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

@@ -13,7 +13,7 @@
#include "Music.h"
#include "UtilityClass.h"
scriptclass::scriptclass()
scriptclass::scriptclass(void)
{
position = 0;
scriptdelay = 0;
@@ -32,7 +32,7 @@ scriptclass::scriptclass()
texty = 0;
}
void scriptclass::clearcustom()
void scriptclass::clearcustom(void)
{
customscripts.clear();
}
@@ -76,7 +76,7 @@ void scriptclass::tokenize( const std::string& t )
}
}
void scriptclass::run()
void scriptclass::run(void)
{
if (!running)
{
@@ -2624,7 +2624,7 @@ void scriptclass::run()
}
}
void scriptclass::resetgametomenu()
void scriptclass::resetgametomenu(void)
{
obj.entities.clear();
game.quittomenu();
@@ -3400,7 +3400,7 @@ void scriptclass::startgamemode( int t )
}
}
void scriptclass::teleport()
void scriptclass::teleport(void)
{
//er, ok! Teleport to a new area, so!
//A general rule of thumb: if you teleport with a companion, get rid of them!
@@ -3526,7 +3526,7 @@ void scriptclass::teleport()
}
}
void scriptclass::hardreset()
void scriptclass::hardreset(void)
{
//Game:
game.hascontrol = true;