switch source tree from k&r to c99
This commit is contained in:
+18
-27
@@ -28,22 +28,21 @@
|
||||
|
||||
#include "hack.h"
|
||||
|
||||
static void FDECL(awaken_monsters, (int));
|
||||
static void FDECL(put_monsters_to_sleep, (int));
|
||||
static void FDECL(charm_snakes, (int));
|
||||
static void FDECL(calm_nymphs, (int));
|
||||
static void FDECL(charm_monsters, (int));
|
||||
static void FDECL(do_earthquake, (int));
|
||||
static const char *NDECL(generic_lvl_desc);
|
||||
static int FDECL(do_improvisation, (struct obj *));
|
||||
static void awaken_monsters(int);
|
||||
static void put_monsters_to_sleep(int);
|
||||
static void charm_snakes(int);
|
||||
static void calm_nymphs(int);
|
||||
static void charm_monsters(int);
|
||||
static void do_earthquake(int);
|
||||
static const char *generic_lvl_desc(void);
|
||||
static int do_improvisation(struct obj *);
|
||||
|
||||
/*
|
||||
* Wake every monster in range...
|
||||
*/
|
||||
|
||||
static void
|
||||
awaken_monsters(distance)
|
||||
int distance;
|
||||
awaken_monsters(int distance)
|
||||
{
|
||||
register struct monst *mtmp;
|
||||
register int distm;
|
||||
@@ -73,8 +72,7 @@ int distance;
|
||||
*/
|
||||
|
||||
static void
|
||||
put_monsters_to_sleep(distance)
|
||||
int distance;
|
||||
put_monsters_to_sleep(int distance)
|
||||
{
|
||||
register struct monst *mtmp;
|
||||
|
||||
@@ -94,8 +92,7 @@ int distance;
|
||||
*/
|
||||
|
||||
static void
|
||||
charm_snakes(distance)
|
||||
int distance;
|
||||
charm_snakes(int distance)
|
||||
{
|
||||
register struct monst *mtmp;
|
||||
int could_see_mon, was_peaceful;
|
||||
@@ -129,8 +126,7 @@ int distance;
|
||||
*/
|
||||
|
||||
static void
|
||||
calm_nymphs(distance)
|
||||
int distance;
|
||||
calm_nymphs(int distance)
|
||||
{
|
||||
register struct monst *mtmp;
|
||||
|
||||
@@ -153,8 +149,7 @@ int distance;
|
||||
|
||||
/* Awake soldiers anywhere the level (and any nearby monster). */
|
||||
void
|
||||
awaken_soldiers(bugler)
|
||||
struct monst *bugler; /* monster that played instrument */
|
||||
awaken_soldiers(struct monst* bugler /* monster that played instrument */)
|
||||
{
|
||||
register struct monst *mtmp;
|
||||
int distance, distm;
|
||||
@@ -196,8 +191,7 @@ struct monst *bugler; /* monster that played instrument */
|
||||
* If swallowed, range is reduced to 0.
|
||||
*/
|
||||
static void
|
||||
charm_monsters(distance)
|
||||
int distance;
|
||||
charm_monsters(int distance)
|
||||
{
|
||||
struct monst *mtmp, *mtmp2;
|
||||
|
||||
@@ -222,8 +216,7 @@ int distance;
|
||||
* That is: create random chasms (pits).
|
||||
*/
|
||||
static void
|
||||
do_earthquake(force)
|
||||
int force;
|
||||
do_earthquake(int force)
|
||||
{
|
||||
static const char into_a_chasm[] = " into a chasm";
|
||||
register int x, y;
|
||||
@@ -465,7 +458,7 @@ int force;
|
||||
}
|
||||
|
||||
static const char *
|
||||
generic_lvl_desc()
|
||||
generic_lvl_desc(void)
|
||||
{
|
||||
if (Is_astralevel(&u.uz))
|
||||
return "astral plane";
|
||||
@@ -490,8 +483,7 @@ const char *beats[] = {
|
||||
* The player is trying to extract something from his/her instrument.
|
||||
*/
|
||||
static int
|
||||
do_improvisation(instr)
|
||||
struct obj *instr;
|
||||
do_improvisation(struct obj* instr)
|
||||
{
|
||||
int damage, mode, do_spec = !(Stunned || Confusion);
|
||||
struct obj itmp;
|
||||
@@ -690,8 +682,7 @@ struct obj *instr;
|
||||
* So you want music...
|
||||
*/
|
||||
int
|
||||
do_play_instrument(instr)
|
||||
struct obj *instr;
|
||||
do_play_instrument(struct obj* instr)
|
||||
{
|
||||
char buf[BUFSZ] = DUMMY, c = 'y';
|
||||
char *s;
|
||||
|
||||
Reference in New Issue
Block a user