where we're up to, where each step moves on to, etc.
 */
int textui_do_birth(void)
{
	enum birth_stage current_stage = BIRTH_RESET;
	enum birth_stage prev;
	enum birth_stage roller = BIRTH_RESET;
	enum birth_stage next = current_stage;

	bool done = FALSE;

	cmdq_push(CMD_BIRTH_INIT);
	cmdq_execute(CMD_BIRTH);

	while (!done) {

		switch (current_stage)
		{
			case BIRTH_RESET:
			{
				cmdq_push(CMD_BIRTH_RESET);

				roller = BIRTH_RESET;
				
				if (quickstart_allowed)
					next = BIRTH_QUICKSTART;
				else
					next = BIRTH_RACE_CHOICE;

				break;
			}

			case BIRTH_QUICKSTART:
			{
				display_player(0);
				next = textui_birth_quickstart();
				if (next == BIRTH_COMPLETE)
					done = TRUE;
				break;
			}

			case BIRTH_CLASS_CHOICE:
			case BIRTH_RACE_CHOICE:
			case BIRTH_ROLLER_CHOICE:
			{
				struct menu *menu = &race_menu;
				cmd_code command = CMD_CHOOSE_RACE;

				Term_clear();
				print_menu_instructions();

				if (current_stage > BIRTH_RACE_CHOICE) {
					menu_refresh(&race_menu, FALSE);
					menu = &class_menu;
					command = CMD_CHOOSE_CLASS;
				}

				if (current_stage > BIRTH_CLASS_CHOICE) {
					menu_refresh(&class_menu, FALSE);
					menu = &roller_menu;
				}

				next = menu_question(current_stage, menu, command);

				if (next == BIRTH_BACK)
					next = current_stage - 1;

				/* Make sure the character gets reset before quickstarting */
				if (next == BIRTH_QUICKSTART) 
					next = BIRTH_RESET;

				break;
			}

			case BIRTH_POINTBASED:
			{
				roller = BIRTH_POINTBASED;
		
				if (prev > BIRTH_POINTBASED)
					point_based_start();

				next = point_based_command();

				if (next == BIRTH_BACK)
					next = BIRTH_ROLLER_CHOICE;

				if (next != BIRTH_POINTBASED)
					point_based_stop();

				break;
			}

			case BIRTH_ROLLER:
			{
				roller = BIRTH_ROLLER;
				next = roller_command(prev < BIRTH_ROLLER);
				if (next == BIRTH_BACK)
					next = BIRTH_ROLLER_CHOICE;

				break;
			}

			case BIRTH_NAME_CHOICE:
			{
				if (prev < BIRTH_NAME_CHOICE)
					display_player(0);

				next = get_name_command();
				if (next == BIRTH_BACK)
					next = roller;

				break;
			}

			case BIRTH_HISTORY_CHOICE:
			{
				if (prev < BIRTH_HISTORY_CHOICE)
					display_player(0);

				next = get_history_command();
				if (next == BIRTH_BACK)
					next = BIRTH_NAME_CHOICE;

				break;
			}

			case BIRTH_FINAL_CONFIRM:
			{
				if (prev < BIRTH_FINAL_CONFIRM)
					display_player(0);

				next = get_confirm_command();
				if (next == BIRTH_BACK)
					next = BIRTH_HISTORY_CHOICE;

				if (next == BIRTH_COMPLETE)
					done = TRUE;

				break;
			}

			default:
			{
				/* Remove dodgy compiler warning, */
			}
		}

		prev = current_stage;
		current_stage = next;

		/* Execute whatever commands have been sent */
		cmdq_execute(CMD_BIRTH);
	}

	return 0;
}