/* I/O routines (speak, pspeak, rspeak, get_input, yes) */
/* I/O routines (speak, pspeak, rspeak, get_input, yes) */
packed_to_token(arg, renderp); /* unpack directly to destination */
int len = strlen(renderp);
for (int j = 0; j < len; ++j) {
packed_to_token(arg, renderp); /* unpack directly to destination */
int len = strlen(renderp);
for (int j = 0; j < len; ++j) {
-void pspeak(vocab_t msg, enum speaktype mode, int skip, ...)
+void pspeak(vocab_t msg, enum speaktype mode, int skip, bool blank, ...)
/* Find the skip+1st message from msg and print it. Modes are:
* feel = for inventory, what you can touch
* look = the long description for the state the object is in
/* Find the skip+1st message from msg and print it. Modes are:
* feel = for inventory, what you can touch
* look = the long description for the state the object is in
- if (strcasecmp(word, motions[i].words.strs[j]) == 0 && (strlen(word) > 1 || strchr(ignore, word[0]) == NULL || !oldstyle))
+ if (strcasecmp(word, motions[i].words.strs[j]) == 0 && (strlen(word) > 1 ||
+ strchr(ignore, word[0]) == NULL ||
+ !settings.oldstyle))
- if (strcasecmp(word, actions[i].words.strs[j]) == 0 && (strlen(word) > 1 || strchr(ignore, word[0]) == NULL || !oldstyle))
+ if (strcasecmp(word, actions[i].words.strs[j]) == 0 && (strlen(word) > 1 ||
+ strchr(ignore, word[0]) == NULL ||
+ !settings.oldstyle))
// once seed is set, we need to generate the Z`ZZZ word
make_zzword(game.zzword);
}
// once seed is set, we need to generate the Z`ZZZ word
make_zzword(game.zzword);
}