Fixes for -Wstrict-prototype

This commit is contained in:
Stephen Gregoratto 2023-08-18 22:02:17 +10:00
parent 2b3fcaaf0b
commit 9f046ea0a4
43 changed files with 193 additions and 195 deletions

View file

@ -159,16 +159,16 @@ static void *capture_user;
static int32_t mouse_x;
static int32_t mouse_y;
void input_init() {
void input_init(void) {
input_unbind_all(INPUT_LAYER_SYSTEM);
input_unbind_all(INPUT_LAYER_USER);
}
void input_cleanup() {
void input_cleanup(void) {
}
void input_clear() {
void input_clear(void) {
clear(actions_pressed);
clear(actions_released);
}
@ -274,7 +274,7 @@ bool input_released(uint8_t action) {
return actions_released[action];
}
vec2_t input_mouse_pos() {
vec2_t input_mouse_pos(void) {
return vec2(mouse_x, mouse_y);
}

View file

@ -156,9 +156,9 @@ typedef enum {
typedef void(*input_capture_callback_t)
(void *user, button_t button, int32_t ascii_char);
void input_init();
void input_cleanup();
void input_clear();
void input_init(void);
void input_cleanup(void);
void input_clear(void);
void input_bind(input_layer_t layer, button_t button, uint8_t action);
void input_unbind(input_layer_t layer,button_t button);
@ -175,7 +175,7 @@ void input_capture(input_capture_callback_t cb, void *user);
float input_state(uint8_t action);
bool input_pressed(uint8_t action);
bool input_released(uint8_t action);
vec2_t input_mouse_pos();
vec2_t input_mouse_pos(void);
button_t input_name_to_button(const char *name);
const char *input_button_to_name(button_t button);

View file

@ -18,7 +18,7 @@ static uint32_t temp_objects_len;
// These allocations persist for many frames. The allocator level is reset
// whenever we load a new race track or menu in game_set_scene()
void *mem_mark() {
void *mem_mark(void) {
return &hunk[bump_len];
}
@ -76,6 +76,6 @@ void mem_temp_free(void *p) {
temp_len = remaining_max;
}
void mem_temp_check() {
void mem_temp_check(void) {
error_if(temp_len != 0, "Temp memory not free: %d object(s)", temp_objects_len);
}

View file

@ -7,11 +7,11 @@
#define MEM_HUNK_BYTES (4 * 1024 * 1024)
void *mem_bump(uint32_t size);
void *mem_mark();
void *mem_mark(void);
void mem_reset(void *p);
void *mem_temp_alloc(uint32_t size);
void mem_temp_free(void *p);
void mem_temp_check();
void mem_temp_check(void);
#endif

View file

@ -3,10 +3,10 @@
#include "types.h"
void platform_exit();
vec2i_t platform_screen_size();
double platform_now();
bool platform_get_fullscreen();
void platform_exit(void);
vec2i_t platform_screen_size(void);
double platform_now(void);
bool platform_get_fullscreen(void);
void platform_set_fullscreen(bool fullscreen);
void platform_set_audio_mix_cb(void (*cb)(float *buffer, uint32_t len));

