TODO LIST: - Update README - Write functions for moving wumpus, player movement, player shooting, parsing player commands. - Write a function 'get highest tunnel index' for use in the 'check for pits/bats/wumpus' functions. - Double-check per-file TODOs for critical tasks. - Double-check #includes for all subroutines. - Re-order subroutines in all files for readability. ================================================================================ # Subroutine Labels # NSSVTTTTTTTTSSSSSSSSN | Mark: 11111111 00000000 (wump_kill) NSSVTTTTTTTTSSSSSSSTN | Mark: 11111111 00000001 (kill_wump) NSSVTTTTTTTTSSSSSSTSN | Mark: 11111111 00000010 (no_arrows) NSSVTTTTTTTTSSSSSSTTN | Mark: 11111111 00000011 (shoot_self) NSSVTTTTTTTTSSSSSTSSN | Mark: 11111111 00000100 (jump) NSSVTTTTTTTTSSSSSTSTN | Mark: 11111111 00000101 (pit_kill) NSSVTTTTTTTTSSSSSTTSN | Mark: 11111111 00000110 (pit_survive) NSSVTTTTTTTTSSSSSTTTN | Mark: 11111111 00000111 (please_seed_rng) NSSVTTTTTTTTSSSSTSSSN | Mark: 11111111 00001000 (problem_with_yes_no_answer) NSSVTTTTTTTTSSSSTSSTN | Mark: 11111111 00001001 (instructions) NSSVTTTTTTTTSSSSTSTSN | Mark: 11111111 00001010 (cave_description) NSSVTSSSSSSSN | MARK: 10000000 (wump) NSSVTSSSSSSTN | MARK: 10000001 (set_config_values) NSSVTSSSSSTSN | MARK: 10000010 (wump_init) NSSVTSSSSSTTN | MARK: 10000011 (seed_rng) NSSVTSSSSTSSN | MARK: 10000100 (build_cave) NSSVTSSSSTSTN | MARK: 10000101 (populate_cave) NSSVTSSSSTTSN | MARK: 10000110 (clear_cave_data) NSSVTSSSSTTTN | MARK: 10000111 (generate_cave_hop_length) NSSVTSSSTSSSN | MARK: 10001000 (get_tunnel_destination) NSSVTSSSTSSTN | MARK: 10001001 (set_tunnel_destination) NSSVTSSSTSTSN | MARK: 10001010 (get_random_room) NSSVTSSSTSTTN | MARK: 10001011 (get_room_struct_size) NSSVTSSSTTSSN | MARK: 10001100 (room_has_bats) NSSVTSSSTTSTN | MARK: 10001101 (room_has_pits) NSSVTSSSTTTSN | MARK: 10001110 (build_circular_tunnels) NSSVTSSTSSSSN | MARK: 10010000 (set_bats) NSSVTSSTSSSTN | MARK: 10010001 (set_pits) NSSVTSSTSSTSN | MARK: 10010010 (reset_cave_population) NSSVTSSTSSTTN | MARK: 10010011 (populate_bats) NSSVTSSTSTSSN | MARK: 10010100 (populate_pits) NSSVTSSTSTSTN | MARK: 10010101 (place_player) NSSVTSSTSTTSN | MARK: 10010110 (build_random_tunnels) NSSVTSSTSTTTN | MARK: 10010111 (get_next_tunnel_slot) NSSVTSSTTSSSN | MARK: 10011000 (get_answer) !!!NSSVTSSTTSSTN | MARK: 10011001 (get_line) NSSVTSSTTSTSN | MARK: 10011010 (wump_loop) NSSVTSSTTSTTN | MARK: 10011011 (print_cave_description) NSSVTSSTTTSSN | MARK: 10011100 (are_bats_near) NSSVTSSTTTSTN | MARK: 10011101 (are_pits_near) NSSVTSSTTTTSN | MARK: 10011110 (is_wumpus_near) NSSVTSSTTTTTN | MARK: 10011111 (is_wumpus_very_near) NSSVTSTSSSSSN | MARK: 10100000 (room_has_wumpus) NSSVTSTSSSSTN | MARK: 10100001 (print_room_stats) ================================================================================ # Heap Assignments # GAME_DATA_BASE = 0x1000 GAME_DATA_BASE = Number of rooms in cave GAME_DATA_BASE+001 = Number of pits GAME_DATA_BASE+002 = Number of bats GAME_DATA_BASE+003 = Number of links per room GAME_DATA_BASE+004 = Maximum arrow flight distance GAME_DATA_BASE+005 = Number of arrows GAME_DATA_BASE+006 = Player location GAME_DATA_BASE+007 = Wumpus location ROOM_DATA_BASE = 0x2000 Each room is structured as: BASE+0 = bool:contains_pit? (valid options are 0 or 1) BASE+1 = bool:contains_bat? (valid options are 0 or 1) BASE+2 = int:connected room (-1 indicates no tunnel, 0 or greater is the index of the destination room) ... BASE+n = int:connected room (last: see 'links per room') USER_INPUT_BUFFER = 0x3000