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refactoring: changed Character to Player in all Files

remotes/origin/nextcycle
Kai Kehres 2 years ago
parent
commit
64be330664
  1. 262
      src/c/character.c
  2. 88
      src/c/character.h
  3. 62
      src/c/encounter.c
  4. 16
      src/c/encounter.h
  5. 18
      src/c/spell.c
  6. 10
      src/c/spell.h
  7. 152
      test/c/test_character.c
  8. 44
      test/c/test_encounter.c
  9. 52
      test/c/test_spell.c

262
src/c/character.c

@ -5,106 +5,106 @@
#include "character.h" #include "character.h"
#include "spell.h" #include "spell.h"
Character character;
Player player;
void setCharacterHealthPoints (Character *character, int newHealthPoints){
character->healthPoints = newHealthPoints;
void setPlayerHealthPoints (Player *player, int newHealthPoints){
player->healthPoints = newHealthPoints;
} }
int getCharacterHealthPoints (Character *character) {
return character->healthPoints;
int getPlayerHealthPoints (Player *player) {
return player->healthPoints;
} }
void setCharacterStrength (Character *character, int newStrength) {
character->strength = newStrength;
void setPlayerStrength (Player *player, int newStrength) {
player->strength = newStrength;
} }
int getCharacterStrength (Character *character) {
return character->strength;
int getPlayerStrength (Player *player) {
return player->strength;
} }
void setCharacterDexterity (Character *character, int newDexterity) {
character->dexterity = newDexterity;
void setPlayerDexterity (Player *player, int newDexterity) {
player->dexterity = newDexterity;
} }
int getCharacterDexterity (Character *character) {
return character->dexterity;
int getPlayerDexterity (Player *player) {
return player->dexterity;
} }
void setCharacterIntelligence (Character *character, int newIntelligence) {
character->intelligence = newIntelligence;
void setPlayerIntelligence (Player *player, int newIntelligence) {
player->intelligence = newIntelligence;
} }
int getCharacterIntelligence (Character *character) {
return character->intelligence;
int getPlayerIntelligence (Player *player) {
return player->intelligence;
} }
void setCharacterLevel (Character *character, int newLevel) {
character->level = newLevel;
void setPlayerLevel (Player *player, int newLevel) {
player->level = newLevel;
} }
int getCharacterLevel (Character *character) {
return character->level;
int getPlayerLevel (Player *player) {
return player->level;
} }
void setCharacterExp (Character *character, int newExp) {
character->exp = newExp;
void setPlayerExp (Player *player, int newExp) {
player->exp = newExp;
} }
int getCharacterExp (Character *character) {
return character->exp;
int getPlayerExp (Player *player) {
return player->exp;
} }
void setCharacterMaxExp (Character *character, int newMaxExp) {
character->maxExp = newMaxExp;
void setPlayerMaxExp (Player *player, int newMaxExp) {
player->maxExp = newMaxExp;
} }
int getCharacterMaxExp (Character *character) {
return character->maxExp;
int getPlayerMaxExp (Player *player) {
return player->maxExp;
} }
int calculateStatIncrease (Character *character, int amount) {
return character->level*amount;
int calculateStatIncrease (Player *player, int amount) {
return player->level*amount;
} }
void setCharacterMaxHealthPoints (Character *character, int newMaxHealthPoints){
character->maxHealthPoints = newMaxHealthPoints;
void setPlayerMaxHealthPoints (Player *player, int newMaxHealthPoints){
player->maxHealthPoints = newMaxHealthPoints;
} }
int getCharacterMaxHealthPoints (Character *character){
return character->maxHealthPoints;
int getPlayerMaxHealthPoints (Player *player){
return player->maxHealthPoints;
} }
void setCharacterAttack (Character *character, int newAttack){
character->attack = newAttack;
void setPlayerAttack (Player *player, int newAttack){
player->attack = newAttack;
} }
int getCharacterAttack (Character *character){
return character->attack;
int getPlayerAttack (Player *player){
return player->attack;
} }
void setCharacterArmor (Character *character, int newArmor){
character->armor = newArmor;
void setPlayerArmor (Player *player, int newArmor){
player->armor = newArmor;
} }
int getCharacterArmor (Character *character){
return character->armor;
int getPlayerArmor (Player *player){
return player->armor;
} }
void setCharacterGold (Character *character, int newGold){
character->gold = newGold;
void setPlayerGold (Player *player, int newGold){
player->gold = newGold;
} }
int getCharacterGold (Character *character){
return character->gold;
int getPlayerGold (Player *player){
return player->gold;
} }
void setCharacterName (Character *character, char *newName) {
strcpy(character->name,newName);
void setPlayerName (Player *player, char *newName) {
strcpy(player->name,newName);
} }
char* getCharacterName (Character *character) {
return character->name;
char* getPlayerName (Player *player) {
return player->name;
} }
int getWeaponAttack (Weapon *weapon) { int getWeaponAttack (Weapon *weapon) {
@ -123,81 +123,81 @@ int setWeaponDurability (Weapon *weapon, int newDurability) {
weapon->durability = newDurability; weapon->durability = newDurability;
} }
void setCharacterWeaponClass (Character* character, int weaponClass) {
character->weaponClass = weaponClass;
void setPlayerWeaponClass (Player* player, int weaponClass) {
player->weaponClass = weaponClass;
} }
int getCharacterWeaponClass (Character* character) {
return character->weaponClass;
int getPlayerWeaponClass (Player* player) {
return player->weaponClass;
} }
void increaseStat (Character *character, int stat, int amount) {
void increaseStat (Player *player, int stat, int amount) {
switch (stat) switch (stat)
{ {
case 1: case 1:
character->strength += amount;break;
player->strength += amount;break;
case 2: case 2:
character->dexterity += amount;break;
player->dexterity += amount;break;
case 3: case 3:
character->intelligence += amount;break;
player->intelligence += amount;break;
case 4: case 4:
character->healthPoints += amount;break;
player->healthPoints += amount;break;
case 5: case 5:
character->manaPoints += amount;break;
player->manaPoints += amount;break;
case 6: case 6:
character->level += amount;break;
player->level += amount;break;
case 7: case 7:
character->exp += amount;break;
player->exp += amount;break;
case 8: case 8:
character->maxExp += amount;break;
player->maxExp += amount;break;
default: default:
break; break;
} }
} }
void levelUp (Character *character) {
if (getCharacterExp(character) > getCharacterMaxExp(character)) {
increaseStat(character,LEVEL,1);
setCharacterExp(character,getCharacterExp(character)-getCharacterMaxExp(character));
void levelUp (Player *player) {
if (getPlayerExp(player) > getPlayerMaxExp(player)) {
increaseStat(player,LEVEL,1);
setPlayerExp(player,getPlayerExp(player)-getPlayerMaxExp(player));
} }
} }
int calculateDamage (Character *character,Weapon *weapon) {
switch (character->weaponClass)
int calculateDamage (Player *player,Weapon *weapon) {
switch (player->weaponClass)
{ {
case 1: case 1:
