edit test game is lightbulb
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@@ -70,19 +70,19 @@ bool test_game_is_black() {
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/* ********** game_is_lightbulb ********** */
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/* ********** game_is_lightbulb ********** */
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bool test_game_is_lightbulb() {
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bool test_game_is_lightbulb() {
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square tab_square[] = {S_BLANK, S_MARK, S_BLACK0, S_BLACK1, S_BLACK2, S_BLACK3, S_BLACK4, S_BLACKU};
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square tab_square[] = TAB_SQUARE;
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game g = game_new_empty();
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game g = game_new_empty();
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game_set_square(g, 0, 0, S_LIGHTBULB);
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if (!((game_get_square(g, 0, 0) == S_LIGHTBULB) && game_is_lightbulb(g, 0, 0))) {
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game_delete(g);
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return false;
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}
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for (int i = 0; i < game_nb_rows(g); i++) {
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for (int i = 0; i < game_nb_rows(g); i++) {
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for (int j = 0; j < game_nb_cols(g); j++) {
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for (int j = 0; j < game_nb_cols(g); j++) {
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// check for each case given in tab_square if the function return the expected result
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// check for each case given in tab_square if the function return the expected result
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for (int tab_index = 0; tab_index < (sizeof(tab_square) / sizeof(tab_square[0])); tab_index++) {
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for (int tab_index = 0; tab_index < (sizeof(tab_square) / sizeof(tab_square[0])); tab_index++) {
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game_set_square(g, i, j, tab_square[tab_index]);
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game_set_square(g, i, j, tab_square[tab_index]);
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if (game_is_lightbulb(g, 0, 0)) {
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if (tab_square[tab_index] == S_LIGHTBULB) {
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if (!game_is_lightbulb(g, i, j)) {
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game_delete(g);
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return false;
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}
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} else if (game_is_lightbulb(g, 0, 0)) {
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game_delete(g);
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game_delete(g);
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return false;
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return false;
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}
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}
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