View file

@ -48,11 +48,11 @@ uint8_t platform_sdl_axis_map[] = {
};
void platform_exit() {
void platform_exit(void) {
wants_to_exit = true;
}
SDL_GameController *platform_find_gamepad() {
SDL_GameController *platform_find_gamepad(void) {
for (int i = 0; i < SDL_NumJoysticks(); i++) {
if (SDL_IsGameController(i)) {
return SDL_GameControllerOpen(i);
@ -63,7 +63,7 @@ SDL_GameController *platform_find_gamepad() {
}
void platform_pump_events() {
void platform_pump_events(void) {
SDL_Event ev;
while (SDL_PollEvent(&ev)) {
// Detect ALT+Enter press to toggle fullscreen
@ -188,12 +188,12 @@ void platform_pump_events() {
}
}
double platform_now() {
double platform_now(void) {
uint64_t perf_counter = SDL_GetPerformanceCounter();
return (double)perf_counter / (double)perf_freq;
}
bool platform_get_fullscreen() {
bool platform_get_fullscreen(void) {
return SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN;
}
@ -251,7 +251,7 @@ uint32_t platform_store_userdata(const char *name, void *bytes, int32_t len) {
#define PLATFORM_WINDOW_FLAGS SDL_WINDOW_OPENGL
SDL_GLContext platform_gl;
void platform_video_init() {
void platform_video_init(void) {
#if defined(USE_GLES2)
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
@ -262,19 +262,19 @@ uint32_t platform_store_userdata(const char *name, void *bytes, int32_t len) {
SDL_GL_SetSwapInterval(1);
}
void platform_prepare_frame() {
void platform_prepare_frame(void) {
// nothing
}
void platform_video_cleanup() {
void platform_video_cleanup(void) {
SDL_GL_DeleteContext(platform_gl);
}
void platform_end_frame() {
void platform_end_frame(void) {
SDL_GL_SwapWindow(window);
}
vec2i_t platform_screen_size() {
vec2i_t platform_screen_size(void) {
int width, height;
SDL_GL_GetDrawableSize(window, &width, &height);
return vec2i(width, height);
@ -291,18 +291,18 @@ uint32_t platform_store_userdata(const char *name, void *bytes, int32_t len) {
static vec2i_t screen_size = vec2i(0, 0);
void platform_video_init() {
void platform_video_init(void) {
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
}
void platform_video_cleanup() {
void platform_video_cleanup(void) {
if (screenbuffer) {
SDL_DestroyTexture(screenbuffer);
}
SDL_DestroyRenderer(renderer);
}
void platform_prepare_frame() {
void platform_prepare_frame(void) {
if (screen_size.x != screenbuffer_size.x || screen_size.y != screenbuffer_size.y) {
if (screenbuffer) {
SDL_DestroyTexture(screenbuffer);
@ -313,7 +313,7 @@ uint32_t platform_store_userdata(const char *name, void *bytes, int32_t len) {
SDL_LockTexture(screenbuffer, NULL, &screenbuffer_pixels, &screenbuffer_pitch);
}
void platform_end_frame() {
void platform_end_frame(void) {
screenbuffer_pixels = NULL;
SDL_UnlockTexture(screenbuffer);
SDL_RenderCopy(renderer, screenbuffer, NULL, NULL);
@ -325,7 +325,7 @@ uint32_t platform_store_userdata(const char *name, void *bytes, int32_t len) {
return screenbuffer_pixels;
}
vec2i_t platform_screen_size() {
vec2i_t platform_screen_size(void) {
int width, height;
SDL_GetWindowSize(window, &width, &height);

View file

@ -161,15 +161,15 @@ static const uint8_t keyboard_map[] = {
static void (*audio_callback)(float *buffer, uint32_t len) = NULL;
void platform_exit() {
void platform_exit(void) {
sapp_quit();
}
vec2i_t platform_screen_size() {
vec2i_t platform_screen_size(void) {
return vec2i(sapp_width(), sapp_height());
}
double platform_now() {
double platform_now(void) {
return stm_sec(stm_now());
}

View file

@ -28,18 +28,18 @@ typedef enum {
extern uint16_t RENDER_NO_TEXTURE;
void render_init(vec2i_t screen_size);
void render_cleanup();
void render_cleanup(void);
void render_set_screen_size(vec2i_t size);
void render_set_resolution(render_resolution_t res);
void render_set_post_effect(render_post_effect_t post);
vec2i_t render_size();
vec2i_t render_size(void);
void render_frame_prepare();
void render_frame_end();
void render_frame_prepare(void);
void render_frame_end(void);
void render_set_view(vec3_t pos, vec3_t angles);
void render_set_view_2d();
void render_set_view_2d(void);
void render_set_model_mat(mat4_t *m);
void render_set_depth_write(bool enabled);
void render_set_depth_test(bool enabled);
@ -57,7 +57,7 @@ void render_push_2d_tile(vec2i_t pos, vec2i_t uv_offset, vec2i_t uv_size, vec2i_
uint16_t render_texture_create(uint32_t width, uint32_t height, rgba_t *pixels);
vec2i_t render_texture_size(uint16_t texture_index);
void render_texture_replace_pixels(int16_t texture_index, rgba_t *pixels);
uint16_t render_textures_len();
uint16_t render_textures_len(void);
void render_textures_reset(uint16_t len);
void render_textures_dump(const char *path);

