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:
parent
b8c9cf90d8
commit
81af59974b
7 changed files with 56 additions and 56 deletions
60
advent.h
60
advent.h
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@ -119,15 +119,15 @@ typedef enum {
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GO_DWARFWAKE,
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} phase_codes_t;
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typedef long vocab_t; // index into a vocabulary array */
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typedef long verb_t; // index into an actions array */
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typedef long obj_t; // index into the object array */
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typedef long loc_t; // index into the locations array */
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typedef long turn_t; // turn counter or threshold */
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typedef int vocab_t; // index into a vocabulary array */
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typedef int verb_t; // index into an actions array */
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typedef int obj_t; // index into the object array */
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typedef int loc_t; // index into the locations array */
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typedef int turn_t; // turn counter or threshold */
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struct game_t {
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int32_t lcg_x;
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long abbnum; // How often to print long descriptions
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int abbnum; // How often to print int descriptions
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score_t bonus; // What kind of finishing bonus we are getting
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loc_t chloc; // pirate chest location
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loc_t chloc2; // pirate chest alternate location
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@ -141,8 +141,8 @@ struct game_t {
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bool panic; // has player found out he's trapped?
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bool wzdark; // whether the loc he's leaving was dark
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bool blooded; // has player drunk of dragon's blood?
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long conds; // min value for cond[loc] if loc has any hints
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long detail; // level of detail in descriptions
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int conds; // min value for cond[loc] if loc has any hints
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int detail; // level of detail in descriptions
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/* dflag controls the level of activation of dwarves:
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* 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
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@ -150,15 +150,15 @@ struct game_t {
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* 2 Met first dwarf, others start moving, no knives thrown yet
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* 3 A knife has been thrown (first set always misses)
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* 3+ Dwarves are mad (increases their accuracy) */
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long dflag;
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int dflag;
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long dkill; // dwarves killed
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long dtotal; // total dwarves (including pirate) in loc
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long foobar; // progress in saying "FEE FIE FOE FOO".
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long holdng; // number of objects being carried
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long igo; // # uses of "go" instead of a direction
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long iwest; // # times he's said "west" instead of "w"
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long knfloc; // knife location; 0 if none, -1 after caveat
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int dkill; // dwarves killed
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int dtotal; // total dwarves (including pirate) in loc
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int foobar; // progress in saying "FEE FIE FOE FOO".
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int holdng; // number of objects being carried
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int igo; // # uses of "go" instead of a direction
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int iwest; // # times he's said "west" instead of "w"
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int knfloc; // knife location; 0 if none, -1 after caveat
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turn_t limit; // lifetime of lamp
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loc_t loc; // where player is now
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loc_t newloc; // where player is going
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@ -166,24 +166,24 @@ struct game_t {
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loc_t oldloc; // where player was
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loc_t oldlc2; // where player was two moves ago
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obj_t oldobj; // last object player handled
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long saved; // point penalty for saves
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long tally; // count of treasures gained
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long thresh; // current threshold for endgame scoring tier
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int saved; // point penalty for saves
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int tally; // count of treasures gained
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int thresh; // current threshold for endgame scoring tier
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turn_t trndex; // FIXME: not used, remove on next format bump
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turn_t trnluz; // # points lost so far due to turns used
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turn_t turns; // counts commands given (ignores yes/no)
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char zzword[TOKLEN + 1]; // randomly generated magic word from bird
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long abbrev[NLOCATIONS + 1]; // has location been seen?
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long atloc[NLOCATIONS + 1]; // head of object linked list per location
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long dseen[NDWARVES + 1]; // true if dwarf has seen him
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int abbrev[NLOCATIONS + 1]; // has location been seen?
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int atloc[NLOCATIONS + 1]; // head of object linked list per location
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int dseen[NDWARVES + 1]; // true if dwarf has seen him
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loc_t dloc[NDWARVES + 1]; // location of dwarves, initially hard-wired in
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loc_t odloc[NDWARVES + 1]; // prior loc of each dwarf, initially garbage
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loc_t fixed[NOBJECTS + 1]; // fixed location of object (if not IS_FREE)
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obj_t link[NOBJECTS * 2 + 1];// object-list links
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loc_t place[NOBJECTS + 1]; // location of object
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long hinted[NHINTS]; // hinted[i] = true iff hint i has been used.
