Super-Rogue: convert to ANSI-style function declarations.
This fixes most of the build warnings.
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0f87d5b4d8
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59f448e92e
33 changed files with 783 additions and 518 deletions
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@ -22,7 +22,8 @@
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* waste_time:
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* Do nothing but let other things happen
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*/
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waste_time()
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void
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waste_time(void)
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{
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if (inwhgt) /* if from wghtchk, then done */
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return;
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@ -35,8 +36,8 @@ waste_time()
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* getindex:
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* Convert a type into an index for the things structures
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*/
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getindex(what)
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char what;
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int
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getindex(char what)
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{
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int index = -1;
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@ -58,8 +59,7 @@ char what;
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* print the name of a trap
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*/
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char *
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tr_name(ch)
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char ch;
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tr_name(char ch)
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{
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reg char *s;
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@ -92,8 +92,8 @@ char ch;
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* Look:
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* A quick glance all around the player
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*/
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look(wakeup)
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bool wakeup;
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void
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look(bool wakeup)
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{
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reg char ch;
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reg int oldx, oldy, y, x;
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@ -230,8 +230,7 @@ bool wakeup;
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* find the unclaimed object at y, x
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*/
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struct linked_list *
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find_obj(y, x)
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int y, x;
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find_obj(int y, int x)
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{
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reg struct linked_list *obj;
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reg struct object *op;
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@ -248,7 +247,8 @@ int y, x;
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* eat:
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* Let the hero eat some food.
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*/
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eat()
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void
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eat(void)
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{
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reg struct linked_list *item;
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reg struct object *obj;
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@ -297,7 +297,8 @@ eat()
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* aggravate:
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* aggravate all the monsters on this level
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*/
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aggravate()
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void
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aggravate(void)
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{
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reg struct linked_list *mi;
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@ -310,8 +311,7 @@ aggravate()
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* If string starts with a vowel, return "n" for an "an"
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*/
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char *
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vowelstr(str)
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char *str;
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vowelstr(char *str)
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{
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switch (tolower(*str)) {
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case 'a':
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@ -329,8 +329,8 @@ char *str;
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* is_current:
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* See if the object is one of the currently used items
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*/
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is_current(obj)
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struct object *obj;
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bool
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is_current(struct object *obj)
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{
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if (obj == NULL)
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return FALSE;
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@ -346,7 +346,8 @@ struct object *obj;
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* get_dir:
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* Set up the direction coordinates
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*/
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get_dir()
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bool
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get_dir(void)
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{
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reg char *prompt;
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reg bool gotit;
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@ -384,8 +385,8 @@ get_dir()
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* initfood:
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* Set up stuff for a food-type object
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*/
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initfood(what)
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struct object *what;
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void
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initfood(struct object *what)
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{
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what->o_type = FOOD;
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what->o_group = NORMFOOD;
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