Advanced Rogue 7: convert to ANSI-style function declarations.

Almost 1500 lines of compiler warnings remain, and the GCC developers
are already working on a new version with even more warnings turned on
by default.
This commit is contained in:
John "Elwin" Edwards 2016-02-19 21:02:28 -05:00
parent f38b2223c8
commit e8e6e604c3
39 changed files with 1181 additions and 889 deletions

View file

@ -18,12 +18,21 @@
#include "rogue.h"
#define MAXINT INT_MAX
#define MININT INT_MIN
void m_breathe(struct thing *tp);
void m_select(struct thing *th, bool flee);
void m_sonic(struct thing *tp);
void m_spell(struct thing *tp);
void m_summon(struct thing *tp);
bool m_use_it(struct thing *tp, bool flee, struct room *rer, struct room *ree);
bool m_use_pack(struct thing *monster, coord *monst_pos, coord *defend_pos,
int dist, coord *shoot_dir);
/*
* Did we disrupt a spell?
*/
dsrpt_monster(tp, always, see_him)
register struct thing *tp;
bool always, see_him;
void
dsrpt_monster(struct thing *tp, bool always, bool see_him)
{
switch (tp->t_action) {
case A_SUMMON:
@ -52,7 +61,8 @@ bool always, see_him;
}
}
dsrpt_player()
void
dsrpt_player(void)
{
int which, action;
struct linked_list *item;
@ -81,7 +91,7 @@ dsrpt_player()
if (purse > 0) {
msg("Your gold goes flying everywhere!");
do {
item = spec_item(GOLD, NULL, NULL, NULL);
item = spec_item(GOLD, 0, 0, 0);
obj = OBJPTR(item);
obj->o_count = min(purse, rnd(10)+1);
purse -= obj->o_count;
@ -120,8 +130,8 @@ dsrpt_player()
* Otherwise, let it perform its chosen action.
*/
m_act(tp)
register struct thing *tp;
void
m_act(struct thing *tp)
{
struct object *obj;
bool flee; /* Are we scared? */
@ -235,8 +245,8 @@ register struct thing *tp;
* Breathe in the chosen direction.
*/
m_breathe(tp)
register struct thing *tp;
void
m_breathe(struct thing *tp)
{
register int damage;
register char *breath = "";
@ -344,11 +354,11 @@ register struct thing *tp;
/*
* m_select:
* Select an action for the monster.
* flee: True if running away or player is inaccessible in wall
*/
m_select(th, flee)
register struct thing *th;
register bool flee; /* True if running away or player is inaccessible in wall */
void
m_select(struct thing *th, bool flee)
{
register struct room *rer, *ree; /* room of chaser, room of chasee */
int dist = MININT;
@ -486,8 +496,8 @@ register bool flee; /* True if running away or player is inaccessible in wall */
* The monster is sounding a sonic blast.
*/
m_sonic(tp)
register struct thing *tp;
void
m_sonic(struct thing *tp)
{
register int damage;
static struct object blast =
@ -515,8 +525,8 @@ register struct thing *tp;
* The monster casts a spell. Currently this is limited to
* magic missile.
*/
m_spell(tp)
register struct thing *tp;
void
m_spell(struct thing *tp)
{
static struct object missile =
{
@ -538,8 +548,8 @@ register struct thing *tp;
* Summon aid.
*/
m_summon(tp)
register struct thing *tp;
void
m_summon(struct thing *tp)
{
register char *helpname, *mname;
int fail, numsum;
@ -612,10 +622,7 @@ register struct thing *tp;
*/
bool
m_use_it(tp, flee, rer, ree)
register struct thing *tp;
bool flee;
register struct room *rer, *ree;
m_use_it(struct thing *tp, bool flee, struct room *rer, struct room *ree)
{
int dist;
register coord *ee = tp->t_dest, *er = &tp->t_pos;
@ -777,14 +784,15 @@ register struct room *rer, *ree;
/*
* runners:
* Make all the awake monsters try to do something.
* segments: Number of segments since last called
*/
runners(segments)
int segments; /* Number of segments since last called */
int
runners(int segments)
{
register struct linked_list *item;
register struct thing *tp = NULL;
register min_time = 20; /* Minimum time until a monster can act */
register int min_time = 20; /* Minimum time until a monster can act */
/*
* loop thru the list of running (wandering) monsters and see what
@ -870,11 +878,8 @@ int segments; /* Number of segments since last called */
* Only care about relics and wands for now.
*/
bool
m_use_pack(monster, monst_pos, defend_pos, dist, shoot_dir)
register struct thing *monster;
register coord *monst_pos, *defend_pos;
register int dist;
register coord *shoot_dir;
m_use_pack(struct thing *monster, coord *monst_pos, coord *defend_pos,
int dist, coord *shoot_dir)
{
register struct object *obj;
register struct linked_list *pitem, *relic, *stick;

View file

@ -19,11 +19,13 @@
#include <ctype.h>
#include <limits.h>
#include <stdlib.h>
#include "curses.h"
#include "rogue.h"
#define MAXINT INT_MAX
#define MININT INT_MIN
bool straight_shot(int ery, int erx, int eey, int eex, coord *shooting);
/*
* Canblink checks if the monster can teleport (blink). If so, it will
@ -31,8 +33,7 @@
*/
bool
can_blink(tp)
register struct thing *tp;
can_blink(struct thing *tp)
{
register int y, x, index=9;
coord tryp; /* To hold the coordinates for use in diag_ok */
@ -127,8 +128,7 @@ register struct thing *tp;
*/
coord *
can_shoot(er, ee)
register coord *er, *ee;
can_shoot(coord *er, coord *ee)
{
static coord shoot_dir;
@ -147,16 +147,14 @@ register coord *er, *ee;
* chase:
* Find the spot for the chaser(er) to move closer to the
* chasee(ee). Rer is the room of the chaser, and ree is the
* room of the creature being chased (chasee).
* room of the creature being chased (chasee). Flee is true if
* destination (ee) is player and monster is running away
* or the player is in a wall and the monster can't get to it
*/
chase(tp, ee, rer, ree, flee)
register struct thing *tp;
register coord *ee;
register struct room *rer, *ree;
bool flee; /* True if destination (ee) is player and monster is running away
* or the player is in a wall and the monster can't get to it
*/
void
chase(struct thing *tp, coord *ee, struct room *rer, struct room *ree,
bool flee)
{
int dist, thisdist, monst_dist = MAXINT;
register coord *er = &tp->t_pos;
@ -494,8 +492,8 @@ bool flee; /* True if destination (ee) is player and monster is running away
* Make one thing chase another.
*/
do_chase(th)
register struct thing *th;
void
do_chase(struct thing *th)
{
register struct room *orig_rer, /* Original room of chaser */
*new_room; /* new room of monster */
@ -803,8 +801,7 @@ register struct thing *th;
*/
struct linked_list *
get_hurl(tp)
register struct thing *tp;
get_hurl(struct thing *tp)
{
struct linked_list *arrow=NULL, *bolt=NULL, *rock=NULL,
*spear = NULL, *dagger=NULL, *dart=NULL, *aklad=NULL;
@ -851,9 +848,8 @@ register struct thing *tp;
* Set a monster running after something
*/
runto(runner, spot)
register struct thing *runner;
coord *spot;
void
runto(struct thing *runner, coord *spot)
{
if (on(*runner, ISSTONE))
return;
@ -881,9 +877,7 @@ coord *spot;
*/
bool
straight_shot(ery, erx, eey, eex, shooting)
register int ery, erx, eey, eex;
register coord *shooting;
straight_shot(int ery, int erx, int eey, int eex, coord *shooting)
{
register int dy, dx; /* Deltas */
char ch;

View file

@ -29,12 +29,23 @@
extern struct uwdata wdata;
#endif
void display(void);
void help(void);
void identify(char ch);
void d_level(void);
void u_level(void);
void shell(void);
void nameit(void);
void namemonst(void);
void count_gold(void);
/*
* command:
* Process the user commands
*/
command()
void
command(void)
{
unsigned char ch;
struct linked_list *item;
@ -267,8 +278,8 @@ command()
after = FALSE;
}
when C_COUNT : count_gold();
when C_QUAFF : quaff(-1, NULL, NULL, TRUE);
when C_READ : read_scroll(-1, NULL, TRUE);
when C_QUAFF : quaff(-1, 0, 0, TRUE);
when C_READ : read_scroll(-1, 0, TRUE);
when C_EAT : eat();
when C_WIELD : wield();
when C_WEAR : wear();
@ -280,7 +291,7 @@ command()
when '>' : after = FALSE; d_level();
when '<' : after = FALSE; u_level();
when '?' : after = FALSE; help();
when '/' : after = FALSE; identify(NULL);
when '/' : after = FALSE; identify(0);
when C_USE : use_mm(-1);
when CTRL('T') :
if (player.t_action == A_NIL) {
@ -315,7 +326,7 @@ command()
search(FALSE, FALSE);
player.t_action = A_NIL;
}
when C_ZAP : if (!player_zap(NULL, FALSE))
when C_ZAP : if (!player_zap(0, FALSE))
after=FALSE;
when C_PRAY : pray();
when C_CHANT : chant();
@ -553,7 +564,8 @@ command()
* tell the player what is at a certain coordinates assuming
* it can be seen.
*/
display()
void
display(void)
{
coord c;
struct linked_list *item;
@ -587,8 +599,7 @@ display()
*/
void
quit(sig)
int sig;
quit(int sig)
{
/*
* Reset the signal in case we got here via an interrupt
@ -628,8 +639,7 @@ int sig;
*/
void
bugkill(sig)
int sig;
bugkill(int sig)
{
signal(sig, quit); /* If we get it again, give up */
death(D_SIGNAL); /* Killed by a bug */
@ -641,8 +651,8 @@ int sig;
* Player gropes about him to find hidden things.
*/
search(is_thief, door_chime)
register bool is_thief, door_chime;
void
search(bool is_thief, bool door_chime)
{
register int x, y;
register char ch, /* The trap or door character */
@ -752,7 +762,8 @@ register bool is_thief, door_chime;
* Give single character help, or the whole mess if he wants it
*/
help()
void
help(void)
{
register struct h_list *strp = helpstr;
#ifdef WIZARD
@ -844,8 +855,8 @@ help()
* Tell the player what a certain thing is.
*/
identify(ch)
register char ch;
void
identify(char ch)
{
register char *str;
@ -907,6 +918,7 @@ register char ch;
* He wants to go down a level
*/
void
d_level()
{
bool no_phase=FALSE;
@ -958,7 +970,8 @@ d_level()
* He wants to go up a level
*/
u_level()
void
u_level(void)
{
bool no_phase = FALSE;
register struct linked_list *item;
@ -1016,7 +1029,8 @@ u_level()
* Let him escape for a while
*/
shell()
void
shell(void)
{
register char *sh;
@ -1050,7 +1064,8 @@ shell()
/*
* see what we want to name -- an item or a monster.
*/
nameit()
void
nameit(void)
{
char answer;
@ -1073,9 +1088,8 @@ nameit()
/*
* allow a user to call a potion, scroll, or ring something
*/
nameitem(item, mark)
struct linked_list *item;
bool mark;
void
nameitem(struct linked_list *item, bool mark)
{
register struct object *obj;
register char **guess = NULL, *elsewise = NULL;
@ -1161,7 +1175,8 @@ bool mark;
/* Name a monster */
namemonst()
void
namemonst(void)
{
register struct thing *tp;
struct linked_list *item;
@ -1206,7 +1221,8 @@ namemonst()
msg("There is no monster there to name.");
}
count_gold()
void
count_gold(void)
{
if (player.t_action != C_COUNT) {
msg("You take a break to count your money...");

View file

@ -44,7 +44,7 @@ int fusecnt = 0;
* Find an empty slot in the daemon list
*/
struct delayed_action *
d_slot()
d_slot(void)
{
reg int i;
reg struct delayed_action *dev;
@ -60,7 +60,7 @@ d_slot()
* Find an empty slot in the fuses list
*/
struct delayed_action *
f_slot()
f_slot(void)
{
reg int i;
reg struct delayed_action *dev;
@ -78,8 +78,7 @@ f_slot()
* Find a particular slot in the table
*/
struct delayed_action *
find_slot(func)
reg int (*func)();
find_slot(int (*func)())
{
reg int i;
reg struct delayed_action *dev;
@ -95,8 +94,8 @@ reg int (*func)();
* start_daemon:
* Start a daemon, takes a function.
*/
start_daemon(func, arg, type)
reg int arg, type, (*func)();
void
start_daemon(int (*func)(), int arg, int type)
{
reg struct delayed_action *dev;
@ -115,8 +114,8 @@ reg int arg, type, (*func)();
* kill_daemon:
* Remove a daemon from the list
*/
kill_daemon(func)
reg int (*func)();
void
kill_daemon(int (*func)())
{
reg struct delayed_action *dev;
reg int i;
@ -142,8 +141,8 @@ reg int (*func)();
* Run all the daemons that are active with the current flag,
* passing the argument to the function.
*/
do_daemons(flag)
reg int flag;
void
do_daemons(int flag)
{
reg struct delayed_action *dev;
@ -163,8 +162,8 @@ reg int flag;
* fuse:
* Start a fuse to go off in a certain number of turns
*/
fuse(func, arg, time, type)
reg int (*func)(), arg, time, type;
void
fuse(int (*func)(), int arg, int time, int type)
{
reg struct delayed_action *wire;
@ -183,8 +182,8 @@ reg int (*func)(), arg, time, type;
* lengthen:
* Increase the time until a fuse goes off
*/
lengthen(func, xtime)
reg int (*func)(), xtime;
void
lengthen(int (*func)(), int xtime)
{
reg struct delayed_action *wire;
@ -198,8 +197,8 @@ reg int (*func)(), xtime;
* extinguish:
* Put out a fuse
*/
extinguish(func)
reg int (*func)();
void
extinguish(int (*func)())
{
reg struct delayed_action *wire;
@ -217,8 +216,8 @@ reg int (*func)();
* do_fuses:
* Decrement counters and start needed fuses
*/
do_fuses(flag)
reg int flag;
void
do_fuses(int flag)
{
reg struct delayed_action *wire;
@ -245,8 +244,9 @@ reg int flag;
* activity:
* Show wizard number of demaons and memory blocks used
*/
activity()
void
activity(void)
{
msg("Daemons = %d : Fuses = %d : Memory Items = %d : Memory Used = %d",
demoncnt,fusecnt,total,md_memused(0));
demoncnt,fusecnt,total,md_memused());
}

