Advanced Rogue 5: convert to ANSI function declarations.
This still leaves over a thousand lines of warning messages, mostly related to the return types of daemons and fuses.
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37 changed files with 977 additions and 733 deletions
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@ -14,6 +14,7 @@
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#include "curses.h"
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#include "rogue.h"
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#include <stdlib.h>
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#include <ctype.h>
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#include <string.h>
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@ -21,8 +22,8 @@
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/*
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* Check_residue takes care of any effect of the monster
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*/
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check_residue(tp)
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register struct thing *tp;
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void
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check_residue(struct thing *tp)
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{
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/*
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* Take care of special abilities
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@ -63,13 +64,11 @@ register struct thing *tp;
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/*
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* Creat_mons creates the specified monster -- any if 0
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* person: Where to create next to
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*/
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bool
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creat_mons(person, monster, report)
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struct thing *person; /* Where to create next to */
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short monster;
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bool report;
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creat_mons(struct thing *person, short monster, bool report)
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{
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struct linked_list *nitem;
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register struct thing *tp;
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@ -121,9 +120,7 @@ bool report;
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*/
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void
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genmonsters(least, treas)
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register int least;
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bool treas;
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genmonsters(int least, bool treas)
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{
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reg int i;
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reg struct room *rp = &rooms[0];
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@ -166,8 +163,7 @@ bool treas;
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*/
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short
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id_monst(monster)
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register char monster;
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id_monst(char monster)
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{
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register short result;
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@ -187,11 +183,8 @@ register char monster;
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* Pick a new monster and add it to the list
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*/
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new_monster(item, type, cp, max_monster)
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struct linked_list *item;
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short type;
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register coord *cp;
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bool max_monster;
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void
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new_monster(struct linked_list *item, short type, coord *cp, bool max_monster)
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{
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register struct thing *tp;
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register struct monster *mp;
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@ -379,8 +372,7 @@ bool max_monster;
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*/
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short
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randmonster(wander, no_unique)
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register bool wander, no_unique;
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randmonster(bool wander, bool no_unique)
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{
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register int d, cur_level, range, i;
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@ -418,8 +410,8 @@ register bool wander, no_unique;
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* to purchase something.
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*/
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sell(tp)
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register struct thing *tp;
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void
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sell(struct thing *tp)
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{
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register struct linked_list *item;
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register struct object *obj;
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@ -731,8 +723,7 @@ register struct thing *tp;
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* what to do when the hero steps next to a monster
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*/
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struct linked_list *
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wake_monster(y, x)
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int y, x;
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wake_monster(int y, int x)
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{
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register struct thing *tp;
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register struct linked_list *it;
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@ -957,7 +948,8 @@ int y, x;
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* A wandering monster has awakened and is headed for the player
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*/
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wanderer()
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void
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wanderer(void)
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{
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register int i;
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register struct room *hr = roomin(&hero);
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