// Handle format specifiers (including the custom %C, %L, %S) by adjusting the parameter accordingly, and replacing the specifier with %s.
int pi = 0; // parameter index
- for (int i = 0; i < strlen(msg); ++i)
+ for (int i = 0; i < (int)strlen(msg); ++i)
{
if (msg[i] == '%')
{
{
copy[i + 1] = 's';
packed_to_token(PARMS[pi], parameters[pi]);
- for (int i = 0; i < strlen(parameters[pi]); ++i)
+ for (int j = 0; j < (int)strlen(parameters[pi]); ++j)
{
- parameters[pi][i] = tolower(parameters[pi][i]);
+ parameters[pi][j] = tolower(parameters[pi][j]);
}
}
{
copy[i + 1] = 's';
packed_to_token(PARMS[pi], parameters[pi]);
- for (int i = 0; i < strlen(parameters[pi]); ++i)
+ for (int j = 0; j < (int)strlen(parameters[pi]); ++j)
{
- parameters[pi][i] = tolower(parameters[pi][i]);
+ parameters[pi][j] = tolower(parameters[pi][j]);
}
parameters[pi][0] = toupper(parameters[pi][0]);
}
(junk > 0);
if (GETTXT(true,true,true) <= 0)
return true;
- RSPEAK(53);
+ RSPEAK(TWO_WORDS);
}
}
RSPEAK(z);
return false;
}
- RSPEAK(185);
+ RSPEAK(PLEASE_ANSWER);
}
}
* (Thus "STEPS", which is a motion verb as well as an object, may be located
* as an object.) And it also means the KTAB value is taken modulo 1000. */
{
- long i, lexeme;
+ long lexeme;
- for (i=1; i<=TABSIZ; i++) {
+ for (long i=1; i<=TABSIZ; i++) {
if (KTAB[i] == -1) {
lexeme= -1;
if (init < 0)
return(lexeme);
BUG(5);
}
- if (init >= 0 && KTAB[i]/1000 != init)
+ if (init >= 0 && KTAB[i]/1000 != init)
continue;
if (ATAB[i] == id) {
lexeme=KTAB[i];
BUG(21);
}
-void DSTROY(long object)
-/* Permanently eliminate "object" by moving to a non-existent location. */
-{
- MOVE(object,0);
-}
-
void JUGGLE(long object)
/* Juggle an object by picking it up and putting it down again, the purpose
* being to get the object to the front of the chain of things at its loc. */
from=game.fixed[object-NOBJECTS];
else
from=game.place[object];
- if (from > 0 && !SPECIAL(from))
+ if (from != NOWHERE && from != CARRIED && !SPECIAL(from))
CARRY(object,from);
DROP(object,where);
}
long temp;
if (object <= NOBJECTS) {
- if (game.place[object] == -1)
+ if (game.place[object] == CARRIED)
return;
- game.place[object]= -1;
+ game.place[object] = CARRIED;
++game.holdng;
}
if (game.atloc[where] == object) {
game.fixed[object-NOBJECTS] = where;
else
{
- if (game.place[object] == -1)
+ if (game.place[object] == CARRIED)
--game.holdng;
game.place[object] = where;
}
* there (or if dwarves not active yet), -1 if all dwarves are dead. Ignore
* the pirate (6th dwarf). */
{
- long at, i;
+ long at;
at =0;
if (game.dflag < 2)
return(at);
at = -1;
- for (i=1; i<=NDWARVES-1; i++) {
+ for (long i=1; i<=NDWARVES-1; i++) {
if (game.dloc[i] == where)
return i;
if (game.dloc[i] != 0)
void set_seed(long seedval)
/* Set the LCG seed */
{
- lcgstate.x = (unsigned long) seedval % lcgstate.m;
+ game.lcg_x = (unsigned long) seedval % game.lcg_m;
}
unsigned long get_next_lcg_value(void)
/* Return the LCG's current value, and then iterate it. */
{
- unsigned long old_x = lcgstate.x;
- lcgstate.x = (lcgstate.a * lcgstate.x + lcgstate.c) % lcgstate.m;
+ unsigned long old_x = game.lcg_x;
+ game.lcg_x = (game.lcg_a * game.lcg_x + game.lcg_c) % game.lcg_m;
return old_x;
}
long randrange(long range)
/* Return a random integer from [0, range). */
{
- return range * get_next_lcg_value() / lcgstate.m;
+ return range * get_next_lcg_value() / game.lcg_m;
}
long RNDVOC(long second, long force)
bool MAPLIN(FILE *fp)
{
- long i, val;
bool eof;
/* Read a line of input, from the specified input source.
if (!eof) {
strncpy(rawbuf, cp, sizeof(rawbuf)-1);
linenoiseHistoryAdd(rawbuf);
- strncat(rawbuf, "\n", sizeof(rawbuf)-1);
+ strncat(rawbuf, "\n", sizeof(rawbuf) - strlen(rawbuf) - 1);
linenoiseFree(cp);
}
}
* and is not changed thereafter unless the routines on this page choose
* to do so. */
LNLENG=0;
- for (i=1; i<=(long)sizeof(INLINE) && INLINE[i]!=0; i++) {
- val=INLINE[i];
+ for (long i=1; i<=(long)sizeof(INLINE) && INLINE[i]!=0; i++) {
+ long val=INLINE[i];
INLINE[i]=ascii_to_advent[val];
if (INLINE[i] != 0)
LNLENG=i;