typedef long token_t; // word token - someday this will be char[TOKLEN+1]
typedef long vocab_t; // index into a vocabulary array */
+typedef long obj_t; // index into the object array */
+typedef long loc_t; // index into the locations array */
struct game_t {
unsigned long lcg_a, lcg_c, lcg_m, lcg_x;
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];
+ 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];
- long place[NOBJECTS + 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 prop[NOBJECTS + 1];
extern int get_action_vocab_id(const char*);
extern int get_special_vocab_id(const char*);
extern long get_vocab_id(const char*);
-extern void juggle(long);
-extern void move(long, long);
-extern long put(long, long, long);
-extern void carry(long, long);
-extern void drop(long, long);
-extern long atdwrf(long);
+extern void juggle(obj_t);
+extern void move(obj_t, loc_t);
+extern long put(obj_t, long, long);
+extern void carry(obj_t, loc_t);
+extern void drop(obj_t, loc_t);
+extern long atdwrf(loc_t);
extern long setbit(long);
extern bool tstbit(long, int);
extern void make_zzword(char*);
extern int restore(FILE *);
extern long initialise(void);
extern int action(struct command_t *command);
-extern void state_change(long obj, long state);
+extern void state_change(obj_t, long);
void bug(enum bugtype, const char *) __attribute__((__noreturn__));
return (WORD_NOT_FOUND);
}
-void juggle(long object)
+void juggle(obj_t object)
/* Juggle an object by picking it up and putting it down again, the purpose
* being to get the object to the front of the chain of things at its loc. */
{
- long i, j;
+ loc_t i, j;
i = game.place[object];
j = game.fixed[object];
move(object + NOBJECTS, j);
}
-void move(long object, long where)
+void move(obj_t object, loc_t where)
/* Place any object anywhere by picking it up and dropping it. May
* already be toting, in which case the carry is a no-op. Mustn't
* pick up objects which are not at any loc, since carry wants to
drop(object, where);
}
-long put(long object, long where, long pval)
-/* PUT is the same as MOVE, except it returns a value used to set up the
+long put(obj_t object, loc_t where, long pval)
+/* put() is the same as move(), except it returns a value used to set up the
* negated game.prop values for the repository objects. */
{
move(object, where);
- return (-1) - pval;;
+ return STASHED(pval);
}
-void carry(long object, long where)
+void carry(obj_t object, loc_t where)
/* Start toting an object, removing it from the list of things at its former
* location. Incr holdng unless it was already being toted. If object>NOBJECTS
* (moving "fixed" second loc), don't change game.place or game.holdng. */
game.link[temp] = game.link[object];
}
-void drop(long object, long where)
+void drop(obj_t object, loc_t where)
/* Place an object at a given loc, prefixing it onto the game.atloc list. Decr
* game.holdng if the object was being toted. */
{
game.atloc[where] = object;
}
-long atdwrf(long where)
+long atdwrf(loc_t where)
/* Return the index of first dwarf at the given location, zero if no dwarf is
* there (or if dwarves not active yet), -1 if all dwarves are dead. Ignore
* the pirate (6th dwarf). */
/* end */
-void state_change(long obj, long state)
+void state_change(obj_t obj, long state)
/* Object must have a change-message list for this to be useful; only some do */
{
game.prop[obj] = state;
pspeak(obj, change, state, true);
-}
\ No newline at end of file
+}
+
+/* end */