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long hintlc[NHINTS]; // hintlc[i] = how long at LOC with cond bit i
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long prop[NOBJECTS + 1]; // object state array */
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int hinted[NHINTS]; // hinted[i] = true iff hint i has been used.
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int hintlc[NHINTS]; // hintlc[i] = how int at LOC with cond bit i
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int prop[NOBJECTS + 1]; // object state array */
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};
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/*
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@ -226,21 +226,21 @@ extern bool silent_yes(void);
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extern bool yes(const char*, const char*, const char*);
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extern void juggle(obj_t);
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extern void move(obj_t, loc_t);
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extern loc_t put(obj_t, long, long);
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extern loc_t put(obj_t, int, int);
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extern void carry(obj_t, loc_t);
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extern void drop(obj_t, loc_t);
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extern int atdwrf(loc_t);
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extern long setbit(int);
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extern bool tstbit(long, int);
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extern int setbit(int);
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extern bool tstbit(int, int);
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extern void set_seed(int32_t);
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extern int32_t randrange(int32_t);
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extern long score(enum termination);
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extern int score(enum termination);
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extern void terminate(enum termination) __attribute__((noreturn));
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extern int savefile(FILE *, int32_t);
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extern int suspend(void);
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extern int resume(void);
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extern int restore(FILE *);
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extern long initialise(void);
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extern int initialise(void);
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extern phase_codes_t action(command_t);
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extern void state_change(obj_t, int);
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extern bool is_valid(struct game_t);
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10
cheat.c
10
cheat.c
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@ -43,19 +43,19 @@ int main(int argc, char *argv[])
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switch (ch) {
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case 'd':
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game.numdie = (turn_t)atoi(optarg);
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printf("cheat: game.numdie = %ld\n", game.numdie);
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printf("cheat: game.numdie = %d\n", game.numdie);
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break;
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case 'l':
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game.limit = (turn_t)atoi(optarg);
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printf("cheat: game.limit = %ld\n", game.limit);
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printf("cheat: game.limit = %d\n", game.limit);
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break;
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case 's':
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game.saved = (long)atoi(optarg);
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printf("cheat: game.saved = %ld\n", game.saved);
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game.saved = (int)atoi(optarg);
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printf("cheat: game.saved = %d\n", game.saved);
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break;
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case 't':
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game.turns = (turn_t)atoi(optarg);
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printf("cheat: game.turns = %ld\n", game.turns);
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printf("cheat: game.turns = %d\n", game.turns);
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break;
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case 'v':
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version = atoi(optarg);
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4
init.c
4
init.c
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@ -43,13 +43,13 @@ struct game_t game = {
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.foobar = WORD_EMPTY,
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};
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long initialise(void)
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int initialise(void)
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{
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if (settings.oldstyle)
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printf("Initialising...\n");
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srand(time(NULL));
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long seedval = (long)rand();
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int seedval = (int)rand();
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set_seed(seedval);
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for (int i = 1; i <= NOBJECTS; i++) {
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12
main.c
12
main.c
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@ -96,7 +96,7 @@ int main(int argc, char *argv[])
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}
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/* Initialize game variables */
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long seedval = initialise();
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int seedval = initialise();
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#ifndef ADVENT_NOSAVE
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if (!rfp) {
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#endif
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if (settings.logfp)
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fprintf(settings.logfp, "seed %ld\n", seedval);
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fprintf(settings.logfp, "seed %d\n", seedval);
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/* interpret commands until EOF or interrupt */
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for (;;) {
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@ -129,7 +129,7 @@ int main(int argc, char *argv[])
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terminate(quitgame);
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}
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/* Check if this loc is eligible for any hints. If been here long
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/* Check if this loc is eligible for any hints. If been here int
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* enough, display. Ignore "HINTS" < 4 (special stuff, see database
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* notes). */
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static void checkhints(void)
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@ -141,7 +141,7 @@ static void checkhints(void)
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if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
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game.hintlc[hint] = -1;
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++game.hintlc[hint];
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/* Come here if he's been long enough at required loc(s) for some
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/* Come here if he's been int enough at required loc(s) for some
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* unused hint. */
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if (game.hintlc[hint] >= hints[hint].turns) {
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int i;
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for (;;) { /* L12 loop */
