rogue4: fix most GCC5 warnings.

Converting all function definitions to ANSI style accounts for most of
the change.  This has exposed other problems, such as daemons not
actually being their stated type, that will require more careful
solutions.
This commit is contained in:
John "Elwin" Edwards 2016-01-27 19:41:05 -05:00
parent 384386d71c
commit c1d6a6af6a
32 changed files with 625 additions and 394 deletions

View file

@ -16,7 +16,8 @@
* wear:
* The player wants to wear something, so let him/her put it on.
*/
wear()
void
wear(void)
{
register THING *obj;
register char *sp;
@ -50,7 +51,8 @@ wear()
* take_off:
* Get the armor off of the players back
*/
take_off()
void
take_off(void)
{
register THING *obj;
@ -77,7 +79,8 @@ take_off()
* waste_time:
* Do nothing but let other things happen
*/
waste_time()
void
waste_time(void)
{
do_daemons(BEFORE);
do_fuses(BEFORE);

View file

@ -10,6 +10,7 @@
* See the file LICENSE.TXT for full copyright and licensing information.
*/
#include <stdlib.h>
#include <curses.h>
#include "rogue.h"
@ -17,11 +18,16 @@
coord ch_ret; /* Where chasing takes you */
bool chase(THING *tp, coord *ee);
int do_chase(THING *th);
coord *find_dest(THING *tp);
/*
* runners:
* Make all the running monsters move.
*/
runners()
void
runners(void)
{
register THING *tp;
register THING *ntp;
@ -46,8 +52,8 @@ runners()
* do_chase:
* Make one thing chase another.
*/
do_chase(th)
register THING *th;
int
do_chase(THING *th)
{
register struct room *rer, *ree; /* room of chaser, room of chasee */
register int mindist = 32767, i, dist;
@ -184,8 +190,8 @@ over:
* see_monst:
* Return TRUE if the hero can see the monster
*/
see_monst(mp)
register THING *mp;
bool
see_monst(THING *mp)
{
if (on(player, ISBLIND))
return FALSE;
@ -203,9 +209,8 @@ register THING *mp;
* Set a mosnter running after something or stop it from running
* (for when it dies)
*/
runto(runner, spot)
register coord *runner;
coord *spot;
void
runto(coord *runner, coord *spot)
{
register THING *tp;
@ -234,9 +239,8 @@ coord *spot;
* chasee(ee). Returns TRUE if we want to keep on chasing later
* FALSE if we reach the goal.
*/
chase(tp, ee)
THING *tp;
coord *ee;
bool
chase(THING *tp, coord *ee)
{
register int x, y;
register int dist, thisdist;
@ -339,8 +343,7 @@ coord *ee;
* in any room.
*/
struct room *
roomin(cp)
register coord *cp;
roomin(coord *cp)
{
register struct room *rp;
register char *fp;
@ -360,8 +363,8 @@ register coord *cp;
* diag_ok:
* Check to see if the move is legal if it is diagonal
*/
diag_ok(sp, ep)
register coord *sp, *ep;
bool
diag_ok(coord *sp, coord *ep)
{
if (ep->x == sp->x || ep->y == sp->y)
return TRUE;
@ -372,8 +375,8 @@ register coord *sp, *ep;
* cansee:
* 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;
coord tp;
@ -396,8 +399,7 @@ register int y, x;
* find the proper destination for the monster
*/
coord *
find_dest(tp)
register THING *tp;
find_dest(THING *tp)
{
register THING *obj;
register int prob;

View file

@ -19,15 +19,30 @@
char countch, direction, newcount = FALSE;
void call(void);
void d_level(void);
void help(void);
void identify(void);
void illcom(char ch);
void search(void);
void u_level(void);
#ifdef WIZARD
extern void add_pass(void);
extern void create_obj(void);
extern bool passwd(void);
extern void show_map(void);
#endif
/*
* command:
* Process the user commands
*/
command()
void
command(void)
{
register char ch;
register int ntimes = 1; /* Number of player moves */
char *unctrol();
if (on(player, ISHASTE))
ntimes++;
@ -344,8 +359,8 @@ command()
* illcom:
* What to do with an illegal command
*/
illcom(ch)
char ch;
void
illcom(char ch)
{
save_msg = FALSE;
count = 0;
@ -357,7 +372,8 @@ char ch;
* search:
* Player gropes about him to find hidden things.
*/
search()
void
search(void)
{
register int y, x;
register char *fp;
@ -400,7 +416,8 @@ search()
* help:
* Give single character help, or the whole mess if he wants it
*/
help()
void
help(void)
{
register const struct h_list *strp = helpstr;
register char helpch;
@ -457,7 +474,8 @@ help()
* identify:
* Tell the player what a certain thing is.
*/
identify()
void
identify(void)
{
register char ch;
register const char *str;
@ -502,7 +520,8 @@ identify()
* d_level:
* He wants to go down a level
*/
d_level()
void
d_level(void)
{
if (chat(hero.y, hero.x) != STAIRS)
msg("I see no way down");
@ -517,7 +536,8 @@ d_level()
* u_level:
* He wants to go up a level
*/
u_level()
void
u_level(void)
{
if (chat(hero.y, hero.x) == STAIRS)
if (amulet)
@ -538,7 +558,8 @@ u_level()
* call:
* Allow a user to call a potion, scroll, or ring something
*/
call()
void
call(void)
{
register THING *obj;
register char **guess;

View file

@ -29,7 +29,7 @@ struct delayed_action d_list[MAXDAEMONS] = {
* Find an empty slot in the daemon/fuse list
*/
struct delayed_action *
d_slot()
d_slot(void)
{
register int i;
register struct delayed_action *dev;
@ -48,8 +48,7 @@ d_slot()
* Find a particular slot in the table
*/
struct delayed_action *
find_slot(func)
register int (*func)();
find_slot(int (*func)())
{
register int i;
register struct delayed_action *dev;
@ -64,8 +63,8 @@ register int (*func)();
* start_daemon:
* Start a daemon, takes a function.
*/
start_daemon(func, arg, type)
int (*func)(), arg, type;
void
start_daemon(int (*func)(), int arg, int type)
{
register struct delayed_action *dev;
@ -80,8 +79,8 @@ int (*func)(), arg, type;
* kill_daemon:
* Remove a daemon from the list
*/
kill_daemon(func)
int (*func)();
void
kill_daemon(int (*func)())
{
register struct delayed_action *dev;
@ -98,8 +97,8 @@ int (*func)();
* Run all the daemons that are active with the current flag,
* passing the argument to the function.
*/
do_daemons(flag)
register int flag;
void
do_daemons(int flag)
{
register struct delayed_action *dev;
@ -118,8 +117,8 @@ register int flag;
* fuse:
* Start a fuse to go off in a certain number of turns
*/
fuse(func, arg, time, type)
int (*func)(), arg, time, type;
void
fuse(int (*func)(), int arg, int time, int type)
{
register struct delayed_action *wire;
@ -134,9 +133,8 @@ int (*func)(), arg, time, type;
* lengthen:
* Increase the time until a fuse goes off
*/
lengthen(func, xtime)
int (*func)();
int xtime;
void
lengthen(int (*func)(), int xtime)
{
register struct delayed_action *wire;
@ -149,8 +147,8 @@ int xtime;
* extinguish:
* Put out a fuse
*/
extinguish(func)
int (*func)();
void
extinguish(int (*func)())
{
register struct delayed_action *wire;
@ -163,8 +161,8 @@ int (*func)();
* do_fuses:
* Decrement counters and start needed fuses
*/
do_fuses(flag)
register int flag;
void
do_fuses(int flag)
{
register struct delayed_action *wire;

