Mercurial > hg > early-roguelike
diff srogue/move.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 | e52a8a7ad4c5 |
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--- a/srogue/move.c Thu Jan 28 18:55:47 2016 -0500 +++ b/srogue/move.c Sun Jan 31 13:45:07 2016 -0500 @@ -14,6 +14,7 @@ * See the file LICENSE.TXT for full copyright and licensing information. */ +#include <string.h> #include <ctype.h> #include "rogue.h" #include "rogue.ext" @@ -29,8 +30,8 @@ * Start the hero running */ -do_run(ch) -char ch; +void +do_run(char ch) { running = TRUE; after = FALSE; @@ -43,8 +44,8 @@ * consequences (fighting, picking up, etc.) */ -do_move(dy, dx) -int dy, dx; +void +do_move(int dy, int dx) { reg int ch; reg struct room *rp; @@ -209,8 +210,8 @@ * Called to illuminate a room. * If it is dark, remove anything that might move. */ -light(cp) -struct coord *cp; +void +light(struct coord *cp) { reg struct room *rp; reg int j, k, x, y; @@ -291,8 +292,8 @@ * show: * returns what a certain thing will display as to the un-initiated */ -show(y, x) -int y, x; +char +show(int y, int x) { reg char ch = winat(y, x); reg struct linked_list *it; @@ -330,9 +331,8 @@ * be_trapped: * Hero or monster stepped on a trap. */ -be_trapped(tc, th) -struct thing *th; -struct coord *tc; +int +be_trapped(struct coord *tc, struct thing *th) { reg struct trap *trp; reg int ch, ishero; @@ -340,7 +340,7 @@ char stuckee[35], seeit, sayso; if ((trp = trap_at(tc->y, tc->x)) == NULL) - return; + return 0; ishero = (th == &player); if (ishero) { strcpy(stuckee, "You"); @@ -491,7 +491,7 @@ if ((trp->tr_flags & ISGONE) && rnd(100) < 10) { nlmove = TRUE; if (rnd(100) < 15) - teleport(rndspot); /* teleport away */ + teleport(rndspot, th); /* teleport away */ else if(rnd(100) < 15 && level > 2) { level -= rnd(2) + 1; new_level(NORMLEV); @@ -519,7 +519,8 @@ * dip_it: * Dip an object into a magic pool */ -dip_it() +void +dip_it(void) { reg struct linked_list *what; reg struct object *ob; @@ -654,8 +655,7 @@ * Find the trap at (y,x) on screen. */ struct trap * -trap_at(y, x) -int y, x; +trap_at(int y, int x) { reg struct trap *tp, *ep; @@ -673,8 +673,7 @@ * move in a random direction if the monster/person is confused */ struct coord * -rndmove(who) -struct thing *who; +rndmove(struct thing *who) { reg int x, y, ex, ey, ch; int nopen = 0; @@ -720,8 +719,8 @@ * isatrap: * Returns TRUE if this character is some kind of trap */ -isatrap(ch) -char ch; +bool +isatrap(char ch) { switch(ch) { case POST: