Mercurial > hg > early-roguelike
view srogue/rogue.ext @ 229:50b89f165a34
Use uniform return types for functions related to options.
Functions for printing options now return void. Functions for setting
options now return int. Argument types still vary, though converting
all the option pointers to void* would be possible.
author | John "Elwin" Edwards |
---|---|
date | Sun, 06 Mar 2016 14:45:18 -0500 |
parents | b67b99f6c92b |
children | d3968e9cb98d |
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EXTTHG player; EXTWEP weaps[]; EXTARM armors[]; EXTMON monsters[], *mtlev[]; EXTTRAP traps[]; EXTROOM *oldrp, rooms[]; EXTCORD delta, stairs, oldpos, rndspot; EXTLKL *mlist, *lvl_obj; EXTOBJ *cur_armor, *cur_weapon, *cur_ring[]; EXTMAG r_magic[], s_magic[], ws_magic[], p_magic[]; EXTMAG things[], a_magic[], w_magic[]; EXTINT max_hp, quiet, food_left, hungry_state, level, max_level; EXTINT foodlev, total, count, demoncnt, fung_hit, ntraps; EXTINT lastscore, purse, mpos, seed, dnum, no_food, packvol, playuid; EXTINT curprice, trader, group, levcount, levtype, ringfood, playgid; EXTINT chkstairs(), notfight(); EXTINT prntfile(); EXTBOOL running, nochange, after, inwhgt, isfight, firstmove, nlmove; EXTBOOL wizard, waswizard, in_shell, amulet, door_stop, playing, use_savedir; EXTBOOL notify, ws_know[], p_know[], s_know[], r_know[], inpool; EXTCHAR home[], file_name[], whoami[], fruit[], curpurch[], scorefile[]; EXTCHAR *r_stones[], *p_colors[], *s_names[], *ws_type[], *ws_made[]; EXTCHAR *ws_guess[], *s_guess[], *r_guess[], *p_guess[];/*, *unctrl();*/ EXTCHAR morestr[], prbuf[], huh[]; EXTCHAR *release, take, runch; EXTCHAR retstr[], wizstr[], spacemsg[], illegal[], callit[], starlist[]; EXTSTAT max_stats, *him; extern struct magic_info thnginfo[]; extern struct real re_stats; extern long e_levels[]; extern struct rod ws_stuff[]; extern struct sgttyb _tty; extern struct coord nh; extern struct delayed_action d_list[MAXDAEMONS]; extern int between; extern char *rainbow[NCOLORS]; extern char *sylls[NSYLS]; extern char *stones[NSTONES]; extern char *wood[NWOOD]; extern char *metal[NMETAL]; void _attach(struct linked_list **list, struct linked_list *item); void _detach(struct linked_list **list, struct linked_list *item); void _free_list(struct linked_list **ptr); void activity(void); int add_dam(struct stats *who); void add_haste(bool potion); void add_mon(struct room *rm, bool treas); bool add_pack(struct linked_list *item, bool silent); void add_pass(void); void addmsg(char *fmt, ...); void aggravate(void); int attack(struct thing *mp); bool author(void); void auto_save(int a); int be_trapped(struct coord *tc, struct thing *th); void buy_it(void); void byebye(int how); bool cansee(int y, int x); char *charge_str(struct object *obj); void check_level(void); void chg_abil(int what, int amt, int how); void chg_hpt(int howmany, bool alsomax, char what); void command(void); bool cordok(int y, int x); void create_obj(bool fscr); void cur_null(struct object *op); void dbotline(WINDOW *scr, char *message); bool dead_end(char ch); void death(char monst); void del_pack(struct linked_list *what); bool diag_ok(struct coord *sp, struct coord *ep); void dip_it(void); void discard(struct linked_list *item); void displevl(void); void dispmax(void); void dispmons(void); void do_daemons(int flag); void do_fuses(void); void do_maze(void); void do_motion(struct object *obj, int ydelta, int xdelta); void do_move(int dy, int dx); void do_passages(void); void do_post(void); void do_rooms(void); void do_run(char ch); void do_zap(bool gotdir); void doctor(int fromfuse); void draw_room(struct room *rp); int drop(struct linked_list *item); bool dropcheck(struct object *op); void eat(void); int encread(void *starta, unsigned int size, int inf); void encwrite(void *starta, unsigned int size, FILE *outf); void endit(int a); void endmsg(void); void extinguish(void (*func)()); int extras(void); void fall(struct linked_list *item, bool pr); bool fallpos(struct coord *pos, struct coord *newpos, bool passages); void fatal(char *s); bool fight(struct coord *mp, struct object *weap, bool thrown); struct linked_list *find_mons(int y, int x); struct linked_list *find_obj(int y, int x); void fix_stick(struct object *cur); void fuse(void (*func)(), int arg, int time); void game_err(int a); void genocide(void); bool