comparison xrogue/util.c @ 220:f54901b9c39b

XRogue: convert to ANSI-style function declarations.
author John "Elwin" Edwards
date Wed, 02 Mar 2016 21:13:26 -0500
parents ce0cf824c192
children 7c1cb43f346e
comparison
equal deleted inserted replaced
219:f9ef86cf22b2 220:f54901b9c39b
24 /* 24 /*
25 * this routine computes the players current AC without dex bonus's 25 * this routine computes the players current AC without dex bonus's
26 */ 26 */
27 27
28 int 28 int
29 ac_compute(ignoremetal) 29 ac_compute(bool ignoremetal)
30 bool ignoremetal;
31 { 30 {
32 register int ac; 31 register int ac;
33 32
34 ac = pstats.s_arm; /* base armor of "skin" */ 33 ac = pstats.s_arm; /* base armor of "skin" */
35 if (cur_armor) { 34 if (cur_armor) {
58 /* 57 /*
59 * aggravate: 58 * aggravate:
60 * aggravate all the monsters on this level 59 * aggravate all the monsters on this level
61 */ 60 */
62 61
63 aggravate(do_uniques, do_good) 62 void
64 bool do_uniques, do_good; 63 aggravate(bool do_uniques, bool do_good)
65 { 64 {
66 register struct linked_list *mi; 65 register struct linked_list *mi;
67 register struct thing *thingptr; 66 register struct thing *thingptr;
68 67
69 for (mi = mlist; mi != NULL; mi = next(mi)) { 68 for (mi = mlist; mi != NULL; mi = next(mi)) {
76 /* 75 /*
77 * cansee: 76 * cansee:
78 * returns true if the hero can see a certain coordinate. 77 * returns true if the hero can see a certain coordinate.
79 */ 78 */
80 79
81 cansee(y, x) 80 bool
82 register int y, x; 81 cansee(int y, int x)
83 { 82 {
84 register struct room *rer; 83 register struct room *rer;
85 register int radius; 84 register int radius;
86 coord tp; 85 coord tp;
87 86
124 * up through MAXDOUBLE. Then the cap is added in to compute 123 * up through MAXDOUBLE. Then the cap is added in to compute
125 * further levels 124 * further levels
126 */ 125 */
127 126
128 long 127 long
129 check_level() 128 check_level(void)
130 { 129 {
131 register int i, j, add = 0; 130 register int i, j, add = 0;
132 register unsigned long exp; 131 register unsigned long exp;
133 long retval; /* Return value */ 132 long retval; /* Return value */
134 int nsides; 133 int nsides;
168 /* 167 /*
169 * Used to modify the players strength 168 * Used to modify the players strength
170 * it keeps track of the highest it has been, just in case 169 * it keeps track of the highest it has been, just in case
171 */ 170 */
172 171
173 chg_str(amt) 172 void
174 register int amt; 173 chg_str(int amt)
175 { 174 {
176 register int ring_str; /* ring strengths */ 175 register int ring_str; /* ring strengths */
177 register struct stats *ptr; /* for speed */ 176 register struct stats *ptr; /* for speed */
178 177
179 ptr = &pstats; 178 ptr = &pstats;
193 192
194 /* 193 /*
195 * let's confuse the player 194 * let's confuse the player
196 */ 195 */
197 196
198 confus_player() 197 void
198 confus_player(void)
199 { 199 {
200 if (off(player, ISCLEAR)) 200 if (off(player, ISCLEAR))
201 { 201 {
202 msg("Wait, what's going on here! Huh? What? Who?"); 202 msg("Wait, what's going on here! Huh? What? Who?");
203 if (find_slot(unconfuse)) 203 if (find_slot(unconfuse))
211 211
212 /* 212 /*
213 * this routine computes the players current dexterity 213 * this routine computes the players current dexterity
214 */ 214 */
215 215
216 dex_compute() 216 int
217 dex_compute(void)
217 { 218 {
218 if (cur_misc[WEAR_GAUNTLET] != NULL && 219 if (cur_misc[WEAR_GAUNTLET] != NULL &&
219 cur_misc[WEAR_GAUNTLET]->o_which == MM_G_DEXTERITY) { 220 cur_misc[WEAR_GAUNTLET]->o_which == MM_G_DEXTERITY) {
220 if (cur_misc[WEAR_GAUNTLET]->o_flags & ISCURSED) 221 if (cur_misc[WEAR_GAUNTLET]->o_flags & ISCURSED)
221 return (3); 222 return (3);
229 /* 230 /*
230 * diag_ok: 231 * diag_ok:
231 * Check to see if the move is legal if it is diagonal 232 * Check to see if the move is legal if it is diagonal
232 */ 233 */
233 234
234 diag_ok(sp, ep, flgptr) 235 bool
235 register coord *sp, *ep; 236 diag_ok(coord *sp, coord *ep, struct thing *flgptr)
236 struct thing *flgptr;
237 { 237 {
