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.
This commit is contained in:
John "Elwin" Edwards 2016-02-07 14:39:21 -05:00
parent 59f448e92e
commit f38b2223c8
37 changed files with 977 additions and 733 deletions

View file

@ -943,48 +943,260 @@ struct spells {
int s_flag; /* is the spell blessed/cursed? */
};
struct linked_list *find_mons(), *find_obj(), *get_item(), *new_item(),
*new_thing(), *wake_monster(), *get_hurl(),
*spec_item(), *creat_item();
struct object *wield_weap();
struct room *roomin();
struct trap *trap_at();
char *tr_name(), *new(),
*vowelstr(), *inv_name(),
*ctime(), *num(), *ring_num(), *misc_num(), *blesscurse(), *typ_name(),
*weap_name(), *misc_name();
coord *rndmove(), *can_shoot(), *fallpos();
short randmonster(), id_monst();
void quit(int sig), tstp(int sig), auto_save(int sig), bugkill(int sig), endit(int sig);
int rnd(), wghtchk(), nohaste(), res_strength(),
doctor(), runners(), swander(), unconfuse(), unsee(), fumble(),
unclrhead(), unphase(), noslow(), rollwand(), stomach(), sight(),
unstink(), suffocate(), cure_disease(), un_itch(), shoot_bolt(),
appear(), dust_appear(), unchoke(), alchemy(), trap_look(), strangle(),
ring_teleport(), ring_search(), grab();
bool blue_light(), can_blink(), creat_mons(), add_pack(),
straight_shot(), maze_view(), lit_room(), getdelta(), save_file(),
save_game();
long check_level();
void byebye(int sig), genmonsters();
int land(), undance();
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 _t_free_list(struct linked_list **ptr);
int ac_compute(void);
void activity(void);
void add_dexterity(bool cursed);
void add_intelligence(bool cursed);
bool add_pack(struct linked_list *item, bool silent,
struct linked_list **packret);
void add_slow(void);
void add_wisdom(bool cursed);
void addmsg(char *fmt, ...);
void affect(void);
void aggravate(void);
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);
char *blesscurse(int flags);
bool blue_light(bool blessed, bool cursed);
void bugkill(int sig);
void buy_it(void);
void byebye(int sig);
void cast(void);
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);
long check_level(bool get_spells);
void check_residue(struct thing *tp);
void chg_str(int amt);
void command(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_prot(int dexterity);
bool diag_ok(coord *sp, coord *ep, struct thing *flgptr);
void dip_it(void);
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(void);
void do_rooms(void);
void do_run(char ch);
void do_terrain(int basey, int basex, int deltay, int deltax, bool fresh);
bool do_zap(bool gotdir, int which, int flag);
void doctor(struct thing *tp);
void draw_room(struct room *rp);
bool drop(struct linked_list *item);
bool dropcheck(struct object *op);
void dust_appear(void);
void eat(void);
int encread(char *start, unsigned int size, int inf);
int encwrite(char *start, unsigned int size, FILE *outf);
void endit(int sig);
void endmsg(void);
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)());
void fix_stick(struct object *cur);
void fumble(void);
void fuse(int (*func)(), void *arg, int time, int type);
void genmonsters(int least, bool treas);
bool get_dir(void);
struct linked_list *get_item(struct linked_list *list, char *purpose, int type);
int get_str(char *opt, WINDOW *win);
int get_worth(struct object *obj);
int getbless(void);
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_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);
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);
bool m_use_item(struct thing *monster, coord *monst_pos, coord *defend_pos);
short makemonster(bool create);
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);
void msg(char *fmt, ...);
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);
void nohaste(void);
void noslow(void);
char *num(int n1, int n2);
void o_discard(struct linked_list *item);
void option(void);
char pack_char(struct linked_list *list, struct object *obj);
void parse_opts(char *str);
bool passwd(void);
int pick_one(struct magic_item *magic, int nitems);
void pick_up(char ch);
void picky_inven(void);
void playit(void);
void pray(void);
bool price_it(void);
void quaff(int which, int flag, bool is_potion);
void quit(int sig);
void raise_level(bool get_spells);
short randmonster(bool wander, bool no_unique);
void read_scroll(int which, int flag, bool is_scroll);
int readchar(void);
void res_dexterity(int howmuch);
void res_strength(void);
bool restore(char *file, char **envp);
void restscr(WINDOW *scr);
int ring_eat(int hand);
char *ring_num(struct object *obj);
void ring_on(struct object *obj);
void ring_search(void);
void ring_teleport(void);
int ring_value(int type);
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);
void runners(void);
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);
bool 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);
struct linked_list *spec_item(int type, int which, int hit, int damage);
void start_daemon(int (*func)(), void *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);
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 t_discard(struct linked_list *item);
void take_off(void);
int teleport(void);
void total_winner(void);
int totalenc(void);
char *tr_name(char ch);
struct trap *trap_at(int y, int x);
void trap_look(void);
void un_itch(void);
void unchoke(void);
void unclrhead(void);
void unconfuse(void);
void undance(void);
void unphase(void);
void unsee(void);
void unstink(void);
void updpack(bool getmax);
void use_mm(int which);
char *vowelstr(char *str);
void wait_for(WINDOW *win, char ch);
struct linked_list *wake_monster(int y, int x);
void waste_time(void);
char *weap_name(struct object *obj);
void wear(void);
void wghtchk(void);
void whatis(struct linked_list *what);
void wield(void);
void writelog(unsigned long amount, int flags, short monst);
#ifdef CHECKTIME
int checkout();
#endif
extern char *md_getusername();
extern char *md_gethomedir();
extern void md_flushinp();
extern char *md_getshell();
extern char *md_gethostname();
extern void md_dobinaryio();
extern char *md_getpass();
extern char *md_crypt();
extern char *md_getroguedir();
extern void md_init();
extern char *md_getusername(void);
extern char *md_gethomedir(void);
extern void md_flushinp(void);
extern char *md_getshell(void);
extern char *md_gethostname(void);
extern char *md_getpass(char *prompt);
extern char *md_crypt(char *key, char *salt);
extern char *md_getroguedir(void);
extern void md_init(void);
extern FILE * md_fdopen(int fd, char *mode);
extern int md_unlink(char *file);
extern int md_normaluser(void);
extern int md_getuid(void);
extern long md_memused(void);
extern void md_reopen_score(void);
extern int md_readchar(WINDOW *win);
extern int md_shellescape(void);
extern int md_srand(int seed);
extern int md_rand(void);
extern int md_erasechar(void);
extern int md_killchar(void);
/*
* Now all the global variables