#define LCG_M 1048576L
#define LINESIZE 1024
-#define TOKLEN 5 // № sigificant characters in a token */
+#define TOKLEN 5 // # sigificant characters in a token */
#define NDWARVES 6 // number of dwarves
#define PIRATE NDWARVES // must be NDWARVES-1 when zero-origin
#define DALTLC LOC_NUGGET // alternate dwarf location
-#define INVLIMIT 7 // inventory limit (№ of objects)
+#define INVLIMIT 7 // inventory limit (# of objects)
#define INTRANSITIVE -1 // illegal object number
#define GAMELIMIT 330 // base limit of turns
#define NOVICELIMIT 1000 // limit of turns for novice
GO_DWARFWAKE,
} phase_codes_t;
-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 */
-typedef long loc_t; // index into the locations array */
-typedef long turn_t; // turn counter or threshold */
+typedef int vocab_t; // index into a vocabulary array */
+typedef int verb_t; // index into an actions array */
+typedef int obj_t; // index into the object array */
+typedef int loc_t; // index into the locations array */
+typedef int turn_t; // turn counter or threshold */
struct game_t {
int32_t lcg_x;
- long abbnum; // How often to print long descriptions
+ int abbnum; // How often to print int descriptions
score_t bonus; // What kind of finishing bonus we are getting
loc_t chloc; // pirate chest location
loc_t chloc2; // pirate chest alternate location
bool panic; // has player found out he's trapped?
bool wzdark; // whether the loc he's leaving was dark
bool blooded; // has player drunk of dragon's blood?
- long conds; // min value for cond[loc] if loc has any hints
- long detail; // level of detail in descriptions
+ int conds; // min value for cond[loc] if loc has any hints
+ int detail; // level of detail in descriptions
/* dflag controls the level of activation of dwarves:
* 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
* 2 Met first dwarf, others start moving, no knives thrown yet
* 3 A knife has been thrown (first set always misses)
* 3+ Dwarves are mad (increases their accuracy) */
- long dflag;
+ int dflag;
- long dkill; // dwarves killed
- long dtotal; // total dwarves (including pirate) in loc
- long foobar; // progress in saying "FEE FIE FOE FOO".
- long holdng; // number of objects being carried
- long igo; // # uses of "go" instead of a direction
- long iwest; // # times he's said "west" instead of "w"
- long knfloc; // knife location; 0 if none, -1 after caveat
+ 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
loc_t oldloc; // where player was
loc_t oldlc2; // where player was two moves ago
obj_t oldobj; // last object player handled
- long saved; // point penalty for saves
- long tally; // count of treasures gained
- long thresh; // current threshold for endgame scoring tier
+ 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
- long abbrev[NLOCATIONS + 1]; // has location been seen?
- long atloc[NLOCATIONS + 1]; // head of object linked list per location
- long dseen[NDWARVES + 1]; // true if dwarf has seen him
+ 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
+ obj_t link[NOBJECTS * 2 + 1];// object-list links
loc_t place[NOBJECTS + 1]; // location of object
- 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]; // object state array */
+ 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 */
};
/*
extern bool yes(const char*, const char*, const char*);
extern void juggle(obj_t);
extern void move(obj_t, loc_t);
-extern loc_t put(obj_t, long, long);
+extern loc_t put(obj_t, int, int);
extern void carry(obj_t, loc_t);
extern void drop(obj_t, loc_t);
extern int atdwrf(loc_t);
-extern long setbit(int);
-extern bool tstbit(long, int);
+extern int setbit(int);
+extern bool tstbit(int, int);
extern void set_seed(int32_t);
extern int32_t randrange(int32_t);
-extern long score(enum termination);
+extern int score(enum termination);
extern void terminate(enum termination) __attribute__((noreturn));
extern int savefile(FILE *, int32_t);
extern int suspend(void);
extern int resume(void);
extern int restore(FILE *);
-extern long initialise(void);
+extern int initialise(void);
extern phase_codes_t action(command_t);
extern void state_change(obj_t, int);
extern bool is_valid(struct game_t);