View file

@ -133,7 +133,7 @@ static const char * const SHADER_GAME_VS = SHADER_SOURCE(
uniform vec2 fade;
uniform float time;
void main() {
void main(void) {
gl_Position = projection * view * model * vec4(pos, 1.0);
gl_Position.xy += screen.xy * gl_Position.w;
v_color = color;
@ -150,7 +150,7 @@ static const char * const SHADER_GAME_FS = SHADER_SOURCE(
varying vec2 v_uv;
uniform sampler2D texture;
void main() {
void main(void) {
vec4 tex_color = texture2D(texture, v_uv);
vec4 color = tex_color * v_color;
if (color.a == 0.0) {
@ -180,7 +180,7 @@ typedef struct {
} attribute;
} prg_game_t;
prg_game_t *shader_game_init() {
prg_game_t *shader_game_init(void) {
prg_game_t *s = mem_bump(sizeof(prg_game_t));
s->program = create_program(SHADER_GAME_VS, SHADER_GAME_FS);
@ -224,7 +224,7 @@ static const char * const SHADER_POST_VS = SHADER_SOURCE(
uniform vec2 screen_size;
uniform float time;
void main() {
void main(void) {
gl_Position = projection * vec4(pos, 1.0);
v_uv = uv;
}
@ -236,7 +236,7 @@ static const char * const SHADER_POST_FS_DEFAULT = SHADER_SOURCE(
uniform sampler2D texture;
uniform vec2 screen_size;
void main() {
void main(void) {
gl_FragColor = texture2D(texture, v_uv);
}
);
@ -328,14 +328,14 @@ void shader_post_general_init(prg_post_t *s) {
bind_va_f(s->attribute.uv, vertex_t, uv, 0);
}
prg_post_t *shader_post_default_init() {
prg_post_t *shader_post_default_init(void) {
prg_post_t *s = mem_bump(sizeof(prg_post_t));
s->program = create_program(SHADER_POST_VS, SHADER_POST_FS_DEFAULT);
shader_post_general_init(s);
return s;
}
prg_post_t *shader_post_crt_init() {
prg_post_t *shader_post_crt_init(void) {
prg_post_t *s = mem_bump(sizeof(prg_post_t));
s->program = create_program(SHADER_POST_VS, SHADER_POST_FS_CRT);
shader_post_general_init(s);
@ -379,7 +379,7 @@ prg_post_t *prg_post;
prg_post_t *prg_post_effects[NUM_RENDER_POST_EFFCTS] = {};
static void render_flush();
static void render_flush(void);
// static void gl_message_callback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam) {
@ -460,7 +460,7 @@ void render_init(vec2i_t screen_size) {
render_set_screen_size(screen_size);
}
void render_cleanup() {
void render_cleanup(void) {
// TODO
}
@ -568,11 +568,11 @@ void render_set_post_effect(render_post_effect_t post) {
prg_post = prg_post_effects[post];
}
vec2i_t render_size() {
vec2i_t render_size(void) {
return backbuffer_size;
}
void render_frame_prepare() {
void render_frame_prepare(void) {
use_program(prg_game);
glBindFramebuffer(GL_FRAMEBUFFER, backbuffer);
glViewport(0, 0, backbuffer_size.x, backbuffer_size.y);
@ -587,7 +587,7 @@ void render_frame_prepare() {
glEnable(GL_DEPTH_TEST);
}
void render_frame_end() {
void render_frame_end(void) {
render_flush();
use_program(prg_post);
@ -621,7 +621,7 @@ void render_frame_end() {
render_flush();
}
void render_flush() {
void render_flush(void) {
if (tris_len == 0) {
return;
}
@ -658,7 +658,7 @@ void render_set_view(vec3_t pos, vec3_t angles) {
glUniform2f(prg_game->uniform.fade, RENDER_FADEOUT_NEAR, RENDER_FADEOUT_FAR);
}
void render_set_view_2d() {
void render_set_view_2d(void) {
render_flush();
render_set_depth_test(false);
render_set_depth_write(false);
@ -955,7 +955,7 @@ void render_texture_replace_pixels(int16_t texture_index, rgba_t *pixels) {
glTexSubImage2D(GL_TEXTURE_2D, 0, t->offset.x, t->offset.y, t->size.x, t->size.y, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
}
uint16_t render_textures_len() {
uint16_t render_textures_len(void) {
return textures_len;
}

View file

@ -43,7 +43,7 @@ void render_init(vec2i_t screen_size) {
RENDER_NO_TEXTURE = render_texture_create(2, 2, white_pixels);
}
void render_cleanup() {}
void render_cleanup(void) {}
void render_set_screen_size(vec2i_t size) {
screen_size = size;
@ -63,12 +63,12 @@ void render_set_screen_size(vec2i_t size) {
void render_set_resolution(render_resolution_t res) {}
void render_set_post_effect(render_post_effect_t post) {}
vec2i_t render_size() {
vec2i_t render_size(void) {
return screen_size;
}
void render_frame_prepare() {
void render_frame_prepare(void) {
screen_buffer = platform_get_screenbuffer(&screen_pitch);
screen_ppr = screen_pitch / sizeof(rgba_t);
@ -80,7 +80,7 @@ void render_frame_prepare() {
}
}
void render_frame_end() {}
void render_frame_end(void) {}
void render_set_view(vec3_t pos, vec3_t angles) {
view_mat = mat4_identity();
@ -92,7 +92,7 @@ void render_set_view(vec3_t pos, vec3_t angles) {
render_set_model_mat(&mat4_identity());
}
void render_set_view_2d() {
void render_set_view_2d(void) {
float near = -1;
float far = 1;
float left = 0;
@ -227,7 +227,7 @@ void render_texture_replace_pixels(int16_t texture_index, rgba_t *pixels) {
// memcpy(t->pixels, pixels, t->size.x * t->size.y * sizeof(rgba_t));
}
uint16_t render_textures_len() {
uint16_t render_textures_len(void) {
return textures_len;
}

