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.
This commit is contained in:
John "Elwin" Edwards 2016-02-19 21:02:28 -05:00
parent f38b2223c8
commit e8e6e604c3
39 changed files with 1181 additions and 889 deletions

View file

@ -1121,45 +1121,317 @@ struct delayed_action {
int d_time;
} ;
struct linked_list *find_mons(), *find_obj(), *get_item(), *new_item(),
*new_thing(), *wake_monster(), *get_hurl(),
*spec_item(), *creat_item(), *wield_weap();
struct room *roomin();
struct trap *trap_at();
void _attach(struct linked_list **list, struct linked_list *item);
void _detach(struct linked_list **list, struct linked_list *item);
void _o_free_list(struct linked_list **ptr);
void _r_free_list(struct linked_list **ptr);
void _t_free_list(struct linked_list **ptr);
int ac_compute(bool ignoremetal);
void activity(void);
void add_charisma(int change);
void add_constitution(int change);
void add_dexterity(int change);
void add_haste(bool blessed);
void add_intelligence(int change);
bool add_pack(struct linked_list *item, bool silent,
struct linked_list **packret);
void add_slow(void);
void add_strength(int change);
void add_wisdom(int change);
void addmsg(char *fmt, ...);
void affect(void);
void aggravate(bool do_uniques, bool do_good);
void alchemy(struct object *obj);
void appear(void);
bool attack(struct thing *mp, struct object *weapon, bool thrown);
void auto_save(int sig);
char be_trapped(struct thing *th, coord *tc);
bool blue_light(bool blessed, bool cursed);
void bugkill(int sig);
void buy_it(void);
void byebye(int sig);
bool can_blink(struct thing *tp);
coord *can_shoot(coord *er, coord *ee);
bool cansee(int y, int x);
void carry_obj(struct thing *mp, int chance);
void cast(void);
void changeclass(int newclass);
void chant(void);
void chant_recovery(void);
void chase(struct thing *tp, coord *ee, struct room *rer, struct room *ree,
bool flee);
long check_level(void);
void check_residue(struct thing *tp);
void chg_str(int amt);
void cloak_charge(struct object *obj);
void command(void);
void confus_player(void);
int const_bonus(void);
void corr_move(int dy, int dx);
struct linked_list *creat_item(void);
bool creat_mons(struct thing *person, short monster, bool report);
void create_obj(bool prompt, int which_item, int which_type);
void cur_null(struct object *op);
void cure_disease(void);
void dbotline(WINDOW *scr, char *message);
void death(short monst);
void del_pack(struct linked_list *item);
void destroy_item(struct linked_list *item);
int dex_compute(void);
int dext_plus(int dexterity);
int dext_prot(int dexterity);
bool diag_ok(coord *sp, coord *ep, struct thing *flgptr);
void dip_it(void);
void do_chase(struct thing *th);
void do_daemons(int flag);
void do_fuses(int flag);
void do_maze(void);
void do_motion(struct object *obj, int ydelta, int xdelta, struct thing *tp);
void do_move(int dy, int dx);
void do_passages(void);
void do_post(bool startup);
void do_rooms(void);
void do_run(char ch);
void do_terrain(int basey, int basex, int deltay, int deltax, bool fresh);
void do_zap(struct thing *zapper, struct object *obj, coord *direction,
int which, int flags);
void doctor(struct thing *tp);
coord *doorway(struct room *rp, coord *door);
void draw_room(struct room *rp);
int dress_units(struct linked_list *item);
bool drop(struct linked_list *item);
bool dropcheck(struct object *op);
void dsrpt_monster(struct thing *tp, bool always, bool see_him);
void dsrpt_player(void);
void dust_appear(void);
void eat(void);
void eat_gold(struct object *obj);
int effect(struct thing *att, struct thing *def, struct object *weap,
bool thrown, bool see_att, bool see_def);
int encread(char *start, unsigned int size, int inf);
int encwrite(char *start, unsigned int size, int outf);
void endmsg(void);
void explode(struct thing *tp);
void extinguish(int (*func)());
void fall(struct linked_list *item, bool pr);
coord *fallpos(coord *pos, bool be_clear, int range);
void fatal(char *s);
bool fight(coord *mp, struct object *weap, bool thrown);
struct linked_list *find_mons(int y, int x);
struct linked_list *find_obj(int y, int x);
struct delayed_action *find_slot(int (*func)());
int findmindex(char *name);
void fix_stick(struct object *cur);
void fumble(void);
void fuse(int (*func)(), int arg, int time, int type);
void genmonsters(int least, bool treas);
coord get_coordinates(void);
bool get_dir(coord *direction);
