more overlay bits

Although the overlay stuff is destined to be
removed someday, this patch just makes the
use of STATIC_DCL, STATIC_OVL consistent
in the trunk.

[As a side pointless experiment, I was able
 to build a working  8086 port of 3.4.2 after
 this change that worked correctly in limited
 testing right up until it came time to enter
 Ft. Ludios., where it couldn't allocated the
required amount of memory.]
This commit is contained in:
nethack.allison
2003-09-05 14:59:53 +00:00
parent 1fed7915fb
commit 724ac2670c
13 changed files with 123 additions and 74 deletions

View File

@@ -21,15 +21,15 @@ static NEARDATA const char readable[] =
{ ALL_CLASSES, SCROLL_CLASS, SPBOOK_CLASS, 0 };
static const char all_count[] = { ALLOW_COUNT, ALL_CLASSES, 0 };
static void FDECL(wand_explode, (struct obj *));
static void NDECL(do_class_genocide);
static void FDECL(stripspe,(struct obj *));
static void FDECL(p_glow1,(struct obj *));
static void FDECL(p_glow2,(struct obj *,const char *));
static void FDECL(randomize,(int *, int));
static void FDECL(forget_single_object, (int));
static void FDECL(forget, (int));
static void FDECL(maybe_tame, (struct monst *,struct obj *));
STATIC_DCL void FDECL(wand_explode, (struct obj *));
STATIC_DCL void NDECL(do_class_genocide);
STATIC_DCL void FDECL(stripspe,(struct obj *));
STATIC_DCL void FDECL(p_glow1,(struct obj *));
STATIC_DCL void FDECL(p_glow2,(struct obj *,const char *));
STATIC_DCL void FDECL(randomize,(int *, int));
STATIC_DCL void FDECL(forget_single_object, (int));
STATIC_DCL void FDECL(forget, (int));
STATIC_DCL void FDECL(maybe_tame, (struct monst *,struct obj *));
STATIC_PTR void FDECL(set_lit, (int,int,genericptr_t));
@@ -149,8 +149,7 @@ doread()
}
return(1);
}
static void
STATIC_OVL void
stripspe(obj)
register struct obj *obj;
{
@@ -164,16 +163,14 @@ register struct obj *obj;
} else pline(nothing_happens);
}
}
static void
STATIC_OVL void
p_glow1(otmp)
register struct obj *otmp;
{
Your("%s %s briefly.", xname(otmp),
otense(otmp, Blind ? "vibrate" : "glow"));
}
static void
STATIC_OVL void
p_glow2(otmp,color)
register struct obj *otmp;
register const char *color;
@@ -426,7 +423,7 @@ int curse_bless;
/* Forget known information about this object class. */
static void
STATIC_OVL void
forget_single_object(obj_id)
int obj_id;
{
@@ -444,7 +441,7 @@ forget_single_object(obj_id)
#if 0 /* here if anyone wants it.... */
/* Forget everything known about a particular object class. */
static void
STATIC_OVL void
forget_objclass(oclass)
int oclass;
{
@@ -458,7 +455,7 @@ forget_objclass(oclass)
/* randomize the given list of numbers 0 <= i < count */
static void
STATIC_OVL void
randomize(indices, count)
int *indices;
int count;
@@ -595,7 +592,7 @@ forget_levels(percent)
* howmuch & ALL_MAP = forget whole map
* howmuch & ALL_SPELLS = forget all spells
*/
static void
STATIC_OVL void
forget(howmuch)
int howmuch;
{
@@ -626,7 +623,7 @@ int howmuch;
}
/* monster is hit by scroll of taming's effect */
static void
STATIC_OVL void
maybe_tame(mtmp, sobj)
struct monst *mtmp;
struct obj *sobj;
@@ -1309,7 +1306,7 @@ register struct obj *sobj;
return(0);
}
static void
STATIC_OVL void
wand_explode(obj)
register struct obj *obj;
{
@@ -1432,7 +1429,7 @@ do_it:
vision_full_recalc = 1; /* delayed vision recalculation */
}
static void
STATIC_OVL void
do_class_genocide()
{
int i, j, immunecnt, gonecnt, goodcnt, class, feel_dead = 0;