View file

@ -13,23 +13,23 @@ static double time_scale = 1.0;
static double tick_last;
static double cycle_time = 0;
void system_init() {
void system_init(void) {
time_real = platform_now();
input_init();
render_init(platform_screen_size());
game_init();
}
void system_cleanup() {
void system_cleanup(void) {
render_cleanup();
input_cleanup();
}
void system_exit() {
void system_exit(void) {
platform_exit();
}
void system_update() {
void system_update(void) {
double time_real_now = platform_now();
double real_delta = time_real_now - time_real;
time_real = time_real_now;
@ -52,7 +52,7 @@ void system_update() {
mem_temp_check();
}
void system_reset_cycle_time() {
void system_reset_cycle_time(void) {
cycle_time = 0;
}
@ -60,7 +60,7 @@ void system_resize(vec2i_t size) {
render_set_screen_size(size);
}
double system_time_scale_get() {
double system_time_scale_get(void) {
return time_scale;
}
@ -68,14 +68,14 @@ void system_time_scale_set(double scale) {
time_scale = scale;
}
double system_tick() {
double system_tick(void) {
return tick_last;
}
double system_time() {
double system_time(void) {
return time_scaled;
}
double system_cycle_time() {
double system_cycle_time(void) {
return cycle_time;
}

View file

@ -7,17 +7,17 @@
#define SYSTEM_WINDOW_WIDTH 1280
#define SYSTEM_WINDOW_HEIGHT 720
void system_init();
void system_update();
void system_cleanup();
void system_exit();
void system_init(void);
void system_update(void);
void system_cleanup(void);
void system_exit(void);
void system_resize(vec2i_t size);
double system_time();
double system_tick();
double system_cycle_time();
void system_reset_cycle_time();
double system_time_scale_get();
double system_time(void);
double system_tick(void);
double system_cycle_time(void);
void system_reset_cycle_time(void);
double system_time_scale_get(void);
void system_time_scale_set(double ts);
#endif

View file

@ -17,7 +17,7 @@
static Object *droid_model;
void droid_load() {
void droid_load(void) {
texture_list_t droid_textures = image_get_compressed_textures("wipeout/common/rescu.cmp");
droid_model = objects_load("wipeout/common/rescu.prm", droid_textures);
}

View file

@ -29,7 +29,7 @@ typedef struct droid_t {
void droid_draw(droid_t *droid);
void droid_load();
void droid_load(void);
void droid_init(droid_t *droid, ship_t *ship);
void droid_update(droid_t *droid, ship_t *ship);
void droid_update_intro(droid_t *droid, ship_t *ship);

View file

@ -487,8 +487,8 @@ game_t g = {0};
struct {
void (*init)();
void (*update)();
void (*init)(void);
void (*update)(void);
} game_scenes[] = {
[GAME_SCENE_INTRO] = {intro_init, intro_update},
[GAME_SCENE_TITLE] = {title_init, title_update},
@ -501,8 +501,7 @@ static game_scene_t scene_next = GAME_SCENE_NONE;
static int global_textures_len = 0;
static void *global_mem_mark = 0;
void game_init() {
void game_init(void) {
uint32_t size;
save_t *save_file = (save_t *)platform_load_userdata("save.dat", &size);
if (save_file) {
@ -589,7 +588,7 @@ void game_set_scene(game_scene_t scene) {
scene_next = scene;
}
void game_reset_championship() {
void game_reset_championship(void) {
for (int i = 0; i < len(g.championship_ranks); i++) {
g.championship_ranks[i].points = 0;
g.championship_ranks[i].pilot = i;
@ -597,7 +596,7 @@ void game_reset_championship() {
g.lives = NUM_LIVES;
}
void game_update() {
void game_update(void) {
double frame_start_time = platform_now();
int sh = render_size().y;

View file

@ -262,9 +262,9 @@ extern const game_def_t def;
extern game_t g;
extern save_t save;
void game_init();
void game_init(void);
void game_set_scene(game_scene_t scene);
void game_reset_championship();
void game_update();
void game_reset_championship(void);
void game_update(void);
#endif

