From a43fb158d0c5c90291b792d683aa0221403f1893 Mon Sep 17 00:00:00 2001 From: jsm Date: Tue, 27 Jan 2004 20:30:28 +0000 Subject: Remove uses of __P. --- rogue/main.c | 6 +- rogue/rogue.h | 586 +++++++++++++++++++++++++++++----------------------------- 2 files changed, 296 insertions(+), 296 deletions(-) (limited to 'rogue') 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 #include -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; -- cgit v1.2.3-56-ge451