238 register int numpaths = 0; 238 register int numpaths = 0;
239 239
240 /* Horizontal and vertical moves are always ok */ 240 /* Horizontal and vertical moves are always ok */
241 if (ep->x == sp->x || ep->y == sp->y) 241 if (ep->x == sp->x || ep->y == sp->y)
252 /* 252 /*
253 * pick a random position around the give (y, x) coordinates 253 * pick a random position around the give (y, x) coordinates
254 */ 254 */
255 255
256 coord * 256 coord *
257 fallpos(pos, be_clear, range) 257 fallpos(coord *pos, bool be_clear, int range)
258 register coord *pos;
259 bool be_clear;
260 int range;
261 { 258 {
262 register int tried, i, j; 259 register int tried, i, j;
263 register char ch; 260 register char ch;
264 static coord ret; 261 static coord ret;
265 static short masks[] = { 262 static short masks[] = {
331 /* 328 /*
332 * findmindex: 329 * findmindex:
333 * Find the index into the monster table of a monster given its name. 330 * Find the index into the monster table of a monster given its name.
334 */ 331 */
335 332
336 findmindex(name) 333 int
337 char *name; 334 findmindex(char *name)
338 { 335 {
339 int which; 336 int which;
340 337
341 for (which=1; which<NUMMONST; which++) { 338 for (which=1; which<NUMMONST; which++) {
342 if (strcmp(name, monsters[which].m_name) == 0) 339 if (strcmp(name, monsters[which].m_name) == 0)
353 * find_mons: 350 * find_mons:
354 * Find the monster from his coordinates 351 * Find the monster from his coordinates
355 */ 352 */
356 353
357 struct linked_list * 354 struct linked_list *
358 find_mons(y, x) 355 find_mons(int y, int x)
359 register int y;
360 register int x;
361 { 356 {
362 register struct linked_list *item; 357 register struct linked_list *item;
363 register struct thing *th; 358 register struct thing *th;
364 359
365 for (item = mlist; item != NULL; item = next(item)) 360 for (item = mlist; item != NULL; item = next(item))
375 * find_obj: 370 * find_obj:
376 * find the unclaimed object at y, x 371 * find the unclaimed object at y, x
377 */ 372 */
378 373
379 struct linked_list * 374 struct linked_list *
380 find_obj(y, x) 375 find_obj(int y, int x)
381 register int y;
382 register int x;
383 { 376 {
384 register struct linked_list *obj; 377 register struct linked_list *obj;
385 register struct object *op; 378 register struct object *op;
386 379
387 for (obj = lvl_obj; obj != NULL; obj = next(obj)) 380 for (obj = lvl_obj; obj != NULL; obj = next(obj))
396 /* 389 /*
397 * get coordinates from the player using the cursor keys (or mouse) 390 * get coordinates from the player using the cursor keys (or mouse)
398 */ 391 */
399 392
400 coord 393 coord
401 get_coordinates() 394 get_coordinates(void)
402 { 395 {
403 register int which; 396 register int which;
404 coord c; 397 coord c;
405 398
406 c = hero; 399 c = hero;
456 /* 449 /*
457 * set up the direction co_ordinate for use in various "prefix" commands 450 * set up the direction co_ordinate for use in various "prefix" commands
458 */ 451 */
459 452
460 bool 453 bool
461 get_dir(direction) 454 get_dir(coord *direction)
462 coord *direction;
463 { 455 {
464 register char *prompt; 456 register char *prompt;
465 register bool gotit; 457 register bool gotit;
466 int x,y; 458 int x,y;
467 459
517 * get_worth: 509 * get_worth:
518 * Calculate an objects worth in gold 510 * Calculate an objects worth in gold
519 */ 511 */
520 512
521 long 513 long
522 get_worth(obj) 514 get_worth(struct object *obj)
523 reg struct object *obj;
524 { 515 {
525 reg long worth, wh; 516 reg long worth, wh;
526 517
527 worth = 0; 518 worth = 0;
528 wh = obj->o_which; 519 wh = obj->o_which;
589 /* 580 /*
590 * invisible() 581 * invisible()
591 */ 582 */
592 583
593 bool 584 bool
594 invisible(monst) 585 invisible(struct thing *monst)
595 register struct thing *monst;
596 { 586 {
597 register bool ret_code; 587 register bool ret_code;
598 588
599 ret_code = on(*monst, CANSURPRISE); 589 ret_code = on(*monst, CANSURPRISE);
600 ret_code &= !ISWEARING(R_ALERT); 590 ret_code &= !ISWEARING(R_ALERT);
606 596
607 /* 597 /*
