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std.mines3
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// Стандартная библиотека для компилятора mines3c
//
// vim: syntax=rust:
inline fn move_left() {
__code__("^A");
}
inline fn move_right() {
__code__("^D");
}
inline fn move_up() {
__code__("^W");
}
inline fn move_down() {
__code__("^S");
}
inline fn move_forward() {
__code__("^F");
}
inline fn look_left() {
__code__("a");
}
inline fn look_right() {
__code__("d");
}
inline fn look_up() {
__code__("w");
}
inline fn look_down() {
__code__("s");
}
inline fn turn_left() {
__code__("CCW;");
}
inline fn turn_right() {
__code__("CW;");
}
inline fn turn_random() {
__code__("RAND;");
}
inline fn dig() {
__code__("z");
}
inline fn build() {
__code__("b");
}
inline fn geo() {
__code__("g");
}
inline fn build_road() {
__code__("r");
}
inline fn heal() {
__code__("h");
}
inline fn build_quad() {
__code__("q");
}
inline fn beep() {
__code__("BEEP;");
}
inline fn select_up() {
__code__("[W]");
}
inline fn select_down() {
__code__("[S]");
}
inline fn select_left() {
__code__("[A]");
}
inline fn select_right() {
__code__("[D]");
}
inline fn select_up_left() {
__code__("[WA]");
}
inline fn select_down_left() {
__code__("[SA]");
}
inline fn select_up_right() {
__code__("[WD]");
}
inline fn select_down_right() {
__code__("[SD]");
}
inline fn select_forward() {
__code__("[F]");
}
inline fn select_right_hand() {
__code__("[l]");
}
inline fn select_left_hand() {
__code__("[r]");
}
inline fn selection_move_up() {
__code__("[w]");
}
inline fn selection_move_down() {
__code__("[s]");
}
inline fn selection_move_left() {
__code__("[a]");
}
inline fn selection_move_right() {
__code__("[d]");
}
inline fn selection_move_forward() {
__code__("[f]");
}
inline fn macro_dig() {
__code__("DIGG;");
}
inline fn macro_build() {
__code__("BUILD;");
}
inline fn macro_heal() {
__code__("HEAL;");
}
inline fn macro_mine() {
__code__("MINE;");
}
inline fn check_not_empty() {
__code__("=n");
}
inline fn check_empty() {
__code__("=e");
}
inline fn check_falling() {
__code__("=f");
}
inline fn check_crystal() {
__code__("=c");
}
inline fn check_alive_crystal() {
__code__("=a");
}
inline fn check_boulder() {
__code__("=b");
}
inline fn check_sand() {
__code__("=s");
}
inline fn check_slime() {
__code__("=A");
}
inline fn check_breakable() {
__code__("=k");
}
inline fn check_unbreakable() {
__code__("=d");
}
inline fn check_black_rock() {
__code__("=B");
}
inline fn check_red_rock() {
__code__("=K");
}
inline fn check_quad() {
__code__("=q");
}
inline fn check_green_block() {
__code__("=g");
}
inline fn check_yellow_block() {
__code__("=y");
}
inline fn check_red_block() {
__code__("=r");
}
inline fn check_pillar() {
__code__("=o");
}
inline fn check_road() {
__code__("=R");
}
inline fn check_box() {
__code__("=x");
}
inline fn quit() {
__code__("#E");
}
// XXX: в идеале эта функция должна принимать другую функцию как аргумент,
// но сейчас нам придется просто вставить ее в начало функции,
// которую мы выставляем как обработчик возрождения.
// UPD: на практике же #R не работает в принципе. [стикер :slightly_smiling:]
// точнее не получается нормально вставить код, в котором
// оно присутствует.
inline fn setup_respawn_handler() {
__code__("#RRES<");
__code__("|RES:");
}
inline fn bool_logic_or() {
__code__("OR");
}
inline fn bool_logic_and() {
__code__("AND");
}
inline fn flip() {
__code__("FLIP;");
}
// ????
inline fn check_inside_gun() {
__code__("=G");
}
inline fn fill_gun() {
__code__("FILL;");
}
inline fn check_hp_not_full() {
__code__("=hp-");
}
inline fn check_hp_less_than_half() {
__code__("=hp50");
}
inline fn autodig_on() {
__code__("AUT+");
}
inline fn autodig_off() {
__code__("AUT-");
}
inline fn aggression_on() {
__code__("AGR+");
}
inline fn aggression_off() {
__code__("AGR-");
}
inline fn hand_mode_on() {
__code__("Hand+");
}
inline fn hand_mode_off() {
__code__("Hand-");
}
// ===============================================
// higher-level functions
// DIRECTION
// 2
// 1 3
// 0
//
fn select_backward() -> arg {
if $DIR == 0 {
select_up();
} else if $DIR == 1 {
select_right();
} else if $DIR == 2 {
select_down();
} else { // $DIR == 3
select_left();
}
return;
}
fn selection_move_backward(state) -> arg {
if $DIR == 0 {
selection_move_up();
} else if $DIR == 1 {
selection_move_right();
} else if $DIR == 2 {
selection_move_down();
} else { // $DIR == 3
selection_move_left();
}
return;
}
fn selection_move_left_hand(state) -> arg {
if $DIR == 0 {
selection_move_right();
} else if $DIR == 1 {
selection_move_down();
} else if $DIR == 2 {
selection_move_left();
} else { // $DIR == 3
selection_move_up();
}
return;
}
fn selection_move_right_hand(state) -> arg {
if $DIR == 0 {
selection_move_left();
} else if $DIR == 1 {
selection_move_up();
} else if $DIR == 2 {
selection_move_right();
} else { // $DIR == 3
selection_move_down();
}
return;
}
fn turn_around() {
turn_left();
turn_left();
}