#define IS_FIXED -1
#define IS_FREE 0
-/* Map a state property value to a negative range, where the object cannot be
- * picked up but the value can be recovered later. Avoid colliding with -1,
+/* PROP_STASHED maps a state property value to a negative range, where the object
+ * cannot be picked up but the value can be recovered later. */
+#ifndef FOUNDBOOL
+/* PROP_STASHED needs ro avoid colliding with -1,
* which has its own meaning as STATE_NOTFOUND. */
-#define STASHED(obj) (-1 - game.objects[obj].prop)
+#define PROP_STASHED(obj) (STATE_NOTFOUND - game.objects[obj].prop)
+#define PROP_IS_STASHED(obj) (game.objects[obj].prop < STATE_NOTFOUND)
+#define PROP_IS_NOTFOUND(obj) (game.objects[obj].prop == STATE_NOTFOUND)
+#define PROP_IS_FOUND(obj) (game.objects[obj].prop == STATE_FOUND)
+#define PROP_IS_STASHED_OR_UNSEEN(obj) (game.objects[obj].prop < 0)
+#define PROP_SET_FOUND(obj) (game.objects[obj].prop = STATE_FOUND)
+#define PROP_SET_NOT_FOUND(obj) (game.objects[obj].prop = STATE_NOTFOUND)
+#define PROP_IS_NOTFOUND2(g, o) (g.objects[o].prop == STATE_NOTFOUND)
+#define PROP_IS_INVALID(val) (val < -MAX_STATE - 1 || val > MAX_STATE)
+#else
+#define PROP_STASHED(obj) (-game.objects[obj].prop)
+#define PROP_IS_STASHED(obj) (game.objects[obj].prop < 0)
+#define PROP_IS_NOTFOUND(obj) (!game.objects[obj].found)
+#define PROP_IS_FOUND(obj) (game.objects[obj].found && game.objects[obj].prop == 0)
+#define PROP_IS_STASHED_OR_UNSEEN(obj) (!game.objects[obj].found || game.objects[obj].prop < 0)
+#define PROP_SET_FOUND(obj) do {game.objects[obj].found = true; game.objects[obj].prop = STATE_FOUND;} while(0)
+#define PROP_SET_NOT_FOUND(obj) game.objects[obj].found = false
+#define PROP_IS_NOTFOUND2(g, o) (!g.objects[o].found)
+#define PROP_IS_INVALID(val) (val < -MAX_STATE || val > MAX_STATE)
+#endif
#define PROMPT "> "
loc_t oldloc; // prior loc of each dwarf, initially garbage
} dwarves[NDWARVES + 1];
struct {
+#ifdef FOUNDBOOL
+ bool found; // has the location of this object bween found?
+#endif
loc_t fixed; // fixed location of object (if not IS_FREE)
int prop; // object state */
loc_t place; // location of object
} objects[NOBJECTS + 1];
struct {
bool used; // hints[i].used = true iff hint i has been used.
+#ifndef FOUNDBOOL
int lc; // hints[i].lc = show int at LOC with cond bit i
+#else
+ int lc; // hints[i].lc = show int at LOC with cond bit i
+#endif
} hints[NHINTS];
obj_t link[NOBJECTS * 2 + 1];// object-list links
};