View file

@ -50,7 +50,7 @@ const struct {
static uint16_t speedo_facia_texture;
void hud_load() {
void hud_load(void) {
speedo_facia_texture = image_get_texture("wipeout/textures/speedo.tim");
target_reticle = image_get_texture_semi_trans("wipeout/textures/target2.tim");
weapon_icon_textures = image_get_compressed_textures("wipeout/common/wicons.cmp");

View file

@ -3,7 +3,7 @@
#include "ship.h"
void hud_load();
void hud_load(void);
void hud_draw(ship_t *ship);
#endif

View file

@ -19,7 +19,7 @@ static void page_hall_of_fame_init(menu_t * menu);
static texture_list_t pilot_portraits;
static menu_t *ingame_menu;
void ingame_menus_load() {
void ingame_menus_load(void) {
pilot_portraits = image_get_compressed_textures(def.pilots[g.pilot].portrait);
ingame_menu = mem_bump(sizeof(menu_t));
}
@ -86,7 +86,7 @@ static void button_music(menu_t *menu, int data) {
menu_page_add_button(page, 0, "RANDOM", button_music_random);
}
menu_t *pause_menu_init() {
menu_t *pause_menu_init(void) {
sfx_play(SFX_MENU_SELECT);
menu_reset(ingame_menu);
@ -103,7 +103,7 @@ menu_t *pause_menu_init() {
// -----------------------------------------------------------------------------
// Game Over
menu_t *game_over_menu_init() {
menu_t *game_over_menu_init(void) {
sfx_play(SFX_MENU_SELECT);
menu_reset(ingame_menu);
@ -187,7 +187,7 @@ static void page_race_stats_draw(menu_t *menu, int data) {
pos.y += 12;
}
menu_t *race_stats_menu_init() {
menu_t *race_stats_menu_init(void) {
sfx_play(SFX_MENU_SELECT);
menu_reset(ingame_menu);

View file

@ -3,11 +3,11 @@
#include "menu.h"
void ingame_menus_load();
void ingame_menus_load(void);
menu_t *pause_menu_init();
menu_t *game_over_menu_init();
menu_t *race_stats_menu_init();
menu_t *pause_menu_init(void);
menu_t *game_over_menu_init(void);
menu_t *race_stats_menu_init(void);
menu_t *text_scroll_menu_init(char * const *lines, int len);
#endif

View file

@ -33,9 +33,9 @@ static int audio_buffer_write_pos;
static void video_cb(plm_t *plm, plm_frame_t *frame, void *user);
static void audio_cb(plm_t *plm, plm_samples_t *samples, void *user);
static void audio_mix(float *samples, uint32_t len);
static void intro_end();
static void intro_end(void);
void intro_init() {
void intro_init(void) {
plm = plm_create_with_filename("wipeout/intro.mpeg");
if (!plm) {
intro_end();
@ -62,12 +62,12 @@ void intro_init() {
audio_buffer_write_pos = 0;
}
static void intro_end() {
static void intro_end(void) {
sfx_set_external_mix_cb(NULL);
game_set_scene(GAME_SCENE_TITLE);
}
void intro_update() {
void intro_update(void) {
if (!plm) {
return;
}

View file

@ -1,8 +1,8 @@
#ifndef INTRO_H
#define INTRO_H
void intro_init();
void intro_update();
void intro_cleanup();
void intro_init(void);
void intro_update(void);
void intro_cleanup(void);
#endif

View file

@ -512,7 +512,7 @@ static void objects_unpack_imp(Object **dest_array, int len, Object *src) {
}
void main_menu_init() {
void main_menu_init(void) {
g.is_attract_mode = false;
main_menu = mem_bump(sizeof(menu_t));
@ -532,7 +532,7 @@ void main_menu_init() {
page_main_init(main_menu);
}
void main_menu_update() {
void main_menu_update(void) {
render_set_view_2d();
render_push_2d(vec2i(0, 0), render_size(), rgba(128, 128, 128, 255), background);

View file

@ -1,7 +1,7 @@
#ifndef MAIN_MENU_H
#define MAIN_MENU_H
void main_menu_init();
void main_menu_update();
void main_menu_init(void);
void main_menu_update(void);
#endif

View file

@ -7,7 +7,7 @@
#include "ui.h"
#include "sfx.h"
bool blink() {
bool blink(void) {
// blink 30 times per second
return fmod(system_cycle_time(), 1.0/15.0) < 1.0/30.0;
}

View file

@ -10,17 +10,17 @@ static particle_t *particles;
static int particles_active = 0;
static texture_list_t particle_textures;
void particles_load() {
void particles_load(void) {
particles = mem_bump(sizeof(particle_t) * PARTICLES_MAX);
particle_textures = image_get_compressed_textures("wipeout/common/effects.cmp");
particles_init();
}
void particles_init() {
void particles_init(void) {
particles_active = 0;
}
void particles_update() {
void particles_update(void) {
for (int i = 0; i < particles_active; i++) {
particle_t *p = &particles[i];
@ -33,7 +33,7 @@ void particles_update() {
}
}
void particles_draw() {
void particles_draw(void) {
if (particles_active == 0) {
return;
}

