Mercurial > hg > early-roguelike
diff arogue7/util.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 | 1cd604c827a3 |
children | e1cd27c5464f |
line wrap: on
line diff
--- a/arogue7/util.c Sun Feb 07 14:39:21 2016 -0500 +++ b/arogue7/util.c Fri Feb 19 21:02:28 2016 -0500 @@ -35,8 +35,7 @@ * this routine computes the players current AC without dex bonus's */ int -ac_compute(ignoremetal) -bool ignoremetal; +ac_compute(bool ignoremetal) { register int ac; @@ -69,8 +68,8 @@ * aggravate all the monsters on this level */ -aggravate(do_uniques, do_good) -bool do_uniques, do_good; +void +aggravate(bool do_uniques, bool do_good) { register struct linked_list *mi; register struct thing *thingptr; @@ -87,8 +86,8 @@ * returns true if the hero can see a certain coordinate. */ -cansee(y, x) -register int y, x; +bool +cansee(int y, int x) { register struct room *rer; register int radius; @@ -134,7 +133,7 @@ * further levels */ long -check_level() +check_level(void) { register int i, j, add = 0; register unsigned long exp; @@ -178,8 +177,8 @@ * it keeps track of the highest it has been, just in case */ -chg_str(amt) -register int amt; +void +chg_str(int amt) { register int ring_str; /* ring strengths */ register struct stats *ptr; /* for speed */ @@ -201,7 +200,8 @@ /* * let's confuse the player */ -confus_player() +void +confus_player(void) { if (off(player, ISCLEAR)) { @@ -218,7 +218,8 @@ /* * this routine computes the players current dexterity */ -dex_compute() +int +dex_compute(void) { if (cur_misc[WEAR_GAUNTLET] != NULL && cur_misc[WEAR_GAUNTLET]->o_which == MM_G_DEXTERITY) { @@ -236,9 +237,8 @@ * Check to see if the move is legal if it is diagonal */ -diag_ok(sp, ep, flgptr) -register coord *sp, *ep; -struct thing *flgptr; +bool +diag_ok(coord *sp, coord *ep, struct thing *flgptr) { register int numpaths = 0; @@ -258,10 +258,7 @@ * pick a random position around the give (y, x) coordinates */ coord * -fallpos(pos, be_clear, range) -register coord *pos; -bool be_clear; -int range; +fallpos(coord *pos, bool be_clear, int range) { register int tried, i, j; register char ch; @@ -339,8 +336,8 @@ * Find the index into the monster table of a monster given its name. */ -findmindex(name) -char *name; +int +findmindex(char *name) { int which; @@ -361,9 +358,7 @@ */ struct linked_list * -find_mons(y, x) -register int y; -register int x; +find_mons(int y, int x) { register struct linked_list *item; register struct thing *th; @@ -383,9 +378,7 @@ */ struct linked_list * -find_obj(y, x) -register int y; -register int x; +find_obj(int y, int x) { register struct linked_list *obj; register struct object *op; @@ -403,7 +396,7 @@ * get coordinates from the player using the cursor keys (or mouse) */ coord -get_coordinates() +get_coordinates(void) { register int which; coord c; @@ -550,8 +543,7 @@ * set up the direction co_ordinate for use in various "prefix" commands */ bool -get_dir(direction) -coord *direction; +get_dir(coord *direction) { register char *prompt; register bool gotit; @@ -610,8 +602,8 @@ /* * see if the object is one of the currently used items */ -is_current(obj) -register struct object *obj; +bool +is_current(struct object *obj) { if (obj == NULL) return FALSE; @@ -650,11 +642,12 @@ /* * Look: * A quick glance all around the player + * wakeup: Should we wake up monsters + * runend: At end of a run -- for mazes */ -look(wakeup, runend) -bool wakeup; /* Should we wake up monsters */ -bool runend; /* At end of a run -- for mazes */ +void +look(bool wakeup, bool runend) { register int x, y, radius; register char ch, och; @@ -938,8 +931,8 @@ * Lower a level of experience */ -lower_level(who) -short who; +void +lower_level(short who) { int fewer, nsides; unsigned int exp; @@ -971,8 +964,7 @@ * print out the name of a monster */ char * -monster_name(tp) -register struct thing *tp; +monster_name(struct thing *tp) { prbuf[0] = '\0'; if (on(*tp, ISFLEE) || on(*tp, WASTURNED)) @@ -1003,8 +995,7 @@ */ bool -move_hero(why) -int why; +move_hero(int why) { char *action = ""; char which; @@ -1049,7 +1040,8 @@ * The guy just magically went up a level. */ -raise_level() +void +raise_level(void) { unsigned long test; /* Next level -- be sure it is not an overflow */ @@ -1081,11 +1073,12 @@ /* * save: * See if a creature saves against something + * which: which type of save + * who: who is saving + * adj: saving throw adjustment */ -save(which, who, adj) -int which; /* which type of save */ -struct thing *who; /* who is saving */ -int adj; /* saving throw adjustment */ +bool +save(int which, struct thing *who, int adj) { register int need, level, protect; @@ -1144,8 +1137,8 @@ * Figure out what a secret door looks like. */ -secretdoor(y, x) -register int y, x; +char +secretdoor(int y, int x) { register int i; register struct room *rp; @@ -1168,7 +1161,8 @@ /* * this routine computes the players current strength */ -str_compute() +int +str_compute(void) { if (cur_misc[WEAR_GAUNTLET] != NULL && cur_misc[WEAR_GAUNTLET]->o_which == MM_G_OGRE) { @@ -1184,9 +1178,8 @@ /* * copy string using unctrl for things */ -strucpy(s1, s2, len) -register char *s1, *s2; -register int len; +void +strucpy(char *s1, char *s2, int len) { register char *sp; @@ -1204,8 +1197,7 @@ */ char * -tr_name(ch) -char ch; +tr_name(char ch) { register char *s = ""; @@ -1235,8 +1227,7 @@ * for printfs: if string starts with a vowel, return "n" for an "an" */ char * -vowelstr(str) -register char *str; +vowelstr(char *str) { switch (*str) { @@ -1254,8 +1245,8 @@ /* * wake up a room full (hopefully) of creatures */ -wake_room(rp) -register struct room *rp; +void +wake_room(struct room *rp) { register struct linked_list *item; register struct thing *tp; @@ -1273,7 +1264,8 @@ * Do nothing but let other things happen */ -waste_time() +void +waste_time(void) { if (inwhgt) /* if from wghtchk then done */ return;