XRogue: convert to ANSI-style function declarations.
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e8e6e604c3
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41 changed files with 1281 additions and 908 deletions
330
xrogue/rogue.h
330
xrogue/rogue.h
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@ -1222,54 +1222,296 @@ struct sc_ent {
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/*
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* Other structures
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*/
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struct linked_list *find_mons(), *find_obj(), *get_item(), *new_item(),
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*new_thing(), *wake_monster(), *get_hurl(), *spec_item(),
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*creat_item(), *wield_weap();
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struct room *roomin();
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struct trap *trap_at();
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void _attach(struct linked_list **list, struct linked_list *item);
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void _detach(struct linked_list **list, struct linked_list *item);
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void _o_free_list(struct linked_list **ptr);
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void _r_free_fire_list(struct linked_list **ptr);
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void _r_free_list(struct linked_list **ptr);
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void _t_free_list(struct linked_list **ptr);
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int ac_compute(bool ignoremetal);
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void activity(void);
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bool add_pack(struct linked_list *item, bool silent);
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void add_slow(void);
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void addmsg(char *fmt, ...);
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void affect(void);
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void aggravate(bool do_uniques, bool do_good);
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void alchemy(struct object *obj);
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void appear(void);
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bool attack(struct thing *mp, struct object *weapon, bool thrown);
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void auto_save(int sig);
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char be_trapped(struct thing *th, coord *tc);
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bool blue_light(bool blessed, bool cursed);
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void buy_it(void);
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void byebye(int sig);
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bool can_blink(struct thing *tp);
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int can_shoot(coord *er, coord *ee, coord *shoot_dir);
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bool cansee(int y, int x);
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void carry_obj(struct thing *mp, int chance);
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void cast(void);
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void changeclass(long *newclass);
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void chant(void);
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void chant_recovery(void);
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void chase(struct thing *tp, coord *ee, struct room *rer, struct room *ree,
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bool flee);
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long check_level(void);
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void check_residue(struct thing *tp);
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void chg_str(int amt);
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void choose_qst(void);
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int cloak_charge(struct object *obj);
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void command(void);
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void confus_player(void);
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int const_bonus(void);
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void corr_move(int dy, int dx);
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struct linked_list *creat_item(void);
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bool creat_mons(struct thing *person, short monster, bool report);
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void create_obj(bool prompt, int which_item, int which_type);
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void cur_null(struct object *op);
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void cure_disease(void);
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void dbotline(WINDOW *scr, char *message);
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void death(short monst);
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void del_pack(struct linked_list *item);
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void destroy_item(struct linked_list *item);
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int dex_compute(void);
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int dext_plus(int dexterity);
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int dext_prot(int dexterity);
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bool diag_ok(coord *sp, coord *ep, struct thing *flgptr);
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void dip_it(void);
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void do_chase(struct thing *th);
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void do_daemons(int flag);
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void do_fuses(int flag);
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void do_maze(void);
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void do_motion(struct object *obj, int ydelta, int xdelta, struct thing *tp);
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void do_move(int dy, int dx);
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void do_panic(int who);
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void do_passages(void);
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void do_post(bool startup);
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void do_rooms(void);
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void do_run(char ch);
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void do_teleport(void);
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void do_terrain(int basey, int basex, int deltay, int deltax, bool fresh);
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void do_zap(struct thing *zapper, struct object *obj, coord *direction,
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int which, int flags);
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void doctor(struct thing *tp);
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coord *doorway(struct room *rp, coord *door);
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void draw_room(struct room *rp);
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bool drop(struct linked_list *item);
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bool dropcheck(struct object *op);
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void dsrpt_monster(struct thing *tp, bool always, bool see_him);
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void dsrpt_player(void);
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void dust_appear(void);
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void eat(void);
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void eat_gold(struct object *obj);
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int effect(struct thing *att, struct thing *def, struct object *weap,
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bool thrown, bool see_att, bool see_def);
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long encread(char *start, unsigned long size, int inf);
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long encwrite(char *start, unsigned long size, FILE *outf);
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void endit(int sig);
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void endmsg(void);
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void exit_game(int flag);
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void explode(struct thing *tp);
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void extinguish(int (*dfunc)());
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void fall(struct linked_list *item, bool pr);
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coord *fallpos(coord *pos, bool be_clear, int range);
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void fatal(char *s);
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bool fight(coord *mp, struct object *weap, bool thrown);
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struct linked_list *find_mons(int y, int x);
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struct linked_list *find_obj(int y, int x);
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struct delayed_action *find_slot(int (*func)());
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int findmindex(char *name);
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void fix_stick(struct object *cur);
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void fright(struct thing *th);
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void fumble(void);
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void fuse(int (*dfunc)(), VOID *arg, int time, int type);