View file

@ -23,10 +23,10 @@ typedef struct particle_t {
uint16_t texture;
} particle_t;
void particles_load();
void particles_init();
void particles_load(void);
void particles_init(void);
void particles_spawn(vec3_t position, uint16_t type, vec3_t velocity, int size);
void particles_draw();
void particles_update();
void particles_draw(void);
void particles_update(void);
#endif

View file

@ -29,7 +29,7 @@ static bool has_show_credits = false;
static float attract_start_time;
static menu_t *active_menu = NULL;
void race_init() {
void race_init(void) {
ingame_menus_load();
menu_is_scroll_text = false;
@ -67,7 +67,7 @@ void race_init() {
is_paused = false;
}
void race_update() {
void race_update(void) {
if (is_paused) {
if (!active_menu) {
active_menu = pause_menu_init();
@ -131,7 +131,7 @@ void race_update() {
}
}
void race_start() {
void race_start(void) {
active_menu = NULL;
sfx_reset();
scene_init();
@ -157,7 +157,7 @@ void race_start() {
g.race_time = 0;
}
void race_restart() {
void race_restart(void) {
race_unpause();
if (g.race_type == RACE_TYPE_CHAMPIONSHIP) {
@ -176,7 +176,7 @@ static bool sort_points_compare(pilot_points_t *pa, pilot_points_t *pb) {
return (pa->points < pb->points);
}
void race_end() {
void race_end(void) {
race_release_control();
g.race_position = g.ships[g.pilot].position_rank;
@ -222,7 +222,7 @@ void race_end() {
active_menu = race_stats_menu_init();
}
void race_next() {
void race_next(void) {
int next_circut = g.circut + 1;
// Championship complete
@ -259,7 +259,7 @@ void race_next() {
}
}
void race_release_control() {
void race_release_control(void) {
flags_rm(g.ships[g.pilot].flags, SHIP_RACING);
g.ships[g.pilot].remote_thrust_max = 3160;
g.ships[g.pilot].remote_thrust_mag = 32;
@ -267,12 +267,12 @@ void race_release_control() {
g.camera.update_func = camera_update_attract_random;
}
void race_pause() {
void race_pause(void) {
sfx_pause();
is_paused = true;
}
void race_unpause() {
void race_unpause(void) {
sfx_unpause();
is_paused = false;
active_menu = NULL;

View file

@ -1,14 +1,14 @@
#ifndef RACE_H
#define RACE_H
void race_init();
void race_update();
void race_start();
void race_restart();
void race_pause();
void race_unpause();
void race_end();
void race_next();
void race_release_control();
void race_init(void);
void race_update(void);
void race_start(void);
void race_restart(void);
void race_pause(void);
void race_unpause(void);
void race_end(void);
void race_next(void);
void race_release_control(void);
#endif

View file

@ -47,7 +47,7 @@ static struct {
void scene_pulsate_red_light(Object *obj);
void scene_move_oil_pump(Object *obj);
void scene_update_aurora_borealis();
void scene_update_aurora_borealis(void);
void scene_load(const char *base_path, float sky_y_offset) {
texture_list_t scene_textures = image_get_compressed_textures(get_path(base_path, "scene.cmp"));
@ -93,14 +93,14 @@ void scene_load(const char *base_path, float sky_y_offset) {
aurora_borealis.enabled = false;
}
void scene_init() {
void scene_init(void) {
scene_set_start_booms(0);
for (int i = 0; i < stands_len; i++) {
stands[i].sfx = sfx_reserve_loop(SFX_CROWD);
}
}
void scene_update() {
void scene_update(void) {
for (int i = 0; i < red_lights_len; i++) {
scene_pulsate_red_light(red_lights[i]);
}
@ -198,7 +198,7 @@ void scene_move_oil_pump(Object *pump) {
mat4_set_yaw_pitch_roll(&pump->mat, vec3(sin(system_cycle_time() * 0.125 * M_PI * 2), 0, 0));
}
void scene_init_aurora_borealis() {
void scene_init_aurora_borealis(void) {
aurora_borealis.enabled = true;
clear(aurora_borealis.grey_coords);
@ -236,7 +236,7 @@ void scene_init_aurora_borealis() {
}
}
void scene_update_aurora_borealis() {
void scene_update_aurora_borealis(void) {
float phase = system_time() / 30.0;
for (int i = 0; i < 80; i++) {
int16_t *coords = aurora_borealis.coords[i];

