Abolish funcs.h.
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44639a9799
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8 changed files with 50 additions and 62 deletions
10
Makefile
10
Makefile
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@ -22,7 +22,7 @@ ifeq ($(UNAME_S),Linux)
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endif
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endif
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OBJS=main.o init.o actions1.o actions2.o score.o misc.o
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OBJS=main.o init.o actions1.o actions2.o score.o misc.o
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SOURCES=$(OBJS:.o=.c) dungeon.c advent.h funcs.h sizes.h adventure.text Makefile control linenoise/linenoise.[ch]
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SOURCES=$(OBJS:.o=.c) dungeon.c advent.h sizes.h adventure.text Makefile control linenoise/linenoise.[ch]
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.c.o:
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.c.o:
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$(CC) $(CCFLAGS) $(DBX) -c $<
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$(CC) $(CCFLAGS) $(DBX) -c $<
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@ -30,13 +30,13 @@ SOURCES=$(OBJS:.o=.c) dungeon.c advent.h funcs.h sizes.h adventure.text Makefile
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advent: $(OBJS) database.o linenoise.o
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advent: $(OBJS) database.o linenoise.o
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$(CC) $(CCFLAGS) $(DBX) -o advent $(OBJS) database.o linenoise.o $(LDFLAGS) $(LIBS)
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$(CC) $(CCFLAGS) $(DBX) -o advent $(OBJS) database.o linenoise.o $(LDFLAGS) $(LIBS)
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main.o: advent.h funcs.h database.h database.c sizes.h
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main.o: advent.h database.h database.c sizes.h
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init.o: advent.h funcs.h database.h database.c sizes.h
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init.o: advent.h database.h database.c sizes.h
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actions1.o: advent.h funcs.h database.h database.c sizes.h
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actions1.o: advent.h database.h database.c sizes.h
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actions2.o: advent.h funcs.h database.h database.c sizes.h
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actions2.o: advent.h database.h database.c sizes.h
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score.o: advent.h database.h database.c sizes.h
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score.o: advent.h database.h database.c sizes.h
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@ -1,7 +1,6 @@
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#include <stdlib.h>
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#include <stdlib.h>
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#include <stdbool.h>
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#include <stdbool.h>
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#include "advent.h"
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#include "advent.h"
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#include "funcs.h"
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#include "database.h"
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#include "database.h"
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/* This stuff was broken off as part of an effort to get the main program
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/* This stuff was broken off as part of an effort to get the main program
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@ -1,5 +1,5 @@
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#include "advent.h"
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#include "advent.h"
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#include "funcs.h"
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#include "database.h"
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/* Carry an object. Special cases for bird and cage (if bird in cage, can't
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/* Carry an object. Special cases for bird and cage (if bird in cage, can't
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* take one without the other). Liquids also special, since they depend on
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* take one without the other). Liquids also special, since they depend on
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43
advent.h
43
advent.h
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@ -135,6 +135,49 @@ extern void set_seed(long);
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extern unsigned long get_next_lcg_value(void);
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extern unsigned long get_next_lcg_value(void);
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extern long randrange(long);
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extern long randrange(long);
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extern void score(long);
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extern void score(long);
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extern int carry(long);
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extern int discard(long, bool);
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extern int attack(FILE *, long, long);
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extern int throw(FILE *, long, long);
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extern int feed(long);
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extern int fill(long);
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/* Statement functions
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*
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* AT(OBJ) = true if on either side of two-placed object
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* CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
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* DARK(DUMMY) = true if location "LOC" is dark
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* FORCED(LOC) = true if LOC moves without asking for input (COND=2)
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* FOREST(LOC) = true if LOC is part of the forest
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* GSTONE(OBJ) = true if OBJ is a gemstone
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* HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
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* LIQ(DUMMY) = object number of liquid in bottle
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* LIQLOC(LOC) = object number of liquid (if any) at LOC
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* PCT(N) = true N% of the time (N integer from 0 to 100)
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* TOTING(OBJ) = true if the OBJ is being carried */
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#define TOTING(OBJ) (game.place[OBJ] == -1)
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#define AT(OBJ) (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc)
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#define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
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#define LIQ2(PBOTL) ((1-(PBOTL))*WATER+((PBOTL)/2)*(WATER+OIL))
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#define LIQ(DUMMY) (LIQ2(game.prop[BOTTLE]<0 ? -1-game.prop[BOTTLE] : game.prop[BOTTLE]))
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#define LIQLOC(LOC) (LIQ2((MOD(COND[LOC]/2*2,8)-5)*MOD(COND[LOC]/4,2)+1))
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#define CNDBIT(L,N) (TSTBIT(COND[L],N))
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#define FORCED(LOC) (COND[LOC] == 2)
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#define DARK(DUMMY) ((!CNDBIT(game.loc,0)) && (game.prop[LAMP] == 0 || !HERE(LAMP)))
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#define PCT(N) (randrange(100) < (N))
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#define GSTONE(OBJ) ((OBJ) == EMRALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
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#define FOREST(LOC) ((LOC) >= 145 && (LOC) <= 166)
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#define VOCWRD(LETTRS,SECT) (VOCAB(MAKEWD(LETTRS),SECT))