get_dir(void); struct linked_list *get_item(char *purpose, int type); int get_str(char *opt, WINDOW *awin); int get_worth(struct object *obj); int getbless(void); int getindex(char what); int getpcon(struct stats *who); int getpdex(struct stats *who, bool heave); int getpwis(struct stats *who); void heal_self(int factor, bool updmaxhp); bool hit_monster(struct coord *mp, struct object *obj); int hitweight(void); bool hurt_armor(struct object *obj); void idenpack(void); char *identify(int what); void ignore(void); bool illeg_ch(unsigned char ch); void init_everything(void); void init_ring(struct object *what, bool fromwiz); void init_weapon(struct object *weap, int type); void initarmor(struct object *obj, int what); void initfood(struct object *what); char *inv_name(struct object *obj, bool drop); bool inventory(struct linked_list *list, int type); int itemvol(struct object *wh); int itemweight(struct object *wh); bool is_current(struct object *obj); bool is_magic(struct object *obj); bool isatrap(char ch); bool isring(int hand, int ring); bool iswearing(int ring); void killed(struct linked_list *item, bool pr); void lengthen(void (*func)(), int xtime); void lev_mon(void); void light(struct coord *cp); void look(bool wakeup); bool magring(struct object *what); bool makemons(int what); int midx(char whichmon); void missile(int ydelta, int xdelta); void money(void); bool monhurt(struct thing *th); void msg(char *fmt, ...); char *new(int size); struct linked_list *new_item(int size); void new_level(int ltype); struct linked_list *new_monster(char type, struct coord *cp, bool treas); struct linked_list *new_thing(bool treas, int type, int which); void nohaste(int fromfuse); void noteth(int fromfuse); void notinvinc(int fromfuse); void notregen(int fromfuse); void notslow(int fromfuse); char npch(char ch); char *num(int n1, int n2); bool o_off(struct object *what, long bit); bool o_on(struct object *what, long bit); void option(void); char pack_char(struct object *obj); void parse_opts(char *str); bool passwd(void); int pick_one(struct magic_item *mag); void pick_up(char ch); void picky_inven(void); bool pl_off(long what); bool pl_on(long what); void playit(void); bool price_it(void); void quaff(void); void quit(int a); void raise_level(void); void rchg_str(int amt); void read_scroll(void); int readchar(void); void remove_monster(struct coord *mp, struct linked_list *item); void resoflg(struct object *what, long bit); bool restore(char *file, char **envp); void restscr(WINDOW *scr); bool rf_on(struct room *rm, long bit); char *ring_num(struct object *what); void ring_off(void); void ring_on(void); void ringabil(void); int ringex(int rtype); int rnd(int range); char rnd_mon(bool wander, bool baddie); struct coord *rnd_pos(struct room *rp); int rnd_room(void); struct coord *rndmove(struct thing *who); int roll(int number, int sides); void rollwand(int fromfuse); struct room *roomin(struct coord *cp); int rs_restore_file(int inf); int rs_save_file(FILE *savef); void runners(void); void runto(struct coord *runner, struct coord *spot); void sapem(int fromfuse); bool save(int which); bool save_game(void); bool save_throw(int which, struct thing *tp); void score(int amount, int aflag, char monst); void sell_it(void); void setoflg(struct object *what, long bit); void setup(void); char show(int y, int x); bool showtop(int showname); void sight(int fromfuse); void start_daemon(void (*func)(), int arg, int type); void status(int fromfuse); bool step_ok(unsigned char ch); void stomach(int fromfuse); int str_plus(struct stats *who); void strucpy(char *s1, char *s2, int len); void swander(int fromfuse); bool swing(int at_lvl, int op_arm, int wplus); void take_off(void); int teleport(struct coord spot, struct thing *th); void toss_ring(struct object *what); void total_winner(void); int totalenc(void); char *tr_name(char ch); struct trap *trap_at(int y, int x); void unconfuse(int fromfuse); void unhold(char whichmon); void unsee(int fromfuse); void updpack(void); char *vowelstr(char *str); void wait_for(WINDOW *win, char ch); struct linked_list *wake_monster(int y, int x); void wanderer(void); void waste_time(void); void wear(void); void wghtchk(int fromfuse); void whatis(struct linked_list *what); void wield(void); char winat(int y, int x); void writelog(int amount, int aflag, char monst);