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for (;;) {
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enum condtype_t condtype = travel[travel_entry].condtype;
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long condarg1 = travel[travel_entry].condarg1;
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long condarg2 = travel[travel_entry].condarg2;
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int condarg1 = travel[travel_entry].condarg1;
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int condarg2 = travel[travel_entry].condarg2;
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if (condtype < cond_not) {
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/* YAML N and [pct N] conditionals */
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if (condtype == cond_goto || condtype == cond_pct) {
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14
misc.c
14
misc.c
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@ -483,7 +483,7 @@ static void tokenize(char* raw, command_t *cmd)
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/* Bound prefix on the %s would be needed to prevent buffer
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* overflow. but we shortstop this more simply by making each
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* raw-input buffer as long as the entire input buffer. */
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* raw-input buffer as int as the entire input buffer. */
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sscanf(raw, "%s%s", cmd->word[0].raw, cmd->word[1].raw);
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/* (ESR) In oldstyle mode, simulate the uppercasing and truncating
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const char *types[] = {"NO_WORD_TYPE", "MOTION", "OBJECT", "ACTION", "NUMERIC"};
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/* needs to stay synced with enum speechpart */
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const char *roles[] = {"unknown", "intransitive", "transitive"};
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printf("Command: role = %s type1 = %s, id1 = %ld, type2 = %s, id2 = %ld\n",
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printf("Command: role = %s type1 = %s, id1 = %d, type2 = %s, id2 = %d\n",
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roles[command->part],
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types[command->word[0].type],
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command->word[0].id,
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drop(object, where);
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}
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loc_t put(obj_t object, loc_t where, long pval)
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loc_t put(obj_t object, loc_t where, int pval)
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/* put() is the same as move(), except it returns a value used to set up the
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* negated game.prop values for the repository objects. */
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{
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* location. Incr holdng unless it was already being toted. If object>NOBJECTS
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* (moving "fixed" second loc), don't change game.place or game.holdng. */
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{
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long temp;
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int temp;
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if (object <= NOBJECTS) {
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if (game.place[object] == CARRIED)
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if (game.dflag < 2)
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return at;
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at = -1;
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for (long i = 1; i <= NDWARVES - 1; i++) {
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for (int i = 1; i <= NDWARVES - 1; i++) {
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if (game.dloc[i] == where)
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return i;
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if (game.dloc[i] != 0)
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/* Utility routines (setbit, tstbit, set_seed, get_next_lcg_value,
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* randrange) */
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long setbit(int bit)
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int setbit(int bit)
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/* Returns 2**bit for use in constructing bit-masks. */
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{
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return (1L << bit);
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}
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bool tstbit(long mask, int bit)
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bool tstbit(int mask, int bit)
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/* Returns true if the specified bit is set in the mask. */
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{
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return (mask & (1 << bit)) != 0;
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@ -23,7 +23,7 @@
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/*
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* If you change the first three members, the resume function may not properly
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* reject saves from older versions. Yes, this glues us to a hardware-
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* dependent length of long. Later members can change, but bump the version
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* dependent length of int. Later members can change, but bump the version
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* when you do that.
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*/
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struct save_t {
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}
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/* Recalculate tally, throw the towel if in disagreement */
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long temp_tally = 0;
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int temp_tally = 0;
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for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
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if (objects[treasure].is_treasure) {
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if (valgame.prop[treasure] == STATE_NOTFOUND) {
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6
score.c
6
score.c
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@ -11,7 +11,7 @@
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static int mxscor; /* ugh..the price for having score() not exit. */
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long score(enum termination mode)
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int score(enum termination mode)
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/* mode is 'scoregame' if scoring, 'quitgame' if quitting, 'endgame' if died
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* or won */
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{
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void terminate(enum termination mode)
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/* End of game. Let's tell him all about it. */
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{
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long points = score(mode);
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int points = score(mode);
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if (points + game.trnluz + 1 >= mxscor && game.trnluz != 0)
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rspeak(TOOK_LONG);
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if (points + game.saved + 1 >= mxscor && game.saved != 0)
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rspeak(WITHOUT_SUSPENDS);
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rspeak(TOTAL_SCORE, points, mxscor, game.turns, game.turns);
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for (int i = 1; i <= (long)NCLASSES; i++) {
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for (int i = 1; i <= (int)NCLASSES; i++) {
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if (classes[i].threshold >= points) {
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speak(classes[i].message);
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i = classes[i].threshold + 1 - points;
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