View file

@ -25,8 +25,8 @@
* A healing daemon that restors hit points after rest
*/
doctor(tp)
register struct thing *tp;
void
doctor(struct thing *tp)
{
register int ohp;
register int limit, new_points;
@ -108,7 +108,8 @@ register struct thing *tp;
* Called when it is time to start rolling for wandering monsters
*/
swander()
void
swander(void)
{
start_daemon(rollwand, 0, BEFORE);
}
@ -120,7 +121,8 @@ swander()
int between = 0;
rollwand()
void
rollwand(void)
{
if (++between >= 4)
@ -140,7 +142,8 @@ rollwand()
/*
* this function is a daemon called each turn when the character is a thief
*/
trap_look()
void
trap_look(void)
{
if (rnd(100) < (2*dex_compute() + 5*pstats.s_lvl))
search(TRUE, FALSE);
@ -151,7 +154,8 @@ trap_look()
* Release the poor player from his confusion
*/
unconfuse()
void
unconfuse(void)
{
turn_off(player, ISHUH);
msg("You feel less confused now");
@ -162,7 +166,8 @@ unconfuse()
* unsee:
* He lost his see invisible power
*/
unsee()
void
unsee(void)
{
if (!ISWEARING(R_SEEINVIS)) {
turn_off(player, CANSEE);
@ -175,7 +180,8 @@ unsee()
* Remove to-hit handicap from player
*/
unstink()
void
unstink(void)
{
turn_off(player, HASSTINK);
}
@ -185,7 +191,8 @@ unstink()
* Player is no longer immune to confusion
*/
unclrhead()
void
unclrhead(void)
{
turn_off(player, ISCLEAR);
msg("The blue aura about your head fades away.");
@ -196,7 +203,8 @@ unclrhead()
* Player can no longer walk through walls
*/
unphase()
void
unphase(void)
{
turn_off(player, CANINWALL);
msg("Your dizzy feeling leaves you.");
@ -208,7 +216,8 @@ unphase()
* Player can no longer fly
*/
land()
void
land(void)
{
turn_off(player, ISFLY);
msg("You regain your normal weight");
@ -220,7 +229,8 @@ land()
* He gets his sight back
*/
sight()
void
sight(void)
{
if (on(player, ISBLIND))
{
@ -237,8 +247,7 @@ sight()
*/
void
res_strength(howmuch)
int howmuch;
res_strength(int howmuch)
{
/* If lost_str is non-zero, restore that amount of strength,
@ -262,7 +271,8 @@ int howmuch;
* End the hasting
*/
nohaste()
void
nohaste(void)
{
turn_off(player, ISHASTE);
msg("You feel yourself slowing down.");
@ -273,7 +283,8 @@ nohaste()
* End the slowing
*/
noslow()
void
noslow(void)
{
turn_off(player, ISSLOW);
msg("You feel yourself speeding up.");
@ -284,7 +295,8 @@ noslow()
* If this gets called, the player has suffocated
*/
suffocate()
void
suffocate(void)
{
death(D_SUFFOCATION);
}
@ -292,7 +304,8 @@ suffocate()
/*
* digest the hero's food
*/
stomach()
void
stomach(void)
{
register int oldfood, old_hunger, food_use, i;
@ -368,7 +381,8 @@ stomach()
/*
* daemon for curing the diseased
*/
cure_disease()
void
cure_disease(void)
{
turn_off(player, HASDISEASE);
if (off (player, HASINFEST))
@ -380,7 +394,8 @@ cure_disease()
* appear:
* Become visible again
*/
appear()
void
appear(void)
{
turn_off(player, ISINVIS);
PLAYER = VPLAYER;
@ -391,7 +406,8 @@ appear()
* dust_appear:
* dust of disappearance wears off
*/
dust_appear()
void
dust_appear(void)
{
turn_off(player, ISINVIS);
PLAYER = VPLAYER;
@ -402,7 +418,8 @@ dust_appear()
* unchoke:
* the effects of "dust of choking and sneezing" wear off
*/
unchoke()
void
unchoke(void)
{
if (!find_slot(unconfuse))
turn_off(player, ISHUH);
@ -414,8 +431,8 @@ unchoke()
/*
* make some potion for the guy in the Alchemy jug
*/
alchemy(obj)
register struct object *obj;
void
alchemy(struct object *obj)
{
register struct object *tobj = NULL;
register struct linked_list *item;
@ -464,7 +481,8 @@ register struct object *obj;
* otto's irresistable dance wears off
*/
undance()
void
undance(void)
{
turn_off(player, ISDANCE);
msg ("Your feet take a break.....whew!");
@ -473,14 +491,16 @@ undance()
/*
* if he has our favorite necklace of strangulation then take damage every turn
*/
strangle()
void
strangle(void)
{
if ((pstats.s_hpt -= 6) <= 0) death(D_STRANGLE);
}
/*
* if he has on the gauntlets of fumbling he might drop his weapon each turn
*/
fumble()
void
fumble(void)
{
register struct linked_list *item;
@ -519,21 +539,24 @@ fumble()
/*
* this is called each turn the hero has the ring of searching on
*/
ring_search()
void
ring_search(void)
{
search(FALSE, FALSE);
}
/*
* this is called each turn the hero has the ring of teleportation on
*/
ring_teleport()
void
ring_teleport(void)
{
if (rnd(100) < 2) teleport();
}
/*
* this is called to charge up the quill of Nagrom
*/
quill_charge()
void
quill_charge(void)
{
register struct object *tobj = NULL;
register struct linked_list *item;
@ -556,7 +579,8 @@ quill_charge()
/*
* take the skills away gained (or lost) by the potion of skills
*/
unskill()
void
unskill(void)
{
if (pstats.s_lvladj != 0) {
pstats.s_lvl -= pstats.s_lvladj;
@ -569,8 +593,8 @@ unskill()
* charge up the cloak of Emori
*/
cloak_charge(obj)
register struct object *obj;
void
cloak_charge(struct object *obj)
{
if (obj->o_charges < 1)
obj->o_charges = 1;
@ -580,7 +604,8 @@ register struct object *obj;
* nofire:
* He lost his fire resistance
*/
nofire()
void
nofire(void)
{
if (!ISWEARING(R_FIRE)) {
turn_off(player, NOFIRE);
@ -592,7 +617,8 @@ nofire()
* nocold:
* He lost his cold resistance
*/
nocold()
void
nocold(void)
{
if (!ISWEARING(R_WARMTH)) {
turn_off(player, NOCOLD);
@ -604,7 +630,8 @@ nocold()
* nobolt:
* He lost his protection from lightning
*/
nobolt()
void
nobolt(void)
{
turn_off(player, NOBOLT);
msg("Your skin looses its bluish tint");
@ -613,8 +640,8 @@ nobolt()
* eat_gold:
* an artifact eats gold
*/
eat_gold(obj)
register struct object *obj;
void
eat_gold(struct object *obj)
{
if (purse == 1)
msg("%s demand you find more gold", inv_name(obj, FALSE));
@ -628,36 +655,39 @@ register struct object *obj;
/*
* give the hero back some spell points
*/
spell_recovery()
void
spell_recovery(void)
{
int time;
time = SPELLTIME - max(17-pstats.s_intel, 0);
time = max(time, 5);
if (spell_power > 0) spell_power--;
fuse(spell_recovery, NULL, time, AFTER);
fuse(spell_recovery, 0, time, AFTER);
}
/*
* give the hero back some prayer points
*/
prayer_recovery()
void
prayer_recovery(void)
{
int time;
time = SPELLTIME - max(17-pstats.s_wisdom, 0);
time = max(time, 5);
if (pray_time > 0) pray_time--;
fuse(prayer_recovery, NULL, time, AFTER);
fuse(prayer_recovery, 0, time, AFTER);
}
/*
* give the hero back some chant points
*/
chant_recovery()
void
chant_recovery(void)
{
int time;
time = SPELLTIME - max(17-pstats.s_wisdom, 0);
time = max(time, 5);
if (chant_time > 0) chant_time--;
fuse(chant_recovery, NULL, time, AFTER);
fuse(chant_recovery, 0, time, AFTER);
}

View file

@ -20,7 +20,8 @@
* He wants to eat something, so let him try
*/
eat()
void
eat(void)
{
register struct linked_list *item;
int which;

View file

@ -21,11 +21,9 @@
* Check for effects of one thing hitting another thing. Return
* the reason code if the defender is killed. Otherwise return 0.
*/
effect(att, def, weap, thrown, see_att, see_def)
register struct thing *att, *def;
struct object *weap;
bool thrown;
register bool see_att, see_def;
int
effect(struct thing *att, struct thing *def, struct object *weap, bool thrown,
bool see_att, bool see_def)
{
register bool att_player, def_player;
char attname[LINELEN+1], defname[LINELEN+1];

View file

@ -20,13 +20,14 @@
#include "curses.h"
#include "rogue.h"
int packweight(struct thing *tp);
/*
* updpack:
* Update his pack weight and adjust fooduse accordingly
*/
updpack(getmax, tp)
int getmax;
struct thing *tp;
void
updpack(int getmax, struct thing *tp)
{
reg int topcarry, curcarry;
@ -55,8 +56,8 @@ struct thing *tp;
* packweight:
* Get the total weight of the hero's pack
*/
packweight(tp)
register struct thing *tp;
int
packweight(struct thing *tp)
{
reg struct object *obj;
reg struct linked_list *pc;
@ -92,8 +93,8 @@ register struct thing *tp;
* itemweight:
* Get the weight of an object
*/
itemweight(wh)
reg struct object *wh;
int
itemweight(struct object *wh)
{
reg int weight;
reg int ac;
@ -123,8 +124,8 @@ reg struct object *wh;
* playenc:
* Get hero's carrying ability above norm
*/
playenc(tp)
register struct thing *tp;
int
playenc(struct thing *tp)
{
register int strength;
@ -139,8 +140,8 @@ register struct thing *tp;
* totalenc:
* Get total weight that the hero can carry
*/
totalenc(tp)
register struct thing *tp;
int
totalenc(struct thing *tp)
{
reg int wtotal;
@ -162,11 +163,11 @@ register struct thing *tp;
* See if the hero can carry his pack
*/
wghtchk()
void
wghtchk(void)
{
reg int dropchk, err = TRUE;
reg char ch;
int wghtchk();
inwhgt = TRUE;
if (pstats.s_pack > pstats.s_carry) {
@ -201,7 +202,8 @@ wghtchk()
* -1 hit for heavy pack weight
*/
hitweight()
int
hitweight(void)
{
return(2 - foodlev);
}

View file

@ -20,9 +20,18 @@
#include "curses.h"
#include <ctype.h>
#include <string.h>
#include <stdlib.h>
#include "rogue.h"
int hit(struct object *weapon, bool see_att, bool see_def, char *er, char *ee, bool back_stab, bool thrown, bool short_msg);
bool roll_em(struct thing *att_er, struct thing *def_er, struct object *weap,
bool hurl, struct object *cur_weapon, bool back_stab);
void hit(struct object *weapon, bool see_att, bool see_def, char *er, char *ee,
bool back_stab, bool thrown, bool short_msg);
void miss(struct object *weapon, bool see_att, bool see_def, char *er, char *ee,
bool thrown, bool short_msg);
int add_dam(short str);
int hung_dam(void);
#define CONF_DAMAGE -1
#define PARAL_DAMAGE -2
#define DEST_DAMAGE -3
@ -31,9 +40,8 @@ int hit(struct object *weapon, bool see_att, bool see_def, char *er, char *ee, b
/*
* returns true if player has a any chance to hit the monster
*/
player_can_hit(tp, weap)
register struct thing *tp;
register struct object *weap;
bool
player_can_hit(struct thing *tp, struct object *weap)
{
if (off(*tp, CMAGICHIT) && off(*tp, BMAGICHIT) && off(*tp, MAGICHIT))
return(TRUE);
@ -61,10 +69,8 @@ register struct object *weap;
* The player attacks the monster.
*/
fight(mp, weap, thrown)
register coord *mp;
struct object *weap;
bool thrown;
bool
fight(coord *mp, struct object *weap, bool thrown)
{
register struct thing *tp;
register struct linked_list *item;
@ -225,10 +231,8 @@ bool thrown;
* The monster attacks the player
*/
attack(mp, weapon, thrown)
register struct thing *mp;
register struct object *weapon;
bool thrown;
bool
attack(struct thing *mp, struct object *weapon, bool thrown)
{
register char *mname;
register bool see_att, did_hit = FALSE;
@ -301,9 +305,8 @@ bool thrown;
* returns true if the swing hits
*/
swing(class, at_lvl, op_arm, wplus)
short class;
int at_lvl, op_arm, wplus;
bool
swing(short class, int at_lvl, int op_arm, int wplus)
{
register int res = rnd(20)+1;
register int need;
@ -323,12 +326,9 @@ int at_lvl, op_arm, wplus;
* Roll several attacks
*/
roll_em(att_er, def_er, weap, hurl, cur_weapon, back_stab)
struct thing *att_er, *def_er;
struct object *weap;
bool hurl;
struct object *cur_weapon;
bool back_stab;
bool
roll_em(struct thing *att_er, struct thing *def_er, struct object *weap,
bool hurl, struct object *cur_weapon, bool back_stab)
{
register struct stats *att, *def;
register char *cp = NULL;
@ -700,9 +700,7 @@ bool back_stab;
*/
char *
prname(who, upper)
register char *who;
bool upper;
prname(char *who, bool upper)
{
static char tbuf[LINELEN];
@ -727,11 +725,9 @@ bool upper;
* Print a message to indicate a succesful hit
*/
hit(weapon, see_att, see_def, er, ee, back_stab, thrown, short_msg)
register struct object *weapon;
bool see_att, see_def;
register char *er, *ee;
bool back_stab, thrown, short_msg;
void
hit(struct object *weapon, bool see_att, bool see_def, char *er, char *ee,
bool back_stab, bool thrown, bool short_msg)
{
register char *s = "";
char att_name[LINELEN], /* Name of attacker */
@ -791,11 +787,9 @@ bool back_stab, thrown, short_msg;
* Print a message to indicate a poor swing
*/
miss(weapon, see_att, see_def, er, ee, thrown, short_msg)
register struct object *weapon;
bool see_att, see_def;
register char *er, *ee;
bool thrown, short_msg;
void
miss(struct object *weapon, bool see_att, bool see_def, char *er, char *ee,
bool thrown, bool short_msg)
{
register char *s = "";
char
@ -836,8 +830,8 @@ bool thrown, short_msg;
* compute to-hit bonus for dexterity
*/
dext_plus(dexterity)
register int dexterity;
int
dext_plus(int dexterity)
{
return (dexterity > 10 ? (dexterity-13)/3 : (dexterity-10)/3);
}
@ -848,8 +842,8 @@ register int dexterity;
* compute armor class bonus for dexterity
*/
dext_prot(dexterity)
register int dexterity;
int
dext_prot(int dexterity)
{
return ((dexterity-10)/2);
}
@ -858,8 +852,8 @@ register int dexterity;
* compute bonus/penalties for strength on the "to hit" roll
*/
str_plus(str)
register short str;
int
str_plus(short str)
{
return((str-10)/3);
}
@ -869,8 +863,8 @@ register short str;
* compute additional damage done for exceptionally high or low strength
*/
add_dam(str)
register short str;
int
add_dam(short str)
{
return((str-9)/2);
}
@ -879,7 +873,8 @@ register short str;
* hung_dam:
* Calculate damage depending on players hungry state
*/
hung_dam()
int
hung_dam(void)
{
reg int howmuch;
@ -897,12 +892,11 @@ hung_dam()
/*
* thunk:
* A missile hits a monster
* tp: defender
*/
thunk(weap, tp, mname)
register struct object *weap;
register struct thing *tp; /* Defender */
register char *mname;
void
thunk(struct object *weap, struct thing *tp, char *mname)
{
char *def_name; /* Name of defender */
@ -924,10 +918,8 @@ register char *mname;
* A missile from a monster hits the player
*/
m_thunk(weap, tp, mname)
register struct object *weap;
register struct thing *tp;
register char *mname;
void
m_thunk(struct object *weap, struct thing *tp, char *mname)
{
char *att_name; /* Name of attacker */
@ -947,12 +939,11 @@ register char *mname;
/*
* bounce:
* A missile misses a monster
* tp: defender
*/
bounce(weap, tp, mname)
register struct object *weap;
register struct thing *tp; /* Defender */
register char *mname;
void
bounce(struct object *weap, struct thing *tp, char *mname)
{
char *def_name; /* Name of defender */
@ -974,10 +965,8 @@ register char *mname;
* A missle from a monster misses the player
*/
m_bounce(weap, tp, mname)
register struct object *weap;
register struct thing *tp;
register char *mname;
void
m_bounce(struct object *weap, struct thing *tp, char *mname)
{
char *att_name; /* Name of attacker */
@ -1001,8 +990,8 @@ register char *mname;
* Returns true if an object radiates magic
*/
is_magic(obj)
register struct object *obj;
bool
is_magic(struct object *obj)
{
switch (obj->o_type)
{
@ -1028,9 +1017,8 @@ register struct object *obj;
int chance = 0;/* cumulative chance for goodies to loose it */
killed(item, pr, points, treasure)
register struct linked_list *item;
bool pr, points, treasure;
void
killed(struct linked_list *item, bool pr, bool points, bool treasure)
{
register struct thing *tp, *mp;
register struct linked_list *pitem, *nexti, *mitem;
@ -1137,9 +1125,7 @@ bool pr, points, treasure;
*/
struct linked_list *
wield_weap(thrown, mp)
struct object *thrown;
struct thing *mp;
wield_weap(struct object *thrown, struct thing *mp)
{
int look_for, /* The projectile weapon we are looking for */
new_rate, /* The rating of a prospective weapon */
@ -1220,8 +1206,9 @@ struct thing *mp;
return(candidate);
}
explode(tp)
register struct thing *tp;
void
explode(struct thing *tp)
{
register int x,y, damage;
@ -1275,11 +1262,8 @@ register struct thing *tp;
* Called when one monster attacks another monster.
*/
skirmish(attacker, mp, weap, thrown)
register struct thing *attacker;
register coord *mp;
struct object *weap;
bool thrown;
bool
skirmish(struct thing *attacker, coord *mp, struct object *weap, bool thrown)
{
register struct thing *defender;
register struct linked_list *item;