View file

@ -19,7 +19,8 @@ int between = 0;
* doctor:
* A healing daemon that restors hit points after rest
*/
doctor()
void
doctor(void)
{
register int lv, ohp;
@ -50,7 +51,8 @@ doctor()
* Swander:
* Called when it is time to start rolling for wandering monsters
*/
swander()
void
swander(void)
{
start_daemon(rollwand, 0, BEFORE);
}
@ -59,7 +61,8 @@ swander()
* rollwand:
* Called to roll to see if a wandering monster starts up
*/
rollwand()
void
rollwand(void)
{
if (++between >= 4)
{
@ -77,7 +80,8 @@ rollwand()
* unconfuse:
* Release the poor player from his confusion
*/
unconfuse()
void
unconfuse(void)
{
player.t_flags &= ~ISHUH;
msg("you feel less confused now");
@ -87,7 +91,8 @@ unconfuse()
* unsee:
* Turn off the ability to see invisible
*/
unsee()
void
unsee(void)
{
register THING *th;
@ -104,7 +109,8 @@ unsee()
* sight:
* He gets his sight back
*/
sight()
void
sight(void)
{
if (on(player, ISBLIND))
{
@ -120,7 +126,8 @@ sight()
* nohaste:
* End the hasting
*/
nohaste()
void
nohaste(void)
{
player.t_flags &= ~ISHASTE;
msg("you feel yourself slowing down");
@ -130,7 +137,8 @@ nohaste()
* stomach:
* Digest the hero's food
*/
stomach()
void
stomach(void)
{
register int oldfood;

View file

@ -52,17 +52,9 @@ extern WINDOW *hw;
* Function types
*/
char *charge_str(), *ctime(), *getenv(), *inv_name(),
*killname(), *nothing(), *num(), *ring_num(),
*tr_name(),
*unctrol(), *vowelstr();
char *ctime(), *getenv();
void leave(int), quit(int), tstp(), auto_save(int), endit(int);
int doctor(), nohaste(),
rollwand(), runners(), sight(), stomach(), swander(),
turn_see(), unconfuse(), unsee();
void checkout();
void tstp(), endit(int);
long lseek();

View file

@ -10,6 +10,7 @@
* See the file LICENSE.TXT for full copyright and licensing information.
*/
#include <stdlib.h>
#include <curses.h>
#include <ctype.h>
#include <string.h>
@ -20,15 +21,20 @@ long e_levels[] = {
40920L, 81920L, 163840L, 327680L, 655360L, 1310720L, 2621440L, 0L
};
bool roll_em(THING *thatt, THING *thdef, THING *weap, bool hurl);
void hit(char *er, char *ee);
void miss(char *er, char *ee);
int str_plus(str_t str);
int add_dam(str_t str);
void thunk(THING *weap, const char *mname);
void bounce(THING *weap, const char *mname);
/*
* fight:
* The player attacks the monster.
*/
fight(mp, mn, weap, thrown)
register coord *mp;
char mn;
register THING *weap;
bool thrown;
bool
fight(coord *mp, char mn, THING *weap, bool thrown)
{
register THING *tp;
register bool did_hit = TRUE;
@ -96,8 +102,8 @@ bool thrown;
* attack:
* The monster attacks the player
*/
attack(mp)
register THING *mp;
int
attack(THING *mp)
{
register const char *mname;
@ -295,8 +301,8 @@ register THING *mp;
* swing:
* Returns true if the swing hits
*/
swing(at_lvl, op_arm, wplus)
int at_lvl, op_arm, wplus;
bool
swing(int at_lvl, int op_arm, int wplus)
{
register int res = rnd(20);
register int need = (20 - at_lvl) - op_arm;
@ -308,7 +314,8 @@ int at_lvl, op_arm, wplus;
* check_level:
* Check to see if the guy has gone up a level.
*/
check_level()
void
check_level(void)
{
register int i, add, olevel;
@ -332,9 +339,8 @@ check_level()
* roll_em:
* Roll several attacks
*/
roll_em(thatt, thdef, weap, hurl)
THING *thatt, *thdef, *weap;
bool hurl;
bool
roll_em(THING *thatt, THING *thdef, THING *weap, bool hurl)
{
register struct stats *att, *def;
register char *cp;
@ -440,9 +446,7 @@ bool hurl;
* The print name of a combatant
*/
char *
prname(who, upper)
register char *who;
bool upper;
prname(char *who, bool upper)
{
static char tbuf[MAXSTR];
@ -465,8 +469,8 @@ bool upper;
* hit:
* Print a message to indicate a succesful hit
*/
hit(er, ee)
register char *er, *ee;
void
hit(char *er, char *ee)
{
register char *s = "";
@ -491,8 +495,8 @@ register char *er, *ee;
* miss:
* Print a message to indicate a poor swing
*/
miss(er, ee)
register char *er, *ee;
void
miss(char *er, char *ee)
{
register char *s = "";
@ -514,9 +518,8 @@ register char *er, *ee;
* save_throw:
* See if a creature save against something
*/
save_throw(which, tp)
int which;
THING *tp;
bool
save_throw(int which, THING *tp)
{
register int need;
@ -528,8 +531,8 @@ THING *tp;
* save:
* See if he saves against various nasty things
*/
save(which)
register int which;
bool
save(int which)
{
if (which == VS_MAGIC)
{
@ -545,8 +548,8 @@ register int which;
* str_plus:
* Compute bonus/penalties for strength on the "to hit" roll
*/
str_plus(str)
register str_t str;
int
str_plus(str_t str)
{
if (str == 31)
return 3;
@ -563,8 +566,8 @@ register str_t str;
* add_dam:
* Compute additional damage done for exceptionally high or low strength
*/
add_dam(str)
register str_t str;
int
add_dam(str_t str)
{
if (str == 31)
return 6;
@ -587,7 +590,8 @@ register str_t str;
* raise_level:
* The guy just magically went up a level.
*/
raise_level()
void
raise_level(void)
{
pstats.s_exp = e_levels[pstats.s_lvl-1] + 1L;
check_level();
@ -597,9 +601,8 @@ raise_level()
* thunk:
* A missile hits a monster
*/
thunk(weap, mname)
register THING *weap;
register const char *mname;
void
thunk(THING *weap, const char *mname)
{
if (weap->o_type == WEAPON)
addmsg("the %s hits ", w_names[weap->o_which]);
@ -615,9 +618,8 @@ register const char *mname;
* bounce:
* A missile misses a monster
*/
bounce(weap, mname)
register THING *weap;
register const char *mname;
void
bounce(THING *weap, const char *mname)
{
if (weap->o_type == WEAPON)
addmsg("the %s misses ", w_names[weap->o_which]);
@ -633,10 +635,8 @@ register const char *mname;
* remove:
* Remove a monster from the screen
*/
remove_monster(mp, tp, waskill)
register coord *mp;
register THING *tp;
bool waskill;
void
remove_monster(coord *mp, THING *tp, bool waskill)
{
register THING *obj, *nexti;
@ -660,8 +660,8 @@ bool waskill;
* is_magic:
* Returns true if an object radiates magic
*/
is_magic(obj)
register THING *obj;
bool
is_magic(THING *obj)
{
switch (obj->o_type)
{
@ -683,9 +683,8 @@ register THING *obj;
* killed:
* Called to put a monster to death
*/
killed(tp, pr)
register THING *tp;
bool pr;
void
killed(THING *tp, bool pr)
{
pstats.s_exp += tp->t_stats.s_exp;
/*

