// 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)