View file

@ -117,10 +117,8 @@ static bool used[MAX3(NCOLORS, NSTONES, NWOOD)];
* make sure all the percentages specified in the tables add up to the
* right amounts
*/
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;
@ -140,7 +138,8 @@ register int bound;
* Initialize the potion color scheme for this time
*/
init_colors()
void
init_colors(void)
{
register int i, j;
@ -166,7 +165,8 @@ init_colors()
* do any initialization for food
*/
init_foods()
void
init_foods(void)
{
register int i;
@ -182,7 +182,8 @@ init_foods()
* Initialize the construction materials for wands and staffs
*/
init_materials()
void
init_materials(void)
{
register int i, j;
register char *str;
@ -232,7 +233,8 @@ init_materials()
* do any initialization for miscellaneous magic
*/
init_misc()
void
init_misc(void)
{
register int i;
@ -250,7 +252,8 @@ init_misc()
* Generate the names of the various scrolls
*/
init_names()
void
init_names(void)
{
register int nsyl;
register char *cp, *sp;
@ -287,7 +290,8 @@ init_names()
* roll up the rogue
*/
init_player()
void
init_player(void)
{
int stat_total, round, minimum, maximum, ch, i, j;
short do_escape, *our_stats[NUMABILITIES-1];
@ -587,7 +591,8 @@ init_player()
* Initialize the ring stone setting scheme for this time
*/
init_stones()
void
init_stones(void)
{
register int i, j;
@ -613,7 +618,8 @@ init_stones()
* init_things
* Initialize the probabilities for types of things
*/
init_things()
void
init_things(void)
{
register struct magic_item *mp;

View file

@ -30,7 +30,10 @@
static char msgbuf[BUFSIZ];
static int newpos = 0;
void doadd(char *fmt, va_list ap);
/*VARARGS1*/
void
msg(char *fmt, ...)
{
va_list ap;
@ -58,6 +61,7 @@ msg(char *fmt, ...)
/*
* add things to the current message
*/
void
addmsg(char *fmt, ...)
{
va_list ap;
@ -71,7 +75,8 @@ addmsg(char *fmt, ...)
* Display a new msg (giving him a chance to see the previous one if it
* is up there with the --More--)
*/
endmsg()
void
endmsg(void)
{
/* Needed to track where we are for 5.0 (PC) curses */
register int x, y;
@ -111,6 +116,7 @@ endmsg()
draw(msgw);
}
void
doadd(char *fmt, va_list ap)
{
@ -127,9 +133,8 @@ doadd(char *fmt, va_list ap)
* flgptr will be NULL if we don't know what the monster is yet!
*/
step_ok(y, x, can_on_monst, flgptr)
register int y, x, can_on_monst;
register struct thing *flgptr;
bool
step_ok(int y, int x, int can_on_monst, struct thing *flgptr)
{
/* can_on_monst = MONSTOK if all we care about are physical obstacles */
register struct linked_list *item;
@ -188,7 +193,8 @@ register struct thing *flgptr;
* returns true if it is ok for type to shoot over ch
*/
shoot_ok(ch)
bool
shoot_ok(char ch)
{
switch (ch)
{
@ -209,7 +215,8 @@ shoot_ok(ch)
* getchar.
*/
readchar()
int
readchar(void)
{
int ch;
@ -227,10 +234,11 @@ readchar()
/*
* status:
* Display the important stats line. Keep the cursor where it was.
* display: if TRUE, display unconditionally
*/
status(display)
bool display; /* is TRUE, display unconditionally */
void
status(bool display)
{
register struct stats *stat_ptr, *max_ptr;
register int oy, ox, temp;
@ -358,8 +366,8 @@ line_two:
* wait_for
* Sit around until the guy types the right key
*/
wait_for(ch)
register char ch;
void
wait_for(char ch)
{
register char c;
@ -383,10 +391,9 @@ register char ch;
* typed and then redraw the starting screen.
*/
over_win(oldwin, newin, maxy, maxx, cursory, cursorx, redraw)
WINDOW *oldwin, *newin;
int maxy, maxx, cursory, cursorx;
char redraw;
void
over_win(WINDOW *oldwin, WINDOW *newin, int maxy, int maxx, int cursory,
int cursorx, char redraw)
{
static char blanks[LINELEN+1];
register int line, i;
@ -436,9 +443,8 @@ char redraw;
* 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);
@ -453,9 +459,8 @@ char *message;
* dbotline:
* Displays message on bottom line and waits for a space to return
*/
dbotline(scr,message)
WINDOW *scr;
char *message;
void
dbotline(WINDOW *scr, char *message)
{
mvwaddstr(scr,lines-1,0,message);
draw(scr);
@ -467,8 +472,8 @@ char *message;
* restscr:
* Restores the screen to the terminal
*/
restscr(scr)
WINDOW *scr;
void
restscr(WINDOW *scr)
{
clearok(scr,TRUE);
touchwin(scr);
@ -481,10 +486,7 @@ WINDOW *scr;
*/
unsigned long
netread(error, size, stream)
int *error;
int size;
FILE *stream;
netread(int *error, int size, FILE *stream)
{
unsigned long result = 0L, /* What we read in */
partial; /* Partial value */
@ -519,12 +521,13 @@ FILE *stream;
/*
* netwrite:
* Write out a byte, short, or long machine independently.
* value: What to write
* size: How much to write out
* stream: Where to write it
*/
netwrite(value, size, stream)
unsigned long value; /* What to write */
int size; /* How much to write out */
FILE *stream; /* Where to write it */
int
netwrite(unsigned long value, int size, FILE *stream)
{
int i; /* Goes through value one byte at a time */
char outc; /* The next character to be written */

View file

@ -21,13 +21,16 @@
#include <stdlib.h>
#include "rogue.h"
void r_discard(struct linked_list *item);
void t_discard(struct linked_list *item);
/*
* detach:
* Takes an item out of whatever linked list it might be in
*/
_detach(list, item)
register struct linked_list **list, *item;
void
_detach(struct linked_list **list, struct linked_list *item)
{
if (*list == item)
*list = next(item);
@ -42,8 +45,8 @@ register struct linked_list **list, *item;
* add an item to the head of a list
*/
_attach(list, item)
register struct linked_list **list, *item;
void
_attach(struct linked_list **list, struct linked_list *item)
{
if (*list != NULL)
{
@ -65,8 +68,8 @@ register struct linked_list **list, *item;
* Throw the whole object list away
*/
_o_free_list(ptr)
register struct linked_list **ptr;
void
_o_free_list(struct linked_list **ptr)
{
register struct linked_list *item;
@ -83,8 +86,8 @@ register struct linked_list **ptr;
* free up an item and its object(and maybe contents)
*/
o_discard(item)
register struct linked_list *item;
void
o_discard(struct linked_list *item)
{
register struct object *obj;
@ -101,8 +104,8 @@ register struct linked_list *item;
* Throw the whole list of room exits away
*/
_r_free_list(ptr)
register struct linked_list **ptr;
void
_r_free_list(struct linked_list **ptr)
{
register struct linked_list *item;
@ -119,8 +122,8 @@ register struct linked_list **ptr;
* free up an item and its room
*/
r_discard(item)
register struct linked_list *item;
void
r_discard(struct linked_list *item)
{
total -= 2;
FREE(DOORPTR(item));
@ -132,8 +135,8 @@ register struct linked_list *item;
* Throw the whole thing list away
*/
_t_free_list(ptr)
register struct linked_list **ptr;
void
_t_free_list(struct linked_list **ptr)
{
register struct linked_list *item;
@ -150,8 +153,8 @@ register struct linked_list **ptr;
* free up an item and its thing
*/
t_discard(item)
register struct linked_list *item;
void
t_discard(struct linked_list *item)
{
register struct thing *tp;
@ -167,8 +170,8 @@ register struct linked_list *item;
* get rid of an item structure -- don't worry about contents
*/
destroy_item(item)
register struct linked_list *item;
void
destroy_item(struct linked_list *item)
{
total--;
FREE(item);
@ -180,8 +183,7 @@ register struct linked_list *item;
*/
struct linked_list *
new_item(size)
int size;
new_item(int size)
{
register struct linked_list *item;
@ -199,7 +201,7 @@ int size;
*/
struct linked_list *
creat_item()
creat_item(void)
{
register struct linked_list *item;
@ -210,8 +212,7 @@ creat_item()
}
char *
new(size)
int size;
new(int size)
{
register char *space = ALLOC(size);
static char errbuf[LINELEN];

View file

@ -32,10 +32,19 @@ extern char oldtext[WTXTNUM][WTXTLEN];
#endif
void open_records(void);
bool too_much(void);
bool author(void);
void chmsg(char *fmt, int arg);
#ifdef MAXPROCESSES
int loadav(void);
#endif
#ifdef MAXUSERS
int ucount(void);
#endif
bool holiday(void);
main(argc, argv, envp)
char **argv;
char **envp;
int
main(int argc, char *argv[], char *envp[])
{
register char *env;
int lowtime;
@ -419,8 +428,7 @@ char **envp;
*/
void
endit(sig)
int sig;
endit(int sig)
{
fatal("Ok, if you want to exit that badly, I'll have to allow it\n");
}
@ -430,8 +438,8 @@ int sig;
* Exit the program, printing a message.
*/
fatal(s)
char *s;
void
fatal(char *s)
{
clear();
move(lines-2, 0);
@ -449,8 +457,8 @@ char *s;
* rnd:
* Pick a very random number.
*/
rnd(range)
register int range;
int
rnd(int range)
{
return(range <= 0 ? 0 : md_rand() % range);
}
@ -460,8 +468,8 @@ register int range;
* roll a number of dice
*/
roll(number, sides)
register int number, sides;
int
roll(int number, int sides)
{
register int dtotal = 0;
@ -474,8 +482,7 @@ register int number, sides;
* handle stop and start signals
*/
void
tstp(sig)
int sig;
tstp(int sig)
{
mvcur(0, cols - 1, lines - 1, 0);
endwin();
@ -493,7 +500,8 @@ int sig;
}
# endif
setup()
void
setup(void)
{
#ifdef CHECKTIME
int checkout();
@ -563,7 +571,8 @@ open_records(void)
* refreshing things and looking at the proper times.
*/
playit()
void
playit(void)
{
register char *opts;
@ -585,7 +594,8 @@ playit()
/*
* see if the system is being used too much for this game
*/
too_much()
bool
too_much(void)
{
#if MAXPROCESSES
if (loadav() > MAXPROCESSES)
@ -602,7 +612,8 @@ too_much()
* author:
* See if a user is an author of the program
*/
author()
bool
author(void)
{
switch (md_getuid()) {
#if AUTHOR
@ -653,9 +664,8 @@ checkout()
* 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) {
printf(fmt, arg);
@ -671,7 +681,8 @@ int arg;
#include <fcntl.h>
loadav()
int
loadav(void)
{
char *sarcmd = "sar -v | cut -c17-20 | tail -2";
char *gettycmd = "grep getty /etc/inittab | wc -l";
@ -724,7 +735,9 @@ loadav()
#include <sys/types.h>
#include <utmp.h>
struct utmp buf;
ucount()
int
ucount(void)
{
reg struct utmp *up;
reg FILE *utmp;
@ -751,7 +764,8 @@ ucount()
* holiday:
* Returns TRUE when it is a good time to play rogue
*/
holiday()
bool
holiday(void)
{
#ifdef CHECKTIME
long now;

