Mercurial > hg > early-roguelike
comparison srogue/weapons.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 |
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| 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 /* |
| 22 * missile: | 23 * missile: |
| 23 * Fire a missile in a given direction | 24 * Fire a missile in a given direction |
| 24 */ | 25 */ |
| 25 missile(ydelta, xdelta) | 26 void |
| 26 int ydelta, xdelta; | 27 missile(int ydelta, int xdelta) |
| 27 { | 28 { |
| 28 reg struct object *obj, *nowwield; | 29 reg struct object *obj, *nowwield; |
| 29 reg struct linked_list *item, *nitem; | 30 reg struct linked_list *item, *nitem; |
| 30 | 31 |
| 31 /* | 32 /* |
| 81 | 82 |
| 82 /* | 83 /* |
| 83 * do the actual motion on the screen done by an object traveling | 84 * do the actual motion on the screen done by an object traveling |
| 84 * across the room | 85 * across the room |
| 85 */ | 86 */ |
| 86 do_motion(obj, ydelta, xdelta) | 87 void |
| 87 struct object *obj; | 88 do_motion(struct object *obj, int ydelta, int xdelta) |
| 88 int ydelta, xdelta; | |
| 89 { | 89 { |
| 90 reg int ch, y, x; | 90 reg int ch, y, x; |
| 91 | 91 |
| 92 obj->o_pos = hero; | 92 obj->o_pos = hero; |
| 93 while (1) { | 93 while (1) { |
| 118 /* | 118 /* |
| 119 * fall: | 119 * fall: |
| 120 * Drop an item someplace around here. | 120 * Drop an item someplace around here. |
| 121 */ | 121 */ |
| 122 | 122 |
| 123 fall(item, pr) | 123 void |
| 124 struct linked_list *item; | 124 fall(struct linked_list *item, bool pr) |
| 125 bool pr; | |
| 126 { | 125 { |
| 127 reg struct object *obj; | 126 reg struct object *obj; |
| 128 reg struct room *rp; | 127 reg struct room *rp; |
| 129 static struct coord fpos; | 128 static struct coord fpos; |
| 130 | 129 |
| 153 /* | 152 /* |
| 154 * init_weapon: | 153 * init_weapon: |
| 155 * Set up the initial goodies for a weapon | 154 * Set up the initial goodies for a weapon |
| 156 */ | 155 */ |
| 157 | 156 |
| 158 init_weapon(weap, type) | 157 void |
| 159 struct object *weap; | 158 init_weapon(struct object *weap, int type) |
| 160 int type; | |
| 161 { | 159 { |
| 162 reg struct init_weps *iwp; | 160 reg struct init_weps *iwp; |
| 163 | 161 |
| 164 weap->o_type = WEAPON; | 162 weap->o_type = WEAPON; |
| 165 weap->o_which = type; | 163 weap->o_which = type; |
| 180 | 178 |
| 181 /* | 179 /* |
| 182 * hit_monster: | 180 * hit_monster: |
| 183 * Does the missile hit the monster | 181 * Does the missile hit the monster |
| 184 */ | 182 */ |
| 185 hit_monster(mp, obj) | 183 bool |
| 186 struct coord *mp; | 184 hit_monster(struct coord *mp, struct object *obj) |
| 187 struct object *obj; | |
| 188 { | 185 { |
| 189 return fight(mp, obj, TRUE); | 186 return fight(mp, obj, TRUE); |
| 190 } | 187 } |
| 191 | 188 |
| 192 /* | 189 /* |
| 193 * num: | 190 * num: |
| 194 * Figure out the plus number for armor/weapons | 191 * Figure out the plus number for armor/weapons |
| 195 */ | 192 */ |
| 196 char * | 193 char * |
| 197 num(n1, n2) | 194 num(int n1, int n2) |
| 198 int n1, n2; | |
| 199 { | 195 { |
| 200 static char numbuf[LINLEN]; | 196 static char numbuf[LINLEN]; |
| 201 | 197 |
| 202 if (n1 == 0 && n2 == 0) | 198 if (n1 == 0 && n2 == 0) |
| 203 return "+0"; | 199 return "+0"; |
| 210 | 206 |
| 211 /* | 207 /* |
| 212 * wield: | 208 * wield: |
| 213 * Pull out a certain weapon | 209 * Pull out a certain weapon |
| 214 */ | 210 */ |
| 215 wield() | 211 void |
| 212 wield(void) | |
| 216 { | 213 { |
| 217 reg struct linked_list *item; | 214 reg struct linked_list *item; |
| 218 reg struct object *obj, *oweapon; | 215 reg struct object *obj, *oweapon; |
| 219 | 216 |
| 220 oweapon = cur_weapon; | 217 oweapon = cur_weapon; |
| 236 | 233 |
| 237 /* | 234 /* |
| 238 * fallpos: | 235 * fallpos: |
| 239 * Pick a random position around the give (y, x) coordinates | 236 * Pick a random position around the give (y, x) coordinates |
| 240 */ | 237 */ |
| 241 fallpos(pos, newpos, passages) | 238 bool |
| 242 struct coord *pos, *newpos; | 239 fallpos(struct coord *pos, struct coord *newpos, bool passages) |
| 243 bool passages; | |
| 244 { | 240 { |
| 245 reg int y, x, ch; | 241 reg int y, x, ch; |
| 246 | 242 |
| 247 for (y = pos->y - 1; y <= pos->y + 1; y++) { | 243 for (y = pos->y - 1; y <= pos->y + 1; y++) { |
| 248 for (x = pos->x - 1; x <= pos->x + 1; x++) { | 244 for (x = pos->x - 1; x <= pos->x + 1; x++) { |
