/* I/O routines (speak, pspeak, rspeak, sspeak, get_input, yes) */
static void vspeak(const char* msg, bool blank, va_list ap)
+/* Engine for various speak functions */
{
// Do nothing if we got a null pointer.
if (msg == NULL)
}
void speak(const char* msg, ...)
+/* speak a specified string */
{
va_list ap;
va_start(ap, msg);
}
void sspeak(const int msg, ...)
+/* Speak a message from the arbitrary-messages list */
{
va_list ap;
va_start(ap, msg);
static char* get_input(void)
{
// Set up the prompt
- char input_prompt[] = "> ";
+ char input_prompt[] = PROMPT;
if (!settings.prompt)
input_prompt[0] = '\0';
char* input;
while (true) {
- input = readline(input_prompt);
+ input = myreadline(input_prompt);
if (input == NULL) // Got EOF; return with it.
return (input);
return (input);
}
-bool silent_yes(void)
+bool silent_yes_or_no(void)
{
bool outcome = false;
}
-bool yes(const char* question, const char* yes_response, const char* no_response)
+bool yes_or_no(const char* question, const char* yes_response, const char* no_response)
/* Print message X, wait for yes/no answer. If yes, print Y and return true;
* if no, print Z and return false. */
{
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. */
+ * game.holdng if the object was being toted. No state change on the object. */
{
if (object > NOBJECTS)
game.fixed[object - NOBJECTS] = where;
}
// LCOV_EXCL_STOP
-/* end */
-
void state_change(obj_t obj, int state)
/* Object must have a change-message list for this to be useful; only some do */
{