comparison arogue7/monsters.c @ 219:f9ef86cf22b2

Advanced Rogue 7: convert to ANSI-style function declarations. Almost 1500 lines of compiler warnings remain, and the GCC developers are already working on a new version with even more warnings turned on by default.
author John "Elwin" Edwards
date Fri, 19 Feb 2016 21:02:28 -0500
parents b786053d2f37
children e1cd27c5464f
comparison
equal deleted inserted replaced
218:56e748983fa8 219:f9ef86cf22b2
19 19
20 #include "curses.h" 20 #include "curses.h"
21 #include "rogue.h" 21 #include "rogue.h"
22 #include <ctype.h> 22 #include <ctype.h>
23 #include <string.h> 23 #include <string.h>
24 #include <stdlib.h>
24 25
25 26
26 /* 27 /*
27 * Check_residue takes care of any effect of the monster 28 * Check_residue takes care of any effect of the monster
28 */ 29 */
29 check_residue(tp) 30 void
30 register struct thing *tp; 31 check_residue(struct thing *tp)
31 { 32 {
32 /* 33 /*
33 * Take care of special abilities 34 * Take care of special abilities
34 */ 35 */
35 if (on(*tp, DIDHOLD) && (--hold_count == 0)) { 36 if (on(*tp, DIDHOLD) && (--hold_count == 0)) {
69 } 70 }
70 } 71 }
71 72
72 /* 73 /*
73 * Creat_mons creates the specified monster -- any if 0 74 * Creat_mons creates the specified monster -- any if 0
75 * person: Where to create next to
74 */ 76 */
75 77
76 bool 78 bool
77 creat_mons(person, monster, report) 79 creat_mons(struct thing *person, short monster, bool report)
78 struct thing *person; /* Where to create next to */
79 short monster;
80 bool report;
81 { 80 {
82 struct linked_list *nitem; 81 struct linked_list *nitem;
83 register struct thing *tp; 82 register struct thing *tp;
84 struct room *rp; 83 struct room *rp;
85 coord *mp; 84 coord *mp;
130 * Generate at least 'least' monsters for this single room level. 129 * Generate at least 'least' monsters for this single room level.
131 * 'Treas' indicates whether this is a "treasure" level. 130 * 'Treas' indicates whether this is a "treasure" level.
132 */ 131 */
133 132
134 void 133 void
135 genmonsters(least, treas) 134 genmonsters(int least, bool treas)
136 register int least;
137 bool treas;
138 { 135 {
139 reg int i; 136 reg int i;
140 reg struct room *rp = &rooms[0]; 137 reg struct room *rp = &rooms[0];
141 reg struct linked_list *item; 138 reg struct linked_list *item;
142 reg struct thing *mp; 139 reg struct thing *mp;
178 /* 175 /*
179 * id_monst returns the index of the monster given its letter 176 * id_monst returns the index of the monster given its letter
180 */ 177 */
181 178
182 short 179 short
183 id_monst(monster) 180 id_monst(char monster)
184 register char monster;
185 { 181 {
186 register short result; 182 register short result;
187 183
188 result = NLEVMONS*vlevel; 184 result = NLEVMONS*vlevel;
189 if (result > NUMMONST) result = NUMMONST; 185 if (result > NUMMONST) result = NUMMONST;
199 /* 195 /*
200 * new_monster: 196 * new_monster:
201 * Pick a new monster and add it to the list 197 * Pick a new monster and add it to the list
202 */ 198 */
203 199
204 new_monster(item, type, cp, max_monster) 200 void
205 struct linked_list *item; 201 new_monster(struct linked_list *item, short type, coord *cp, bool max_monster)
206 short type;
207 coord *cp;
208 bool max_monster;
209 { 202 {
210 register struct thing *tp; 203 register struct thing *tp;
211 register struct monster *mp; 204 register struct monster *mp;
212 register char *ip, *hitp; 205 register char *ip, *hitp;
213 register int i, min_intel, max_intel; 206 register int i, min_intel, max_intel;
413 * Pick a monster to show up. The lower the level, 406 * Pick a monster to show up. The lower the level,
414 * the meaner the monster. 407 * the meaner the monster.
415 */ 408 */
416 409
417 short 410 short
418 randmonster(wander, no_unique) 411 randmonster(bool wander, bool no_unique)
419 register bool wander, no_unique;
420 { 412 {
421 register int d, cur_level, range, i; 413 register int d, cur_level, range, i;
422 414
423 /* 415 /*
424 * Do we want a merchant? Merchant is always in place 'NUMMONST' 416 * Do we want a merchant? Merchant is always in place 'NUMMONST'
453 445
454 /* Sell displays a menu of goods from which the player may choose 446 /* Sell displays a menu of goods from which the player may choose
455 * to purchase something. 447 * to purchase something.
456 */ 448 */
457 449
458 sell(tp) 450 void
459 register struct thing *tp; 451 sell(struct thing *tp)
460 { 452 {
461 register struct linked_list *item, *seller; 453 register struct linked_list *item, *seller;
462 register struct linked_list *sellpack; 454 register struct linked_list *sellpack;
463 register struct object *obj; 455 register struct object *obj;
464 register int worth, min_worth; 456 register int worth, min_worth;
549 541
550 /* 542 /*
551 * what to do when the hero steps next to a monster 543 * what to do when the hero steps next to a monster
552 */ 544 */
553 struct linked_list * 545 struct linked_list *
554 wake_monster(y, x) 546 wake_monster(int y, int x)
555 int y, x;
556 { 547 {
557 register struct thing *tp; 548 register struct thing *tp;
558 register struct linked_list *it; 549 register struct linked_list *it;
559 register struct room *trp; 550 register struct room *trp;
560 register char *mname; 551 register char *mname;
747 /* 738 /*
748 * wanderer: 739 * wanderer:
749 * A wandering monster has awakened and is headed for the player 740 * A wandering monster has awakened and is headed for the player
750 */ 741 */
751 742
752 wanderer() 743 void
744 wanderer(void)
753 { 745 {
754 register int i; 746 register int i;
755 register struct room *hr = roomin(&hero); 747 register struct room *hr = roomin(&hero);
756 register struct linked_list *item; 748 register struct linked_list *item;
757 register struct thing *tp; 749 register struct thing *tp;