GO_DWARFWAKE,
};
-typedef long token_t; // word token - someday this will be char[TOKLEN+1] */
+typedef long token_t; // token index */
typedef long vocab_t; // index into a vocabulary array */
typedef long verb_t; // index into an actions array */
typedef long obj_t; // index into the object array */
struct game_t {
unsigned long lcg_a, lcg_c, lcg_m, lcg_x;
- long abbnum; // How often to print non-abbreviated descriptions
- score_t bonus; // What kind of bonus we are getting for finishing the game
+ long abbnum; // How often to print long descriptions
+ score_t bonus; // What kind of finishing bonus we are getting
long chloc;
long chloc2;
long clock1; // # turns from finding last treasure till closing
- long clock2; // # turns from first warning till blinding flash
+ long clock2; // # turns from warning till blinding flash
bool clshnt; // has player read the clue in the endgame?
bool closed; // whether we're all the way closed
bool closng; // whether it's closing time yet
- long conds; // min value for cond(loc) if loc has any hints
+ long conds; // min value for cond[loc] if loc has any hints
long detail;
/* dflag controls the level of activation of dwarves:
long dtotal;
long foobar; // current progress in saying "FEE FIE FOE FOO".
long holdng; // number of objects being carried
- long igo; // How many times he's said "go" instead of the direction
- long iwest; // How many times he's said "west" instead of "w"
+ long igo; // # uses of "go" instead of a direction
+ long iwest; // # 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 oldloc;
long oldlc2;
long oldobj;
- bool panic; // has player found out he's trapped in the cave?
+ bool panic; // has player found out he's trapped?
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)
+ long trnluz; // # points lost so far due to turns used
+ long turns; // counts commands 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
- 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 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];
long link[NOBJECTS * 2 + 1];
loc_t 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 hinted[NHINTS]; // hinted[i] = true iff hint i has been used.
+ long hintlc[NHINTS]; // hintlc[i] = how long at LOC with cond bit i
+
long prop[NOBJECTS + 1];
};
extern struct game_t game;
extern struct settings_t settings;
-extern void tokenize(char*, struct command_t *);
+extern bool get_command_input(struct command_t *);
extern void wordclear(token_t *);
extern void speak(const char*, ...);
extern void sspeak(long msg, ...);
extern void pspeak(vocab_t, enum speaktype, int, bool, ...);
extern void rspeak(vocab_t, ...);
extern void echo_input(FILE*, const char*, const char*);
-extern int word_count(char*);
-extern char* get_input(void);
extern bool silent_yes(void);
extern bool yes(const char*, const char*, const char*);
-extern void get_vocab_metadata(const char*, long*, enum wordtype*);
extern void juggle(obj_t);
extern void move(obj_t, loc_t);
extern long put(obj_t, long, long);