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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@ -29,12 +29,23 @@
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extern struct uwdata wdata;
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#endif
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void display(void);
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void help(void);
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void identify(char ch);
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void d_level(void);
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void u_level(void);
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void shell(void);
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void nameit(void);
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void namemonst(void);
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void count_gold(void);
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/*
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* command:
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* Process the user commands
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*/
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command()
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void
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command(void)
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{
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unsigned char ch;
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struct linked_list *item;
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@ -267,8 +278,8 @@ command()
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after = FALSE;
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}
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when C_COUNT : count_gold();
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when C_QUAFF : quaff(-1, NULL, NULL, TRUE);
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when C_READ : read_scroll(-1, NULL, TRUE);
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when C_QUAFF : quaff(-1, 0, 0, TRUE);
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when C_READ : read_scroll(-1, 0, TRUE);
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when C_EAT : eat();
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when C_WIELD : wield();
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when C_WEAR : wear();
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@ -280,7 +291,7 @@ command()
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when '>' : after = FALSE; d_level();
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when '<' : after = FALSE; u_level();
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when '?' : after = FALSE; help();
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when '/' : after = FALSE; identify(NULL);
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when '/' : after = FALSE; identify(0);
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when C_USE : use_mm(-1);
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when CTRL('T') :
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if (player.t_action == A_NIL) {
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@ -315,7 +326,7 @@ command()
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search(FALSE, FALSE);
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player.t_action = A_NIL;
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}
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when C_ZAP : if (!player_zap(NULL, FALSE))
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when C_ZAP : if (!player_zap(0, FALSE))
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after=FALSE;
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when C_PRAY : pray();
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when C_CHANT : chant();
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@ -553,7 +564,8 @@ command()
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* tell the player what is at a certain coordinates assuming
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* it can be seen.
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*/
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display()
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void
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display(void)
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{
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coord c;
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struct linked_list *item;
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@ -587,8 +599,7 @@ display()
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*/
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void
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quit(sig)
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int sig;
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quit(int sig)
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{
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/*
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* Reset the signal in case we got here via an interrupt
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@ -628,8 +639,7 @@ int sig;
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*/
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void
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bugkill(sig)
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int sig;
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bugkill(int sig)
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{
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signal(sig, quit); /* If we get it again, give up */
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death(D_SIGNAL); /* Killed by a bug */
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@ -641,8 +651,8 @@ int sig;
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* Player gropes about him to find hidden things.
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*/
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search(is_thief, door_chime)
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register bool is_thief, door_chime;
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void
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search(bool is_thief, bool door_chime)
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{
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register int x, y;
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register char ch, /* The trap or door character */
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@ -752,7 +762,8 @@ register bool is_thief, door_chime;
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* Give single character help, or the whole mess if he wants it
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*/
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help()
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void
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help(void)
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{
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register struct h_list *strp = helpstr;
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#ifdef WIZARD
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@ -844,8 +855,8 @@ help()
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* Tell the player what a certain thing is.
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*/
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identify(ch)
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register char ch;
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void
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identify(char ch)
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{
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register char *str;
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@ -907,6 +918,7 @@ register char ch;
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* He wants to go down a level
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*/
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void
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d_level()
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{
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bool no_phase=FALSE;
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@ -958,7 +970,8 @@ d_level()
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* He wants to go up a level
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*/
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u_level()
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void
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u_level(void)
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{
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bool no_phase = FALSE;
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register struct linked_list *item;
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@ -1016,7 +1029,8 @@ u_level()
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* Let him escape for a while
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*/
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shell()
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void
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shell(void)
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{
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register char *sh;
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@ -1050,7 +1064,8 @@ shell()
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/*
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* see what we want to name -- an item or a monster.
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*/
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nameit()
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void
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nameit(void)
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{
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char answer;
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@ -1073,9 +1088,8 @@ nameit()
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/*
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* allow a user to call a potion, scroll, or ring something
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*/
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nameitem(item, mark)
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struct linked_list *item;
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bool mark;
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void
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nameitem(struct linked_list *item, bool mark)
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{
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register struct object *obj;
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register char **guess = NULL, *elsewise = NULL;
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@ -1161,7 +1175,8 @@ bool mark;
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/* Name a monster */
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namemonst()
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void
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namemonst(void)
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{
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register struct thing *tp;
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struct linked_list *item;
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@ -1206,7 +1221,8 @@ namemonst()
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msg("There is no monster there to name.");
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}
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count_gold()
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void
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count_gold(void)
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{
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if (player.t_action != C_COUNT) {
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msg("You take a break to count your money...");
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