Files
oboe/test/scen_write.cpp
Nat Quayle Nelson 0afed5db59 A feature flag denotes whether a scenario uses the new or old format for its metadata. With the old format (legacy scenarios and openBoE scenarios created prior to this PR) everything displays in the scenario picker as before, and scenario designers get 2 text fields to display however they want, and 2 text fields that are pretty much useless.
With the new format, Author and Contact info are formatted onto the first line in the scenario picker display. The scenario designer gets 1 line to write a teaser.

Fix #593

Also fix a bug where scenario ratings were appearing as integers ingame instead of the correct "G", "PG", etc.
2025-03-02 01:09:03 -05:00

306 lines
14 KiB
C++

#include <fstream>
#include <iostream>
#include "tinyprint.h"
#include "dialogxml/dialogs/dialog.hpp"
#include "catch.hpp"
#include "scenario/scenario.hpp"
#include "scenario/town.hpp"
#include "fileio/resmgr/res_strings.hpp"
using namespace std;
using namespace ticpp;
extern Document xmlDocFromStream(istream& stream, string name);
extern void readScenarioFromXml(Document&& data, cScenario& scenario);
extern void writeScenarioToXml(Printer&& data, cScenario& scenario);
static void in_and_out(string name, cScenario& scen) {
string fpath = "junk/";
fpath += name;
fpath += ".xml";
ofstream fout;
fout.exceptions(ios::badbit);
fout.open(fpath);
writeScenarioToXml(Printer(name, fout), scen);
fout.close();
// Reconstruct the scenario, to ensure that it doesn't just pass due to old data still being around
scen.~cScenario();
new(&scen) cScenario();
ifstream fin;
fin.exceptions(ios::badbit);
fin.open(fpath);
readScenarioFromXml(xmlDocFromStream(fin, name), scen);
}
// NOTE: The test cases in this file are written with the implicit assumption that the read routines are trustworthy.
// In other words, they depend on the test cases in scen_read.cpp.
TEST_CASE("Saving a scenario record") {
cScenario scen;
scen.reset_version();
scen.format.ver[0] = 2;
scen.format.ver[1] = 6;
scen.format.ver[2] = 7;
scenario_header_flags vers = scen.format;
scen.scen_name = "Test Scenario";
scen.intro_pic = 0;
scen.campaign_id = "campaign";
scen.teaser_text[0] = "Teaser 1";
scen.teaser_text[1] = "Teaser 2";
scen.contact_info[0] = "BoE Test Suite";
scen.contact_info[1] = "nowhere@example.com";
scen.intro_strs[0] = "Welcome to the test scenario!";
scen.rating = eContentRating::R;
scen.difficulty = 2;
scen.which_town_start = 7;
scen.where_start = {24,28};
scen.out_sec_start = {1,3};
scen.out_start = {12, 21};
SECTION("With basic header data") {
in_and_out("basic", scen);
CHECK(scen.format.prog_make_ver[0] == vers.prog_make_ver[0]);
CHECK(scen.format.prog_make_ver[1] == vers.prog_make_ver[1]);
CHECK(scen.format.prog_make_ver[2] == vers.prog_make_ver[2]);
CHECK(scen.format.ver[0] == vers.ver[0]);
CHECK(scen.format.ver[1] == vers.ver[1]);
CHECK(scen.format.ver[2] == vers.ver[2]);
CHECK(scen.scen_name == "Test Scenario");
CHECK(scen.intro_pic == 0);
CHECK(scen.campaign_id == "campaign");
CHECK(scen.teaser_text[0] == "Teaser 1");
CHECK(scen.teaser_text[1] == "Teaser 2");
CHECK(scen.contact_info[0] == "BoE Test Suite");
CHECK(scen.contact_info[1] == "nowhere@example.com");
CHECK(scen.intro_strs[0] == "Welcome to the test scenario!");
CHECK(scen.rating == eContentRating::R);
CHECK(scen.difficulty == 2);
CHECK(scen.which_town_start == 7);
CHECK(scen.where_start == loc(24,28));
CHECK(scen.out_sec_start == loc(1,3));
CHECK(scen.out_start == loc(12,21));
}
SECTION("With some towns and sectors") {
