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Magic-number elimination.
[open-adventure.git]
/
misc.c
diff --git
a/misc.c
b/misc.c
index a2626b4d3f02ae66ea69ed4dbf99c4c1939debe0..be2599098d70d5398e12934485ab982299e8b87d 100644
(file)
--- a/
misc.c
+++ b/
misc.c
@@
-402,7
+402,7
@@
bool yes(const char* question, const char* yes_response, const char* no_response
for (;;) {
speak(question);
for (;;) {
speak(question);
- char*
reply = get_input();
+ char* reply = get_input();
if (reply == NULL) {
// LCOV_EXCL_START
// Should be unreachable. Reply should never be NULL
if (reply == NULL) {
// LCOV_EXCL_START
// Should be unreachable. Reply should never be NULL
@@
-535,11
+535,11
@@
long get_vocab_id(const char* word)
return (WORD_NOT_FOUND);
}
return (WORD_NOT_FOUND);
}
-void juggle(
long
object)
+void juggle(
obj_t
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. */
{
/* 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. */
{
- lo
ng
i, j;
+ lo
c_t
i, j;
i = game.place[object];
j = game.fixed[object];
i = game.place[object];
j = game.fixed[object];
@@
-547,7
+547,7
@@
void juggle(long object)
move(object + NOBJECTS, j);
}
move(object + NOBJECTS, j);
}
-void move(
long object, long
where)
+void move(
obj_t object, loc_t
where)
/* Place any object anywhere by picking it up and dropping it. May
* already be toting, in which case the carry is a no-op. Mustn't
* pick up objects which are not at any loc, since carry wants to
/* Place any object anywhere by picking it up and dropping it. May
* already be toting, in which case the carry is a no-op. Mustn't
* pick up objects which are not at any loc, since carry wants to
@@
-564,15
+564,15
@@
void move(long object, long where)
drop(object, where);
}
drop(object, where);
}
-long put(
long object, long
where, long pval)
-/*
PUT is the same as MOVE
, except it returns a value used to set up the
+long put(
obj_t object, loc_t
where, long pval)
+/*
put() is the same as move()
, except it returns a value used to set up the
* negated game.prop values for the repository objects. */
{
move(object, where);
* negated game.prop values for the repository objects. */
{
move(object, where);
- return
(-1) - pval;
;
+ return
STASHED(pval)
;
}
}
-void carry(
long object, long
where)
+void carry(
obj_t object, loc_t
where)
/* Start toting an object, removing it from the list of things at its former
* location. Incr holdng unless it was already being toted. If object>NOBJECTS
* (moving "fixed" second loc), don't change game.place or game.holdng. */
/* Start toting an object, removing it from the list of things at its former
* location. Incr holdng unless it was already being toted. If object>NOBJECTS
* (moving "fixed" second loc), don't change game.place or game.holdng. */
@@
-596,7
+596,7
@@
void carry(long object, long where)
game.link[temp] = game.link[object];
}
game.link[temp] = game.link[object];
}
-void drop(
long object, long
where)
+void drop(
obj_t object, loc_t
where)
/* Place an object at a given loc, prefixing it onto the game.atloc list. Decr
* game.holdng if the object was being toted. */
{
/* Place an object at a given loc, prefixing it onto the game.atloc list. Decr
* game.holdng if the object was being toted. */
{
@@
-613,7
+613,7
@@
void drop(long object, long where)
game.atloc[where] = object;
}
game.atloc[where] = object;
}
-long atdwrf(lo
ng
where)
+long atdwrf(lo
c_t
where)
/* Return the index of first dwarf at the given location, zero if no dwarf is
* there (or if dwarves not active yet), -1 if all dwarves are dead. Ignore
* the pirate (6th dwarf). */
/* Return the index of first dwarf at the given location, zero if no dwarf is
* there (or if dwarves not active yet), -1 if all dwarves are dead. Ignore
* the pirate (6th dwarf). */
@@
-689,3
+689,12
@@
void bug(enum bugtype num, const char *error_string)
// LCOV_EXCL_STOP
/* end */
// LCOV_EXCL_STOP
/* end */
+
+void state_change(obj_t obj, long state)
+/* Object must have a change-message list for this to be useful; only some do */
+{
+ game.prop[obj] = state;
+ pspeak(obj, change, state, true);
+}
+
+/* end */