char* firstword = (char*) xmalloc(strlen(reply) + 1);
sscanf(reply, "%s", firstword);
char* firstword = (char*) xmalloc(strlen(reply) + 1);
sscanf(reply, "%s", firstword);
/* Print message X, wait for yes/no answer. If yes, print Y and return true;
* if no, print Z and return false. */
{
/* Print message X, wait for yes/no answer. If yes, print Y and return true;
* if no, print Z and return false. */
{
char* firstword = (char*) xmalloc(strlen(reply) + 1);
sscanf(reply, "%s", firstword);
char* firstword = (char*) xmalloc(strlen(reply) + 1);
sscanf(reply, "%s", firstword);
/* 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. */
{
/* 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
-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
/* 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. */
/* 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. */
{
/* 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). */
/* Object must have a change-message list for this to be useful; only some do */
{
game.prop[obj] = state;
pspeak(obj, change, state, true);
/* Object must have a change-message list for this to be useful; only some do */
{
game.prop[obj] = state;
pspeak(obj, change, state, true);