struct linked_list *get_hurl(struct thing *tp);
struct linked_list *get_item(struct linked_list *list, char *purpose, int type,
bool askfirst, bool showcost);
int get_str(char *opt, WINDOW *win);
int get_worth(struct object *obj);
int getdeath(void);
bool getdelta(char match, int *dy, int *dx);
int grab(int y, int x);
void gsense(void);
bool hit_monster(int y, int x, struct object *obj, struct thing *tp);
int hitweight(void);
short id_monst(char monster);
void idenpack(void);
void init_colors(void);
void init_foods(void);
void init_materials(void);
void init_misc(void);
void init_names(void);
void init_player(void);
void init_stones(void);
void init_terrain(void);
void init_things(void);
void init_weapon(struct object *weap, char type);
char *inv_name(struct object *obj, bool drop);
bool inventory(struct linked_list *list, int type);
bool is_current(struct object *obj);
bool is_magic(struct object *obj);
bool isatrap(char ch);
int itemweight(struct object *wh);
void kill_daemon(int (*func)());
void killed(struct linked_list *item, bool pr, bool points, bool treasure);
void lake_check(coord *place);
void land(void);
void lengthen(int (*func)(), int xtime);
void light(coord *cp);
bool lit_room(struct room *rp);
void look(bool wakeup, bool runend);
void lower_level(short who);
void m_use_relic(struct thing *monster);
void m_use_wand(struct thing *monster);
void make_sell_pack(struct thing *tp);
short makemonster(bool showall, char *label, char *action) ;
bool maze_view(int y, int x);
char *misc_name(struct object *obj);
void missile(int ydelta, int xdelta, struct linked_list *item,
struct thing *tp);
char *monster_name(struct thing *tp);
bool move_hero(int why);
short movement(struct thing *tp);
void msg(char *fmt, ...);
void nameitem(struct linked_list *item, bool mark);
bool need_dir(int type, int which);
unsigned long netread(int *error, int size, FILE *stream);
int netwrite(unsigned long value, int size, FILE *stream);
char *new(int size);
struct linked_list *new_item(int size);
void new_level(LEVTYPE ltype);
void new_monster(struct linked_list *item, short type, coord *cp,
bool max_monster);
struct linked_list *new_thing(int thing_type, bool allow_curse);
void nobolt(void);
void nocold(void);
void nofire(void);
void nohaste(void);
void noslow(void);
char *num(int n1, int n2);
void o_discard(struct linked_list *item);
void option(void);
void over_win(WINDOW *oldwin, WINDOW *newin, int maxy, int maxx, int cursory,
int cursorx, char redraw);
char pack_char(struct linked_list *list, struct object *obj);
void parse_opts(char *str);
bool passwd(void);
void picky_inven(void);
bool player_zap(int which, int flag);
void playit(void);
void pray(void);
void prayer_recovery(void);
bool price_it(void);
char *prname(char *who, bool upper);
void quaff(int which, int kind, int flags, bool is_potion);
void quill_charge(void);
void quit(int sig);
void raise_level(void);
short randmonster(bool wander, bool no_unique);
void read_scroll(int which, int flag, bool is_scroll);
int readchar(void);
void res_charisma(int howmuch);
void res_constitution(int howmuch);
void res_dexterity(int howmuch);
void res_intelligence(int howmuch);
void res_strength(int howmuch);
void res_wisdom(int howmuch);
bool restore(char *file, char *envp[]);
void restscr(WINDOW *scr);
int ring_eat(int hand);
char *ring_num(struct object *obj);
int ring_value(int type);
void ring_on(struct linked_list *item);
void ring_search(void);
void ring_teleport(void);
int rnd(int range);
void rnd_pos(struct room *rp, coord *cp);
int rnd_room(void);
coord *rndmove(struct thing *who);
int roll(int number, int sides);
void rollwand(void);
struct room *roomin(coord *cp);
int rs_restore_file(int inf);
int rs_save_file(FILE *savef);
int runners(int segments);
void runto(struct thing *runner, coord *spot);
bool save(int which, struct thing *who, int adj);
bool save_game(void);
void score(unsigned long amount, int flags, short monst);
void search(bool is_thief, bool door_chime);
char secretdoor(int y, int x);
void sell(struct thing *tp);
void sell_it(void);
void set_trap(struct thing *tp, int y, int x);
void setup(void);
void shoot_bolt(struct thing *shooter, coord start, coord dir,
bool get_points, short reason, char *name, int damage);
bool shoot_ok(char ch);
char show(int y, int x);
void sight(void);
bool skirmish(struct thing *attacker, coord *mp, struct object *weap,
bool thrown);
