- long dflag;
-
- long dkill;
- long dtotal;
- long foobar; // current progress in saying "FEE FIE FOE FOO".
- long holdng; // number of objects being carried
- long iwest; // How many times he's said "west" instead of "w"
- long knfloc; // 0 if no knife here, loc if knife , -1 after caveat
- long limit; // lifetime of lamp (not set here)
- bool lmwarn; // has player been warned about lamp going dim?
- long loc;
- long newloc;
- bool novice; // asked for instructions at start-up?
- long numdie; // number of times killed so far
- long oldloc;
- long oldlc2;
- long oldobj;
- bool panic; // has player found out he's trapped in the cave?
- long saved; // point penalty for saves
- long tally;
- long thresh;
- long trndex;
- long trnluz; // # points lost so far due to number of turns used
- long turns; // how many commands he's given (ignores yes/no)
- bool wzdark; // whether the loc he's leaving was dark
- char zzword[TOKLEN+1]; // randomly generated magic word from bird
- bool blooded; // has player drunk of dragon's blood?
- long abbrev[NLOCATIONS + 1];
- long atloc[NLOCATIONS + 1];
- long dseen[NDWARVES + 1]; // true if dwarf has seen him
- long dloc[NDWARVES + 1]; // location of dwarves, initially hard-wired in
- long odloc[NDWARVES + 1]; // prior loc of each dwarf, initially garbage
- long fixed[NOBJECTS + 1];
- long link[NOBJECTS * 2 + 1];
- long place[NOBJECTS + 1];
- long hinted[NHINTS]; // hintlc[i] is how long he's been at LOC with cond bit i
- long hintlc[NHINTS]; // hinted[i] is true iff hint i has been used.
- long prop[NOBJECTS + 1];
+ int dflag;
+
+ int dkill; // dwarves killed
+ int dtotal; // total dwarves (including pirate) in loc
+ int foobar; // progress in saying "FEE FIE FOE FOO".
+ int holdng; // number of objects being carried
+ int igo; // # uses of "go" instead of a direction
+ int iwest; // # times he's said "west" instead of "w"
+ int knfloc; // knife location; 0 if none, -1 after caveat
+ turn_t limit; // lifetime of lamp
+ loc_t loc; // where player is now
+ loc_t newloc; // where player is going
+ turn_t numdie; // number of times killed so far
+ loc_t oldloc; // where player was
+ loc_t oldlc2; // where player was two moves ago
+ obj_t oldobj; // last object player handled
+ int saved; // point penalty for saves
+ int tally; // count of treasures gained
+ int thresh; // current threshold for endgame scoring tier
+ turn_t trndex; // FIXME: not used, remove on next format bump
+ turn_t trnluz; // # points lost so far due to turns used
+ turn_t turns; // counts commands given (ignores yes/no)
+ char zzword[TOKLEN + 1]; // randomly generated magic word from bird
+ int abbrev[NLOCATIONS + 1]; // has location been seen?
+ int atloc[NLOCATIONS + 1]; // head of object linked list per location
+ int dseen[NDWARVES + 1]; // true if dwarf has seen him
+ loc_t dloc[NDWARVES + 1]; // location of dwarves, initially hard-wired in
+ loc_t odloc[NDWARVES + 1]; // prior loc of each dwarf, initially garbage
+ loc_t fixed[NOBJECTS + 1]; // fixed location of object (if not IS_FREE)
+ obj_t link[NOBJECTS * 2 + 1];// object-list links
+ loc_t place[NOBJECTS + 1]; // location of object
+ int hinted[NHINTS]; // hinted[i] = true iff hint i has been used.
+ int hintlc[NHINTS]; // hintlc[i] = how int at LOC with cond bit i
+ int prop[NOBJECTS + 1]; // object state array */