GO_DWARFWAKE,
} phase_codes_t;
-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 */
+/* Use fixed-lwength types to make the save format moore portable */
+typedef int32_t vocab_t; // index into a vocabulary array */
+typedef int32_t verb_t; // index into an actions array */
+typedef int32_t obj_t; // index into the object array */
+typedef int32_t loc_t; // index into the locations array */
+typedef int32_t turn_t; // turn counter or threshold */
+typedef int32_t bool32_t; // turn counter or threshold */
struct game_t {
int32_t lcg_x;
- int abbnum; // How often to print int descriptions
+ int32_t 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
turn_t clock1; // # turns from finding last treasure to close
turn_t 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
- bool lmwarn; // has player been warned about lamp going dim?
- bool novice; // asked for instructions at start-up?
- 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?
- int conds; // min value for cond[loc] if loc has any hints
- int detail; // level of detail in descriptions
+ bool32_t clshnt; // has player read the clue in the endgame?
+ bool32_t closed; // whether we're all the way closed
+ bool32_t closng; // whether it's closing time yet
+ bool32_t lmwarn; // has player been warned about lamp going dim?
+ bool32_t novice; // asked for instructions at start-up?
+ bool32_t panic; // has player found out he's trapped?
+ bool32_t wzdark; // whether the loc he's leaving was dark
+ bool32_t blooded; // has player drunk of dragon's blood?
+ int32_t conds; // min value for cond[loc] if loc has any hints
+ int32_t 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) */
- int dflag;
+ int32_t 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"
+ int32_t dkill; // dwarves killed
+ int32_t dtotal; // total dwarves (including pirate) in loc
+ int32_t foobar; // progress in saying "FEE FIE FOE FOO".
+ int32_t holdng; // number of objects being carried
+ int32_t igo; // # uses of "go" instead of a direction
+ int32_t iwest; // # times he's said "west" instead of "w"
loc_t knfloc; // knife location; LOC_NOWERE if none, -1 after caveat
turn_t limit; // lifetime of lamp
loc_t loc; // where player is now
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
- bool seenbigwords; // have we red the graffiti in the Giant's Room?
+ int32_t saved; // point penalty for saves
+ int32_t tally; // count of treasures gained
+ int32_t thresh; // current threshold for endgame scoring tier
+ bool32_t seenbigwords; // have we red the graffiti in the Giant's Room?
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
struct {
- int abbrev; // has location been seen?
- int atloc; // head of object linked list per location
+ int32_t abbrev; // has location been seen?
+ int32_t atloc; // head of object linked list per location
} locs[NLOCATIONS + 1];
struct {
- int seen; // true if dwarf has seen him
+ int32_t seen; // true if dwarf has seen him
loc_t loc; // location of dwarves, initially hard-wired in
loc_t oldloc; // prior loc of each dwarf, initially garbage
} dwarves[NDWARVES + 1];
struct {
#ifdef FOUNDBOOL
- bool found; // has the location of this object bween found?
+ bool32_t found; // has the location of this object bween found?
#endif
loc_t fixed; // fixed location of object (if not IS_FREE)
- int prop; // object state */
+ int32_t prop; // object state */
loc_t place; // location of object
} objects[NOBJECTS + 1];
struct {
- bool used; // hints[i].used = true iff hint i has been used.
- int lc; // hints[i].lc = show int at LOC with cond bit i
+ bool32_t used; // hints[i].used = true iff hint i has been used.
+ int32_t lc; // hints[i].lc = show int at LOC with cond bit i
} hints[NHINTS];
obj_t link[NOBJECTS * 2 + 1];// object-list links
};
* files afterwards. Otherwise you will get a spurious failure due to the old version
* having been generated into a check file.
*/
-#define SAVE_VERSION 30
+#define SAVE_VERSION 31
/*
* Goes at start of file so saves can be identified by file(1) and the like.