XRogue: convert to ANSI-style function declarations.
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41 changed files with 1281 additions and 908 deletions
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@ -18,6 +18,7 @@
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#include <curses.h>
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#include <ctype.h>
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#include <string.h>
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#include "rogue.h"
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/*
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@ -37,9 +38,8 @@ static char Moves[3][3] = {
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* The guy stepped on a trap.... Make him pay.
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*/
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be_trapped(th, tc)
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register struct thing *th;
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register coord *tc;
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char
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be_trapped(struct thing *th, coord *tc)
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{
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register struct trap *tp;
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register char ch, *mname = NULL;
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@ -504,8 +504,7 @@ register coord *tc;
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*/
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bool
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blue_light(blessed, cursed)
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bool blessed, cursed;
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blue_light(bool blessed, bool cursed)
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{
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register struct room *rp;
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bool ret_val=FALSE; /* Whether or not affect is known */
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@ -563,8 +562,8 @@ bool blessed, cursed;
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* If not, if player came from a legal place, then try to turn him.
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*/
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corr_move(dy, dx)
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int dy, dx;
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void
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corr_move(int dy, int dx)
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{
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int legal=0; /* Number of legal alternatives */
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register int y, x, /* Indexes though possible positions */
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@ -642,7 +641,8 @@ int dy, dx;
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* Dip an object into a magic pool
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*/
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dip_it()
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void
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dip_it(void)
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{
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reg struct linked_list *what;
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reg struct object *ob;
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@ -839,8 +839,8 @@ dip_it()
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* consequences (fighting, picking up, etc.)
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*/
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do_move(dy, dx)
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int dy, dx;
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void
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do_move(int dy, int dx)
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{
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register struct room *rp, *orp;
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register unsigned char ch;
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@ -1189,8 +1189,8 @@ int dy, dx;
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* Start the hero running
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*/
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do_run(ch)
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char ch;
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void
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do_run(char ch)
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{
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firstmove = TRUE;
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running = TRUE;
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@ -1206,9 +1206,7 @@ char ch;
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*/
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bool
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getdelta(match, dy, dx)
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char match;
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int *dy, *dx;
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getdelta(char match, int *dy, int *dx)
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{
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register int y, x;
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@ -1228,8 +1226,8 @@ int *dy, *dx;
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* Returns TRUE if this character is some kind of trap
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*/
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isatrap(ch)
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reg char ch;
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bool
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isatrap(char ch)
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{
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switch(ch) {
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case WORMHOLE:
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@ -1250,8 +1248,8 @@ reg char ch;
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* If it is dark, remove anything that might move.
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*/
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light(cp)
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coord *cp;
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void
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light(coord *cp)
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{
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register struct room *rp;
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register int j, k, x, y;
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@ -1428,8 +1426,7 @@ coord *cp;
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*/
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bool
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lit_room(rp)
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register struct room *rp;
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lit_room(struct room *rp)
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{
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register struct linked_list *fire_item;
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register struct thing *fire_creature;
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@ -1466,8 +1463,7 @@ register struct room *rp;
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*/
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short
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movement(tp)
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register struct thing *tp;
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movement(struct thing *tp)
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{
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register int result;
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register int carry; /* Percentage carried */
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@ -1531,8 +1527,7 @@ register struct thing *tp;
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*/
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coord
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rndmove(who)
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struct thing *who;
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rndmove(struct thing *who)
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{
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register int x, y;
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register int ex, ey, nopen = 0;
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@ -1586,9 +1581,8 @@ static const char *trap_types[TRAPTYPES] = {
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* set a trap at (y, x) on screen.
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*/
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set_trap(tp, y, x)
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register struct thing *tp;
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register int y, x;
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void
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set_trap(struct thing *tp, int y, int x)
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{
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register bool is_player = (tp == &player);
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register int selection = rnd(TRAPTYPES-WIZARDTRAPS) + '1';
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@ -1645,7 +1639,7 @@ register int y, x;
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* Put out the selection. The longest line is
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* the prompt line (39 characters long).
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*/
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over_win(cw, hw, num_traps + 3, 41, 0, 39, NULL);
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over_win(cw, hw, num_traps + 3, 41, 0, 39, '\0');
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else
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draw(hw);
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state = 1; /* Now in prompt window */
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@ -1705,7 +1699,7 @@ register int y, x;
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* Put out the selection. The longest line is
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* the prompt line (43 characters long).
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*/
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over_win(cw, hw, num_traps+3, 45, 0, 43, NULL);
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over_win(cw, hw, num_traps+3, 45, 0, 43, '\0');
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else
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draw(hw);
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}
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@ -1778,8 +1772,8 @@ register int y, x;
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* returns what a certain thing will display as to the un-initiated
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*/
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show(y, x)
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register int y, x;
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char
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show(int y, int x)
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{
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register unsigned char ch = winat(y, x);
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register struct linked_list *it;
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@ -1819,8 +1813,7 @@ register int y, x;
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*/
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struct trap *
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trap_at(y, x)
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register int y, x;
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trap_at(int y, int x)
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{
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register struct trap *tp, *ep;
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@ -1838,11 +1831,12 @@ register int y, x;
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* Calculate how many segments it will take to swing the given
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* weapon (note that the weapon may actually be a stick or
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* even something else).
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* wielder: Who's wielding the weapon
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* weap: The weapon
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*/
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weap_move(wielder, weap)
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register struct thing *wielder; /* Who's wielding the weapon */
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register struct object *weap; /* The weapon */
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int
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weap_move(struct thing *wielder, struct object *weap)
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{
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register int weap_rate;
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int dexterity;
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