View file

@ -16,11 +16,16 @@
#include <string.h>
#include "rogue.h"
#ifdef WIZARD
void badcheck(char *name, struct magic_item *magic, int bound);
#endif
/*
* init_player:
* Roll up the rogue
*/
init_player()
void
init_player(void)
{
register THING *obj;
@ -236,7 +241,8 @@ const char *metal[NMETAL] = {
* init_things
* Initialize the probabilities for types of things
*/
init_things()
void
init_things(void)
{
register struct magic_item *mp;
@ -251,7 +257,8 @@ init_things()
* init_colors:
* Initialize the potion color scheme for this time
*/
init_colors()
void
init_colors(void)
{
register int i, j;
bool used[NCOLORS];
@ -281,7 +288,8 @@ init_colors()
*/
#define MAXNAME 40 /* Max number of characters in a name */
init_names()
void
init_names(void)
{
register int nsyl;
register char *cp;
@ -322,7 +330,8 @@ init_names()
* init_stones:
* Initialize the ring stone setting scheme for this time
*/
init_stones()
void
init_stones(void)
{
register int i, j;
bool used[NSTONES];
@ -351,7 +360,8 @@ init_stones()
* init_materials:
* Initialize the construction materials for wands and staffs
*/
init_materials()
void
init_materials(void)
{
register int i, j;
register const char *str;
@ -402,10 +412,8 @@ init_materials()
* badcheck:
* Check to see if a series of probabilities sums to 100
*/
badcheck(name, magic, bound)
char *name;
register struct magic_item *magic;
register int bound;
void
badcheck(char *name, struct magic_item *magic, int bound)
{
register struct magic_item *end;

View file

@ -16,6 +16,8 @@
#include "rogue.h"
#include <stdarg.h>
void doadd(char *fmt, va_list ap);
/*
* msg:
* Display a message at the top of the screen.
@ -23,6 +25,7 @@
static char msgbuf[BUFSIZ];
static int newpos = 0;
void
msg(char *fmt, ...)
{
va_list ap;
@ -50,6 +53,7 @@ msg(char *fmt, ...)
* Add things to the current message
*/
void
addmsg(char *fmt, ...)
{
va_list ap;
@ -65,7 +69,8 @@ addmsg(char *fmt, ...)
* if it is up there with the --More--)
*/
endmsg()
void
endmsg(void)
{
if (save_msg)
{
@ -99,6 +104,7 @@ endmsg()
* Perform an add onto the message buffer
*/
void
doadd(char *fmt, va_list ap)
{
vsprintf(&msgbuf[newpos], fmt, ap);
@ -109,7 +115,8 @@ doadd(char *fmt, va_list ap)
* step_ok:
* Returns true if it is ok to step on ch
*/
step_ok(ch)
bool
step_ok(char ch)
{
switch (ch)
{
@ -127,8 +134,8 @@ step_ok(ch)
* Flushes stdout so that screen is up to date and then returns
* getchar().
*/
readcharw(win)
WINDOW *win;
int
readcharw(WINDOW *win)
{
int ch;
@ -143,14 +150,14 @@ WINDOW *win;
return(ch);
}
readchar()
int
readchar(void)
{
return( readcharw(stdscr) );
}
char *
unctrol(ch)
char ch;
unctrol(char ch)
{
return( (char *) unctrl(ch) );
}
@ -159,7 +166,8 @@ char ch;
* status:
* Display the important stats line. Keep the cursor where it was.
*/
status()
void
status(void)
{
register int oy, ox, temp;
static int hpwidth = 0, s_hungry;
@ -215,15 +223,14 @@ status()
wait_for(ch)
register char ch;
void
wait_for(char ch)
{
w_wait_for(stdscr, ch);
}
w_wait_for(win,ch)
WINDOW *win;
register char ch;
void
w_wait_for(WINDOW *win, char ch)
{
register char c;
@ -239,9 +246,8 @@ register char ch;
* show_win:
* Function used to display a window and wait before returning
*/
show_win(scr, message)
register WINDOW *scr;
char *message;
void
show_win(WINDOW *scr, char *message)
{
mvwaddstr(scr, 0, 0, message);
touchwin(scr);

View file

@ -18,8 +18,8 @@
* detach:
* Takes an item out of whatever linked list it might be in
*/
_detach(list, item)
register THING **list, *item;
void
_detach(THING **list, THING *item)
{
if (*list == item)
*list = next(item);
@ -33,8 +33,8 @@ register THING **list, *item;
* _attach:
* add an item to the head of a list
*/
_attach(list, item)
register THING **list, *item;
void
_attach(THING **list, THING *item)
{
if (*list != NULL)
{
@ -54,8 +54,8 @@ register THING **list, *item;
* _free_list:
* Throw the whole blamed thing away
*/
_free_list(ptr)
register THING **ptr;
void
_free_list(THING **ptr)
{
register THING *item;
@ -71,8 +71,8 @@ register THING **ptr;
* discard:
* Free up an item
*/
discard(item)
register THING *item;
void
discard(THING *item)
{
total--;
free((char *) item);
@ -83,7 +83,7 @@ register THING *item;
* Get a new item with a specified size
*/
THING *
new_item()
new_item(void)
{
register THING *item;

