* possible an emulation of the original UI.
*/
if (settings.oldstyle) {
- cmd->raw1[TOKLEN+TOKLEN] = cmd->raw1[TOKLEN+TOKLEN] = '\0';
- for (int i = 0; i < strlen(cmd->raw1); i++)
- cmd->raw1[i] = toupper(cmd->raw1[i]);
- for (int i = 0; i < strlen(cmd->raw2); i++)
- cmd->raw2[i] = toupper(cmd->raw2[i]);
+ cmd->raw1[TOKLEN + TOKLEN] = cmd->raw2[TOKLEN + TOKLEN] = '\0';
+ for (size_t i = 0; i < strlen(cmd->raw1); i++)
+ cmd->raw1[i] = toupper(cmd->raw1[i]);
+ for (size_t i = 0; i < strlen(cmd->raw2); i++)
+ cmd->raw2[i] = toupper(cmd->raw2[i]);
}
}
bool silent_yes()
{
- char* reply;
bool outcome;
for (;;) {
- reply = get_input();
+ char* reply = get_input();
if (reply == NULL) {
// LCOV_EXCL_START
// Should be unreachable. Reply should never be NULL
/* Print message X, wait for yes/no answer. If yes, print Y and return true;
* if no, print Z and return false. */
{
- char* reply;
bool outcome;
for (;;) {
speak(question);
- reply = get_input();
+ char* reply = get_input();
if (reply == NULL) {
// LCOV_EXCL_START
// Should be unreachable. Reply should never be NULL
// Check for the reservoir magic word.
if (strcasecmp(word, game.zzword) == 0)
- return (PART + 2000); // FIXME: replace with a proper hash
+ return ACTION_WORD(PART);
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. */
{
- long i, j;
+ loc_t i, j;
i = game.place[object];
j = game.fixed[object];
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
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);
- 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. */
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. */
{
game.atloc[where] = object;
}
-long atdwrf(long where)
+long atdwrf(loc_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). */
// 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 */