return character->strength*weapon->attack;
return player->strength*weapon->attack;
case 2: case 2:
return character->dexterity*weapon->attack;
return player->dexterity*weapon->attack;
case 3: case 3:
return character->intelligence*weapon->attack;
return player->intelligence*weapon->attack;
default: default:
return 1; return 1;
} }
} }
void setCharacterStatPoints (Character* character, int newStatPoints) {
character->statPoints = newStatPoints;
void setPlayerStatPoints (Player* player, int newStatPoints) {
player->statPoints = newStatPoints;
} }
int getCharacterStatPoints (Character* character) {
return character->statPoints;
int getPlayerStatPoints (Player* player) {
return player->statPoints;
} }
void initializeCharacter (Character *character,int weaponClass) {
setCharacterHealthPoints(character,100);
setCharacterStrength(character,10);
setCharacterDexterity(character,10);
setCharacterIntelligence(character,10);
setCharacterLevel(character,1);
setCharacterExp(character,0);
setCharacterMaxExp(character,100);
setCharacterMaxHealthPoints(character,100);
setCharacterAttack(character,10);
setCharacterArmor(character,0);
setCharacterGold(character,0);
setCharacterName(character,"Player");
setCharacterWeaponClass(character,weaponClass);
setCharacterStatPoints(character,0);
void initializePlayer (Player *player,int weaponClass) {
setPlayerHealthPoints(player,100);
setPlayerStrength(player,10);
setPlayerDexterity(player,10);
setPlayerIntelligence(player,10);
setPlayerLevel(player,1);
setPlayerExp(player,0);
setPlayerMaxExp(player,100);
setPlayerMaxHealthPoints(player,100);
setPlayerAttack(player,10);
setPlayerArmor(player,0);
setPlayerGold(player,0);
setPlayerName(player,"Player");
setPlayerWeaponClass(player,weaponClass);
setPlayerStatPoints(player,0);
} }
void setItemID (Item *item, int newID) { void setItemID (Item *item, int newID) {
@ -248,97 +248,97 @@ char* getItemName (Item *item) {
return item->name; return item->name;
} }
void setCharacterStatus (Character *character, int newStatus) {
character->status = newStatus;
void setPlayerStatus (Player *player, int newStatus) {
player->status = newStatus;
} }
int getCharacterStatus (Character *character) {
return character->status;
int getPlayerStatus (Player *player) {
return player->status;
} }
void setCharacterStatusDuration (Character *character, int newStatusDuration) {
character->statusDuration = newStatusDuration;
void setPlayerStatusDuration (Player *player, int newStatusDuration) {
player->statusDuration = newStatusDuration;
} }
int getCharacterStatusDuration (Character *character) {
return character->statusDuration;
int getPlayerStatusDuration (Player *player) {
return player->statusDuration;
} }
void initializeInventory (Character *character) {
void initializeInventory (Player *player) {
for (int i = 0; i < 10; i++) for (int i = 0; i < 10; i++)
{ {
character->inventory[i] = NULL;
player->inventory[i] = NULL;
} }
} }
void putItemInInventory (Character *character, Item *item,int inventorySlot) {
void putItemInInventory (Player *player, Item *item,int inventorySlot) {
if(inventorySlot > 9) { if(inventorySlot > 9) {
printf("Inventory slot is out of range (0-9)\n"); printf("Inventory slot is out of range (0-9)\n");
} else if (inventorySlot < 0) { } else if (inventorySlot < 0) {
printf("Inventory slot is out of range (0-9)\n"); printf("Inventory slot is out of range (0-9)\n");
} else if (character->inventory[inventorySlot] == NULL) {
} else if (player->inventory[inventorySlot] == NULL) {
printf("Inventory slot is already occupied\n"); printf("Inventory slot is already occupied\n");
} else { } else {
character->inventory[inventorySlot] = item;
player->inventory[inventorySlot] = item;
} }
} }
Item * getItemInInventory (Character *character, int inventorySlot) {
Item * getItemInInventory (Player *player, int inventorySlot) {
if(inventorySlot > 9) { if(inventorySlot > 9) {
printf("Inventory slot is out of range (0-9)\n"); printf("Inventory slot is out of range (0-9)\n");
return NULL; return NULL;
} else if (inventorySlot < 0) { } else if (inventorySlot < 0) {
printf("Inventory slot is out of range (0-9)\n"); printf("Inventory slot is out of range (0-9)\n");
return NULL; return NULL;
} else if (character->inventory[inventorySlot] == NULL) {
} else if (player->inventory[inventorySlot] == NULL) {
printf("Inventory slot is empty\n"); printf("Inventory slot is empty\n");
return NULL; return NULL;
} else { } else {
return character->inventory[inventorySlot];
return player->inventory[inventorySlot];
} }
} }
int checkStatus (Character *character) {
switch (character->status)
int checkStatus (Player *player) {
switch (player->status)
{ {
case SPELL_EFFECT_NONE: case SPELL_EFFECT_NONE:
break; break;
case SPELL_EFFECT_BURN: case SPELL_EFFECT_BURN:
setCharacterStatusDuration(character,getCharacterStatusDuration(character)-1);
if (getCharacterStatusDuration == 0) {
setCharacterStatus(character,SPELL_EFFECT_NONE);
setPlayerStatusDuration(player,getPlayerStatusDuration(player)-1);
if (getPlayerStatusDuration == 0) {
setPlayerStatus(player,SPELL_EFFECT_NONE);
} }
return getCharacterStatus(character);
return getPlayerStatus(player);
break; break;
case SPELL_EFFECT_FREEZE: case SPELL_EFFECT_FREEZE:
setCharacterStatusDuration(character,getCharacterStatusDuration(character)-1);
if (getCharacterStatusDuration == 0) {
setCharacterStatus(character,SPELL_EFFECT_NONE);
setPlayerStatusDuration(player,getPlayerStatusDuration(player)-1);
if (getPlayerStatusDuration == 0) {
setPlayerStatus(player,SPELL_EFFECT_NONE);
} }
return getCharacterStatus(character);
return getPlayerStatus(player);
break; break;
case SPELL_EFFECT_STUN: case SPELL_EFFECT_STUN:
setCharacterStatusDuration(character,getCharacterStatusDuration(character)-1);
if (getCharacterStatusDuration == 0) {
setCharacterStatus(character,SPELL_EFFECT_NONE);
setPlayerStatusDuration(player,getPlayerStatusDuration(player)-1);
if (getPlayerStatusDuration == 0) {
setPlayerStatus(player,SPELL_EFFECT_NONE);
} }
return getCharacterStatus(character);
return getPlayerStatus(player);
break; break;
case SPELL_EFFECT_REGENERATION: case SPELL_EFFECT_REGENERATION:
setCharacterStatusDuration(character,getCharacterStatusDuration(character)-1);
if (getCharacterStatusDuration == 0) {
setCharacterStatus(character,SPELL_EFFECT_NONE);
setPlayerStatusDuration(player,getPlayerStatusDuration(player)-1);
if (getPlayerStatusDuration == 0) {
setPlayerStatus(player,SPELL_EFFECT_NONE);
} }
return getCharacterStatus(character);
return getPlayerStatus(player);
break; break;
default: default:
return getCharacterStatus(character);
return getPlayerStatus(player);
break; break;
} }
} }
void setCharacterManaPoints (Character *character, int newManaPoints) {
character->manaPoints = newManaPoints;
void setPlayerManaPoints (Player *player, int newManaPoints) {
player->manaPoints = newManaPoints;
} }
int getCharacterManaPoints (Character *character) {
return character->manaPoints;
int getPlayerManaPoints (Player *player) {
return player->manaPoints;
} }

