Mercurial > hg > early-roguelike
diff srogue/fight.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 | e7aab31362af |
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--- a/srogue/fight.c Thu Jan 28 18:55:47 2016 -0500 +++ b/srogue/fight.c Sun Jan 31 13:45:07 2016 -0500 @@ -14,19 +14,26 @@ * See the file LICENSE.TXT for full copyright and licensing information. */ +#include <stdlib.h> #include <ctype.h> +#include <string.h> #include "rogue.h" #include "rogue.ext" +bool roll_em(struct stats *att, struct stats *def, struct object *weap, bool hurl); +char *mindex(char *cp, char c); +char *prname(char *who, bool upper); +void hit(char *er); +void miss(char *er); +void thunk(struct object *weap, char *mname); +void bounce(struct object *weap, char *mname); /* * fight: * The player attacks the monster. */ -fight(mp, weap, thrown) -struct coord *mp; -struct object *weap; -bool thrown; +bool +fight(struct coord *mp, struct object *weap, bool thrown) { reg struct thing *tp; @@ -123,8 +130,8 @@ * attack: * The monster attacks the player */ -attack(mp) -struct thing *mp; +int +attack(struct thing *mp) { reg char *mname; @@ -349,8 +356,8 @@ * swing: * Returns true if the swing hits */ -swing(at_lvl, op_arm, wplus) -int at_lvl, op_arm, wplus; +bool +swing(int at_lvl, int op_arm, int wplus) { reg int res = rnd(20)+1; reg int need = (21 - at_lvl) - op_arm; @@ -363,7 +370,8 @@ * check_level: * Check to see if the guy has gone up a level. */ -check_level() +void +check_level(void) { reg int lev, add, dif; @@ -387,15 +395,12 @@ * roll_em: * Roll several attacks */ -roll_em(att, def, weap, hurl) -struct stats *att, *def; -struct object *weap; -bool hurl; +bool +roll_em(struct stats *att, struct stats *def, struct object *weap, bool hurl) { reg char *cp; reg int ndice, nsides, def_arm, prop_hplus, prop_dplus; reg bool did_hit = FALSE; - char *mindex(); prop_hplus = prop_dplus = 0; if (weap == NULL) { @@ -479,8 +484,7 @@ * Look for char 'c' in string pointed to by 'cp' */ char * -mindex(cp, c) -char *cp, c; +mindex(char *cp, char c) { reg int i; @@ -498,9 +502,7 @@ * The print name of a combatant */ char * -prname(who, upper) -char *who; -bool upper; +prname(char *who, bool upper) { static char tbuf[LINLEN]; @@ -522,8 +524,8 @@ * hit: * Print a message to indicate a succesful hit */ -hit(er) -char *er; +void +hit(char *er) { msg("%s hit.",prname(er, TRUE)); } @@ -533,8 +535,8 @@ * miss: * Print a message to indicate a poor swing */ -miss(er) -char *er; +void +miss(char *er) { msg("%s miss%s.",prname(er, TRUE),(er == 0 ? "":"es")); } @@ -544,9 +546,8 @@ * save_throw: * See if a creature saves against something */ -save_throw(which, tp) -int which; -struct thing *tp; +bool +save_throw(int which, struct thing *tp) { reg int need; reg struct stats *st; @@ -561,8 +562,8 @@ * save: * See if he saves against various nasty things */ -save(which) -int which; +bool +save(int which) { return save_throw(which, &player); } @@ -571,7 +572,8 @@ * raise_level: * The guy just magically went up a level. */ -raise_level() +void +raise_level(void) { him->s_exp = e_levels[him->s_lvl-1] + 1L; check_level(); @@ -582,9 +584,8 @@ * thunk: * A missile hits a monster */ -thunk(weap, mname) -struct object *weap; -char *mname; +void +thunk(struct object *weap, char *mname) { if (weap->o_type == WEAPON) msg("The %s hits the %s.",w_magic[weap->o_which].mi_name,mname); @@ -597,9 +598,8 @@ * bounce: * A missile misses a monster */ -bounce(weap, mname) -struct object *weap; -char *mname; +void +bounce(struct object *weap, char *mname) { if (weap->o_type == WEAPON) msg("The %s misses the %s.", w_magic[weap->o_which].mi_name,mname); @@ -612,9 +612,8 @@ * remove: * Remove a monster from the screen */ -remove_monster(mp, item) -struct coord *mp; -struct linked_list *item; +void +remove_monster(struct coord *mp, struct linked_list *item) { reg char what; @@ -633,8 +632,8 @@ * is_magic: * Returns true if an object radiates magic */ -is_magic(obj) -struct object *obj; +bool +is_magic(struct object *obj) { switch (obj->o_type) { case ARMOR: @@ -656,9 +655,8 @@ * killed: * Called to put a monster to death */ -killed(item, pr) -struct linked_list *item; -bool pr; +void +killed(struct linked_list *item, bool pr) { reg struct thing *tp; reg struct object *obj;