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);
switch (ch) {
case 'd':
game.numdie = (turn_t)atoi(optarg);
- printf("cheat: game.numdie = %ld\n", game.numdie);
+ printf("cheat: game.numdie = %d\n", game.numdie);
break;
case 'l':
game.limit = (turn_t)atoi(optarg);
- printf("cheat: game.limit = %ld\n", game.limit);
+ printf("cheat: game.limit = %d\n", game.limit);
break;
case 's':
- game.saved = (long)atoi(optarg);
- printf("cheat: game.saved = %ld\n", game.saved);
+ game.saved = (int)atoi(optarg);
+ printf("cheat: game.saved = %d\n", game.saved);
break;
case 't':
game.turns = (turn_t)atoi(optarg);
- printf("cheat: game.turns = %ld\n", game.turns);
+ printf("cheat: game.turns = %d\n", game.turns);
break;
case 'v':
version = atoi(optarg);
.foobar = WORD_EMPTY,
};
-long initialise(void)
+int initialise(void)
{
if (settings.oldstyle)
printf("Initialising...\n");
srand(time(NULL));
- long seedval = (long)rand();
+ int seedval = (int)rand();
set_seed(seedval);
for (int i = 1; i <= NOBJECTS; i++) {
}
/* Initialize game variables */
- long seedval = initialise();
+ int seedval = initialise();
#ifndef ADVENT_NOSAVE
if (!rfp) {
#endif
if (settings.logfp)
- fprintf(settings.logfp, "seed %ld\n", seedval);
+ fprintf(settings.logfp, "seed %d\n", seedval);
/* interpret commands until EOF or interrupt */
for (;;) {
terminate(quitgame);
}
-/* Check if this loc is eligible for any hints. If been here long
+/* Check if this loc is eligible for any hints. If been here int
* enough, display. Ignore "HINTS" < 4 (special stuff, see database
* notes). */
static void checkhints(void)
if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
game.hintlc[hint] = -1;
++game.hintlc[hint];
- /* Come here if he's been long enough at required loc(s) for some
+ /* Come here if he's been int enough at required loc(s) for some
* unused hint. */
if (game.hintlc[hint] >= hints[hint].turns) {
int i;
for (;;) { /* L12 loop */
for (;;) {
enum condtype_t condtype = travel[travel_entry].condtype;
- long condarg1 = travel[travel_entry].condarg1;
- long condarg2 = travel[travel_entry].condarg2;
+ int condarg1 = travel[travel_entry].condarg1;
+ int condarg2 = travel[travel_entry].condarg2;
if (condtype < cond_not) {
/* YAML N and [pct N] conditionals */
if (condtype == cond_goto || condtype == cond_pct) {
/* Bound prefix on the %s would be needed to prevent buffer
* overflow. but we shortstop this more simply by making each
- * raw-input buffer as long as the entire input buffer. */
+ * raw-input buffer as int as the entire input buffer. */
sscanf(raw, "%s%s", cmd->word[0].raw, cmd->word[1].raw);
/* (ESR) In oldstyle mode, simulate the uppercasing and truncating
const char *types[] = {"NO_WORD_TYPE", "MOTION", "OBJECT", "ACTION", "NUMERIC"};
/* needs to stay synced with enum speechpart */
const char *roles[] = {"unknown", "intransitive", "transitive"};
- printf("Command: role = %s type1 = %s, id1 = %ld, type2 = %s, id2 = %ld\n",
+ printf("Command: role = %s type1 = %s, id1 = %d, type2 = %s, id2 = %d\n",
roles[command->part],
types[command->word[0].type],
command->word[0].id,
drop(object, where);
}
-loc_t put(obj_t object, loc_t where, long pval)
+loc_t put(obj_t object, loc_t where, int 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. */
{
* location. Incr holdng unless it was already being toted. If object>NOBJECTS
* (moving "fixed" second loc), don't change game.place or game.holdng. */
{
- long temp;
+ int temp;
if (object <= NOBJECTS) {
if (game.place[object] == CARRIED)
if (game.dflag < 2)
return at;
at = -1;
- for (long i = 1; i <= NDWARVES - 1; i++) {
+ for (int i = 1; i <= NDWARVES - 1; i++) {
if (game.dloc[i] == where)
return i;
if (game.dloc[i] != 0)
/* Utility routines (setbit, tstbit, set_seed, get_next_lcg_value,
* randrange) */
-long setbit(int bit)
+int setbit(int bit)
/* Returns 2**bit for use in constructing bit-masks. */
{
return (1L << bit);
}
-bool tstbit(long mask, int bit)
+bool tstbit(int mask, int bit)
/* Returns true if the specified bit is set in the mask. */
{
return (mask & (1 << bit)) != 0;
/*
* If you change the first three members, the resume function may not properly
* reject saves from older versions. Yes, this glues us to a hardware-
- * dependent length of long. Later members can change, but bump the version
+ * dependent length of int. Later members can change, but bump the version
* when you do that.
*/
struct save_t {
}
/* Recalculate tally, throw the towel if in disagreement */
- long temp_tally = 0;
+ int temp_tally = 0;
for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
if (objects[treasure].is_treasure) {
if (valgame.prop[treasure] == STATE_NOTFOUND) {
static int mxscor; /* ugh..the price for having score() not exit. */
-long score(enum termination mode)
+int score(enum termination mode)
/* mode is 'scoregame' if scoring, 'quitgame' if quitting, 'endgame' if died
* or won */
{
void terminate(enum termination mode)
/* End of game. Let's tell him all about it. */
{
- long points = score(mode);
+ int points = score(mode);
if (points + game.trnluz + 1 >= mxscor && game.trnluz != 0)
rspeak(TOOK_LONG);
if (points + game.saved + 1 >= mxscor && game.saved != 0)
rspeak(WITHOUT_SUSPENDS);
rspeak(TOTAL_SCORE, points, mxscor, game.turns, game.turns);
- for (int i = 1; i <= (long)NCLASSES; i++) {
+ for (int i = 1; i <= (int)NCLASSES; i++) {
if (classes[i].threshold >= points) {
speak(classes[i].message);
i = classes[i].threshold + 1 - points;