88
src/c/character.h

@ -10,7 +10,7 @@ typedef struct {
int attack,armor,maxHealthPoints,gold,weaponClass,statPoints,status,statusDuration; int attack,armor,maxHealthPoints,gold,weaponClass,statPoints,status,statusDuration;
char name [50]; char name [50];
Item *inventory[10]; Item *inventory[10];
} Character;
} Player;
typedef struct { typedef struct {
int attack,durability; int attack,durability;
char name [50]; char name [50];
@ -23,63 +23,63 @@ enum {
STRENGTH = 1, DEXTERITY = 2, INTELLIGENCE = 3, HEALTHPOINTS = 4, MANAPOINTS = 5, LEVEL = 6, EXP = 7, MAXEXP = 8 STRENGTH = 1, DEXTERITY = 2, INTELLIGENCE = 3, HEALTHPOINTS = 4, MANAPOINTS = 5, LEVEL = 6, EXP = 7, MAXEXP = 8
}; };
void setCharacterHealthPoints (Character *character, int newHealthPoints);
void setPlayerHealthPoints (Player *player, int newHealthPoints);
int getCharacterHealthPoints (Character *character);
int getPlayerHealthPoints (Player *player);
void setCharacterStrength (Character *character, int newStrength);
void setPlayerStrength (Player *player, int newStrength);
int getCharacterStrength (Character *character);
int getPlayerStrength (Player *player);
void setCharacterDexterity (Character *character, int newDexterity);
void setPlayerDexterity (Player *player, int newDexterity);
int getCharacterDexterity (Character *character);
int getPlayerDexterity (Player *player);
void setCharacterIntelligence (Character *character, int newIntelligence);
void setPlayerIntelligence (Player *player, int newIntelligence);
int getCharacterIntelligence (Character *character);
int getPlayerIntelligence (Player *player);
void setCharacterLevel (Character *character, int newLevel);
void setPlayerLevel (Player *player, int newLevel);
int getCharacterLevel (Character *character);
int getPlayerLevel (Player *player);
void setCharacterExp (Character *character, int newExp);
void setPlayerExp (Player *player, int newExp);
int getCharacterExp (Character *character);
int getPlayerExp (Player *player);
void setCharacterMaxExp (Character *character, int newMaxExp);
void setPlayerMaxExp (Player *player, int newMaxExp);
int getCharacterMaxExp (Character *character);
int getPlayerMaxExp (Player *player);
void increaseStat (Character *character, int stat, int amount);
void increaseStat (Player *player, int stat, int amount);
int calculateStatIncrease (Character *character, int amount);
int calculateStatIncrease (Player *player, int amount);
void setCharacterMaxHealthPoints (Character *character, int newMaxHealthPoints);
void setPlayerMaxHealthPoints (Player *player, int newMaxHealthPoints);
int getCharacterMaxHealthPoints (Character *character);
int getPlayerMaxHealthPoints (Player *player);
void setCharacterAttack (Character *character, int newAttack);
void setPlayerAttack (Player *player, int newAttack);
int getCharacterAttack (Character *character);
int getPlayerAttack (Player *player);
void setCharacterArmor (Character *character, int newArmor);
void setPlayerArmor (Player *player, int newArmor);
int getCharacterArmor (Character *character);
int getPlayerArmor (Player *player);
void setCharacterGold (Character *character, int newGold);
void setPlayerGold (Player *player, int newGold);
int getCharacterGold (Character *character);
int getPlayerGold (Player *player);
void levelUp (Character *character);
void levelUp (Player *player);
void setCharacterName (Character *character, char newName[]);
void setPlayerName (Player *player, char newName[]);
char* getCharacterName (Character *character);
char* getPlayerName (Player *player);
void setCharacterWeaponClass (Character *character, int newWeaponClass);
void setPlayerWeaponClass (Player *player, int newWeaponClass);
int getCharacterWeaponClass (Character *character);
int getPlayerWeaponClass (Player *player);
int getWeaponAttack (Weapon *weapon); int getWeaponAttack (Weapon *weapon);
@ -89,13 +89,13 @@ int getWeaponDurability (Weapon *weapon);
int setWeaponDurability (Weapon *weapon, int newDurability); int setWeaponDurability (Weapon *weapon, int newDurability);
int calculateDamage (Character *character,Weapon *weapon);
int calculateDamage (Player *player,Weapon *weapon);
void setCharacterStatPoints (Character *character, int newStatPoints);
void setPlayerStatPoints (Player *player, int newStatPoints);
int getCharacterStatPoints (Character *character);
int getPlayerStatPoints (Player *player);
void initializeCharacter (Character *character,int weaponClass);
void initializePlayer (Player *player,int weaponClass);
void setItemID (Item *item, int newID); void setItemID (Item *item, int newID);
@ -121,23 +121,23 @@ void setItemName (Item *item, char newName[]);
char* getItemName (Item *item); char* getItemName (Item *item);
void putItemInInventory (Character *character, Item *item, int inventorySlot);
void putItemInInventory (Player *player, Item *item, int inventorySlot);
void initializeInventory (Character *character);
void initializeInventory (Player *player);
Item * getItemInInventory (Character *character, int inventorySlot);
Item * getItemInInventory (Player *player, int inventorySlot);
void setCharacterStatus (Character *character, int newStatus);
void setPlayerStatus (Player *player, int newStatus);
int getCharacterStatus (Character *character);
int getPlayerStatus (Player *player);
void setCharacterStatusDuration (Character *character, int newStatusDuration);
void setPlayerStatusDuration (Player *player, int newStatusDuration);
int getCharacterStatusDuration (Character *character);
int getPlayerStatusDuration (Player *player);
int checkStatus (Character *character);
int checkStatus (Player *player);
void setCharacterManaPoints (Character *character, int newManaPoints);
void setPlayerManaPoints (Player *player, int newManaPoints);
int getCharacterManaPoints (Character *character);
int getPlayerManaPoints (Player *player);
#endif #endif

