Boolify some logical variables.
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2 changed files with 7 additions and 17 deletions
14
advent.h
14
advent.h
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@ -32,9 +32,9 @@ struct game_t {
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long chloc2;
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long clock1;
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long clock2;
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long clshnt;
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long closed;
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long closng;
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bool clshnt; /* has player read the clue in the endgame? */
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bool closed; /* whether we're all the way closed */
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bool closng; /* whether it's closing time yet */
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long conds;
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long detail;
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long dflag;
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@ -45,22 +45,22 @@ struct game_t {
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long iwest;
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long knfloc;
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long limit;
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long lmwarn;
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bool lmwarn; /* has player been warned about lamp going dim? */
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long loc;
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long newloc;
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long novice;
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bool novice; /* asked for instructions at start-up? */
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long numdie;
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long oldloc;
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long oldlc2;
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long oldobj;
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long panic;
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bool panic; /* has player found out he's trapped in the cave? */
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long saved;
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long tally;
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long thresh;
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long trndex;
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long trnluz;
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long turns;
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long wzdark;
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bool wzdark; /* whether the loc he's leaving was dark */
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long zzword;
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long abbrev[LOCSIZ + 1];
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long atloc[LOCSIZ + 1];
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10
main.c
10
main.c
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@ -131,16 +131,6 @@ int main(int argc, char *argv[])
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linenoiseHistorySetMaxLen(350);
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/* Logical variables:
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*
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* game.closed says whether we're all the way closed
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* game.closng says whether it's closing time yet
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* game.clshnt says whether he's read the clue in the endgame
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* game.lmwarn says whether he's been warned about lamp going dim
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* game.novice says whether he asked for instructions at start-up
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* game.panic says whether he's found out he's trapped in the cave
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* game.wzdark says whether the loc he's leaving was dark */
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/* Initialize our LCG PRNG with parameters tested against
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* Knuth vol. 2. by the original authors */
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game.lcg_a = 1093;
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