Explicitly declare void for all void parameter functions (#628)

Apparently in C, if you have `void test();`, it's completely okay to do
`test(2);`. The function will take in the argument, but just discard it
and throw it away. It's like a trash can, and a rude one at that. If you
declare it like `void test(void);`, this is prevented.

This is not a problem in C++ - doing `void test();` and `test(2);` is
guaranteed to result in a compile error (this also means that right now,
at least in all `.cpp` files, nobody is ever calling a void parameter
function with arguments and having their arguments be thrown away).
However, we may not be using C++ in the future, so I just want to lay
down the precedent that if a function takes in no arguments, you must
explicitly declare it as such.

I would've added `-Wstrict-prototypes`, but it produces an annoying
warning message saying it doesn't work in C++ mode if you're compiling
in C++ mode. So it can be added later.
This commit is contained in:
Misa
2021-02-25 14:23:59 -08:00
committed by GitHub
parent 0e313d0d75
commit 6a3a1fe147
53 changed files with 439 additions and 439 deletions

View File

@@ -378,7 +378,7 @@ void Game::init(void)
disablepause = false;
}
void Game::lifesequence()
void Game::lifesequence(void)
{
if (lifeseq > 0)
{
@@ -400,7 +400,7 @@ void Game::lifesequence()
}
}
void Game::clearcustomlevelstats()
void Game::clearcustomlevelstats(void)
{
//just clearing the array
customlevelstats.clear();
@@ -465,7 +465,7 @@ void Game::updatecustomlevelstats(std::string clevel, int cscore)
#define LOAD_ARRAY(ARRAY_NAME) LOAD_ARRAY_RENAME(ARRAY_NAME, ARRAY_NAME)
void Game::loadcustomlevelstats()
void Game::loadcustomlevelstats(void)
{
//testing
if(customlevelstatsloaded)
@@ -572,7 +572,7 @@ void Game::loadcustomlevelstats()
}
}
void Game::savecustomlevelstats()
void Game::savecustomlevelstats(void)
{
tinyxml2::XMLDocument doc;
bool already_exists = FILESYSTEM_loadTiXml2Document("saves/levelstats.vvv", doc);
@@ -632,7 +632,7 @@ void Game::savecustomlevelstats()
}
}
void Game::updatestate()
void Game::updatestate(void)
{
statedelay--;
if(statedelay<=0){
@@ -4348,7 +4348,7 @@ void Game::updatestate()
}
}
void Game::gethardestroom()
void Game::gethardestroom(void)
{
if (currentroomdeaths > hardestroomdeaths)
{
@@ -4384,7 +4384,7 @@ void Game::gethardestroom()
}
}
void Game::deletestats()
void Game::deletestats(void)
{
if (!FILESYSTEM_delete("saves/unlock.vvv"))
{
@@ -4412,7 +4412,7 @@ void Game::deletestats()
}
}
void Game::deletesettings()
void Game::deletesettings(void)
{
if (!FILESYSTEM_delete("saves/settings.vvv"))
{
@@ -4703,7 +4703,7 @@ void Game::deserializesettings(tinyxml2::XMLElement* dataNode, ScreenSettings* s
}
}
bool Game::savestats()
bool Game::savestats(void)
{
if (graphics.screenbuffer == NULL)
{
@@ -4795,7 +4795,7 @@ bool Game::savestats(const ScreenSettings* screen_settings)
return FILESYSTEM_saveTiXml2Document("saves/unlock.vvv", doc);
}
bool Game::savestatsandsettings()
bool Game::savestatsandsettings(void)
{
const bool stats_saved = savestats();
@@ -4804,7 +4804,7 @@ bool Game::savestatsandsettings()
return stats_saved && settings_saved; // Not the same as `savestats() && savesettings()`!
}
void Game::savestatsandsettings_menu()
void Game::savestatsandsettings_menu(void)
{
// Call Game::savestatsandsettings(), but upon failure, go to the save error screen
if (!savestatsandsettings() && !silence_settings_error)
@@ -4950,7 +4950,7 @@ void Game::loadsettings(ScreenSettings* screen_settings)
deserializesettings(dataNode, screen_settings);
}
bool Game::savesettings()
bool Game::savesettings(void)
{
if (graphics.screenbuffer == NULL)
{
@@ -4985,7 +4985,7 @@ bool Game::savesettings(const ScreenSettings* screen_settings)
return FILESYSTEM_saveTiXml2Document("saves/settings.vvv", doc);
}
void Game::customstart()
void Game::customstart(void)
{
jumpheld = true;
@@ -5010,7 +5010,7 @@ void Game::customstart()
//if (!nocutscenes) music.play(5);
}
void Game::start()
void Game::start(void)
{
jumpheld = true;
@@ -5034,7 +5034,7 @@ void Game::start()
if (!nocutscenes) music.play(5);
}
void Game::deathsequence()
void Game::deathsequence(void)
{
int i;
if (supercrewmate && scmhurt)
@@ -5211,7 +5211,7 @@ void Game::starttrial( int t )
lifeseq = 0;
}
void Game::loadquick()
void Game::loadquick(void)
{
tinyxml2::XMLDocument doc;
if (!FILESYSTEM_loadTiXml2Document("saves/qsave.vvv", doc)) return;
