return GO_CLEAROBJ;
}
-static int bigwords(long id)
+static int bigwords(vocab_t id)
/* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
* Look up foo in special section of vocab to determine which word we've got.
* Last word zips the eggs back to the giant room (unless already there). */
static int listen(void)
/* Listen. Intransitive only. Print stuff based on object sound proprties. */
{
- long sound = locations[game.loc].sound;
+ vocab_t sound = locations[game.loc].sound;
if (sound != SILENT) {
rspeak(sound);
if (!locations[game.loc].loud)
return GO_CLEAROBJ;
}
-static int throw_support(long spk)
+static int throw_support(vocab_t spk)
{
rspeak(spk);
drop(AXE, game.loc);
if (randrange(NDWARVES + 1) < game.dflag) {
return throw_support(DWARF_DODGES);
} else {
- long i = atdwrf(game.loc);
+ int i = atdwrf(game.loc);
game.dseen[i] = false;
game.dloc[i] = LOC_NOWHERE;
return throw_support((++game.dkill == 1) ?