Advanced Rogue 5: convert to ANSI function declarations.

This still leaves over a thousand lines of warning messages, mostly
related to the return types of daemons and fuses.
This commit is contained in:
John "Elwin" Edwards 2016-02-07 14:39:21 -05:00
parent 59f448e92e
commit f38b2223c8
37 changed files with 977 additions and 733 deletions

View file

@ -12,6 +12,7 @@
* See the file LICENSE.TXT for full copyright and licensing information. * See the file LICENSE.TXT for full copyright and licensing information.
*/ */
#include <stdlib.h>
#include <ctype.h> #include <ctype.h>
#include <limits.h> #include <limits.h>
#include "curses.h" #include "curses.h"
@ -21,8 +22,8 @@
coord ch_ret; /* Where chasing takes you */ coord ch_ret; /* Where chasing takes you */
struct linked_list *get_hurl(struct thing *tp);
bool straight_shot(int ery, int erx, int eey, int eex, coord *shooting);
/* /*
@ -31,8 +32,7 @@ coord ch_ret; /* Where chasing takes you */
*/ */
bool bool
can_blink(tp) can_blink(struct thing *tp)
register struct thing *tp;
{ {
register int y, x, index=9; register int y, x, index=9;
coord tryp; /* To hold the coordinates for use in diag_ok */ coord tryp; /* To hold the coordinates for use in diag_ok */
@ -128,8 +128,7 @@ register struct thing *tp;
*/ */
coord * coord *
can_shoot(er, ee) can_shoot(coord *er, coord *ee)
register coord *er, *ee;
{ {
static coord shoot_dir; static coord shoot_dir;
@ -154,13 +153,11 @@ register coord *er, *ee;
* FALSE if we reach the goal. * FALSE if we reach the goal.
*/ */
chase(tp, ee, flee, mdead) /* flee: True if destination (ee) is player and monster is running
register struct thing *tp; * away or the player is in a wall and the monster can't get to it
register coord *ee;
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
*/ */
bool *mdead; bool
chase(struct thing *tp, coord *ee, bool flee, bool *mdead)
{ {
int damage, dist, thisdist, monst_dist = MAXINT; int damage, dist, thisdist, monst_dist = MAXINT;
struct linked_list *weapon; struct linked_list *weapon;
@ -530,10 +527,10 @@ bool *mdead;
* do_chase: * do_chase:
* Make one thing chase another. * Make one thing chase another.
*/ */
/* flee: True if running away or player is inaccessible in wall */
do_chase(th, flee) void
register struct thing *th; do_chase(struct thing *th, bool flee)
register bool flee; /* True if running away or player is inaccessible in wall */
{ {
register struct room *rer, *ree, /* room of chaser, room of chasee */ register struct room *rer, *ree, /* room of chaser, room of chasee */
*orig_rer, /* Original room of chaser */ *orig_rer, /* Original room of chaser */
@ -830,8 +827,7 @@ register bool flee; /* True if running away or player is inaccessible in wall */
*/ */
struct linked_list * struct linked_list *
get_hurl(tp) get_hurl(struct thing *tp)
register struct thing *tp;
{ {
struct linked_list *arrow, *bolt, *rock; struct linked_list *arrow, *bolt, *rock;
register struct linked_list *pitem; register struct linked_list *pitem;
@ -861,7 +857,8 @@ register struct thing *tp;
* Make all the running monsters move. * Make all the running monsters move.
*/ */
runners() void
runners(void)
{ {
register struct linked_list *item; register struct linked_list *item;
register struct thing *tp = NULL; register struct thing *tp = NULL;
@ -935,9 +932,8 @@ runners()
* Set a monster running after something * Set a monster running after something
*/ */
runto(runner, spot) void
register struct thing *runner; runto(struct thing *runner, coord *spot)
coord *spot;
{ {
/* /*
* Start the beastie running * Start the beastie running
@ -959,9 +955,7 @@ coord *spot;
*/ */
bool bool
straight_shot(ery, erx, eey, eex, shooting) straight_shot(int ery, int erx, int eey, int eex, coord *shooting)
register int ery, erx, eey, eex;
register coord *shooting;
{ {
register int dy, dx; /* Deltas */ register int dy, dx; /* Deltas */
char ch; char ch;

View file

@ -21,12 +21,20 @@
#include "rogue.h" #include "rogue.h"
#include "mach_dep.h" #include "mach_dep.h"
void help(void);
void identify(void);
void d_level(void);
void u_level(void);
void shell(void);
void call(bool mark);
/* /*
* command: * command:
* Process the user commands * Process the user commands
*/ */
command() void
command(void)
{ {
register char ch; register char ch;
register int ntimes = 1; /* Number of player moves */ register int ntimes = 1; /* Number of player moves */
@ -207,8 +215,8 @@ command()
when 'I' : after = FALSE; picky_inven(); when 'I' : after = FALSE; picky_inven();
when 'd' : drop(NULL); when 'd' : drop(NULL);
when 'P' : grab(hero.y, hero.x); when 'P' : grab(hero.y, hero.x);
when 'q' : quaff(-1, NULL, TRUE); when 'q' : quaff(-1, 0, TRUE);
when 'r' : read_scroll(-1, NULL, TRUE); when 'r' : read_scroll(-1, 0, TRUE);
when 'e' : eat(); when 'e' : eat();
when 'w' : wield(); when 'w' : wield();
when 'W' : wear(); when 'W' : wear();
@ -228,7 +236,7 @@ command()
when 'G' : gsense(); when 'G' : gsense();
when '^' : set_trap(&player, hero.y, hero.x); when '^' : set_trap(&player, hero.y, hero.x);
when 's' : search(FALSE, FALSE); when 's' : search(FALSE, FALSE);
when 'z' : if (!do_zap(TRUE, NULL, FALSE)) when 'z' : if (!do_zap(TRUE, 0, FALSE))
after=FALSE; after=FALSE;
when 'p' : pray(); when 'p' : pray();
when 'C' : cast(); when 'C' : cast();
@ -475,8 +483,7 @@ quit(int sig)
*/ */
void void
bugkill(sig) bugkill(int sig)
int sig;
{ {
signal(sig, quit); /* If we get it again, give up */ signal(sig, quit); /* If we get it again, give up */
death(D_SIGNAL); /* Killed by a bug */ death(D_SIGNAL); /* Killed by a bug */
@ -488,8 +495,8 @@ int sig;
* Player gropes about him to find hidden things. * Player gropes about him to find hidden things.
*/ */
search(is_thief, door_chime) void
register bool is_thief, door_chime; search(bool is_thief, bool door_chime)
{ {
register int x, y; register int x, y;
register char ch, /* The trap or door character */ register char ch, /* The trap or door character */
@ -570,7 +577,8 @@ register bool is_thief, door_chime;
* Give single character help, or the whole mess if he wants it * Give single character help, or the whole mess if he wants it
*/ */
help() void
help(void)
{ {
register struct h_list *strp = helpstr; register struct h_list *strp = helpstr;
#ifdef WIZARD #ifdef WIZARD
@ -664,7 +672,8 @@ help()
* Tell the player what a certain thing is. * Tell the player what a certain thing is.
*/ */
identify() void
identify(void)
{ {
register char ch; register char ch;
const char *str; const char *str;
@ -726,7 +735,8 @@ identify()
* He wants to go down a level * He wants to go down a level
*/ */
d_level() void
d_level(void)
{ {
bool no_phase=FALSE; bool no_phase=FALSE;
@ -770,7 +780,8 @@ d_level()
* He wants to go up a level * He wants to go up a level
*/ */
u_level() void
u_level(void)
{ {
bool no_phase = FALSE; bool no_phase = FALSE;
register struct linked_list *item; register struct linked_list *item;
@ -828,7 +839,8 @@ u_level()
* Let him escape for a while * Let him escape for a while
*/ */
shell() void
shell(void)
{ {
/* /*
* Set the terminal back to original mode * Set the terminal back to original mode
@ -859,8 +871,8 @@ shell()
/* /*
* allow a user to call a potion, scroll, or ring something * allow a user to call a potion, scroll, or ring something
*/ */
call(mark) void
bool mark; call(bool mark)
{ {
register struct object *obj; register struct object *obj;
register struct linked_list *item; register struct linked_list *item;

View file

@ -36,7 +36,7 @@ int fusecnt = 0;
* Find an empty slot in the daemon list * Find an empty slot in the daemon list
*/ */
struct delayed_action * struct delayed_action *
d_slot() d_slot(void)
{ {
reg int i; reg int i;
reg struct delayed_action *dev; reg struct delayed_action *dev;
@ -52,7 +52,7 @@ d_slot()
* Find an empty slot in the fuses list * Find an empty slot in the fuses list
*/ */
struct delayed_action * struct delayed_action *
f_slot() f_slot(void)
{ {
reg int i; reg int i;
reg struct delayed_action *dev; reg struct delayed_action *dev;
@ -70,8 +70,7 @@ f_slot()
* Find a particular slot in the table * Find a particular slot in the table
*/ */
struct delayed_action * struct delayed_action *
find_slot(func) find_slot(int (*func)())
reg int (*func)();
{ {
reg int i; reg int i;
reg struct delayed_action *dev; reg struct delayed_action *dev;
@ -87,6 +86,7 @@ reg int (*func)();
* start_daemon: * start_daemon:
* Start a daemon, takes a function. * Start a daemon, takes a function.
*/ */
void
start_daemon(int (*func)(), void *arg, int type) start_daemon(int (*func)(), void *arg, int type)
{ {
reg struct delayed_action *dev; reg struct delayed_action *dev;
@ -106,8 +106,8 @@ start_daemon(int (*func)(), void *arg, int type)
* kill_daemon: * kill_daemon:
* Remove a daemon from the list * Remove a daemon from the list
*/ */
kill_daemon(func) void
reg int (*func)(); kill_daemon(int (*func)())
{ {
reg struct delayed_action *dev; reg struct delayed_action *dev;
reg int i; reg int i;
@ -133,8 +133,8 @@ reg int (*func)();
* Run all the daemons that are active with the current flag, * Run all the daemons that are active with the current flag,
* passing the argument to the function. * passing the argument to the function.
*/ */
do_daemons(flag) void
reg int flag; do_daemons(int flag)
{ {
reg struct delayed_action *dev; reg struct delayed_action *dev;
@ -154,6 +154,7 @@ reg int flag;
* fuse: * fuse:
* Start a fuse to go off in a certain number of turns * Start a fuse to go off in a certain number of turns
*/ */
void
fuse(int (*func)(), void *arg, int time, int type) fuse(int (*func)(), void *arg, int time, int type)
{ {
reg struct delayed_action *wire; reg struct delayed_action *wire;
@ -173,8 +174,8 @@ fuse(int (*func)(), void *arg, int time, int type)
* lengthen: * lengthen:
* Increase the time until a fuse goes off * Increase the time until a fuse goes off
*/ */
lengthen(func, xtime) void
reg int (*func)(), xtime; lengthen(int (*func)(), int xtime)
{ {
reg struct delayed_action *wire; reg struct delayed_action *wire;
@ -188,8 +189,8 @@ reg int (*func)(), xtime;
* extinguish: * extinguish:
* Put out a fuse * Put out a fuse
*/ */
extinguish(func) void
reg int (*func)(); extinguish(int (*func)())
{ {
reg struct delayed_action *wire; reg struct delayed_action *wire;
@ -207,8 +208,8 @@ reg int (*func)();
* do_fuses: * do_fuses:
* Decrement counters and start needed fuses * Decrement counters and start needed fuses
*/ */
do_fuses(flag) void
reg int flag; do_fuses(int flag)
{ {
reg struct delayed_action *wire; reg struct delayed_action *wire;
@ -234,7 +235,8 @@ reg int flag;
* activity: * activity:
* Show wizard number of demaons and memory blocks used * Show wizard number of demaons and memory blocks used
*/ */
activity() void
activity(void)
{ {
sprintf(outstring,"Daemons = %d : Fuses = %d : Memory Items = %d : Memory Used = %d", sprintf(outstring,"Daemons = %d : Fuses = %d : Memory Items = %d : Memory Used = %d",
demoncnt,fusecnt,total,md_memused()); demoncnt,fusecnt,total,md_memused());

View file

@ -22,8 +22,8 @@ int between = 0;
* A healing daemon that restors hit points after rest * A healing daemon that restors hit points after rest
*/ */
doctor(tp) void
register struct thing *tp; doctor(struct thing *tp)
{ {
register int ohp; register int ohp;
register int limit, new_points; register int limit, new_points;
@ -100,7 +100,8 @@ register struct thing *tp;
* Called when it is time to start rolling for wandering monsters * Called when it is time to start rolling for wandering monsters
*/ */
swander() void
swander(void)
{ {
start_daemon(rollwand, 0, BEFORE); start_daemon(rollwand, 0, BEFORE);
} }
@ -110,7 +111,8 @@ swander()
* Called to roll to see if a wandering monster starts up * Called to roll to see if a wandering monster starts up
*/ */
rollwand() void
rollwand(void)
{ {
if (++between >= 4) if (++between >= 4)
{ {
@ -128,7 +130,8 @@ rollwand()
/* /*
* this function is a daemon called each turn when the character is a thief * 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)) if (rnd(100) < (2*dex_compute() + 5*pstats.s_lvl))
search(TRUE, FALSE); search(TRUE, FALSE);
@ -139,7 +142,8 @@ trap_look()
* Release the poor player from his confusion * Release the poor player from his confusion
*/ */
unconfuse() void
unconfuse(void)
{ {
turn_off(player, ISHUH); turn_off(player, ISHUH);
msg("You feel less confused now"); msg("You feel less confused now");
@ -151,7 +155,8 @@ unconfuse()
* He lost his see invisible power * He lost his see invisible power
*/ */
unsee() void
unsee(void)
{ {
if (!ISWEARING(R_SEEINVIS)) { if (!ISWEARING(R_SEEINVIS)) {
turn_off(player, CANSEE); turn_off(player, CANSEE);
@ -164,7 +169,8 @@ unsee()
* Remove to-hit handicap from player * Remove to-hit handicap from player
*/ */
unstink() void
unstink(void)
{ {
turn_off(player, HASSTINK); turn_off(player, HASSTINK);
} }
@ -174,7 +180,8 @@ unstink()
* Player is no longer immune to confusion * Player is no longer immune to confusion
*/ */
unclrhead() void
unclrhead(void)
{ {
turn_off(player, ISCLEAR); turn_off(player, ISCLEAR);
msg("The blue aura about your head fades away."); msg("The blue aura about your head fades away.");
@ -185,7 +192,8 @@ unclrhead()
* Player can no longer walk through walls * Player can no longer walk through walls
*/ */
unphase() void
unphase(void)
{ {
turn_off(player, CANINWALL); turn_off(player, CANINWALL);
msg("Your dizzy feeling leaves you."); msg("Your dizzy feeling leaves you.");
@ -197,7 +205,8 @@ unphase()
* Player can no longer fly * Player can no longer fly
*/ */
land() void
land(void)
{ {
turn_off(player, ISFLY); turn_off(player, ISFLY);
msg("You regain your normal weight"); msg("You regain your normal weight");
@ -209,7 +218,8 @@ land()
* He gets his sight back * He gets his sight back
*/ */
sight() void
sight(void)
{ {
if (on(player, ISBLIND)) if (on(player, ISBLIND))
{ {
@ -225,7 +235,8 @@ sight()
* Restore player's strength * Restore player's strength
*/ */
res_strength() void
res_strength(void)
{ {
/* If lost_str is non-zero, restore that amount of strength, /* If lost_str is non-zero, restore that amount of strength,
@ -249,7 +260,8 @@ res_strength()
* End the hasting * End the hasting
*/ */
nohaste() void
nohaste(void)
{ {
turn_off(player, ISHASTE); turn_off(player, ISHASTE);
msg("You feel yourself slowing down."); msg("You feel yourself slowing down.");
@ -260,7 +272,8 @@ nohaste()
* End the slowing * End the slowing
*/ */
noslow() void
noslow(void)
{ {
turn_off(player, ISSLOW); turn_off(player, ISSLOW);
msg("You feel yourself speeding up."); msg("You feel yourself speeding up.");
@ -271,7 +284,8 @@ noslow()
* If this gets called, the player has suffocated * If this gets called, the player has suffocated
*/ */
suffocate() void
suffocate(void)
{ {
death(D_SUFFOCATION); death(D_SUFFOCATION);
} }
@ -279,7 +293,8 @@ suffocate()
/* /*
* digest the hero's food * digest the hero's food
*/ */
stomach() void
stomach(void)
{ {
register int oldfood, old_hunger, food_use, i; register int oldfood, old_hunger, food_use, i;
@ -335,7 +350,8 @@ stomach()
/* /*
* daemon for curing the diseased * daemon for curing the diseased
*/ */
cure_disease() void
cure_disease(void)
{ {
turn_off(player, HASDISEASE); turn_off(player, HASDISEASE);
if (off (player, HASINFEST)) if (off (player, HASINFEST))
@ -346,7 +362,8 @@ cure_disease()
/* /*
* daemon for adding back dexterity * daemon for adding back dexterity
*/ */
un_itch() void
un_itch(void)
{ {
if (--lost_dext < 1) { if (--lost_dext < 1) {
lost_dext = 0; lost_dext = 0;
@ -358,7 +375,8 @@ un_itch()
* appear: * appear:
* Become visible again * Become visible again
*/ */
appear() void
appear(void)
{ {
turn_off(player, ISINVIS); turn_off(player, ISINVIS);
PLAYER = VPLAYER; PLAYER = VPLAYER;
@ -369,7 +387,8 @@ appear()
* dust_appear: * dust_appear:
* dust of disappearance wears off * dust of disappearance wears off
*/ */
dust_appear() void
dust_appear(void)
{ {
turn_off(player, ISINVIS); turn_off(player, ISINVIS);
PLAYER = VPLAYER; PLAYER = VPLAYER;
@ -380,7 +399,8 @@ dust_appear()
* unchoke: * unchoke:
* the effects of "dust of choking and sneezing" wear off * the effects of "dust of choking and sneezing" wear off
*/ */
unchoke() void
unchoke(void)
{ {
if (!find_slot(unconfuse)) if (!find_slot(unconfuse))
turn_off(player, ISHUH); turn_off(player, ISHUH);
@ -392,8 +412,8 @@ unchoke()
/* /*
* make some potion for the guy in the Alchemy jug * make some potion for the guy in the Alchemy jug
*/ */
alchemy(obj) void
register struct object *obj; alchemy(struct object *obj)
{ {
register struct object *tobj = NULL; register struct object *tobj = NULL;
register struct linked_list *item; register struct linked_list *item;
@ -440,7 +460,8 @@ register struct object *obj;
* otto's irresistable dance wears off * otto's irresistable dance wears off
*/ */
undance() void
undance(void)
{ {
turn_off(player, ISDANCE); turn_off(player, ISDANCE);
msg ("Your feet take a break.....whew!"); msg ("Your feet take a break.....whew!");
@ -449,14 +470,16 @@ undance()
/* /*
* if he has our favorite necklace of strangulation then take damage every turn * 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 ((pstats.s_hpt -= 6) <= 0) death(D_STRANGLE);
} }
/* /*
* if he has on the gauntlets of fumbling he might drop his weapon each turn * if he has on the gauntlets of fumbling he might drop his weapon each turn
*/ */
fumble() void
fumble(void)
{ {
register struct linked_list *item; register struct linked_list *item;
@ -474,14 +497,16 @@ fumble()
/* /*
* this is called each turn the hero has the ring of searching on * this is called each turn the hero has the ring of searching on
*/ */
ring_search() void
ring_search(void)
{ {
search(FALSE, FALSE); search(FALSE, FALSE);
} }
/* /*
* this is called each turn the hero has the ring of teleportation on * this is called each turn the hero has the ring of teleportation on
*/ */
ring_teleport() void
ring_teleport(void)
{ {
if (rnd(100) < 2) teleport(); if (rnd(100) < 2) teleport();
} }

