317 lines
10 KiB
C++
317 lines
10 KiB
C++
//
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// map_write.cpp
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// BoE
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//
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// Created by Celtic Minstrel on 15-07-09.
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//
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//
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#include <fstream>
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#include "catch.hpp"
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#include "map_parse.hpp"
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#include "scenario.hpp"
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#include "regtown.hpp"
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using namespace std;
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extern void loadOutMapData(map_data&& data, location which, cScenario& scen);
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extern void loadTownMapData(map_data&& data, int which, cScenario& scen);
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extern map_data buildOutMapData(location which, cScenario& scenario);
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extern map_data buildTownMapData(size_t which, cScenario& scenario);
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static void in_and_out(string name, map_data& map, bool town) {
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string fpath = "junk/";
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fpath += name;
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fpath += ".map";
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ofstream fout;
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fout.exceptions(ios::badbit);
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fout.open(fpath);
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map.writeTo(fout);
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fout.close();
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// Reconstruct the map, to ensure that it doesn't just pass due to old data still being around
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map.~map_data();
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new(&map) map_data();
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ifstream fin;
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fin.exceptions(ios::badbit);
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fin.open(fpath);
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map = load_map(fin, town, name);
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}
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static void in_and_out(cScenario& scen, bool town) {
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map_data map = town ? buildTownMapData(0, scen) : buildOutMapData(loc(0,0), scen);
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// Reconstruct the scenario, to ensure that it doesn't just pass due to old data still being around
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scen.~cScenario();
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new(&scen) cScenario();
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scen.ter_types.resize(50);
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if(town) {
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// Reconstruct the town, to ensure that it doesn't just pass due to old data still being around
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scen.addTown<cTinyTown>();
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loadTownMapData(move(map), 0, scen);
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} else {
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// Reconstruct the sector, to ensure that it doesn't just pass due to old data still being around
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scen.outdoors.resize(1,1);
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scen.outdoors[0][0] = new cOutdoors(scen);
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loadOutMapData(move(map), loc(0,0), scen);
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}
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}
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TEST_CASE("Saving map data to file") {
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map_data map;
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vector<pair<eMapFeature,int>> test;
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for(int x = 0; x < 5; x++)
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for(int y = 0; y < 5; y++)
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map.set(x, y, 1 + y * 5 + x);
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SECTION("Basic") {
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in_and_out("basic", map, true);
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for(int y = 0; y < 5; y++) {
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for(int x = 0; x < 5; x++) {
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int ter = 1 + y * 5 + x;
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CAPTURE(x);
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CAPTURE(y);
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CAPTURE(ter);
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CHECK(map.get(x, y) == ter);
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}
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}
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}
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SECTION("With vehicles") {
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map.addFeature(0, 0, eMapFeature::BOAT, 1);
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map.addFeature(1, 1, eMapFeature::BOAT, -2);
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map.addFeature(2, 2, eMapFeature::HORSE, 3);
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map.addFeature(3, 3, eMapFeature::HORSE, -4);
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in_and_out("vehicles", map, true);
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test.emplace_back(make_pair(eMapFeature::BOAT, 1));
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CHECK(map.getFeatures(0, 0) == test);
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test[0].second = -2;
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CHECK(map.getFeatures(1, 1) == test);
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test[0].first = eMapFeature::HORSE;
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test[0].second = 3;
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CHECK(map.getFeatures(2, 2) == test);
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test[0].second = -4;
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CHECK(map.getFeatures(3, 3) == test);
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}
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SECTION("With fields") {
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map.addFeature(0, 0, eMapFeature::FIELD, FIELD_WEB);
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map.addFeature(1, 1, eMapFeature::FIELD, SPECIAL_SPOT);
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map.addFeature(2, 2, eMapFeature::FIELD, BARRIER_CAGE);
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map.addFeature(3, 3, eMapFeature::FIELD, OBJECT_BLOCK);
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in_and_out("fields", map, true);
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test.emplace_back(make_pair(eMapFeature::FIELD, FIELD_WEB));
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CHECK(map.getFeatures(0, 0) == test);
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test[0].second = SPECIAL_SPOT;
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CHECK(map.getFeatures(1, 1) == test);
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test[0].second = BARRIER_CAGE;
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CHECK(map.getFeatures(2, 2) == test);
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test[0].second = OBJECT_BLOCK;
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CHECK(map.getFeatures(3, 3) == test);
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}
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SECTION("With town entrance") {
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map.addFeature(0, 0, eMapFeature::TOWN, 4);
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in_and_out("town entry loc", map, false);