scen.addTown(AREA_SMALL);
scen.addTown(AREA_MEDIUM);
scen.addTown(AREA_LARGE);
scen.outdoors.resize(2,5);
in_and_out("town&sector", scen);
CHECK(scen.towns.size() == 3);
CHECK(scen.outdoors.width() == 2);
CHECK(scen.outdoors.height() == 5);
}
SECTION("With some optional header data") {
REQUIRE(scen.town_mods.size() >= 1); // A safety valve for if I ever make this array dynamic
scen.town_mods[0] = loc(12,9);
scen.town_mods[0].spec = 4;
REQUIRE(scen.store_item_towns.size() >= 1); // A safety valve for if I ever make this array dynamic
REQUIRE(scen.store_item_rects.size() >= 1); // A safety valve for if I ever make this array dynamic
scen.store_item_rects[0] = rect(1,2,3,4);
scen.store_item_towns[0] = 5;
REQUIRE(scen.scenario_timers.size() >= 1); // A safety valve for if I ever make this array dynamic
scen.scenario_timers[0].node = 3;
scen.scenario_timers[0].node_type = eSpecCtxType::OUTDOOR;
scen.scenario_timers[0].time = 30000;
scen.spec_strs.push_back("This is a sample special string!");
scen.journal_strs.push_back("This is a sample journal string!");
in_and_out("optional", scen);
CHECK(scen.town_mods[0] == loc(12,9));
CHECK(scen.town_mods[0].spec == 4);
CHECK(scen.store_item_rects[0] == rect(1,2,3,4));
CHECK(scen.store_item_towns[0] == 5);
CHECK(scen.scenario_timers[0].node == 3);
CHECK(scen.scenario_timers[0].node_type == eSpecCtxType::SCEN); // This is inferred by the fact that it's in the scenario file
CHECK(scen.scenario_timers[0].time == 30000);
REQUIRE(scen.spec_strs.size() == 1);
CHECK(scen.spec_strs[0] == "This is a sample special string!");
REQUIRE(scen.journal_strs.size() == 1);
CHECK(scen.journal_strs[0] == "This is a sample journal string!");
}
SECTION("With a special item") {
scen.special_items.emplace_back();
scen.special_items[0].flags = 11;
scen.special_items[0].special = 2;
scen.special_items[0].name = "Test Special Item";
scen.special_items[0].descr = "This is a special item description!";
in_and_out("special item", scen);
REQUIRE(scen.special_items.size() == 1);
CHECK(scen.special_items[0].flags == 11);
CHECK(scen.special_items[0].special == 2);
CHECK(scen.special_items[0].name == "Test Special Item");
CHECK(scen.special_items[0].descr == "This is a special item description!");
}
SECTION("With a quest") {
scen.quests.resize(3);
scen.quests[0].deadline_is_relative = true;
scen.quests[0].auto_start = true;
scen.quests[0].bank1 = 2;
scen.quests[0].deadline = 12;
scen.quests[0].event = 3;
scen.quests[0].xp = 5200;
scen.quests[0].name = "Test Quest";
scen.quests[0].descr = "This is a quest description! It has an absolute deadline which is waived by an event, and an XP reward. It's also in a job bank.";
scen.quests[1].auto_start = true;
scen.quests[1].gold = 220;
scen.quests[1].name = "Test Quest 2";
scen.quests[1].descr = "This is another quest description! It has no deadline, and a monetary reward.";
scen.quests[2].deadline_is_relative = true;
scen.quests[2].deadline = 12;
scen.quests[2].bank2 = 4;
scen.quests[2].name = "Test Quest 3";
scen.quests[2].descr = "And now another quest description! This one has a relative deadline and no reward, but it's in a job bank.";
in_and_out("quest", scen);
REQUIRE(scen.quests.size() == 3);
CHECK(scen.quests[0].deadline_is_relative);
CHECK(scen.quests[0].auto_start);
CHECK(scen.quests[0].bank1 == 2);
CHECK(scen.quests[0].deadline == 12);
CHECK(scen.quests[0].event == 3);
CHECK(scen.quests[0].xp == 5200);
CHECK(scen.quests[0].name == "Test Quest");
CHECK_FALSE(scen.quests[1].deadline_is_relative);
CHECK(scen.quests[1].auto_start);
