Address GitLab issue #45: OSX Compile issue

This commit is contained in:
Eric S. Raymond 2018-11-30 09:49:23 -05:00
parent fcf99d56d8
commit 6667ffd1f1
4 changed files with 15 additions and 15 deletions

View file

@ -211,11 +211,11 @@ static int bigwords(vocab_t id)
if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == TROLL_UNPAID)
game.prop[TROLL] = TROLL_PAIDONCE;
if (HERE(EGGS))
pspeak(EGGS, look, EGGS_VANISHED, true);
pspeak(EGGS, look, true, EGGS_VANISHED);
else if (game.loc == objects[EGGS].plac)
pspeak(EGGS, look, EGGS_HERE, true);
pspeak(EGGS, look, true, EGGS_HERE);
else
pspeak(EGGS, look, EGGS_DONE, true);
pspeak(EGGS, look, true, EGGS_DONE);
move(EGGS, objects[EGGS].plac);
return GO_CLEAROBJ;
@ -500,7 +500,7 @@ static int discard(verb_t verb, obj_t obj)
if (obj == COINS && HERE(VEND)) {
DESTROY(COINS);
drop(BATTERY, game.loc);
pspeak(BATTERY, look, FRESH_BATTERIES, true);
pspeak(BATTERY, look, true, FRESH_BATTERIES);
return GO_CLEAROBJ;
}
@ -640,7 +640,7 @@ static int extinguish(verb_t verb, obj_t obj)
if (game.prop[URN] != URN_EMPTY) {
state_change(URN, URN_DARK);
} else {
pspeak(URN, change, URN_DARK, true);
pspeak(URN, change, true, URN_DARK);
}
break;
case LAMP:
@ -869,7 +869,7 @@ static int inven(void)
rspeak(NOW_HOLDING);
empty = false;
}
pspeak(i, touch, -1, false);
pspeak(i, touch, false, -1);
}
if (TOTING(BEAR))
rspeak(TAME_BEAR);
@ -939,7 +939,7 @@ static int listen(void)
* depending on whether player has drunk dragon's blood. */
if (i == BIRD)
mi += 3 * game.blooded;
pspeak(i, hear, mi, true, game.zzword);
pspeak(i, hear, true, mi, game.zzword);
rspeak(NO_MESSAGE);
if (i == BIRD && mi == BIRD_ENDSTATE)
DESTROY(BIRD);
@ -1108,7 +1108,7 @@ static int read(command_t command)
game.prop[command.obj] == STATE_NOTFOUND) {
speak(actions[command.verb].message);
} else
pspeak(command.obj, study, game.prop[command.obj], true);
pspeak(command.obj, study, true, game.prop[command.obj]);
return GO_CLEAROBJ;
}

View file

@ -209,7 +209,7 @@ extern struct settings_t settings;
extern bool get_command_input(command_t *);
extern void speak(const char*, ...);
extern void sspeak(int msg, ...);
extern void pspeak(vocab_t, enum speaktype, int, bool, ...);
extern void pspeak(vocab_t, enum speaktype, bool, int, ...);
extern void rspeak(vocab_t, ...);
extern void echo_input(FILE*, const char*, const char*);
extern bool silent_yes(void);

6
main.c
View file

@ -710,7 +710,7 @@ static void playermove( int motion)
* game.prop[TROLL]=TROLL_UNPAID.) Special stuff
* for bear. */
if (game.prop[TROLL] == TROLL_PAIDONCE) {
pspeak(TROLL, look, TROLL_PAIDONCE, true);
pspeak(TROLL, look, true, TROLL_PAIDONCE);
game.prop[TROLL] = TROLL_UNPAID;
move(TROLL2, LOC_NOWHERE);
move(TROLL2 + NOBJECTS, IS_FREE);
@ -956,7 +956,7 @@ static void listobjects(void)
kk = (game.loc == game.fixed[STEPS])
? STEPS_UP
: STEPS_DOWN;
pspeak(obj, look, kk, true);
pspeak(obj, look, true, kk);
}
}
}
@ -992,7 +992,7 @@ bool get_preprocessed_command_input(command_t *command)
* separate from their respective piles. */
if (game.closed) {
if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
pspeak(OYSTER, look, 1, true);
pspeak(OYSTER, look, true, 1);
for (size_t i = 1; i <= NOBJECTS; i++) {
if (TOTING(i) && game.prop[i] < 0)
game.prop[i] = STASHED(i);

6
misc.c
View file

@ -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);
@ -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 */