Exemple #1
0
int setup_tests(void **state) {
	quarks_init();
	return 0;
}
Exemple #2
0
/*
 * Initialize some other arrays
 */
static errr init_other(void)
{
	int i;

	/*** Prepare the various "bizarre" arrays ***/

	/* Initialize the "macro" package */
	(void)macro_init();

	/* Initialize the "quark" package */
	(void)quarks_init();

	/* Initialize squelch things */
	autoinscribe_init();
	init_cmd_know();

	/* Initialize the "message" package */
	(void)messages_init();

	/*** Prepare grid arrays ***/

	/* Array of grids */
	view_g = C_ZNEW(VIEW_MAX, u16b);

	/* Array of grids */
	temp_g = C_ZNEW(TEMP_MAX, u16b);

	/* Hack -- use some memory twice */
	temp_y = ((byte*)(temp_g)) + 0;
	temp_x = ((byte*)(temp_g)) + TEMP_MAX;

	/* Array of grids */
	fire_g = C_ZNEW(VIEW_MAX, u16b);

	/* has_LIGHT patch causes both temp_g and temp_x/y to be used
	   in targetting mode: can't use the same memory any more. */
	temp_y = C_ZNEW(TEMP_MAX, byte);
	temp_x = C_ZNEW(TEMP_MAX, byte);

	/* Array of dynamic grids */
	dyna_g = C_ZNEW(DYNA_MAX, dynamic_grid_type);

	/* Array of stacked monster messages */
	mon_msg = C_ZNEW(MAX_STORED_MON_MSG, monster_race_message);
	mon_message_hist = C_ZNEW(MAX_STORED_MON_CODES, monster_message_history);

	/* Prepare monster movement array*/
	mon_moment_info = C_ZNEW(z_info->m_max, move_moment_type);

	/*** Prepare dungeon arrays ***/

	/* Padded into array */
	cave_info = C_ZNEW(MAX_DUNGEON_HGT, u16b_256);

	/* Feature array */
	cave_feat = C_ZNEW(MAX_DUNGEON_HGT, byte_wid);

	/* Entity arrays */
	cave_o_idx = C_ZNEW(MAX_DUNGEON_HGT, s16b_wid);
	cave_m_idx = C_ZNEW(MAX_DUNGEON_HGT, s16b_wid);
	cave_x_idx = C_ZNEW(MAX_DUNGEON_HGT, s16b_wid);

#ifdef MONSTER_SMELL

	/* Flow arrays */
	cave_when = C_ZNEW(MAX_DUNGEON_HGT, byte_wid);

#endif /* MONSTER_SMELL */

	/*start with cost at center 0*/
	for (i = 0; i < MAX_FLOWS; i++)
	{
		cost_at_center[i] = 0;
	}


	/*** Prepare "vinfo" array ***/

	/* Used by "update_view()" */
	(void)vinfo_init();


	/*** Prepare entity arrays ***/

	/* Objects */
	o_list = C_ZNEW(z_info->o_max, object_type);

	/* Monsters */
	mon_list = C_ZNEW(z_info->m_max, monster_type);

	/* Effects */
	x_list = C_ZNEW(z_info->x_max, effect_type);


	/*** Prepare mosnter lore array ***/

	/* Lore */
	l_list = C_ZNEW(z_info->r_max, monster_lore);

	/*** Prepare terrain lore array ***/

	/* Lore */
	f_l_list = C_ZNEW(z_info->f_max, feature_lore);

	/*** Prepare artifact lore array ***/

    /* Lore */
    a_l_list = C_ZNEW(z_info->art_max, artifact_lore);

	/*** Prepare mouse buttons ***/

	button_init(button_add_text, button_kill_text);

	/*** Prepare the inventory ***/

	/* Allocate it */
	inventory = C_ZNEW(ALL_INVEN_TOTAL, object_type);


	/*** Prepare the stores ***/

	/* Allocate the stores */
	store = C_ZNEW(MAX_STORES, store_type);

	/* Fill in each store */
	for (i = 0; i < MAX_STORES; i++)
	{

		/* Get the store */
		store_type *st_ptr = &store[i];