View file

@ -30,15 +30,20 @@ static char *frontier,
*bits;
static int maze_lines,
maze_cols;
char *moffset(),
*foffset();
void draw_maze(void);
int findcells(int y, int x);
char *foffset(int y, int x);
char *moffset(int y, int x);
void rmwall(int newy, int newx, int oldy, int oldx);
/*
* crankout:
* Does actual drawing of maze to window
*/
crankout()
void
crankout(void)
{
reg int x, y;
@ -71,7 +76,8 @@ crankout()
* domaze:
* Draw the maze on this level.
*/
do_maze()
void
do_maze(void)
{
reg int least;
reg struct room *rp;
@ -95,7 +101,7 @@ do_maze()
/*
* add some gold to make it worth looking for
*/
item = spec_item(GOLD, NULL, NULL, NULL);
item = spec_item(GOLD, 0, 0, 0);
obj = OBJPTR(item);
obj->o_count *= (rnd(5) + 5); /* add in one large hunk */
attach(lvl_obj, item);
@ -108,7 +114,7 @@ do_maze()
/*
* add in some food to make sure he has enough
*/
item = spec_item(FOOD, NULL, NULL, NULL);
item = spec_item(FOOD, 0, 0, 0);
obj = OBJPTR(item);
attach(lvl_obj, item);
do {
@ -133,7 +139,8 @@ do_maze()
* draw_maze:
* Generate and draw the maze on the screen
*/
draw_maze()
void
draw_maze(void)
{
reg int i, j, more;
reg char *ptr;
@ -169,8 +176,8 @@ draw_maze()
* findcells:
* Figure out cells to open up
*/
findcells(y,x)
reg int x, y;
int
findcells(int y, int x)
{
reg int rtpos, i;
@ -221,8 +228,7 @@ reg int x, y;
* Calculate memory address for frontier
*/
char *
foffset(y, x)
int y, x;
foffset(int y, int x)
{
return (frontier + (y * maze_cols) + x);
@ -236,8 +242,7 @@ int y, x;
*/
bool
maze_view(y, x)
int y, x;
maze_view(int y, int x)
{
register int start, goal, delta, ycheck, xcheck, absy, absx, see_radius;
register bool row;
@ -341,8 +346,7 @@ int y, x;
* Calculate memory address for bits
*/
char *
moffset(y, x)
int y, x;
moffset(int y, int x)
{
return (bits + (y * (cols - 1)) + x);
@ -355,8 +359,8 @@ int y, x;
* rmwall:
* Removes appropriate walls from the maze
*/
rmwall(newy, newx, oldy, oldx)
int newy, newx, oldy, oldx;
void
rmwall(int newy, int newx, int oldy, int oldx)
{
reg int xdif,ydif;

View file

@ -65,6 +65,7 @@
#endif
#include <stdio.h>
#include <ctype.h>
#include <string.h>
#include <fcntl.h>
#include <limits.h>
@ -74,7 +75,7 @@
#define MOD_MOVE(c) (toupper(c) )
void
md_init()
md_init(void)
{
#ifdef __INTERIX
char *term;
@ -107,7 +108,7 @@ md_putchar(int c)
static int md_standout_mode = 0;
int
md_raw_standout()
md_raw_standout(void)
{
#ifdef _WIN32
CONSOLE_SCREEN_BUFFER_INFO csbiInfo;
@ -130,7 +131,7 @@ md_raw_standout()
}
int
md_raw_standend()
md_raw_standend(void)
{
#ifdef _WIN32
CONSOLE_SCREEN_BUFFER_INFO csbiInfo;
@ -209,7 +210,7 @@ md_creat(char *file, int mode)
int
md_normaluser()
md_normaluser(void)
{
#ifndef _WIN32
setuid(getuid());
@ -218,7 +219,7 @@ md_normaluser()
}
int
md_getuid()
md_getuid(void)
{
#ifndef _WIN32
return( getuid() );
@ -228,7 +229,7 @@ md_getuid()
}
char *
md_getusername()
md_getusername(void)
{
static char login[80];
char *l = NULL;
@ -263,7 +264,7 @@ md_getusername()
}
char *
md_gethomedir()
md_gethomedir(void)
{
static char homedir[PATH_MAX];
char *h = NULL;
@ -318,7 +319,7 @@ md_gethomedir()
}
char *
md_getshell()
md_getshell(void)
{
static char shell[PATH_MAX];
char *s = NULL;
@ -346,7 +347,7 @@ md_getshell()
}
int
md_shellescape()
md_shellescape(void)
{
#if (!defined(_WIN32) && !defined(__DJGPP__))
int ret_status;
@ -408,7 +409,7 @@ directory_exists(char *dirname)
}
char *
md_getroguedir()
md_getroguedir(void)
{
static char path[1024];
char *end,*home;
@ -472,8 +473,7 @@ md_crypt(char *key, char *salt)
}
char *
md_getpass(prompt)
char *prompt;
md_getpass(char *prompt)
{
#ifdef _WIN32
static char password_buffer[9];
@ -568,7 +568,7 @@ md_htonl(unsigned long int x)
}
int
md_rand()
md_rand(void)
{
#ifdef _WIN32
return(rand());
@ -578,8 +578,7 @@ md_rand()
}
int
md_srand(seed)
register int seed;
md_srand(int seed)
{
#ifdef _WIN32
srand(seed);
@ -589,7 +588,7 @@ register int seed;
}
long
md_memused()
md_memused(void)
{
#ifdef _WIN32
MEMORYSTATUS stat;
@ -603,7 +602,7 @@ md_memused()
}
char *
md_gethostname()
md_gethostname(void)
{
static char nodename[80];
char *n = NULL;
@ -625,7 +624,7 @@ md_gethostname()
}
int
md_erasechar()
md_erasechar(void)
{
#ifdef BSD
return(_tty.sg_erase); /* process erase character */
@ -637,7 +636,7 @@ md_erasechar()
}
int
md_killchar()
md_killchar(void)
{
#ifdef BSD
return(_tty.sg_kill);
@ -654,8 +653,7 @@ md_killchar()
*/
char *
md_unctrl(ch)
char ch;
md_unctrl(char ch)
{
#if USG5_0
extern char *_unctrl[]; /* Defined in curses library */
@ -667,7 +665,7 @@ char ch;
}
void
md_flushinp()
md_flushinp(void)
{
#ifdef BSD
ioctl(0, TIOCFLUSH);

View file

@ -15,6 +15,7 @@
#include "curses.h"
#include <stdlib.h>
#include <ctype.h>
#include <string.h>
#include "rogue.h"
#ifdef PC7300
#include "menu.h"
@ -29,8 +30,8 @@
* Change the player's class to the specified one.
*/
changeclass(newclass)
int newclass;
void
changeclass(int newclass)
{
if (newclass == player.t_ctype) {
msg("You feel more skillful.");
@ -132,8 +133,8 @@ int newclass;
/*
* Use the relic that our monster is wielding.
*/
m_use_relic(monster)
register struct thing *monster;
void
m_use_relic(struct thing *monster)
{
register struct object *obj;
@ -161,7 +162,7 @@ register struct thing *monster;
}
when EMORI_CLOAK:
debug("stunning with Emori's cloak");
do_zap(monster, obj, &monster->t_newpos, WS_PARALYZE, NULL);
do_zap(monster, obj, &monster->t_newpos, WS_PARALYZE, 0);
obj->o_charges = 0;
when ASMO_ROD: {
@ -228,10 +229,11 @@ register struct thing *monster;
/*
* add something to the contents of something else
* bag: the holder of the items
* item: the item to put inside
*/
put_contents(bag, item)
register struct object *bag; /* the holder of the items */
register struct linked_list *item; /* the item to put inside */
void
put_contents(struct object *bag, struct linked_list *item)
{
register struct linked_list *titem;
register struct object *tobj;
@ -256,10 +258,10 @@ register struct linked_list *item; /* the item to put inside */
/*
* remove something from something else
* bag: the holder of the items
*/
take_contents(bag, item)
register struct object *bag; /* the holder of the items */
register struct linked_list *item;
void
take_contents(struct object *bag, struct linked_list *item)
{
if (bag->o_ac <= 0) {
@ -273,8 +275,8 @@ register struct linked_list *item;
}
do_bag(item)
register struct linked_list *item;
void
do_bag(struct linked_list *item)
{
register struct linked_list *titem = NULL;
@ -395,8 +397,9 @@ register struct linked_list *item;
}
}
do_panic(who)
int who; /* Kind of monster to panic (all if who is NULL) */
/* who: Kind of monster to panic (all if who is NULL) */
void
do_panic(int who)
{
register int x,y;
register struct linked_list *mon, *item;
@ -460,8 +463,7 @@ int who; /* Kind of monster to panic (all if who is NULL) */
* print miscellaneous magic bonuses
*/
char *
misc_name(obj)
register struct object *obj;
misc_name(struct object *obj)
{
static char buf[LINELEN];
char buf1[LINELEN];
@ -523,7 +525,8 @@ register struct object *obj;
return buf;
}
use_emori()
void
use_emori(void)
{
char selection; /* Cloak function */
int state = 0; /* Menu state */
@ -633,8 +636,8 @@ static char Displines[MAXQUILL+1][LINELEN+1]; /* The lines themselves */
/*
* try to write a scroll with the quill of Nagrom
*/
use_quill(obj)
struct object *obj;
void
use_quill(struct object *obj)
{
struct linked_list *item;
register int i,
@ -766,7 +769,7 @@ struct object *obj;
#endif
/* Should we overlay? */
if (menu_overlay && MAXQUILL + 3 < lines / 2) {
over_win(cw, hw, MAXQUILL + 5, maxlen + 3, 0, curlen, NULL);
over_win(cw, hw, MAXQUILL + 5, maxlen + 3, 0, curlen, '\0');
}
else draw(hw);
}
@ -795,7 +798,7 @@ struct object *obj;
/* Should we overlay? */
if (menu_overlay && MAXQUILL + 3 < lines / 2) {
over_win(cw, hw, MAXQUILL + 5, maxlen + 3,
0, curlen, NULL);
0, curlen, '\0');
}
else draw(hw);
@ -835,8 +838,8 @@ got_scroll:
}
}
use_mm(which)
int which;
void
use_mm(int which)
{
register struct object *obj = NULL;
register struct linked_list *item = NULL;
@ -915,7 +918,7 @@ int which;
when GERYON_HORN:
/* Chase close monsters away */
msg("The horn blasts a shrill tone.");
do_panic(NULL);
do_panic(0);
when HEIL_ANKH:
case YENDOR_AMULET:
case STONEBONES_AMULET:
@ -938,7 +941,7 @@ int which;
msg("The jug is empty");
break;
}
quaff (obj->o_ac, NULL, NULL, FALSE);
quaff (obj->o_ac, 0, 0, FALSE);
obj->o_ac = JUG_EMPTY;
fuse (alchemy, obj, ALCHEMYTIME, AFTER);
if (!(obj->o_flags & ISKNOW))
@ -1008,7 +1011,7 @@ int which;
break;
}
obj->o_charges--;
do_panic(NULL);
do_panic(0);
/*
* dust of disappearance makes the player invisible for a while
*/
@ -1124,8 +1127,7 @@ int which;
*/
int
usage_time(item)
struct linked_list *item;
usage_time(struct linked_list *item)
{
register struct object *obj;
register int units = -1;

View file

@ -21,13 +21,14 @@
#include "rogue.h"
#include <ctype.h>
#include <string.h>
#include <stdlib.h>
/*
* Check_residue takes care of any effect of the monster
*/
check_residue(tp)
register struct thing *tp;
void
check_residue(struct thing *tp)
{
/*
* Take care of special abilities
@ -71,13 +72,11 @@ register struct thing *tp;
/*
* Creat_mons creates the specified monster -- any if 0
* person: Where to create next to
*/
bool
creat_mons(person, monster, report)
struct thing *person; /* Where to create next to */
short monster;
bool report;
creat_mons(struct thing *person, short monster, bool report)
{
struct linked_list *nitem;
register struct thing *tp;
@ -132,9 +131,7 @@ bool report;
*/
void
genmonsters(least, treas)
register int least;
bool treas;
genmonsters(int least, bool treas)
{
reg int i;
reg struct room *rp = &rooms[0];
@ -180,8 +177,7 @@ bool treas;
*/
short
id_monst(monster)
register char monster;
id_monst(char monster)
{
register short result;
@ -201,11 +197,8 @@ register char monster;
* Pick a new monster and add it to the list
*/
new_monster(item, type, cp, max_monster)
struct linked_list *item;
short type;
coord *cp;
bool max_monster;
void
new_monster(struct linked_list *item, short type, coord *cp, bool max_monster)
{
register struct thing *tp;
register struct monster *mp;
@ -415,8 +408,7 @@ bool max_monster;
*/
short
randmonster(wander, no_unique)
register bool wander, no_unique;
randmonster(bool wander, bool no_unique)
{
register int d, cur_level, range, i;
@ -455,8 +447,8 @@ register bool wander, no_unique;
* to purchase something.
*/
sell(tp)
register struct thing *tp;
void
sell(struct thing *tp)
{
register struct linked_list *item, *seller;
register struct linked_list *sellpack;
@ -551,8 +543,7 @@ register struct thing *tp;
* what to do when the hero steps next to a monster
*/
struct linked_list *
wake_monster(y, x)
int y, x;
wake_monster(int y, int x)
{
register struct thing *tp;
register struct linked_list *it;
@ -749,7 +740,8 @@ int y, x;
* A wandering monster has awakened and is headed for the player
*/
wanderer()
void
wanderer(void)
{
register int i;
register struct room *hr = roomin(&hero);

View file

@ -19,6 +19,7 @@
#include "curses.h"
#include <ctype.h>
#include <string.h>
#include "rogue.h"
#ifdef PC7300
#include "menu.h"
@ -41,9 +42,8 @@ static char Moves[3][3] = {
* The guy stepped on a trap.... Make him pay.
*/
be_trapped(th, tc)
register struct thing *th;
register coord *tc;
char
be_trapped(struct thing *th, coord *tc)
{
register struct trap *tp;
register char ch, *mname = "";
@ -426,8 +426,7 @@ register coord *tc;
*/
bool
blue_light(blessed, cursed)
bool blessed, cursed;
blue_light(bool blessed, bool cursed)
{
register struct room *rp;
bool ret_val=FALSE; /* Whether or not affect is known */
@ -486,8 +485,8 @@ bool blessed, cursed;
* If not, if player came from a legal place, then try to turn him.
*/
corr_move(dy, dx)
int dy, dx;
void
corr_move(int dy, int dx)
{
int legal=0; /* Number of legal alternatives */
register int y, x, /* Indexes though possible positions */
@ -564,7 +563,8 @@ int dy, dx;
* dip_it:
* Dip an object into a magic pool
*/
dip_it()
void
dip_it(void)
{
reg struct linked_list *what;
reg struct object *ob;
@ -758,8 +758,8 @@ dip_it()
* consequences (fighting, picking up, etc.)
*/
do_move(dy, dx)
int dy, dx;
void
do_move(int dy, int dx)
{
register struct room *rp, *orp;
register char ch;
@ -1103,8 +1103,8 @@ int dy, dx;
* Start the hero running
*/
do_run(ch)
char ch;
void
do_run(char ch)
{
firstmove = TRUE;
running = TRUE;
@ -1119,11 +1119,9 @@ char ch;
* Returns TRUE if it could find it, FALSE otherwise.
*/
bool
getdelta(match, dy, dx)
char match;
int *dy, *dx;
getdelta(char match, int *dy, int *dx)
{
register y, x;
int y, x;
for (y = 0; y < 3; y++)
for (x = 0; x < 3; x++)
@ -1140,8 +1138,8 @@ int *dy, *dx;
* isatrap:
* Returns TRUE if this character is some kind of trap
*/
isatrap(ch)
reg char ch;
bool
isatrap(char ch)
{
switch(ch) {
case DARTTRAP:
@ -1161,8 +1159,8 @@ reg char ch;
* If it is dark, remove anything that might move.
*/
light(cp)
coord *cp;
void
light(coord *cp)
{
register struct room *rp;
register int j, k, x, y;
@ -1338,8 +1336,7 @@ coord *cp;
*/
bool
lit_room(rp)
register struct room *rp;
lit_room(struct room *rp)
{
register struct linked_list *fire_item;
register struct thing *fire_creature;
@ -1376,8 +1373,7 @@ register struct room *rp;
*/
short
movement(tp)
register struct thing *tp;
movement(struct thing *tp)
{
register int result;
register int carry; /* Percentage carried */
@ -1441,8 +1437,7 @@ register struct thing *tp;
*/
coord *
rndmove(who)
struct thing *who;
rndmove(struct thing *who)
{
register int x, y;
register int ex, ey, nopen = 0;
@ -1506,9 +1501,8 @@ static char Displines[TRAPTYPES+1][TRAPWIDTH+TRAPPREFIX+1];
* set a trap at (y, x) on screen.
*/
set_trap(tp, y, x)
register struct thing *tp;
register int y, x;
void
set_trap(struct thing *tp, int y, int x)
{
register bool is_player = (tp == &player);
register int selection = rnd(TRAPTYPES-WIZARDTRAPS) + '1';
@ -1613,7 +1607,7 @@ register int y, x;
* Put out the selection. The longest line is
* the prompt line (39 characters long).
*/
over_win(cw, hw, num_traps + 3, 41, 0, 39, NULL);
over_win(cw, hw, num_traps + 3, 41, 0, 39, '\0');
else
draw(hw);
state = 1; /* Now in prompt window */
@ -1673,7 +1667,7 @@ register int y, x;
* Put out the selection. The longest line is
* the prompt line (43 characters long).
*/
over_win(cw, hw, num_traps+3, 45, 0, 43, NULL);
over_win(cw, hw, num_traps+3, 45, 0, 43, '\0');
else
draw(hw);
}
@ -1743,8 +1737,8 @@ register int y, x;
* returns what a certain thing will display as to the un-initiated
*/
show(y, x)
register int y, x;
char
show(int y, int x)
{
register char ch = CCHAR( winat(y, x) );
register struct linked_list *it;
@ -1784,8 +1778,7 @@ register int y, x;
*/
struct trap *
trap_at(y, x)
register int y, x;
trap_at(int y, int x)
{
register struct trap *tp, *ep;
@ -1803,11 +1796,12 @@ register int y, x;
* Calculate how many segments it will take to swing the given
* weapon (note that the weapon may actually be a stick or
* even something else).
* wielder: Who's wielding the weapon
* weap: The weapon
*/
weap_move(wielder, weap)
register struct thing *wielder; /* Who's wielding the weapon */
register struct object *weap; /* The weapon */
int
weap_move(struct thing *wielder, struct object *weap)
{
register int weap_rate;
int dexterity;