View file

@ -15,12 +15,14 @@
#include "curses.h" #include "curses.h"
#include "rogue.h" #include "rogue.h"
int packweight(void);
/* /*
* updpack: * updpack:
* Update his pack weight and adjust fooduse accordingly * Update his pack weight and adjust fooduse accordingly
*/ */
updpack(getmax) void
int getmax; updpack(bool getmax)
{ {
reg int topcarry, curcarry; reg int topcarry, curcarry;
@ -45,7 +47,8 @@ int getmax;
* packweight: * packweight:
* Get the total weight of the hero's pack * Get the total weight of the hero's pack
*/ */
packweight() int
packweight(void)
{ {
reg struct object *obj; reg struct object *obj;
reg struct linked_list *pc; reg struct linked_list *pc;
@ -68,8 +71,8 @@ packweight()
* itemweight: * itemweight:
* Get the weight of an object * Get the weight of an object
*/ */
itemweight(wh) int
reg struct object *wh; itemweight(struct object *wh)
{ {
reg int weight; reg int weight;
reg int ac; reg int ac;
@ -99,7 +102,8 @@ reg struct object *wh;
* playenc: * playenc:
* Get hero's carrying ability above norm * Get hero's carrying ability above norm
*/ */
playenc() int
playenc(void)
{ {
return ((str_compute()-8)*50); return ((str_compute()-8)*50);
} }
@ -109,7 +113,8 @@ playenc()
* totalenc: * totalenc:
* Get total weight that the hero can carry * Get total weight that the hero can carry
*/ */
totalenc() int
totalenc(void)
{ {
reg int wtotal; reg int wtotal;
@ -130,18 +135,18 @@ totalenc()
* See if the hero can carry his pack * See if the hero can carry his pack
*/ */
wghtchk() void
wghtchk(void)
{ {
reg int dropchk, err = TRUE; reg int dropchk, err = TRUE;
reg char ch; reg char ch;
int wghtchk();
inwhgt = TRUE; inwhgt = TRUE;
if (pstats.s_pack > pstats.s_carry) { if (pstats.s_pack > pstats.s_carry) {
ch = CCHAR( mvwinch(stdscr, hero.y, hero.x) ); ch = CCHAR( mvwinch(stdscr, hero.y, hero.x) );
if((ch != FLOOR && ch != PASSAGE)) { if((ch != FLOOR && ch != PASSAGE)) {
extinguish(wghtchk); extinguish(wghtchk);
fuse(wghtchk,TRUE,1,AFTER); fuse(wghtchk,NULL,1,AFTER);
inwhgt = FALSE; inwhgt = FALSE;
return; return;
} }
@ -169,7 +174,8 @@ wghtchk()
* -1 hit for heavy pack weight * -1 hit for heavy pack weight
*/ */
hitweight() int
hitweight(void)
{ {
return(2 - foodlev); return(2 - foodlev);
} }

View file

@ -13,10 +13,27 @@
*/ */
#include "curses.h" #include "curses.h"
#include <stdlib.h>
#include <ctype.h> #include <ctype.h>
#include <string.h> #include <string.h>
#include "rogue.h" #include "rogue.h"
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, struct thing *tp, char *er, char *ee,
bool back_stab);
void miss(struct object *weapon, struct thing *tp, char *er, char *ee);
int dext_plus(int dexterity);
int str_plus(short str);
int add_dam(short str);
int hung_dam(void);
void thunk(struct object *weap, struct thing *tp, char *mname);
void m_thunk(struct object *weap, struct thing *tp, char *mname);
void bounce(struct object *weap, struct thing *tp, char *mname);
void m_bounce(struct object *weap, struct thing *tp, char *mname);
struct object *wield_weap(struct object *thrown, struct thing *mp);
void explode(struct thing *tp);
#define CONF_DAMAGE -1 #define CONF_DAMAGE -1
#define PARAL_DAMAGE -2 #define PARAL_DAMAGE -2
#define DEST_DAMAGE -3 #define DEST_DAMAGE -3
@ -35,10 +52,8 @@ static const struct matrix att_mat[5] = {
* The player attacks the monster. * The player attacks the monster.
*/ */
fight(mp, weap, thrown) bool
register coord *mp; fight(coord *mp, struct object *weap, bool thrown)
struct object *weap;
bool thrown;
{ {
register struct thing *tp; register struct thing *tp;
register struct linked_list *item; register struct linked_list *item;
@ -204,10 +219,8 @@ bool thrown;
* The monster attacks the player * The monster attacks the player
*/ */
attack(mp, weapon, thrown) bool
register struct thing *mp; attack(struct thing *mp, struct object *weapon, bool thrown)
register struct object *weapon;
bool thrown;
{ {
register const char *mname; register const char *mname;
register bool did_hit = FALSE; register bool did_hit = FALSE;
@ -708,9 +721,8 @@ bool thrown;
* returns true if the swing hits * returns true if the swing hits
*/ */
swing(class, at_lvl, op_arm, wplus) bool
short class; swing(short class, int at_lvl, int op_arm, int wplus)
int at_lvl, op_arm, wplus;
{ {
register int res = rnd(20)+1; register int res = rnd(20)+1;
register int need; register int need;
@ -730,12 +742,9 @@ int at_lvl, op_arm, wplus;
* Roll several attacks * Roll several attacks
*/ */
roll_em(att_er, def_er, weap, hurl, cur_weapon, back_stab) bool
struct thing *att_er, *def_er; roll_em(struct thing *att_er, struct thing *def_er, struct object *weap,
struct object *weap; bool hurl, struct object *cur_weapon, bool back_stab)
bool hurl;
struct object *cur_weapon;
bool back_stab;
{ {
register struct stats *att, *def; register struct stats *att, *def;
register char *cp = NULL; register char *cp = NULL;
@ -1028,9 +1037,7 @@ bool back_stab;
*/ */
char * char *
prname(who, upper) prname(char *who, bool upper)
register char *who;
bool upper;
{ {
static char tbuf[LINELEN]; static char tbuf[LINELEN];
@ -1054,11 +1061,8 @@ bool upper;
* Print a message to indicate a succesful hit * Print a message to indicate a succesful hit
*/ */
hit(weapon, tp, er, ee, back_stab) void
register struct object *weapon; hit(struct object *weapon, struct thing *tp, char *er, char *ee, bool back_stab)
register struct thing *tp;
register char *er, *ee;
bool back_stab;
{ {
register char *s = NULL; register char *s = NULL;
char char
@ -1114,10 +1118,8 @@ bool back_stab;
* Print a message to indicate a poor swing * Print a message to indicate a poor swing
*/ */
miss(weapon, tp, er, ee) void
register struct object *weapon; miss(struct object *weapon, struct thing *tp, char *er, char *ee)
register struct thing *tp;
register char *er, *ee;
{ {
register char *s = NULL; register char *s = NULL;
char char
@ -1161,8 +1163,8 @@ register char *er, *ee;
* compute to-hit bonus for dexterity * compute to-hit bonus for dexterity
*/ */
dext_plus(dexterity) int
register int dexterity; dext_plus(int dexterity)
{ {
return (dexterity > 10 ? (dexterity-13)/3 : (dexterity-10)/3); return (dexterity > 10 ? (dexterity-13)/3 : (dexterity-10)/3);
} }
@ -1173,8 +1175,8 @@ register int dexterity;
* compute armor class bonus for dexterity * compute armor class bonus for dexterity
*/ */
dext_prot(dexterity) int
register int dexterity; dext_prot(int dexterity)
{ {
return ((dexterity-10)/2); return ((dexterity-10)/2);
} }
@ -1183,8 +1185,8 @@ register int dexterity;
* compute bonus/penalties for strength on the "to hit" roll * compute bonus/penalties for strength on the "to hit" roll
*/ */
str_plus(str) int
register short str; str_plus(short str)
{ {
return((str-10)/3); return((str-10)/3);
} }
@ -1194,8 +1196,8 @@ register short str;
* compute additional damage done for exceptionally high or low strength * compute additional damage done for exceptionally high or low strength
*/ */
add_dam(str) int
register short str; add_dam(short str)
{ {
return((str-9)/2); return((str-9)/2);
} }
@ -1204,7 +1206,8 @@ register short str;
* hung_dam: * hung_dam:
* Calculate damage depending on players hungry state * Calculate damage depending on players hungry state
*/ */
hung_dam() int
hung_dam(void)
{ {
reg int howmuch = 0; reg int howmuch = 0;
@ -1222,11 +1225,10 @@ hung_dam()
* A missile hits a monster * A missile hits a monster
*/ */
thunk(weap, tp, mname) void
register struct object *weap; thunk(struct object *weap, struct thing *tp, char *mname)
register struct thing *tp; /* Defender */
register char *mname;
{ {
/* tp: Defender */
char *def_name; /* Name of defender */ char *def_name; /* Name of defender */
/* What do we call the defender? */ /* What do we call the defender? */
@ -1251,10 +1253,8 @@ register char *mname;
* A missile from a monster hits the player * A missile from a monster hits the player
*/ */
m_thunk(weap, tp, mname) void
register struct object *weap; m_thunk(struct object *weap, struct thing *tp, char *mname)
register struct thing *tp;
register char *mname;
{ {
char *att_name; /* Name of attacker */ char *att_name; /* Name of attacker */
@ -1280,11 +1280,10 @@ register char *mname;
* A missile misses a monster * A missile misses a monster
*/ */
bounce(weap, tp, mname) void
register struct object *weap; bounce(struct object *weap, struct thing *tp, char *mname)
register struct thing *tp; /* Defender */
register char *mname;
{ {
/* tp: Defender */
char *def_name; /* Name of defender */ char *def_name; /* Name of defender */
/* What do we call the defender? */ /* What do we call the defender? */
@ -1309,10 +1308,8 @@ register char *mname;
A missle from a monster misses the player A missle from a monster misses the player
*/ */
m_bounce(weap, tp, mname) void
register struct object *weap; m_bounce(struct object *weap, struct thing *tp, char *mname)
register struct thing *tp;
register char *mname;
{ {
char *att_name; /* Name of attacker */ char *att_name; /* Name of attacker */
@ -1339,8 +1336,8 @@ register char *mname;
* Returns true if an object radiates magic * Returns true if an object radiates magic
*/ */
is_magic(obj) bool
register struct object *obj; is_magic(struct object *obj)
{ {
switch (obj->o_type) switch (obj->o_type)
{ {
@ -1364,9 +1361,8 @@ register struct object *obj;
* Called to put a monster to death * Called to put a monster to death
*/ */
killed(item, pr, points) void
register struct linked_list *item; killed(struct linked_list *item, bool pr, bool points)
bool pr, points;
{ {
register struct thing *tp; register struct thing *tp;
register struct linked_list *pitem, *nexti; register struct linked_list *pitem, *nexti;
@ -1447,9 +1443,7 @@ bool pr, points;
*/ */
struct object * struct object *
wield_weap(thrown, mp) wield_weap(struct object *thrown, struct thing *mp)
struct object *thrown;
struct thing *mp;
{ {
int look_for = 0, /* The projectile weapon we are looking for */ int look_for = 0, /* The projectile weapon we are looking for */
new_rate, /* The rating of a prospective weapon */ new_rate, /* The rating of a prospective weapon */
@ -1529,8 +1523,8 @@ struct thing *mp;
return(candidate); return(candidate);
} }
explode(tp) void
register struct thing *tp; explode(struct thing *tp)
{ {
register int x,y, damage; register int x,y, damage;