		/* Assume full stock */
		st_ptr->stock_size = STORE_INVEN_MAX;

		/* Allocate the stock */
		st_ptr->stock = C_ZNEW(st_ptr->stock_size, object_type);

	}


	/*** Prepare the options ***/

	/* Initialize the options */
	for (i = 0; i < OPT_MAX; i++)
	{
		/* Default value */
		op_ptr->opt[i] = options[i].normal;
	}

	/* Initialize the window flags */
	for (i = 0; i < ANGBAND_TERM_MAX; i++)
	{
		/* Assume no flags */
		op_ptr->window_flag[i] = 0L;
	}

	/*Clear the update flags*/
	p_ptr->notice = 0L;
	p_ptr->update = 0L;
	p_ptr->redraw = 0L;


	/*** Pre-allocate space for the "format()" buffer ***/

	/* Hack -- Just call the "format()" function */
	(void)format("%s", MAINTAINER);


	/* Success */
	return (0);
}
Exemple #3
0
/*
 * Initialize some other arrays
 */
static errr init_other(void)
{
	int i;


	/*** Prepare the various "bizarre" arrays ***/

	/* Initialize the "macro" package */
	(void)macro_init();

	/* Initialize the "quark" package */
	(void)quarks_init();

	/* Initialize squelch things */
	autoinscribe_init();
	squelch_init();
	init_cmd_know();

	/* Initialize the "message" package */
	(void)messages_init();

	/*** Prepare grid arrays ***/

	/* Array of grids */
	view_g = C_ZNEW(VIEW_MAX, u16b);

	/* Array of grids */
	temp_g = C_ZNEW(TEMP_MAX, u16b);

	/* Hack -- use some memory twice */
	temp_y = ((byte*)(temp_g)) + 0;
	temp_x = ((byte*)(temp_g)) + TEMP_MAX;


	/*** Prepare dungeon arrays ***/

	/* Padded into array */
	cave_info = C_ZNEW(DUNGEON_HGT, byte_256);
	cave_info2 = C_ZNEW(DUNGEON_HGT, byte_256);

	/* Feature array */
	cave_feat = C_ZNEW(DUNGEON_HGT, byte_wid);

	/* Entity arrays */
	cave_o_idx = C_ZNEW(DUNGEON_HGT, s16b_wid);
	cave_m_idx = C_ZNEW(DUNGEON_HGT, s16b_wid);

	/* Flow arrays */
	cave_cost = C_ZNEW(DUNGEON_HGT, byte_wid);
	cave_when = C_ZNEW(DUNGEON_HGT, byte_wid);


	/*** Prepare "vinfo" array ***/

	/* Used by "update_view()" */
	(void)vinfo_init();


	/*** Prepare entity arrays ***/

	/* Objects */
	o_list = C_ZNEW(z_info->o_max, object_type);

	/* Monsters */
	mon_list = C_ZNEW(z_info->m_max, monster_type);


	/*** Prepare lore array ***/

	/* Lore */
	l_list = C_ZNEW(z_info->r_max, monster_lore);


	/*** Prepare mouse buttons ***/

	button_init(button_add_text, button_kill_text);


	/*** Prepare quest array ***/

	/* Quests */
	q_list = C_ZNEW(MAX_Q_IDX, quest);


	/*** Prepare the inventory ***/

	/* Allocate it */
	inventory = C_ZNEW(ALL_INVEN_TOTAL, object_type);



	/*** Prepare the options ***/
	option_set_defaults();

	/* Initialize the window flags */
	for (i = 0; i < ANGBAND_TERM_MAX; i++)
	{
		/* Assume no flags */
		op_ptr->window_flag[i] = 0L;
	}


	/*** Pre-allocate space for the "format()" buffer ***/

	/* Hack -- Just call the "format()" function */
	(void)format("I wish you could swim, like dolphins can swim...");


	/* Success */
	return (0);
}
Exemple #4
0
/*  init application functions and structures and widgets
    All widgets are created, but not visible.
    functions can now communicate with widgets
*/
static void InitializeApplication( Widget top )
{
    trace_level = SETTINGS.traceLevel;
    SETTINGS.vset = v_init();
    quarks_init();
}