View file

@ -6,10 +6,9 @@
void scene_load(const char *path, float sky_y_offset);
void scene_draw(camera_t *camera);
void scene_init();
void scene_init(void);
void scene_set_start_booms(int num_lights);
void scene_init_aurora_borealis();
void scene_update();
void scene_draw();
void scene_init_aurora_borealis(void);
void scene_update(void);
#endif

View file

@ -50,7 +50,7 @@ static sfx_t *nodes;
static music_decoder_t *music;
static void (*external_mix_cb)(float *, uint32_t len) = NULL;
void sfx_load() {
void sfx_load(void) {
// Init decode buffer for music
uint32_t channels = 2;
music = mem_bump(sizeof(music_decoder_t));
@ -118,7 +118,7 @@ void sfx_load() {
platform_set_audio_mix_cb(sfx_stero_mix);
}
void sfx_reset() {
void sfx_reset(void) {
for (int i = 0; i < SFX_MAX; i++) {
if (flags_is(nodes[i].flags, SFX_LOOP)) {
flags_set(nodes[i].flags, SFX_NONE);
@ -126,7 +126,7 @@ void sfx_reset() {
}
}
void sfx_unpause() {
void sfx_unpause(void) {
for (int i = 0; i < SFX_MAX; i++) {
if (flags_is(nodes[i].flags, SFX_LOOP_PAUSE)) {
flags_rm(nodes[i].flags, SFX_LOOP_PAUSE);
@ -135,7 +135,7 @@ void sfx_unpause() {
}
}
void sfx_pause() {
void sfx_pause(void) {
for (int i = 0; i < SFX_MAX; i++) {
if (flags_is(nodes[i].flags, SFX_PLAY | SFX_LOOP)) {
flags_rm(nodes[i].flags, SFX_PLAY);
@ -227,7 +227,7 @@ void sfx_set_position(sfx_t *sfx, vec3_t pos, vec3_t vel, float volume) {
// Music
uint32_t sfx_music_decode_frame() {
uint32_t sfx_music_decode_frame(void) {
if (!music->file) {
return 0;
}
@ -240,7 +240,7 @@ uint32_t sfx_music_decode_frame() {
return frame_len;
}
void sfx_music_rewind() {
void sfx_music_rewind(void) {
fseek(music->file, music->first_frame_pos, SEEK_SET);
music->sample_data_len = 0;
music->sample_data_pos = 0;

View file

@ -58,12 +58,12 @@ typedef struct {
#define SFX_MAX 64
#define SFX_MAX_ACTIVE 16
void sfx_load();
void sfx_load(void);
void sfx_stero_mix(float *buffer, uint32_t len);
void sfx_set_external_mix_cb(void (*cb)(float *, uint32_t len));
void sfx_reset();
void sfx_pause();
void sfx_unpause();
void sfx_reset(void);
void sfx_pause(void);
void sfx_unpause(void);
sfx_t *sfx_play(sfx_source_t source_index);
sfx_t *sfx_play_at(sfx_source_t source_index, vec3_t pos, vec3_t vel, float volume);
@ -77,9 +77,9 @@ typedef enum {
SFX_MUSIC_LOOP
} sfx_music_mode_t;
void sfx_music_next();
void sfx_music_next(void);
void sfx_music_play(uint32_t index);
void sfx_music_mode(sfx_music_mode_t);
void sfx_music_pause();
void sfx_music_pause(void);
#endif

View file

@ -16,7 +16,7 @@
#include "race.h"
#include "sfx.h"
void ships_load() {
void ships_load(void) {
texture_list_t ship_textures = image_get_compressed_textures("wipeout/common/allsh.cmp");
Object *ship_models = objects_load("wipeout/common/allsh.prm", ship_textures);
@ -120,7 +120,7 @@ static inline bool sort_rank_compare(pilot_points_t *pa, pilot_points_t *pb) {
}
}
void ships_update() {
void ships_update(void) {
if (g.race_type == RACE_TYPE_TIME_TRIAL) {
ship_update(&g.ships[g.pilot]);
}
@ -145,7 +145,7 @@ void ships_update() {
void ships_draw() {
void ships_draw(void) {
// Ship models
for (int i = 0; i < len(g.ships); i++) {
if (

View file

@ -146,10 +146,10 @@ typedef struct ship_t {
sfx_t *sfx_shield;
} ship_t;
void ships_load();
void ships_load(void);
void ships_init(section_t *section);
void ships_draw();
void ships_update();
void ships_draw(void);
void ships_update(void);
void ship_init(ship_t *self, section_t *section, int pilot, int position);
void ship_init_exhaust_plume(ship_t *self);