View file

@ -97,10 +97,8 @@ char *metal[NMETAL] = {
* make sure all the percentages specified in the tables add up to the * make sure all the percentages specified in the tables add up to the
* right amounts * right amounts
*/ */
badcheck(name, magic, bound) void
char *name; badcheck(char *name, struct magic_item *magic, int bound)
register struct magic_item *magic;
register int bound;
{ {
register struct magic_item *end; register struct magic_item *end;
@ -120,7 +118,8 @@ register int bound;
* Initialize the potion color scheme for this time * Initialize the potion color scheme for this time
*/ */
init_colors() void
init_colors(void)
{ {
register int i, j; register int i, j;
bool used[NCOLORS]; bool used[NCOLORS];
@ -148,7 +147,8 @@ init_colors()
* Initialize the construction materials for wands and staffs * Initialize the construction materials for wands and staffs
*/ */
init_materials() void
init_materials(void)
{ {
register int i, j; register int i, j;
register char *str; register char *str;
@ -201,7 +201,8 @@ init_materials()
* do any initialization for miscellaneous magic * do any initialization for miscellaneous magic
*/ */
init_misc() void
init_misc(void)
{ {
register int i; register int i;
@ -221,7 +222,8 @@ init_misc()
* Generate the names of the various scrolls * Generate the names of the various scrolls
*/ */
init_names() void
init_names(void)
{ {
register int nsyl; register int nsyl;
register char *cp, *sp; register char *cp, *sp;
@ -258,7 +260,8 @@ init_names()
* roll up the rogue * roll up the rogue
*/ */
init_player() void
init_player(void)
{ {
int stat_total, ch = 0, wpt = 0, i, j; int stat_total, ch = 0, wpt = 0, i, j;
struct linked_list *weap_item, *armor_item, *food_item; struct linked_list *weap_item, *armor_item, *food_item;
@ -459,7 +462,8 @@ init_player()
* Initialize the ring stone setting scheme for this time * Initialize the ring stone setting scheme for this time
*/ */
init_stones() void
init_stones(void)
{ {
register int i, j; register int i, j;
bool used[NSTONES]; bool used[NSTONES];
@ -487,7 +491,8 @@ init_stones()
* init_things * init_things
* Initialize the probabilities for types of things * Initialize the probabilities for types of things
*/ */
init_things() void
init_things(void)
{ {
register struct magic_item *mp; register struct magic_item *mp;

View file

@ -18,6 +18,9 @@
#include <stdarg.h> #include <stdarg.h>
#include "rogue.h" #include "rogue.h"
void doadd(char *fmt, va_list ap);
void ministat(void);
/* /*
* msg: * msg:
* Display a message at the top of the screen. * Display a message at the top of the screen.
@ -27,6 +30,7 @@ static char msgbuf[BUFSIZ];
static int newpos = 0; static int newpos = 0;
/*VARARGS1*/ /*VARARGS1*/
void
msg(char *fmt, ...) msg(char *fmt, ...)
{ {
va_list ap; va_list ap;
@ -54,6 +58,7 @@ msg(char *fmt, ...)
/* /*
* add things to the current message * add things to the current message
*/ */
void
addmsg(char *fmt, ...) addmsg(char *fmt, ...)
{ {
va_list ap; va_list ap;
@ -66,7 +71,8 @@ addmsg(char *fmt, ...)
* Display a new msg (giving him a chance to see the previous one if it * Display a new msg (giving him a chance to see the previous one if it
* is up there with the --More--) * is up there with the --More--)
*/ */
endmsg() void
endmsg(void)
{ {
strncpy(huh, msgbuf, sizeof(huh)); strncpy(huh, msgbuf, sizeof(huh));
@ -96,6 +102,7 @@ endmsg()
draw(msgw); draw(msgw);
} }
void
doadd(char *fmt, va_list ap) doadd(char *fmt, va_list ap)
{ {
/* /*
@ -113,9 +120,8 @@ doadd(char *fmt, va_list ap)
* flgptr will be NULL if we don't know what the monster is yet! * flgptr will be NULL if we don't know what the monster is yet!
*/ */
step_ok(y, x, can_on_monst, flgptr) bool
register int y, x, can_on_monst; step_ok(int y, int x, int can_on_monst, struct thing *flgptr)
register struct thing *flgptr;
{ {
/* can_on_monst = MONSTOK if all we care about are physical obstacles */ /* can_on_monst = MONSTOK if all we care about are physical obstacles */
register struct linked_list *item; register struct linked_list *item;
@ -156,7 +162,8 @@ register struct thing *flgptr;
* returns true if it is ok for type to shoot over ch * returns true if it is ok for type to shoot over ch
*/ */
shoot_ok(ch) bool
shoot_ok(char ch)
{ {
switch (ch) switch (ch)
{ {
@ -177,7 +184,8 @@ shoot_ok(ch)
* getchar. * getchar.
*/ */
readchar() int
readchar(void)
{ {
int ch; int ch;
@ -195,10 +203,11 @@ readchar()
/* /*
* status: * status:
* Display the important stats line. Keep the cursor where it was. * Display the important stats line. Keep the cursor where it was.
* If display is TRUE, display unconditionally
*/ */
status(display) void
bool display; /* is TRUE, display unconditionally */ status(bool display)
{ {
register struct stats *stat_ptr, *max_ptr; register struct stats *stat_ptr, *max_ptr;
register int oy = 0, ox = 0, temp; register int oy = 0, ox = 0, temp;
@ -327,7 +336,8 @@ line_two:
wmove(cw, oy, ox); wmove(cw, oy, ox);
} }
ministat() void
ministat(void)
{ {
register int oy, ox, temp; register int oy, ox, temp;
static char buf[LINELEN]; static char buf[LINELEN];
@ -367,9 +377,8 @@ ministat()
* Sit around until the guy types the right key * Sit around until the guy types the right key
*/ */
wait_for(win,ch) void
WINDOW *win; wait_for(WINDOW *win, char ch)
register char ch;
{ {
register char c; register char c;
@ -386,9 +395,8 @@ register char ch;
* function used to display a window and wait before returning * function used to display a window and wait before returning
*/ */
show_win(scr, message) void
register WINDOW *scr; show_win(WINDOW *scr, char *message)
char *message;
{ {
mvwaddstr(scr, 0, 0, message); mvwaddstr(scr, 0, 0, message);
touchwin(scr); touchwin(scr);
@ -403,9 +411,8 @@ char *message;
* dbotline: * dbotline:
* Displays message on bottom line and waits for a space to return * Displays message on bottom line and waits for a space to return
*/ */
dbotline(scr,message) void
WINDOW *scr; dbotline(WINDOW *scr, char *message)
char *message;
{ {
mvwaddstr(scr,LINES-1,0,message); mvwaddstr(scr,LINES-1,0,message);
draw(scr); draw(scr);
@ -417,8 +424,8 @@ char *message;
* restscr: * restscr:
* Restores the screen to the terminal * Restores the screen to the terminal
*/ */
restscr(scr) void
WINDOW *scr; restscr(WINDOW *scr)
{ {
clearok(scr,TRUE); clearok(scr,TRUE);
touchwin(scr); touchwin(scr);
@ -431,10 +438,7 @@ WINDOW *scr;
*/ */
unsigned long unsigned long
netread(error, size, stream) netread(int *error, int size, FILE *stream)
int *error;
int size;
FILE *stream;
{ {
unsigned long result = 0L, /* What we read in */ unsigned long result = 0L, /* What we read in */
partial; /* Partial value */ partial; /* Partial value */
@ -469,12 +473,13 @@ FILE *stream;
/* /*
* netwrite: * netwrite:
* Write out a byte, short, or long machine independently. * 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) int
unsigned long value; /* What to write */ netwrite(unsigned long value, int size, FILE *stream)
int size; /* How much to write out */
FILE *stream; /* Where to write it */
{ {
int i; /* Goes through value one byte at a time */ int i; /* Goes through value one byte at a time */
char outc; /* The next character to be written */ char outc; /* The next character to be written */

View file

@ -21,8 +21,8 @@
* Takes an item out of whatever linked list it might be in * Takes an item out of whatever linked list it might be in
*/ */
_detach(list, item) void
register struct linked_list **list, *item; _detach(struct linked_list **list, struct linked_list *item)
{ {
if (*list == item) if (*list == item)
*list = next(item); *list = next(item);
@ -37,8 +37,8 @@ register struct linked_list **list, *item;
* add an item to the head of a list * add an item to the head of a list
*/ */
_attach(list, item) void
register struct linked_list **list, *item; _attach(struct linked_list **list, struct linked_list *item)
{ {
if (*list != NULL) if (*list != NULL)
{ {
@ -60,8 +60,8 @@ register struct linked_list **list, *item;
* Throw the whole object list away * Throw the whole object list away
*/ */
_o_free_list(ptr) void
register struct linked_list **ptr; _o_free_list(struct linked_list **ptr)
{ {
register struct linked_list *item; register struct linked_list *item;
@ -78,8 +78,8 @@ register struct linked_list **ptr;
* free up an item and its object(and maybe contents) * free up an item and its object(and maybe contents)
*/ */
o_discard(item) void
register struct linked_list *item; o_discard(struct linked_list *item)
{ {
register struct object *obj; register struct object *obj;
obj = OBJPTR(item); obj = OBJPTR(item);
@ -95,8 +95,8 @@ register struct linked_list *item;
* Throw the whole thing list away * Throw the whole thing list away
*/ */
_t_free_list(ptr) void
register struct linked_list **ptr; _t_free_list(struct linked_list **ptr)
{ {
register struct linked_list *item; register struct linked_list *item;
@ -113,8 +113,8 @@ register struct linked_list **ptr;
* free up an item and its thing * free up an item and its thing
*/ */
t_discard(item) void
struct linked_list *item; t_discard(struct linked_list *item)
{ {
total -= 2; total -= 2;
FREE(item->l_data); FREE(item->l_data);
@ -126,8 +126,8 @@ struct linked_list *item;
* get rid of an item structure -- don't worry about contents * get rid of an item structure -- don't worry about contents
*/ */
destroy_item(item) void
register struct linked_list *item; destroy_item(struct linked_list *item)
{ {
total--; total--;
FREE(item); FREE(item);
@ -139,8 +139,7 @@ register struct linked_list *item;
*/ */
struct linked_list * struct linked_list *
new_item(size) new_item(int size)
int size;
{ {
register struct linked_list *item; register struct linked_list *item;
@ -158,7 +157,7 @@ int size;
*/ */
struct linked_list * struct linked_list *
creat_item() creat_item(void)
{ {
register struct linked_list *item; register struct linked_list *item;
@ -169,8 +168,7 @@ creat_item()
} }
char * char *
new(size) new(int size)
int size;
{ {
register char *space = ALLOC(size); register char *space = ALLOC(size);
static char errbuf[LINELEN]; static char errbuf[LINELEN];

View file

@ -43,10 +43,10 @@ static char *funfruit[] = {
#define NFRUIT (sizeof(funfruit) / sizeof (char *)) #define NFRUIT (sizeof(funfruit) / sizeof (char *))
void open_records(void); void open_records(void);
bool holiday(void);
main(argc, argv, envp) int
char **argv; main(int argc, char *argv[], char *envp[])
char **envp;
{ {
register char *env; register char *env;
int lowtime; int lowtime;
@ -123,7 +123,6 @@ char **envp;
* Check for a network update * Check for a network update
*/ */
if (argc == 2 && strcmp(argv[1], "-u") == 0) { if (argc == 2 && strcmp(argv[1], "-u") == 0) {
unsigned long netread();
int errcheck, errors = 0; int errcheck, errors = 0;
unsigned long amount; unsigned long amount;
short monster; short monster;
@ -277,8 +276,8 @@ endit(int sig)
* Exit the program, printing a message. * Exit the program, printing a message.
*/ */
fatal(s) void
char *s; fatal(char *s)
{ {
clear(); clear();
move(LINES-2, 0); move(LINES-2, 0);
@ -294,8 +293,8 @@ char *s;
* Pick a very random number. * Pick a very random number.
*/ */
rnd(range) int
register int range; rnd(int range)
{ {
return(range == 0 ? 0 : md_rand() % range); return(range == 0 ? 0 : md_rand() % range);
} }
@ -305,8 +304,8 @@ register int range;
* roll a number of dice * roll a number of dice
*/ */
roll(number, sides) int
register int number, sides; roll(int number, int sides)
{ {
register int dtotal = 0; register int dtotal = 0;
@ -336,10 +335,11 @@ tstp(int a)
} }
# endif # endif
setup() void
setup(void)
{ {
#ifdef CHECKTIME #ifdef CHECKTIME
int checkout(); void checkout();
#endif #endif
#ifndef DUMP #ifndef DUMP
@ -392,7 +392,8 @@ setup()
* refreshing things and looking at the proper times. * refreshing things and looking at the proper times.
*/ */
playit() void
playit(void)
{ {
register char *opts; register char *opts;
@ -416,7 +417,8 @@ playit()
/* /*
* see if the system is being used too much for this game * see if the system is being used too much for this game
*/ */
too_much() bool
too_much(void)
{ {
#ifdef MAXLOAD #ifdef MAXLOAD
double avec[3]; double avec[3];
@ -435,7 +437,8 @@ too_much()
* author: * author:
* See if a user is an author of the program * See if a user is an author of the program
*/ */
author() bool
author(void)
{ {
switch (md_getuid()) { switch (md_getuid()) {
#if AUTHOR #if AUTHOR
@ -450,7 +453,24 @@ author()
#ifdef CHECKTIME #ifdef CHECKTIME
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.
*/
void
chmsg(char *fmt, int arg)
{
if (in_shell) {
printf(fmt, arg);
putchar('\n');
fflush(stdout);
}
else
msg(fmt, arg);
}
void
checkout(void)
{ {
static char *msgs[] = { static char *msgs[] = {
"The system is too loaded for games. Please leave in %d minutes", "The system is too loaded for games. Please leave in %d minutes",
@ -482,23 +502,6 @@ checkout()
alarm(CHECKTIME * 60); alarm(CHECKTIME * 60);
} }
} }
/*
* 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;
{
if (in_shell) {
printf(fmt, arg);
putchar('\n');
fflush(stdout);
}
else
msg(fmt, arg);
}
#endif #endif
#ifdef LOADAV #ifdef LOADAV
@ -510,8 +513,8 @@ struct nlist avenrun =
"_avenrun" "_avenrun"
}; };
loadav(avg) void
reg double *avg; loadav(double *avg)
{ {
reg int kmem; reg int kmem;
@ -536,7 +539,8 @@ bad:
#include <sys/types.h> #include <sys/types.h>
#include <utmp.h> #include <utmp.h>
struct utmp buf; struct utmp buf;
ucount() int
ucount(void)
{ {
reg struct utmp *up; reg struct utmp *up;
reg FILE *utmp; reg FILE *utmp;
@ -559,7 +563,8 @@ ucount()
* holiday: * holiday:
* Returns TRUE when it is a good time to play rogue * Returns TRUE when it is a good time to play rogue
*/ */
holiday() bool
holiday(void)
{ {
time_t now; time_t now;
struct tm *localtime(); struct tm *localtime();

View file

@ -30,15 +30,20 @@ static char *frontier,
*bits; *bits;
static int maze_lines, static int maze_lines,
maze_cols; 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: * crankout:
* Does actual drawing of maze to window * Does actual drawing of maze to window
*/ */
crankout() void
crankout(void)
{ {
reg int x, y; reg int x, y;
@ -71,7 +76,8 @@ crankout()
* domaze: * domaze:
* Draw the maze on this level. * Draw the maze on this level.
*/ */
do_maze() void
do_maze(void)
{ {
reg int least; reg int least;
reg struct room *rp; reg struct room *rp;
@ -95,7 +101,7 @@ do_maze()
/* /*
* add some gold to make it worth looking for * 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 = OBJPTR(item);
obj->o_count *= (rnd(10) + 1); /* add in one large hunk */ obj->o_count *= (rnd(10) + 1); /* add in one large hunk */
attach(lvl_obj, item); attach(lvl_obj, item);
@ -108,7 +114,7 @@ do_maze()
/* /*
* add in some food to make sure he has enough * 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); obj = OBJPTR(item);
attach(lvl_obj, item); attach(lvl_obj, item);
do { do {
@ -133,7 +139,8 @@ do_maze()
* draw_maze: * draw_maze:
* Generate and draw the maze on the screen * Generate and draw the maze on the screen
*/ */
draw_maze() void
draw_maze(void)
{ {
reg int i, j, more; reg int i, j, more;
reg char *ptr; reg char *ptr;
@ -169,8 +176,8 @@ draw_maze()
* findcells: * findcells:
* Figure out cells to open up * Figure out cells to open up
*/ */
findcells(y,x) int
reg int x, y; findcells(int y, int x)
{ {
reg int rtpos, i; reg int rtpos, i;
@ -221,8 +228,7 @@ reg int x, y;
* Calculate memory address for frontier * Calculate memory address for frontier
*/ */
char * char *
foffset(y, x) foffset(int y, int x)
int y, x;
{ {
return (frontier + (y * maze_cols) + x); return (frontier + (y * maze_cols) + x);
@ -236,8 +242,7 @@ int y, x;
*/ */
bool bool
maze_view(y, x) maze_view(int y, int x)
int y, x;
{ {
register int start, goal, delta, ycheck = 0, xcheck = 0, absy, absx, see_radius; register int start, goal, delta, ycheck = 0, xcheck = 0, absy, absx, see_radius;
register bool row; register bool row;
@ -342,8 +347,7 @@ int y, x;
* Calculate memory address for bits * Calculate memory address for bits
*/ */
char * char *
moffset(y, x) moffset(int y, int x)
int y, x;
{ {
return (bits + (y * (COLS - 1)) + x); return (bits + (y * (COLS - 1)) + x);
@ -356,8 +360,8 @@ int y, x;
* rmwall: * rmwall:
* Removes appropriate walls from the maze * Removes appropriate walls from the maze
*/ */
rmwall(newy, newx, oldy, oldx) void
int newy, newx, oldy, oldx; rmwall(int newy, int newx, int oldy, int oldx)
{ {
reg int xdif,ydif; reg int xdif,ydif;