62
src/c/encounter.c

@ -18,9 +18,9 @@ humanoide gegner haben heiltränke mit denen sie sich ggf heilen.
heilung erfolgt dann, wenn bestimmte hp (50%) unterschritten wird. wird allerdings gewürfelt, heilung erfolgt dann, wenn bestimmte hp (50%) unterschritten wird. wird allerdings gewürfelt,
je niedriger die hp%, desto höher die chance. */ je niedriger die hp%, desto höher die chance. */
bool playerAlive(Character *character)
bool playerAlive(Player *player)
{ {
if (getCharacterHealthPoints(character) > 0)
if (getPlayerHealthPoints(player) > 0)
{ {
return true; return true;
} }
@ -30,24 +30,24 @@ bool playerAlive(Character *character)
} }
} }
int playerHeal(Character* character, int amount)
int playerHeal(Player* player, int amount)
{ {
setCharacterHealthPoints(character, getCharacterHealthPoints(character)+ amount);
if (getCharacterHealthPoints(character) > getCharacterMaxHealthPoints(character))
setPlayerHealthPoints(player, getPlayerHealthPoints(player)+ amount);
if (getPlayerHealthPoints(player) > getPlayerMaxHealthPoints(player))
{ {
setCharacterHealthPoints(character, getCharacterMaxHealthPoints(character));
setPlayerHealthPoints(player, getPlayerMaxHealthPoints(player));
} }
return getCharacterHealthPoints(character);
return getPlayerHealthPoints(player);
} }
int playerDamaged(enemy* enemy, Character* character)
int playerDamaged(enemy* enemy, Player* player)
{ {
int damagedealt = getEnemyDamage(enemy) - getCharacterArmor(character);
int damagedealt = getEnemyDamage(enemy) - getPlayerArmor(player);
if (damagedealt < 1) if (damagedealt < 1)
{ {
damagedealt = 1; damagedealt = 1;
} }
return getCharacterHealthPoints(character) - damagedealt;
return getPlayerHealthPoints(player) - damagedealt;
} }
void enemyHeal(enemy *enemy, int healAmount) void enemyHeal(enemy *enemy, int healAmount)
@ -59,9 +59,9 @@ void enemyHeal(enemy *enemy, int healAmount)
setEnemyHealth(enemy, getEnemyHealth(enemy) + healAmount); setEnemyHealth(enemy, getEnemyHealth(enemy) + healAmount);
} }
void enemyDamaged(enemy *enemy,Character* character)
void enemyDamaged(enemy *enemy,Player* player)
{ {
int damagedealt = getCharacterAttack(character) - getEnemyArmor(enemy);
int damagedealt = getPlayerAttack(player) - getEnemyArmor(enemy);
if (damagedealt < 1) if (damagedealt < 1)
{ {
damagedealt = 1; damagedealt = 1;
@ -77,23 +77,23 @@ int switchTurns(int currentTurn)
return currentTurn; return currentTurn;
} }
int fight(Character *character, enemy* enemy)
int fight(Player *player, enemy* enemy)
{ {
int playerH = 0; int playerH = 0;
int currentTurn = 2; int currentTurn = 2;
char decision; char decision;
while (playerAlive(character) && getEnemyHealth(enemy) > 0)
while (playerAlive(player) && getEnemyHealth(enemy) > 0)
{ {
if (currentTurn != 1) if (currentTurn != 1)
{ {
decision = playerInputChar(); decision = playerInputChar();
switch(decision){ switch(decision){
case 'a': case 'a':
enemyDamaged(enemy, character);
enemyDamaged(enemy, player);
break; break;
case 'h': case 'h':
playerH = playerHeal(character,10);
setCharacterHealthPoints(character, playerH);
playerH = playerHeal(player,10);
setPlayerHealthPoints(player, playerH);
break; break;
case 'f': case 'f':
return 2; return 2;
@ -108,16 +108,16 @@ int fight(Character *character, enemy* enemy)
} }
else else
{ {
playerH = playerDamaged(enemy, character);
setCharacterHealthPoints(character, playerH);
playerH = playerDamaged(enemy, player);
setPlayerHealthPoints(player, playerH);
} }
} }
currentTurn = switchTurns(currentTurn); currentTurn = switchTurns(currentTurn);
} }
if (playerAlive(character))
if (playerAlive(player))
{ {
setCharacterExp(character, getCharacterExp(character) + getEnemyExp(enemy));
setCharacterGold(character, getCharacterGold(character) + getEnemyGold(enemy));
setPlayerExp(player, getPlayerExp(player) + getEnemyExp(enemy));
setPlayerGold(player, getPlayerGold(player) + getEnemyGold(enemy));
return 1; return 1;
} }
else else
@ -126,8 +126,8 @@ int fight(Character *character, enemy* enemy)
} }
} }
int rollInitiative (Character *character) {
return randomIntRange(1,20) + character->dexterity;
int rollInitiative (Player *player) {
return randomIntRange(1,20) + player->dexterity;
} }
bool enemyChoosesHeal(enemy* enemy) bool enemyChoosesHeal(enemy* enemy)
@ -240,17 +240,17 @@ int createRandomEnemy(enemy* enemy)
return enemyType; return enemyType;
} }
bool dodge (Character *character, enemy* enemy) {
if (randomIntRange(1,20) + character->dexterity > 15)
bool dodge (Player *player, enemy* enemy) {
if (randomIntRange(1,20) + player->dexterity > 15)
{ {
return true; return true;
} }
return false; return false;
} }
void rest(Character *character) {
setCharacterHealthPoints(character, getCharacterMaxHealthPoints(character));
setCharacterManaPoints(character, 10);
setCharacterStatus(character, SPELL_EFFECT_NONE);
setCharacterStatusDuration(character, 0);
void rest(Player *player) {
setPlayerHealthPoints(player, getPlayerMaxHealthPoints(player));
setPlayerManaPoints(player, 10);
setPlayerStatus(player, SPELL_EFFECT_NONE);
setPlayerStatusDuration(player, 0);
} }

16
src/c/encounter.h

@ -14,17 +14,17 @@ typedef struct enemy{
} enemy; } enemy;
bool playerAlive(Character *character);
int playerHeal(Character* character,int amount);
int playerDamaged(enemy* enemy, Character* character);
int rollInitiative (Character *character);
bool playerAlive(Player *player);
int playerHeal(Player* player,int amount);
int playerDamaged(enemy* enemy, Player* player);
int rollInitiative (Player *player);
void enemyHeal(enemy *enemy, int healAmount); void enemyHeal(enemy *enemy, int healAmount);
void enemyDamaged(enemy* enemy, Character* character);
void enemyDamaged(enemy* enemy, Player* player);
bool enemyChoosesHeal(enemy* enemy); bool enemyChoosesHeal(enemy* enemy);
int switchTurns(int currentTurn); int switchTurns(int currentTurn);
int fight(Character *character, enemy* enemy);
bool dodge (Character *character, enemy* enemy);
void rest(Character *character);
int fight(Player *player, enemy* enemy);
bool dodge (Player *player, enemy* enemy);
void rest(Player *player);

