Mercurial > hg > early-roguelike
comparison arogue5/monsters.c @ 218:56e748983fa8
Advanced Rogue 5: convert to ANSI function declarations.
This still leaves over a thousand lines of warning messages, mostly
related to the return types of daemons and fuses.
author | John "Elwin" Edwards |
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date | Sun, 07 Feb 2016 14:39:21 -0500 |
parents | 0ed67132cf10 |
children | e52a8a7ad4c5 |
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217:94a0d9dd5ce1 | 218:56e748983fa8 |
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12 * See the file LICENSE.TXT for full copyright and licensing information. | 12 * See the file LICENSE.TXT for full copyright and licensing information. |
13 */ | 13 */ |
14 | 14 |
15 #include "curses.h" | 15 #include "curses.h" |
16 #include "rogue.h" | 16 #include "rogue.h" |
17 #include <stdlib.h> | |
17 #include <ctype.h> | 18 #include <ctype.h> |
18 #include <string.h> | 19 #include <string.h> |
19 | 20 |
20 | 21 |
21 /* | 22 /* |
22 * Check_residue takes care of any effect of the monster | 23 * Check_residue takes care of any effect of the monster |
23 */ | 24 */ |
24 check_residue(tp) | 25 void |
25 register struct thing *tp; | 26 check_residue(struct thing *tp) |
26 { | 27 { |
27 /* | 28 /* |
28 * Take care of special abilities | 29 * Take care of special abilities |
29 */ | 30 */ |
30 if (on(*tp, DIDHOLD) && (--hold_count == 0)) turn_off(player, ISHELD); | 31 if (on(*tp, DIDHOLD) && (--hold_count == 0)) turn_off(player, ISHELD); |
61 } | 62 } |
62 } | 63 } |
63 | 64 |
64 /* | 65 /* |
65 * Creat_mons creates the specified monster -- any if 0 | 66 * Creat_mons creates the specified monster -- any if 0 |
67 * person: Where to create next to | |
66 */ | 68 */ |
67 | 69 |
68 bool | 70 bool |
69 creat_mons(person, monster, report) | 71 creat_mons(struct thing *person, short monster, bool report) |
70 struct thing *person; /* Where to create next to */ | |
71 short monster; | |
72 bool report; | |
73 { | 72 { |
74 struct linked_list *nitem; | 73 struct linked_list *nitem; |
75 register struct thing *tp; | 74 register struct thing *tp; |
76 struct room *rp; | 75 struct room *rp; |
77 coord *mp; | 76 coord *mp; |
119 * Generate at least 'least' monsters for this single room level. | 118 * Generate at least 'least' monsters for this single room level. |
120 * 'Treas' indicates whether this is a "treasure" level. | 119 * 'Treas' indicates whether this is a "treasure" level. |
121 */ | 120 */ |
122 | 121 |
123 void | 122 void |
124 genmonsters(least, treas) | 123 genmonsters(int least, bool treas) |
125 register int least; | |
126 bool treas; | |
127 { | 124 { |
128 reg int i; | 125 reg int i; |
129 reg struct room *rp = &rooms[0]; | 126 reg struct room *rp = &rooms[0]; |
130 reg struct linked_list *item; | 127 reg struct linked_list *item; |
131 reg struct thing *mp; | 128 reg struct thing *mp; |
164 /* | 161 /* |
165 * id_monst returns the index of the monster given its letter | 162 * id_monst returns the index of the monster given its letter |
166 */ | 163 */ |
167 | 164 |
168 short | 165 short |
169 id_monst(monster) | 166 id_monst(char monster) |
170 register char monster; | |
171 { | 167 { |
172 register short result; | 168 register short result; |
173 | 169 |
174 result = NLEVMONS*vlevel; | 170 result = NLEVMONS*vlevel; |
175 if (result > NUMMONST) result = NUMMONST; | 171 if (result > NUMMONST) result = NUMMONST; |
185 /* | 181 /* |
186 * new_monster: | 182 * new_monster: |
187 * Pick a new monster and add it to the list | 183 * Pick a new monster and add it to the list |
188 */ | 184 */ |
189 | 185 |
190 new_monster(item, type, cp, max_monster) | 186 void |
191 struct linked_list *item; | 187 new_monster(struct linked_list *item, short type, coord *cp, bool max_monster) |
192 short type; | |
193 register coord *cp; | |
194 bool max_monster; | |
195 { | 188 { |
196 register struct thing *tp; | 189 register struct thing *tp; |
197 register struct monster *mp; | 190 register struct monster *mp; |
198 register char *ip, *hitp; | 191 register char *ip, *hitp; |
199 register int i, min_intel, max_intel; | 192 register int i, min_intel, max_intel; |
377 * Pick a monster to show up. The lower the level, | 370 * Pick a monster to show up. The lower the level, |
378 * the meaner the monster. | 371 * the meaner the monster. |
379 */ | 372 */ |
380 | 373 |
381 short | 374 short |
382 randmonster(wander, no_unique) | 375 randmonster(bool wander, bool no_unique) |
383 register bool wander, no_unique; | |
384 { | 376 { |
385 register int d, cur_level, range, i; | 377 register int d, cur_level, range, i; |
386 | 378 |
387 /* | 379 /* |
388 * Do we want a merchant? Merchant is always in place 'NUMMONST' | 380 * Do we want a merchant? Merchant is always in place 'NUMMONST' |
416 | 408 |
417 /* Sell displays a menu of goods from which the player may choose | 409 /* Sell displays a menu of goods from which the player may choose |
418 * to purchase something. | 410 * to purchase something. |
419 */ | 411 */ |
420 | 412 |
421 sell(tp) | 413 void |
422 register struct thing *tp; | 414 sell(struct thing *tp) |
423 { | 415 { |
424 register struct linked_list *item; | 416 register struct linked_list *item; |
425 register struct object *obj; | 417 register struct object *obj; |
426 register int i, j, min_worth, nitems, goods = 0, chance, which_item; | 418 register int i, j, min_worth, nitems, goods = 0, chance, which_item; |
427 char buffer[LINELEN]; | 419 char buffer[LINELEN]; |
729 | 721 |
730 /* | 722 /* |
731 * what to do when the hero steps next to a monster | 723 * what to do when the hero steps next to a monster |
732 */ | 724 */ |
733 struct linked_list * | 725 struct linked_list * |
734 wake_monster(y, x) | 726 wake_monster(int y, int x) |
735 int y, x; | |
736 { | 727 { |
737 register struct thing *tp; | 728 register struct thing *tp; |
738 register struct linked_list *it; | 729 register struct linked_list *it; |
739 register struct room *trp; | 730 register struct room *trp; |
740 register const char *mname; | 731 register const char *mname; |
955 /* | 946 /* |
956 * wanderer: | 947 * wanderer: |
957 * A wandering monster has awakened and is headed for the player | 948 * A wandering monster has awakened and is headed for the player |
958 */ | 949 */ |
959 | 950 |
960 wanderer() | 951 void |
952 wanderer(void) | |
961 { | 953 { |
962 register int i; | 954 register int i; |
963 register struct room *hr = roomin(&hero); | 955 register struct room *hr = roomin(&hero); |
964 register struct linked_list *item; | 956 register struct linked_list *item; |
965 register struct thing *tp; | 957 register struct thing *tp; |