View file

@ -55,6 +55,7 @@
#include <stdlib.h> #include <stdlib.h>
#include <string.h> #include <string.h>
#include <ctype.h>
#if defined(_WIN32) && !defined(__MINGW32__) #if defined(_WIN32) && !defined(__MINGW32__)
#define PATH_MAX MAX_PATH #define PATH_MAX MAX_PATH
@ -81,7 +82,7 @@
#define MOD_MOVE(c) (toupper(c) ) #define MOD_MOVE(c) (toupper(c) )
void void
md_init() md_init(void)
{ {
#ifdef __INTERIX #ifdef __INTERIX
char *term; char *term;
@ -132,7 +133,7 @@ md_putchar(int c)
static int md_standout_mode = 0; static int md_standout_mode = 0;
int int
md_raw_standout() md_raw_standout(void)
{ {
#ifdef _WIN32 #ifdef _WIN32
CONSOLE_SCREEN_BUFFER_INFO csbiInfo; CONSOLE_SCREEN_BUFFER_INFO csbiInfo;
@ -155,7 +156,7 @@ md_raw_standout()
} }
int int
md_raw_standend() md_raw_standend(void)
{ {
#ifdef _WIN32 #ifdef _WIN32
CONSOLE_SCREEN_BUFFER_INFO csbiInfo; CONSOLE_SCREEN_BUFFER_INFO csbiInfo;
@ -223,7 +224,7 @@ md_fdopen(int fd, char *mode)
} }
int int
md_normaluser() md_normaluser(void)
{ {
#ifndef _WIN32 #ifndef _WIN32
setuid(getuid()); setuid(getuid());
@ -232,7 +233,7 @@ md_normaluser()
} }
int int
md_getuid() md_getuid(void)
{ {
#ifndef _WIN32 #ifndef _WIN32
return( getuid() ); return( getuid() );
@ -242,7 +243,7 @@ md_getuid()
} }
char * char *
md_getusername() md_getusername(void)
{ {
static char login[80]; static char login[80];
char *l = NULL; char *l = NULL;
@ -279,7 +280,7 @@ md_getusername()
} }
char * char *
md_gethomedir() md_gethomedir(void)
{ {
static char homedir[PATH_MAX]; static char homedir[PATH_MAX];
char *h = NULL; char *h = NULL;
@ -335,7 +336,7 @@ md_gethomedir()
} }
char * char *
md_getshell() md_getshell(void)
{ {
static char shell[PATH_MAX]; static char shell[PATH_MAX];
char *s = NULL; char *s = NULL;
@ -365,7 +366,7 @@ md_getshell()
} }
int int
md_shellescape() md_shellescape(void)
{ {
#if (!defined(_WIN32) && !defined(__DJGPP__)) #if (!defined(_WIN32) && !defined(__DJGPP__))
int ret_status; int ret_status;
@ -427,7 +428,7 @@ directory_exists(char *dirname)
} }
char * char *
md_getroguedir() md_getroguedir(void)
{ {
static char path[1024]; static char path[1024];
char *end,*home; char *end,*home;
@ -491,8 +492,7 @@ md_crypt(char *key, char *salt)
} }
char * char *
md_getpass(prompt) md_getpass(char *prompt)
char *prompt;
{ {
#ifdef _WIN32 #ifdef _WIN32
static char password_buffer[9]; static char password_buffer[9];
@ -587,7 +587,7 @@ md_htonl(unsigned long int x)
} }
int int
md_rand() md_rand(void)
{ {
#ifdef _WIN32 #ifdef _WIN32
return(rand()); return(rand());
@ -597,8 +597,7 @@ md_rand()
} }
int int
md_srand(seed) md_srand(int seed)
register int seed;
{ {
#ifdef _WIN32 #ifdef _WIN32
srand(seed); srand(seed);
@ -608,7 +607,7 @@ register int seed;
} }
long long
md_memused() md_memused(void)
{ {
#ifdef _WIN32 #ifdef _WIN32
MEMORYSTATUS stat; MEMORYSTATUS stat;
@ -622,7 +621,7 @@ md_memused()
} }
char * char *
md_gethostname() md_gethostname(void)
{ {
static char nodename[80]; static char nodename[80];
char *n = NULL; char *n = NULL;
@ -644,7 +643,7 @@ md_gethostname()
} }
int int
md_erasechar() md_erasechar(void)
{ {
#ifdef BSD #ifdef BSD
return(_tty.sg_erase); /* process erase character */ return(_tty.sg_erase); /* process erase character */
@ -656,7 +655,7 @@ md_erasechar()
} }
int int
md_killchar() md_killchar(void)
{ {
#ifdef BSD #ifdef BSD
return(_tty.sg_kill); return(_tty.sg_kill);
@ -673,8 +672,7 @@ md_killchar()
*/ */
char * char *
md_unctrl(ch) md_unctrl(char ch)
char ch;
{ {
#if USG5_0 #if USG5_0
extern char *_unctrl[]; /* Defined in curses library */ extern char *_unctrl[]; /* Defined in curses library */
@ -686,7 +684,7 @@ char ch;
} }
void void
md_flushinp() md_flushinp(void)
{ {
#ifdef BSD #ifdef BSD
ioctl(0, TIOCFLUSH); ioctl(0, TIOCFLUSH);

View file

@ -18,9 +18,7 @@
* See if a monster has some magic it can use. Use it and return TRUE if so. * See if a monster has some magic it can use. Use it and return TRUE if so.
*/ */
bool bool
m_use_item(monster, monst_pos, defend_pos) m_use_item(struct thing *monster, coord *monst_pos, coord *defend_pos)
register struct thing *monster;
register coord *monst_pos, *defend_pos;
{ {
register struct linked_list *pitem; register struct linked_list *pitem;
register struct object *obj; register struct object *obj;
@ -95,10 +93,11 @@ register coord *monst_pos, *defend_pos;
/* /*
* add something to the contents of something else * add something to the contents of something else
* bag: the holder of the items
* item: the item to put inside
*/ */
put_contents(bag, item) void
register struct object *bag; /* the holder of the items */ put_contents(struct object *bag, struct linked_list *item)
register struct linked_list *item; /* the item to put inside */
{ {
register struct linked_list *titem; register struct linked_list *titem;
register struct object *tobj; register struct object *tobj;
@ -123,10 +122,10 @@ register struct linked_list *item; /* the item to put inside */
/* /*
* remove something from something else * remove something from something else
* bag: the holder of the items
*/ */
take_contents(bag, item) void
register struct object *bag; /* the holder of the items */ take_contents(struct object *bag, struct linked_list *item)
register struct linked_list *item;
{ {
if (bag->o_ac <= 0) { if (bag->o_ac <= 0) {
@ -140,8 +139,8 @@ register struct linked_list *item;
} }
do_bag(item) void
register struct linked_list *item; do_bag(struct linked_list *item)
{ {
register struct linked_list *titem = NULL; register struct linked_list *titem = NULL;
@ -233,7 +232,8 @@ register struct linked_list *item;
} }
} }
do_panic() void
do_panic(void)
{ {
register int x,y; register int x,y;
register struct linked_list *mon; register struct linked_list *mon;
@ -272,8 +272,7 @@ do_panic()
* print miscellaneous magic bonuses * print miscellaneous magic bonuses
*/ */
char * char *
misc_name(obj) misc_name(struct object *obj)
register struct object *obj;
{ {
static char buf[LINELEN]; static char buf[LINELEN];
char buf1[LINELEN]; char buf1[LINELEN];
@ -340,7 +339,8 @@ register struct object *obj;
return buf; return buf;
} }
use_emori() void
use_emori(void)
{ {
char selection; /* Cloak function */ char selection; /* Cloak function */
int state = 0; /* Menu state */ int state = 0; /* Menu state */
@ -442,8 +442,8 @@ use_emori()
} }
} }
use_mm(which) void
int which; use_mm(int which)
{ {
register struct object *obj = NULL; register struct object *obj = NULL;
register struct linked_list *item = NULL; register struct linked_list *item = NULL;
@ -496,7 +496,7 @@ int which;
msg("The jug is empty"); msg("The jug is empty");
break; break;
} }
quaff (obj->o_ac, NULL, FALSE); quaff (obj->o_ac, 0, FALSE);
obj->o_ac = JUG_EMPTY; obj->o_ac = JUG_EMPTY;
fuse (alchemy, obj, ALCHEMYTIME, AFTER); fuse (alchemy, obj, ALCHEMYTIME, AFTER);
if (!(obj->o_flags & ISKNOW)) if (!(obj->o_flags & ISKNOW))

View file

@ -14,6 +14,7 @@
#include "curses.h" #include "curses.h"
#include "rogue.h" #include "rogue.h"
#include <stdlib.h>
#include <ctype.h> #include <ctype.h>
#include <string.h> #include <string.h>
@ -21,8 +22,8 @@
/* /*
* Check_residue takes care of any effect of the monster * Check_residue takes care of any effect of the monster
*/ */
check_residue(tp) void
register struct thing *tp; check_residue(struct thing *tp)
{ {
/* /*
* Take care of special abilities * Take care of special abilities
@ -63,13 +64,11 @@ register struct thing *tp;
/* /*
* Creat_mons creates the specified monster -- any if 0 * Creat_mons creates the specified monster -- any if 0
* person: Where to create next to
*/ */
bool bool
creat_mons(person, monster, report) creat_mons(struct thing *person, short monster, bool report)
struct thing *person; /* Where to create next to */
short monster;
bool report;
{ {
struct linked_list *nitem; struct linked_list *nitem;
register struct thing *tp; register struct thing *tp;
@ -121,9 +120,7 @@ bool report;
*/ */
void void
genmonsters(least, treas) genmonsters(int least, bool treas)
register int least;
bool treas;
{ {
reg int i; reg int i;
reg struct room *rp = &rooms[0]; reg struct room *rp = &rooms[0];
@ -166,8 +163,7 @@ bool treas;
*/ */
short short
id_monst(monster) id_monst(char monster)
register char monster;
{ {
register short result; register short result;
@ -187,11 +183,8 @@ register char monster;
* Pick a new monster and add it to the list * Pick a new monster and add it to the list
*/ */
new_monster(item, type, cp, max_monster) void
struct linked_list *item; new_monster(struct linked_list *item, short type, coord *cp, bool max_monster)
short type;
register coord *cp;
bool max_monster;
{ {
register struct thing *tp; register struct thing *tp;
register struct monster *mp; register struct monster *mp;
@ -379,8 +372,7 @@ bool max_monster;
*/ */
short short
randmonster(wander, no_unique) randmonster(bool wander, bool no_unique)
register bool wander, no_unique;
{ {
register int d, cur_level, range, i; register int d, cur_level, range, i;
@ -418,8 +410,8 @@ register bool wander, no_unique;
* to purchase something. * to purchase something.
*/ */
sell(tp) void
register struct thing *tp; sell(struct thing *tp)
{ {
register struct linked_list *item; register struct linked_list *item;
register struct object *obj; register struct object *obj;
@ -731,8 +723,7 @@ register struct thing *tp;
* what to do when the hero steps next to a monster * what to do when the hero steps next to a monster
*/ */
struct linked_list * struct linked_list *
wake_monster(y, x) wake_monster(int y, int x)
int y, x;
{ {
register struct thing *tp; register struct thing *tp;
register struct linked_list *it; register struct linked_list *it;
@ -957,7 +948,8 @@ int y, x;
* A wandering monster has awakened and is headed for the player * A wandering monster has awakened and is headed for the player
*/ */
wanderer() void
wanderer(void)
{ {
register int i; register int i;
register struct room *hr = roomin(&hero); register struct room *hr = roomin(&hero);

View file

@ -37,9 +37,8 @@ static const char Moves[3][3] = {
* The guy stepped on a trap.... Make him pay. * The guy stepped on a trap.... Make him pay.
*/ */
be_trapped(th, tc) char
register struct thing *th; be_trapped(struct thing *th, coord *tc)
register coord *tc;
{ {
register struct trap *tp; register struct trap *tp;
register char ch; register char ch;
@ -353,8 +352,7 @@ register coord *tc;
*/ */
bool bool
blue_light(blessed, cursed) blue_light(bool blessed, bool cursed)
bool blessed, cursed;
{ {
register struct room *rp; register struct room *rp;
bool ret_val=FALSE; /* Whether or not affect is known */ bool ret_val=FALSE; /* Whether or not affect is known */
@ -413,8 +411,8 @@ bool blessed, cursed;
* If not, if player came from a legal place, then try to turn him. * If not, if player came from a legal place, then try to turn him.
*/ */
corr_move(dy, dx) void
int dy, dx; corr_move(int dy, int dx)
{ {
int legal=0; /* Number of legal alternatives */ int legal=0; /* Number of legal alternatives */
register int y, x, /* Indexes though possible positions */ register int y, x, /* Indexes though possible positions */
@ -491,7 +489,8 @@ int dy, dx;
* dip_it: * dip_it:
* Dip an object into a magic pool * Dip an object into a magic pool
*/ */
dip_it() void
dip_it(void)
{ {
reg struct linked_list *what; reg struct linked_list *what;
reg struct object *ob; reg struct object *ob;
@ -667,8 +666,8 @@ dip_it()
* consequences (fighting, picking up, etc.) * consequences (fighting, picking up, etc.)
*/ */
do_move(dy, dx) void
int dy, dx; do_move(int dy, int dx)
{ {
register struct room *rp, *orp; register struct room *rp, *orp;
register char ch; register char ch;
@ -878,8 +877,8 @@ int dy, dx;
* Start the hero running * Start the hero running
*/ */
do_run(ch) void
char ch; do_run(char ch)
{ {
firstmove = TRUE; firstmove = TRUE;
running = TRUE; running = TRUE;
@ -894,11 +893,9 @@ char ch;
* Returns TRUE if it could find it, FALSE otherwise. * Returns TRUE if it could find it, FALSE otherwise.
*/ */
bool bool
getdelta(match, dy, dx) getdelta(char match, int *dy, int *dx)
char match;
int *dy, *dx;
{ {
register y, x; int y, x;
for (y = 0; y < 3; y++) for (y = 0; y < 3; y++)
for (x = 0; x < 3; x++) for (x = 0; x < 3; x++)
@ -915,8 +912,8 @@ int *dy, *dx;
* isatrap: * isatrap:
* Returns TRUE if this character is some kind of trap * Returns TRUE if this character is some kind of trap
*/ */
isatrap(ch) bool
reg char ch; isatrap(char ch)
{ {
switch(ch) { switch(ch) {
case DARTTRAP: case DARTTRAP:
@ -936,8 +933,8 @@ reg char ch;
* If it is dark, remove anything that might move. * If it is dark, remove anything that might move.
*/ */
light(cp) void
coord *cp; light(coord *cp)
{ {
register struct room *rp; register struct room *rp;
register int j, k, x, y; register int j, k, x, y;
@ -1113,8 +1110,7 @@ coord *cp;
*/ */
bool bool
lit_room(rp) lit_room(struct room *rp)
register struct room *rp;
{ {
register struct linked_list *fire_item; register struct linked_list *fire_item;
register struct thing *fire_creature; register struct thing *fire_creature;
@ -1150,8 +1146,7 @@ register struct room *rp;
*/ */
coord * coord *
rndmove(who) rndmove(struct thing *who)
struct thing *who;
{ {
register int x, y; register int x, y;
register int ex, ey, nopen = 0; register int ex, ey, nopen = 0;
@ -1192,9 +1187,8 @@ struct thing *who;
* set a trap at (y, x) on screen. * set a trap at (y, x) on screen.
*/ */
set_trap(tp, y, x) void
register struct thing *tp; set_trap(struct thing *tp, int y, int x)
register int y, x;
{ {
register bool is_player = (tp == &player); register bool is_player = (tp == &player);
register char selection = rnd(7) + '1'; register char selection = rnd(7) + '1';
@ -1330,8 +1324,8 @@ register int y, x;
* returns what a certain thing will display as to the un-initiated * returns what a certain thing will display as to the un-initiated
*/ */
show(y, x) char
register int y, x; show(int y, int x)
{ {
register char ch = CCHAR( winat(y, x) ); register char ch = CCHAR( winat(y, x) );
register struct linked_list *it; register struct linked_list *it;
@ -1371,8 +1365,7 @@ register int y, x;
*/ */
struct trap * struct trap *
trap_at(y, x) trap_at(int y, int x)
register int y, x;
{ {
register struct trap *tp, *ep; register struct trap *tp, *ep;

