comparison arogue7/weapons.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 28e22fb35989
comparison
equal deleted inserted replaced
218:56e748983fa8 219:f9ef86cf22b2
20 #include "curses.h" 20 #include "curses.h"
21 #include <ctype.h> 21 #include <ctype.h>
22 #include <string.h> 22 #include <string.h>
23 #include "rogue.h" 23 #include "rogue.h"
24 24
25 boomerang(ydelta, xdelta, item, tp) 25 void
26 int ydelta, xdelta; 26 boomerang(int ydelta, int xdelta, struct linked_list *item, struct thing *tp)
27 register struct linked_list *item;
28 register struct thing *tp;
29 { 27 {
30 register struct object *obj; 28 register struct object *obj;
31 struct thing midpoint; 29 struct thing midpoint;
32 coord oldpos; 30 coord oldpos;
33 31
54 /* 52 /*
55 * do the actual motion on the screen done by an object traveling 53 * do the actual motion on the screen done by an object traveling
56 * across the room. Note that we should not look at any field in 54 * across the room. Note that we should not look at any field in
57 * tp other than t_pos unless we change boomerang(). 55 * tp other than t_pos unless we change boomerang().
58 */ 56 */
59 do_motion(obj, ydelta, xdelta, tp) 57 void
60 register struct object *obj; 58 do_motion(struct object *obj, int ydelta, int xdelta, struct thing *tp)
61 register int ydelta, xdelta;
62 register struct thing *tp;
63 { 59 {
64 60
65 /* 61 /*
66 * Come fly with us ... 62 * Come fly with us ...
67 */ 63 */
113 /* 109 /*
114 * fall: 110 * fall:
115 * Drop an item someplace around here. 111 * Drop an item someplace around here.
116 */ 112 */
117 113
118 fall(item, pr) 114 void
119 register struct linked_list *item; 115 fall(struct linked_list *item, bool pr)
120 bool pr;
121 { 116 {
122 register struct object *obj; 117 register struct object *obj;
123 register struct room *rp; 118 register struct room *rp;
124 register int i; 119 register int i;
125 struct object *tobj; 120 struct object *tobj;
168 163
169 /* 164 /*
170 * Does the missile hit the monster 165 * Does the missile hit the monster
171 */ 166 */
172 167
173 hit_monster(y, x, obj, tp) 168 bool
174 register int y, x; 169 hit_monster(int y, int x, struct object *obj, struct thing *tp)
175 struct object *obj;
176 register struct thing *tp;
177 { 170 {
178 static coord mp; 171 static coord mp;
179 172
180 mp.y = y; 173 mp.y = y;
181 mp.x = x; 174 mp.x = x;
201 /* 194 /*
202 * init_weapon: 195 * init_weapon:
203 * Set up the initial goodies for a weapon 196 * Set up the initial goodies for a weapon
204 */ 197 */
205 198
206 init_weapon(weap, type) 199 void
207 register struct object *weap; 200 init_weapon(struct object *weap, char type)
208 char type;
209 { 201 {
210 register struct init_weps *iwp; 202 register struct init_weps *iwp;
211 203
212 iwp = &weaps[type]; 204 iwp = &weaps[type];
213 strncpy(weap->o_damage, iwp->w_dam, sizeof(weap->o_damage)); 205 strncpy(weap->o_damage, iwp->w_dam, sizeof(weap->o_damage));
226 /* 218 /*
227 * missile: 219 * missile:
228 * Fire a missile in a given direction 220 * Fire a missile in a given direction
229 */ 221 */
230 222
231 missile(ydelta, xdelta, item, tp) 223 void
232 int ydelta, xdelta; 224 missile(int ydelta, int xdelta, struct linked_list *item, struct thing *tp)
233 register struct linked_list *item;
234 register struct thing *tp;
235 { 225 {
236 register struct object *obj; 226 register struct object *obj;
237 register struct linked_list *nitem; 227 register struct linked_list *nitem;
238 char ch; 228 char ch;
239 229
301 * num: 291 * num:
302 * Figure out the plus number for armor/weapons 292 * Figure out the plus number for armor/weapons
303 */ 293 */
304 294
305 char * 295 char *
306 num(n1, n2) 296 num(int n1, int n2)
307 register int n1, n2;
308 { 297 {
309 static char numbuf[LINELEN]; 298 static char numbuf[LINELEN];
310 299
311 if (n1 == 0 && n2 == 0) { 300 if (n1 == 0 && n2 == 0) {
312 return "+0"; 301 return "+0";
322 /* 311 /*
323 * wield: 312 * wield:
324 * Pull out a certain weapon 313 * Pull out a certain weapon
325 */ 314 */
326 315
327 wield() 316 void
317 wield(void)
328 { 318 {
329 register struct linked_list *item; 319 register struct linked_list *item;
330 register struct object *obj, *oweapon; 320 register struct object *obj, *oweapon;
331 321
332 /* 322 /*