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test.emplace_back(make_pair(eMapFeature::TOWN, 4));
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CHECK(map.getFeatures(0, 0) == test);
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}
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SECTION("With town start points") {
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map.addFeature(0, 0, eMapFeature::ENTRANCE_EAST);
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map.addFeature(1, 1, eMapFeature::ENTRANCE_NORTH);
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map.addFeature(2, 2, eMapFeature::ENTRANCE_SOUTH);
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map.addFeature(3, 3, eMapFeature::ENTRANCE_WEST);
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in_and_out("town start loc", map, true);
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test.emplace_back(make_pair(eMapFeature::ENTRANCE_EAST, 0));
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CHECK(map.getFeatures(0, 0) == test);
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test[0].first = eMapFeature::ENTRANCE_NORTH;
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CHECK(map.getFeatures(1, 1) == test);
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test[0].first = eMapFeature::ENTRANCE_SOUTH;
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CHECK(map.getFeatures(2, 2) == test);
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test[0].first = eMapFeature::ENTRANCE_WEST;
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CHECK(map.getFeatures(3, 3) == test);
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}
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SECTION("With misc features") {
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map.addFeature(0, 0, eMapFeature::SIGN);
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map.addFeature(1, 1, eMapFeature::ITEM);
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map.addFeature(2, 2, eMapFeature::CREATURE);
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map.addFeature(3, 3, eMapFeature::SPECIAL_NODE);
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map.addFeature(4, 4, eMapFeature::WANDERING);
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in_and_out("misc", map, true);
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test.emplace_back(make_pair(eMapFeature::SIGN, 0));
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CHECK(map.getFeatures(0, 0) == test);
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test[0].first = eMapFeature::ITEM;
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CHECK(map.getFeatures(1, 1) == test);
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test[0].first = eMapFeature::CREATURE;
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CHECK(map.getFeatures(2, 2) == test);
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test[0].first = eMapFeature::SPECIAL_NODE;
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CHECK(map.getFeatures(3, 3) == test);
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test[0].first = eMapFeature::WANDERING;
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CHECK(map.getFeatures(4, 4) == test);
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}
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}
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TEST_CASE("Building map data") {
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ifstream fin;
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map_data map;
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fin.exceptions(ios::badbit);
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cScenario scen;
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scen.outdoors.resize(1,1);
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scen.outdoors[0][0] = new cOutdoors(scen);
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scen.addTown<cTinyTown>();
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scen.ter_types.resize(50);
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for(int x = 0; x < 5; x++)
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for(int y = 0; y < 5; y++) {
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int n = 1 + y * 5 + x;
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scen.towns[0]->terrain(x, y) = n;
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scen.outdoors[0][0]->terrain[x][y] = n;
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}
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SECTION("Basic") {
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in_and_out(scen, true);
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for(int y = 0; y < 5; y++) {
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for(int x = 0; x < 5; x++) {
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int ter = 1 + y * 5 + x;
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CAPTURE(x);
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CAPTURE(y);
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CAPTURE(ter);
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CHECK(scen.towns[0]->terrain(x, y) == ter);
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}
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}
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}
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SECTION("With vehicles") {
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scen.boats[0].property = true;
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scen.boats[0].loc = {1,1};
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scen.boats[1].property = false;
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scen.boats[1].loc = {2,2};
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scen.horses[0].property = true;
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scen.horses[0].loc = {3,3};
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scen.horses[1].property = false;
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scen.horses[1].loc = {4,4};
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SECTION("Outdoors") {
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scen.boats[0].which_town = scen.horses[0].which_town = 200;
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scen.boats[1].which_town = scen.horses[1].which_town = 200;
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scen.boats[0].sector = scen.horses[0].sector = {0,0};
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scen.boats[1].sector = scen.horses[1].sector = {0,0};
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in_and_out(scen, false);
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CHECK(scen.boats[0].property);
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CHECK(scen.boats[0].loc == loc(1,1));
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CHECK(scen.boats[0].which_town == 200);
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CHECK(scen.boats[0].sector == loc(0,0));
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CHECK_FALSE(scen.boats[1].property);
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CHECK(scen.boats[1].loc == loc(2,2));
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CHECK(scen.boats[1].which_town == 200);
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CHECK(scen.boats[1].sector == loc(0,0));
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CHECK(scen.horses[0].property);
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CHECK(scen.horses[0].loc == loc(3,3));
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CHECK(scen.horses[0].which_town == 200);
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CHECK(scen.horses[0].sector == loc(0,0));
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CHECK_FALSE(scen.horses[1].property);
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CHECK(scen.horses[1].loc == loc(4,4));
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CHECK(scen.horses[1].which_town == 200);
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CHECK(scen.horses[1].sector == loc(0,0));
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}
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SECTION("In town") {
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scen.boats[0].which_town = scen.horses[0].which_town = 0;
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scen.boats[1].which_town = scen.horses[1].which_town = 0;
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in_and_out(scen, true);