View file

@ -16,8 +16,11 @@
#include "rogue.h" #include "rogue.h"
#define TERRASAVE 3 #define TERRASAVE 3
new_level(ltype) void put_things(LEVTYPE ltype);
LEVTYPE ltype; /* designates type of level to create */
/* ltype designates type of level to create */
void
new_level(LEVTYPE ltype)
{ {
register int rm = 0, i, cnt; register int rm = 0, i, cnt;
register char ch; register char ch;
@ -409,7 +412,8 @@ LEVTYPE ltype; /* designates type of level to create */
* Pick a room that is really there * Pick a room that is really there
*/ */
rnd_room() int
rnd_room(void)
{ {
register int rm; register int rm;
@ -425,10 +429,11 @@ rnd_room()
/* /*
* put_things: * put_things:
* put potions and scrolls on this level * put potions and scrolls on this level
* ltype: designates type of level to create
*/ */
put_things(ltype) void
LEVTYPE ltype; /* designates type of level to create */ put_things(LEVTYPE ltype)
{ {
register int i, rm, cnt; register int i, rm, cnt;
register struct object *cur; register struct object *cur;
@ -448,7 +453,7 @@ LEVTYPE ltype; /* designates type of level to create */
* Increasing chance after level 9 * Increasing chance after level 9
*/ */
if (ltype != MAZELEV && rnd(HARDER) < level - 8) { if (ltype != MAZELEV && rnd(HARDER) < level - 8) {
register j; register int j;
register struct room *rp; register struct room *rp;
/* Count the number of free spaces */ /* Count the number of free spaces */

View file

@ -35,16 +35,16 @@ struct optstruct {
typedef struct optstruct OPTION; typedef struct optstruct OPTION;
int put_bool(), int get_ro(WINDOW *win, int oy, int ox);
get_bool(), int get_restr(char *optstr, WINDOW *win);
put_str(), int get_score(char *optstr, WINDOW *win);
get_str(), void put_abil(int *ability, WINDOW *win);
get_restr(), void get_abil(int *abil, WINDOW *win);
get_score(), void put_quest(int *quest, WINDOW *win);
put_abil(), void get_quest(int *quest, WINDOW *win);
get_abil(), void put_bool(bool *b, WINDOW *win);
get_quest(), int get_bool(bool *bp, WINDOW *win);
put_quest(); void put_str(char *str, WINDOW *win);
OPTION optlist[] = { OPTION optlist[] = {
{"terse", "Terse output: ", {"terse", "Terse output: ",
@ -111,9 +111,8 @@ int get_score(char *optstr, WINDOW *win)
/* /*
* The ability field is read-only * The ability field is read-only
*/ */
get_abil(abil, win) void
int *abil; get_abil(int *abil, WINDOW *win)
WINDOW *win;
{ {
register int oy, ox; register int oy, ox;
@ -125,9 +124,8 @@ WINDOW *win;
/* /*
* The quest field is read-only * The quest field is read-only
*/ */
get_quest(quest, win) void
int *quest; get_quest(int *quest, WINDOW *win)
WINDOW *win;
{ {
register int oy, ox; register int oy, ox;
@ -141,9 +139,8 @@ WINDOW *win;
* "Get" a read-only value. * "Get" a read-only value.
*/ */
get_ro(win, oy, ox) int
WINDOW *win; get_ro(WINDOW *win, int oy, int ox)
register int oy, ox;
{ {
register int ny, nx; register int ny, nx;
register bool op_bad; register bool op_bad;
@ -180,9 +177,8 @@ register int oy, ox;
* allow changing a boolean option and print it out * allow changing a boolean option and print it out
*/ */
get_bool(bp, win) int
bool *bp; get_bool(bool *bp, WINDOW *win)
WINDOW *win;
{ {
register int oy, ox; register int oy, ox;
register bool op_bad; register bool op_bad;
@ -230,9 +226,8 @@ WINDOW *win;
/* /*
* set a string option * set a string option
*/ */
get_str(opt, win) int
register char *opt; get_str(char *opt, WINDOW *win)
WINDOW *win;
{ {
register char *sp; register char *sp;
register int c, oy, ox; register int c, oy, ox;
@ -306,7 +301,8 @@ WINDOW *win;
/* /*
* print and then set options from the terminal * print and then set options from the terminal
*/ */
option() void
option(void)
{ {
register OPTION *op; register OPTION *op;
register int retval; register int retval;
@ -362,8 +358,8 @@ option()
* or the end of the entire option string. * or the end of the entire option string.
*/ */
parse_opts(str) void
register char *str; parse_opts(char *str)
{ {
register char *sp; register char *sp;
register OPTION *op; register OPTION *op;
@ -459,9 +455,8 @@ register char *str;
/* /*
* print the character type * print the character type
*/ */
put_abil(ability, win) void
int *ability; put_abil(int *ability, WINDOW *win)
WINDOW *win;
{ {
char *abil; char *abil;
@ -480,9 +475,8 @@ WINDOW *win;
* print out the quest * print out the quest
*/ */
put_quest(quest, win) void
int *quest; put_quest(int *quest, WINDOW *win)
WINDOW *win;
{ {
waddstr(win, rel_magic[*quest].mi_name); waddstr(win, rel_magic[*quest].mi_name);
} }
@ -491,9 +485,8 @@ WINDOW *win;
/* /*
* put out a boolean * put out a boolean
*/ */
put_bool(b, win) void
bool *b; put_bool(bool *b, WINDOW *win)
WINDOW *win;
{ {
waddstr(win, *b ? "True" : "False"); waddstr(win, *b ? "True" : "False");
} }
@ -504,9 +497,8 @@ WINDOW *win;
/* /*
* put out a string * put out a string
*/ */
put_str(str, win) void
char *str; put_str(char *str, WINDOW *win)
WINDOW *win;
{ {
waddstr(win, str); waddstr(win, str);
} }

View file

@ -11,7 +11,8 @@
#include "curses.h" #include "curses.h"
#include "rogue.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: * init_terrain:
@ -19,7 +20,7 @@ extern char rnd_terrain(), get_terrain();
*/ */
void void
init_terrain() init_terrain(void)
{ {
register struct room *rp; register struct room *rp;
@ -38,11 +39,9 @@ init_terrain()
void void
do_terrain(basey, basex, deltay, deltax, fresh) do_terrain(int basey, int basex, int deltay, int deltax, bool fresh)
int basey, basex, deltay, deltax;
bool fresh;
{ {
register cury, curx; /* Current y and x positions */ int cury, curx; /* Current y and x positions */
/* Lay out the boundary */ /* Lay out the boundary */
for (cury=1; cury<LINES-2; cury++) { /* Vertical "walls" */ for (cury=1; cury<LINES-2; cury++) { /* Vertical "walls" */
@ -125,7 +124,7 @@ bool fresh;
*/ */
char char
rnd_terrain() rnd_terrain(void)
{ {
int chance = rnd(100); int chance = rnd(100);
@ -149,8 +148,7 @@ rnd_terrain()
*/ */
char char
get_terrain(one, two, three, four) get_terrain(char one, char two, char three, char four)
char one, two, three, four;
{ {
register int i; register int i;
int forest = 0, mountain = 0, lake = 0, meadow = 0, total = 0; int forest = 0, mountain = 0, lake = 0, meadow = 0, total = 0;
@ -203,8 +201,7 @@ char one, two, three, four;
*/ */
void void
lake_check(place) lake_check(coord *place)
coord *place;
{ {
NOOP(place); NOOP(place);
} }

View file

@ -18,15 +18,15 @@
char outstring[512]; /* ridiculously long string for use with msg */ char outstring[512]; /* ridiculously long string for use with msg */
bool is_type (struct object *obj, int type);
/* /*
* add_pack: * add_pack:
* Pick up an object and add it to the pack. If the argument is non-null * Pick up an object and add it to the pack. If the argument is non-null
* use it as the linked_list pointer instead of gettting it off the ground. * use it as the linked_list pointer instead of gettting it off the ground.
*/ */
bool bool
add_pack(item, silent, packret) add_pack(struct linked_list *item, bool silent, struct linked_list **packret)
register struct linked_list *item, **packret;
bool silent;
{ {
register struct linked_list *ip, *lp = NULL, *ap; register struct linked_list *ip, *lp = NULL, *ap;
register struct object *obj, *op = NULL; register struct object *obj, *op = NULL;
@ -305,9 +305,8 @@ picked_up:
* inventory: * inventory:
* list what is in the pack * list what is in the pack
*/ */
inventory(list, type) bool
register struct linked_list *list; inventory(struct linked_list *list, int type)
register int type;
{ {
register struct object *obj; register struct object *obj;
register char ch; register char ch;
@ -390,8 +389,8 @@ register int type;
* pick_up: * pick_up:
* Add something to characters pack. * Add something to characters pack.
*/ */
pick_up(ch) void
char ch; pick_up(char ch)
{ {
switch (ch) { switch (ch) {
default: default:
@ -416,7 +415,7 @@ char ch;
* Allow player to inventory a single item * Allow player to inventory a single item
*/ */
void void
picky_inven() picky_inven(void)
{ {
register struct linked_list *item; register struct linked_list *item;
register char ch, mch; register char ch, mch;
@ -471,12 +470,10 @@ picky_inven()
/* /*
* get_item: * get_item:
* pick something out of a pack for a purpose * pick something out of a pack for a purpose
* purpose: NULL if we should be silent (no prompts) *
*/ */
struct linked_list * struct linked_list *
get_item(list, purpose, type) get_item(struct linked_list *list, char *purpose, int type)
reg struct linked_list *list;
char *purpose; /* NULL if we should be silent (no prompts) */
int type;
{ {
reg struct linked_list *item; reg struct linked_list *item;
reg struct object *obj; reg struct object *obj;
@ -610,9 +607,8 @@ int type;
} }
} }
pack_char(list, obj) char
register struct object *obj; pack_char(struct linked_list *list, struct object *obj)
struct linked_list *list;
{ {
register struct linked_list *item; register struct linked_list *item;
register char c; register char c;
@ -634,8 +630,8 @@ struct linked_list *list;
* cur_null: * cur_null:
* This updates cur_weapon etc for dropping things * This updates cur_weapon etc for dropping things
*/ */
cur_null(op) void
reg struct object *op; cur_null(struct object *op)
{ {
if (op == cur_weapon) cur_weapon = NULL; if (op == cur_weapon) cur_weapon = NULL;
else if (op == cur_armor) cur_armor = NULL; else if (op == cur_armor) cur_armor = NULL;
@ -659,7 +655,8 @@ reg struct object *op;
* idenpack: * idenpack:
* Identify all the items in the pack * Identify all the items in the pack
*/ */
idenpack() void
idenpack(void)
{ {
reg struct linked_list *pc; reg struct linked_list *pc;
@ -667,9 +664,8 @@ idenpack()
whatis(pc); whatis(pc);
} }
is_type (obj, type) bool
register struct object *obj; is_type (struct object *obj, int type)
register int type;
{ {
register bool current; register bool current;
@ -804,8 +800,8 @@ register int type;
return(FALSE); return(FALSE);
} }
del_pack(item) void
register struct linked_list *item; del_pack(struct linked_list *item)
{ {
register struct object *obj; register struct object *obj;
@ -827,9 +823,8 @@ register struct linked_list *item;
* it to him. * it to him.
*/ */
carry_obj(mp, chance) void
register struct thing *mp; carry_obj(struct thing *mp, int chance)
int chance;
{ {
reg struct linked_list *item; reg struct linked_list *item;
reg struct object *obj; reg struct object *obj;
@ -851,74 +846,74 @@ int chance;
* avoid it * avoid it
*/ */
if (on(*mp, CARRYDAGGER)) { if (on(*mp, CARRYDAGGER)) {
item = spec_item(RELIC, MUSTY_DAGGER, NULL, NULL); item = spec_item(RELIC, MUSTY_DAGGER, 0, 0);
obj = OBJPTR(item); obj = OBJPTR(item);
obj->o_pos = mp->t_pos; obj->o_pos = mp->t_pos;
attach(mp->t_pack, item); attach(mp->t_pack, item);
} }
if (on(*mp, CARRYCLOAK)) { if (on(*mp, CARRYCLOAK)) {
item = spec_item(RELIC, EMORI_CLOAK, NULL, NULL); item = spec_item(RELIC, EMORI_CLOAK, 0, 0);
obj = OBJPTR(item); obj = OBJPTR(item);
obj->o_pos = mp->t_pos; obj->o_pos = mp->t_pos;
attach(mp->t_pack, item); attach(mp->t_pack, item);
} }
if (on(*mp, CARRYANKH)) { if (on(*mp, CARRYANKH)) {
item = spec_item(RELIC, HEIL_ANKH, NULL, NULL); item = spec_item(RELIC, HEIL_ANKH, 0, 0);
obj = OBJPTR(item); obj = OBJPTR(item);
obj->o_pos = mp->t_pos; obj->o_pos = mp->t_pos;
attach(mp->t_pack, item); attach(mp->t_pack, item);
} }
if (on(*mp, CARRYSTAFF)) { if (on(*mp, CARRYSTAFF)) {
item = spec_item(RELIC, MING_STAFF, NULL, NULL); item = spec_item(RELIC, MING_STAFF, 0, 0);
obj = OBJPTR(item); obj = OBJPTR(item);
obj->o_pos = mp->t_pos; obj->o_pos = mp->t_pos;
attach(mp->t_pack, item); attach(mp->t_pack, item);
} }
if (on(*mp, CARRYWAND)) { if (on(*mp, CARRYWAND)) {
item = spec_item(RELIC, ORCUS_WAND, NULL, NULL); item = spec_item(RELIC, ORCUS_WAND, 0, 0);
obj = OBJPTR(item); obj = OBJPTR(item);
obj->o_pos = mp->t_pos; obj->o_pos = mp->t_pos;
attach(mp->t_pack, item); attach(mp->t_pack, item);
} }
if (on(*mp, CARRYROD)) { if (on(*mp, CARRYROD)) {
item = spec_item(RELIC, ASMO_ROD, NULL, NULL); item = spec_item(RELIC, ASMO_ROD, 0, 0);
obj = OBJPTR(item); obj = OBJPTR(item);
obj->o_pos = mp->t_pos; obj->o_pos = mp->t_pos;
attach(mp->t_pack, item); attach(mp->t_pack, item);
} }
if (on(*mp, CARRYAMULET)) { if (on(*mp, CARRYAMULET)) {
item = spec_item(RELIC, YENDOR_AMULET, NULL, NULL); item = spec_item(RELIC, YENDOR_AMULET, 0, 0);
obj = OBJPTR(item); obj = OBJPTR(item);
obj->o_pos = mp->t_pos; obj->o_pos = mp->t_pos;
attach(mp->t_pack, item); attach(mp->t_pack, item);
} }
if (on(*mp, CARRYMANDOLIN)) { if (on(*mp, CARRYMANDOLIN)) {
item = spec_item(RELIC, BRIAN_MANDOLIN, NULL, NULL); item = spec_item(RELIC, BRIAN_MANDOLIN, 0, 0);
obj = OBJPTR(item); obj = OBJPTR(item);
obj->o_pos = mp->t_pos; obj->o_pos = mp->t_pos;
attach(mp->t_pack, item); attach(mp->t_pack, item);
} }
if (on(*mp, CARRYMSTAR)) { if (on(*mp, CARRYMSTAR)) {
item = spec_item(RELIC, HRUGGEK_MSTAR, NULL, NULL); item = spec_item(RELIC, HRUGGEK_MSTAR, 0, 0);
obj = OBJPTR(item); obj = OBJPTR(item);
obj->o_pos = mp->t_pos; obj->o_pos = mp->t_pos;
attach(mp->t_pack, item); attach(mp->t_pack, item);
} }
if (on(*mp, CARRYFLAIL)) { if (on(*mp, CARRYFLAIL)) {
item = spec_item(RELIC, YEENOGHU_FLAIL, NULL, NULL); item = spec_item(RELIC, YEENOGHU_FLAIL, 0, 0);
obj = OBJPTR(item); obj = OBJPTR(item);
obj->o_pos = mp->t_pos; obj->o_pos = mp->t_pos;
attach(mp->t_pack, item); attach(mp->t_pack, item);
} }
if (on(*mp, CARRYHORN)) { if (on(*mp, CARRYHORN)) {
item = spec_item(RELIC, GERYON_HORN, NULL, NULL); item = spec_item(RELIC, GERYON_HORN, 0, 0);
obj = OBJPTR(item); obj = OBJPTR(item);
obj->o_pos = mp->t_pos; obj->o_pos = mp->t_pos;
attach(mp->t_pack, item); attach(mp->t_pack, item);
@ -927,7 +922,7 @@ int chance;
* If it carries gold, give it some * If it carries gold, give it some
*/ */
if (on(*mp, CARRYGOLD) && rnd(100) < chance) { 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 = OBJPTR(item);
obj->o_count = GOLDCALC + GOLDCALC; obj->o_count = GOLDCALC + GOLDCALC;
obj->o_pos = mp->t_pos; obj->o_pos = mp->t_pos;
@ -938,7 +933,7 @@ int chance;
* If it carries food, give it some * If it carries food, give it some
*/ */
if (on(*mp, CARRYFOOD) && rnd(100) < chance) { 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 = OBJPTR(item);
obj->o_weight = things[TYP_FOOD].mi_wght; obj->o_weight = things[TYP_FOOD].mi_wght;
obj->o_pos = mp->t_pos; obj->o_pos = mp->t_pos;
@ -1041,8 +1036,8 @@ int chance;
* he wants (* means everything). * he wants (* means everything).
*/ */
grab(y, x) int
register y, x; grab(int y, int x)
{ {
register struct linked_list *next_item, *item; register struct linked_list *next_item, *item;
register struct object *obj; register struct object *obj;