View file

@ -47,11 +47,17 @@ static char *lockfile = LOCKFILE;
#endif
#endif
int too_much(void);
bool author(void);
void checkout(int s);
void chmsg(char *fmt, int arg);
/*
* init_check:
* Check out too see if it is proper to play the game now
*/
init_check()
void
init_check(void)
{
if (too_much())
{
@ -70,7 +76,8 @@ init_check()
* Open up the score file for future use, and then
* setuid(getuid()) in case we are running setuid.
*/
open_score()
void
open_score(void)
{
#ifdef SCOREFILE
fd = open(SCOREFILE, O_RDWR | O_CREAT, 0666 );
@ -82,7 +89,8 @@ open_score()
return;
}
void open_log(void)
void
open_log(void)
{
#ifdef LOGFILE
lfd = open(LOGFILE, O_WRONLY | O_APPEND | O_CREAT, 0666);
@ -96,12 +104,10 @@ void open_log(void)
* setup:
* Get starting setup for all games
*/
setup()
void
setup(void)
{
void auto_save(), quit(), endit(), tstp();
#ifdef CHECKTIME
int checkout();
#endif
/*
* make sure that large terminals don't overflow the bounds
@ -158,7 +164,8 @@ setup()
* start_score:
* Start the scoring sequence
*/
start_score()
void
start_score(void)
{
#ifdef SIGALRM
signal(SIGALRM, SIG_IGN);
@ -169,8 +176,8 @@ start_score()
* issymlink:
* See if the file has a symbolic link
*/
issymlink(sp)
char *sp;
bool
issymlink(char *sp)
{
#ifdef S_IFLNK
struct stat sbuf2;
@ -188,7 +195,8 @@ char *sp;
* too_much:
* See if the system is being used too much for this game
*/
too_much()
int
too_much(void)
{
#ifdef MAXLOAD
double avec[3];
@ -208,7 +216,8 @@ too_much()
* author:
* See if a user is an author of the program
*/
author()
bool
author(void)
{
#ifdef WIZARD
if (wizard)
@ -246,7 +255,7 @@ checkout(int s)
if (author())
{
num_checks = 1;
chmsg("The load is rather high, O exaulted one");
chmsg("The load is rather high, O exaulted one", 0);
}
else if (num_checks++ == 3)
fatal("Sorry. You took to long. You are dead\n");
@ -265,7 +274,7 @@ checkout(int s)
if (num_checks)
{
num_checks = 0;
chmsg("The load has dropped back down. You have a reprieve");
chmsg("The load has dropped back down. You have a reprieve", 0);
}
#ifdef CHECKTIME
#ifdef SIGALRM
@ -280,9 +289,8 @@ checkout(int s)
* checkout()'s version of msg. If we are in the middle of a
* shell, do a printf instead of a msg to avoid the refresh.
*/
chmsg(fmt, arg)
char *fmt;
int arg;
void
chmsg(char *fmt, int arg)
{
if (in_shell)
{
@ -299,7 +307,8 @@ int arg;
* lock the score file. If it takes too long, ask the user if
* they care to wait. Return TRUE if the lock is successful.
*/
lock_sc()
bool
lock_sc(void)
{
#ifdef SCOREFILE
#ifdef LOCKFILE
@ -361,7 +370,8 @@ over:
* unlock_sc:
* Unlock the score file
*/
unlock_sc()
void
unlock_sc(void)
{
#ifdef SCOREFILE
#ifdef LOCKFILE
@ -374,7 +384,8 @@ unlock_sc()
* flush_type:
* Flush typeahead for traps, etc.
*/
flush_type()
void
flush_type(void)
{
flushinp();
}

View file

@ -18,15 +18,15 @@
#include <signal.h>
#include <limits.h>
#include <string.h>
#include <time.h>
#include "rogue.h"
/*
* main:
* The main program, of course
*/
main(argc, argv, envp)
char **argv;
char **envp;
int
main(int argc, char *argv[], char *envp[])
{
register char *env;
int lowtime;
@ -113,7 +113,7 @@ char **envp;
if (argc == 2 && strcmp(argv[1], "-s") == 0)
{
noscore = TRUE;
score(0, -1);
score(0, -1, 0);
exit(0);
}
init_check(); /* check for legal startup */
@ -227,8 +227,8 @@ endit(int a)
* fatal:
* Exit the program, printing a message.
*/
fatal(s)
char *s;
void
fatal(char *s)
{
clear();
move(LINES-2, 0);
@ -242,8 +242,8 @@ char *s;
* rnd:
* Pick a very random number.
*/
rnd(range)
register int range;
int
rnd(int range)
{
return range == 0 ? 0 : abs((int) RN) % range;
}
@ -252,8 +252,8 @@ register int range;
* roll:
* Roll a number of dice
*/
roll(number, sides)
register int number, sides;
int
roll(int number, int sides)
{
register int dtotal = 0;
@ -299,7 +299,8 @@ tstp(int a)
* The main loop of the program. Loop until the game is over,
* refreshing things and looking at the proper times.
*/
playit()
void
playit(void)
{
register char *opts;
@ -352,7 +353,7 @@ quit(int a)
move(LINES - 1, 0);
refresh();
writelog(purse, 1, 0);
score(purse, 1);
score(purse, 1, 0);
printf("[Press return to exit]\n");
fflush(NULL);
getchar();
@ -391,7 +392,8 @@ leave(int sig)
* shell:
* Let him escape for a while
*/
shell()
void
shell(void)
{
/*
* Set the terminal back to original mode

View file

@ -59,6 +59,7 @@
char *strdup(const char *s);
#endif
#include <ctype.h>
#include <stdlib.h>
#include <string.h>
#include <errno.h>
@ -465,7 +466,7 @@ md_getrealname(int uid)
#endif
}
extern char *xcrypt(char *key, char *salt);
extern char *xcrypt(const char *key, const char *setting);
char *
md_crypt(char *key, char *salt)
@ -1046,6 +1047,7 @@ md_readchar(WINDOW *win)
int mode2 = M_NORMAL;
int nodelayf = 0;
int count = 0;
extern void auto_save(int sig);
for(;;)
{

View file

@ -21,8 +21,7 @@
* Print the name of a trap
*/
char *
tr_name(type)
char type;
tr_name(char type)
{
switch (type)
{
@ -47,8 +46,8 @@ char type;
* look:
* A quick glance all around the player
*/
look(wakeup)
bool wakeup;
void
look(bool wakeup)
{
register int x, y;
register unsigned char ch;
@ -204,8 +203,7 @@ bool wakeup;
* Find the unclaimed object at y, x
*/
THING *
find_obj(y, x)
register int y, x;
find_obj(int y, int x)
{
register THING *op;
@ -225,7 +223,8 @@ register int y, x;
* eat:
* She wants to eat something, so let her try
*/
eat()
void
eat(void)
{
register THING *obj;
@ -272,8 +271,8 @@ eat()
* Used to modify the playes strength. It keeps track of the
* highest it has been, just in case
*/
chg_str(amt)
register int amt;
void
chg_str(int amt)
{
str_t comp;
@ -293,9 +292,8 @@ register int amt;
* add_str:
* Perform the actual add, checking upper and lower bound limits
*/
add_str(sp, amt)
register str_t *sp;
int amt;
void
add_str(str_t *sp, int amt)
{
if ((*sp += amt) < 3)
*sp = 3;
@ -307,8 +305,8 @@ int amt;
* add_haste:
* Add a haste to the player
*/
add_haste(potion)
bool potion;
bool
add_haste(bool potion)
{
if (on(player, ISHASTE))
{
@ -332,7 +330,8 @@ bool potion;
* aggravate:
* Aggravate all the monsters on this level
*/
aggravate()
void
aggravate(void)
{
register THING *mi;
@ -346,8 +345,7 @@ aggravate()
* "an".
*/
char *
vowelstr(str)
register char *str;
vowelstr(char *str)
{
switch (*str)
{
@ -366,8 +364,8 @@ register char *str;
* is_current:
* See if the object is one of the currently used items
*/
is_current(obj)
register THING *obj;
bool
is_current(THING *obj)
{
if (obj == NULL)
return FALSE;
@ -387,7 +385,8 @@ register THING *obj;
* Set up the direction co_ordinate for use in varios "prefix"
* commands
*/
get_dir()
bool
get_dir(void)
{
register char *prompt;
register bool gotit;
@ -430,8 +429,8 @@ get_dir()
* sign:
* Return the sign of the number
*/
sign(nm)
register int nm;
int
sign(int nm)
{
if (nm < 0)
return -1;
@ -443,8 +442,8 @@ register int nm;
* spread:
* Give a spread around a given number (+/- 10%)
*/
spread(nm)
register int nm;
int
spread(int nm)
{
return nm - nm / 10 + rnd(nm / 5);
}
@ -453,9 +452,8 @@ register int nm;
* call_it:
* Call an object something after use.
*/
call_it(know, guess)
register bool know;
register char **guess;
void
call_it(bool know, char **guess)
{
if (know && *guess)
{