608 * see if the object is one of the currently used items 598 * see if the object is one of the currently used items
609 */ 599 */
610 600
611 is_current(obj) 601 bool
612 register struct object *obj; 602 is_current(struct object *obj)
613 { 603 {
614 if (obj == NULL) 604 if (obj == NULL)
615 return FALSE; 605 return FALSE;
616 if (obj == cur_armor || obj == cur_weapon || 606 if (obj == cur_armor || obj == cur_weapon ||
617 obj == cur_ring[LEFT_1] || obj == cur_ring[LEFT_2] || 607 obj == cur_ring[LEFT_1] || obj == cur_ring[LEFT_2] ||
646 636
647 637
648 /* 638 /*
649 * Look: 639 * Look:
650 * A quick glance all around the player 640 * A quick glance all around the player
651 */ 641 * wakeup: Should we wake up monsters
652 642 * runend: At end of a run -- for mazes
653 look(wakeup, runend) 643 */
654 bool wakeup; /* Should we wake up monsters */ 644
655 bool runend; /* At end of a run -- for mazes */ 645 void
646 look(bool wakeup, bool runend)
656 { 647 {
657 register int x, y, radius; 648 register int x, y, radius;
658 register unsigned char ch, och; 649 register unsigned char ch, och;
659 register int oldx, oldy; 650 register int oldx, oldy;
660 register bool inpass, horiz, vert, do_light = FALSE, do_blank = FALSE; 651 register bool inpass, horiz, vert, do_light = FALSE, do_blank = FALSE;
935 926
936 /* 927 /*
937 * Lower a level of experience 928 * Lower a level of experience
938 */ 929 */
939 930
940 lower_level(who) 931 void
941 short who; 932 lower_level(short who)
942 { 933 {
943 int fewer, nsides; 934 int fewer, nsides;
944 unsigned long exp; 935 unsigned long exp;
945 936
946 msg("You suddenly feel less skillful."); 937 msg("You suddenly feel less skillful.");
973 /* 964 /*
974 * print out the name of a monster 965 * print out the name of a monster
975 */ 966 */
976 967
977 char * 968 char *
978 monster_name(tp) 969 monster_name(struct thing *tp)
979 register struct thing *tp;
980 { 970 {
981 prbuf[0] = '\0'; 971 prbuf[0] = '\0';
982 if (on(*tp, ISFLEE) || on(*tp, WASTURNED)) 972 if (on(*tp, ISFLEE) || on(*tp, WASTURNED))
983 strcat(prbuf, "terrified "); 973 strcat(prbuf, "terrified ");
984 if (on(*tp, ISHUH)) 974 if (on(*tp, ISHUH))
1005 * Try to move the hero somplace besides next to where he is. We ask him 995 * Try to move the hero somplace besides next to where he is. We ask him
1006 * where. There can be restrictions based on why he is moving. 996 * where. There can be restrictions based on why he is moving.
1007 */ 997 */
1008 998
1009 bool 999 bool
1010 move_hero(why) 1000 move_hero(int why)
1011 int why;
1012 { 1001 {
1013 char *action = NULL; 1002 char *action = NULL;
1014 unsigned char which; 1003 unsigned char which;
1015 coord c; 1004 coord c;
1016 1005
1051 /* 1040 /*
1052 * raise_level: 1041 * raise_level:
1053 * The guy just magically went up a level. 1042 * The guy just magically went up a level.
1054 */ 1043 */
1055 1044
1056 raise_level() 1045 void
1046 raise_level(void)
1057 { 1047 {
1058 unsigned long test; /* Next level -- be sure it is not an overflow */ 1048 unsigned long test; /* Next level -- be sure it is not an overflow */
1059 1049
1060 test = check_level(); /* Get next boundary */ 1050 test = check_level(); /* Get next boundary */
1061 1051
1103 }; 1093 };
1104 1094
1105 /* 1095 /*
1106 * save: 1096 * save:
1107 * See if a creature saves against something 1097 * See if a creature saves against something
1108 */ 1098 * which: which type of save
1109 1099 * who: who is saving
1110 save(which, who, adj) 1100 * adj: saving throw adjustment
1111 int which; /* which type of save */ 1101 */
1112 struct thing *who; /* who is saving */ 1102
1113 int adj; /* saving throw adjustment */ 1103 bool
1104 save(int which, struct thing *who, int adj)
1114 { 1105 {
1115 register int need, level, protect; 1106 register int need, level, protect;
1116 1107
1117 protect = 0; 1108 protect = 0;
1118 level = who->t_stats.s_lvl; 1109 level = who->t_stats.s_lvl;
1165 /* 1156 /*
1166 * secret_door: 1157 * secret_door:
1167 * Figure out what a secret door looks like. 1158 * Figure out what a secret door looks like.