@@ -5564,7 +5564,7 @@ void Game::customloadquick(std::string savfile)
}
void Game::loadsummary()
void Game::loadsummary(void)
{
tinyxml2::XMLDocument docTele;
if (!FILESYSTEM_loadTiXml2Document("saves/tsave.vvv", docTele))
@@ -5725,7 +5725,7 @@ void Game::loadsummary()
}
void Game::initteleportermode()
void Game::initteleportermode(void)
{
//Set the teleporter variable to the right position!
teleport_to_teleporter = 0;
@@ -5739,7 +5739,7 @@ void Game::initteleportermode()
}
}
bool Game::savetele()
bool Game::savetele(void)
{
if (map.custommode || inspecial())
{
@@ -5766,7 +5766,7 @@ bool Game::savetele()
}
bool Game::savequick()
bool Game::savequick(void)
{
if (map.custommode || inspecial())
{
@@ -6049,7 +6049,7 @@ void Game::loadtele()
readmaingamesave(doc);
}
std::string Game::unrescued()
std::string Game::unrescued(void)
{
//Randomly return the name of an unrescued crewmate
if (fRandom() * 100 > 50)
@@ -6079,7 +6079,7 @@ std::string Game::unrescued()
return "you";
}
void Game::gameclock()
void Game::gameclock(void)
{
frames++;
if (frames >= 30)
@@ -6110,7 +6110,7 @@ std::string Game::giventimestring( int hrs, int min, int sec )
return tempstring;
}
std::string Game::timestring()
std::string Game::timestring(void)
{
std::string tempstring = "";
if (hours > 0)
@@ -6121,7 +6121,7 @@ std::string Game::timestring()
return tempstring;
}
std::string Game::partimestring()
std::string Game::partimestring(void)
{
//given par time in seconds:
std::string tempstring = "";
@@ -6136,7 +6136,7 @@ std::string Game::partimestring()
return tempstring;
}
std::string Game::resulttimestring()
std::string Game::resulttimestring(void)
{
//given result time in seconds:
std::string tempstring = "";
@@ -6168,7 +6168,7 @@ std::string Game::timetstring( int t )
return tempstring;
}
void Game::returnmenu()
void Game::returnmenu(void)
{
if (menustack.empty())
{
@@ -6810,7 +6810,7 @@ void Game::createmenu( enum Menu::MenuName t, bool samemenu/*= false*/ )
menuxoff = (320-menuwidth)/2;
}
void Game::deletequick()
void Game::deletequick(void)
{
if( !FILESYSTEM_delete( "saves/qsave.vvv" ) )
puts("Error deleting saves/qsave.vvv");
@@ -6818,7 +6818,7 @@ void Game::deletequick()
quicksummary = "";
}
void Game::deletetele()
void Game::deletetele(void)
{
if( !FILESYSTEM_delete( "saves/tsave.vvv" ) )
puts("Error deleting saves/tsave.vvv");
@@ -6826,7 +6826,7 @@ void Game::deletetele()
telesummary = "";
}
void Game::swnpenalty()
void Game::swnpenalty(void)
{
//set the SWN clock back to the closest 5 second interval
if (swntimer <= 150)
@@ -6901,7 +6901,7 @@ void Game::swnpenalty()
}
}
int Game::crewrescued()
int Game::crewrescued(void)
{
int temp = 0;
for (size_t i = 0; i < SDL_arraysize(crewstats); i++)
@@ -6914,7 +6914,7 @@ int Game::crewrescued()
return temp;
}
void Game::resetgameclock()
void Game::resetgameclock(void)
{
frames = 0;
seconds = 0;
@@ -6922,7 +6922,7 @@ void Game::resetgameclock()
hours = 0;
}
int Game::trinkets()
int Game::trinkets(void)
{
int temp = 0;
for (size_t i = 0; i < SDL_arraysize(obj.collect); i++)
@@ -6935,7 +6935,7 @@ int Game::trinkets()
return temp;
}
int Game::crewmates()
int Game::crewmates(void)
{
int temp = 0;
for (size_t i = 0; i < SDL_arraysize(obj.customcollect); i++)
@@ -6948,7 +6948,7 @@ int Game::crewmates()
return temp;
}
bool Game::anything_unlocked()
bool Game::anything_unlocked(void)
{
for (size_t i = 0; i < SDL_arraysize(unlock); i++)
{
@@ -6965,12 +6965,12 @@ bool Game::anything_unlocked()
return false;
}
bool Game::save_exists()
bool Game::save_exists(void)
{
return telesummary != "" || quicksummary != "";
}
void Game::quittomenu()
void Game::quittomenu(void)
{
gamestate = TITLEMODE;
graphics.fademode = 4;
@@ -7021,7 +7021,7 @@ void Game::quittomenu()
script.hardreset();
}
void Game::returntolab()
void Game::returntolab(void)
{
gamestate = GAMEMODE;
graphics.fademode = 4;
@@ -7049,7 +7049,7 @@ void Game::returntolab()
}
#if !defined(NO_CUSTOM_LEVELS)
void Game::returntoeditor()
void Game::returntoeditor(void)
{
gamestate = EDITORMODE;
@@ -7081,7 +7081,7 @@ void Game::returntoeditor()
}
#endif
void Game::returntopausemenu()
void Game::returntopausemenu(void)
{
ingame_titlemode = false;
returntomenu(kludge_ingametemp);
@@ -7122,7 +7122,7 @@ void Game::mapmenuchange(const int newgamestate)
graphics.oldmenuoffset = graphics.menuoffset;
}
void Game::copyndmresults()
void Game::copyndmresults(void)
{
ndmresultcrewrescued = crewrescued();
ndmresulttrinkets = trinkets();