View file

@ -16,14 +16,16 @@
#include "rogue.h"
#define TERRASAVE 3
void put_things(LEVTYPE ltype);
/*
* new_level:
* Dig and draw a new level
*
* ltype: designates type of level to create
*/
new_level(ltype)
LEVTYPE ltype; /* designates type of level to create */
void
new_level(LEVTYPE ltype)
{
register int rm, i, cnt;
register char ch;
@ -434,14 +436,15 @@ LEVTYPE ltype; /* designates type of level to create */
status(TRUE);
/* Do we sense any food on this level? */
if (cur_relic[SURTUR_RING]) quaff(P_FFIND, NULL, NULL, FALSE);
if (cur_relic[SURTUR_RING]) quaff(P_FFIND, 0, 0, FALSE);
}
/*
* Pick a room that is really there
*/
rnd_room()
int
rnd_room(void)
{
register int rm;
@ -457,10 +460,11 @@ rnd_room()
/*
* put_things:
* put potions and scrolls on this level
* ltype: designates type of level to create
*/
put_things(ltype)
LEVTYPE ltype; /* designates type of level to create */
void
put_things(LEVTYPE ltype)
{
register int i, rm, cnt;
register struct object *cur;
@ -478,7 +482,7 @@ LEVTYPE ltype; /* designates type of level to create */
* There is a chance that there is a treasure room on this level
*/
if (ltype != MAZELEV && rnd(HARDER) < level - 10) {
register j;
int j;
register struct room *rp;
/* Count the number of free spaces */

View file

@ -40,14 +40,15 @@ struct optstruct {
typedef struct optstruct OPTION;
int put_bool(),
get_bool(),
put_str(),
get_str(),
put_abil(),
get_abil(),
get_quest(),
put_quest();
void put_bool(bool *b, WINDOW *win);
int get_bool(bool *bp, WINDOW *win);
void put_str(char *str, WINDOW *win);
int get_str(char *opt, WINDOW *win);
void put_abil(int *ability, WINDOW *win);
void get_abil(int *abil, WINDOW *win);
void put_quest(int *quest, WINDOW *win);
void get_quest(int *quest, WINDOW *win);
int get_ro(WINDOW *win, int oy, int ox);
int get_str_prot(char *opt, WINDOW *win);
int get_score(char *opt, WINDOW *win);
@ -83,9 +84,8 @@ OPTION optlist[] = {
/*
* The ability field is read-only
*/
get_abil(abil, win)
int *abil;
WINDOW *win;
void
get_abil(int *abil, WINDOW *win)
{
register int oy, ox;
@ -97,9 +97,8 @@ WINDOW *win;
/*
* The quest field is read-only
*/
get_quest(quest, win)
int *quest;
WINDOW *win;
void
get_quest(int *quest, WINDOW *win)
{
register int oy, ox;
@ -113,9 +112,8 @@ WINDOW *win;
* "Get" a read-only value.
*/
get_ro(win, oy, ox)
WINDOW *win;
register int oy, ox;
int
get_ro(WINDOW *win, int oy, int ox)
{
register int ny, nx;
register bool op_bad;
@ -152,9 +150,8 @@ register int oy, ox;
* 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;
@ -202,9 +199,8 @@ WINDOW *win;
/*
* set a string option
*/
get_str(opt, win)
register char *opt;
WINDOW *win;
int
get_str(char *opt, WINDOW *win)
{
register char *sp;
register int c, oy, ox;
@ -278,7 +274,8 @@ WINDOW *win;
/*
* print and then set options from the terminal
*/
option()
void
option(void)
{
register OPTION *op;
register int retval;
@ -334,8 +331,8 @@ option()
* 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;
@ -428,9 +425,8 @@ register char *str;
/*
* print the character type
*/
put_abil(ability, win)
int *ability;
WINDOW *win;
void
put_abil(int *ability, WINDOW *win)
{
waddstr(win, char_class[*ability].name);
}
@ -440,9 +436,8 @@ WINDOW *win;
* print out the quest
*/
put_quest(quest, win)
int *quest;
WINDOW *win;
void
put_quest(int *quest, WINDOW *win)
{
waddstr(win, rel_magic[*quest].mi_name);
}
@ -451,9 +446,8 @@ WINDOW *win;
/*
* put out a boolean
*/
put_bool(b, win)
bool *b;
WINDOW *win;
void
put_bool(bool *b, WINDOW *win)
{
waddstr(win, *b ? "True" : "False");
}
@ -464,9 +458,8 @@ WINDOW *win;
/*
* put out a string
*/
put_str(str, win)
char *str;
WINDOW *win;
void
put_str(char *str, WINDOW *win)
{
waddstr(win, str);
}

View file

@ -15,7 +15,8 @@
#include "curses.h"
#include "rogue.h"
extern char rnd_terrain(), get_terrain();
char rnd_terrain(void);
char get_terrain(char one, char two, char three, char four);
/*
* init_terrain:
@ -23,7 +24,7 @@ extern char rnd_terrain(), get_terrain();
*/
void
init_terrain()
init_terrain(void)
{
register struct room *rp;
@ -42,11 +43,9 @@ init_terrain()
void
do_terrain(basey, basex, deltay, deltax, fresh)
int basey, basex, deltay, deltax;
bool fresh;
do_terrain(int basey, int basex, int deltay, int deltax, bool fresh)
{
register cury, curx; /* Current y and x positions */
register int cury, curx; /* Current y and x positions */
/* Lay out the boundary */
for (cury=1; cury<lines-2; cury++) { /* Vertical "walls" */
@ -129,7 +128,7 @@ bool fresh;
*/
char
rnd_terrain()
rnd_terrain(void)
{
int chance = rnd(100);
@ -153,8 +152,7 @@ rnd_terrain()
*/
char
get_terrain(one, two, three, four)
char one, two, three, four;
get_terrain(char one, char two, char three, char four)
{
register int i;
int forest = 0, mountain = 0, lake = 0, meadow = 0, total = 0;
@ -207,7 +205,6 @@ char one, two, three, four;
*/
void
lake_check(place)
coord *place;
lake_check(coord *place)
{
}

View file

@ -20,6 +20,8 @@
#include "menu.h"
#endif
bool is_type (struct object *obj, int type);
/*
* Routines to deal with the pack
*/
@ -30,9 +32,7 @@
* use it as the linked_list pointer instead of gettting it off the ground.
*/
bool
add_pack(item, silent, packret)
register struct linked_list *item, **packret;
bool silent;
add_pack(struct linked_list *item, bool silent, struct linked_list **packret)
{
register struct linked_list *ip, *lp = NULL, *ap;
register struct object *obj, *op = NULL;
@ -372,9 +372,8 @@ static char Displines[MAXPACK+1][LINELEN+1]; /* The lines themselves */
* inventory:
* list what is in the pack
*/
inventory(list, type)
register struct linked_list *list;
register int type;
bool
inventory(struct linked_list *list, int type)
{
register struct object *obj;
register char ch;
@ -511,7 +510,7 @@ register int type;
* Allow player to inventory a single item
*/
void
picky_inven()
picky_inven(void)
{
register struct linked_list *item;
register char ch, mch;
@ -565,13 +564,11 @@ picky_inven()
/*
* get_item:
* pick something out of a pack for a purpose
* purpose: NULL if we should be silent (no prompts)
*/
struct linked_list *
get_item(list, purpose, type, askfirst, showcost)
reg struct linked_list *list;
char *purpose; /* NULL if we should be silent (no prompts) */
int type;
bool askfirst, showcost;
get_item(struct linked_list *list, char *purpose, int type, bool askfirst,
bool showcost)
{
reg struct linked_list *item;
reg struct object *obj;
@ -754,7 +751,7 @@ bool askfirst, showcost;
#endif
/* Write the screen */
if ((menu_overlay && cnt < lines / 2 + 2) || cnt == 1) {
over_win(cw, hw, cnt + 2, maxx + 3, cnt, curx, NULL);
over_win(cw, hw, cnt + 2, maxx + 3, cnt, curx, '\0');
cnt = -1; /* Indicate we used over_win */
}
else draw(hw);
@ -812,9 +809,8 @@ bool askfirst, showcost;
}
}
pack_char(list, obj)
register struct object *obj;
struct linked_list *list;
char
pack_char(struct linked_list *list, struct object *obj)
{
register struct linked_list *item;
register char c;
@ -836,8 +832,8 @@ struct linked_list *list;
* cur_null:
* This updates cur_weapon etc for dropping things
*/
cur_null(op)
reg struct object *op;
void
cur_null(struct object *op)
{
if (op == cur_weapon) cur_weapon = NULL;
else if (op == cur_armor) cur_armor = NULL;
@ -861,7 +857,8 @@ reg struct object *op;
* idenpack:
* Identify all the items in the pack
*/
idenpack()
void
idenpack(void)
{
reg struct linked_list *pc;
@ -869,9 +866,8 @@ idenpack()
whatis(pc);
}
is_type (obj, type)
register struct object *obj;
register int type;
bool
is_type (struct object *obj, int type)
{
register bool current;
@ -1024,8 +1020,8 @@ register int type;
return(FALSE);
}
del_pack(item)
register struct linked_list *item;
void
del_pack(struct linked_list *item)
{
register struct object *obj;
@ -1047,9 +1043,8 @@ register struct linked_list *item;
* it to him.
*/
carry_obj(mp, chance)
register struct thing *mp;
int chance;
void
carry_obj(struct thing *mp, int chance)
{
reg struct linked_list *item;
reg struct object *obj;
@ -1072,75 +1067,75 @@ int chance;
*/
if (on(*mp, ISUNIQUE)) {
if (on(*mp, CARRYMDAGGER)) {
item = spec_item(RELIC, MUSTY_DAGGER, NULL, NULL);
item = spec_item(RELIC, MUSTY_DAGGER, 0, 0);
obj = OBJPTR(item);
obj->o_pos = mp->t_pos;
attach(mp->t_pack, item);
}
if (on(*mp, CARRYCLOAK)) {
item = spec_item(RELIC, EMORI_CLOAK, NULL, NULL);
item = spec_item(RELIC, EMORI_CLOAK, 0, 0);
obj = OBJPTR(item);
obj->o_pos = mp->t_pos;
attach(mp->t_pack, item);
}
if (on(*mp, CARRYANKH)) {
item = spec_item(RELIC, HEIL_ANKH, NULL, NULL);
item = spec_item(RELIC, HEIL_ANKH, 0, 0);
obj = OBJPTR(item);
obj->o_pos = mp->t_pos;
attach(mp->t_pack, item);
}
if (on(*mp, CARRYSTAFF)) {
item = spec_item(RELIC, MING_STAFF, NULL, NULL);
item = spec_item(RELIC, MING_STAFF, 0, 0);
obj = OBJPTR(item);
obj->o_pos = mp->t_pos;
attach(mp->t_pack, item);
}
if (on(*mp, CARRYWAND)) {
item = spec_item(RELIC, ORCUS_WAND, NULL, NULL);
item = spec_item(RELIC, ORCUS_WAND, 0, 0);
obj = OBJPTR(item);
obj->o_pos = mp->t_pos;
attach(mp->t_pack, item);
}
if (on(*mp, CARRYROD)) {
item = spec_item(RELIC, ASMO_ROD, NULL, NULL);
item = spec_item(RELIC, ASMO_ROD, 0, 0);
obj = OBJPTR(item);
obj->o_pos = mp->t_pos;
attach(mp->t_pack, item);
}
if (on(*mp, CARRYYAMULET)) {
item = spec_item(RELIC, YENDOR_AMULET, NULL, NULL);
item = spec_item(RELIC, YENDOR_AMULET, 0, 0);
obj = OBJPTR(item);
obj->o_pos = mp->t_pos;
attach(mp->t_pack, item);
}
if (on(*mp, CARRYBAMULET)) {
item = spec_item(RELIC, STONEBONES_AMULET, NULL, NULL);
item = spec_item(RELIC, STONEBONES_AMULET, 0, 0);
obj = OBJPTR(item);
obj->o_pos = mp->t_pos;
attach(mp->t_pack, item);
}
if (on(*mp, CARRYMANDOLIN)) {
item = spec_item(RELIC, BRIAN_MANDOLIN, NULL, NULL);
item = spec_item(RELIC, BRIAN_MANDOLIN, 0, 0);
obj = OBJPTR(item);
obj->o_pos = mp->t_pos;
attach(mp->t_pack, item);
}
if (on(*mp, CARRYEYE)) {
item = spec_item(RELIC, EYE_VECNA, NULL, NULL);
item = spec_item(RELIC, EYE_VECNA, 0, 0);
obj = OBJPTR(item);
obj->o_pos = mp->t_pos;
attach(mp->t_pack, item);
}
if (on(*mp, CARRYAXE)) {
item = spec_item(RELIC, AXE_AKLAD, NULL, NULL);
item = spec_item(RELIC, AXE_AKLAD, 0, 0);
obj = OBJPTR(item);
obj->o_pos = mp->t_pos;
attach(mp->t_pack, item);
@ -1148,7 +1143,7 @@ int chance;
if (on(*mp, CARRYQUILL)) {
register int i, howmany;
item = spec_item(RELIC, QUILL_NAGROM, NULL, NULL);
item = spec_item(RELIC, QUILL_NAGROM, 0, 0);
obj = OBJPTR(item);
obj->o_pos = mp->t_pos;
obj->o_charges = rnd(QUILLCHARGES);
@ -1165,25 +1160,25 @@ int chance;
}
}
if (on(*mp, CARRYMSTAR)) {
item = spec_item(RELIC, HRUGGEK_MSTAR, NULL, NULL);
item = spec_item(RELIC, HRUGGEK_MSTAR, 0, 0);
obj = OBJPTR(item);
obj->o_pos = mp->t_pos;
attach(mp->t_pack, item);
}
if (on(*mp, CARRYFLAIL)) {
item = spec_item(RELIC, YEENOGHU_FLAIL, NULL, NULL);
item = spec_item(RELIC, YEENOGHU_FLAIL, 0, 0);
obj = OBJPTR(item);
obj->o_pos = mp->t_pos;
attach(mp->t_pack, item);
}
if (on(*mp, CARRYHORN)) {
item = spec_item(RELIC, GERYON_HORN, NULL, NULL);
item = spec_item(RELIC, GERYON_HORN, 0, 0);
obj = OBJPTR(item);
obj->o_pos = mp->t_pos;
attach(mp->t_pack, item);
}
if (on(*mp, CARRYSURTURRING)) {
item = spec_item(RELIC, SURTUR_RING, NULL, NULL);
item = spec_item(RELIC, SURTUR_RING, 0, 0);
obj = OBJPTR(item);
obj->o_pos = mp->t_pos;
attach(mp->t_pack, item);
@ -1193,7 +1188,7 @@ int chance;
* If it carries gold, give it some
*/
if (on(*mp, CARRYGOLD) && rnd(100) < chance) {
item = spec_item(GOLD, NULL, NULL, NULL);
item = spec_item(GOLD, 0, 0, 0);
obj = OBJPTR(item);
obj->o_count = GOLDCALC + GOLDCALC;
obj->o_pos = mp->t_pos;
@ -1204,7 +1199,7 @@ int chance;
* If it carries food, give it some
*/
if (on(*mp, CARRYFOOD) && rnd(100) < chance) {
item = spec_item(FOOD, NULL, NULL, NULL);
item = spec_item(FOOD, 0, 0, 0);
obj = OBJPTR(item);
obj->o_weight = things[TYP_FOOD].mi_wght;
obj->o_pos = mp->t_pos;
@ -1328,8 +1323,8 @@ int chance;
* he wants (* means everything).
*/
grab(y, x)
register y, x;
int
grab(int y, int x)
{
register struct linked_list *next_item, *item;
register struct object *obj;
@ -1398,7 +1393,7 @@ register y, x;
* to he right.
*/
if (menu_overlay && num_there < lines / 2 + 2) {
over_win(cw, hw, num_there + 2, maxlen + 3, num_there, curlen, NULL);
over_win(cw, hw, num_there + 2, maxlen + 3, num_there, curlen, '\0');
pagecnt = -1; /* Indicate we used over_win */
}
else draw(hw); /* write screen */
@ -1446,7 +1441,7 @@ register y, x;
*/
if (menu_overlay && num_there < lines / 2 + 2) {
over_win(cw, hw, num_there + 2, maxlen + 3,
num_there, 49, NULL);
num_there, 49, '\0');
cnt = -1; /* Indicate we used over_win */
}
else draw(hw); /* write screen */
@ -1485,8 +1480,8 @@ register y, x;
* Create a pack for sellers (a la quartermaster)
*/
make_sell_pack(tp)
struct thing *tp;
void
make_sell_pack(struct thing *tp)
{
reg struct linked_list *item;
reg struct object *obj;

