XRogue: convert to ANSI-style function declarations.

This commit is contained in:
John "Elwin" Edwards 2016-03-02 21:13:26 -05:00
parent e8e6e604c3
commit 2853120387
41 changed files with 1281 additions and 908 deletions

View file

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