* Copyright (c) 2017 by Eric S. Raymond
* SPDX-License-Identifier: BSD-2-clause
*/
-
+
#include <unistd.h>
#include <stdlib.h>
#include <stdio.h>
{
/*
* Be caereful about modifing this. We do not want to nuke the
- * the speech part or ID from the previous turn.
+ * the speech part or ID from the previous turn.
*/
- memset(&cmd->word[0].raw, '\0', sizeof(cmd->word[0],raw));
+ memset(&cmd->word[0].raw, '\0', sizeof(cmd->word[0].raw));
memset(&cmd->word[1].raw, '\0', sizeof(cmd->word[1].raw));
/* Bound prefix on the %s would be needed to prevent buffer
if (game.place[object] == CARRIED)
return;
game.place[object] = CARRIED;
-
- if (object!= BIRD)
- ++game.holdng;
+
+ if (object != BIRD)
+ ++game.holdng;
}
if (game.atloc[where] == object) {
game.atloc[where] = game.link[object];
game.fixed[object - NOBJECTS] = where;
else {
if (game.place[object] == CARRIED)
- if (object != BIRD)
- /* The bird has to be weightless. This ugly hack (and the
- * corresponding code in the drop function) brought to you
- * by the fact that when the bird is caged, we need to be able
- * to either 'take bird' or 'take cage' and have the right thing
- * happen.
- */
- --game.holdng;
+ if (object != BIRD)
+ /* The bird has to be weightless. This ugly hack (and the
+ * corresponding code in the drop function) brought to you
+ * by the fact that when the bird is caged, we need to be able
+ * to either 'take bird' or 'take cage' and have the right thing
+ * happen.
+ */
+ --game.holdng;
game.place[object] = where;
}
if (where == LOC_NOWHERE ||