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authorTodd C. Miller <millert@cvs.openbsd.org>2002-02-16 21:28:12 +0000
committerTodd C. Miller <millert@cvs.openbsd.org>2002-02-16 21:28:12 +0000
commit6d57a1a176004a7d8fc009cdcf760098f86e3263 (patch)
treeee423c619fad03813234b9362694a17f3a638f0b /games/rogue/rogue.h
parentc707cb295fc3cac8d8feb343e949e0dcf71b8476 (diff)
Part one of userland __P removal. Done with a simple regexp with some minor hand editing to make comments line up correctly. Another pass is forthcoming that handles the cases that could not be done automatically.
Diffstat (limited to 'games/rogue/rogue.h')
-rw-r--r--games/rogue/rogue.h594
1 files changed, 297 insertions, 297 deletions
diff --git a/games/rogue/rogue.h b/games/rogue/rogue.h
index 84e43eeac4d..6b37d2a767e 100644
--- a/games/rogue/rogue.h
+++ b/games/rogue/rogue.h
@@ -1,4 +1,4 @@
-/* $OpenBSD: rogue.h,v 1.6 2001/08/12 19:52:56 pjanzen Exp $ */
+/* $OpenBSD: rogue.h,v 1.7 2002/02/16 21:27:11 millert Exp $ */
/* $NetBSD: rogue.h,v 1.4 1995/04/24 12:25:04 cgd Exp $ */
/*
@@ -447,302 +447,302 @@ struct rogue_time {
#include <string.h>
#include <unistd.h>
-object *alloc_object __P((void));
-object *check_duplicate __P((object *, object *));
-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((char *));
-char *md_gln __P((void));
-char *md_malloc __P((int));
-char *mon_name __P((object *));
-char *name_of __P((object *));
-object *object_at __P((object *, short, short));
-object *pick_up __P((short, short, 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((short, short, short, short));
-boolean can_turn __P((short, short));
-void center __P((short, 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((char *));
-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));
-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((object *));
-int get_com_id __P((int *, short));
-int get_damage __P((char *, boolean));
-void get_desc __P((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((object *));
-int get_input_line __P((char *, char *, char *, int, char *, boolean, boolean));
-char get_mask_char __P((unsigned short));
-int get_number __P((char *));
-boolean get_oth_room __P((short, short *, short *));
-int get_rand __P((int, int));
-short get_room_number __P((short, short));
-int get_value __P((object *));
-int get_w_damage __P((object *));
-void get_wand_and_ring_materials __P((void));
-int get_weapon_damage __P((object *));
-char gmc __P((object *));
-char gmc_row_col __P((short, short));
-void go_blind __P((void));
-boolean gold_at __P((short, short));
-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((struct rogue_time *, struct rogue_time *));
-void heal __P((void));
-void hide_boxed_passage __P((short, short, short, short, short));
-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((short, short));
-int init __P((int, char **));
-void init_str __P((char **, char *));
-void insert_score __P((char [][], char [][], char *, short, short, object *, int));
-void inv_armor_weapon __P((boolean));
-void inv_rings __P((void));
-void inventory __P((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((short, short));
-boolean is_vowel __P((short));
-void kick_into_pack __P((void));
-void killed_by __P((object *, short));
-long lget_number __P((char *));
-void light_passage __P((short, short));
-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((object *, unsigned short));
-boolean mask_room __P((short, short *, short *, unsigned short));
-boolean md_df __P((char *));
-void md_exit __P((int));
-void md_gct __P((struct rogue_time *));
-int md_get_file_id __P((char *));
-void md_gfmt __P((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((char *));
-void md_lock __P((boolean));
-void md_shell __P((char *));
-void md_sleep __P((int));
-void md_slurp __P((void));
-void message __P((char *, boolean));
-void mix_colors __P((void));
-void mix_colors __P((void));
-void mix_random_rooms __P((void));
-int mon_can_go __P((object *, short, short));
-int mon_damage __P((object *, short));
-void mon_hit __P((object *));
-boolean mon_sees __P((object *, short, short));
-int move_confused __P((object *));
-void move_mon_to __P((object *, short, short));
-void move_onto __P((void));
-int mtry __P((object *, short, short));
-void multiple_move_rogue __P((short));
-void mv_1_monster __P((object *, short, short));
-void mv_aquatars __P((void));
-void mv_mons __P((void));
-int name_cmp __P((char *, char *));
-short next_avail_ichar __P((void));
-boolean next_to_something __P((short, short));
-void nickize __P((char *, char *, 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((object *));
-short pack_letter __P((char *, unsigned short));
-void pad __P((char *, short));
-void party_monsters __P((int, int));
-short party_objects __P((int));
-void place_at __P((object *, short, short));
-void plant_gold __P((short, short, boolean));
-void play_level __P((void));
-void player_init __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((short, short, 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((object *, short));
-void put_stairs __P((void));
-void quaff __P((void));
-void quit __P((boolean));
-int r_index __P((char *, int, boolean));
-void r_read __P((FILE *, char *, int));
-void r_write __P((FILE *, 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 *));
-void recursive_deadend __P((short, 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((char *));
-int rgetchar __P((void));
-void ring_stats __P((boolean));
-int rogue_can_see __P((short, short));
-void rogue_damage __P((short, object *, short));
-void rogue_hit __P((object *, boolean));
-int rogue_is_around __P((short, short));