18
src/c/spell.c

@ -5,10 +5,10 @@
#include "character.h" #include "character.h"
#include "spell.h" #include "spell.h"
SpellEffect spellFireball(Character *character) {
SpellEffect spellFireball(Player *player) {
SpellEffect fireball; SpellEffect fireball;
fireball.id = 0; fireball.id = 0;
fireball.damage = 10 + (getCharacterIntelligence(character) / 2);
fireball.damage = 10 + (getPlayerIntelligence(player) / 2);
fireball.healing = 0; fireball.healing = 0;
fireball.manaCost = 10; fireball.manaCost = 10;
fireball.effect = SPELL_EFFECT_NONE; fireball.effect = SPELL_EFFECT_NONE;
@ -16,21 +16,21 @@ SpellEffect spellFireball(Character *character) {
return fireball; return fireball;
} }
SpellEffect spellHeal(Character *character) {
SpellEffect spellHeal(Player *player) {
SpellEffect heal; SpellEffect heal;
heal.id = 1; heal.id = 1;
heal.damage = 0; heal.damage = 0;
heal.healing = 10 + (getCharacterIntelligence(character) / 3);
heal.healing = 10 + (getPlayerIntelligence(player) / 3);
heal.manaCost = 10; heal.manaCost = 10;
heal.effect = SPELL_EFFECT_NONE; heal.effect = SPELL_EFFECT_NONE;
heal.effectDuration = 0; heal.effectDuration = 0;
return heal; return heal;
} }
SpellEffect spellLightning(Character *character) {
SpellEffect spellLightning(Player *player) {
SpellEffect lightning; SpellEffect lightning;
lightning.id = 2; lightning.id = 2;
lightning.damage = 10 + (getCharacterIntelligence(character) / 2);
lightning.damage = 10 + (getPlayerIntelligence(player) / 2);
lightning.healing = 0; lightning.healing = 0;
lightning.manaCost = 10; lightning.manaCost = 10;
lightning.effect = SPELL_EFFECT_STUN; lightning.effect = SPELL_EFFECT_STUN;
@ -38,18 +38,18 @@ SpellEffect spellLightning(Character *character) {
return lightning; return lightning;
} }
SpellEffect spellRegeneration (Character *character) {
SpellEffect spellRegeneration (Player *player) {
SpellEffect regeneration; SpellEffect regeneration;
regeneration.id = 3; regeneration.id = 3;
regeneration.damage = 0; regeneration.damage = 0;
regeneration.healing = 5 + (getCharacterIntelligence(character) / 4);
regeneration.healing = 5 + (getPlayerIntelligence(player) / 4);
regeneration.manaCost = 10; regeneration.manaCost = 10;
regeneration.effect = SPELL_EFFECT_REGENERATION; regeneration.effect = SPELL_EFFECT_REGENERATION;
regeneration.effectDuration = 2; regeneration.effectDuration = 2;
return regeneration; return regeneration;
} }
SpellEffect spellFreeze(Character *character) {
SpellEffect spellFreeze(Player *player) {
SpellEffect freeze; SpellEffect freeze;
freeze.id = 4; freeze.id = 4;
freeze.damage = 0; freeze.damage = 0;

10
src/c/spell.h

@ -11,11 +11,11 @@ enum {
}; };
SpellEffect spellFireball(Character *character);
SpellEffect spellHeal(Character *character);
SpellEffect spellLightning(Character *character);
SpellEffect spellRegeneration (Character *character);
SpellEffect spellFreeze(Character *character);
SpellEffect spellFireball(Player *player);
SpellEffect spellHeal(Player *player);
SpellEffect spellLightning(Player *player);
SpellEffect spellRegeneration (Player *player);
SpellEffect spellFreeze(Player *player);
#endif #endif