View file

@ -14,15 +14,20 @@
* See the file LICENSE.TXT for full copyright and licensing information. * See the file LICENSE.TXT for full copyright and licensing information.
*/ */
#include <stdlib.h>
#include "curses.h" #include "curses.h"
#include "rogue.h" #include "rogue.h"
void conn(int r1, int r2);
void door(struct room *rm, coord *cp);
/* /*
* do_passages: * do_passages:
* Draw all the passages on a level. * Draw all the passages on a level.
*/ */
do_passages() void
do_passages(void)
{ {
register struct rdes *r1, *r2 = NULL; register struct rdes *r1, *r2 = NULL;
register int i, j; register int i, j;
@ -130,8 +135,8 @@ do_passages()
* Draw a corridor from a room in a certain direction. * Draw a corridor from a room in a certain direction.
*/ */
conn(r1, r2) void
int r1, r2; conn(int r1, int r2)
{ {
register struct room *rpf, *rpt = NULL; register struct room *rpf, *rpt = NULL;
register char rmt; register char rmt;
@ -266,9 +271,8 @@ int r1, r2;
* also enters the door in the exits array of the room. * also enters the door in the exits array of the room.
*/ */
door(rm, cp) void
register struct room *rm; door(struct room *rm, coord *cp)
register coord *cp;
{ {
struct linked_list *newroom; struct linked_list *newroom;
coord *exit; coord *exit;

View file

@ -17,7 +17,8 @@
* cleric affecting undead * cleric affecting undead
*/ */
affect() void
affect(void)
{ {
register struct linked_list *item; register struct linked_list *item;
register struct thing *tp; register struct thing *tp;
@ -121,7 +122,8 @@ annoy:
/* /*
* the magic user is going to try and cast a spell * the magic user is going to try and cast a spell
*/ */
cast() void
cast(void)
{ {
register int i, num_spells, spell_ability; register int i, num_spells, spell_ability;
int which_spell; int which_spell;
@ -271,7 +273,8 @@ cast()
/* Constitution bonus */ /* Constitution bonus */
const_bonus() /* Hit point adjustment for changing levels */ int
const_bonus(void) /* Hit point adjustment for changing levels */
{ {
if (pstats.s_const > 6 && pstats.s_const <= 14) if (pstats.s_const > 6 && pstats.s_const <= 14)
return(0); return(0);
@ -290,7 +293,8 @@ const_bonus() /* Hit point adjustment for changing levels */
* Sense gold * Sense gold
*/ */
gsense() void
gsense(void)
{ {
/* Only thieves can do this */ /* Only thieves can do this */
if (player.t_ctype != C_THIEF) { if (player.t_ctype != C_THIEF) {
@ -324,7 +328,8 @@ gsense()
/* /*
* the cleric asks his deity for a spell * the cleric asks his deity for a spell
*/ */
pray() void
pray(void)
{ {
register int i, num_prayers, prayer_ability; register int i, num_prayers, prayer_ability;
int which_prayer; int which_prayer;
@ -488,7 +493,8 @@ pray()
* Steal in direction given in delta * Steal in direction given in delta
*/ */
steal() void
steal(void)
{ {
register struct linked_list *item; register struct linked_list *item;
register struct thing *tp; register struct thing *tp;

View file

@ -17,14 +17,16 @@
#include <stdlib.h> #include <stdlib.h>
#include <string.h> #include <string.h>
void res_intelligence(void);
void res_wisdom(void);
/* /*
* Increase player's constitution * Increase player's constitution
*/ */
add_const(cursed) void
bool cursed; add_const(bool cursed)
{ {
/* Do the potion */ /* Do the potion */
if (cursed) { if (cursed) {
@ -47,8 +49,8 @@ bool cursed;
* Increase player's dexterity * Increase player's dexterity
*/ */
add_dexterity(cursed) void
bool cursed; add_dexterity(bool cursed)
{ {
int ring_str; /* Value of ring strengths */ int ring_str; /* Value of ring strengths */
@ -80,8 +82,8 @@ bool cursed;
* add a haste to the player * add a haste to the player
*/ */
add_haste(blessed) void
bool blessed; add_haste(bool blessed)
{ {
int hasttime; int hasttime;
@ -110,8 +112,8 @@ bool blessed;
/* /*
* Increase player's intelligence * Increase player's intelligence
*/ */
add_intelligence(cursed) void
bool cursed; add_intelligence(bool cursed)
{ {
int ring_str; /* Value of ring strengths */ int ring_str; /* Value of ring strengths */
@ -141,7 +143,8 @@ bool cursed;
/* /*
* this routine makes the hero move slower * this routine makes the hero move slower
*/ */
add_slow() void
add_slow(void)
{ {
if (on(player, ISHASTE)) { /* Already sped up */ if (on(player, ISHASTE)) { /* Already sped up */
extinguish(nohaste); extinguish(nohaste);
@ -164,8 +167,8 @@ add_slow()
* Increase player's strength * Increase player's strength
*/ */
add_strength(cursed) void
bool cursed; add_strength(bool cursed)
{ {
if (cursed) { if (cursed) {
@ -182,8 +185,8 @@ bool cursed;
* Increase player's wisdom * Increase player's wisdom
*/ */
add_wisdom(cursed) void
bool cursed; add_wisdom(bool cursed)
{ {
int ring_str; /* Value of ring strengths */ int ring_str; /* Value of ring strengths */
@ -215,8 +218,8 @@ bool cursed;
* Lower a level of experience * Lower a level of experience
*/ */
lower_level(who) void
short who; lower_level(short who)
{ {
int fewer, nsides = 0; int fewer, nsides = 0;
@ -239,10 +242,8 @@ short who;
death(who); death(who);
} }
quaff(which, flag, is_potion) void
int which; quaff(int which, int flag, bool is_potion)
int flag;
bool is_potion;
{ {
register struct object *obj = NULL; register struct object *obj = NULL;
register struct linked_list *item, *titem; register struct linked_list *item, *titem;
@ -625,8 +626,8 @@ bool is_potion;
* if called with zero the restore fully * if called with zero the restore fully
*/ */
res_dexterity(howmuch) void
int howmuch; res_dexterity(int howmuch)
{ {
short save_max; short save_max;
int ring_str; int ring_str;
@ -656,7 +657,8 @@ int howmuch;
* Restore player's intelligence * Restore player's intelligence
*/ */
res_intelligence() void
res_intelligence(void)
{ {
short save_max; short save_max;
int ring_str; int ring_str;
@ -680,7 +682,8 @@ res_intelligence()
* Restore player's wisdom * Restore player's wisdom
*/ */
res_wisdom() void
res_wisdom(void)
{ {
short save_max; short save_max;
int ring_str; int ring_str;

View file

@ -20,8 +20,8 @@
/* /*
* how much food does this ring use up? * how much food does this ring use up?
*/ */
ring_eat(hand) int
register int hand; ring_eat(int hand)
{ {
if (cur_ring[hand] == NULL) if (cur_ring[hand] == NULL)
return 0; return 0;
@ -45,8 +45,8 @@ register int hand;
return 0; return 0;
} }
ring_on(obj) void
register struct object *obj; ring_on(struct object *obj)
{ {
register int save_max; register int save_max;
char buf[LINELEN]; char buf[LINELEN];
@ -112,8 +112,7 @@ register struct object *obj;
* print ring bonuses * print ring bonuses
*/ */
char * char *
ring_num(obj) ring_num(struct object *obj)
register struct object *obj;
{ {
static char buf[5]; static char buf[5];
@ -147,7 +146,8 @@ register struct object *obj;
/* /*
* Return the effect of the specified ring * Return the effect of the specified ring
*/ */
ring_value(type) int
ring_value(int type)
{ {
int result = 0; int result = 0;

View file

@ -71,15 +71,17 @@ static char *rip[] = {
0 0
}; };
char *killname(); char *killname(short monst);
void scorein(struct sc_ent scores[], int fd);
void scoreout(struct sc_ent scores[], FILE *outf);
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 void
byebye(sig) byebye(int sig)
int sig;
{ {
NOOP(sig); NOOP(sig);
if (!isendwin()) { if (!isendwin()) {
@ -96,8 +98,8 @@ int sig;
* Do something really fun when he dies * Do something really fun when he dies
*/ */
death(monst) void
register short monst; death(short monst)
{ {
register char **dp = rip, *killer; register char **dp = rip, *killer;
register struct tm *lt; register struct tm *lt;
@ -125,8 +127,7 @@ register short monst;
} }
char * char *
killname(monst) killname(short monst)
register short monst;
{ {
static char mons_name[LINELEN]; static char mons_name[LINELEN];
int i; int i;
@ -162,9 +163,8 @@ register short monst;
*/ */
/* VARARGS2 */ /* VARARGS2 */
score(amount, flags, monst) void
unsigned long amount; score(unsigned long amount, int flags, short monst)
short monst;
{ {
static struct sc_ent top_ten[NUMSCORE]; static struct sc_ent top_ten[NUMSCORE];
register struct sc_ent *scp; register struct sc_ent *scp;
@ -626,9 +626,8 @@ void writelog(unsigned long amount, int flags, short monst) {
* Convert a character string that has been translated from a * Convert a character string that has been translated from a
* score file by scoreout() back to a score file structure. * score file by scoreout() back to a score file structure.
*/ */
scorein(scores, fd) void
struct sc_ent scores[]; scorein(struct sc_ent scores[], int fd)
int fd;
{ {
int i; int i;
char scoreline[100]; char scoreline[100];
@ -652,9 +651,8 @@ int fd;
* this for compatibility sake since some machines write out fields in * this for compatibility sake since some machines write out fields in
* different orders. * different orders.
*/ */
scoreout(scores, outf) void
struct sc_ent scores[]; scoreout(struct sc_ent scores[], FILE *outf)
FILE *outf;
{ {
int i; int i;
char scoreline[100]; char scoreline[100];
@ -676,8 +674,8 @@ FILE *outf;
* showpack: * showpack:
* Display the contents of the hero's pack * Display the contents of the hero's pack
*/ */
showpack(howso) void
char *howso; showpack(char *howso)
{ {
reg char *iname; reg char *iname;
reg int cnt, packnum; reg int cnt, packnum;
@ -706,7 +704,8 @@ char *howso;
refresh(); refresh();
} }
total_winner() void
total_winner(void)
{ {
register struct linked_list *item; register struct linked_list *item;
register struct object *obj; register struct object *obj;
@ -760,11 +759,10 @@ total_winner()
exit(0); exit(0);
} }
update(top_ten, amount, quest, whoami, flags, level, monst, ctype, system, login) int
struct sc_ent top_ten[]; update(struct sc_ent top_ten[], unsigned long amount, short quest,
unsigned long amount; char *whoami, short flags, short level, short monst, short ctype,
short quest, flags, level, monst, ctype; char *system, char *login)
char *whoami, *system, *login;
{ {
register struct sc_ent *scp, *sc2; register struct sc_ent *scp, *sc2;
int retval=0; /* 1 if a change, 0 otherwise */ int retval=0; /* 1 if a change, 0 otherwise */