View file

@ -11,13 +11,13 @@ static uint16_t title_image;
static float start_time;
static bool has_shown_attract = false;
void title_init() {
void title_init(void) {
title_image = image_get_texture("wipeout/textures/wiptitle.tim");
start_time = system_time();
sfx_music_mode(SFX_MUSIC_RANDOM);
}
void title_update() {
void title_update(void) {
render_set_view_2d();
render_push_2d(vec2i(0, 0), render_size(), rgba(128, 128, 128, 255), title_image);
ui_draw_text_centered("PRESS ENTER", ui_scaled_pos(UI_POS_BOTTOM | UI_POS_CENTER, vec2i(0, -40)), UI_SIZE_8, UI_COLOR_DEFAULT);

View file

@ -1,8 +1,8 @@
#ifndef TITLE_H
#define TITLE_H
void title_init();
void title_update();
void title_cleanup();
void title_init(void);
void title_update(void);
void title_cleanup(void);
#endif

View file

@ -282,7 +282,7 @@ void track_draw(camera_t *camera) {
}
}
void track_cycle_pickups() {
void track_cycle_pickups(void) {
float pickup_cycle_time = 1.5 * system_cycle_time();
for (int i = 0; i < g.track.pickups_len; i++) {

View file

@ -91,6 +91,6 @@ section_t *track_nearest_section(vec3_t pos, section_t *section, float *distance
struct camera_t;
void track_draw(struct camera_t *camera);
void track_cycle_pickups();
void track_cycle_pickups(void);
#endif

View file

@ -55,7 +55,7 @@ char_set_t char_set[UI_SIZE_MAX] = {
uint16_t icon_textures[UI_ICON_MAX];
void ui_load() {
void ui_load(void) {
texture_list_t tl = image_get_compressed_textures("wipeout/textures/drfonts.cmp");
char_set[UI_SIZE_16].texture = texture_from_list(tl, 0);
char_set[UI_SIZE_12].texture = texture_from_list(tl, 1);
@ -68,7 +68,7 @@ void ui_load() {
icon_textures[UI_ICON_STAR] = texture_from_list(tl, 9);
}
int ui_get_scale() {
int ui_get_scale(void) {
return ui_scale;
}
@ -81,7 +81,7 @@ vec2i_t ui_scaled(vec2i_t v) {
return vec2i(v.x * ui_scale, v.y * ui_scale);
}
vec2i_t ui_scaled_screen() {
vec2i_t ui_scaled_screen(void) {
return vec2i_mulf(render_size(), ui_scale);
}

View file

@ -32,13 +32,13 @@ typedef enum {
UI_POS_BOTTOM = 1 << 5,
} ui_pos_t;
void ui_load();
void ui_cleanup();
void ui_load(void);
void ui_cleanup(void);
int ui_get_scale();
int ui_get_scale(void);
void ui_set_scale(int scale);
vec2i_t ui_scaled(vec2i_t v);
vec2i_t ui_scaled_screen();
vec2i_t ui_scaled_screen(void);
vec2i_t ui_scaled_pos(ui_pos_t anchor, vec2i_t offset);
int ui_char_width(char c, ui_text_size_t size);

View file

@ -74,7 +74,7 @@ void weapon_fire_turbo(ship_t *ship);
void invert_shield_polys(Object *shield);
void weapons_load() {
void weapons_load(void) {
weapons = mem_bump(sizeof(weapon_t) * WEAPONS_MAX);
weapon_assets.reticle = image_get_texture("wipeout/textures/target2.tim");
@ -106,7 +106,7 @@ void weapons_load() {
weapons_init();
}
void weapons_init() {
void weapons_init(void) {
weapons_active = 0;
}
@ -160,7 +160,7 @@ void weapons_fire_delayed(ship_t *ship, int weapon_type) {
bool weapon_collides_with_track(weapon_t *self);
void weapons_update() {
void weapons_update(void) {
for (int i = 0; i < weapons_active; i++) {
weapon_t *weapon = &weapons[i];
@ -214,7 +214,7 @@ void weapons_update() {
}
}
void weapons_draw() {
void weapons_draw(void) {
mat4_t mat = mat4_identity();
for (int i = 0; i < weapons_active; i++) {
weapon_t *weapon = &weapons[i];

View file

@ -40,12 +40,12 @@
#define WEAPON_CLASS_PROJECTILE 2
void weapons_load();
void weapons_init();
void weapons_load(void);
void weapons_init(void);
void weapons_fire(ship_t *ship, int weapon_type);
void weapons_fire_delayed(ship_t *ship, int weapon_type);
void weapons_update();
void weapons_draw();
void weapons_update(void);
void weapons_draw(void);
int weapon_get_random_type(int type_class);
#endif