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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@ -14,6 +14,7 @@
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* See the file LICENSE.TXT for full copyright and licensing information.
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*/
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#include <string.h>
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#include <ctype.h>
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#include "rogue.h"
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#include "rogue.ext"
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@ -29,8 +30,8 @@ struct coord nh;
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* Start the hero running
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*/
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do_run(ch)
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char ch;
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void
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do_run(char ch)
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{
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running = TRUE;
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after = FALSE;
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@ -43,8 +44,8 @@ char ch;
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* consequences (fighting, picking up, etc.)
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*/
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do_move(dy, dx)
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int dy, dx;
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void
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do_move(int dy, int dx)
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{
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reg int ch;
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reg struct room *rp;
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@ -209,8 +210,8 @@ int dy, dx;
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* Called to illuminate a room.
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* If it is dark, remove anything that might move.
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*/
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light(cp)
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struct coord *cp;
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void
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light(struct coord *cp)
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{
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reg struct room *rp;
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reg int j, k, x, y;
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@ -291,8 +292,8 @@ struct coord *cp;
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* show:
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* returns what a certain thing will display as to the un-initiated
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*/
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show(y, x)
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int y, x;
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char
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show(int y, int x)
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{
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reg char ch = winat(y, x);
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reg struct linked_list *it;
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@ -330,9 +331,8 @@ int y, x;
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* be_trapped:
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* Hero or monster stepped on a trap.
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*/
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be_trapped(tc, th)
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struct thing *th;
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struct coord *tc;
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int
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be_trapped(struct coord *tc, struct thing *th)
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{
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reg struct trap *trp;
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reg int ch, ishero;
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@ -340,7 +340,7 @@ struct coord *tc;
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char stuckee[35], seeit, sayso;
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if ((trp = trap_at(tc->y, tc->x)) == NULL)
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return;
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return 0;
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ishero = (th == &player);
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if (ishero) {
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strcpy(stuckee, "You");
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@ -491,7 +491,7 @@ goner:
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if ((trp->tr_flags & ISGONE) && rnd(100) < 10) {
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nlmove = TRUE;
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if (rnd(100) < 15)
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teleport(rndspot); /* teleport away */
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teleport(rndspot, th); /* teleport away */
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else if(rnd(100) < 15 && level > 2) {
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level -= rnd(2) + 1;
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new_level(NORMLEV);
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@ -519,7 +519,8 @@ goner:
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* dip_it:
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* Dip an object into a magic pool
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*/
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dip_it()
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void
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dip_it(void)
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{
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reg struct linked_list *what;
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reg struct object *ob;
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@ -654,8 +655,7 @@ dip_it()
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* Find the trap at (y,x) on screen.
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*/
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struct trap *
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trap_at(y, x)
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int y, x;
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trap_at(int y, int x)
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{
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reg struct trap *tp, *ep;
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@ -673,8 +673,7 @@ int y, x;
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* move in a random direction if the monster/person is confused
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*/
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struct coord *
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rndmove(who)
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struct thing *who;
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rndmove(struct thing *who)
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{
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reg int x, y, ex, ey, ch;
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int nopen = 0;
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@ -720,8 +719,8 @@ struct thing *who;
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* isatrap:
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* Returns TRUE if this character is some kind of trap
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*/
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isatrap(ch)
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char ch;
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bool
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isatrap(char ch)
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{
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switch(ch) {
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case POST:
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