152
test/c/test_character.c

@ -1,28 +1,28 @@
#ifdef TEST #ifdef TEST
#include "unity.h" #include "unity.h"
#include "character.h" #include "character.h"
Character testCharacter;
Character testCharacter2;
Player testPlayer;
Player testPlayer2;
Weapon testWeapon; Weapon testWeapon;
void setUp(void) void setUp(void)
{ {
testCharacter.healthPoints = 0;
testCharacter2.healthPoints = 15;
testCharacter.strength = 0;
testCharacter2.strength = 5;
testCharacter.dexterity = 0;
testCharacter2.dexterity = 5;
testCharacter.intelligence = 0;
testCharacter2.intelligence = 7;
testCharacter.level = 0;
testCharacter2.level = 5;
testCharacter.exp = 50;
testCharacter2.exp = 110;
testCharacter.maxExp = 100;
testCharacter2.maxExp = 100;
testCharacter.attack = 5;
testCharacter2.weaponClass = SWORD;
testPlayer.healthPoints = 0;
testPlayer2.healthPoints = 15;
testPlayer.strength = 0;
testPlayer2.strength = 5;
testPlayer.dexterity = 0;
testPlayer2.dexterity = 5;
testPlayer.intelligence = 0;
testPlayer2.intelligence = 7;
testPlayer.level = 0;
testPlayer2.level = 5;
testPlayer.exp = 50;
testPlayer2.exp = 110;
testPlayer.maxExp = 100;
testPlayer2.maxExp = 100;
testPlayer.attack = 5;
testPlayer2.weaponClass = SWORD;
testWeapon.attack = 5; testWeapon.attack = 5;
testWeapon.durability = 100; testWeapon.durability = 100;
@ -32,112 +32,112 @@ void tearDown(void)
{ {
} }
void test_setCharacterHealthPoints(void)
void test_setPlayerHealthPoints(void)
{ {
TEST_ASSERT_EQUAL_INT(0,testCharacter.healthPoints);
setCharacterHealthPoints(&testCharacter,50);
TEST_ASSERT_EQUAL_INT(50,testCharacter.healthPoints);
TEST_ASSERT_EQUAL_INT(0,testPlayer.healthPoints);
setPlayerHealthPoints(&testPlayer,50);
TEST_ASSERT_EQUAL_INT(50,testPlayer.healthPoints);
} }
void test_getCharacterHealthPoints (void) {
TEST_ASSERT_EQUAL_INT(15,getCharacterHealthPoints(&testCharacter2));
void test_getPlayerHealthPoints (void) {
TEST_ASSERT_EQUAL_INT(15,getPlayerHealthPoints(&testPlayer2));
} }
void test_setCharacterStrenght(void) {
TEST_ASSERT_EQUAL_INT(0,testCharacter.strength);
setCharacterStrength(&testCharacter,50);
TEST_ASSERT_EQUAL_INT(50,testCharacter.strength);
void test_setPlayerStrenght(void) {
TEST_ASSERT_EQUAL_INT(0,testPlayer.strength);
setPlayerStrength(&testPlayer,50);
TEST_ASSERT_EQUAL_INT(50,testPlayer.strength);
} }
void test_getCharacterStrength(void) {
TEST_ASSERT_EQUAL_INT(5,getCharacterStrength(&testCharacter2));
void test_getPlayerStrength(void) {
TEST_ASSERT_EQUAL_INT(5,getPlayerStrength(&testPlayer2));
} }
void test_setCharacterDexterity(void) {
TEST_ASSERT_EQUAL_INT(0,testCharacter.dexterity);
setCharacterDexterity(&testCharacter,50);
TEST_ASSERT_EQUAL_INT(50,testCharacter.dexterity);
void test_setPlayerDexterity(void) {
TEST_ASSERT_EQUAL_INT(0,testPlayer.dexterity);
setPlayerDexterity(&testPlayer,50);
TEST_ASSERT_EQUAL_INT(50,testPlayer.dexterity);
} }
void test_getCharacterDexterity(void) {
TEST_ASSERT_EQUAL_INT(5,getCharacterDexterity(&testCharacter2));
void test_getPlayerDexterity(void) {
TEST_ASSERT_EQUAL_INT(5,getPlayerDexterity(&testPlayer2));
} }
void test_setCharacterIntelligence(void) {
TEST_ASSERT_EQUAL_INT(0,testCharacter.intelligence);
setCharacterIntelligence(&testCharacter,45);
TEST_ASSERT_EQUAL_INT(45,testCharacter.intelligence);
void test_setPlayerIntelligence(void) {
TEST_ASSERT_EQUAL_INT(0,testPlayer.intelligence);
setPlayerIntelligence(&testPlayer,45);
TEST_ASSERT_EQUAL_INT(45,testPlayer.intelligence);
} }
void test_getCharacterIntelligence(void) {
TEST_ASSERT_EQUAL_INT(7,getCharacterIntelligence(&testCharacter2));
void test_getPlayerIntelligence(void) {
TEST_ASSERT_EQUAL_INT(7,getPlayerIntelligence(&testPlayer2));
} }
void test_setCharacterLevel(void) {
TEST_ASSERT_EQUAL_INT(0,testCharacter.level);
setCharacterLevel(&testCharacter,1);
TEST_ASSERT_EQUAL_INT(1,testCharacter.level);
void test_setPlayerLevel(void) {
TEST_ASSERT_EQUAL_INT(0,testPlayer.level);
setPlayerLevel(&testPlayer,1);
TEST_ASSERT_EQUAL_INT(1,testPlayer.level);
} }
void test_getCharacterLevel(void) {
TEST_ASSERT_EQUAL_INT(5,getCharacterLevel(&testCharacter2));
void test_getPlayerLevel(void) {
TEST_ASSERT_EQUAL_INT(5,getPlayerLevel(&testPlayer2));
} }
void test_increaseStat(void) { void test_increaseStat(void) {
increaseStat(&testCharacter2,STRENGTH,15);
TEST_ASSERT_EQUAL_INT(20,testCharacter2.strength);
increaseStat(&testCharacter2,INTELLIGENCE,15);
TEST_ASSERT_EQUAL_INT(22,testCharacter2.intelligence);
increaseStat(&testCharacter2,LEVEL,15);
TEST_ASSERT_EQUAL_INT(20,testCharacter2.level);
increaseStat(&testPlayer2,STRENGTH,15);
TEST_ASSERT_EQUAL_INT(20,testPlayer2.strength);
increaseStat(&testPlayer2,INTELLIGENCE,15);
TEST_ASSERT_EQUAL_INT(22,testPlayer2.intelligence);
increaseStat(&testPlayer2,LEVEL,15);
TEST_ASSERT_EQUAL_INT(20,testPlayer2.level);
} }
void test_calculateStatIncrease(void) { void test_calculateStatIncrease(void) {
TEST_ASSERT_EQUAL_INT(5,testCharacter2.level);
TEST_ASSERT_EQUAL_INT(25,calculateStatIncrease(&testCharacter2,5));
TEST_ASSERT_EQUAL_INT(5,testPlayer2.level);
TEST_ASSERT_EQUAL_INT(25,calculateStatIncrease(&testPlayer2,5));
} }
void test_levelUp_enoughExp (void) { void test_levelUp_enoughExp (void) {
TEST_ASSERT_EQUAL_INT(5,testCharacter2.level);
levelUp(&testCharacter2);
TEST_ASSERT_EQUAL_INT(6,testCharacter2.level);
TEST_ASSERT_EQUAL_INT(5,testPlayer2.level);
levelUp(&testPlayer2);
TEST_ASSERT_EQUAL_INT(6,testPlayer2.level);
} }
void test_levelUp_enoughExp_loseExp (void) { void test_levelUp_enoughExp_loseExp (void) {
TEST_ASSERT_EQUAL_INT(110,testCharacter2.exp);
TEST_ASSERT_EQUAL_INT(100,testCharacter2.maxExp);
levelUp(&testCharacter2);
TEST_ASSERT_EQUAL_INT(10,testCharacter2.exp);
TEST_ASSERT_EQUAL_INT(110,testPlayer2.exp);
TEST_ASSERT_EQUAL_INT(100,testPlayer2.maxExp);
levelUp(&testPlayer2);
TEST_ASSERT_EQUAL_INT(10,testPlayer2.exp);
} }
void test_levelUp_notEnoughExp (void) { void test_levelUp_notEnoughExp (void) {
TEST_ASSERT_EQUAL_INT(0,testCharacter.level);
levelUp(&testCharacter);
TEST_ASSERT_EQUAL_INT(0,testCharacter.level);
TEST_ASSERT_EQUAL_INT(0,testPlayer.level);
levelUp(&testPlayer);
TEST_ASSERT_EQUAL_INT(0,testPlayer.level);
} }
void test_levelUp_notEnoughExp_loseExp (void) { void test_levelUp_notEnoughExp_loseExp (void) {
TEST_ASSERT_EQUAL_INT(50,testCharacter.exp);
TEST_ASSERT_EQUAL_INT(100,testCharacter.maxExp);
levelUp(&testCharacter);
TEST_ASSERT_EQUAL_INT(50,testCharacter.exp);
TEST_ASSERT_EQUAL_INT(50,testPlayer.exp);
TEST_ASSERT_EQUAL_INT(100,testPlayer.maxExp);
levelUp(&testPlayer);
TEST_ASSERT_EQUAL_INT(50,testPlayer.exp);
} }
void test_calculateDamage_Sword (void) { void test_calculateDamage_Sword (void) {
setCharacterWeaponClass(&testCharacter2,SWORD);
setPlayerWeaponClass(&testPlayer2,SWORD);
TEST_ASSERT_EQUAL_INT(25,calculateDamage(&testCharacter2,&testWeapon));
TEST_ASSERT_EQUAL_INT(25,calculateDamage(&testPlayer2,&testWeapon));
} }
void test_calculateDamage_Bow (void) { void test_calculateDamage_Bow (void) {
setCharacterWeaponClass(&testCharacter2,BOW);
setPlayerWeaponClass(&testPlayer2,BOW);
TEST_ASSERT_EQUAL_INT(25,calculateDamage(&testCharacter2,&testWeapon));
TEST_ASSERT_EQUAL_INT(25,calculateDamage(&testPlayer2,&testWeapon));
} }
void test_calculateDamage_Staff (void) { void test_calculateDamage_Staff (void) {
setCharacterWeaponClass(&testCharacter2,STAFF);
setPlayerWeaponClass(&testPlayer2,STAFF);
TEST_ASSERT_EQUAL_INT(35,calculateDamage(&testCharacter2,&testWeapon));
TEST_ASSERT_EQUAL_INT(35,calculateDamage(&testPlayer2,&testWeapon));
} }
#endif // TEST #endif // TEST