1168 */ 1159 */
1169 1160
1170 secretdoor(y, x) 1161 char
1171 register int y, x; 1162 secretdoor(int y, int x)
1172 { 1163 {
1173 register int i; 1164 register int i;
1174 register struct room *rp; 1165 register struct room *rp;
1175 register coord *cpp; 1166 register coord *cpp;
1176 static coord cp; 1167 static coord cp;
1190 1181
1191 /* 1182 /*
1192 * this routine computes the players current strength 1183 * this routine computes the players current strength
1193 */ 1184 */
1194 1185
1195 str_compute() 1186 int
1187 str_compute(void)
1196 { 1188 {
1197 if (cur_misc[WEAR_GAUNTLET] != NULL && 1189 if (cur_misc[WEAR_GAUNTLET] != NULL &&
1198 cur_misc[WEAR_GAUNTLET]->o_which == MM_G_OGRE) { 1190 cur_misc[WEAR_GAUNTLET]->o_which == MM_G_OGRE) {
1199 if (cur_misc[WEAR_GAUNTLET]->o_flags & ISCURSED) 1191 if (cur_misc[WEAR_GAUNTLET]->o_flags & ISCURSED)
1200 return (3); 1192 return (3);
1207 1199
1208 /* 1200 /*
1209 * copy string using unctrl for things 1201 * copy string using unctrl for things
1210 */ 1202 */
1211 1203
1212 strucpy(s1, s2, len) 1204 void
1213 register char *s1, *s2; 1205 strucpy(char *s1, char *s2, int len)
1214 register int len;
1215 { 1206 {
1216 register char *sp; 1207 register char *sp;
1217 while (len--) 1208 while (len--)
1218 { 1209 {
1219 strcpy(s1, (sp = unctrl(*s2))); 1210 strcpy(s1, (sp = unctrl(*s2)));
1227 * tr_name: 1218 * tr_name:
1228 * print the name of a trap 1219 * print the name of a trap
1229 */ 1220 */
1230 1221
1231 char * 1222 char *
1232 tr_name(ch) 1223 tr_name(char ch)
1233 char ch;
1234 { 1224 {
1235 register char *s = NULL; 1225 register char *s = NULL;
1236 1226
1237 switch (ch) 1227 switch (ch)
1238 { 1228 {
1261 /* 1251 /*
1262 * for printfs: if string starts with a vowel, return "n" for an "an" 1252 * for printfs: if string starts with a vowel, return "n" for an "an"
1263 */ 1253 */
1264 1254
1265 char * 1255 char *
1266 vowelstr(str) 1256 vowelstr(char *str)
1267 register char *str;
1268 { 1257 {
1269 switch (*str) 1258 switch (*str)
1270 { 1259 {
1271 case 'a': 1260 case 'a':
1272 case 'e': 1261 case 'e':
1281 1270
1282 /* 1271 /*
1283 * wake up a room full (hopefully) of creatures 1272 * wake up a room full (hopefully) of creatures
1284 */ 1273 */
1285 1274
1286 wake_room(rp) 1275 void
1287 register struct room *rp; 1276 wake_room(struct room *rp)
1288 { 1277 {
1289 register struct linked_list *item; 1278 register struct linked_list *item;
1290 register struct thing *tp; 1279 register struct thing *tp;
1291 1280
1292 for (item=mlist; item!=NULL; item=next(item)) { 1281 for (item=mlist; item!=NULL; item=next(item)) {
1300 /* 1289 /*
1301 * waste_time: 1290 * waste_time:
1302 * Do nothing but let other things happen 1291 * Do nothing but let other things happen
1303 */ 1292 */
1304 1293
1305 waste_time() 1294 void
1295 waste_time(void)
1306 { 1296 {
1307 if (inwhgt) /* if from wghtchk then done */ 1297 if (inwhgt) /* if from wghtchk then done */
1308 return; 1298 return;
1309 do_daemons(BEFORE); 1299 do_daemons(BEFORE);
1310 do_fuses(BEFORE); 1300 do_fuses(BEFORE);