30 Commits

Author SHA1 Message Date
18a9e343f9 Fix several of the unit test XML files missing minimal elements for a successful load where the goal was to test something that comes after those elements. 2025-03-08 20:05:12 -05:00
2145d88133 Remove the <os> element from scenarios
Fix #522
2025-02-16 21:41:47 -05:00
josefwk
f22f248f4e Fixed typos for Resurrection Balm and Leather Baldric (#579) 2025-02-07 19:43:29 -05:00
34b7eb9a76 Issue #101 unit test (should fail) 2024-09-21 20:57:22 -04:00
a4231005f6 Add a new "rechargeable" flag to items
A way to set this flag is not yet exposed in the scenario editor.
The flag is intended only for non-stackable items, but this currently isn't enforced.
Items now have a maximum number of charges, which is equal to their default number set in the item record.
Enchanted items with charges are now rechargeable.
2024-09-10 22:18:59 -04:00
df631f6c3c fix unit tests 2022-07-12 20:35:45 -04:00
699e66a69c Remove obsolete failing test 2019-12-29 13:26:00 -05:00
863ac053c4 Add tests for reading player data from a saved game
- Changed cPlayer::equip to a bitset
- Use a static constant instead of a loop to initialized player starting spells
- Only save spell points if the player has any (current if different from max)
- Symbolic forms for trait enum (and save symbolic forms also for skills)
- When loading a player, clear data which is not always present in the file
- Also add an init test for cPlayer
2016-09-15 17:25:43 -04:00
f6183cad63 Separate "Splits When Hit" from "Immune to Assassinate" 2015-10-01 22:53:32 -04:00
5c37fa199e Some final scenario read tests 2015-09-30 17:57:48 -04:00
43e82281af More read/write tests for town and outdoors, including maps/dialogue
Fixes:
- For towns, the "has tavern" flag was not saved or loaded
- Outdoor roads were not saved or loaded
- For outdoor encounters, the "can't flee" and "forced" flags were not loaded, and "forced" was not saved
--> These two flags have also been separated in the code
2015-09-30 17:00:05 -04:00
18bb16df9c More read/write test cases for monsters, especially monster abilities
Fixes:
- For radiate abilities, the pattern was not saved and defaulted to single instead of square on load
- For summon abilities, what to summon was not saved and chance was incorrectly saved
2015-09-27 01:20:33 -04:00
ab232bb31a Generalize the editor's terrain frills mechanism 2015-09-26 15:05:49 -04:00
2a609adf04 Another items read/write test 2015-09-15 12:34:07 -04:00
44b75b732b Another terrain read/write test 2015-09-10 12:50:35 -04:00
8bc8e10075 Several more map read/write test cases 2015-09-04 04:26:58 -04:00
9fd65cd597 Vehicles fixes
- Fix boats being saved as horses
- Fix first boat/horse not saving property status in scenario map data
- Game finally supports boats that start outdoors... probably
2015-09-03 12:22:13 -04:00
d3b0b26deb More scenario record read tests 2015-09-03 12:22:12 -04:00
8f4d5453cd Basic write tests for towns, dialogue, and outdoors sectors
Also:
- Additional read test for dialogue
- Don't save empty outdoor encounters
- Don't save town timers without an assigned node
2015-09-02 19:46:22 -04:00
bbd47088e1 Basic test cases for reading town, dialogue, and outdoor records 2015-08-28 13:38:08 -04:00
7719d62773 Test cases for reading terrain, monster, and item definitions
- For monster attacks, 'd4' now means '1d4' instead of '0d4', and simple numbers without a 'd' are not accepted
- Pop string path after pushing it in the shop test cases
2015-07-29 15:25:19 -04:00
c957987b45 Tests for reading and writing map data
- Fix saving and loading boat/horse positions and property flag
2015-07-09 15:53:34 -04:00
59f60710c5 More test cases for reading shops 2015-07-07 22:22:10 -04:00
93f9860624 Tests for saving and loading shops
- Fix shop name not being loaded from the file
- Fix skills in shops not storing the skill ID
2015-07-07 22:04:11 -04:00
3c7569a068 Test cases for reading quests 2015-07-07 21:00:55 -04:00
ea17fe364b More scenario reading test cases 2015-07-07 20:41:53 -04:00
137a3aa5d4 A few more scenario read tests
- Introduce enum for scenario content rating
2015-07-07 18:58:35 -04:00
2218513aa5 Several more tests for scenario loading 2015-07-07 17:10:09 -04:00
fecd268d5a Preserve spaces in scenario strings (and other longer strings) by using CDATA
- Involves a hack-mod of ticpp::Text to support it (for some reason, the support was there in TinyXML but not exposed by ticpp)
- Don't save all the intro strings if most are empty
- Don't save the init special if there isn't one
- Fix not saving the "I don't know" response for dialogue personalities

Strings that now preserve spaces:
- Descriptions of items, special items, and quests
- Descriptions of special shop items that call a special node when purchased
- Scenario, town, and outdoor strings
- Sign strings
- Journal strings
- All dialogue strings (both in personalities and in talk nodes)
2015-07-02 12:08:38 -04:00
d8b4ee9c56 Start building some unit tests using Catch test library
- Current version of Catch is included in the repo at test/catch.hpp
2015-07-01 16:10:36 -04:00