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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@ -37,9 +37,8 @@ static const 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;
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@ -353,8 +352,7 @@ 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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@ -413,8 +411,8 @@ 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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@ -491,7 +489,8 @@ 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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@ -667,8 +666,8 @@ 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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@ -878,8 +877,8 @@ 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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@ -894,11 +893,9 @@ 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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@ -915,8 +912,8 @@ 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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@ -936,8 +933,8 @@ 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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@ -1113,8 +1110,7 @@ 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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@ -1150,8 +1146,7 @@ register struct room *rp;
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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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@ -1192,9 +1187,8 @@ struct thing *who;
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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 char selection = rnd(7) + '1';
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@ -1330,8 +1324,8 @@ 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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@ -1371,8 +1365,7 @@ 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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