struct linked_list *spec_item(int type, int which, int hit, int damage);
void spell_recovery(void);
void start_daemon(int (*func)(), int arg, int type);
void status(bool display);
void steal(void);
bool step_ok(int y, int x, int can_on_monst, struct thing *flgptr);
void stomach(void);
int str_compute(void);
int str_plus(short str);
void strangle(void);
void strucpy(char *s1, char *s2, int len);
void suffocate(void);
void swander(void);
bool swing(short class, int at_lvl, int op_arm, int wplus);
void take_off(void);
int teleport(void);
void total_winner(void);
int totalenc(struct thing *tp);
char *tr_name(char ch);
struct trap *trap_at(int y, int x);
void trap_look(void);
void updpack(int getmax, struct thing *tp);
void unclrhead(void);
void unchoke(void);
void unconfuse(void);
void undance(void);
void unphase(void);
void unsee(void);
void unskill(void);
void unstink(void);
int usage_time(struct linked_list *item);
void use_mm(int which);
char *vowelstr(char *str);
void wait_for(char ch);
struct linked_list *wake_monster(int y, int x);
void wake_room(struct room *rp);
void wanderer(void);
void waste_time(void);
int weap_move(struct thing *wielder, struct object *weap);
char *weap_name(struct object *obj);
void wear(void);
void wghtchk(void);
void whatis(struct linked_list *what);
void wield(void);
struct linked_list *wield_weap(struct object *thrown, struct thing *mp);
void writelog(unsigned long amount, int flags, short monst);
/* char *malloc(), *getenv(), *tr_name(), *new(), *sprintf(), */
char *getenv(), *tr_name(), *new(),
*vowelstr(), *inv_name(), *strcpy(), *strcat();
char *num(), *ring_num(), *misc_num(), *blesscurse(), *p_kind(),
*typ_name(), *prname(), *monster_name(), *weap_name(), *misc_name();
coord *rndmove(), *can_shoot(), *fallpos(), *doorway(), get_coordinates();
short randmonster(), id_monst(), movement();
void quit(int), auto_save(int), bugkill(int), endit(int), tstp(int),
byebye(int);
int nohaste(), spell_recovery(),
doctor(), runners(), swander(), unconfuse(), unsee(), fumble(),
unclrhead(), unphase(), noslow(), rollwand(), stomach(), sight(),
unstink(), suffocate(), cure_disease(), shoot_bolt(), changeclass(),
appear(), dust_appear(), unchoke(), alchemy(), trap_look(), strangle(),
ring_teleport(), ring_search(), grab(), dsrpt_player(), quill_charge(),
make_sell_pack(), unskill(), findmindex(), nobolt(), nofire(), nocold(),
usage_time(), eat_gold(), chant_recovery(), prayer_recovery(),
dsrpt_monster();
bool blue_light(), can_blink(), creat_mons(), add_pack(),
straight_shot(), maze_view(), lit_room(), getdelta(), save_file(),
save_game(), m_use_it(), m_use_pack(), get_dir(), need_dir();
long lseek(), check_level();
void genmonsters(),
add_intelligence(), add_strength(), add_wisdom(), add_dexterity(),
add_constitution(), add_charisma(), res_intelligence(), res_strength(int),
res_wisdom(), res_dexterity(), res_constitution(), res_charisma();
void writelog(unsigned long amount, int flags, short monst);
char *md_crypt(char *key, char *salt);
int md_erasechar(void);
FILE *md_fdopen(int fd, char *mode);
int md_fileno(FILE *fp);
void md_flushinp(void);
char *md_gethomedir(void);
char *md_gethostname(void);
char *md_getpass(char *prompt);
char *md_getroguedir(void);
int md_getuid(void);
char *md_getusername(void);
void md_init(void);
int md_killchar(void);
long md_memused(void);
int md_normaluser(void);
int md_rand(void);
void md_reopen_score(void);
int md_readchar(WINDOW *win);
int md_shellescape(void);
int md_srand(int seed);
int md_unlink(char *file);
int md_unlink_open_file(char *file, int inf);
#ifdef CHECKTIME
int checkout();
#endif
#ifdef PC7300
void endhardwin(void);
#endif
/*
* Now all the global variables
@ -1297,11 +1569,7 @@ extern void (*add_abil[NUMABILITIES])(); /* Functions to change abilities */
extern void (*res_abil[NUMABILITIES])(); /* Functions to change abilities */
extern int cNCOLORS, cNWOOD, cNMETAL, cNSTONES;
extern char *rainbow[], *stones[], *wood[], *metal[];
extern int land(), wghtchk(), undance(), cloak_charge(struct object *);
extern struct delayed_action d_list[MAXDAEMONS];
extern struct delayed_action f_list[MAXFUSES];
extern int demoncnt, fusecnt, between, chance;
#define CCHAR(x) ( (char) (x & A_CHARTEXT) )
extern char *md_gethostname(), *md_getusername(), *md_gethomedir(), *md_getroguedir(), *md_crypt();
extern FILE * md_fdopen(int fd, char *mode);
extern int md_fileno(FILE *fp);