366 lines
11 KiB
C++
366 lines
11 KiB
C++
#include "test_dungeon_objects.h"
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#include "mocks/mock_rom.h"
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#include "app/zelda3/dungeon/object_parser.h"
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#include "app/zelda3/dungeon/object_renderer.h"
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#include "app/zelda3/dungeon/room_object.h"
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#include "app/zelda3/dungeon/room_layout.h"
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#include "app/gfx/snes_color.h"
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#include "app/gfx/snes_palette.h"
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#include "testing.h"
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#include <vector>
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#include <cstring>
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#include "gtest/gtest.h"
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namespace yaze {
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namespace test {
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void TestDungeonObjects::SetUp() {
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test_rom_ = std::make_unique<MockRom>();
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ASSERT_TRUE(CreateTestRom().ok());
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ASSERT_TRUE(SetupObjectData().ok());
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}
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void TestDungeonObjects::TearDown() {
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test_rom_.reset();
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}
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absl::Status TestDungeonObjects::CreateTestRom() {
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// Create basic ROM data
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std::vector<uint8_t> rom_data(kTestRomSize, 0x00);
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// Set up ROM header
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std::string title = "ZELDA3 TEST";
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std::memcpy(&rom_data[0x7FC0], title.c_str(), std::min(title.length(), size_t(21)));
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rom_data[0x7FD7] = 0x21; // 2MB ROM
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// Set up object tables
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auto subtype1_table = CreateObjectSubtypeTable(0x8000, 0x100);
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auto subtype2_table = CreateObjectSubtypeTable(0x83F0, 0x80);
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auto subtype3_table = CreateObjectSubtypeTable(0x84F0, 0x100);
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// Copy tables to ROM data
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std::copy(subtype1_table.begin(), subtype1_table.end(), rom_data.begin() + 0x8000);
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std::copy(subtype2_table.begin(), subtype2_table.end(), rom_data.begin() + 0x83F0);
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std::copy(subtype3_table.begin(), subtype3_table.end(), rom_data.begin() + 0x84F0);
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// Set up tile data
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auto tile_data = CreateTileData(0x1B52, 0x400);
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std::copy(tile_data.begin(), tile_data.end(), rom_data.begin() + 0x1B52);
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return test_rom_->SetTestData(rom_data);
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}
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absl::Status TestDungeonObjects::SetupObjectData() {
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// Set up test object data
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std::vector<uint8_t> object_data = {0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08};
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test_rom_->SetObjectData(kTestObjectId, object_data);
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// Set up test room data
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auto room_header = CreateRoomHeader(kTestRoomId);
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test_rom_->SetRoomData(kTestRoomId, room_header);
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return absl::OkStatus();
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}
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std::vector<uint8_t> TestDungeonObjects::CreateObjectSubtypeTable(int base_addr, int count) {
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std::vector<uint8_t> table(count * 2, 0x00);
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for (int i = 0; i < count; i++) {
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int addr = i * 2;
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// Point to tile data at 0x1B52 + (i * 8)
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int tile_offset = (i * 8) & 0xFFFF;
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table[addr] = tile_offset & 0xFF;
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table[addr + 1] = (tile_offset >> 8) & 0xFF;
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}
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return table;
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}
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std::vector<uint8_t> TestDungeonObjects::CreateTileData(int base_addr, int tile_count) {
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std::vector<uint8_t> data(tile_count * 8, 0x00);
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for (int i = 0; i < tile_count; i++) {
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int addr = i * 8;
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// Create simple tile data
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for (int j = 0; j < 8; j++) {
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data[addr + j] = (i + j) & 0xFF;
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}
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}
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return data;
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}
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std::vector<uint8_t> TestDungeonObjects::CreateRoomHeader(int room_id) {
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std::vector<uint8_t> header(32, 0x00);
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// Basic room properties
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header[0] = 0x00; // Background type, collision, light
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header[1] = 0x00; // Palette
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header[2] = 0x01; // Blockset
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header[3] = 0x01; // Spriteset
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header[4] = 0x00; // Effect
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header[5] = 0x00; // Tag1
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header[6] = 0x00; // Tag2
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return header;
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}
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// Test cases
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TEST_F(TestDungeonObjects, ObjectParserBasicTest) {
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zelda3::ObjectParser parser(test_rom_.get());
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auto result = parser.ParseObject(kTestObjectId);
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ASSERT_TRUE(result.ok());
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EXPECT_FALSE(result->empty());
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}
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TEST_F(TestDungeonObjects, ObjectRendererBasicTest) {
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zelda3::ObjectRenderer renderer(test_rom_.get());
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// Create test object
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auto room_object = zelda3::RoomObject(kTestObjectId, 0, 0, 0x12, 0);
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room_object.set_rom(test_rom_.get());
