GO_DWARFWAKE,
};
-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 */
unsigned long lcg_a, lcg_c, lcg_m, lcg_x;
long abbnum; // How often to print long descriptions
score_t bonus; // What kind of finishing bonus we are getting
- long chloc; // pirate chest location
- long chloc2; // pirate chest alternate location
- long clock1; // # turns from finding last treasure to close
- long clock2; // # turns from warning till blinding flash
+ 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
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
- long limit; // lifetime of lamp (not set here)
+ turn_t limit; // lifetime of lamp
bool lmwarn; // has player been warned about lamp going dim?
loc_t loc; // where player is now
loc_t newloc; // where player is going
bool novice; // asked for instructions at start-up?
- long numdie; // number of times killed so far
+ turn_t numdie; // number of times killed so far
loc_t oldloc; // where player was
loc_t oldlc2; // where player was two moves ago
obj_t oldobj; // last object player handled
};
struct command_t {
- enum speechpart part;
- verb_t verb;
- obj_t obj;
- token_t id1;
- token_t id2;
char raw1[LINESIZE], raw2[LINESIZE];
+ enum speechpart part;
+ vocab_t id1;
+ vocab_t id2;
enum wordtype type1;
enum wordtype type2;
+ verb_t verb;
+ obj_t obj;
};
extern struct game_t game;