CHECK(scen.quests[1].gold == 220);
CHECK(scen.quests[1].name == "Test Quest 2");
CHECK(scen.quests[2].deadline_is_relative);
CHECK_FALSE(scen.quests[2].auto_start);
CHECK(scen.quests[2].deadline == 12);
CHECK(scen.quests[2].bank1 == 4); // bank2 moves into bank1
CHECK(scen.quests[2].bank2 == -1);
CHECK(scen.quests[2].name == "Test Quest 3");
}
SECTION("With a shop") {
// Loading/building shops requires strings to be available
// Here we fetch them from the rsrc dir, rather than the data dir
ResMgr::strings.pushPath("../rsrc/strings");
cItem dummy_item(ITEM_POTION);
scen.shops.resize(3);
scen.shops[0] = cShop(SHOP_JUNK);
scen.shops[1] = cShop(SHOP_HEALING);
scen.shops[2].setName("The Test Shop");
scen.shops[2].setType(eShopType::NORMAL);
scen.shops[2].setPrompt(eShopPrompt::SHOPPING);
scen.shops[2].setFace(17);
scen.shops[2].addItem(1, dummy_item, 0);
scen.shops[2].addItem(2, dummy_item, 5, 10);
scen.shops[2].addSpecial(eShopItemType::ALCHEMY, 3);
scen.shops[2].addSpecial(eShopItemType::CLASS, 4);
scen.shops[2].addSpecial(eShopItemType::CURE_ACID);
scen.shops[2].addSpecial(eShopItemType::CURE_POISON);
scen.shops[2].addSpecial(eShopItemType::MAGE_SPELL, 5);
scen.shops[2].addSpecial(eShopItemType::PRIEST_SPELL, 6);
scen.shops[2].addSpecial(eShopItemType::REMOVE_CURSE);
scen.shops[2].addSpecial(eShopItemType::SKILL, 7);
scen.shops[2].addSpecial(eShopItemType::TREASURE, 0);
scen.shops[2].addSpecial("Magic!", "This is magic!", 24, 100, 12, 1);
in_and_out("shops", scen);
REQUIRE(scen.shops.size() == 3);
REQUIRE(scen.shops[0].size() == 10);
CHECK(scen.shops[0].getName() == "Magic Shop");
CHECK(scen.shops[0].getType() == eShopType::RANDOM);
CHECK(scen.shops[0].getPrompt() == eShopPrompt::SHOPPING);
CHECK(scen.shops[0].getFace() == 0);
CHECK(scen.shops[0].getItem(0).type == eShopItemType::TREASURE);
CHECK(scen.shops[0].getItem(0).item.item_level == 1);
CHECK(scen.shops[0].getItem(4).item.item_level == 2);
CHECK(scen.shops[0].getItem(7).item.item_level == 3);
CHECK(scen.shops[0].getItem(9).item.item_level == 4);
REQUIRE(scen.shops[1].size() == 9);
CHECK(scen.shops[1].getName() == "Healing");
CHECK(scen.shops[1].getType() == eShopType::ALLOW_DEAD);
CHECK(scen.shops[1].getPrompt() == eShopPrompt::HEALING);
CHECK(scen.shops[1].getFace() == 41);
CHECK(scen.shops[1].getItem(0).type == eShopItemType::HEAL_WOUNDS);
CHECK(scen.shops[1].getItem(1).type == eShopItemType::CURE_POISON);
CHECK(scen.shops[1].getItem(2).type == eShopItemType::CURE_DISEASE);
CHECK(scen.shops[1].getItem(3).type == eShopItemType::CURE_PARALYSIS);
CHECK(scen.shops[1].getItem(4).type == eShopItemType::CURE_DUMBFOUNDING);
CHECK(scen.shops[1].getItem(5).type == eShopItemType::REMOVE_CURSE);
CHECK(scen.shops[1].getItem(6).type == eShopItemType::DESTONE);
CHECK(scen.shops[1].getItem(7).type == eShopItemType::RAISE_DEAD);
CHECK(scen.shops[1].getItem(8).type == eShopItemType::RESURRECT);
REQUIRE(scen.shops[2].size() == 12);
CHECK(scen.shops[2].getName() == "The Test Shop");
CHECK(scen.shops[2].getType() == eShopType::NORMAL);
CHECK(scen.shops[2].getPrompt() == eShopPrompt::SHOPPING);
CHECK(scen.shops[2].getFace() == 17);
CHECK(scen.shops[2].getItem(0).type == eShopItemType::ITEM);
CHECK(scen.shops[2].getItem(0).index == 1);
CHECK(scen.shops[2].getItem(0).quantity == 0);
CHECK(scen.shops[2].getItem(1).type == eShopItemType::OPT_ITEM);
CHECK(scen.shops[2].getItem(1).index == 2);
CHECK(scen.shops[2].getItem(1).quantity == 10005);
CHECK(scen.shops[2].getItem(2).type == eShopItemType::ALCHEMY);
