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authorjsm <jsm@NetBSD.org>2004-01-27 20:30:28 +0000
committerjsm <jsm@NetBSD.org>2004-01-27 20:30:28 +0000
commita43fb158d0c5c90291b792d683aa0221403f1893 (patch)
treeabc8b57813f81300bc2b7a4ad80223e666d05d7d /rogue
parent5572d7c395d19f949cb8a29c96791307e744681c (diff)
downloadbsdgames-darwin-a43fb158d0c5c90291b792d683aa0221403f1893.tar.gz
bsdgames-darwin-a43fb158d0c5c90291b792d683aa0221403f1893.tar.zst
bsdgames-darwin-a43fb158d0c5c90291b792d683aa0221403f1893.zip
Remove uses of __P.
Diffstat (limited to 'rogue')
-rw-r--r--rogue/main.c6
-rw-r--r--rogue/rogue.h586
2 files changed, 296 insertions, 296 deletions
diff --git a/rogue/main.c b/rogue/main.c
index a2fad94f..3bd75fe6 100644
--- a/rogue/main.c
+++ b/rogue/main.c
@@ -1,4 +1,4 @@
-/* $NetBSD: main.c,v 1.5 2003/08/07 09:37:38 agc Exp $ */
+/* $NetBSD: main.c,v 1.6 2004/01/27 20:30:30 jsm Exp $ */
/*
* Copyright (c) 1988, 1993
@@ -42,7 +42,7 @@ __COPYRIGHT("@(#) Copyright (c) 1988, 1993\n\
#if 0
static char sccsid[] = "@(#)main.c 8.1 (Berkeley) 5/31/93";
#else
-__RCSID("$NetBSD: main.c,v 1.5 2003/08/07 09:37:38 agc Exp $");
+__RCSID("$NetBSD: main.c,v 1.6 2004/01/27 20:30:30 jsm Exp $");
#endif
#endif /* not lint */
@@ -60,7 +60,7 @@ __RCSID("$NetBSD: main.c,v 1.5 2003/08/07 09:37:38 agc Exp $");
#include "rogue.h"
-int main __P((int, char **));
+int main(int, char **);
int
main(argc, argv)
diff --git a/rogue/rogue.h b/rogue/rogue.h
index ebb4e595..6aa47c5d 100644
--- a/rogue/rogue.h
+++ b/rogue/rogue.h
@@ -1,4 +1,4 @@
-/* $NetBSD: rogue.h,v 1.15 2004/01/01 16:05:12 jsm Exp $ */
+/* $NetBSD: rogue.h,v 1.16 2004/01/27 20:30:30 jsm Exp $ */
/*
* Copyright (c) 1988, 1993
@@ -443,299 +443,299 @@ struct rogue_time {
#include <sys/types.h>
#include <unistd.h>
-object *alloc_object __P((void));
-object *check_duplicate __P((object *, object *));
-const char *get_ench_color __P((void));
-object *get_letter_object __P((int));
-object *get_thrown_at_monster __P((object *, short, short *, short *));
-object *get_zapped_monster __P((short, short *, short *));
-object *gr_monster __P((object *, int));
-object *gr_object __P((void));
-char *md_getenv __P((const char *));
+object *alloc_object(void);
+object *check_duplicate(object *, object *);
+const char *get_ench_color(void);
+object *get_letter_object(int);
+object *get_thrown_at_monster(object *, short, short *, short *);
+object *get_zapped_monster(short, short *, short *);
+object *gr_monster(object *, int);
+object *gr_object(void);
+char *md_getenv(const char *);
const char *
- md_gln __P((void));
-char *md_malloc __P((int));
-const char *mon_name __P((const object *));
-const char *name_of __P((const object *));
-object *object_at __P((object *, short, short));
-object *pick_up __P((int, int, short *));
-void add_exp __P((int, boolean));
-void add_mazes __P((void));
-void add_traps __P((void));
-void aggravate __P((void));
-void aim_monster __P((object *));
-void bounce __P((short, short, short, short, short));
-void byebye __P((int));
-void c_object_for_wizard __P((void));
-void call_it __P((void));
-boolean can_move __P((int, int, int, int));
-boolean can_turn __P((int, int));
-void center __P((short, const char *));
-void check_gold_seeker __P((object *));
-boolean check_hunger __P((boolean));
-boolean check_imitator __P((object *));
-void check_message __P((void));
-int check_up __P((void));
-void clean_up __P((const char *)) __attribute__((__noreturn__));
-void clear_level __P((void));
-void cnfs __P((void));
-int coin_toss __P((void));
-int connect_rooms __P((short, short));
-void cough_up __P((object *));
-void create_monster __P((void));
-int damage_for_strength __P((void));