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void genmonsters(int least, bool treas);
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coord get_coordinates(void);
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bool get_dir(coord *direction);
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struct linked_list *get_hurl(struct thing *tp);
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struct linked_list *get_item(struct linked_list *list, char *purpose, int type,
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bool askfirst, bool showcost);
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int get_str(char *opt, WINDOW *win);
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long get_worth(struct object *obj);
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int getdeath(void);
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bool getdelta(char match, int *dy, int *dx);
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void give(struct thing *th);
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int grab(int y, int x);
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void gsense(void);
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void help(void);
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bool hit_monster(int y, int x, struct object *obj, struct thing *tp);
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int hitweight(void);
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void idenpack(void);
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void ident_hero(void);
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void identify(unsigned char ch);
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void init_colors(void);
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void init_foods(void);
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void init_materials(void);
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void init_misc(void);
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void init_names(void);
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void init_player(void);
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void init_stones(void);
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void init_terrain(void);
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void init_things(void);
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void init_weapon(struct object *weap, char type);
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char *inv_name(struct object *obj, bool drop);
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bool inventory(struct linked_list *list, int type);
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bool invisible(struct thing *monst);
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bool is_current(struct object *obj);
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bool is_magic(struct object *obj);
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bool isatrap(char ch);
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int itemweight(struct object *wh);
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void kill_daemon(int (*dfunc)());
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void killed(struct linked_list *item, bool pr, bool points, bool treasure);
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int land(void);
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void lengthen(int (*dfunc)(), int xtime);
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void light(coord *cp);
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bool lit_room(struct room *rp);
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void look(bool wakeup, bool runend);
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void lower_level(short who);
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void m_use_relic(struct thing *monster);
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void m_use_wand(struct thing *monster);
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void make_sell_pack(struct thing *tp);
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short makemonster(bool showall, char *action);
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bool maze_view(int y, int x);
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int misc_name(char *str, struct object *obj);
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void missile(int ydelta, int xdelta, struct linked_list *item,
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struct thing *tp);
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char *monster_name(struct thing *tp);
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bool move_hero(int why);
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short movement(struct thing *tp);
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void msg(char *fmt, ...);
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void nameitem(struct linked_list *item, bool mark);
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bool need_dir(int type, int which);
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char *new(int size);
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struct linked_list *new_item(int size);
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void new_level(LEVTYPE ltype);
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void new_monster(struct linked_list *item, short type, coord *cp,
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bool max_monster);
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struct linked_list *new_thing(int thing_type, bool allow_curse);
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void nobolt(void);
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void nocold(void);
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void nofire(void);
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void nohaste(void);
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void noslow(void);
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char *num(int n1, int n2);
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void o_discard(struct linked_list *item);
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void opt_player(void);
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void option(void);
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void over_win(WINDOW *oldwin, WINDOW *newin, int maxy, int maxx, int cursory,
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int cursorx, char redraw);
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char pack_char(struct linked_list *list, struct object *obj);
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void parse_opts(char *str);
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bool passwd(void);
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void picky_inven(void);
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bool player_zap(int which, int flag);
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void playit(void);
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void pray(void);
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void prayer_recovery(void);
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bool price_it(void);
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char *prname(char *who, bool upper);
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void quaff(int which, int kind, int flags, bool is_potion);
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void quill_charge(void);
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void quit(int sig);
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void raise_level(void);
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short randmonster(bool wander, bool no_unique);
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void read_scroll(int which, int flag, bool is_scroll);
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void reap(void);
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int res_strength(long howmuch);
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bool restore(char *file, char *envp[]);
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void restscr(WINDOW *scr);
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int ring_eat(int hand);
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char *ring_num(struct object *obj);
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void ring_on(struct linked_list *item);
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void ring_search(void);
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void ring_teleport(void);
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int ring_value(int type);
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void rmmsg(void);
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int rnd(int range);
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void rnd_pos(struct room *rp, coord *cp);
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int rnd_room(void);
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coord rndmove(struct thing *who);
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int roll(int number, int sides);
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void rollwand(void);
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struct room *roomin(coord *cp);
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int runners(int segments);
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void runto(struct thing *runner, coord *spot);
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bool save(int which, struct thing *who, int adj);
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bool save_game(void);
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char secretdoor(int y, int x);
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void score(unsigned long amount, int flags, short monst);
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void search(bool is_thief, bool door_chime);
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void sell(struct thing *tp);