View file

@ -18,15 +18,20 @@
* @(#)passages.c 3.4 (Berkeley) 6/15/81
*/
#include <stdlib.h>
#include "curses.h"
#include "rogue.h"
void conn(int r1, int r2);
void door(struct room *rm, coord *cp);
/*
* 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;
@ -134,8 +139,8 @@ do_passages()
* 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;
@ -348,9 +353,8 @@ int r1, r2;
* 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)
{
struct linked_list *newroom;
coord *exit;

View file

@ -18,19 +18,23 @@
*/
#include <ctype.h>
#include <string.h>
#include "curses.h"
#include "rogue.h"
#ifdef PC7300
#include "menu.h"
#endif
bool pick_spell(struct spells spells[], int ability, int num_spells, int power,
char *prompt, char *type);
/*
* affect:
* cleric affecting undead
*/
affect()
void
affect(void)
{
register struct linked_list *item;
register struct thing *tp;
@ -147,7 +151,8 @@ annoy:
/*
* the magic user is going to try and cast a spell
*/
cast()
void
cast(void)
{
int spell_ability,
which_spell,
@ -202,7 +207,7 @@ cast()
if (magic_spells[which_spell].s_type == TYP_POTION)
quaff( magic_spells[which_spell].s_which,
NULL,
0,
magic_spells[which_spell].s_flag,
FALSE);
else if (magic_spells[which_spell].s_type == TYP_SCROLL)
@ -222,7 +227,8 @@ cast()
/*
* the druid asks his deity for a spell
*/
chant()
void
chant(void)
{
register int num_chants,
chant_ability,
@ -290,7 +296,7 @@ chant()
if (druid_spells[which_chant].s_type == TYP_POTION)
quaff( druid_spells[which_chant].s_which,
NULL,
0,
druid_spells[which_chant].s_flag,
FALSE);
else if (druid_spells[which_chant].s_type == TYP_SCROLL)
@ -309,7 +315,8 @@ chant()
/* Constitution bonus */
const_bonus() /* Hit point adjustment for changing levels */
int
const_bonus(void) /* Hit point adjustment for changing levels */
{
register int bonus;
if (pstats.s_const > 6 && pstats.s_const <= 14)
@ -343,7 +350,8 @@ const_bonus() /* Hit point adjustment for changing levels */
* Sense gold
*/
gsense()
void
gsense(void)
{
/* Only thieves can do this */
if (player.t_ctype != C_THIEF && player.t_ctype != C_ASSASIN) {
@ -351,13 +359,14 @@ gsense()
return;
}
read_scroll(S_GFIND, NULL, FALSE);
read_scroll(S_GFIND, 0, FALSE);
}
/*
* the cleric asks his deity for a spell
*/
pray()
void
pray(void)
{
register int num_prayers,
prayer_ability,
@ -430,7 +439,7 @@ pray()
if (cleric_spells[which_prayer].s_type == TYP_POTION)
quaff( cleric_spells[which_prayer].s_which,
NULL,
0,
cleric_spells[which_prayer].s_flag,
FALSE);
else if (cleric_spells[which_prayer].s_type == TYP_SCROLL)
@ -454,7 +463,8 @@ pray()
* Steal in direction given in delta
*/
steal()
void
steal(void)
{
register struct linked_list *item;
register struct thing *tp;
@ -586,14 +596,16 @@ static char Displines[MAXSPELLS+1][LINELEN+1]; /* The lines themselves */
/*
* this routine lets the player pick the spell that they
* want to cast regardless of character class
* spells: spell list
* ability: spell ability
* num_spells: number of spells that can be cast
* power: spell power
* prompt: prompt for spell list
* type: type of thing--> spell, prayer, chant
*/
pick_spell(spells, ability, num_spells, power, prompt, type)
struct spells spells[]; /* spell list */
int ability; /* spell ability */
int num_spells; /* number of spells that can be cast */
int power; /* spell power */
char *prompt; /* prompt for spell list */
char *type; /* type of thing--> spell, prayer, chant */
bool
pick_spell(struct spells spells[], int ability, int num_spells, int power,
char *prompt, char *type)
{
bool nohw = FALSE;
register int i;
@ -754,7 +766,7 @@ char *type; /* type of thing--> spell, prayer, chant */
#endif
/* Should we overlay? */
if (menu_overlay && num_spells + 3 < lines / 2) {
over_win(cw, hw, num_spells + 5, maxlen + 3, 0, curlen, NULL);
over_win(cw, hw, num_spells + 5, maxlen + 3, 0, curlen, '\0');
}
else draw(hw);
}
@ -780,7 +792,7 @@ char *type; /* type of thing--> spell, prayer, chant */
/* Should we overlay? */
if (menu_overlay && num_spells + 3 < lines / 2) {
over_win(cw, hw, num_spells + 5, maxlen + 3,
0, curlen, NULL);
0, curlen, '\0');
}
else draw(hw);

View file

@ -46,8 +46,7 @@ void (*res_abil[NUMABILITIES])() = {
*/
void
add_constitution(change)
int change;
add_constitution(int change)
{
/* Do the potion */
if (change < 0) {
@ -71,8 +70,7 @@ int change;
*/
void
add_charisma(change)
int change;
add_charisma(int change)
{
/* Do the potion */
if (change < 0) msg("You feel less attractive now.");
@ -92,8 +90,7 @@ int change;
*/
void
add_dexterity(change)
int change;
add_dexterity(int change)
{
int ring_str; /* Value of ring strengths */
@ -123,8 +120,8 @@ int change;
* add a haste to the player
*/
add_haste(blessed)
bool blessed;
void
add_haste(bool blessed)
{
int hasttime;
@ -161,8 +158,7 @@ bool blessed;
* Increase player's intelligence
*/
void
add_intelligence(change)
int change;
add_intelligence(int change)
{
int ring_str; /* Value of ring strengths */
@ -190,7 +186,8 @@ int change;
/*
* this routine makes the hero move slower
*/
add_slow()
void
add_slow(void)
{
/* monks cannot be slowed or hasted */
if (player.t_ctype == C_MONK || ISWEARING(R_FREEDOM)) {
@ -219,8 +216,7 @@ add_slow()
*/
void
add_strength(change)
int change;
add_strength(int change)
{
if (change < 0) {
@ -238,8 +234,7 @@ int change;
*/
void
add_wisdom(change)
int change;
add_wisdom(int change)
{
int ring_str; /* Value of ring strengths */
@ -264,11 +259,8 @@ int change;
pstats.s_wisdom += ring_str;
}
quaff(which, kind, flags, is_potion)
int which;
int kind;
int flags;
bool is_potion;
void
quaff(int which, int kind, int flags, bool is_potion)
{
register struct object *obj;
register struct linked_list *item, *titem;
@ -869,8 +861,7 @@ bool is_potion;
*/
void
res_dexterity(howmuch)
int howmuch;
res_dexterity(int howmuch)
{
short save_max;
int ring_str;
@ -903,8 +894,7 @@ int howmuch;
*/
void
res_intelligence(howmuch)
int howmuch;
res_intelligence(int howmuch)
{
short save_max;
int ring_str;
@ -931,8 +921,7 @@ int howmuch;
*/
void
res_wisdom(howmuch)
int howmuch;
res_wisdom(int howmuch)
{
short save_max;
int ring_str;
@ -959,8 +948,7 @@ int howmuch;
*/
void
res_constitution(howmuch)
int howmuch;
res_constitution(int howmuch)
{
if (howmuch > 0)
pstats.s_const = min(pstats.s_const + howmuch, max_stats.s_const);
@ -972,8 +960,7 @@ int howmuch;
*/
void
res_charisma(howmuch)
int howmuch;
res_charisma(int howmuch)
{
if (howmuch > 0)
pstats.s_charisma =

View file

@ -12,6 +12,7 @@
*/
#include <stdlib.h>
#include <string.h>
#include "curses.h"
#include "rogue.h"
@ -23,8 +24,8 @@
/*
* 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;
@ -48,8 +49,8 @@ register int hand;
return 0;
}
ring_on(item)
register struct linked_list *item;
void
ring_on(struct linked_list *item)
{
register struct object *obj;
register int save_max;
@ -111,8 +112,7 @@ register struct linked_list *item;
* print ring bonuses
*/
char *
ring_num(obj)
register struct object *obj;
ring_num(struct object *obj)
{
static char buf[5];
@ -146,7 +146,8 @@ register struct object *obj;
/*
* Return the effect of the specified ring
*/
ring_value(type)
int
ring_value(int type)
{
int result = 0;

View file

@ -91,15 +91,15 @@ static char *rip[] = {
0
};
char *killname();
char *killname(short monst);
void showpack(char *howso);
int update(struct sc_ent top_ten[], unsigned long amount, short quest,
char *whoami, short flags, short level, short monst, short ctype,
char *system, char *login);
void
byebye(sig)
int sig;
byebye(int sig)
{
if (!isendwin()) {
clear();
@ -118,8 +118,8 @@ int sig;
* Do something really fun when he dies
*/
death(monst)
register short monst;
void
death(short monst)
{
register char **dp = rip, *killer;
register struct tm *lt;
@ -154,7 +154,8 @@ register short monst;
/*
* Restore window characteristics on a hard window terminal (PC7300).
*/
endhardwin()
void
endhardwin(void)
{
register int i;
struct utdata labelbuf;
@ -172,8 +173,7 @@ endhardwin()
#endif
char *
killname(monst)
register short monst;
killname(short monst)
{
static char mons_name[LINELEN];
int i;
@ -249,9 +249,8 @@ writelog(unsigned long amount, int flags, short monst)
*/
/* VARARGS2 */
score(amount, flags, monst)
unsigned long amount;
short monst;
void
score(unsigned long amount, int flags, short monst)
{
static struct sc_ent top_ten[NUMSCORE];
register struct sc_ent *scp;
@ -672,11 +671,10 @@ short monst;
* scorein:
* Convert a character string that has been translated from a
* score file by scoreout() back to a score file structure.
* num_bytes: Number of bytes of input that we want to convert
*/
scorein(input, scores, num_bytes)
unsigned char *input;
struct sc_ent scores[];
int num_bytes; /* Number of bytes of input that we want to convert */
void
scorein(unsigned char *input, struct sc_ent scores[], int num_bytes)
{
register int i, j;
unsigned long *lptr;
@ -731,9 +729,8 @@ int num_bytes; /* Number of bytes of input that we want to convert */
* this for compatibility sake since some machines write out fields in
* different orders.
*/
scoreout(scores, output)
struct sc_ent scores[];
unsigned char *output;
void
scoreout(struct sc_ent scores[], unsigned char *output)
{
register int i, j;
unsigned long *lptr;
@ -783,8 +780,8 @@ unsigned char *output;
* showpack:
* Display the contents of the hero's pack
*/
showpack(howso)
char *howso;
void
showpack(char *howso)
{
reg char *iname;
reg int cnt, packnum;
@ -813,7 +810,8 @@ char *howso;
refresh();
}
total_winner()
void
total_winner(void)
{
register struct linked_list *item;
register struct object *obj;
@ -876,11 +874,10 @@ total_winner()
exit(0);
}
update(top_ten, amount, quest, whoami, flags, level, monst, ctype, system, login)
struct sc_ent top_ten[];
unsigned long amount;
short quest, flags, level, monst, ctype;
char *whoami, *system, *login;
int
update(struct sc_ent top_ten[], unsigned long amount, short quest, char *whoami,
short flags, short level, short monst, short ctype, char *system,
char *login)
{
register struct sc_ent *scp, *sc2;
int retval=0; /* 1 if a change, 0 otherwise */

