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https://github.com/TerryCavanagh/VVVVVV.git
synced 2026-01-30 01:48:15 +03:00
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.
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@@ -10,7 +10,7 @@
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#include "Script.h"
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#include "UtilityClass.h"
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mapclass::mapclass()
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mapclass::mapclass(void)
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{
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//Start here!
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colstatedelay = 0;
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@@ -128,13 +128,13 @@ void mapclass::settrinket(int x, int y)
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shinytrinkets.push_back(temp);
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}
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void mapclass::resetmap()
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void mapclass::resetmap(void)
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{
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//clear the explored area of the map
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SDL_memset(explored, 0, sizeof(explored));
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}
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void mapclass::resetnames()
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void mapclass::resetnames(void)
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{
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//Reset all the special names
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specialnames[0] = "Rear Window";
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@@ -393,7 +393,7 @@ std::string mapclass::getglitchname(int x, int y)
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return roomname;
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}
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void mapclass::initmapdata()
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void mapclass::initmapdata(void)
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{
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if (custommode)
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{
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@@ -443,7 +443,7 @@ void mapclass::initmapdata()
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settrinket(10, 8);
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}
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void mapclass::initcustommapdata()
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void mapclass::initcustommapdata(void)
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{
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shinytrinkets.clear();
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@@ -622,7 +622,7 @@ void mapclass::updatetowerglow(TowerBG& bg_obj)
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}
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}
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void mapclass::nexttowercolour()
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void mapclass::nexttowercolour(void)
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{
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graphics.titlebg.colstate+=5;
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if (graphics.titlebg.colstate >= 30) graphics.titlebg.colstate = 0;
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@@ -721,7 +721,7 @@ int mapclass::area(int _rx, int _ry)
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}
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}
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void mapclass::exploretower()
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void mapclass::exploretower(void)
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{
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for (int i = 0; i < 20; i++)
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{
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@@ -729,7 +729,7 @@ void mapclass::exploretower()
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}
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}
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void mapclass::hideship()
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void mapclass::hideship(void)
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{
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//remove the ship from the explored areas
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explored[2 + (10 * 20)] = 0;
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@@ -740,7 +740,7 @@ void mapclass::hideship()
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explored[4 + (11 * 20)] = 0;
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}
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void mapclass::showship()
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void mapclass::showship(void)
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{
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//remove the ship from the explored areas
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explored[2 + (10 * 20)] = 1;
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@@ -751,7 +751,7 @@ void mapclass::showship()
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explored[4 + (11 * 20)] = 1;
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}
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void mapclass::resetplayer()
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void mapclass::resetplayer(void)
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{
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resetplayer(false);
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}
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@@ -2048,7 +2048,7 @@ void mapclass::loadlevel(int rx, int ry)
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}
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}
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void mapclass::twoframedelayfix()
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void mapclass::twoframedelayfix(void)
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{
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// Fixes the two-frame delay in custom levels that use scripts to spawn an entity upon room load.
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// Because when the room loads and newscript is set to run, newscript has already ran for that frame,
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