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room_object.EnsureTilesLoaded();
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// Create test palette
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gfx::SnesPalette palette;
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for (int i = 0; i < 16; i++) {
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palette.AddColor(gfx::SnesColor(i * 16, i * 16, i * 16));
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}
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auto result = renderer.RenderObject(room_object, palette);
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ASSERT_TRUE(result.ok());
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EXPECT_GT(result->width(), 0);
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EXPECT_GT(result->height(), 0);
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}
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TEST_F(TestDungeonObjects, RoomObjectTileLoadingTest) {
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auto room_object = zelda3::RoomObject(kTestObjectId, 5, 5, 0x12, 0);
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room_object.set_rom(test_rom_.get());
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// Test tile loading
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room_object.EnsureTilesLoaded();
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EXPECT_FALSE(room_object.tiles().empty());
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}
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TEST_F(TestDungeonObjects, MockRomDataTest) {
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auto* mock_rom = static_cast<MockRom*>(test_rom_.get());
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EXPECT_TRUE(mock_rom->HasObjectData(kTestObjectId));
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EXPECT_TRUE(mock_rom->HasRoomData(kTestRoomId));
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EXPECT_TRUE(mock_rom->IsValid());
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}
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TEST_F(TestDungeonObjects, RoomObjectTileAccessTest) {
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auto room_object = zelda3::RoomObject(kTestObjectId, 5, 5, 0x12, 0);
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room_object.set_rom(test_rom_.get());
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room_object.EnsureTilesLoaded();
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// Test new tile access methods
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auto tiles_result = room_object.GetTiles();
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EXPECT_TRUE(tiles_result.ok());
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if (tiles_result.ok()) {
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EXPECT_FALSE(tiles_result->empty());
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}
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// Test individual tile access
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auto tile_result = room_object.GetTile(0);
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EXPECT_TRUE(tile_result.ok());
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if (tile_result.ok()) {
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const auto* tile = tile_result.value();
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EXPECT_NE(tile, nullptr);
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}
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// Test tile count
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EXPECT_GT(room_object.GetTileCount(), 0);
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// Test out of range access
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auto bad_tile_result = room_object.GetTile(999);
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EXPECT_FALSE(bad_tile_result.ok());
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}
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TEST_F(TestDungeonObjects, ObjectRendererGraphicsSheetTest) {
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zelda3::ObjectRenderer renderer(test_rom_.get());
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// Create test object
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auto room_object = zelda3::RoomObject(kTestObjectId, 0, 0, 0x12, 0);
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room_object.set_rom(test_rom_.get());
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room_object.EnsureTilesLoaded();
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// Create test palette
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gfx::SnesPalette palette;
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for (int i = 0; i < 16; i++) {
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palette.AddColor(gfx::SnesColor(i * 16, i * 16, i * 16));
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}
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// Test rendering with graphics sheet lookup
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auto result = renderer.RenderObject(room_object, palette);
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ASSERT_TRUE(result.ok());
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auto bitmap = std::move(result.value());
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EXPECT_TRUE(bitmap.is_active());
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EXPECT_NE(bitmap.surface(), nullptr);
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EXPECT_GT(bitmap.width(), 0);
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EXPECT_GT(bitmap.height(), 0);
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}
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TEST_F(TestDungeonObjects, BitmapCopySemanticsTest) {
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// Test bitmap copying works correctly
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std::vector<uint8_t> data(32 * 32, 0x42);
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gfx::Bitmap original(32, 32, 8, data);
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// Test copy constructor
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gfx::Bitmap copy = original;
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EXPECT_EQ(copy.width(), original.width());
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EXPECT_EQ(copy.height(), original.height());
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EXPECT_TRUE(copy.is_active());
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EXPECT_NE(copy.surface(), nullptr);
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// Test copy assignment
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gfx::Bitmap assigned;
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assigned = original;
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EXPECT_EQ(assigned.width(), original.width());
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EXPECT_EQ(assigned.height(), original.height());
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EXPECT_TRUE(assigned.is_active());
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EXPECT_NE(assigned.surface(), nullptr);
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}
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TEST_F(TestDungeonObjects, BitmapMoveSemanticsTest) {
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// Test bitmap moving works correctly
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std::vector<uint8_t> data(32 * 32, 0x42);
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gfx::Bitmap original(32, 32, 8, data);
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// Test move constructor
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gfx::Bitmap moved = std::move(original);
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EXPECT_EQ(moved.width(), 32);
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EXPECT_EQ(moved.height(), 32);
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EXPECT_TRUE(moved.is_active());
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EXPECT_NE(moved.surface(), nullptr);
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// Original should be in a valid but empty state
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EXPECT_EQ(original.width(), 0);
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EXPECT_EQ(original.height(), 0);
