Condition in alternative state-management macros.
These do not entirely work yet. #define FOUNDBOOL to enable them. All tests pass, 100% coverage.
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2 changed files with 28 additions and 5 deletions
28
advent.h
28
advent.h
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@ -48,20 +48,31 @@
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#define IS_FIXED -1
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#define IS_FREE 0
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/* STASH map a state property value to a negative range, where the object cannot be
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* picked up but the value can be recovered later. Avoid colliding with -1,
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/* PROP_STASHED maps a state property value to a negative range, where the object
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* cannot be picked up but the value can be recovered later. */
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#ifndef FOUNDBOOL
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/* PROP_STASHED needs ro avoid colliding with -1,
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* which has its own meaning as STATE_NOTFOUND. */
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#define PROP_STASHED(obj) (STATE_NOTFOUND - game.objects[obj].prop)
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#define PROP_IS_STASHED(obj) (game.objects[obj].prop < STATE_NOTFOUND)
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#define PROP_IS_NOTFOUND(obj) (game.objects[obj].prop == STATE_NOTFOUND)
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/* Don't use this on an object wi nore thab 2 (unstashed) states */
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#define PROP_IS_FOUND(obj) (game.objects[obj].prop == STATE_FOUND)
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/* Magic number -2 allows a PROP_STASHED version of state 1 */
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#define PROP_IS_INVALID(val) (val < -2 || val > 1)
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#define PROP_IS_STASHED_OR_UNSEEN(obj) (game.objects[obj].prop < 0)
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#define PROP_SET_FOUND(obj) (game.objects[obj].prop = STATE_FOUND)
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#define PROP_SET_NOT_FOUND(obj) (game.objects[obj].prop = STATE_NOTFOUND)
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#define PROP_IS_NOTFOUND2(g, o) (g.objects[o].prop == STATE_NOTFOUND)
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#else
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#define PROP_STASHED(obj) (-game.objects[obj].prop)
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#define PROP_IS_STASHED(obj) (game.objects[obj].prop < 0)
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#define PROP_IS_NOTFOUND(obj) (!game.objects[obj].found)
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#define PROP_IS_FOUND(obj) (game.objects[obj].found && game.objects[obj].prop == 0)
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#define PROP_IS_STASHED_OR_UNSEEN(obj) (!game.objects[obj].found || game.objects[obj].prop < 0)
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#define PROP_SET_FOUND(obj) do {game.objects[obj].found = true; game.objects[obj].prop = STATE_FOUND;} while(0)
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#define PROP_SET_NOT_FOUND(obj) game.objects[obj].found = false
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#define PROP_IS_NOTFOUND2(g, o) (!g.objects[o].found)
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#endif
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/* Magic number -2 allows a PROP_STASHED version of state 1 */
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#define PROP_IS_INVALID(val) (val < -2 || val > 1)
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#define PROMPT "> "
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@ -202,13 +213,20 @@ struct game_t {
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loc_t oldloc; // prior loc of each dwarf, initially garbage
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} dwarves[NDWARVES + 1];
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struct {
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#ifdef FOUNDBOOL
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bool found; // has the location of this object bween found?
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#endif
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loc_t fixed; // fixed location of object (if not IS_FREE)
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int prop; // object state */
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loc_t place; // location of object
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} objects[NOBJECTS + 1];
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struct {
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bool used; // hints[i].used = true iff hint i has been used.
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#ifndef FOUNDBOOL
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int lc; // hints[i].lc = show int at LOC with cond bit i
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#else
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int lc; // hints[i].lc = show int at LOC with cond bit i
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#endif
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} hints[NHINTS];
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obj_t link[NOBJECTS * 2 + 1];// object-list links
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};
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