View file

@ -15,6 +15,8 @@
#include <ctype.h>
#include "rogue.h"
int exp_add(THING *tp);
/*
* List of monsters in rough order of vorpalness
*
@ -39,8 +41,8 @@ char wand_mons[] = {
* Pick a monster to show up. The lower the level,
* the meaner the monster.
*/
randmonster(wander)
bool wander;
char
randmonster(bool wander)
{
register int d;
register char *mons;
@ -61,10 +63,8 @@ bool wander;
* new_monster:
* Pick a new monster and add it to the list
*/
new_monster(tp, type, cp)
register THING *tp;
char type;
register coord *cp;
void
new_monster(THING *tp, char type, coord *cp)
{
register struct monster *mp;
register int lev_add;
@ -109,8 +109,8 @@ register coord *cp;
* expadd:
* Experience to add for this monster's level/hit points
*/
exp_add(tp)
register THING *tp;
int
exp_add(THING *tp)
{
register int mod;
@ -129,7 +129,8 @@ register THING *tp;
* wanderer:
* Create a new wandering monster and aim it at the player
*/
wanderer()
void
wanderer(void)
{
register int i;
register struct room *rp;
@ -166,8 +167,7 @@ wanderer()
* What to do when the hero steps next to a monster
*/
THING *
wake_monster(y, x)
int y, x;
wake_monster(int y, int x)
{
register THING *tp;
register struct room *rp;
@ -226,7 +226,8 @@ int y, x;
* genocide:
* Wipe one monster out of existence (for now...)
*/
genocide()
void
genocide(void)
{
register THING *mp;
register char c;
@ -270,8 +271,8 @@ genocide()
* give_pack:
* Give a pack to a monster if it deserves one
*/
give_pack(tp)
register THING *tp;
void
give_pack(THING *tp)
{
if (rnd(100) < monsters[tp->t_type-'A'].m_carry)
attach(tp->t_pack, new_thing());

View file

@ -14,6 +14,9 @@
#include <ctype.h>
#include "rogue.h"
void turnref(void);
char be_trapped(coord *tc);
/*
* Used to hold the new hero position
*/
@ -24,8 +27,8 @@ coord nh;
* do_run:
* Start the hero running
*/
do_run(ch)
char ch;
void
do_run(char ch)
{
running = TRUE;
after = FALSE;
@ -37,8 +40,8 @@ char ch;
* Check to see that a move is legal. If it is handle the
* consequences (fighting, picking up, etc.)
*/
do_move(dy, dx)
int dy, dx;
void
do_move(int dy, int dx)
{
register char ch, fl;
@ -189,7 +192,8 @@ move_stuff:
* turnref:
* Decide whether to refresh at a passage turning or not
*/
turnref()
void
turnref(void)
{
register int index;
@ -211,8 +215,8 @@ turnref()
* Called to illuminate a room. If it is dark, remove anything
* that might move.
*/
door_open(rp)
struct room *rp;
void
door_open(struct room *rp)
{
register int j, k;
register char ch;
@ -238,8 +242,8 @@ struct room *rp;
* be_trapped:
* The guy stepped on a trap.... Make him pay.
*/
be_trapped(tc)
register coord *tc;
char
be_trapped(coord *tc)
{
register char tr;
register int index;
@ -316,8 +320,7 @@ register coord *tc;
* Move in a random direction if the monster/person is confused
*/
coord *
rndmove(who)
THING *who;
rndmove(THING *who)
{
register int x, y;
register char ch;

View file

@ -11,6 +11,7 @@
* See the file LICENSE.TXT for full copyright and licensing information.
*/
#include <stdlib.h>
#include <time.h>
#include <curses.h>
#include <string.h>
@ -20,7 +21,11 @@
#define MAXTREAS 10 /* maximum number of treasures in a treasure room */
#define MINTREAS 2 /* minimum number of treasures in a treasure room */
new_level()
void put_things(void);
void treas_room(void);
void
new_level(void)
{
register int rm, i;
register THING *tp;
@ -112,7 +117,8 @@ new_level()
* rnd_room:
* Pick a room that is really there
*/
rnd_room()
int
rnd_room(void)
{
register int rm;
@ -127,7 +133,8 @@ rnd_room()
* put_things:
* Put potions and scrolls on this level
*/
put_things()
void
put_things(void)
{
register int i;
register THING *cur;
@ -197,7 +204,8 @@ put_things()
*/
#define MAXTRIES 10 /* max number of tries to put down a monster */
treas_room()
void
treas_room(void)
{
register int nm, index;
register THING *tp;

View file

@ -36,7 +36,10 @@ typedef struct optstruct OPTION;
int allowchange(OPTION *opt);
int put_bool(), get_bool(), put_str(), get_str();
void put_bool(bool *b);
void put_str(char *str);
int get_bool(bool *bp, WINDOW *win);
int get_str(char *opt, WINDOW *win);
OPTION optlist[] = {
{"terse", "Terse output: ",
@ -63,7 +66,8 @@ OPTION optlist[] = {
* option:
* Print and then set options from the terminal
*/
option()
void
option(void)
{
register OPTION *op;
register int retval;
@ -125,8 +129,8 @@ option()
* put_bool
* Put out a boolean
*/
put_bool(b)
bool *b;
void
put_bool(bool *b)
{
waddstr(hw, *b ? "True" : "False");
}
@ -135,8 +139,8 @@ bool *b;
* put_str:
* Put out a string
*/
put_str(str)
char *str;
void
put_str(char *str)
{
waddstr(hw, str);
}
@ -145,9 +149,8 @@ char *str;
* get_bool:
* Allow changing a boolean option and print it out
*/
get_bool(bp, win)
bool *bp;
WINDOW *win;
int
get_bool(bool *bp, WINDOW *win)
{
register int oy, ox;
register bool op_bad;
@ -196,9 +199,8 @@ WINDOW *win;
*/
#define MAXINP 50 /* max string to read from terminal or environment */
get_str(opt, win)
register char *opt;
WINDOW *win;
int
get_str(char *opt, WINDOW *win)
{
register char *sp;
register int c, oy, ox;
@ -274,9 +276,8 @@ WINDOW *win;
* get_num:
* Get a numeric option
*/
get_num(opt, win)
short *opt;
WINDOW *win;
int
get_num(short *opt, WINDOW *win)
{
register int i;
char buf[MAXSTR];
@ -295,8 +296,8 @@ WINDOW *win;
* being "name=....", with the string being defined up to a comma
* or the end of the entire option string.
*/
parse_opts(str)
register char *str;
void
parse_opts(char *str)
{
register char *sp;
register OPTION *op;
@ -373,9 +374,8 @@ register char *str;
* strucpy:
* Copy string using unctrol for things
*/
strucpy(s1, s2, len)
register char *s1, *s2;
register int len;
void
strucpy(char *s1, char *s2, int len)
{
if (len > MAXINP)
len = MAXINP;