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/* The following two functions were added to fix a bug (game.clock1 decremented
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* while in forest). They should probably be replaced by using another
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* "cond" bit. For now, however, a quick fix... OUTSID(LOC) is true if
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* LOC is outside, INDEEP(LOC) is true if LOC is "deep" in the cave (hall
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* of mists or deeper). Note special kludges for "Foof!" locs. */
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#define OUTSID(LOC) ((LOC) <= 8 || FOREST(LOC) || (LOC) == PLAC[SAPPH] || (LOC) == 180 || (LOC) == 182)
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#define INDEEP(LOC) ((LOC) >= 15 && !OUTSID(LOC) && (LOC) != 179)
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/* vocabulary items */
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/* vocabulary items */
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extern long AMBER, ATTACK, AXE, BACK, BATTER, BEAR,
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extern long AMBER, ATTACK, AXE, BACK, BATTER, BEAR,
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51
funcs.h
51
funcs.h
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@ -1,51 +0,0 @@
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#include <stdbool.h>
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#include "database.h"
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/* Statement functions
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*
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* AT(OBJ) = true if on either side of two-placed object
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* CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
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* DARK(DUMMY) = true if location "LOC" is dark
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* FORCED(LOC) = true if LOC moves without asking for input (COND=2)
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* FOREST(LOC) = true if LOC is part of the forest
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* GSTONE(OBJ) = true if OBJ is a gemstone
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* HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
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* LIQ(DUMMY) = object number of liquid in bottle
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* LIQLOC(LOC) = object number of liquid (if any) at LOC
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* PCT(N) = true N% of the time (N integer from 0 to 100)
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* TOTING(OBJ) = true if the OBJ is being carried */
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#define TOTING(OBJ) (game.place[OBJ] == -1)
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#define AT(OBJ) (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc)
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#define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
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#define LIQ2(PBOTL) ((1-(PBOTL))*WATER+((PBOTL)/2)*(WATER+OIL))
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#define LIQ(DUMMY) (LIQ2(game.prop[BOTTLE]<0 ? -1-game.prop[BOTTLE] : game.prop[BOTTLE]))
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#define LIQLOC(LOC) (LIQ2((MOD(COND[LOC]/2*2,8)-5)*MOD(COND[LOC]/4,2)+1))
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#define CNDBIT(L,N) (TSTBIT(COND[L],N))
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#define FORCED(LOC) (COND[LOC] == 2)
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#define DARK(DUMMY) ((!CNDBIT(game.loc,0)) && (game.prop[LAMP] == 0 || !HERE(LAMP)))
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#define PCT(N) (randrange(100) < (N))
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#define GSTONE(OBJ) ((OBJ) == EMRALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
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#define FOREST(LOC) ((LOC) >= 145 && (LOC) <= 166)
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#define VOCWRD(LETTRS,SECT) (VOCAB(MAKEWD(LETTRS),SECT))
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/* The following two functions were added to fix a bug (game.clock1 decremented
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* while in forest). They should probably be replaced by using another
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* "cond" bit. For now, however, a quick fix... OUTSID(LOC) is true if
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* LOC is outside, INDEEP(LOC) is true if LOC is "deep" in the cave (hall
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* of mists or deeper). Note special kludges for "Foof!" locs. */
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#define OUTSID(LOC) ((LOC) <= 8 || FOREST(LOC) || (LOC) == PLAC[SAPPH] || (LOC) == 180 || (LOC) == 182)
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#define INDEEP(LOC) ((LOC) >= 15 && !OUTSID(LOC) && (LOC) != 179)
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extern int carry(long);
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extern int discard(long, bool);
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extern int attack(FILE *, long, long);
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extern int throw(FILE *, long, long);
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extern int feed(long);
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extern int fill(long);
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void score(long);
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1
init.c
1
init.c
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#include <stdbool.h>
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#include <stdbool.h>
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#include "advent.h"
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#include "advent.h"
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#include "funcs.h"
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#include "database.h"
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#include "database.h"
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/*
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/*
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2
main.c
2
main.c
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@ -90,8 +90,6 @@ int main(int argc, char *argv[]) {
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* game.panic says whether he's found out he's trapped in the cave
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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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* game.wzdark says whether the loc he's leaving was dark */
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#include "funcs.h"
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/* Initialize our LCG PRNG with parameters tested against Knuth vol. 2. by the original authors */
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/* Initialize our LCG PRNG with parameters tested against Knuth vol. 2. by the original authors */
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lcgstate.a = 1093;
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lcgstate.a = 1093;
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2
misc.c
2
misc.c
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#include <stdio.h>
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#include <stdio.h>
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#include <string.h>
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#include <string.h>
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#include <sys/time.h>
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#include <sys/time.h>
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#include "advent.h"
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#include "advent.h"
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#include "funcs.h"
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#include "database.h"
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#include "database.h"
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#include "linenoise/linenoise.h"
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#include "linenoise/linenoise.h"
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