/*
* I/O and support routines.
*
- * Copyright (c) 1977, 2005 by Will Crowther and Don Woods
- * Copyright (c) 2017 by Eric S. Raymond
- * SPDX-License-Identifier: BSD-2-clause
+ * SPDX-FileCopyrightText: 1977, 2005 by Will Crowther and Don Woods
+ * SPDX-FileCopyrightText: 2017 by Eric S. Raymond
+ * SPDX-License-Identifier: BSD-2-Clause
*/
#include <unistd.h>
free(firstword);
- if (yes == 0 ||
- y == 0) {
+ if (yes == 0 || y == 0) {
speak(yes_response);
outcome = true;
break;
- } else if (no == 0 ||
- n == 0) {
+ } else if (no == 0 || n == 0) {
speak(no_response);
outcome = false;
break;
vocab_t ref_num;
ref_num = get_motion_vocab_id(word);
+ // Second conjunct is because the magic-word placeholder is a bit special
if (ref_num != WORD_NOT_FOUND) {
*id = ref_num;
*type = MOTION;
}
ref_num = get_action_vocab_id(word);
- if (ref_num != WORD_NOT_FOUND) {
+ if (ref_num != WORD_NOT_FOUND && ref_num != PART) {
*id = ref_num;
*type = ACTION;
return;
{
loc_t i, j;
- i = game.place[object];
- j = game.fixed[object];
+ i = game.objects[object].place;
+ j = game.objects[object].fixed;
move(object, i);
move(object + NOBJECTS, j);
}
/* 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
- * remove objects from game.atloc chains. */
+ * remove objects from game atloc chains. */
{
loc_t from;
if (object > NOBJECTS)
- from = game.fixed[object - NOBJECTS];
+ from = game.objects[object - NOBJECTS].fixed;
else
- from = game.place[object];
+ from = game.objects[object].place;
/* (ESR) Used to check for !SPECIAL(from). I *think* that was wrong... */
if (from != LOC_NOWHERE && from != CARRIED)
carry(object, from);
drop(object, where);
}
-loc_t put(obj_t object, loc_t where, int pval)
+void put(obj_t object, loc_t where, int 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;; // Needs to stay sinchronized with STASHED
+ /* (ESR) Read this in combination with the macro defintions in advebt.h.
+ */
+ game.objects[object].prop = PROP_STASHIFY(pval);
+#ifdef PROP_SET_SEEN
+ PROP_SET_SEEN(object);
+#endif
}
void carry(obj_t object, loc_t where)
int temp;
if (object <= NOBJECTS) {
- if (game.place[object] == CARRIED)
+ if (game.objects[object].place == CARRIED)
return;
- game.place[object] = CARRIED;
+ game.objects[object].place = CARRIED;
/*
* Without this conditional your inventory is overcounted
if (object != BIRD)
++game.holdng;
}
- if (game.atloc[where] == object) {
- game.atloc[where] = game.link[object];
+ if (game.locs[where].atloc == object) {
+ game.locs[where].atloc = game.link[object];
return;
}
- temp = game.atloc[where];
+ temp = game.locs[where].atloc;
while (game.link[temp] != object) {
temp = game.link[temp];
}
}
void drop(obj_t object, loc_t where)
-/* Place an object at a given loc, prefixing it onto the game.atloc list. Decr
+/* Place an object at a given loc, prefixing it onto the game atloc list. Decr
* game.holdng if the object was being toted. No state change on the object. */
{
if (object > NOBJECTS)
- game.fixed[object - NOBJECTS] = where;
+ game.objects[object - NOBJECTS].fixed = where;
else {
- if (game.place[object] == CARRIED)
+ if (game.objects[object].place == CARRIED)
if (object != BIRD)
/* The bird has to be weightless. This ugly hack (and the
* corresponding code in the carry function) brought to you
* happen.
*/
--game.holdng;
- game.place[object] = where;
+ game.objects[object].place = where;
}
- if (where == LOC_NOWHERE ||
- where == CARRIED)
+ if (where == LOC_NOWHERE || where == CARRIED)
return;
- game.link[object] = game.atloc[where];
- game.atloc[where] = object;
+ game.link[object] = game.locs[where].atloc;
+ game.locs[where].atloc = object;
}
int atdwrf(loc_t where)
return at;
at = -1;
for (int i = 1; i <= NDWARVES - 1; i++) {
- if (game.dloc[i] == where)
+ if (game.dwarves[i].loc == where)
return i;
- if (game.dloc[i] != 0)
+ if (game.dwarves[i].loc != 0)
at = 0;
}
return at;
void state_change(obj_t obj, int state)
/* Object must have a change-message list for this to be useful; only some do */
{
- game.prop[obj] = state;
+ game.objects[obj].prop = state;
pspeak(obj, change, true, state);
}