-void darken_room __P((short));
-void disappear __P((object *));
-void do_args __P((int, char **));
-void do_opts __P((void));
-void do_put_on __P((object *, boolean));
-void do_shell __P((void));
-void do_wear __P((object *));
-void do_wield __P((object *));
-void dr_course __P((object *, boolean, short, short));
-void drain_life __P((void));
-void draw_magic_map __P((void));
-void draw_simple_passage __P((short, short, short, short, short));
-void drop __P((void));
-int drop_check __P((void));
-void drop_level __P((void));
-void eat __P((void));
-void edit_opts __P((void));
-void env_get_value __P((char **, char *, boolean));
-void error_save __P((int)) __attribute__((__noreturn__));
-void fight __P((int));
-void fill_it __P((int, boolean));
-void fill_out_level __P((void));
-boolean flame_broil __P((object *));
-int flit __P((object *));
-void flop_weapon __P((object *, short, short));
-void free_object __P((object *));
-void free_stuff __P((object *));
-void freeze __P((object *));
-int get_armor_class __P((const object *));
-int get_com_id __P((int *, short));
-int get_damage __P((const char *, boolean));
-void get_desc __P((const object *, char *));
-int get_dir __P((short, short, short, short));
-void get_dir_rc __P((short, short *, short *, short));
-char get_dungeon_char __P((short, short));
-int get_exp_level __P((long));
-void get_food __P((object *, boolean));
-int get_hit_chance __P((const object *));
-int get_input_line __P((const char *, const char *, char *, const char *, boolean, boolean));
-char get_mask_char __P((unsigned short));
-int get_number __P((const char *));
-boolean get_oth_room __P((short, short *, short *));
-int get_rand __P((int, int));
-short get_room_number __P((int, int));
-int get_value __P((const object *));
-int get_w_damage __P((const object *));
-void get_wand_and_ring_materials __P((void));
-int get_weapon_damage __P((const object *));
-char gmc __P((object *));
-char gmc_row_col __P((int, int));
-void go_blind __P((void));
-boolean gold_at __P((int, int));
-void gr_armor __P((object *));
-char gr_dir __P((void));
-char gr_obj_char __P((void));
-void gr_potion __P((object *));
-void gr_ring __P((object *, boolean));
-short gr_room __P((void));
-void gr_row_col __P((short *, short *, unsigned short));
-void gr_scroll __P((object *));
-void gr_wand __P((object *));
-void gr_weapon __P((object *, int));
-void hallucinate __P((void));
-boolean has_amulet __P((void));
-boolean has_been_touched __P((const struct rogue_time *, const struct rogue_time *));
-void heal __P((void));
-void hide_boxed_passage __P((int, int, int, int, int));
-void hold_monster __P((void));
-int hp_raise __P((void));
-void id_all __P((void));
-void id_com __P((void));
-void id_trap __P((void));
-void id_type __P((void));
-void idntfy __P((void));
-boolean imitating __P((int, int));
-int init __P((int, char **));
-void init_str __P((char **, const char *));
-void insert_score __P((char [][], char [][], const char *, short, short, const object *, int));
-void inv_armor_weapon __P((boolean));
-void inv_rings __P((void));
-void inventory __P((const object *, unsigned short));
-boolean is_all_connected __P((void));
-boolean is_digit __P((int));
-boolean is_direction __P((short, short *));
-boolean is_pack_letter __P((short *, unsigned short *));
-boolean is_passable __P((int, int));
-boolean is_vowel __P((short));
-void kick_into_pack __P((void));
-void killed_by __P((const object *, short)) __attribute__((__noreturn__));
-long lget_number __P((const char *));
-void light_passage __P((int, int));
-void light_up_room __P((int));
-boolean m_confuse __P((object *));
-void make_level __P((void));
-void make_maze __P((short, short, short, short, short, short));