44
test/c/test_encounter.c

@ -9,14 +9,14 @@
#include "mock_helper.h" #include "mock_helper.h"
#include "utils.h" #include "utils.h"
Character testcharacter;
Player testplayer;
enemy testenemy; enemy testenemy;
void setUp(void) void setUp(void)
{ {
testcharacter.dexterity = 5;
testcharacter.healthPoints = 100;
testcharacter.maxHealthPoints = 100;
testcharacter.attack = 10;
testplayer.dexterity = 5;
testplayer.healthPoints = 100;
testplayer.maxHealthPoints = 100;
testplayer.attack = 10;
testenemy.damage = 10; testenemy.damage = 10;
testenemy.health = 50; testenemy.health = 50;
@ -33,7 +33,7 @@ void test_isPlayerAlive_healthGreaterZero(void)
int health = 100; int health = 100;
bool result; bool result;
// act // act
result = playerAlive(&testcharacter);
result = playerAlive(&testplayer);
// assert // assert
TEST_ASSERT_TRUE(result); TEST_ASSERT_TRUE(result);
} }
@ -41,10 +41,10 @@ void test_isPlayerAlive_healthGreaterZero(void)
void test_isPlayerAlive_healthLowerZero(void) void test_isPlayerAlive_healthLowerZero(void)
{ {
// arrange // arrange
setCharacterHealthPoints(&testcharacter, -1);
setPlayerHealthPoints(&testplayer, -1);
bool result; bool result;
// act // act
result = playerAlive(&testcharacter);
result = playerAlive(&testplayer);
// assert // assert
TEST_ASSERT_FALSE(result); TEST_ASSERT_FALSE(result);
@ -55,7 +55,7 @@ void test_playerIsDamaged(void)
// arrange // arrange
int expectedHealth = 90; int expectedHealth = 90;
// act // act
int result = playerDamaged(&testenemy, &testcharacter);
int result = playerDamaged(&testenemy, &testplayer);
// assert // assert
TEST_ASSERT_EQUAL(expectedHealth, result); TEST_ASSERT_EQUAL(expectedHealth, result);
} }
@ -63,12 +63,12 @@ void test_playerIsDamaged(void)
void test_playerIsNotOverhealed(void) void test_playerIsNotOverhealed(void)
{ {
// arrange // arrange
setCharacterHealthPoints(&testcharacter, 95);
setPlayerHealthPoints(&testplayer, 95);
int heal = 10; int heal = 10;
// act // act
int result = playerHeal(&testcharacter, heal);
int result = playerHeal(&testplayer, heal);
// assert // assert
TEST_ASSERT_EQUAL(getCharacterMaxHealthPoints(&testcharacter), result);
TEST_ASSERT_EQUAL(getPlayerMaxHealthPoints(&testplayer), result);
} }
void test_setEnemyHealth(void) void test_setEnemyHealth(void)
@ -136,7 +136,7 @@ void test_PlayerAttacksEnemy_DoesDamage(void)
// health - (damage - armor) // health - (damage - armor)
int expectedEnemyHealth = 44; int expectedEnemyHealth = 44;
// act // act
enemyDamaged(&testenemy, &testcharacter);
enemyDamaged(&testenemy, &testplayer);
// assert // assert
TEST_ASSERT_EQUAL(expectedEnemyHealth, getEnemyHealth(&testenemy)); TEST_ASSERT_EQUAL(expectedEnemyHealth, getEnemyHealth(&testenemy));
} }
@ -147,7 +147,7 @@ void test_PlayerAttacksEnemy_DoesMinDamage(void)
// health - (damage - armor) // health - (damage - armor)
int expectedEnemyHealth = 49; int expectedEnemyHealth = 49;
// act // act
enemyDamaged(&testenemy,&testcharacter);
enemyDamaged(&testenemy,&testplayer);
// assert // assert
TEST_ASSERT_EQUAL(expectedEnemyHealth, getEnemyHealth(&testenemy)); TEST_ASSERT_EQUAL(expectedEnemyHealth, getEnemyHealth(&testenemy));
} }
@ -188,7 +188,7 @@ void test_FightPlayerWins(void)
int result; int result;
// act // act
//strength,dexterity,intelligence,healthPoints,manaPoints,level,exp,maxExp,attack,armor,maxHealthPoints; //strength,dexterity,intelligence,healthPoints,manaPoints,level,exp,maxExp,attack,armor,maxHealthPoints;
Character testChar = {10,10,10,playerHealth,100,1,0,100,playerDamage,playerArmor,playerMaxHealth};
Player testChar = {10,10,10,playerHealth,100,1,0,100,playerDamage,playerArmor,playerMaxHealth};
playerInputChar_ExpectAndReturn('a'); playerInputChar_ExpectAndReturn('a');
enemy test = {enemyHealth, enemyDamage, enemyArmor, enemyMaxHealth}; enemy test = {enemyHealth, enemyDamage, enemyArmor, enemyMaxHealth};
result = fight(&testChar, &test); result = fight(&testChar, &test);
@ -203,7 +203,7 @@ void test_FightEnemyWins(void)
int enemyHealth = 100, enemyDamage = 4, enemyArmor = 4, enemyMaxHealth = 100; int enemyHealth = 100, enemyDamage = 4, enemyArmor = 4, enemyMaxHealth = 100;
int result; int result;
// act // act
Character testChar = {10,10,10,playerHealth,100,1,0,100,playerDamage,playerArmor,playerMaxHealth};
Player testChar = {10,10,10,playerHealth,100,1,0,100,playerDamage,playerArmor,playerMaxHealth};
playerInputChar_ExpectAndReturn('a'); playerInputChar_ExpectAndReturn('a');
randomInt_ExpectAndReturn(1); randomInt_ExpectAndReturn(1);
enemy test = {enemyHealth, enemyDamage, enemyArmor, enemyMaxHealth}; enemy test = {enemyHealth, enemyDamage, enemyArmor, enemyMaxHealth};
@ -219,7 +219,7 @@ void test_FightPlayerChoosesAttack(void)
int enemyHealth = 6, enemyDamage = 4, enemyArmor = 4, enemyMaxHealth = 100; int enemyHealth = 6, enemyDamage = 4, enemyArmor = 4, enemyMaxHealth = 100;
int result; int result;
// act // act
Character testChar = {10,10,10,playerHealth,100,1,0,100,playerDamage,playerArmor,playerMaxHealth};
Player testChar = {10,10,10,playerHealth,100,1,0,100,playerDamage,playerArmor,playerMaxHealth};
playerInputChar_ExpectAndReturn('a'); playerInputChar_ExpectAndReturn('a');
enemy test = {enemyHealth, enemyDamage, enemyArmor, enemyMaxHealth}; enemy test = {enemyHealth, enemyDamage, enemyArmor, enemyMaxHealth};
fight(&testChar, &test); fight(&testChar, &test);
@ -235,7 +235,7 @@ void test_FightPlayerHeals_thenAttacks_Wins(void)
int enemyHealth = 11, enemyDamage = 4, enemyArmor = 4, enemyMaxHealth = 100; int enemyHealth = 11, enemyDamage = 4, enemyArmor = 4, enemyMaxHealth = 100;
int result; int result;
// act // act
Character testChar = {10,10,10,playerHealth,100,1,0,100,playerDamage,playerArmor,playerMaxHealth};
Player testChar = {10,10,10,playerHealth,100,1,0,100,playerDamage,playerArmor,playerMaxHealth};
enemy test = {enemyHealth, enemyDamage, enemyArmor, enemyMaxHealth}; enemy test = {enemyHealth, enemyDamage, enemyArmor, enemyMaxHealth};
playerInputChar_ExpectAndReturn('h'); playerInputChar_ExpectAndReturn('h');
randomInt_ExpectAndReturn(1); randomInt_ExpectAndReturn(1);
@ -254,7 +254,7 @@ void test_FightPlayerFlees(void)
int enemyHealth = 11, enemyDamage = 4, enemyArmor = 4, enemyMaxHealth = 100; int enemyHealth = 11, enemyDamage = 4, enemyArmor = 4, enemyMaxHealth = 100;
int result; int result;
// act // act
Character testChar = {10,10,10,playerHealth,100,1,0,100,playerDamage,playerArmor,playerMaxHealth};
Player testChar = {10,10,10,playerHealth,100,1,0,100,playerDamage,playerArmor,playerMaxHealth};
enemy test = {enemyHealth, enemyDamage, enemyArmor, enemyMaxHealth}; enemy test = {enemyHealth, enemyDamage, enemyArmor, enemyMaxHealth};
playerInputChar_ExpectAndReturn('f'); playerInputChar_ExpectAndReturn('f');
result = fight(&testChar, &test); result = fight(&testChar, &test);
@ -368,7 +368,7 @@ void test_enemyChoosesHeal_ThenAttackWins(void)
int playerHealth = 10, playerDamage = 10, playerArmor = 0, playerMaxHealth = 10; int playerHealth = 10, playerDamage = 10, playerArmor = 0, playerMaxHealth = 10;
enemy test = {enemyHealth, enemyDamage, enemyArmor, enemyMaxHealth,1 }; enemy test = {enemyHealth, enemyDamage, enemyArmor, enemyMaxHealth,1 };
//act //act
Character testChar = {10,10,10,playerHealth,100,1,0,100,playerDamage,playerArmor,playerMaxHealth};
Player testChar = {10,10,10,playerHealth,100,1,0,100,playerDamage,playerArmor,playerMaxHealth};
playerInputChar_ExpectAndReturn('a'); playerInputChar_ExpectAndReturn('a');
randomInt_ExpectAndReturn(39); //39%20 = 19 , 19 + 1 = 20 randomInt_ExpectAndReturn(39); //39%20 = 19 , 19 + 1 = 20
playerInputChar_ExpectAndReturn('a'); playerInputChar_ExpectAndReturn('a');
@ -392,8 +392,8 @@ void test_enemyHealsNoPotion(void)
int test_rollInitiative (void) { int test_rollInitiative (void) {
int initiative = rollInitiative(&testcharacter);
int initiative = rollInitiative(&testplayer);
TEST_ASSERT(testcharacter.dexterity + 1 <= initiative && testcharacter.dexterity + 20 >= initiative);
TEST_ASSERT(testplayer.dexterity + 1 <= initiative && testplayer.dexterity + 20 >= initiative);
} }
#endif // TEST #endif // TEST

