XRogue: convert to ANSI-style function declarations.
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41 changed files with 1281 additions and 908 deletions
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@ -20,6 +20,19 @@
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#include <curses.h>
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#include "rogue.h"
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int add_charisma(int change);
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int add_constitution(int change);
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int add_dexterity(int change);
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int add_intelligence(int change);
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int add_strength(int change);
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int add_wisdom(int change);
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int res_charisma(int howmuch);
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int res_constitution(int howmuch);
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int res_dexterity(int howmuch);
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int res_intelligence(int howmuch);
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int res_wisdom(int howmuch);
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/*
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* add_abil is an array of functions used to change attributes. It must be
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* ordered according to the attribute definitions in rogue.h.
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@ -45,8 +58,7 @@ int (*res_abil[NUMABILITIES])() = {
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*/
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int
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add_constitution(change)
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int change;
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add_constitution(int change)
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{
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/* Do the potion */
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if (change < 0) {
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@ -76,8 +88,7 @@ int change;
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*/
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int
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add_charisma(change)
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int change;
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add_charisma(int change)
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{
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/* Do the potion */
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if (change < 0) msg("You feel less attractive now.");
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@ -99,8 +110,7 @@ int change;
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*/
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int
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add_dexterity(change)
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int change;
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add_dexterity(int change)
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{
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int ring_str; /* Value of ring strengths */
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@ -132,8 +142,8 @@ int change;
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* add a haste to the player
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*/
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add_haste(blessed)
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bool blessed;
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void
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add_haste(bool blessed)
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{
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int hasttime;
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@ -171,8 +181,7 @@ bool blessed;
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*/
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int
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add_intelligence(change)
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int change;
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add_intelligence(int change)
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{
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int ring_str; /* Value of ring strengths */
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@ -203,7 +212,8 @@ int change;
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* this routine makes the hero move slower
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*/
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add_slow()
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void
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add_slow(void)
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{
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/* monks cannot be slowed or hasted */
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if (player.t_ctype == C_MONK || ISWEARING(R_FREEDOM)) {
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@ -232,8 +242,7 @@ add_slow()
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*/
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int
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add_strength(change)
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int change;
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add_strength(int change)
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{
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if (change < 0) {
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@ -252,8 +261,7 @@ int change;
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*/
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int
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add_wisdom(change)
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int change;
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add_wisdom(int change)
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{
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int ring_str; /* Value of ring strengths */
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@ -280,11 +288,8 @@ int change;
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return(0);
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}
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quaff(which, kind, flags, is_potion)
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int which;
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int kind;
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int flags;
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bool is_potion;
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void
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quaff(int which, int kind, int flags, bool is_potion)
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{
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register struct object *obj;
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register struct linked_list *item, *titem;
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@ -587,7 +592,7 @@ bool is_potion;
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blessed ? "much " : "");
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p_know[P_RAISE] = TRUE;
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raise_level();
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do_panic(NULL); /* this startles them */
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do_panic(0); /* this startles them */
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if (blessed) raise_level();
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}
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when P_HASTE:
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@ -941,8 +946,7 @@ bool is_potion;
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*/
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int
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res_dexterity(howmuch)
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int howmuch;
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res_dexterity(int howmuch)
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{
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short save_max;
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int ring_str;
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@ -975,8 +979,7 @@ int howmuch;
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*/
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int
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res_intelligence(howmuch)
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int howmuch;
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res_intelligence(int howmuch)
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{
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short save_max;
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int ring_str;
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@ -1004,8 +1007,7 @@ int howmuch;
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*/
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int
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res_wisdom(howmuch)
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int howmuch;
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res_wisdom(int howmuch)
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{
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short save_max;
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int ring_str;
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@ -1033,8 +1035,7 @@ int howmuch;
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*/
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int
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res_constitution(howmuch)
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int howmuch;
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res_constitution(int howmuch)
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{
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if (howmuch > 0)
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pstats.s_const = min(pstats.s_const + howmuch, max_stats.s_const);
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@ -1048,8 +1049,7 @@ int howmuch;
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*/
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int
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res_charisma(howmuch)
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int howmuch;
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res_charisma(int howmuch)
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{
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if (howmuch > 0)
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pstats.s_charisma =
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