View file

@ -14,14 +14,16 @@
#include <ctype.h>
#include "rogue.h"
void money(int value);
/*
* update_mdest:
* Called after picking up an object, before discarding it.
* If this was the object of something's desire, that monster will
* get mad and run at the hero
*/
update_mdest(obj)
register THING *obj;
void
update_mdest(THING *obj)
{
register THING *mp;
@ -36,9 +38,8 @@ register THING *obj;
* non-null use it as the linked_list pointer instead of gettting
* it off the ground.
*/
add_pack(obj, silent)
register THING *obj;
bool silent;
void
add_pack(THING *obj, bool silent)
{
register THING *op, *lp = NULL;
register bool exact, from_floor;
@ -216,9 +217,8 @@ picked_up:
* inventory:
* List what is in the pack
*/
inventory(list, type)
THING *list;
int type;
bool
inventory(THING *list, int type)
{
register char ch;
register int n_objs;
@ -253,8 +253,8 @@ int type;
* pick_up:
* Add something to characters pack.
*/
pick_up(ch)
char ch;
void
pick_up(char ch)
{
register THING *obj, *mp;
@ -290,7 +290,8 @@ char ch;
* picky_inven:
* Allow player to inventory a single item
*/
picky_inven()
void
picky_inven(void)
{
register THING *obj;
register char ch, mch;
@ -325,9 +326,7 @@ picky_inven()
* Pick something out of a pack for a purpose
*/
THING *
get_item(purpose, type)
char *purpose;
int type;
get_item(char *purpose, int type)
{
register THING *obj;
register char ch, och;
@ -384,8 +383,8 @@ int type;
* pack_char:
* Return which character would address a pack object
*/
pack_char(obj)
register THING *obj;
char
pack_char(THING *obj)
{
register THING *item;
register char c;
@ -403,8 +402,8 @@ register THING *obj;
* money:
* Add or subtract gold from the pack
*/
money(value)
register int value;
void
money(int value)
{
register char floor;

View file

@ -10,14 +10,21 @@
* See the file LICENSE.TXT for full copyright and licensing information.
*/
#include <stdlib.h>
#include <curses.h>
#include "rogue.h"
void conn(int r1, int r2);
void door(struct room *rm, coord *cp);
void passnum(void);
void numpass(int y, int x);
/*
* do_passages:
* Draw all the passages on a level.
*/
do_passages()
void
do_passages(void)
{
register struct rdes *r1, *r2 = NULL;
register int i, j;
@ -125,8 +132,8 @@ do_passages()
* conn:
* Draw a corridor from a room in a certain direction.
*/
conn(r1, r2)
int r1, r2;
void
conn(int r1, int r2)
{
register struct room *rpf, *rpt = NULL;
register char rmt;
@ -269,9 +276,8 @@ int r1, r2;
* Add a door or possibly a secret door. Also enters the door in
* the exits array of the room.
*/
door(rm, cp)
register struct room *rm;
register coord *cp;
void
door(struct room *rm, coord *cp)
{
register int index;
@ -291,7 +297,8 @@ register coord *cp;
* add_pass:
* Add the passages to the current window (wizard command)
*/
add_pass()
void
add_pass(void)
{
register int y, x, ch;
@ -309,7 +316,8 @@ add_pass()
static int pnum;
static bool newpnum;
passnum()
void
passnum(void)
{
register struct room *rp;
register int i;
@ -330,8 +338,8 @@ passnum()
* numpass:
* Number a passageway square and its brethren
*/
numpass(y, x)
register int y, x;
void
numpass(int y, int x)
{
register char *fp;
register struct room *rp;

View file

@ -17,7 +17,8 @@
* quaff:
* Quaff a potion from the pack
*/
quaff()
void
quaff(void)
{
register THING *obj, *th;
register bool discardit = FALSE;
@ -203,7 +204,8 @@ quaff()
* invis_on:
* Turn on the ability to see invisible
*/
invis_on()
void
invis_on(void)
{
register THING *th;
@ -220,8 +222,8 @@ invis_on()
* see_monst:
* Put on or off seeing monsters on this level
*/
turn_see(turn_off)
register bool turn_off;
bool
turn_see(bool turn_off)
{
register THING *mp;
register bool can_see, add_new;

View file

@ -14,11 +14,14 @@
#include <string.h>
#include "rogue.h"
int gethand(void);
/*
* ring_on:
* Put a ring on a hand
*/
ring_on()
void
ring_on(void)
{
register THING *obj;
register int ring;
@ -88,7 +91,8 @@ ring_on()
* ring_off:
* Take off a ring
*/
ring_off()
void
ring_off(void)
{
register int ring;
register THING *obj;
@ -125,7 +129,8 @@ ring_off()
* gethand:
* Which hand is the hero interested in?
*/
gethand()
int
gethand(void)
{
register int c;
@ -153,8 +158,8 @@ gethand()
* ring_eat:
* How much food does this ring use up?
*/
ring_eat(hand)
register int hand;
int
ring_eat(int hand)
{
if (cur_ring[hand] == NULL)
return 0;
@ -186,8 +191,7 @@ register int hand;
* Print ring bonuses
*/
char *
ring_num(obj)
register THING *obj;
ring_num(THING *obj)
{
static char buf[5];

View file

@ -19,6 +19,8 @@
#include <stdlib.h>
#include "rogue.h"
char *killname(char monst, bool doart);
static char *rip[] = {
" __________",
" / \\",
@ -41,9 +43,8 @@ static char *rip[] = {
* Figure score and post it.
*/
/* VARARGS2 */
score(amount, flags, monst)
int amount, flags;
char monst;
void
score(int amount, int flags, char monst)
{
register struct sc_ent *scp;
register int i;
@ -297,8 +298,8 @@ void writelog(int amount, int flags, char monst)
* death:
* Do something really fun when he dies
*/
death(monst)
register char monst;
void
death(char monst)
{
register char **dp = rip, *killer;
register struct tm *lt;
@ -341,7 +342,8 @@ register char monst;
* total_winner:
* Code for a winner
*/
total_winner()
void
total_winner(void)
{
register THING *obj;
register int worth = 0;
@ -461,9 +463,7 @@ total_winner()
* Convert a code to a monster name
*/
char *
killname(monst, doart)
register char monst;
bool doart;
killname(char monst, bool doart)
{
register const char *sp;
register bool article;