-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((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));
-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 start_window __P((void));
-void steal_gold __P((object *));
-void steal_item __P((object *));
-void sting __P((object *));
-void stop_window __P((void));
-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((object *));
-short trap_at __P((short, short));
-void trap_player __P((short, short));
-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));
-void wizardize __P((void));
-void write_pack __P((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((object *));
-unsigned short gr_what_is __P((void));
+object *alloc_object(void);
+object *check_duplicate(object *, object *);
+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(char *);
+char *md_gln(void);
+char *md_malloc(int);
+char *mon_name(object *);
+char *name_of(object *);
+object *object_at(object *, short, short);
+object *pick_up(short, short, 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(short, short, short, short);
+boolean can_turn(short, short);
+void center(short, 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(char *);
+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);
+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(object *);
+int get_com_id(int *, short);
+int get_damage(char *, boolean);
+void get_desc(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(object *);
+int get_input_line(char *, char *, char *, int, char *, boolean, boolean);
+char get_mask_char(unsigned short);
+int get_number(char *);
+boolean get_oth_room(short, short *, short *);
+int get_rand(int, int);
+short get_room_number(short, short);
+int get_value(object *);
+int get_w_damage(object *);
+void get_wand_and_ring_materials(void);
+int get_weapon_damage(object *);
+char gmc(object *);
+char gmc_row_col(short, short);
+void go_blind(void);
+boolean gold_at(short, short);
+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(struct rogue_time *, struct rogue_time *);
+void heal(void);
+void hide_boxed_passage(short, short, short, short, short);
+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(short, short);
+int init(int, char **);
+void init_str(char **, char *);
+void insert_score(char [][], char [][], char *, short, short, object *, int);
+void inv_armor_weapon(boolean);
+void inv_rings(void);
+void inventory(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(short, short);
+boolean is_vowel(short);
+void kick_into_pack(void);
+void killed_by(object *, short);
+long lget_number(char *);
+void light_passage(short, short);
+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(object *, unsigned short);
+boolean mask_room(short, short *, short *, unsigned short);
+boolean md_df(char *);
+void md_exit(int);
+void md_gct(struct rogue_time *);
+int md_get_file_id(char *);
+void md_gfmt(char *, struct rogue_time *);
+int md_gseed(void);
+void md_heed_signals(void);
+void md_ignore_signals(void);
+int md_link_count(char *);
+void md_lock(boolean);
+void md_shell(char *);
+void md_sleep(int);
+void md_slurp(void);
+void message(char *, boolean);
+void mix_colors(void);
+void mix_colors(void);
+void mix_random_rooms(void);
+int mon_can_go(object *, short, short);
+int mon_damage(object *, short);
+void mon_hit(object *);
+boolean mon_sees(object *, short, short);
+int move_confused(object *);
+void move_mon_to(object *, short, short);
+void move_onto(void);
+int mtry(object *, short, short);
+void multiple_move_rogue(short);
+void mv_1_monster(object *, short, short);
+void mv_aquatars(void);
+void mv_mons(void);
+int name_cmp(char *, char *);
+short next_avail_ichar(void);
+boolean next_to_something(short, short);
+void nickize(char *, char *, 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(object *);
+short pack_letter(char *, unsigned short);
+void pad(char *, short);
+void party_monsters(int, int);
+short party_objects(int);
+void place_at(object *, short, short);
+void plant_gold(short, short, boolean);
+void play_level(void);
+void player_init(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(short, short, object *);
+void put_mons(void);
+void put_objects(void);
+void put_on_ring(void);
+void put_player(short);
+void put_scores(object *, short);
+void put_stairs(void);
+void quaff(void);
+void quit(boolean);
+int r_index(char *, int, boolean);
+void r_read(FILE *, char *, int);
+void r_write(FILE *, 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 *);
+void recursive_deadend(short, short *, short, short);
+boolean reg_move(void);
+void relight(void);
+void remessage(short);
+void remove_ring(void);
+void rest(int);
+void restore(char *);
+int rgetchar(void);
+void ring_stats(boolean);
+int rogue_can_see(short, short);
+void rogue_damage(short, object *, short);
+void rogue_hit(object *, boolean);
+int rogue_is_around(short, short);
+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(char *);
+void save_screen(void);
+void search(short, boolean);
+boolean seek_gold(object *);
+void sell_pack(void);
+void sf_error(void);
+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 start_window(void);
+void steal_gold(object *);
+void steal_item(object *);
+void sting(object *);
+void stop_window(void);
+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(object *);
+short trap_at(short, short);
+void trap_player(short, short);
+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);
+void wizardize(void);
+void write_pack(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(object *);
+unsigned short gr_what_is(void);
extern boolean ask_quit;
extern boolean being_held;