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EXPECT_FALSE(original.is_active());
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EXPECT_EQ(original.surface(), nullptr);
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}
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TEST_F(TestDungeonObjects, PaletteHandlingTest) {
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// Test palette handling and hash calculation
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gfx::SnesPalette palette;
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for (int i = 0; i < 16; i++) {
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palette.AddColor(gfx::SnesColor(i * 16, i * 16, i * 16));
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}
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EXPECT_EQ(palette.size(), 16);
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// Test palette hash calculation (used in caching)
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uint64_t hash1 = 0;
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for (size_t i = 0; i < palette.size(); ++i) {
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hash1 ^= std::hash<uint16_t>{}(palette[i].snes()) + 0x9e3779b9 + (hash1 << 6) + (hash1 >> 2);
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}
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// Same palette should produce same hash
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uint64_t hash2 = 0;
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for (size_t i = 0; i < palette.size(); ++i) {
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hash2 ^= std::hash<uint16_t>{}(palette[i].snes()) + 0x9e3779b9 + (hash2 << 6) + (hash2 >> 2);
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}
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EXPECT_EQ(hash1, hash2);
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EXPECT_NE(hash1, 0); // Hash should not be zero
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}
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TEST_F(TestDungeonObjects, ObjectSizeCalculationTest) {
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zelda3::ObjectParser parser(test_rom_.get());
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// Test object size parsing
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auto size_result = parser.ParseObjectSize(0x01, 0x12);
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EXPECT_TRUE(size_result.ok());
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if (size_result.ok()) {
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const auto& size_info = size_result.value();
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EXPECT_GT(size_info.width_tiles, 0);
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EXPECT_GT(size_info.height_tiles, 0);
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EXPECT_TRUE(size_info.is_repeatable);
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}
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}
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TEST_F(TestDungeonObjects, ObjectSubtypeDeterminationTest) {
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zelda3::ObjectParser parser(test_rom_.get());
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// Test subtype determination
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EXPECT_EQ(parser.DetermineSubtype(0x01), 1);
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EXPECT_EQ(parser.DetermineSubtype(0x100), 2);
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EXPECT_EQ(parser.DetermineSubtype(0x200), 3);
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// Test object subtype info
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auto subtype_result = parser.GetObjectSubtype(0x01);
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EXPECT_TRUE(subtype_result.ok());
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if (subtype_result.ok()) {
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EXPECT_EQ(subtype_result->subtype, 1);
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EXPECT_GT(subtype_result->max_tile_count, 0);
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}
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}
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TEST_F(TestDungeonObjects, RoomLayoutObjectCreationTest) {
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zelda3::RoomLayoutObject obj(0x01, 5, 10, zelda3::RoomLayoutObject::Type::kWall, 0);
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EXPECT_EQ(obj.id(), 0x01);
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EXPECT_EQ(obj.x(), 5);
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EXPECT_EQ(obj.y(), 10);
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EXPECT_EQ(obj.type(), zelda3::RoomLayoutObject::Type::kWall);
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EXPECT_EQ(obj.layer(), 0);
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// Test type name
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EXPECT_EQ(obj.GetTypeName(), "Wall");
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// Test tile creation
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auto tile_result = obj.GetTile();
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EXPECT_TRUE(tile_result.ok());
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}
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TEST_F(TestDungeonObjects, RoomLayoutLoadingTest) {
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zelda3::RoomLayout layout(test_rom_.get());
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// Test loading layout for room 0
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auto status = layout.LoadLayout(0);
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// This might fail due to missing layout data, which is expected
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// We're testing that the method doesn't crash
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// Test getting objects by type
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auto walls = layout.GetObjectsByType(zelda3::RoomLayoutObject::Type::kWall);
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auto floors = layout.GetObjectsByType(zelda3::RoomLayoutObject::Type::kFloor);
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// Test dimensions
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auto [width, height] = layout.GetDimensions();
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EXPECT_GT(width, 0);
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EXPECT_GT(height, 0);
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// Test object access
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auto obj_result = layout.GetObjectAt(0, 0, 0);
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// This might fail if no object exists at that position, which is expected
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}
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TEST_F(TestDungeonObjects, RoomLayoutCollisionTest) {
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zelda3::RoomLayout layout(test_rom_.get());
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// Test collision detection methods
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EXPECT_FALSE(layout.HasWall(0, 0, 0)); // Should be false for empty layout
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EXPECT_FALSE(layout.HasFloor(0, 0, 0)); // Should be false for empty layout
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// Test with a simple layout
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std::vector<uint8_t> layout_data = {
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0x01, 0x01, 0x00, 0x00, // Wall, Wall, Empty, Empty
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0x21, 0x21, 0x21, 0x21, // Floor, Floor, Floor, Floor
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0x00, 0x00, 0x00, 0x00, // Empty, Empty, Empty, Empty
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};
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// This would require the layout to be properly set up
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// For now, we just test that the methods don't crash
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}
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} // namespace test
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} // namespace yaze
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