Mercurial > hg > early-roguelike
diff xrogue/move.c @ 225:4f6e056438eb
Merge the GCC5 and build fix branches.
author | John "Elwin" Edwards |
---|---|
date | Wed, 02 Mar 2016 21:28:34 -0500 |
parents | f54901b9c39b |
children | e52a8a7ad4c5 |
line wrap: on
line diff
--- a/xrogue/move.c Fri Feb 26 17:30:30 2016 -0500 +++ b/xrogue/move.c Wed Mar 02 21:28:34 2016 -0500 @@ -18,6 +18,7 @@ #include <curses.h> #include <ctype.h> +#include <string.h> #include "rogue.h" /* @@ -37,9 +38,8 @@ * The guy stepped on a trap.... Make him pay. */ -be_trapped(th, tc) -register struct thing *th; -register coord *tc; +char +be_trapped(struct thing *th, coord *tc) { register struct trap *tp; register char ch, *mname = NULL; @@ -504,8 +504,7 @@ */ bool -blue_light(blessed, cursed) -bool blessed, cursed; +blue_light(bool blessed, bool cursed) { register struct room *rp; bool ret_val=FALSE; /* Whether or not affect is known */ @@ -563,8 +562,8 @@ * If not, if player came from a legal place, then try to turn him. */ -corr_move(dy, dx) -int dy, dx; +void +corr_move(int dy, int dx) { int legal=0; /* Number of legal alternatives */ register int y, x, /* Indexes though possible positions */ @@ -642,7 +641,8 @@ * Dip an object into a magic pool */ -dip_it() +void +dip_it(void) { reg struct linked_list *what; reg struct object *ob; @@ -839,8 +839,8 @@ * consequences (fighting, picking up, etc.) */ -do_move(dy, dx) -int dy, dx; +void +do_move(int dy, int dx) { register struct room *rp, *orp; register unsigned char ch; @@ -1189,8 +1189,8 @@ * Start the hero running */ -do_run(ch) -char ch; +void +do_run(char ch) { firstmove = TRUE; running = TRUE; @@ -1206,9 +1206,7 @@ */ bool -getdelta(match, dy, dx) -char match; -int *dy, *dx; +getdelta(char match, int *dy, int *dx) { register int y, x; @@ -1228,8 +1226,8 @@ * Returns TRUE if this character is some kind of trap */ -isatrap(ch) -reg char ch; +bool +isatrap(char ch) { switch(ch) { case WORMHOLE: @@ -1250,8 +1248,8 @@ * If it is dark, remove anything that might move. */ -light(cp) -coord *cp; +void +light(coord *cp) { register struct room *rp; register int j, k, x, y; @@ -1428,8 +1426,7 @@ */ bool -lit_room(rp) -register struct room *rp; +lit_room(struct room *rp) { register struct linked_list *fire_item; register struct thing *fire_creature; @@ -1466,8 +1463,7 @@ */ short -movement(tp) -register struct thing *tp; +movement(struct thing *tp) { register int result; register int carry; /* Percentage carried */ @@ -1531,8 +1527,7 @@ */ coord -rndmove(who) -struct thing *who; +rndmove(struct thing *who) { register int x, y; register int ex, ey, nopen = 0; @@ -1586,9 +1581,8 @@ * set a trap at (y, x) on screen. */ -set_trap(tp, y, x) -register struct thing *tp; -register int y, x; +void +set_trap(struct thing *tp, int y, int x) { register bool is_player = (tp == &player); register int selection = rnd(TRAPTYPES-WIZARDTRAPS) + '1'; @@ -1645,7 +1639,7 @@ * Put out the selection. The longest line is * the prompt line (39 characters long). */ - over_win(cw, hw, num_traps + 3, 41, 0, 39, NULL); + over_win(cw, hw, num_traps + 3, 41, 0, 39, '\0'); else draw(hw); state = 1; /* Now in prompt window */ @@ -1705,7 +1699,7 @@ * Put out the selection. The longest line is * the prompt line (43 characters long). */ - over_win(cw, hw, num_traps+3, 45, 0, 43, NULL); + over_win(cw, hw, num_traps+3, 45, 0, 43, '\0'); else draw(hw); } @@ -1778,8 +1772,8 @@ * returns what a certain thing will display as to the un-initiated */ -show(y, x) -register int y, x; +char +show(int y, int x) { register unsigned char ch = winat(y, x); register struct linked_list *it; @@ -1819,8 +1813,7 @@ */ struct trap * -trap_at(y, x) -register int y, x; +trap_at(int y, int x) { register struct trap *tp, *ep; @@ -1838,11 +1831,12 @@ * Calculate how many segments it will take to swing the given * weapon (note that the weapon may actually be a stick or * even something else). + * wielder: Who's wielding the weapon + * weap: The weapon */ -weap_move(wielder, weap) -register struct thing *wielder; /* Who's wielding the weapon */ -register struct object *weap; /* The weapon */ +int +weap_move(struct thing *wielder, struct object *weap) { register int weap_rate; int dexterity;