/* fallback handler for commands not handled by FORTRANish parser */
{
long sv;
+ turn_t turnlimit;
char buf[DIM(command.raw1) + DIM(command.raw2) + 1];
sprintf(buf, "%s %s", command.raw1, command.raw2);
// autogenerated, so don't charge user time for it.
--game.turns;
return true;
- } else if (sscanf(buf, "waste %ld", &sv) == 1) {
- game.limit -= sv;
+ } else if (sscanf(buf, "waste %ld", &turnlimit) == 1) {
+ game.limit -= turnlimit;
printf("Game limit is now %ld\n", game.limit);
return true;
}
/* Dwarves move. Return true if player survives, false if he dies. */
{
int kk, stick, attack;
- long tk[21];
+ loc_t tk[21];
/* Dwarf stuff. See earlier comments for description of
* variables. Remember sixth dwarf is pirate and is thus
}
}
-static bool traveleq(long a, long b)
+static bool traveleq(int a, int b)
/* Are two travel entries equal for purposes of skip after failed condition? */
{
return (travel[a].condtype == travel[b].condtype)
/* We arrive here on conditional failure.
* Skip to next non-matching destination */
- long te_tmp = travel_entry;
+ int te_tmp = travel_entry;
do {
if (travel[te_tmp].stop)
BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
if (!DARK(game.loc)) {
++game.abbrev[game.loc];
for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
- long obj = i;
+ obj_t obj = i;
if (obj > NOBJECTS)
obj = obj - NOBJECTS;
if (obj == STEPS && TOTING(NUGGET))