-void make_party __P((void));
-void make_room __P((short, short, short, short));
-void make_scroll_titles __P((void));
-boolean mask_pack __P((const object *, unsigned short));
-boolean mask_room __P((short, short *, short *, unsigned short));
-boolean md_df __P((const char *));
-void md_exit __P((int)) __attribute__((__noreturn__));
-void md_gct __P((struct rogue_time *));
-int md_get_file_id __P((const char *));
-void md_gfmt __P((const char *, struct rogue_time *));
-int md_gseed __P((void));
-void md_heed_signals __P((void));
-void md_ignore_signals __P((void));
-int md_link_count __P((const char *));
-void md_lock __P((boolean));
-void md_shell __P((const char *));
-void md_sleep __P((int));
-void md_slurp __P((void));
-void message __P((const char *, boolean));
-void mix_colors __P((void));
-void mix_random_rooms __P((void));
-int mon_can_go __P((const object *, int, int));
-int mon_damage __P((object *, short));
-void mon_hit __P((object *));
-boolean mon_sees __P((const object *, int, int));
-int move_confused __P((object *));
-void move_mon_to __P((object *, int, int));
-void move_onto __P((void));
-int mtry __P((object *, int, int));
-void multiple_move_rogue __P((short));
-void mv_1_monster __P((object *, int, int));
-void mv_aquatars __P((void));
-void mv_mons __P((void));
-int name_cmp __P((char *, const char *));
-short next_avail_ichar __P((void));
-boolean next_to_something __P((int, int));
-void nickize __P((char *, const char *, const char *));
-int no_room_for_monster __P((int));
-int one_move_rogue __P((short, short));
-void onintr __P((int));
-void opt_erase __P((int));
-void opt_go __P((int));
-void opt_show __P((int));
-short pack_count __P((const object *));
-short pack_letter __P((const char *, unsigned short));
-void pad __P((const char *, short));
-void party_monsters __P((int, int));
-short party_objects __P((int));
-void place_at __P((object *, int, int));
-void plant_gold __P((int, int, boolean));
-void play_level __P((void));
-void player_init __P((void));
-void potion_heal __P((int));
-int pr_com_id __P((int));
-int pr_motion_char __P((int));
-void print_stats __P((int));
-void put_amulet __P((void));
-void put_door __P((room *, short, short *, short *));
-void put_gold __P((void));
-void put_m_at __P((int, int, object *));
-void put_mons __P((void));
-void put_objects __P((void));
-void put_on_ring __P((void));
-void put_player __P((short));
-void put_scores __P((const object *, short)) __attribute__((__noreturn__));
-void put_stairs __P((void));
-void quaff __P((void));
-void quit __P((boolean));
-int r_index __P((const char *, int, boolean));
-void r_read __P((FILE *, char *, int));
-void r_write __P((FILE *, const char *, int));
-void rand_around __P((short, short *, short *));
-int rand_percent __P((int));
-void rand_place __P((object *));
-void read_pack __P((object *, FILE *, boolean));
-void read_scroll __P((void));
-void read_string __P((char *, FILE *, size_t));
-void recursive_deadend __P((short, const short *, short, short));
-boolean reg_move __P((void));
-void relight __P((void));
-void remessage __P((short));
-void remove_ring __P((void));
-void rest __P((int));
-void restore __P((const char *));
-int rgetchar __P((void));
-void ring_stats __P((boolean));
-int rogue_can_see __P((int, int));
-void rogue_damage __P((short, object *, short));
-void rogue_hit __P((object *, boolean));
-int rogue_is_around __P((int, int));
-long rrandom __P((void));
-void rust __P((object *));
-void rw_dungeon __P((FILE *, boolean));
-void rw_id __P((struct id *, FILE *, int, boolean));
-void rw_rooms __P((FILE *, boolean));
-void s_con_mon __P((object *));
-int same_col __P((int, int));