View file

@ -943,48 +943,260 @@ struct spells {
int s_flag; /* is the spell blessed/cursed? */ int s_flag; /* is the spell blessed/cursed? */
}; };
struct linked_list *find_mons(), *find_obj(), *get_item(), *new_item(), void _attach(struct linked_list **list, struct linked_list *item);
*new_thing(), *wake_monster(), *get_hurl(), void _detach(struct linked_list **list, struct linked_list *item);
*spec_item(), *creat_item(); void _o_free_list(struct linked_list **ptr);
struct object *wield_weap(); void _t_free_list(struct linked_list **ptr);
struct room *roomin(); int ac_compute(void);
struct trap *trap_at(); void activity(void);
void add_dexterity(bool cursed);
char *tr_name(), *new(), void add_intelligence(bool cursed);
*vowelstr(), *inv_name(), bool add_pack(struct linked_list *item, bool silent,
*ctime(), *num(), *ring_num(), *misc_num(), *blesscurse(), *typ_name(), struct linked_list **packret);
*weap_name(), *misc_name(); void add_slow(void);
coord *rndmove(), *can_shoot(), *fallpos(); void add_wisdom(bool cursed);
short randmonster(), id_monst(); void addmsg(char *fmt, ...);
void quit(int sig), tstp(int sig), auto_save(int sig), bugkill(int sig), endit(int sig); void affect(void);
int rnd(), wghtchk(), nohaste(), res_strength(), void aggravate(void);
doctor(), runners(), swander(), unconfuse(), unsee(), fumble(), void alchemy(struct object *obj);
unclrhead(), unphase(), noslow(), rollwand(), stomach(), sight(), void appear(void);
unstink(), suffocate(), cure_disease(), un_itch(), shoot_bolt(), bool attack(struct thing *mp, struct object *weapon, bool thrown);
appear(), dust_appear(), unchoke(), alchemy(), trap_look(), strangle(), void auto_save(int sig);
ring_teleport(), ring_search(), grab(); char be_trapped(struct thing *th, coord *tc);
bool blue_light(), can_blink(), creat_mons(), add_pack(), char *blesscurse(int flags);
straight_shot(), maze_view(), lit_room(), getdelta(), save_file(), bool blue_light(bool blessed, bool cursed);
save_game(); void bugkill(int sig);
long check_level(); void buy_it(void);
void byebye(int sig), genmonsters(); void byebye(int sig);
int land(), undance(); void cast(void);
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);
long check_level(bool get_spells);
void check_residue(struct thing *tp);
void chg_str(int amt);
void command(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_prot(int dexterity);
bool diag_ok(coord *sp, coord *ep, struct thing *flgptr);
void dip_it(void);
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(void);
void do_rooms(void);
void do_run(char ch);
void do_terrain(int basey, int basex, int deltay, int deltax, bool fresh);
bool do_zap(bool gotdir, int which, int flag);
void doctor(struct thing *tp);
void draw_room(struct room *rp);
bool drop(struct linked_list *item);
bool dropcheck(struct object *op);
void dust_appear(void);
void eat(void);
int encread(char *start, unsigned int size, int inf);
int encwrite(char *start, unsigned int size, FILE *outf);
void endit(int sig);
void endmsg(void);
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)());
void fix_stick(struct object *cur);
void fumble(void);
void fuse(int (*func)(), void *arg, int time, int type);
void genmonsters(int least, bool treas);
bool get_dir(void);
struct linked_list *get_item(struct linked_list *list, char *purpose, int type);
int get_str(char *opt, WINDOW *win);
int get_worth(struct object *obj);
int getbless(void);
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_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);
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);
bool m_use_item(struct thing *monster, coord *monst_pos, coord *defend_pos);
short makemonster(bool create);
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);
void msg(char *fmt, ...);
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);
void nohaste(void);
void noslow(void);
char *num(int n1, int n2);
void o_discard(struct linked_list *item);
void option(void);
char pack_char(struct linked_list *list, struct object *obj);
void parse_opts(char *str);
bool passwd(void);
int pick_one(struct magic_item *magic, int nitems);
void pick_up(char ch);
void picky_inven(void);
void playit(void);
void pray(void);
bool price_it(void);
void quaff(int which, int flag, bool is_potion);
void quit(int sig);
void raise_level(bool get_spells);
short randmonster(bool wander, bool no_unique);
void read_scroll(int which, int flag, bool is_scroll);
int readchar(void);
void res_dexterity(int howmuch);
void res_strength(void);
bool restore(char *file, char **envp);
void restscr(WINDOW *scr);
int ring_eat(int hand);
char *ring_num(struct object *obj);
void ring_on(struct object *obj);
void ring_search(void);
void ring_teleport(void);
int ring_value(int type);
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);
void runners(void);
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);
bool 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);
struct linked_list *spec_item(int type, int which, int hit, int damage);
void start_daemon(int (*func)(), void *arg, int type);
void status(bool display);
void steal(void);
bool step_ok(int y, int x, int can_on_monst, struct thing *flgptr);
void stomach(void);
int str_compute(void);
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 t_discard(struct linked_list *item);
void take_off(void);
int teleport(void);
void total_winner(void);
int totalenc(void);
char *tr_name(char ch);
struct trap *trap_at(int y, int x);
void trap_look(void);
void un_itch(void);
void unchoke(void);
void unclrhead(void);
void unconfuse(void);
void undance(void);
void unphase(void);
void unsee(void);
void unstink(void);
void updpack(bool getmax);
void use_mm(int which);
char *vowelstr(char *str);
void wait_for(WINDOW *win, char ch);
struct linked_list *wake_monster(int y, int x);
void waste_time(void);
char *weap_name(struct object *obj);
void wear(void);
void wghtchk(void);
void whatis(struct linked_list *what);
void wield(void);
void writelog(unsigned long amount, int flags, short monst); void writelog(unsigned long amount, int flags, short monst);
#ifdef CHECKTIME #ifdef CHECKTIME
int checkout(); int checkout();
#endif #endif
extern char *md_getusername(); extern char *md_getusername(void);
extern char *md_gethomedir(); extern char *md_gethomedir(void);
extern void md_flushinp(); extern void md_flushinp(void);
extern char *md_getshell(); extern char *md_getshell(void);
extern char *md_gethostname(); extern char *md_gethostname(void);
extern void md_dobinaryio(); extern char *md_getpass(char *prompt);
extern char *md_getpass(); extern char *md_crypt(char *key, char *salt);
extern char *md_crypt(); extern char *md_getroguedir(void);
extern char *md_getroguedir(); extern void md_init(void);
extern void md_init();
extern FILE * md_fdopen(int fd, char *mode); extern FILE * md_fdopen(int fd, char *mode);
extern int md_unlink(char *file); extern int md_unlink(char *file);
extern int md_normaluser(void);
extern int md_getuid(void);
extern long md_memused(void);
extern void md_reopen_score(void);
extern int md_readchar(WINDOW *win);
extern int md_shellescape(void);
extern int md_srand(int seed);
extern int md_rand(void);
extern int md_erasechar(void);
extern int md_killchar(void);
/* /*
* Now all the global variables * Now all the global variables

View file

@ -16,7 +16,11 @@
#include "rogue.h" #include "rogue.h"
#include <stdlib.h> #include <stdlib.h>
do_rooms() void horiz(int cnt);
void vert(int cnt);
void
do_rooms(void)
{ {
register int i; register int i;
register struct room *rp; register struct room *rp;
@ -99,7 +103,7 @@ do_rooms()
has_gold = TRUE; /* This room has gold in it */ 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); cur = OBJPTR(item);
/* Put the gold into the level list of items */ /* Put the gold into the level list of items */
@ -153,8 +157,8 @@ do_rooms()
* Draw a box around a room * Draw a box around a room
*/ */
draw_room(rp) void
register struct room *rp; draw_room(struct room *rp)
{ {
register int j, k; register int j, k;
@ -181,8 +185,8 @@ register struct room *rp;
* draw a horizontal line * draw a horizontal line
*/ */
horiz(cnt) void
register int cnt; horiz(int cnt)
{ {
while (cnt--) while (cnt--)
addch('-'); addch('-');
@ -193,9 +197,8 @@ register int cnt;
* pick a random spot in a room * pick a random spot in a room
*/ */
rnd_pos(rp, cp) void
register struct room *rp; rnd_pos(struct room *rp, coord *cp)
register coord *cp;
{ {
cp->x = rp->r_pos.x + rnd(rp->r_max.x-2) + 1; 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; cp->y = rp->r_pos.y + rnd(rp->r_max.y-2) + 1;
@ -210,8 +213,7 @@ register coord *cp;
*/ */
struct room * struct room *
roomin(cp) roomin(coord *cp)
register coord *cp;
{ {
register struct room *rp; register struct room *rp;
@ -226,8 +228,8 @@ register coord *cp;
* draw a vertical line * draw a vertical line
*/ */
vert(cnt) void
register int cnt; vert(int cnt)
{ {
register int x, y; register int x, y;

View file

@ -23,6 +23,8 @@
#include <signal.h> #include <signal.h>
#include "rogue.h" #include "rogue.h"
bool save_file(FILE *savef);
typedef struct stat STAT; typedef struct stat STAT;
extern char version[], encstr[]; extern char version[], encstr[];
@ -31,7 +33,7 @@ extern char version[], encstr[];
STAT sbuf; STAT sbuf;
bool bool
save_game() save_game(void)
{ {
register FILE *savef; register FILE *savef;
register int c; register int c;
@ -122,8 +124,7 @@ auto_save(int sig)
* write the saved game on the file * write the saved game on the file
*/ */
bool bool
save_file(savef) save_file(FILE *savef)
register FILE *savef;
{ {
int ret; int ret;
int slines = LINES; int slines = LINES;
@ -147,9 +148,8 @@ register FILE *savef;
return(ret); return(ret);
} }
restore(file, envp) bool
register char *file; restore(char *file, char **envp)
char **envp;
{ {
register int inf; register int inf;
#ifndef _AIX #ifndef _AIX
@ -264,13 +264,11 @@ char **envp;
/* /*
* perform an encrypted write * perform an encrypted write
*/ */
encwrite(start, size, outf) int
register char *start; encwrite(char *start, unsigned int size, FILE *outf)
register unsigned size;
register FILE *outf;
{ {
register char *ep; register char *ep;
register num_written = 0; register int num_written = 0;
ep = encstr; ep = encstr;
@ -288,10 +286,8 @@ register FILE *outf;
/* /*
* perform an encrypted read * perform an encrypted read
*/ */
encread(start, size, inf) int
register char *start; encread(char *start, unsigned int size, int inf)
register unsigned size;
register int inf;
{ {
register char *ep; register char *ep;
register int read_size; register int read_size;

View file

@ -23,7 +23,8 @@
/* /*
* let the hero get rid of some type of monster (but not a UNIQUE!) * 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 linked_list *ip;
register struct thing *mp; register struct thing *mp;
@ -37,7 +38,7 @@ genocide()
/* Print out the monsters */ /* Print out the monsters */
while (num_monst > 0) { while (num_monst > 0) {
register left_limit; int left_limit;
if (num_monst < num_lines) left_limit = (num_monst+1)/2; if (num_monst < num_lines) left_limit = (num_monst+1)/2;
else left_limit = num_lines/2; else left_limit = num_lines/2;
@ -112,10 +113,8 @@ get_monst:
msg("You have wiped out the %s.", monsters[which_monst].m_name); msg("You have wiped out the %s.", monsters[which_monst].m_name);
} }
read_scroll(which, flag, is_scroll) void
register int which; read_scroll(int which, int flag, bool is_scroll)
int flag;
bool is_scroll;
{ {
register struct object *obj = NULL, *nobj; register struct object *obj = NULL, *nobj;
register struct linked_list *item, *nitem; register struct linked_list *item, *nitem;

View file

@ -64,6 +64,12 @@
#include <string.h> #include <string.h>
#include "rogue.h" #include "rogue.h"
int rs_read_int(int inf, int *i);
int rs_write_int(FILE *savef, int c);
int list_size(struct linked_list *l);
int rs_write_object_list(FILE *savef, struct linked_list *l);
int rs_read_object_list(int inf, struct linked_list **list);
#define READSTAT (format_error || read_error ) #define READSTAT (format_error || read_error )
#define WRITESTAT (write_error) #define WRITESTAT (write_error)
@ -1712,6 +1718,7 @@ rs_read_rooms(int inf, struct room *r, int count)
return(READSTAT); return(READSTAT);
} }
int
rs_write_room_reference(FILE *savef, struct room *rp) rs_write_room_reference(FILE *savef, struct room *rp)
{ {
int i, room = -1; int i, room = -1;
@ -2224,7 +2231,7 @@ rs_read_thing(int inf, struct thing *t)
return(READSTAT); return(READSTAT);
} }
int void
rs_fix_thing(struct thing *t) rs_fix_thing(struct thing *t)
{ {
struct thing *tp; struct thing *tp;
@ -2434,6 +2441,7 @@ rs_save_file(FILE *savef)
return(WRITESTAT); return(WRITESTAT);
} }
int
rs_restore_file(int inf) rs_restore_file(int inf)
{ {
int i; int i;

View file

@ -18,14 +18,13 @@
#include <string.h> #include <string.h>
#include "rogue.h" #include "rogue.h"
void drain(int ymin, int ymax, int xmin, int xmax);
/* /*
* zap a stick and see what happens * zap a stick and see what happens
*/ */
do_zap(gotdir, which, flag) bool
bool gotdir; do_zap(bool gotdir, int which, int flag)
int which;
int flag;
{ {
register struct linked_list *item; register struct linked_list *item;
register struct object *obj = NULL; register struct object *obj = NULL;
@ -683,8 +682,8 @@ int flag;
* Do drain hit points from player shtick * Do drain hit points from player shtick
*/ */
drain(ymin, ymax, xmin, xmax) void
int ymin, ymax, xmin, xmax; drain(int ymin, int ymax, int xmin, int xmax)
{ {
register int i, j, count; register int i, j, count;
register struct thing *ick; register struct thing *ick;
@ -745,8 +744,8 @@ int ymin, ymax, xmin, xmax;
/* /*
* initialize a stick * initialize a stick
*/ */
fix_stick(cur) void
register struct object *cur; fix_stick(struct object *cur)
{ {
if (EQUAL(ws_type[cur->o_which], "staff")) { if (EQUAL(ws_type[cur->o_which], "staff")) {
cur->o_weight = 100; cur->o_weight = 100;
@ -787,13 +786,9 @@ register struct object *cur;
* given direction * given direction
*/ */
shoot_bolt(shooter, start, dir, get_points, reason, name, damage) bool
struct thing *shooter; shoot_bolt(struct thing *shooter, coord start, coord dir, bool get_points,
coord start, dir; short reason, char *name, int damage)
bool get_points;
short reason;
char *name;
int damage;
{ {
register char dirch = 0, ch; register char dirch = 0, ch;
register bool used, change; register bool used, change;

View file

@ -18,12 +18,13 @@
#include <string.h> #include <string.h>
#include "rogue.h" #include "rogue.h"
int extras(void);
/* /*
* print out the number of charges on a stick * print out the number of charges on a stick
*/ */
char * char *
charge_str(obj) charge_str(struct object *obj)
register struct object *obj;
{ {
static char buf[20]; static char buf[20];
@ -41,9 +42,7 @@ register struct object *obj;
* inventory. * inventory.
*/ */
char * char *
inv_name(obj, drop) inv_name(struct object *obj, bool drop)
register struct object *obj;
bool drop;
{ {
register char *pb; register char *pb;
@ -296,8 +295,7 @@ bool drop;
* Return the name of a weapon. * Return the name of a weapon.
*/ */
char * char *
weap_name(obj) weap_name(struct object *obj)
register struct object *obj;
{ {
switch (obj->o_type) { switch (obj->o_type) {
case WEAPON: case WEAPON:
@ -325,8 +323,8 @@ register struct object *obj;
* drop: * drop:
* put something down * put something down
*/ */
drop(item) bool
struct linked_list *item; drop(struct linked_list *item)
{ {
register char ch = 0; register char ch = 0;
register struct linked_list *obj, *nobj; register struct linked_list *obj, *nobj;
@ -413,8 +411,8 @@ struct linked_list *item;
/* /*
* do special checks for dropping or unweilding|unwearing|unringing * do special checks for dropping or unweilding|unwearing|unringing
*/ */
dropcheck(op) bool
register struct object *op; dropcheck(struct object *op)
{ {
int save_max; int save_max;
@ -514,8 +512,7 @@ register struct object *op;
* return a new thing * return a new thing
*/ */
struct linked_list * struct linked_list *
new_thing(thing_type) new_thing(int thing_type)
int thing_type;
{ {
register struct linked_list *item; register struct linked_list *item;
register struct object *cur; register struct object *cur;
@ -710,8 +707,7 @@ int thing_type;
* provide a new item tailored to specification * provide a new item tailored to specification
*/ */
struct linked_list * struct linked_list *
spec_item(type, which, hit, damage) spec_item(int type, int which, int hit, int damage)
int type, which, hit, damage;
{ {
register struct linked_list *item; register struct linked_list *item;
register struct object *obj; register struct object *obj;
@ -787,9 +783,8 @@ int type, which, hit, damage;
/* /*
* pick an item out of a list of nitems possible magic items * pick an item out of a list of nitems possible magic items
*/ */
pick_one(magic, nitems) int
register struct magic_item *magic; pick_one(struct magic_item *magic, int nitems)
int nitems;
{ {
register struct magic_item *end; register struct magic_item *end;
register int i; register int i;
@ -821,8 +816,7 @@ int nitems;
*/ */
char * char *
blesscurse(flags) blesscurse(int flags)
int flags;
{ {
if (flags & ISKNOW) { if (flags & ISKNOW) {
if (flags & ISCURSED) return("cursed "); if (flags & ISCURSED) return("cursed ");
@ -836,7 +830,8 @@ int flags;
* extras: * extras:
* Return the number of extra items to be created * Return the number of extra items to be created
*/ */
extras() int
extras(void)
{ {
reg int i; reg int i;