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void sell_it(void);
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void set_trap(struct thing *tp, int y, int x);
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void setup(void);
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void shoot_bolt(struct thing *shooter, coord start, coord dir,
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bool get_points, short reason, char *name, int damage);
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bool shoot_ok(int ch);
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char show(int y, int x);
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void sight(void);
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bool skirmish(struct thing *attacker, coord *mp, struct object *weap,
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bool thrown);
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struct linked_list *spec_item(int type, int which, int hit, int damage);
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void spell_recovery(void);
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void start_daemon(int (*dfunc)(), VOID *arg, int type);
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void status(bool display);
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void steal(void);
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bool step_ok(int y, int x, int can_on_monst, struct thing *flgptr);
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void stomach(void);
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int str_compute(void);
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int str_plus(short str);
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void strangle(void);
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void strucpy(char *s1, char *s2, int len);
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void suffocate(void);
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void swander(void);
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bool swing(short class, int at_lvl, int op_arm, int wplus);
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void take_off(void);
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void take_with(void);
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void teleport(void);
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void total_winner(void);
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int totalenc(struct thing *tp);
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char *tr_name(char ch);
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struct trap *trap_at(int y, int x);
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void trap_look(void);
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void unchoke(void);
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void unclrhead(void);
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void unconfuse(void);
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int undance(void);
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void unphase(void);
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void unsee(void);
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void unskill(void);
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void unstink(void);
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void updpack(int getmax, struct thing *tp);
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int usage_time(struct linked_list *item);
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void use_mm(int which);
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char *vowelstr(char *str);
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void wait_for(char ch);
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struct linked_list *wake_monster(int y, int x);
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void wake_room(struct room *rp);
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void wanderer(void);
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void waste_time(void);
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int weap_move(struct thing *wielder, struct object *weap);
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char *weap_name(struct object *obj);
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void wear(void);
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void wghtchk(void);
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void whatis(struct linked_list *what);
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void wield(void);
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struct linked_list *wield_weap(struct object *thrown, struct thing *mp);
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void writelog(unsigned long amount, int flags, short monst);
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void xsense(void);
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char *getenv(), *tr_name(), *new(), *vowelstr(),
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*inv_name(), *num(),
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*ring_num(), *misc_num(), *blesscurse(), *p_kind(), *typ_name(),
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*prname(), *monster_name(), *weap_name();
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char *getenv(), *misc_num();
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coord rndmove(), *fallpos(), *doorway(), get_coordinates();
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int can_shoot(),misc_name();
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int usage_time();
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short randmonster(), id_monst(), movement();
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void tstp();
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int bugkill(), nohaste(), spell_recovery(), doctor(), runners(), swander(),
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unconfuse(), unsee(), fumble(), unclrhead(), unphase(), noslow(),
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rollwand(), stomach(), sight(), unstink(), suffocate(), cure_disease(),
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shoot_bolt(), changeclass(), appear(), dust_appear(), unchoke(),
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alchemy(), trap_look(), strangle(), ring_teleport(), ring_search(),
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grab(), dsrpt_player(), quill_charge(), make_sell_pack(), unskill(),
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findmindex(), nobolt(), nofire(), nocold(), usage_time(), eat_gold(),
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chant_recovery(), prayer_recovery(), dsrpt_monster(), opt_player();
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bool blue_light(), can_blink(), creat_mons(), add_pack(), invisible(),
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straight_shot(), maze_view(), lit_room(), getdelta(), save_file(),
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save_game(), m_use_it(), m_use_pack(), get_dir(), need_dir(),passwd();
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long check_level();
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long encread();
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long get_worth();
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long encwrite();
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void byebye(int sig), genmonsters(), quit(int sig),
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auto_save(int sig), endit(int sig), tstp();
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void teleport();
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void writelog(unsigned long amount, int flags, short monst);
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int undance(), land(), cloak_charge(), wghtchk();
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int add_intelligence(), add_strength(), add_wisdom(), add_dexterity(),
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add_constitution(), add_charisma(), res_intelligence(), res_strength(),
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res_wisdom(), res_dexterity(), res_constitution(), res_charisma();
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int md_getuid(void);
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long md_memused(void);
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int md_normaluser(void);
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int md_rand(int range);
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void md_setup(void);
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int md_shellescape(void);
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int md_srand(int seed);
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/*
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* Now all the global variables
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@ -1405,7 +1647,7 @@ extern char *retstr;
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extern FILE *scorefi;
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extern FILE *logfile;
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extern LEVTYPE levtype;
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extern int (*add_abil[NUMABILITIES])(); /* Functions to change abilities */
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extern int (*add_abil[NUMABILITIES])(int); /* Functions to change abilities */
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extern int (*res_abil[NUMABILITIES])(); /* Functions to change abilities */
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extern int mf_count; /* move_free counter - see actions.c(m_act()) */
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extern int mf_jmpcnt; /* move_free counter for # of jumps */
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