Advanced Rogue 7: convert to ANSI-style function declarations.
Almost 1500 lines of compiler warnings remain, and the GCC developers are already working on a new version with even more warnings turned on by default.
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39 changed files with 1181 additions and 889 deletions
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@ -19,6 +19,7 @@
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#include "curses.h"
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#include <ctype.h>
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#include <string.h>
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#include "rogue.h"
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#ifdef PC7300
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#include "menu.h"
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@ -41,9 +42,8 @@ static char Moves[3][3] = {
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* The guy stepped on a trap.... Make him pay.
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*/
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be_trapped(th, tc)
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register struct thing *th;
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register coord *tc;
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char
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be_trapped(struct thing *th, coord *tc)
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{
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register struct trap *tp;
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register char ch, *mname = "";
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@ -426,8 +426,7 @@ register coord *tc;
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*/
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bool
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blue_light(blessed, cursed)
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bool blessed, cursed;
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blue_light(bool blessed, bool cursed)
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{
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register struct room *rp;
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bool ret_val=FALSE; /* Whether or not affect is known */
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@ -486,8 +485,8 @@ bool blessed, cursed;
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* If not, if player came from a legal place, then try to turn him.
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*/
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corr_move(dy, dx)
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int dy, dx;
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void
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corr_move(int dy, int dx)
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{
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int legal=0; /* Number of legal alternatives */
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register int y, x, /* Indexes though possible positions */
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@ -564,7 +563,8 @@ int dy, dx;
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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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@ -758,8 +758,8 @@ dip_it()
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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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register struct room *rp, *orp;
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register char ch;
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@ -1103,8 +1103,8 @@ int dy, dx;
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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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firstmove = TRUE;
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running = TRUE;
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@ -1119,11 +1119,9 @@ char ch;
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* Returns TRUE if it could find it, FALSE otherwise.
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*/
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bool
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getdelta(match, dy, dx)
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char match;
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int *dy, *dx;
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getdelta(char match, int *dy, int *dx)
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{
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register y, x;
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int y, x;
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for (y = 0; y < 3; y++)
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for (x = 0; x < 3; x++)
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@ -1140,8 +1138,8 @@ int *dy, *dx;
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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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reg 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 DARTTRAP:
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@ -1161,8 +1159,8 @@ reg char ch;
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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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coord *cp;
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void
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light(coord *cp)
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{
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register struct room *rp;
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register int j, k, x, y;
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@ -1338,8 +1336,7 @@ coord *cp;
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*/
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bool
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lit_room(rp)
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register struct room *rp;
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lit_room(struct room *rp)
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{
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register struct linked_list *fire_item;
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register struct thing *fire_creature;
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@ -1376,8 +1373,7 @@ register struct room *rp;
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*/
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short
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movement(tp)
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register struct thing *tp;
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movement(struct thing *tp)
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{
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register int result;
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register int carry; /* Percentage carried */
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@ -1441,8 +1437,7 @@ register struct thing *tp;
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*/
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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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register int x, y;
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register int ex, ey, nopen = 0;
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@ -1506,9 +1501,8 @@ static char Displines[TRAPTYPES+1][TRAPWIDTH+TRAPPREFIX+1];
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* set a trap at (y, x) on screen.
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*/
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set_trap(tp, y, x)
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register struct thing *tp;
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register int y, x;
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void
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set_trap(struct thing *tp, int y, int x)
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{
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register bool is_player = (tp == &player);
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register int selection = rnd(TRAPTYPES-WIZARDTRAPS) + '1';
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@ -1613,7 +1607,7 @@ register int y, x;
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* Put out the selection. The longest line is
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* the prompt line (39 characters long).
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*/
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over_win(cw, hw, num_traps + 3, 41, 0, 39, NULL);
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over_win(cw, hw, num_traps + 3, 41, 0, 39, '\0');
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else
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draw(hw);
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state = 1; /* Now in prompt window */
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@ -1673,7 +1667,7 @@ register int y, x;
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* Put out the selection. The longest line is
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* the prompt line (43 characters long).
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*/
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over_win(cw, hw, num_traps+3, 45, 0, 43, NULL);
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over_win(cw, hw, num_traps+3, 45, 0, 43, '\0');
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else
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draw(hw);
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}
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@ -1743,8 +1737,8 @@ register int y, x;
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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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register 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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register char ch = CCHAR( winat(y, x) );
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register struct linked_list *it;
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@ -1784,8 +1778,7 @@ register int y, x;
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*/
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struct trap *
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trap_at(y, x)
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register int y, x;
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trap_at(int y, int x)
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{
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register struct trap *tp, *ep;
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@ -1803,11 +1796,12 @@ register int y, x;
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* Calculate how many segments it will take to swing the given
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* weapon (note that the weapon may actually be a stick or
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* even something else).
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* wielder: Who's wielding the weapon
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* weap: The weapon
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*/
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weap_move(wielder, weap)
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register struct thing *wielder; /* Who's wielding the weapon */
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register struct object *weap; /* The weapon */
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int
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weap_move(struct thing *wielder, struct object *weap)
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{
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register int weap_rate;
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int dexterity;
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