X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=misc.c;h=56872582b95cfe80540da380c674346d715f1761;hp=0e6b50e535b6365f7457ec0d50d59aa50edbc929;hb=6667ffd1f10e75ee4b75a3430d76e6f1b4e51090;hpb=a4c87aa0b34b476b14f963a2ecbdd8797bcfed63 diff --git a/misc.c b/misc.c index 0e6b50e..5687258 100644 --- a/misc.c +++ b/misc.c @@ -5,7 +5,7 @@ * Copyright (c) 2017 by Eric S. Raymond * SPDX-License-Identifier: BSD-2-clause */ - + #include #include #include @@ -139,7 +139,7 @@ void sspeak(const int msg, ...) va_end(ap); } -void pspeak(vocab_t msg, enum speaktype mode, int skip, bool blank, ...) +void pspeak(vocab_t msg, enum speaktype mode, bool blank, int skip, ...) /* Find the skip+1st message from msg and print it. Modes are: * feel = for inventory, what you can touch * look = the full description for the state the object is in @@ -147,7 +147,7 @@ void pspeak(vocab_t msg, enum speaktype mode, int skip, bool blank, ...) * study = text on the object. */ { va_list ap; - va_start(ap, blank); + va_start(ap, skip); switch (mode) { case touch: vspeak(objects[msg].inventory, blank, ap); @@ -476,9 +476,9 @@ static void tokenize(char* raw, command_t *cmd) { /* * Be caereful about modifing this. We do not want to nuke the - * the speech part or ID from the previous turn. + * the speech part or ID from the previous turn. */ - memset(&cmd->word[0].raw, '\0', sizeof(cmd->word[0],raw)); + memset(&cmd->word[0].raw, '\0', sizeof(cmd->word[0].raw)); memset(&cmd->word[1].raw, '\0', sizeof(cmd->word[1].raw)); /* Bound prefix on the %s would be needed to prevent buffer @@ -590,9 +590,9 @@ void carry(obj_t object, loc_t where) if (game.place[object] == CARRIED) return; game.place[object] = CARRIED; - - if (object!= BIRD) - ++game.holdng; + + if (object != BIRD) + ++game.holdng; } if (game.atloc[where] == object) { game.atloc[where] = game.link[object]; @@ -613,14 +613,14 @@ void drop(obj_t object, loc_t where) game.fixed[object - NOBJECTS] = where; else { if (game.place[object] == CARRIED) - if (object != BIRD) - /* The bird has to be weightless. This ugly hack (and the - * corresponding code in the drop function) brought to you - * by the fact that when the bird is caged, we need to be able - * to either 'take bird' or 'take cage' and have the right thing - * happen. - */ - --game.holdng; + if (object != BIRD) + /* The bird has to be weightless. This ugly hack (and the + * corresponding code in the drop function) brought to you + * by the fact that when the bird is caged, we need to be able + * to either 'take bird' or 'take cage' and have the right thing + * happen. + */ + --game.holdng; game.place[object] = where; } if (where == LOC_NOWHERE || @@ -708,7 +708,7 @@ 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; - pspeak(obj, change, state, true); + pspeak(obj, change, true, state); } /* end */