The FORTRAN-derived longs were semantically ints. Make it so.

Note. because we used fixed-length declrations in the right places, this
shouldn't break saves.

(Besides being right, this will someday make a port to Go a touch easier,
if we decide to do that.)
This commit is contained in:
Eric S. Raymond 2019-02-28 05:58:16 -05:00
parent b8c9cf90d8
commit 81af59974b
7 changed files with 56 additions and 56 deletions

View file

@ -119,15 +119,15 @@ typedef enum {
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
@ -141,8 +141,8 @@ struct game_t {
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)
@ -150,15 +150,15 @@ struct game_t {
* 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
@ -166,24 +166,24 @@ struct game_t {
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 */
};
/*
@ -226,21 +226,21 @@ extern bool silent_yes(void);
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);