comparison srogue/move.c @ 217:94a0d9dd5ce1

Super-Rogue: convert to ANSI-style function declarations. This fixes most of the build warnings.
author John "Elwin" Edwards
date Sun, 31 Jan 2016 13:45:07 -0500
parents 2128c7dc8a40
children e52a8a7ad4c5
comparison
equal deleted inserted replaced
216:b24545357d2e 217:94a0d9dd5ce1
12 * All rights reserved. 12 * All rights reserved.
13 * 13 *
14 * See the file LICENSE.TXT for full copyright and licensing information. 14 * See the file LICENSE.TXT for full copyright and licensing information.
15 */ 15 */
16 16
17 #include <string.h>
17 #include <ctype.h> 18 #include <ctype.h>
18 #include "rogue.h" 19 #include "rogue.h"
19 #include "rogue.ext" 20 #include "rogue.ext"
20 21
21 /* 22 /*
27 /* 28 /*
28 * do_run: 29 * do_run:
29 * Start the hero running 30 * Start the hero running
30 */ 31 */
31 32
32 do_run(ch) 33 void
33 char ch; 34 do_run(char ch)
34 { 35 {
35 running = TRUE; 36 running = TRUE;
36 after = FALSE; 37 after = FALSE;
37 runch = ch; 38 runch = ch;
38 } 39 }
41 * do_move: 42 * do_move:
42 * Check to see that a move is legal. If it is handle the 43 * Check to see that a move is legal. If it is handle the
43 * consequences (fighting, picking up, etc.) 44 * consequences (fighting, picking up, etc.)
44 */ 45 */
45 46
46 do_move(dy, dx) 47 void
47 int dy, dx; 48 do_move(int dy, int dx)
48 { 49 {
49 reg int ch; 50 reg int ch;
50 reg struct room *rp; 51 reg struct room *rp;
51 52
52 firstmove = FALSE; 53 firstmove = FALSE;
207 208
208 /* 209 /*
209 * Called to illuminate a room. 210 * Called to illuminate a room.
210 * If it is dark, remove anything that might move. 211 * If it is dark, remove anything that might move.
211 */ 212 */
212 light(cp) 213 void
213 struct coord *cp; 214 light(struct coord *cp)
214 { 215 {
215 reg struct room *rp; 216 reg struct room *rp;
216 reg int j, k, x, y; 217 reg int j, k, x, y;
217 reg char ch, rch; 218 reg char ch, rch;
218 reg struct linked_list *item; 219 reg struct linked_list *item;
289 290
290 /* 291 /*
291 * show: 292 * show:
292 * returns what a certain thing will display as to the un-initiated 293 * returns what a certain thing will display as to the un-initiated
293 */ 294 */
294 show(y, x) 295 char
295 int y, x; 296 show(int y, int x)
296 { 297 {
297 reg char ch = winat(y, x); 298 reg char ch = winat(y, x);
298 reg struct linked_list *it; 299 reg struct linked_list *it;
299 reg struct thing *tp; 300 reg struct thing *tp;
300 reg struct trap *ta; 301 reg struct trap *ta;
328 329
329 /* 330 /*
330 * be_trapped: 331 * be_trapped:
331 * Hero or monster stepped on a trap. 332 * Hero or monster stepped on a trap.
332 */ 333 */
333 be_trapped(tc, th) 334 int
334 struct thing *th; 335 be_trapped(struct coord *tc, struct thing *th)
335 struct coord *tc;
336 { 336 {
337 reg struct trap *trp; 337 reg struct trap *trp;
338 reg int ch, ishero; 338 reg int ch, ishero;
339 struct linked_list *mon; 339 struct linked_list *mon;
340 char stuckee[35], seeit, sayso; 340 char stuckee[35], seeit, sayso;
341 341
342 if ((trp = trap_at(tc->y, tc->x)) == NULL) 342 if ((trp = trap_at(tc->y, tc->x)) == NULL)
343 return; 343 return 0;
344 ishero = (th == &player); 344 ishero = (th == &player);
345 if (ishero) { 345 if (ishero) {
346 strcpy(stuckee, "You"); 346 strcpy(stuckee, "You");
347 count = running = FALSE; 347 count = running = FALSE;
348 } 348 }
489 goto goner; 489 goto goner;
490 } 490 }
491 if ((trp->tr_flags & ISGONE) && rnd(100) < 10) { 491 if ((trp->tr_flags & ISGONE) && rnd(100) < 10) {
492 nlmove = TRUE; 492 nlmove = TRUE;
493 if (rnd(100) < 15) 493 if (rnd(100) < 15)
494 teleport(rndspot); /* teleport away */ 494 teleport(rndspot, th); /* teleport away */
495 else if(rnd(100) < 15 && level > 2) { 495 else if(rnd(100) < 15 && level > 2) {
496 level -= rnd(2) + 1; 496 level -= rnd(2) + 1;
497 new_level(NORMLEV); 497 new_level(NORMLEV);
498 msg("You here a faint groan from below."); 498 msg("You here a faint groan from below.");
499 } 499 }
517 517
518 /* 518 /*
519 * dip_it: 519 * dip_it:
520 * Dip an object into a magic pool 520 * Dip an object into a magic pool
521 */ 521 */
522 dip_it() 522 void
523 dip_it(void)
523 { 524 {
524 reg struct linked_list *what; 525 reg struct linked_list *what;
525 reg struct object *ob; 526 reg struct object *ob;
526 reg struct trap *tp; 527 reg struct trap *tp;
527 reg int wh; 528 reg int wh;
652 /* 653 /*
653 * trap_at: 654 * trap_at:
654 * Find the trap at (y,x) on screen. 655 * Find the trap at (y,x) on screen.
655 */ 656 */
656 struct trap * 657 struct trap *
657 trap_at(y, x) 658 trap_at(int y, int x)
658 int y, x;
659 { 659 {
660 reg struct trap *tp, *ep; 660 reg struct trap *tp, *ep;
661 661
662 ep = &traps[ntraps]; 662 ep = &traps[ntraps];
663 for (tp = traps; tp < ep; tp += 1) 663 for (tp = traps; tp < ep; tp += 1)
671 /* 671 /*
672 * rndmove: 672 * rndmove:
673 * move in a random direction if the monster/person is confused 673 * move in a random direction if the monster/person is confused
674 */ 674 */
675 struct coord * 675 struct coord *
676 rndmove(who) 676 rndmove(struct thing *who)
677 struct thing *who;
678 { 677 {
679 reg int x, y, ex, ey, ch; 678 reg int x, y, ex, ey, ch;
680 int nopen = 0; 679 int nopen = 0;
681 struct linked_list *item; 680 struct linked_list *item;
682 static struct coord ret; /* what we will be returning */ 681 static struct coord ret; /* what we will be returning */
718 717
719 /* 718 /*
720 * isatrap: 719 * isatrap:
721 * Returns TRUE if this character is some kind of trap 720 * Returns TRUE if this character is some kind of trap
722 */ 721 */
723 isatrap(ch) 722 bool
724 char ch; 723 isatrap(char ch)
725 { 724 {
726 switch(ch) { 725 switch(ch) {
727 case POST: 726 case POST:
728 case DARTTRAP: 727 case DARTTRAP:
729 case POOL: 728 case POOL: