Daemons and fuses now return void.
Functions for starting and stopping daemons and fuses now expect the type 'void (*func)()'. Only a few functions in XRogue needed to be modified to fit. Determining the type of the argument is left for a later date. Building with GCC5 should now produce less than 200 lines of warnings per game.
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14 changed files with 91 additions and 96 deletions
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@ -1113,7 +1113,7 @@ struct quill {
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struct delayed_action {
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int d_type;
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int (*d_func)();
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void (*d_func)();
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union {
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int arg;
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void *varg;
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@ -1212,18 +1212,18 @@ int encread(char *start, unsigned int size, int inf);
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int encwrite(char *start, unsigned int size, int outf);
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void endmsg(void);
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void explode(struct thing *tp);
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void extinguish(int (*func)());
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void extinguish(void (*func)());
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void fall(struct linked_list *item, bool pr);
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coord *fallpos(coord *pos, bool be_clear, int range);
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void fatal(char *s);
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bool fight(coord *mp, struct object *weap, bool thrown);
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struct linked_list *find_mons(int y, int x);
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struct linked_list *find_obj(int y, int x);
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struct delayed_action *find_slot(int (*func)());
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struct delayed_action *find_slot(void (*func)());
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int findmindex(char *name);
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void fix_stick(struct object *cur);
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void fumble(void);
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void fuse(int (*func)(), int arg, int time, int type);
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void fuse(void (*func)(), int arg, int time, int type);
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void genmonsters(int least, bool treas);
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coord get_coordinates(void);
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bool get_dir(coord *direction);
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@ -1256,11 +1256,11 @@ bool is_current(struct object *obj);
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bool is_magic(struct object *obj);
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bool isatrap(char ch);
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int itemweight(struct object *wh);
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void kill_daemon(int (*func)());
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void kill_daemon(void (*func)());
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void killed(struct linked_list *item, bool pr, bool points, bool treasure);
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void lake_check(coord *place);
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void land(void);
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void lengthen(int (*func)(), int xtime);
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void lengthen(void (*func)(), int xtime);
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void light(coord *cp);
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bool lit_room(struct room *rp);
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void look(bool wakeup, bool runend);
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@ -1357,7 +1357,7 @@ bool skirmish(struct thing *attacker, coord *mp, struct object *weap,
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bool thrown);
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struct linked_list *spec_item(int type, int which, int hit, int damage);
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void spell_recovery(void);
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void start_daemon(int (*func)(), int arg, int type);
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void start_daemon(void (*func)(), int arg, int type);
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void status(bool display);
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void steal(void);
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bool step_ok(int y, int x, int can_on_monst, struct thing *flgptr);
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