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

@ -35,8 +35,7 @@ extern struct uwdata wdata;
* this routine computes the players current AC without dex bonus's
*/
int
ac_compute(ignoremetal)
bool ignoremetal;
ac_compute(bool ignoremetal)
{
register int ac;
@ -69,8 +68,8 @@ bool ignoremetal;
* aggravate all the monsters on this level
*/
aggravate(do_uniques, do_good)
bool do_uniques, do_good;
void
aggravate(bool do_uniques, bool do_good)
{
register struct linked_list *mi;
register struct thing *thingptr;
@ -87,8 +86,8 @@ bool do_uniques, do_good;
* returns true if the hero can see a certain coordinate.
*/
cansee(y, x)
register int y, x;
bool
cansee(int y, int x)
{
register struct room *rer;
register int radius;
@ -134,7 +133,7 @@ register int y, x;
* further levels
*/
long
check_level()
check_level(void)
{
register int i, j, add = 0;
register unsigned long exp;
@ -178,8 +177,8 @@ check_level()
* it keeps track of the highest it has been, just in case
*/
chg_str(amt)
register int amt;
void
chg_str(int amt)
{
register int ring_str; /* ring strengths */
register struct stats *ptr; /* for speed */
@ -201,7 +200,8 @@ register int amt;
/*
* let's confuse the player
*/
confus_player()
void
confus_player(void)
{
if (off(player, ISCLEAR))
{
@ -218,7 +218,8 @@ confus_player()
/*
* this routine computes the players current dexterity
*/
dex_compute()
int
dex_compute(void)
{
if (cur_misc[WEAR_GAUNTLET] != NULL &&
cur_misc[WEAR_GAUNTLET]->o_which == MM_G_DEXTERITY) {
@ -236,9 +237,8 @@ dex_compute()
* Check to see if the move is legal if it is diagonal
*/
diag_ok(sp, ep, flgptr)
register coord *sp, *ep;
struct thing *flgptr;
bool
diag_ok(coord *sp, coord *ep, struct thing *flgptr)
{
register int numpaths = 0;
@ -258,10 +258,7 @@ struct thing *flgptr;
* pick a random position around the give (y, x) coordinates
*/
coord *
fallpos(pos, be_clear, range)
register coord *pos;
bool be_clear;
int range;
fallpos(coord *pos, bool be_clear, int range)
{
register int tried, i, j;
register char ch;
@ -339,8 +336,8 @@ int range;
* Find the index into the monster table of a monster given its name.
*/
findmindex(name)
char *name;
int
findmindex(char *name)
{
int which;
@ -361,9 +358,7 @@ char *name;
*/
struct linked_list *
find_mons(y, x)
register int y;
register int x;
find_mons(int y, int x)
{
register struct linked_list *item;
register struct thing *th;
@ -383,9 +378,7 @@ register int x;
*/
struct linked_list *
find_obj(y, x)
register int y;
register int x;
find_obj(int y, int x)
{
register struct linked_list *obj;
register struct object *op;
@ -403,7 +396,7 @@ register int x;
* get coordinates from the player using the cursor keys (or mouse)
*/
coord
get_coordinates()
get_coordinates(void)
{
register int which;
coord c;
@ -550,8 +543,7 @@ get_coordinates()
* set up the direction co_ordinate for use in various "prefix" commands
*/
bool
get_dir(direction)
coord *direction;
get_dir(coord *direction)
{
register char *prompt;
register bool gotit;
@ -610,8 +602,8 @@ coord *direction;
/*
* see if the object is one of the currently used items
*/
is_current(obj)
register struct object *obj;
bool
is_current(struct object *obj)
{
if (obj == NULL)
return FALSE;
@ -650,11 +642,12 @@ register struct object *obj;
/*
* Look:
* A quick glance all around the player
* wakeup: Should we wake up monsters
* runend: At end of a run -- for mazes
*/
look(wakeup, runend)
bool wakeup; /* Should we wake up monsters */
bool runend; /* At end of a run -- for mazes */
void
look(bool wakeup, bool runend)
{
register int x, y, radius;
register char ch, och;
@ -938,8 +931,8 @@ bool runend; /* At end of a run -- for mazes */
* Lower a level of experience
*/
lower_level(who)
short who;
void
lower_level(short who)
{
int fewer, nsides;
unsigned int exp;
@ -971,8 +964,7 @@ short who;
* print out the name of a monster
*/
char *
monster_name(tp)
register struct thing *tp;
monster_name(struct thing *tp)
{
prbuf[0] = '\0';
if (on(*tp, ISFLEE) || on(*tp, WASTURNED))
@ -1003,8 +995,7 @@ register struct thing *tp;
*/
bool
move_hero(why)
int why;
move_hero(int why)
{
char *action = "";
char which;
@ -1049,7 +1040,8 @@ int why;
* The guy just magically went up a level.
*/
raise_level()
void
raise_level(void)
{
unsigned long test; /* Next level -- be sure it is not an overflow */
@ -1081,11 +1073,12 @@ static int st_matrix[NUM_CHARTYPES][5] = {
/*
* save:
* See if a creature saves against something
* which: which type of save
* who: who is saving
* adj: saving throw adjustment
*/
save(which, who, adj)
int which; /* which type of save */
struct thing *who; /* who is saving */
int adj; /* saving throw adjustment */
bool
save(int which, struct thing *who, int adj)
{
register int need, level, protect;
@ -1144,8 +1137,8 @@ int adj; /* saving throw adjustment */
* Figure out what a secret door looks like.
*/
secretdoor(y, x)
register int y, x;
char
secretdoor(int y, int x)
{
register int i;
register struct room *rp;
@ -1168,7 +1161,8 @@ register int y, x;
/*
* this routine computes the players current strength
*/
str_compute()
int
str_compute(void)
{
if (cur_misc[WEAR_GAUNTLET] != NULL &&
cur_misc[WEAR_GAUNTLET]->o_which == MM_G_OGRE) {
@ -1184,9 +1178,8 @@ str_compute()
/*
* copy string using unctrl for things
*/
strucpy(s1, s2, len)
register char *s1, *s2;
register int len;
void
strucpy(char *s1, char *s2, int len)
{
register char *sp;
@ -1204,8 +1197,7 @@ register int len;
*/
char *
tr_name(ch)
char ch;
tr_name(char ch)
{
register char *s = "";
@ -1235,8 +1227,7 @@ char ch;
* for printfs: if string starts with a vowel, return "n" for an "an"
*/
char *
vowelstr(str)
register char *str;
vowelstr(char *str)
{
switch (*str)
{
@ -1254,8 +1245,8 @@ register char *str;
/*
* wake up a room full (hopefully) of creatures
*/
wake_room(rp)
register struct room *rp;
void
wake_room(struct room *rp)
{
register struct linked_list *item;
register struct thing *tp;
@ -1273,7 +1264,8 @@ register struct room *rp;
* Do nothing but let other things happen
*/
waste_time()
void
waste_time(void)
{
if (inwhgt) /* if from wghtchk then done */
return;