-int same_row __P((int, int));
-void save_game __P((void));
-void save_into_file __P((const char *));
-void save_screen __P((void));
-void search __P((short, boolean));
-boolean seek_gold __P((object *));
-void sell_pack __P((void));
-void sf_error __P((void)) __attribute__((__noreturn__));
-void show_average_hp __P((void));
-void show_monsters __P((void));
-void show_objects __P((void));
-void show_traps __P((void));
-void single_inv __P((short));
-void sound_bell __P((void));
-void special_hit __P((object *));
-void srrandom __P((int));
-void start_window __P((void));
-void steal_gold __P((object *));
-void steal_item __P((object *));
-void sting __P((object *));
-void stop_window __P((void));
-void take_a_nap __P((void));
-void take_from_pack __P((object *, object *));
-void take_off __P((void));
-void tele __P((void));
-void tele_away __P((object *));
-void throw __P((void));
-boolean throw_at_monster __P((object *, object *));
-int to_hit __P((const object *));
-short trap_at __P((int, int));
-void trap_player __P((int, int));
-boolean try_to_cough __P((short, short, object *));
-void turn_passage __P((short, boolean));
-void un_put_on __P((object *));
-void unblind __P((void));
-void unconfuse __P((void));
-void uncurse_all __P((void));
-void unhallucinate __P((void));
-void unwear __P((object *));
-void unwield __P((object *));
-void vanish __P((object *, short, object *));
-void visit_rooms __P((int));
-void wait_for_ack __P((void));
-void wake_room __P((short, boolean, short, short));
-void wake_up __P((object *));
-void wanderer __P((void));
-void wdrain_life __P((object *));
-void wear __P((void));
-void wield __P((void));
-void win __P((void)) __attribute__((__noreturn__));
-void wizardize __P((void));
-void write_pack __P((const object *, FILE *));
-void write_string __P((char *, FILE *));
-long xxx __P((boolean));
-void xxxx __P((char *, short));
-void zap_monster __P((object *, unsigned short));
-void zapp __P((void));
-object *add_to_pack __P((object *, object *, int));
-struct id *get_id_table __P((const object *));
-unsigned short gr_what_is __P((void));
+ md_gln(void);
+char *md_malloc(int);
+const char *mon_name(const object *);
+const char *name_of(const object *);
+object *object_at(object *, short, short);
+object *pick_up(int, int, short *);
+void add_exp(int, boolean);
+void add_mazes(void);
+void add_traps(void);
+void aggravate(void);
+void aim_monster(object *);
+void bounce(short, short, short, short, short);
+void byebye(int);
+void c_object_for_wizard(void);
+void call_it(void);
+boolean can_move(int, int, int, int);
+boolean can_turn(int, int);
+void center(short, const char *);
+void check_gold_seeker(object *);
+boolean check_hunger(boolean);
+boolean check_imitator(object *);
+void check_message(void);
+int check_up(void);
+void clean_up(const char *) __attribute__((__noreturn__));
+void clear_level(void);
+void cnfs(void);
+int coin_toss(void);
+int connect_rooms(short, short);
+void cough_up(object *);
+void create_monster(void);
+int damage_for_strength(void);
+void darken_room(short);
+void disappear(object *);
+void do_args(int, char **);
+void do_opts(void);
+void do_put_on(object *, boolean);
+void do_shell(void);
+void do_wear(object *);
+void do_wield(object *);
+void dr_course(object *, boolean, short, short);
+void drain_life(void);
+void draw_magic_map(void);
+void draw_simple_passage(short, short, short, short, short);
+void drop(void);
+int drop_check(void);
+void drop_level(void);
+void eat(void);
+void edit_opts(void);
+void env_get_value(char **, char *, boolean);
+void error_save(int) __attribute__((__noreturn__));
+void fight(int);
+void fill_it(int, boolean);
+void fill_out_level(void);