View file

@ -107,6 +107,7 @@ extern const char *metal[];
#define STICK '/'
#define CALLABLE -1
int spread(int nm);
/*
* Various constants
*/
@ -477,7 +478,157 @@ coord *find_dest(), *rndmove();
THING *find_mons(), *find_obj(), *get_item(), *new_item(),
*new_thing(), *wake_monster();
struct room *roomin();
struct room *roomin(coord *cp);
void _attach(THING **list, THING *item);
void _detach(THING **list, THING *item);
void _free_list(THING **ptr);
bool add_haste(bool potion);
void add_pack(THING *obj, bool silent);
void add_str(str_t *sp, int amt);
void addmsg(char *fmt, ...);
void aggravate(void);
int attack(THING *mp);
void auto_save(int sig);
void call_it(bool know, char **guess);
bool cansee(int y, int x);
char *charge_str(THING *obj);
void check_level(void);
void chg_str(int amt);
void command(void);
void death(char monst);
bool diag_ok(coord *sp, coord *ep);
void discard(THING *item);
void discovered(void);
void do_daemons(int flag);
void do_fuses(int flag);
void do_motion(THING *obj, int ydelta, int xdelta);
void do_move(int dy, int dx);
void do_passages(void);
void do_rooms(void);
void do_run(char ch);
void do_zap(void);
void doctor(void);
void door_open(struct room *rp);
void drop(void);
bool dropcheck(THING *op);
void eat(void);
int encread(void *starta, int size, int inf);
void encwrite(void *starta, int size, FILE *outf);
void endmsg(void);
void enter_room(coord *cp);
void extinguish(int (*func)());
void fall(THING *obj, bool pr);
bool fallpos(coord *pos, coord *newpos, bool pass);
void fatal(char *s);
bool fight(coord *mp, char mn, THING *weap, bool thrown);
THING *find_obj(int y, int x);
void fire_bolt(coord *start, coord *dir, char *name);
void fix_stick(THING *cur);
void flush_type(void);
void fuse(int (*func)(), int arg, int time, int type);
void genocide(void);
bool get_dir(void);
THING *get_item(char *purpose, int type);
int get_str(char *opt, WINDOW *win);
void give_pack(THING *tp);
bool hit_monster(int y, int x, THING *obj);
void init_check(void);
void init_colors(void);
void init_materials(void);
void init_names(void);
void init_player(void);
void init_stones(void);
void init_things(void);
void init_weapon(THING *weap, char type);
char *inv_name(THING *obj, bool drop);
bool inventory(THING *list, int type);
void invis_on(void);
bool is_current(THING *obj);
bool is_magic(THING *obj);
bool issymlink(char *sp);
void kill_daemon(int (*func)());
void killed(THING *tp, bool pr);
void leave(int sig);
void leave_room(coord *cp);
void lengthen(int (*func)(), int xtime);
bool lock_sc(void);
void look(bool wakeup);
void missile(int ydelta, int xdelta);
void msg(char *fmt, ...);
THING *new_item(void);
void new_level(void);
void new_monster(THING *tp, char type, coord *cp);
THING *new_thing(void);
void nohaste(void);
char *num(int n1, int n2, char type);
void open_log(void);
void open_score(void);
void option(void);
char pack_char(THING *obj);
void parse_opts(char *str);
void pick_up(char ch);
void picky_inven(void);
void playit(void);
void quaff(void);
void quit(int a);
void raise_level(void);
char randmonster(bool wander);
void read_scroll(void);
int readchar(void);
int readcharw(WINDOW *win);
void remove_monster(coord *mp, THING *tp, bool waskill);
bool restore(char *file, char **envp);
int ring_eat(int hand);
char *ring_num(THING *obj);
void ring_off(void);
void ring_on(void);
int rnd(int range);
void rnd_pos(struct room *rp, coord *cp);
int rnd_room(void);
coord *rndmove(THING *who);
int roll(int number, int sides);
void rollwand(void);
void runners(void);
void runto(coord *runner, coord *spot);
bool save(int which);
bool save_game(void);
bool save_throw(int which, THING *tp);
void score(int amount, int flags, char monst);
bool see_monst(THING *mp);
void setup(void);
void shell(void);
void show_win(WINDOW *scr, char *message);
void sight(void);
int sign(int nm);
void start_daemon(int (*func)(), int arg, int type);
void start_score(void);
void status(void);
bool step_ok(char ch);
void stomach(void);
void strucpy(char *s1, char *s2, int len);
void swander(void);
bool swing(int at_lvl, int op_arm, int wplus);
void take_off(void);
int teleport(void);
void total_winner(void);
char *tr_name(char type);
bool turn_see(bool turn_off);
void unconfuse(void);
char *unctrol(char ch);
void unlock_sc(void);
void unsee(void);
char *vowelstr(char *str);
char *xcrypt(const char *key, const char *setting);
void w_wait_for(WINDOW *win, char ch);
void wait_for(char ch);
THING *wake_monster(int y, int x);
void wanderer(void);
void waste_time(void);
void wear(void);
void whatis(bool insist);
void wield(void);
void writelog(int amount, int flags, char monst);
#ifdef HAVE_CONFIG_H
#include "config.h"

View file

@ -16,11 +16,16 @@
#define GOLDGRP 1
void draw_room(struct room *rp);
void vert(struct room *rp, int startx);
void horiz(struct room *rp, int starty);
/*
* do_rooms:
* Create rooms and corridors with a connectivity graph
*/
do_rooms()
void
do_rooms(void)
{
register int i;
register struct room *rp;
@ -120,8 +125,8 @@ do_rooms()
* draw_room:
* Draw a box around a room and lay down the floor
*/
draw_room(rp)
register struct room *rp;
void
draw_room(struct room *rp)
{
register int y, x;
@ -147,9 +152,8 @@ register struct room *rp;
* vert:
* Draw a vertical line
*/
vert(rp, startx)
register struct room *rp;
register int startx;
void
vert(struct room *rp, int startx)
{
register int y;
@ -161,9 +165,8 @@ register int startx;
* horiz:
* Draw a horizontal line
*/
horiz(rp, starty)
register struct room *rp;
int starty;
void
horiz(struct room *rp, int starty)
{
register int x;
@ -175,9 +178,8 @@ int starty;
* rnd_pos:
* Pick a random spot in a room
*/
rnd_pos(rp, cp)
register struct room *rp;
register coord *cp;
void
rnd_pos(struct room *rp, coord *cp)
{
cp->x = rp->r_pos.x + rnd(rp->r_max.x - 2) + 1;
cp->y = rp->r_pos.y + rnd(rp->r_max.y - 2) + 1;
@ -187,8 +189,8 @@ register coord *cp;
* enter_room:
* Code that is executed whenver you appear in a room
*/
enter_room(cp)
register coord *cp;
void
enter_room(coord *cp)
{
register struct room *rp;
register int y, x;
@ -220,8 +222,8 @@ register coord *cp;
* leave_room:
* Code for when we exit a room
*/
leave_room(cp)
register coord *cp;
void
leave_room(coord *cp)
{
register int y, x;
register struct room *rp;

View file

@ -21,6 +21,10 @@
#undef KERNEL
#include "rogue.h"
void save_file(FILE *savef);
extern int rs_save_file(FILE *savef);
extern int rs_restore_file(int inf);
typedef struct stat STAT;
extern char version[], encstr[];
@ -33,7 +37,8 @@ STAT sbuf;
* Implement the "save game" command
*/
/* This has to be cleaned up, these goto's are annoying. */
save_game()
bool
save_game(void)
{
register FILE *savef;
register int c;
@ -151,8 +156,8 @@ auto_save(int sig)
* save_file:
* Write the saved game on the file
*/
save_file(savef)
register FILE *savef;
void
save_file(FILE *savef)
{
int slines = LINES;
int scols = COLS;
@ -189,9 +194,8 @@ register FILE *savef;
* Restore a saved game from a file with elaborate checks for file
* integrity from cheaters
*/
restore(file, envp)
register char *file;
char **envp;
bool
restore(char *file, char **envp)
{
register int inf;
register bool syml;
@ -324,10 +328,8 @@ char **envp;
* encwrite:
* Perform an encrypted write
*/
encwrite(starta, size, outf)
void *starta;
unsigned int size;
register FILE *outf;
void
encwrite(void *starta, int size, FILE *outf)
{
register char *ep;
register char *start = (char *) starta;
@ -345,10 +347,8 @@ register FILE *outf;
* encread:
* Perform an encrypted read
*/
encread(starta, size, inf)
register void *starta;
unsigned int size;
register int inf;
int
encread(void *starta, int size, int inf)
{
register char *ep;
register int read_size;