CHECK(scen.shops[2].getItem(2).item.item_level == 3);
CHECK(scen.shops[2].getItem(3).type == eShopItemType::CLASS);
CHECK(scen.shops[2].getItem(3).item.special_class == 4);
CHECK(scen.shops[2].getItem(4).type == eShopItemType::CURE_ACID);
CHECK(scen.shops[2].getItem(5).type == eShopItemType::CURE_POISON);
CHECK(scen.shops[2].getItem(6).type == eShopItemType::MAGE_SPELL);
CHECK(scen.shops[2].getItem(6).item.item_level == 5);
CHECK(scen.shops[2].getItem(7).type == eShopItemType::PRIEST_SPELL);
CHECK(scen.shops[2].getItem(7).item.item_level == 6);
CHECK(scen.shops[2].getItem(8).type == eShopItemType::REMOVE_CURSE);
CHECK(scen.shops[2].getItem(9).type == eShopItemType::SKILL);
CHECK(scen.shops[2].getItem(9).item.item_level == 7);
CHECK(scen.shops[2].getItem(10).type == eShopItemType::TREASURE);
CHECK(scen.shops[2].getItem(10).item.item_level == 0);
CHECK(scen.shops[2].getItem(11).type == eShopItemType::CALL_SPECIAL);
CHECK(scen.shops[2].getItem(11).quantity == 1);
CHECK(scen.shops[2].getItem(11).item.value == 12);
CHECK(scen.shops[2].getItem(11).item.item_level == 100);
CHECK(scen.shops[2].getItem(11).item.graphic_num == 24);
CHECK(scen.shops[2].getItem(11).item.full_name == "Magic!");
CHECK(scen.shops[2].getItem(11).item.desc == "This is magic!");
ResMgr::strings.popPath();
}
SECTION("With some empty strings, none are stripped") {
scen.spec_strs.resize(12);
scen.spec_strs[3] = "Hello World!";
scen.spec_strs[9] = "Goodbye World!";
scen.journal_strs.resize(19);
scen.journal_strs[7] = "My best journal!";
scen.intro_strs[4] = "Another intro string!";
in_and_out("empty strings", scen);
REQUIRE(scen.spec_strs.size() == 12);
CHECK(scen.spec_strs[3] == "Hello World!");
CHECK(scen.spec_strs[9] == "Goodbye World!");
REQUIRE(scen.journal_strs.size() == 19);
CHECK(scen.journal_strs[7] == "My best journal!");
CHECK(scen.intro_strs[4] == "Another intro string!");
}
SECTION("Whitespace is collapsed in short strings but not in long strings") {
scen.scen_name = "Test Scenario with extra spaces";
scen.teaser_text[0] = "Teaser the first!";
scen.teaser_text[1] = " Teaser the second ! ";
scen.spec_strs.push_back(" ");
scen.spec_strs.push_back(" What is this... ?");
scen.journal_strs.push_back(" Do not collapse this journal.");
scen.intro_strs[1] = "An intro string! With extra spaces!";
scen.special_items.emplace_back();
scen.special_items[0].name = "A special space-filled item!";
scen.special_items[0].descr = "A special item... with extra spaces!";
scen.quests.emplace_back();
scen.quests[0].name = "A quest filled with spaces... ";
scen.quests[0].descr = "A quest... with extra spaces!";
scen.snd_names.push_back("A sound full of spaces!");
in_and_out("whitespace", scen);
CHECK(scen.scen_name == "Test Scenario with extra spaces");
CHECK(scen.teaser_text[0] == "Teaser the first!");
CHECK(scen.teaser_text[1] == "Teaser the second !");
REQUIRE(scen.spec_strs.size() == 2);
CHECK(scen.spec_strs[0] == " ");
CHECK(scen.spec_strs[1] == " What is this... ?");
REQUIRE(scen.journal_strs.size() == 1);
CHECK(scen.journal_strs[0] == " Do not collapse this journal.");
CHECK(scen.intro_strs[1] == "An intro string! With extra spaces!");
REQUIRE(scen.special_items.size() == 1);
CHECK(scen.special_items[0].name == "A special space-filled item!");
CHECK(scen.special_items[0].descr == "A special item... with extra spaces!");
REQUIRE(scen.quests.size() == 1);
CHECK(scen.quests[0].name == "A quest filled with spaces...");
CHECK(scen.quests[0].descr == "A quest... with extra spaces!");
CHECK(scen.snd_names[0] == "A sound full of spaces!");
}
}