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CHECK(scen.boats[0].property);
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CHECK(scen.boats[0].loc == loc(1,1));
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CHECK(scen.boats[0].which_town == 0);
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CHECK_FALSE(scen.boats[1].property);
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CHECK(scen.boats[1].loc == loc(2,2));
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CHECK(scen.boats[1].which_town == 0);
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CHECK(scen.horses[0].property);
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CHECK(scen.horses[0].loc == loc(3,3));
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CHECK(scen.horses[0].which_town == 0);
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CHECK_FALSE(scen.horses[1].property);
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CHECK(scen.horses[1].loc == loc(4,4));
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CHECK(scen.horses[1].which_town == 0);
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}
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}
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SECTION("With fields") {
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scen.towns[0]->preset_fields.emplace_back(loc(0,0), FIELD_WEB);
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scen.towns[0]->preset_fields.emplace_back(loc(1,1), OBJECT_BLOCK);
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scen.towns[0]->preset_fields.emplace_back(loc(2,2), BARRIER_CAGE);
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scen.towns[0]->preset_fields.emplace_back(loc(3,3), SPECIAL_SPOT);
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in_and_out(scen, true);
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REQUIRE(scen.towns[0]->preset_fields.size() == 4);
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static const std::map<eFieldType, location> check = {
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{OBJECT_BLOCK, {1,1}}, {SPECIAL_SPOT, {3,3}}, {FIELD_WEB, {0,0}}, {BARRIER_CAGE, {2,2}},
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};
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set<eFieldType> found;
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for(const auto& fld : scen.towns[0]->preset_fields) {
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if(found.count(fld.type))
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FAIL("Error: Two fields of the same type found!");
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found.insert(fld.type);
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CAPTURE(fld.type);
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CAPTURE(fld.loc);
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CAPTURE(check.at(fld.type));
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CHECK(fld.loc == check.at(fld.type));
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}
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if(found.size() != check.size())
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FAIL("Error: A field is missing!");
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}
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SECTION("With town entrance") {
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scen.outdoors[0][0]->city_locs.emplace_back(5, 6, 7);
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in_and_out(scen, false);
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REQUIRE(scen.outdoors[0][0]->city_locs.size() == 1);
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CHECK(scen.outdoors[0][0]->city_locs[0] == loc(5,6));
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CHECK(scen.outdoors[0][0]->city_locs[0].spec == 7);
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}
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SECTION("With town entry points") {
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int i = 0;
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for(auto& start : scen.towns[0]->start_locs) {
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start.x = i++;
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start.y = i++;
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}
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in_and_out(scen, true);
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i = 0;
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for(const auto& start : scen.towns[0]->start_locs) {
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CAPTURE(i);
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CHECK(start == loc(i, i+1));
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i += 2;
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}
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}
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SECTION("With placed special node") {
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scen.towns[0]->special_locs.emplace_back(12, 13, 14);
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in_and_out(scen, true);
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REQUIRE(scen.towns[0]->special_locs.size() == 1);
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CHECK(scen.towns[0]->special_locs[0] == loc(12,13));
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CHECK(scen.towns[0]->special_locs[0].spec == 14);
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}
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SECTION("With wandering arrival points") {
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int i = 0;
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for(auto& start : scen.towns[0]->wandering_locs) {
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start.x = i++;
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start.y = i++;
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}
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in_and_out(scen, true);
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i = 0;
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for(const auto& start : scen.towns[0]->wandering_locs) {
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CAPTURE(i);
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CHECK(start == loc(i, i+1));
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i += 2;
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}
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}
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SECTION("With placed item") {
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scen.towns[0]->preset_items.emplace_back();
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scen.towns[0]->preset_items[0].loc = {22,12};
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scen.towns[0]->preset_items[0].code = 1;
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map_data map = buildTownMapData(0, scen);
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std::vector<std::pair<eMapFeature,int>> test = {{eMapFeature::ITEM, 0}};
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CHECK(map.getFeatures(22, 12) == test);
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}
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SECTION("With placed creature") {
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scen.towns[0]->creatures.emplace_back();
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scen.towns[0]->creatures[0].start_loc = {9,18};
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scen.towns[0]->creatures[0].number = 1;
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map_data map = buildTownMapData(0, scen);
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std::vector<std::pair<eMapFeature,int>> test = {{eMapFeature::CREATURE, 0}};
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CHECK(map.getFeatures(9, 18) == test);
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}
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SECTION("With a sign") {
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scen.towns[0]->sign_locs.emplace_back(7,11," ");
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map_data map = buildTownMapData(0, scen);
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std::vector<std::pair<eMapFeature,int>> test = {{eMapFeature::SIGN, 0}};
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CHECK(map.getFeatures(7, 11) == test);
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}
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}
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