View file

@ -18,7 +18,8 @@
* read_scroll:
* Read a scroll from the pack and do the appropriate thing
*/
read_scroll()
void
read_scroll(void)
{
register THING *obj;
register int y, x;

View file

@ -1335,7 +1335,7 @@ rs_read_object_list(int inf, THING **list)
{
for (i = 0; i < cnt; i++)
{
l = new_item(sizeof(THING));
l = new_item();
memset(l,0,sizeof(THING));
l->l_prev = previous;
if (previous != NULL)

View file

@ -16,12 +16,14 @@
#include <string.h>
#include "rogue.h"
void drain(void);
/*
* fix_stick:
* Set up a new stick
*/
fix_stick(cur)
register THING *cur;
void
fix_stick(THING *cur)
{
if (strcmp(ws_type[cur->o_which], "staff") == 0)
strcpy(cur->o_damage,"2d3");
@ -45,7 +47,8 @@ register THING *cur;
* do_zap:
* Perform a zap with a wand
*/
do_zap()
void
do_zap(void)
{
register THING *obj, *tp;
register int y, x;
@ -272,7 +275,8 @@ do_zap()
* drain:
* Do drain hit points from player shtick
*/
drain()
void
drain(void)
{
register THING *mp;
register int cnt;
@ -321,9 +325,8 @@ drain()
* fire_bolt:
* Fire a bolt in a given direction from a specific starting place
*/
fire_bolt(start, dir, name)
coord *start, *dir;
char *name;
void
fire_bolt(coord *start, coord *dir, char *name)
{
register char dirch, ch;
register THING *tp;
@ -446,8 +449,7 @@ def:
* Return an appropriate string for a wand charge
*/
char *
charge_str(obj)
register THING *obj;
charge_str(THING *obj)
{
static char buf[20];

View file

@ -16,6 +16,11 @@
#include <string.h>
#include "rogue.h"
int pick_one(struct magic_item *magic, int nitems);
void print_disc(char type);
void set_order(short *order, int numthings);
char *nothing(char type);
bool got_genocide = FALSE;
/*
@ -24,9 +29,7 @@ bool got_genocide = FALSE;
* inventory.
*/
char *
inv_name(obj, drop)
register THING *obj;
register bool drop;
inv_name(THING *obj, bool drop)
{
register char *pb;
@ -163,7 +166,8 @@ register bool drop;
* drop:
* Put something down
*/
drop()
void
drop(void)
{
register char ch;
register THING *nobj, *op;
@ -211,8 +215,8 @@ drop()
* dropcheck:
* Do special checks for dropping or unweilding|unwearing|unringing
*/
dropcheck(op)
register THING *op;
bool
dropcheck(THING *op)
{
if (op == NULL)
return TRUE;
@ -253,7 +257,7 @@ register THING *op;
* Return a new thing
*/
THING *
new_thing()
new_thing(void)
{
register THING *cur;
register int j, k;
@ -361,9 +365,8 @@ new_thing()
* pick_one:
* Pick an item out of a list of nitems possible magic items
*/
pick_one(magic, nitems)
register struct magic_item *magic;
int nitems;
int
pick_one(struct magic_item *magic, int nitems)
{
register struct magic_item *end;
register int i;
@ -398,7 +401,8 @@ static bool newpage = FALSE;
static char *lastfmt, *lastarg;
discovered()
void
discovered(void)
{
register char ch;
register bool disc_list;
@ -456,8 +460,8 @@ discovered()
#define MAX(a,b,c,d) (a > b ? (a > c ? (a > d ? a : d) : (c > d ? c : d)) : (b > c ? (b > d ? b : d) : (c > d ? c : d)))
print_disc(type)
char type;
void
print_disc(char type)
{
register bool *know = NULL;
register char **guess = NULL;
@ -508,9 +512,8 @@ char type;
* set_order:
* Set up order for list
*/
set_order(order, numthings)
short *order;
int numthings;
void
set_order(short *order, int numthings)
{
register int i, r, t;
@ -591,8 +594,7 @@ end_line()
* Set up prbuf so that message for "nothing found" is there
*/
char *
nothing(type)
register char type;
nothing(char type)
{
register char *sp, *tystr = NULL;

View file

@ -39,8 +39,8 @@ static struct init_weps {
* missile:
* Fire a missile in a given direction
*/
missile(ydelta, xdelta)
int ydelta, xdelta;
void
missile(int ydelta, int xdelta)
{
register THING *obj, *nitem;
@ -86,9 +86,8 @@ int ydelta, xdelta;
* Do the actual motion on the screen done by an object traveling
* across the room
*/
do_motion(obj, ydelta, xdelta)
register THING *obj;
register int ydelta, xdelta;
void
do_motion(THING *obj, int ydelta, int xdelta)
{
/*
* Come fly with us ...
@ -129,9 +128,8 @@ register int ydelta, xdelta;
* fall:
* Drop an item someplace around here.
*/
fall(obj, pr)
register THING *obj;
register bool pr;
void
fall(THING *obj, bool pr)
{
static coord fpos;
register int index;
@ -163,9 +161,8 @@ register bool pr;
* init_weapon:
* Set up the initial goodies for a weapon
*/
init_weapon(weap, type)
register THING *weap;
char type;
void
init_weapon(THING *weap, char type)
{
register struct init_weps *iwp;
@ -187,9 +184,8 @@ char type;
* hit_monster:
* Does the missile hit the monster?
*/
hit_monster(y, x, obj)
register int y, x;
THING *obj;
bool
hit_monster(int y, int x, THING *obj)
{
static coord mp;
@ -203,9 +199,7 @@ THING *obj;
* Figure out the plus number for armor/weapons
*/
char *
num(n1, n2, type)
register int n1, n2;
register char type;
num(int n1, int n2, char type)
{
static char numbuf[10];
@ -219,7 +213,8 @@ register char type;
* wield:
* Pull out a certain weapon
*/
wield()
void
wield(void)
{
register THING *obj, *oweapon;
register char *sp;
@ -257,9 +252,8 @@ bad:
* fallpos:
* Pick a random position around the give (y, x) coordinates
*/
fallpos(pos, newpos, pass)
register coord *pos, *newpos;
register bool pass;
bool
fallpos(coord *pos, coord *newpos, bool pass)
{
register int y, x, cnt, ch;

View file

@ -16,8 +16,8 @@
* whatis:
* What a certin object is
*/
whatis(insist)
bool insist;
void
whatis(bool insist)
{
register THING *obj;
@ -80,7 +80,8 @@ bool insist;
* create_obj:
* Wizard command for getting anything he wants
*/
create_obj()
void
create_obj(void)
{
register THING *obj;
register char ch, bless;
@ -150,7 +151,8 @@ create_obj()
* telport:
* Bamf the hero someplace else
*/
teleport()
int
teleport(void)
{
register int rm;
coord c;
@ -194,7 +196,8 @@ teleport()
* passwd:
* See if user knows password
*/
passwd()
bool
passwd(void)
{
register char *sp, c;
char buf[MAXSTR], *xcrypt();
@ -219,7 +222,8 @@ passwd()
* show_map:
* Print out the map for the wizard
*/
show_map()
void
show_map(void)
{
register int y, x, real;