View file

@ -1121,45 +1121,317 @@ struct delayed_action {
int d_time;
} ;
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_list(struct linked_list **ptr);
void _t_free_list(struct linked_list **ptr);
int ac_compute(bool ignoremetal);
void activity(void);
void add_charisma(int change);
void add_constitution(int change);
void add_dexterity(int change);
void add_haste(bool blessed);
void add_intelligence(int change);
bool add_pack(struct linked_list *item, bool silent,
struct linked_list **packret);
void add_slow(void);
void add_strength(int change);
void add_wisdom(int change);
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 bugkill(int sig);
void buy_it(void);
void byebye(int sig);
bool can_blink(struct thing *tp);
coord *can_shoot(coord *er, coord *ee);
bool cansee(int y, int x);
void carry_obj(struct thing *mp, int chance);
void cast(void);
void changeclass(int 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 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_passages(void);
void do_post(bool startup);
void do_rooms(void);
void do_run(char ch);
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);
int dress_units(struct linked_list *item);
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);
int encread(char *start, unsigned int size, int inf);
int encwrite(char *start, unsigned int size, int outf);
void endmsg(void);
void explode(struct thing *tp);
void extinguish(int (*func)());
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 fumble(void);
void fuse(int (*func)(), int 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);
int get_worth(struct object *obj);
int getdeath(void);
bool getdelta(char match, int *dy, int *dx);
int grab(int y, int x);
void gsense(void);
bool hit_monster(int y, int x, struct object *obj, struct thing *tp);
int hitweight(void);
short id_monst(char monster);
void idenpack(void);
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 is_current(struct object *obj);
bool is_magic(struct object *obj);
bool isatrap(char ch);
int itemweight(struct object *wh);
void kill_daemon(int (*func)());
void killed(struct linked_list *item, bool pr, bool points, bool treasure);
void lake_check(coord *place);
void land(void);
void lengthen(int (*func)(), 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 *label, char *action) ;
bool maze_view(int y, int x);
char *misc_name(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);
unsigned long netread(int *error, int size, FILE *stream);
int netwrite(unsigned long value, int size, FILE *stream);
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 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);
int readchar(void);
void res_charisma(int howmuch);
void res_constitution(int howmuch);
void res_dexterity(int howmuch);
void res_intelligence(int howmuch);
void res_strength(int howmuch);
void res_wisdom(int howmuch);
bool restore(char *file, char *envp[]);
void restscr(WINDOW *scr);
int ring_eat(int hand);
char *ring_num(struct object *obj);
int ring_value(int type);
void ring_on(struct linked_list *item);
void ring_search(void);
void ring_teleport(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 rs_restore_file(int inf);
int rs_save_file(FILE *savef);
int runners(int segments);
void runto(struct thing *runner, coord *spot);
bool save(int which, struct thing *who, int adj);
bool save_game(void);
void score(unsigned long amount, int flags, short monst);
void search(bool is_thief, bool door_chime);
char secretdoor(int y, int x);
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(char 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 (*func)(), int 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);
int 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 updpack(int getmax, struct thing *tp);
void unclrhead(void);
void unchoke(void);
void unconfuse(void);
void undance(void);
void unphase(void);
void unsee(void);
void unskill(void);
void unstink(void);
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);
/* char *malloc(), *getenv(), *tr_name(), *new(), *sprintf(), */
char *getenv(), *tr_name(), *new(),
*vowelstr(), *inv_name(), *strcpy(), *strcat();
char *num(), *ring_num(), *misc_num(), *blesscurse(), *p_kind(),
*typ_name(), *prname(), *monster_name(), *weap_name(), *misc_name();
coord *rndmove(), *can_shoot(), *fallpos(), *doorway(), get_coordinates();
short randmonster(), id_monst(), movement();
void quit(int), auto_save(int), bugkill(int), endit(int), tstp(int),
byebye(int);
int 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();
bool blue_light(), can_blink(), creat_mons(), add_pack(),
straight_shot(), maze_view(), lit_room(), getdelta(), save_file(),
save_game(), m_use_it(), m_use_pack(), get_dir(), need_dir();
long lseek(), check_level();
void genmonsters(),
add_intelligence(), add_strength(), add_wisdom(), add_dexterity(),
add_constitution(), add_charisma(), res_intelligence(), res_strength(int),
res_wisdom(), res_dexterity(), res_constitution(), res_charisma();
void writelog(unsigned long amount, int flags, short monst);
char *md_crypt(char *key, char *salt);
int md_erasechar(void);
FILE *md_fdopen(int fd, char *mode);
int md_fileno(FILE *fp);
void md_flushinp(void);
char *md_gethomedir(void);
char *md_gethostname(void);
char *md_getpass(char *prompt);
char *md_getroguedir(void);
int md_getuid(void);
char *md_getusername(void);
void md_init(void);
int md_killchar(void);
long md_memused(void);
int md_normaluser(void);
int md_rand(void);
void md_reopen_score(void);
int md_readchar(WINDOW *win);
int md_shellescape(void);
int md_srand(int seed);
int md_unlink(char *file);
int md_unlink_open_file(char *file, int inf);
#ifdef CHECKTIME
int checkout();
#endif
#ifdef PC7300
void endhardwin(void);
#endif
/*
* Now all the global variables
@ -1297,11 +1569,7 @@ extern void (*add_abil[NUMABILITIES])(); /* Functions to change abilities */
extern void (*res_abil[NUMABILITIES])(); /* Functions to change abilities */
extern int cNCOLORS, cNWOOD, cNMETAL, cNSTONES;
extern char *rainbow[], *stones[], *wood[], *metal[];
extern int land(), wghtchk(), undance(), cloak_charge(struct object *);
extern struct delayed_action d_list[MAXDAEMONS];
extern struct delayed_action f_list[MAXFUSES];
extern int demoncnt, fusecnt, between, chance;
#define CCHAR(x) ( (char) (x & A_CHARTEXT) )
extern char *md_gethostname(), *md_getusername(), *md_gethomedir(), *md_getroguedir(), *md_crypt();
extern FILE * md_fdopen(int fd, char *mode);
extern int md_fileno(FILE *fp);

View file

@ -21,7 +21,11 @@
#include "curses.h"
#include "rogue.h"
do_rooms()
void horiz(int cnt);
void vert(int cnt);
void
do_rooms(void)
{
register int i;
register struct room *rp;
@ -108,7 +112,7 @@ do_rooms()
has_gold = TRUE; /* This room has gold in it */
item = spec_item(GOLD, NULL, NULL, NULL);
item = spec_item(GOLD, 0, 0, 0);
cur = OBJPTR(item);
/* Put the gold into the level list of items */
@ -178,9 +182,7 @@ do_rooms()
*/
coord *
doorway(rp, door)
register struct room *rp;
register coord *door;
doorway(struct room *rp, coord *door)
{
register int misses = 0;
static coord answer;
@ -209,8 +211,8 @@ register coord *door;
* Draw a box around a room
*/
draw_room(rp)
register struct room *rp;
void
draw_room(struct room *rp)
{
register int j, k;
@ -237,8 +239,8 @@ register struct room *rp;
* draw a horizontal line
*/
horiz(cnt)
register int cnt;
void
horiz(int cnt)
{
while (cnt--)
addch('-');
@ -249,9 +251,8 @@ register int cnt;
* 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;
@ -266,8 +267,7 @@ register coord *cp;
*/
struct room *
roomin(cp)
register coord *cp;
roomin(coord *cp)
{
register struct room *rp;
@ -282,8 +282,8 @@ register coord *cp;
* draw a vertical line
*/
vert(cnt)
register int cnt;
void
vert(int cnt)
{
register int x, y;

View file

@ -42,6 +42,8 @@ extern struct uwdata wdata;
#define ENCWRITE encwrite
#endif
bool save_file(int savefd);
typedef struct stat STAT;
extern char version[], encstr[];
@ -51,7 +53,7 @@ extern int errno;
STAT sbuf;
bool
save_game()
save_game(void)
{
register int savefd;
register int c;
@ -122,8 +124,7 @@ gotfile:
* recieved
*/
void
auto_save(sig)
int sig;
auto_save(int sig)
{
register int savefd;
register int i;
@ -145,8 +146,7 @@ int sig;
* write the saved game on the file
*/
bool
save_file(savefd)
register int savefd;
save_file(int savefd)
{
register unsigned num_to_write, num_written;
FILE *savef;
@ -167,9 +167,8 @@ register int savefd;
else return(FALSE);
}
restore(file, envp)
register char *file;
char **envp;
bool
restore(char *file, char *envp[])
{
register int inf;
extern char **environ;
@ -265,10 +264,8 @@ char **envp;
/*
* perform an encrypted write
*/
encwrite(start, size, outf)
register char *start;
register unsigned size;
register int outf;
int
encwrite(char *start, unsigned int size, int outf)
{
register char *ep;
register int i = 0;
@ -298,10 +295,8 @@ register int outf;
/*
* perform an encrypted read
*/
encread(start, size, inf)
register char *start;
register unsigned size;
register int inf;
int
encread(char *start, unsigned int size, int inf)
{
register char *ep;
register int read_size;

View file

@ -20,12 +20,14 @@
#include "curses.h"
#include <stdlib.h>
#include <ctype.h>
#include <string.h>
#include "rogue.h"
/*
* let the hero get rid of some type of monster (but not a UNIQUE!)
*/
genocide()
void
genocide(void)
{
register struct linked_list *ip;
register struct thing *mp;
@ -57,10 +59,8 @@ genocide()
msg("You have wiped out the %s.", monsters[which_monst].m_name);
}
read_scroll(which, flag, is_scroll)
register int which;
int flag;
bool is_scroll;
void
read_scroll(int which, int flag, bool is_scroll)
{
register struct object *obj = NULL, *nobj;
register struct linked_list *item, *nitem;

View file

@ -73,6 +73,12 @@ static int format_error = FALSE;
static int endian = 0x01020304;
#define big_endian ( *((char *)&endian) == 0x01 )
int list_size(struct linked_list *l);
int rs_write_int(FILE *savef, int c);
int rs_read_int(int inf, int *i);
int rs_write_object_list(FILE *savef, struct linked_list *l);
int rs_read_object_list(int inf, struct linked_list **list);
int
rs_write(FILE *savef, void *ptr, size_t size)
{
@ -2346,7 +2352,7 @@ rs_read_thing(int inf, struct thing *t)
return(READSTAT);
}
int
void
rs_fix_thing(struct thing *t)
{
struct thing *tp;

View file

@ -22,16 +22,14 @@
#include <string.h>
#include "rogue.h"
void drain(int ymin, int ymax, int xmin, int xmax);
/*
* zap a stick and see what happens
*/
do_zap(zapper, obj, direction, which, flags)
struct thing *zapper;
struct object *obj;
coord *direction;
int which;
int flags;
void
do_zap(struct thing *zapper, struct object *obj, coord *direction, int which,
int flags)
{
register struct linked_list *item = NULL;
register struct thing *tp;
@ -499,7 +497,7 @@ int flags;
if (pstats.s_hpt <= 0) {
msg("Your life has been sucked from you -- More --");
wait_for(' ');
death(zapper);
death(zapper->t_index);
}
else
msg("You feel a great drain on your system");
@ -625,8 +623,8 @@ int flags;
* Do drain hit points from player shtick
*/
drain(ymin, ymax, xmin, xmax)
int ymin, ymax, xmin, xmax;
void
drain(int ymin, int ymax, int xmin, int xmax)
{
register int i, j, count;
register struct thing *ick;
@ -698,8 +696,8 @@ int ymin, ymax, xmin, xmax;
/*
* initialize a stick
*/
fix_stick(cur)
register struct object *cur;
void
fix_stick(struct object *cur)
{
if (EQUAL(ws_type[cur->o_which], "staff")) {
cur->o_weight = 100;
@ -738,8 +736,8 @@ register struct object *cur;
/*
* Use the wand that our monster is wielding.
*/
m_use_wand(monster)
register struct thing *monster;
void
m_use_wand(struct thing *monster)
{
register struct object *obj;
@ -764,14 +762,16 @@ register struct thing *monster;
*/
msg("%s points a %s at you!", prname(monster_name(monster), TRUE),
ws_type[obj->o_which]);
do_zap(monster, obj, &monster->t_newpos, obj->o_which, NULL);
do_zap(monster, obj, &monster->t_newpos, obj->o_which, 0);
monster->t_wand /= 2; /* chance lowers with each use */
}
/*
* type: type of item, NULL means stick
* which: which item
*/
bool
need_dir(type, which)
int type, /* type of item, NULL means stick */
which; /* which item */
need_dir(int type, int which)
{
if (type == STICK || type == 0) {
switch (which) {
@ -799,9 +799,8 @@ return (FALSE); /* hope we don't get here */
/*
* let the player zap a stick and see what happens
*/
player_zap(which, flag)
int which;
int flag;
bool
player_zap(int which, int flag)
{
register struct linked_list *item;
register struct object *obj;
@ -868,13 +867,9 @@ int flag;
* given direction
*/
shoot_bolt(shooter, start, dir, get_points, reason, name, damage)
struct thing *shooter;
coord start, dir;
bool get_points;
short reason;
char *name;
int damage;
void
shoot_bolt(struct thing *shooter, coord start, coord dir, bool get_points,
short reason, char *name, int damage)
{
register char dirch, ch;
register bool used, change;

View file

@ -23,12 +23,16 @@
#include <string.h>
#include "rogue.h"
int pick_one(struct magic_item *magic, int nitems);
char *blesscurse(int flags);
char *p_kind(struct object *obj);
int extras(void);
/*
* print out the number of charges on a stick
*/
char *
charge_str(obj)
register struct object *obj;
charge_str(struct object *obj)
{
static char buf[20];
@ -46,9 +50,7 @@ register struct object *obj;
* inventory.
*/
char *
inv_name(obj, drop)
register struct object *obj;
bool drop;
inv_name(struct object *obj, bool drop)
{
register char *pb;
@ -324,8 +326,7 @@ bool drop;
* Return the name of a weapon.
*/
char *
weap_name(obj)
register struct object *obj;
weap_name(struct object *obj)
{
switch (obj->o_type) {
case WEAPON:
@ -357,8 +358,8 @@ register struct object *obj;
* drop:
* put something down
*/
drop(item)
struct linked_list *item;
bool
drop(struct linked_list *item)
{
register char ch;
register struct linked_list *obj, *nobj;
@ -464,8 +465,8 @@ struct linked_list *item;
/*
* do special checks for dropping or unweilding|unwearing|unringing
*/
dropcheck(op)
register struct object *op;
bool
dropcheck(struct object *op)
{
int save_max;
@ -566,9 +567,7 @@ register struct object *op;
* return a new thing
*/
struct linked_list *
new_thing(thing_type, allow_curse)
int thing_type;
bool allow_curse;
new_thing(int thing_type, bool allow_curse)
{
register struct linked_list *item;
register struct object *cur;
@ -779,8 +778,7 @@ bool allow_curse;
* provide a new item tailored to specification
*/
struct linked_list *
spec_item(type, which, hit, damage)
int type, which, hit, damage;
spec_item(int type, int which, int hit, int damage)
{
register struct linked_list *item;
register struct object *obj;
@ -858,9 +856,8 @@ int type, which, hit, damage;
/*
* 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;
@ -889,8 +886,7 @@ int nitems;
*/
char *
blesscurse(flags)
int flags;
blesscurse(int flags)
{
if (flags & ISKNOW) {
if (flags & ISCURSED) return("cursed ");
@ -903,11 +899,11 @@ int flags;
/*
* p_kind returns the type of potion for some types of identified potions;
* otherwise, it returns the color.
* We assume that obj points to a potion
*/
char *
p_kind(obj)
struct object *obj; /* We assume that obj points to a potion */
p_kind(struct object *obj)
{
if (obj->o_which == P_ABIL) return(abilities[obj->o_kind]);
else return(p_colors[obj->o_which]);
@ -917,7 +913,8 @@ struct object *obj; /* We assume that obj points to a potion */
* extras:
* Return the number of extra items to be created
*/
extras()
int
extras(void)
{
reg int i;