52
test/c/test_spell.c

@ -3,27 +3,27 @@
#include "character.h" #include "character.h"
#include "spell.h" #include "spell.h"
Character testCharacter;
Character testCharacter2;
Player testPlayer;
Player testPlayer2;
void setUp(void) void setUp(void)
{ {
testCharacter.healthPoints = 0;
testCharacter2.healthPoints = 15;
testCharacter.strength = 0;
testCharacter2.strength = 5;
testCharacter.dexterity = 0;
testCharacter2.dexterity = 5;
testCharacter.intelligence = 0;
testCharacter2.intelligence = 7;
testCharacter.level = 0;
testCharacter2.level = 5;
testCharacter.exp = 50;
testCharacter2.exp = 110;
testCharacter.maxExp = 100;
testCharacter2.maxExp = 100;
testCharacter.attack = 5;
testCharacter2.weaponClass = SWORD;
testPlayer.healthPoints = 0;
testPlayer2.healthPoints = 15;
testPlayer.strength = 0;
testPlayer2.strength = 5;
testPlayer.dexterity = 0;
testPlayer2.dexterity = 5;
testPlayer.intelligence = 0;
testPlayer2.intelligence = 7;
testPlayer.level = 0;
testPlayer2.level = 5;
testPlayer.exp = 50;
testPlayer2.exp = 110;
testPlayer.maxExp = 100;
testPlayer2.maxExp = 100;
testPlayer.attack = 5;
testPlayer2.weaponClass = SWORD;
} }
void tearDown(void) void tearDown(void)
@ -32,34 +32,34 @@ void tearDown(void)
void test_spellFireball(void) void test_spellFireball(void)
{ {
SpellEffect result = spellFireball(&testCharacter);
SpellEffect result = spellFireball(&testPlayer);
TEST_ASSERT_EQUAL_INT(10,result.damage); TEST_ASSERT_EQUAL_INT(10,result.damage);
result = spellFireball(&testCharacter2);
result = spellFireball(&testPlayer2);
TEST_ASSERT_EQUAL_INT(13,result.damage); TEST_ASSERT_EQUAL_INT(13,result.damage);
} }
void test_spellHeal(void) void test_spellHeal(void)
{ {
int result = spellHeal(&testCharacter).healing;
int result = spellHeal(&testPlayer).healing;
TEST_ASSERT_EQUAL_INT(10,result); TEST_ASSERT_EQUAL_INT(10,result);
result = spellHeal(&testCharacter2).healing;
result = spellHeal(&testPlayer2).healing;
TEST_ASSERT_EQUAL_INT(12,result); TEST_ASSERT_EQUAL_INT(12,result);
} }
void test_spellLightning(void) void test_spellLightning(void)
{ {
int result = spellLightning(&testCharacter).damage;
int result = spellLightning(&testPlayer).damage;
TEST_ASSERT_EQUAL_INT(10,result); TEST_ASSERT_EQUAL_INT(10,result);
result = spellLightning(&testCharacter2).damage;
result = spellLightning(&testPlayer2).damage;
TEST_ASSERT_EQUAL_INT(13,result); TEST_ASSERT_EQUAL_INT(13,result);
} }
void test_spellRegeneration(void) void test_spellRegeneration(void)
{ {
int result = spellRegeneration(&testCharacter).healing;
int result = spellRegeneration(&testPlayer).healing;
TEST_ASSERT_EQUAL_INT(5,result); TEST_ASSERT_EQUAL_INT(5,result);
result = spellRegeneration(&testCharacter2).healing;
result = spellRegeneration(&testPlayer2).healing;
TEST_ASSERT_EQUAL_INT(6,result); TEST_ASSERT_EQUAL_INT(6,result);
} }
#endif // TEST #endif // TEST
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