+boolean flame_broil(object *);
+int flit(object *);
+void flop_weapon(object *, short, short);
+void free_object(object *);
+void free_stuff(object *);
+void freeze(object *);
+int get_armor_class(const object *);
+int get_com_id(int *, short);
+int get_damage(const char *, boolean);
+void get_desc(const object *, char *);
+int get_dir(short, short, short, short);
+void get_dir_rc(short, short *, short *, short);
+char get_dungeon_char(short, short);
+int get_exp_level(long);
+void get_food(object *, boolean);
+int get_hit_chance(const object *);
+int get_input_line(const char *, const char *, char *, const char *, boolean, boolean);
+char get_mask_char(unsigned short);
+int get_number(const char *);
+boolean get_oth_room(short, short *, short *);
+int get_rand(int, int);
+short get_room_number(int, int);
+int get_value(const object *);
+int get_w_damage(const object *);
+void get_wand_and_ring_materials(void);
+int get_weapon_damage(const object *);
+char gmc(object *);
+char gmc_row_col(int, int);
+void go_blind(void);
+boolean gold_at(int, int);
+void gr_armor(object *);
+char gr_dir(void);
+char gr_obj_char(void);
+void gr_potion(object *);
+void gr_ring(object *, boolean);
+short gr_room(void);
+void gr_row_col(short *, short *, unsigned short);
+void gr_scroll(object *);
+void gr_wand(object *);
+void gr_weapon(object *, int);
+void hallucinate(void);
+boolean has_amulet(void);
+boolean has_been_touched(const struct rogue_time *, const struct rogue_time *);
+void heal(void);
+void hide_boxed_passage(int, int, int, int, int);
+void hold_monster(void);
+int hp_raise(void);
+void id_all(void);
+void id_com(void);
+void id_trap(void);
+void id_type(void);
+void idntfy(void);
+boolean imitating(int, int);
+int init(int, char **);
+void init_str(char **, const char *);
+void insert_score(char [][], char [][], const char *, short, short, const object *, int);
+void inv_armor_weapon(boolean);
+void inv_rings(void);
+void inventory(const object *, unsigned short);
+boolean is_all_connected(void);
+boolean is_digit(int);
+boolean is_direction(short, short *);
+boolean is_pack_letter(short *, unsigned short *);
+boolean is_passable(int, int);
+boolean is_vowel(short);
+void kick_into_pack(void);
+void killed_by(const object *, short) __attribute__((__noreturn__));
+long lget_number(const char *);
+void light_passage(int, int);
+void light_up_room(int);
+boolean m_confuse(object *);
+void make_level(void);
+void make_maze(short, short, short, short, short, short);
+void make_party(void);
+void make_room(short, short, short, short);
+void make_scroll_titles(void);
+boolean mask_pack(const object *, unsigned short);
+boolean mask_room(short, short *, short *, unsigned short);
+boolean md_df(const char *);
+void md_exit(int) __attribute__((__noreturn__));
+void md_gct(struct rogue_time *);
+int md_get_file_id(const char *);
+void md_gfmt(const char *, struct rogue_time *);
+int md_gseed(void);
+void md_heed_signals(void);
+void md_ignore_signals(void);
+int md_link_count(const char *);
+void md_lock(boolean);
+void md_shell(const char *);
+void md_sleep(int);
+void md_slurp(void);
+void message(const char *, boolean);
+void mix_colors(void);
+void mix_random_rooms(void);
+int mon_can_go(const object *, int, int);
+int mon_damage(object *, short);
+void mon_hit(object *);
+boolean mon_sees(const object *, int, int);
+int move_confused(object *);
+void move_mon_to(object *, int, int);
+void move_onto(void);
+int mtry(object *, int, int);
+void multiple_move_rogue(short);
+void mv_1_monster(object *, int, int);
+void mv_aquatars(void);
+void mv_mons(void);
+int name_cmp(char *, const char *);
+short next_avail_ichar(void);
