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); } }
/** * @brief Makes the actor head to the position. */ static int pos3L_goto (lua_State *L) { pos3_t *pos; assert(lua_ispos3(L, 1)); /* Calculate move table. */ G_MoveCalc(0, AIL_ent, AIL_ent->pos, G_ActorUsableTUs(AIL_ent)); gi.MoveStore(level.pathingMap); /* Move. */ pos = lua_topos3(L, 1); G_ClientMove(*AIL_player, 0, AIL_ent, *pos); lua_pushboolean(L, 1); return 1; }
/** * @brief The client sent us a message that he did something. We now execute the related function(s) and notify him if necessary. * @param[in] player The player to execute the action for (the actor belongs to this player) * @note a client action will also send the server side edict number to determine the actor */ int G_ClientAction (player_t * player) { player_action_t action; int num; pos3_t pos; int i; fireDefIndex_t firemode; int from, fx, fy, to, tx, ty; actorHands_t hand; int fmIdx, objIdx; int resCrouch, resShot; edict_t *ent; const char *format; /* read the header */ action = (player_action_t)gi.ReadByte(); num = gi.ReadShort(); ent = G_EdictsGetByNum(num); if (ent == NULL) return action; format = pa_format[action]; switch (action) { case PA_NULL: /* do nothing on a null action */ break; case PA_TURN: gi.ReadFormat(format, &i); G_ClientTurn(player, ent, (dvec_t) i); break; case PA_MOVE: gi.ReadFormat(format, &pos); G_ClientMove(player, player->pers.team, ent, pos); break; case PA_STATE: gi.ReadFormat(format, &i); G_ClientStateChange(player, ent, i, true); break; case PA_SHOOT: gi.ReadFormat(format, &pos, &i, &firemode, &from); G_ClientShoot(player, ent, pos, i, firemode, NULL, true, from); break; case PA_INVMOVE: gi.ReadFormat(format, &from, &fx, &fy, &to, &tx, &ty); if (from < 0 || from >= gi.csi->numIDs || to < 0 || to >= gi.csi->numIDs) { gi.DPrintf("G_ClientAction: PA_INVMOVE Container index out of range. (from: %i, to: %i)\n", from, to); } else { const invDef_t *fromPtr = INVDEF(from); const invDef_t *toPtr = INVDEF(to); invList_t *fromItem = INVSH_SearchInInventory(&ent->chr.i, fromPtr, fx, fy); if (fromItem) G_ActorInvMove(ent, fromPtr, fromItem, toPtr, tx, ty, true); } break; case PA_USE: if (ent->clientAction) { edict_t *actionEnt; /* read the door the client wants to open */ gi.ReadFormat(format, &i); /* get the door edict */ actionEnt = G_EdictsGetByNum(i); /* maybe the door is no longer 'alive' because it was destroyed */ if (actionEnt && ent->clientAction == actionEnt) { if (G_IsDoor(actionEnt)) { G_ActorUseDoor(ent, actionEnt); } } } break; case PA_REACT_SELECT: gi.ReadFormat(format, &hand, &fmIdx, &objIdx); G_ReactionFireSettingsUpdate(ent, fmIdx, hand, INVSH_GetItemByIDX(objIdx)); break; case PA_RESERVE_STATE: gi.ReadFormat(format, &resShot, &resCrouch); G_ActorReserveTUs(ent, ent->chr.reservedTus.reaction, resShot, resCrouch); break; default: gi.Error("G_ClientAction: Unknown action!\n"); } return action; }
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)); } }