diff rogue4/rogue.h @ 215:1b73a8641b37

rogue4: fix most GCC5 warnings. Converting all function definitions to ANSI style accounts for most of the change. This has exposed other problems, such as daemons not actually being their stated type, that will require more careful solutions.
author John "Elwin" Edwards
date Wed, 27 Jan 2016 19:41:05 -0500
parents ec9db3bb6b0b
children 696277507a2e
line wrap: on
line diff
--- a/rogue4/rogue.h	Sat Jan 23 09:35:14 2016 -0500
+++ b/rogue4/rogue.h	Wed Jan 27 19:41:05 2016 -0500
@@ -107,6 +107,7 @@
 #define STICK		'/'
 #define CALLABLE	-1
 
+int spread(int nm);
 /*
  * Various constants
  */
@@ -477,7 +478,157 @@
 THING	*find_mons(), *find_obj(), *get_item(), *new_item(),
 	*new_thing(), *wake_monster();
 
-struct room	*roomin();
+struct room	*roomin(coord *cp);
+
+void    _attach(THING **list, THING *item);
+void    _detach(THING **list, THING *item);
+void    _free_list(THING **ptr);
+bool    add_haste(bool potion);
+void    add_pack(THING *obj, bool silent);
+void    add_str(str_t *sp, int amt);
+void    addmsg(char *fmt, ...);
+void    aggravate(void);
+int     attack(THING *mp);
+void    auto_save(int sig);
+void    call_it(bool know, char **guess);
+bool    cansee(int y, int x);
+char   *charge_str(THING *obj);
+void    check_level(void);
+void    chg_str(int amt);
+void    command(void);
+void    death(char monst);
+bool    diag_ok(coord *sp, coord *ep);
+void    discard(THING *item);
+void    discovered(void);
+void    do_daemons(int flag);
+void    do_fuses(int flag);
+void    do_motion(THING *obj, int ydelta, int xdelta);
+void    do_move(int dy, int dx);
+void    do_passages(void);
+void    do_rooms(void);
+void    do_run(char ch);
+void    do_zap(void);
+void    doctor(void);
+void    door_open(struct room *rp);
+void    drop(void);
+bool    dropcheck(THING *op);
+void    eat(void);
+int     encread(void *starta, int size, int inf);
+void    encwrite(void *starta, int size, FILE *outf);
+void    endmsg(void);
+void    enter_room(coord *cp);
+void    extinguish(int (*func)());
+void    fall(THING *obj, bool pr);
+bool    fallpos(coord *pos, coord *newpos, bool pass);
+void    fatal(char *s);
+bool    fight(coord *mp, char mn, THING *weap, bool thrown);
+THING  *find_obj(int y, int x);
+void    fire_bolt(coord *start, coord *dir, char *name);
+void    fix_stick(THING *cur);
+void    flush_type(void);
+void    fuse(int (*func)(), int arg, int time, int type);
+void    genocide(void);
+bool    get_dir(void);
+THING  *get_item(char *purpose, int type);
+int     get_str(char *opt, WINDOW *win);
+void    give_pack(THING *tp);
+bool    hit_monster(int y, int x, THING *obj);
+void    init_check(void);
+void    init_colors(void);
+void    init_materials(void);
+void    init_names(void);
+void    init_player(void);
+void    init_stones(void);
+void    init_things(void);
+void    init_weapon(THING *weap, char type);
+char   *inv_name(THING *obj, bool drop);
+bool    inventory(THING *list, int type);
+void    invis_on(void);
+bool    is_current(THING *obj);
+bool    is_magic(THING *obj);
+bool    issymlink(char *sp);
+void    kill_daemon(int (*func)());
+void    killed(THING *tp, bool pr);
+void    leave(int sig);
+void    leave_room(coord *cp);
+void    lengthen(int (*func)(), int xtime);
+bool    lock_sc(void);
+void    look(bool wakeup);
+void    missile(int ydelta, int xdelta);
+void    msg(char *fmt, ...);
+THING  *new_item(void);
+void    new_level(void);
+void    new_monster(THING *tp, char type, coord *cp);
+THING  *new_thing(void);
+void    nohaste(void);
+char   *num(int n1, int n2, char type);
+void    open_log(void);
+void    open_score(void);
+void    option(void);
+char    pack_char(THING *obj);
+void    parse_opts(char *str);
+void    pick_up(char ch);
+void    picky_inven(void);
+void    playit(void);
+void    quaff(void);
+void    quit(int a);
+void    raise_level(void);
+char    randmonster(bool wander);
+void    read_scroll(void);
+int     readchar(void);
+int     readcharw(WINDOW *win);
+void    remove_monster(coord *mp, THING *tp, bool waskill);
+bool    restore(char *file, char **envp);
+int     ring_eat(int hand);
+char   *ring_num(THING *obj);
+void    ring_off(void);
+void    ring_on(void);
+int     rnd(int range);
+void    rnd_pos(struct room *rp, coord *cp);
+int     rnd_room(void);
+coord  *rndmove(THING *who);
+int     roll(int number, int sides);
+void    rollwand(void);
+void    runners(void);
+void    runto(coord *runner, coord *spot);
+bool    save(int which);
+bool    save_game(void);
+bool    save_throw(int which, THING *tp);
+void    score(int amount, int flags, char monst);
+bool    see_monst(THING *mp);
+void    setup(void);
+void    shell(void);
+void    show_win(WINDOW *scr, char *message);
+void    sight(void);
+int     sign(int nm);
+void    start_daemon(int (*func)(), int arg, int type);
+void    start_score(void);
+void    status(void);
+bool    step_ok(char ch);
+void    stomach(void);
+void    strucpy(char *s1, char *s2, int len);
+void    swander(void);
+bool    swing(int at_lvl, int op_arm, int wplus);
+void    take_off(void);
+int     teleport(void);
+void    total_winner(void);
+char   *tr_name(char type);
+bool    turn_see(bool turn_off);
+void    unconfuse(void);
+char   *unctrol(char ch);
+void    unlock_sc(void);
+void    unsee(void);
+char   *vowelstr(char *str);
+char   *xcrypt(const char *key, const char *setting);
+void    w_wait_for(WINDOW *win, char ch);
+void    wait_for(char ch);
+THING  *wake_monster(int y, int x);
+void    wanderer(void);
+void    waste_time(void);
+void    wear(void);
+void    whatis(bool insist);
+void    wield(void);
+void    writelog(int amount, int flags, char monst);
 
 #ifdef HAVE_CONFIG_H
 #include "config.h"