View file

@ -14,17 +14,20 @@
#include "curses.h" #include "curses.h"
#include "rogue.h" #include "rogue.h"
#include <ctype.h>
#include <string.h> #include <string.h>
bool open_market(void);
void trans_line(void);
char *typ_name(struct object *obj);
/* /*
* buy_it: * buy_it:
* Buy the item on which the hero stands * Buy the item on which the hero stands
*/ */
buy_it() void
buy_it(void)
{ {
reg int wh; reg int wh;
struct linked_list *item; struct linked_list *item;
@ -77,7 +80,8 @@ buy_it()
* do_post: * do_post:
* Put a trading post room and stuff on the screen * Put a trading post room and stuff on the screen
*/ */
do_post() void
do_post(void)
{ {
coord tp; coord tp;
reg int i; reg int i;
@ -124,8 +128,8 @@ do_post()
* get_worth: * get_worth:
* Calculate an objects worth in gold * Calculate an objects worth in gold
*/ */
get_worth(obj) int
reg struct object *obj; get_worth(struct object *obj)
{ {
reg int worth, wh; reg int worth, wh;
@ -195,7 +199,8 @@ reg struct object *obj;
* open_market: * open_market:
* Retruns TRUE when ok do to transacting * Retruns TRUE when ok do to transacting
*/ */
open_market() bool
open_market(void)
{ {
if (trader >= MAXPURCH && !wizard) { if (trader >= MAXPURCH && !wizard) {
msg("The market is closed. The stairs are that-a-way."); msg("The market is closed. The stairs are that-a-way.");
@ -210,7 +215,8 @@ open_market()
* price_it: * price_it:
* Price the object that the hero stands on * Price the object that the hero stands on
*/ */
price_it() bool
price_it(void)
{ {
reg struct linked_list *item; reg struct linked_list *item;
reg struct object *obj; reg struct object *obj;
@ -244,7 +250,8 @@ price_it()
* sell_it: * sell_it:
* Sell an item to the trading post * Sell an item to the trading post
*/ */
sell_it() void
sell_it(void)
{ {
reg struct linked_list *item; reg struct linked_list *item;
reg struct object *obj; reg struct object *obj;
@ -291,7 +298,8 @@ sell_it()
* trans_line: * trans_line:
* Show how many transactions the hero has left * Show how many transactions the hero has left
*/ */
trans_line() void
trans_line(void)
{ {
if (!wizard) if (!wizard)
sprintf(prbuf,"You have %d transactions remaining.", sprintf(prbuf,"You have %d transactions remaining.",
@ -309,8 +317,7 @@ trans_line()
* Return the name for this type of object * Return the name for this type of object
*/ */
char * char *
typ_name(obj) typ_name(struct object *obj)
reg struct object *obj;
{ {
static char buff[20]; static char buff[20];
reg int wh; reg int wh;

View file

@ -22,7 +22,8 @@
* aggravate all the monsters on this level * aggravate all the monsters on this level
*/ */
aggravate() void
aggravate(void)
{ {
register struct linked_list *mi; register struct linked_list *mi;
@ -35,8 +36,8 @@ aggravate()
* returns true if the hero can see a certain coordinate. * returns true if the hero can see a certain coordinate.
*/ */
cansee(y, x) bool
register int y, x; cansee(int y, int x)
{ {
register struct room *rer; register struct room *rer;
register int radius; register int radius;
@ -93,8 +94,7 @@ static struct {
}; };
long long
check_level(get_spells) check_level(bool get_spells)
bool get_spells;
{ {
register int i, j, add = 0; register int i, j, add = 0;
register unsigned long exp; register unsigned long exp;
@ -148,8 +148,8 @@ bool get_spells;
* it keeps track of the highest it has been, just in case * it keeps track of the highest it has been, just in case
*/ */
chg_str(amt) void
register int amt; chg_str(int amt)
{ {
register int ring_str; /* ring strengths */ register int ring_str; /* ring strengths */
register struct stats *ptr; /* for speed */ register struct stats *ptr; /* for speed */
@ -172,7 +172,7 @@ register int amt;
* this routine computes the players current AC without dex bonus's * this routine computes the players current AC without dex bonus's
*/ */
int int
ac_compute() ac_compute(void)
{ {
register int ac; register int ac;
@ -194,7 +194,8 @@ ac_compute()
/* /*
* this routine computes the players current strength * this routine computes the players current strength
*/ */
str_compute() int
str_compute(void)
{ {
if (cur_misc[WEAR_GAUNTLET] != NULL && if (cur_misc[WEAR_GAUNTLET] != NULL &&
cur_misc[WEAR_GAUNTLET]->o_which == MM_G_OGRE) { cur_misc[WEAR_GAUNTLET]->o_which == MM_G_OGRE) {
@ -210,7 +211,8 @@ str_compute()
/* /*
* this routine computes the players current dexterity * this routine computes the players current dexterity
*/ */
dex_compute() int
dex_compute(void)
{ {
if (cur_misc[WEAR_GAUNTLET] != NULL && if (cur_misc[WEAR_GAUNTLET] != NULL &&
cur_misc[WEAR_GAUNTLET]->o_which == MM_G_DEXTERITY) { cur_misc[WEAR_GAUNTLET]->o_which == MM_G_DEXTERITY) {
@ -229,9 +231,8 @@ dex_compute()
* Check to see if the move is legal if it is diagonal * Check to see if the move is legal if it is diagonal
*/ */
diag_ok(sp, ep, flgptr) bool
register coord *sp, *ep; diag_ok(coord *sp, coord *ep, struct thing *flgptr)
struct thing *flgptr;
{ {
register int numpaths = 0; register int numpaths = 0;
@ -252,7 +253,8 @@ struct thing *flgptr;
* He wants to eat something, so let him try * He wants to eat something, so let him try
*/ */
eat() void
eat(void)
{ {
register struct linked_list *item; register struct linked_list *item;
@ -282,10 +284,7 @@ eat()
* pick a random position around the give (y, x) coordinates * pick a random position around the give (y, x) coordinates
*/ */
coord * coord *
fallpos(pos, be_clear, range) fallpos(coord *pos, bool be_clear, int range)
register coord *pos;
bool be_clear;
int range;
{ {
register int tried, i, j; register int tried, i, j;
register char ch; register char ch;
@ -364,9 +363,7 @@ int range;
*/ */
struct linked_list * struct linked_list *
find_mons(y, x) find_mons(int y, int x)
register int y;
register int x;
{ {
register struct linked_list *item; register struct linked_list *item;
register struct thing *th; register struct thing *th;
@ -386,9 +383,7 @@ register int x;
*/ */
struct linked_list * struct linked_list *
find_obj(y, x) find_obj(int y, int x)
register int y;
register int x;
{ {
register struct linked_list *obj; register struct linked_list *obj;
register struct object *op; register struct object *op;
@ -406,7 +401,8 @@ register int x;
/* /*
* set up the direction co_ordinate for use in varios "prefix" commands * set up the direction co_ordinate for use in varios "prefix" commands
*/ */
get_dir() bool
get_dir(void)
{ {
register char *prompt; register char *prompt;
register bool gotit; register bool gotit;
@ -446,8 +442,8 @@ get_dir()
/* /*
* see if the object is one of the currently used items * see if the object is one of the currently used items
*/ */
is_current(obj) bool
register struct object *obj; is_current(struct object *obj)
{ {
if (obj == NULL) if (obj == NULL)
return FALSE; return FALSE;
@ -483,11 +479,12 @@ register struct object *obj;
/* /*
* Look: * Look:
* A quick glance all around the player * A quick glance all around the player
* wakeup: Should we wake up monsters
* runend: At end of a run -- for mazes
*/ */
look(wakeup, runend) void
bool wakeup; /* Should we wake up monsters */ look(bool wakeup, bool runend)
bool runend; /* At end of a run -- for mazes */
{ {
register int x, y, radius; register int x, y, radius;
register char ch, och; register char ch, och;
@ -738,8 +735,8 @@ bool runend; /* At end of a run -- for mazes */
* The guy just magically went up a level. * The guy just magically went up a level.
*/ */
raise_level(get_spells) void
bool get_spells; raise_level(bool get_spells)
{ {
unsigned long test; /* Next level -- be sure it is not an overflow */ unsigned long test; /* Next level -- be sure it is not an overflow */
@ -766,11 +763,12 @@ static int st_matrix[5][5] = {
/* /*
* save: * save:
* See if a creature saves against something * See if a creature saves against something
* which: which type of save
* who: who is saving
* adj: saving throw adjustment
*/ */
save(which, who, adj) bool
int which; /* which type of save */ save(int which, struct thing *who, int adj)
struct thing *who; /* who is saving */
int adj; /* saving throw adjustment */
{ {
register int need, level; register int need, level;
@ -814,8 +812,8 @@ int adj; /* saving throw adjustment */
* Figure out what a secret door looks like. * Figure out what a secret door looks like.
*/ */
secretdoor(y, x) char
register int y, x; secretdoor(int y, int x)
{ {
register int i; register int i;
register struct room *rp; register struct room *rp;
@ -838,9 +836,8 @@ register int y, x;
/* /*
* copy string using unctrl for things * copy string using unctrl for things
*/ */
strucpy(s1, s2, len) void
register char *s1, *s2; strucpy(char *s1, char *s2, int len)
register int len;
{ {
register char *sp; register char *sp;
@ -859,8 +856,7 @@ register int len;
*/ */
char * char *
tr_name(ch) tr_name(char ch)
char ch;
{ {
register char *s = NULL; register char *s = NULL;
@ -890,8 +886,7 @@ char ch;
* for printfs: if string starts with a vowel, return "n" for an "an" * for printfs: if string starts with a vowel, return "n" for an "an"
*/ */
char * char *
vowelstr(str) vowelstr(char *str)
register char *str;
{ {
switch (*str) switch (*str)
{ {
@ -911,7 +906,8 @@ register char *str;
* Do nothing but let other things happen * Do nothing but let other things happen
*/ */
waste_time() void
waste_time(void)
{ {
if (inwhgt) /* if from wghtchk then done */ if (inwhgt) /* if from wghtchk then done */
return; return;

View file

@ -23,10 +23,8 @@
* do the actual motion on the screen done by an object traveling * do the actual motion on the screen done by an object traveling
* across the room * across the room
*/ */
do_motion(obj, ydelta, xdelta, tp) void
register struct object *obj; do_motion(struct object *obj, int ydelta, int xdelta, struct thing *tp)
register int ydelta, xdelta;
register struct thing *tp;
{ {
/* /*
@ -70,9 +68,8 @@ register struct thing *tp;
* Drop an item someplace around here. * Drop an item someplace around here.
*/ */
fall(item, pr) void
register struct linked_list *item; fall(struct linked_list *item, bool pr)
bool pr;
{ {
register struct object *obj; register struct object *obj;
register struct room *rp; register struct room *rp;
@ -116,10 +113,8 @@ bool pr;
* Does the missile hit the monster * Does the missile hit the monster
*/ */
hit_monster(y, x, obj, tp) bool
register int y, x; hit_monster(int y, int x, struct object *obj, struct thing *tp)
struct object *obj;
register struct thing *tp;
{ {
static coord mp; static coord mp;
@ -144,9 +139,8 @@ register struct thing *tp;
* Set up the initial goodies for a weapon * Set up the initial goodies for a weapon
*/ */
init_weapon(weap, type) void
register struct object *weap; init_weapon(struct object *weap, char type)
char type;
{ {
register struct init_weps *iwp; register struct init_weps *iwp;
@ -169,10 +163,8 @@ char type;
* Fire a missile in a given direction * Fire a missile in a given direction
*/ */
missile(ydelta, xdelta, item, tp) void
int ydelta, xdelta; missile(int ydelta, int xdelta, struct linked_list *item, struct thing *tp)
register struct linked_list *item;
register struct thing *tp;
{ {
register struct object *obj; register struct object *obj;
register struct linked_list *nitem; register struct linked_list *nitem;
@ -247,8 +239,7 @@ register struct thing *tp;
*/ */
char * char *
num(n1, n2) num(int n1, int n2)
register int n1, n2;
{ {
static char numbuf[LINELEN]; static char numbuf[LINELEN];
@ -268,7 +259,8 @@ register int n1, n2;
* Pull out a certain weapon * Pull out a certain weapon
*/ */
wield() void
wield(void)
{ {
register struct linked_list *item; register struct linked_list *item;
register struct object *obj, *oweapon; register struct object *obj, *oweapon;

View file

@ -23,7 +23,8 @@
* Get the armor off of the players back * Get the armor off of the players back
*/ */
take_off() void
take_off(void)
{ {
register struct object *obj; register struct object *obj;
register struct linked_list *item; register struct linked_list *item;
@ -52,7 +53,8 @@ take_off()
* The player wants to wear something, so let him/her put it on. * The player wants to wear something, so let him/her put it on.
*/ */
wear() void
wear(void)
{ {
register struct linked_list *item; register struct linked_list *item;
register struct object *obj; register struct object *obj;

View file

@ -15,6 +15,7 @@
#include "curses.h" #include "curses.h"
#include <ctype.h> #include <ctype.h>
#include <string.h>
#include <stdlib.h> #include <stdlib.h>
#include "rogue.h" #include "rogue.h"
@ -23,9 +24,8 @@
* create_obj: * create_obj:
* Create any object for wizard, scroll, magician, or cleric * Create any object for wizard, scroll, magician, or cleric
*/ */
create_obj(prompt, which_item, which_type) void
bool prompt; create_obj(bool prompt, int which_item, int which_type)
int which_item, which_type;
{ {
reg struct linked_list *item; reg struct linked_list *item;
reg struct object *obj; reg struct object *obj;
@ -311,7 +311,8 @@ int which_item, which_type;
* getbless: * getbless:
* Get a blessing for a wizards object * Get a blessing for a wizards object
*/ */
getbless() int
getbless(void)
{ {
reg char bless; reg char bless;
@ -328,7 +329,8 @@ getbless()
/* /*
* get a non-monster death type * get a non-monster death type
*/ */
getdeath() int
getdeath(void)
{ {
register int i; register int i;
int which_death; int which_death;
@ -358,8 +360,8 @@ getdeath()
/* /*
* make a monster for the wizard * make a monster for the wizard
*/ */
makemonster(create) short
bool create; makemonster(bool create)
{ {
register int i; register int i;
register short which_monst; register short which_monst;
@ -368,7 +370,7 @@ bool create;
/* Print out the monsters */ /* Print out the monsters */
while (num_monst > 0) { while (num_monst > 0) {
register left_limit; register int left_limit;
if (num_monst < num_lines) left_limit = (num_monst+1)/2; if (num_monst < num_lines) left_limit = (num_monst+1)/2;
else left_limit = num_lines/2; else left_limit = num_lines/2;
@ -430,7 +432,8 @@ get_monst:
* see if user knows password * see if user knows password
*/ */
passwd() bool
passwd(void)
{ {
register char *sp, c; register char *sp, c;
char buf[LINELEN]; char buf[LINELEN];
@ -457,7 +460,8 @@ passwd()
* Bamf the hero someplace else * Bamf the hero someplace else
*/ */
teleport() int
teleport(void)
{ {
register struct room *new_rp, *old_rp = roomin(&hero); register struct room *new_rp, *old_rp = roomin(&hero);
register int rm; register int rm;
@ -525,8 +529,8 @@ teleport()
* What a certin object is * What a certin object is
*/ */
whatis(what) void
struct linked_list *what; whatis(struct linked_list *what)
{ {
register struct object *obj; register struct object *obj;
register struct linked_list *item; register struct linked_list *item;

View file

@ -52,6 +52,9 @@
#include <sys/types.h> #include <sys/types.h>
#include <string.h> #include <string.h>
unsigned long int md_htonl(unsigned long int x);
unsigned long int md_ntohl(unsigned long int x);
#ifdef DEBUG #ifdef DEBUG
# include <stdio.h> # include <stdio.h>
#endif #endif