+boolean next_to_something(int, int);
+void nickize(char *, const char *, const char *);
+int no_room_for_monster(int);
+int one_move_rogue(short, short);
+void onintr(int);
+void opt_erase(int);
+void opt_go(int);
+void opt_show(int);
+short pack_count(const object *);
+short pack_letter(const char *, unsigned short);
+void pad(const char *, short);
+void party_monsters(int, int);
+short party_objects(int);
+void place_at(object *, int, int);
+void plant_gold(int, int, boolean);
+void play_level(void);
+void player_init(void);
+void potion_heal(int);
+int pr_com_id(int);
+int pr_motion_char(int);
+void print_stats(int);
+void put_amulet(void);
+void put_door(room *, short, short *, short *);
+void put_gold(void);
+void put_m_at(int, int, object *);
+void put_mons(void);
+void put_objects(void);
+void put_on_ring(void);
+void put_player(short);
+void put_scores(const object *, short) __attribute__((__noreturn__));
+void put_stairs(void);
+void quaff(void);
+void quit(boolean);
+int r_index(const char *, int, boolean);
+void r_read(FILE *, char *, int);
+void r_write(FILE *, const char *, int);
+void rand_around(short, short *, short *);
+int rand_percent(int);
+void rand_place(object *);
+void read_pack(object *, FILE *, boolean);
+void read_scroll(void);
+void read_string(char *, FILE *, size_t);
+void recursive_deadend(short, const short *, short, short);
+boolean reg_move(void);
+void relight(void);
+void remessage(short);
+void remove_ring(void);
+void rest(int);
+void restore(const char *);
+int rgetchar(void);
+void ring_stats(boolean);
+int rogue_can_see(int, int);
+void rogue_damage(short, object *, short);
+void rogue_hit(object *, boolean);
+int rogue_is_around(int, int);
+long rrandom(void);
+void rust(object *);
+void rw_dungeon(FILE *, boolean);
+void rw_id(struct id *, FILE *, int, boolean);
+void rw_rooms(FILE *, boolean);
+void s_con_mon(object *);
+int same_col(int, int);
+int same_row(int, int);
+void save_game(void);
+void save_into_file(const char *);
+void save_screen(void);
+void search(short, boolean);
+boolean seek_gold(object *);
+void sell_pack(void);
+void sf_error(void) __attribute__((__noreturn__));
+void show_average_hp(void);
+void show_monsters(void);
+void show_objects(void);
+void show_traps(void);
+void single_inv(short);
+void sound_bell(void);
+void special_hit(object *);
+void srrandom(int);
+void start_window(void);
+void steal_gold(object *);
+void steal_item(object *);
+void sting(object *);
+void stop_window(void);
+void take_a_nap(void);
+void take_from_pack(object *, object *);
+void take_off(void);
+void tele(void);
+void tele_away(object *);
+void throw(void);
+boolean throw_at_monster(object *, object *);
+int to_hit(const object *);
+short trap_at(int, int);
+void trap_player(int, int);
+boolean try_to_cough(short, short, object *);
+void turn_passage(short, boolean);
+void un_put_on(object *);
+void unblind(void);
+void unconfuse(void);
+void uncurse_all(void);
+void unhallucinate(void);
+void unwear(object *);
+void unwield(object *);
+void vanish(object *, short, object *);
+void visit_rooms(int);
+void wait_for_ack(void);
+void wake_room(short, boolean, short, short);
+void wake_up(object *);
+void wanderer(void);
+void wdrain_life(object *);
+void wear(void);
+void wield(void);
+void win(void) __attribute__((__noreturn__));
+void wizardize(void);
+void write_pack(const object *, FILE *);
+void write_string(char *, FILE *);
+long xxx(boolean);
+void xxxx(char *, short);
+void zap_monster(object *, unsigned short);
+void zapp(void);
+object *add_to_pack(object *, object *, int);
+struct id *get_id_table(const object *);
+unsigned short gr_what_is(void);
extern boolean ask_quit;
extern boolean being_held;