View file

@ -16,18 +16,22 @@
* Anything to do with trading posts
*/
#include <ctype.h>
#include <string.h>
#include "curses.h"
#include "rogue.h"
bool open_market(void);
void trans_line(void);
char *typ_name(struct object *obj);
/*
* buy_it:
* Buy the item on which the hero stands
*/
buy_it()
void
buy_it(void)
{
reg int wh;
struct linked_list *item;
@ -79,9 +83,10 @@ buy_it()
/*
* do_post:
* Put a trading post room and stuff on the screen
* startup: True if equipping the player at the beginning of the game
*/
do_post(startup)
bool startup; /* True if equipping the player at the beginning of the game */
void
do_post(bool startup)
{
coord tp;
reg int i, j, k;
@ -322,8 +327,8 @@ bool startup; /* True if equipping the player at the beginning of the game */
* get_worth:
* Calculate an objects worth in gold
*/
get_worth(obj)
reg struct object *obj;
int
get_worth(struct object *obj)
{
reg int worth, wh;
@ -393,7 +398,8 @@ reg struct object *obj;
* open_market:
* Retruns TRUE when ok do to transacting
*/
open_market()
bool
open_market(void)
{
if (trader >= MAXPURCH && !wizard && level != 0) {
msg("The market is closed. The stairs are that-a-way.");
@ -408,7 +414,8 @@ open_market()
* price_it:
* Price the object that the hero stands on
*/
price_it()
bool
price_it(void)
{
reg struct linked_list *item;
reg struct object *obj;
@ -445,7 +452,8 @@ price_it()
* sell_it:
* Sell an item to the trading post
*/
sell_it()
void
sell_it(void)
{
reg struct linked_list *item;
reg struct object *obj;
@ -491,7 +499,8 @@ sell_it()
* trans_line:
* Show how many transactions the hero has left
*/
trans_line()
void
trans_line(void)
{
if (level == 0)
sprintf(prbuf, "You are welcome to spend whatever you have.");
@ -511,8 +520,7 @@ trans_line()
* Return the name for this type of object
*/
char *
typ_name(obj)
reg struct object *obj;
typ_name(struct object *obj)
{
static char buff[20];
reg int wh;

View file

@ -35,8 +35,7 @@ extern struct uwdata wdata;
* this routine computes the players current AC without dex bonus's
*/
int
ac_compute(ignoremetal)
bool ignoremetal;
ac_compute(bool ignoremetal)
{
register int ac;
@ -69,8 +68,8 @@ bool ignoremetal;
* aggravate all the monsters on this level
*/
aggravate(do_uniques, do_good)
bool do_uniques, do_good;
void
aggravate(bool do_uniques, bool do_good)
{
register struct linked_list *mi;
register struct thing *thingptr;
@ -87,8 +86,8 @@ bool do_uniques, do_good;
* 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;
register int radius;
@ -134,7 +133,7 @@ register int y, x;
* further levels
*/
long
check_level()
check_level(void)
{
register int i, j, add = 0;
register unsigned long exp;
@ -178,8 +177,8 @@ check_level()
* it keeps track of the highest it has been, just in case
*/
chg_str(amt)
register int amt;
void
chg_str(int amt)
{
register int ring_str; /* ring strengths */
register struct stats *ptr; /* for speed */
@ -201,7 +200,8 @@ register int amt;
/*
* let's confuse the player
*/
confus_player()
void
confus_player(void)
{
if (off(player, ISCLEAR))
{
@ -218,7 +218,8 @@ confus_player()
/*
* this routine computes the players current dexterity
*/
dex_compute()
int
dex_compute(void)
{
if (cur_misc[WEAR_GAUNTLET] != NULL &&
cur_misc[WEAR_GAUNTLET]->o_which == MM_G_DEXTERITY) {
@ -236,9 +237,8 @@ dex_compute()
* Check to see if the move is legal if it is diagonal
*/
diag_ok(sp, ep, flgptr)
register coord *sp, *ep;
struct thing *flgptr;
bool
diag_ok(coord *sp, coord *ep, struct thing *flgptr)
{
register int numpaths = 0;
@ -258,10 +258,7 @@ struct thing *flgptr;
* pick a random position around the give (y, x) coordinates
*/
coord *
fallpos(pos, be_clear, range)
register coord *pos;
bool be_clear;
int range;
fallpos(coord *pos, bool be_clear, int range)
{
register int tried, i, j;
register char ch;
@ -339,8 +336,8 @@ int range;
* Find the index into the monster table of a monster given its name.
*/
findmindex(name)
char *name;
int
findmindex(char *name)
{
int which;
@ -361,9 +358,7 @@ char *name;
*/
struct linked_list *
find_mons(y, x)
register int y;
register int x;
find_mons(int y, int x)
{
register struct linked_list *item;
register struct thing *th;
@ -383,9 +378,7 @@ register int x;
*/
struct linked_list *
find_obj(y, x)
register int y;
register int x;
find_obj(int y, int x)
{
register struct linked_list *obj;
register struct object *op;
@ -403,7 +396,7 @@ register int x;
* get coordinates from the player using the cursor keys (or mouse)
*/
coord
get_coordinates()
get_coordinates(void)
{
register int which;
coord c;
@ -550,8 +543,7 @@ get_coordinates()
* set up the direction co_ordinate for use in various "prefix" commands
*/
bool
get_dir(direction)
coord *direction;
get_dir(coord *direction)
{
register char *prompt;
register bool gotit;
@ -610,8 +602,8 @@ coord *direction;
/*
* see if the object is one of the currently used items
*/
is_current(obj)
register struct object *obj;
bool
is_current(struct object *obj)
{
if (obj == NULL)
return FALSE;
@ -650,11 +642,12 @@ register struct object *obj;
/*
* Look:
* A quick glance all around the player
* wakeup: Should we wake up monsters
* runend: At end of a run -- for mazes
*/
look(wakeup, runend)
bool wakeup; /* Should we wake up monsters */
bool runend; /* At end of a run -- for mazes */
void
look(bool wakeup, bool runend)
{
register int x, y, radius;
register char ch, och;
@ -938,8 +931,8 @@ bool runend; /* At end of a run -- for mazes */
* Lower a level of experience
*/
lower_level(who)
short who;
void
lower_level(short who)
{
int fewer, nsides;
unsigned int exp;
@ -971,8 +964,7 @@ short who;
* print out the name of a monster
*/
char *
monster_name(tp)
register struct thing *tp;
monster_name(struct thing *tp)
{
prbuf[0] = '\0';
if (on(*tp, ISFLEE) || on(*tp, WASTURNED))
@ -1003,8 +995,7 @@ register struct thing *tp;
*/
bool
move_hero(why)
int why;
move_hero(int why)
{
char *action = "";
char which;
@ -1049,7 +1040,8 @@ int why;
* The guy just magically went up a level.
*/
raise_level()
void
raise_level(void)
{
unsigned long test; /* Next level -- be sure it is not an overflow */
@ -1081,11 +1073,12 @@ static int st_matrix[NUM_CHARTYPES][5] = {
/*
* save:
* See if a creature saves against something
* which: which type of save
* who: who is saving
* adj: saving throw adjustment
*/
save(which, who, adj)
int which; /* which type of save */
struct thing *who; /* who is saving */
int adj; /* saving throw adjustment */
bool
save(int which, struct thing *who, int adj)
{
register int need, level, protect;
@ -1144,8 +1137,8 @@ int adj; /* saving throw adjustment */
* Figure out what a secret door looks like.
*/
secretdoor(y, x)
register int y, x;
char
secretdoor(int y, int x)
{
register int i;
register struct room *rp;
@ -1168,7 +1161,8 @@ register int y, x;
/*
* this routine computes the players current strength
*/
str_compute()
int
str_compute(void)
{
if (cur_misc[WEAR_GAUNTLET] != NULL &&
cur_misc[WEAR_GAUNTLET]->o_which == MM_G_OGRE) {
@ -1184,9 +1178,8 @@ str_compute()
/*
* copy string using unctrl for things
*/
strucpy(s1, s2, len)
register char *s1, *s2;
register int len;
void
strucpy(char *s1, char *s2, int len)
{
register char *sp;
@ -1204,8 +1197,7 @@ register int len;
*/
char *
tr_name(ch)
char ch;
tr_name(char ch)
{
register char *s = "";
@ -1235,8 +1227,7 @@ char ch;
* for printfs: if string starts with a vowel, return "n" for an "an"
*/
char *
vowelstr(str)
register char *str;
vowelstr(char *str)
{
switch (*str)
{
@ -1254,8 +1245,8 @@ register char *str;
/*
* wake up a room full (hopefully) of creatures
*/
wake_room(rp)
register struct room *rp;
void
wake_room(struct room *rp)
{
register struct linked_list *item;
register struct thing *tp;
@ -1273,7 +1264,8 @@ register struct room *rp;
* Do nothing but let other things happen
*/
waste_time()
void
waste_time(void)
{
if (inwhgt) /* if from wghtchk then done */
return;

View file

@ -22,10 +22,8 @@
#include <string.h>
#include "rogue.h"
boomerang(ydelta, xdelta, item, tp)
int ydelta, xdelta;
register struct linked_list *item;
register struct thing *tp;
void
boomerang(int ydelta, int xdelta, struct linked_list *item, struct thing *tp)
{
register struct object *obj;
struct thing midpoint;
@ -56,10 +54,8 @@ register struct thing *tp;
* across the room. Note that we should not look at any field in
* tp other than t_pos unless we change boomerang().
*/
do_motion(obj, ydelta, xdelta, tp)
register struct object *obj;
register int ydelta, xdelta;
register struct thing *tp;
void
do_motion(struct object *obj, int ydelta, int xdelta, struct thing *tp)
{
/*
@ -115,9 +111,8 @@ register struct thing *tp;
* Drop an item someplace around here.
*/
fall(item, pr)
register struct linked_list *item;
bool pr;
void
fall(struct linked_list *item, bool pr)
{
register struct object *obj;
register struct room *rp;
@ -170,10 +165,8 @@ bool pr;
* Does the missile hit the monster
*/
hit_monster(y, x, obj, tp)
register int y, x;
struct object *obj;
register struct thing *tp;
bool
hit_monster(int y, int x, struct object *obj, struct thing *tp)
{
static coord mp;
@ -203,9 +196,8 @@ register struct thing *tp;
* Set up the initial goodies for a weapon
*/
init_weapon(weap, type)
register struct object *weap;
char type;
void
init_weapon(struct object *weap, char type)
{
register struct init_weps *iwp;
@ -228,10 +220,8 @@ char type;
* Fire a missile in a given direction
*/
missile(ydelta, xdelta, item, tp)
int ydelta, xdelta;
register struct linked_list *item;
register struct thing *tp;
void
missile(int ydelta, int xdelta, struct linked_list *item, struct thing *tp)
{
register struct object *obj;
register struct linked_list *nitem;
@ -303,8 +293,7 @@ register struct thing *tp;
*/
char *
num(n1, n2)
register int n1, n2;
num(int n1, int n2)
{
static char numbuf[LINELEN];
@ -324,7 +313,8 @@ register int n1, n2;
* Pull out a certain weapon
*/
wield()
void
wield(void)
{
register struct linked_list *item;
register struct object *obj, *oweapon;

View file

@ -26,7 +26,8 @@
* Get the armor off of the players back
*/
take_off()
void
take_off(void)
{
register struct object *obj;
register struct linked_list *item;
@ -75,7 +76,8 @@ take_off()
* The player wants to wear something, so let him/her put it on.
*/
wear()
void
wear(void)
{
register struct linked_list *item;
register struct object *obj;
@ -389,8 +391,8 @@ wear()
* How many movements periods does it take to put on or remove the
* given item of "clothing"?
*/
dress_units(item)
struct linked_list *item;
int
dress_units(struct linked_list *item)
{
register struct object *obj;

View file

@ -19,20 +19,21 @@
#include "curses.h"
#include <stdlib.h>
#include <string.h>
#include <ctype.h>
#include "rogue.h"
#ifdef PC7300
#include "menu.h"
#endif
int getbless(void);
/*
* create_obj:
* Create any object for wizard, scroll, magician, or cleric
*/
create_obj(prompt, which_item, which_type)
bool prompt;
int which_item, which_type;
void
create_obj(bool prompt, int which_item, int which_type)
{
reg struct linked_list *item;
reg struct object *obj;
@ -329,7 +330,8 @@ int which_item, which_type;
* getbless:
* Get a blessing for a wizards object
*/
getbless()
int
getbless(void)
{
reg char bless;
@ -346,7 +348,8 @@ getbless()
/*
* get a non-monster death type
*/
getdeath()
int
getdeath(void)
{
register int i;
int which_death;
@ -381,10 +384,10 @@ static char Displines[NUMMONST+1][LINELEN+1]; /* The lines themselves */
/*
* make a monster for the wizard
* showall -> show uniques and genocided creatures
*/
makemonster(showall, label, action)
bool showall; /* showall -> show uniques and genocided creatures */
char *label, *action;
short
makemonster(bool showall, char *label, char *action)
{
#ifdef PC7300
register int nextmonst;
@ -439,7 +442,7 @@ char *label, *action;
/* Print out the monsters */
while (num_monst > 0) {
register left_limit;
int left_limit;
if (num_monst < num_lines) left_limit = (num_monst+1)/2;
else left_limit = num_lines/2;
@ -508,7 +511,8 @@ get_monst:
* see if user knows password
*/
passwd()
bool
passwd(void)
{
register char *sp, c;
char buf[LINELEN], *crypt();
@ -535,7 +539,8 @@ passwd()
* Bamf the hero someplace else
*/
teleport()
int
teleport(void)
{
register struct room *new_rp = NULL, *old_rp = roomin(&hero);
register int rm, which;
@ -636,8 +641,8 @@ teleport()
* What a certin object is
*/
whatis(what)
struct linked_list *what;
void
whatis(struct linked_list *what)
{
register struct object *obj;
register struct linked_list *item;