Fix one more batch of compiler warnings.
A few of these were potential bugs.
This commit is contained in:
parent
3dfd8fd09b
commit
06cad9ee1e
14 changed files with 30 additions and 27 deletions
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@ -770,12 +770,12 @@ wake_monster(int y, int x)
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/*
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* Every time he sees mean monster, it might start chasing him
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*/
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if (on(*tp, ISMEAN) &&
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if ((on(*tp, ISMEAN) &&
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off(*tp, ISHELD) &&
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off(*tp, ISRUN) &&
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rnd(100) > 33 &&
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(!is_stealth(&player) || (on(*tp, ISUNIQUE) && rnd(100) > 95)) &&
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(off(player, ISINVIS) || on(*tp, CANSEE)) ||
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(off(player, ISINVIS) || on(*tp, CANSEE))) ||
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(trp != NULL && (trp->r_flags & ISTREAS))) {
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tp->t_dest = &hero;
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turn_on(*tp, ISRUN);
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@ -1046,7 +1046,7 @@ void init_player(void);
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void init_stones(void);
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void init_terrain(void);
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void init_things(void);
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void init_weapon(struct object *weap, char type);
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void init_weapon(struct object *weap, int type);
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char *inv_name(struct object *obj, bool drop);
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bool inventory(struct linked_list *list, int type);
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bool is_current(struct object *obj);
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@ -140,7 +140,7 @@ hit_monster(int y, int x, struct object *obj, struct thing *tp)
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*/
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void
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init_weapon(struct object *weap, char type)
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init_weapon(struct object *weap, int type)
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{
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register struct init_weps *iwp;
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@ -594,12 +594,12 @@ wake_monster(int y, int x)
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/*
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* Every time he sees mean monster, it might start chasing him
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*/
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if (on(*tp, ISMEAN) &&
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if ((on(*tp, ISMEAN) &&
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off(*tp, ISHELD) &&
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off(*tp, ISRUN) &&
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rnd(100) > 33 &&
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(!is_stealth(&player) || (on(*tp, ISUNIQUE) && rnd(100) > 50)) &&
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(off(player, ISINVIS) || on(*tp, CANSEE)) ||
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(off(player, ISINVIS) || on(*tp, CANSEE))) ||
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(trp != NULL && (trp->r_flags & ISTREAS))) {
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runto(tp, &hero);
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}
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@ -132,7 +132,8 @@ be_trapped(struct thing *th, coord *tc)
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/* Make sure we were not chasing a monster here */
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th->t_dest = &hero;
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if (on(*th, ISFRIENDLY), turn_off(*th, ISFLEE));
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if (on(*th, ISFRIENDLY))
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turn_off(*th, ISFLEE);
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}
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}
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when BEARTRAP:
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@ -406,7 +407,8 @@ be_trapped(struct thing *th, coord *tc)
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/* Make sure we were not chasing a monster here */
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th->t_dest = &hero;
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if (on(*th, ISFRIENDLY), turn_off(*th, ISFLEE));
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if (on(*th, ISFRIENDLY))
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turn_off(*th, ISFLEE);
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}
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else
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killed(mitem, FALSE, FALSE, FALSE);
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@ -1249,7 +1249,7 @@ void init_player(void);
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void init_stones(void);
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void init_terrain(void);
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void init_things(void);
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void init_weapon(struct object *weap, char type);
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void init_weapon(struct object *weap, int type);
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char *inv_name(struct object *obj, bool drop);
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bool inventory(struct linked_list *list, int type);
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bool is_current(struct object *obj);
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@ -197,7 +197,7 @@ hit_monster(int y, int x, struct object *obj, struct thing *tp)
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*/
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void
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init_weapon(struct object *weap, char type)
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init_weapon(struct object *weap, int type)
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{
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register struct init_weps *iwp;
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@ -24,7 +24,7 @@
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* Pick a monster to show up. The lower the level,
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* the meaner the monster.
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*/
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char
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int
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rnd_mon(bool wander, bool baddie)
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{
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/* baddie; TRUE when from a polymorph stick */
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@ -85,7 +85,7 @@ lev_mon(void)
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* Pick a new monster and add it to the list
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*/
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struct linked_list *
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new_monster(char type, struct coord *cp, bool treas)
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new_monster(int indx, struct coord *cp, bool treas)
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{
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reg struct linked_list *item;
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reg struct thing *tp;
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@ -97,9 +97,9 @@ new_monster(char type, struct coord *cp, bool treas)
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attach(mlist, item);
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tp = THINGPTR(item);
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st = &tp->t_stats;
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mp = &monsters[type]; /* point to this monsters structure */
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mp = &monsters[indx]; /* point to this monsters structure */
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tp->t_type = mp->m_show;
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tp->t_indx = type;
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tp->t_indx = indx;
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tp->t_pos = *cp;
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tp->t_room = roomin(cp);
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tp->t_oldch = mvwinch(cw, cp->y, cp->x) & A_CHARTEXT;
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@ -154,7 +154,7 @@ void msg(char *fmt, ...);
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char *new(int size);
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struct linked_list *new_item(int size);
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void new_level(int ltype);
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struct linked_list *new_monster(char type, struct coord *cp, bool treas);
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struct linked_list *new_monster(int indx, struct coord *cp, bool treas);
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struct linked_list *new_thing(bool treas, int type, int which);
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void nohaste(int fromfuse);
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void noteth(int fromfuse);
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@ -193,7 +193,7 @@ void ring_on(void);
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void ringabil(void);
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int ringex(int rtype);
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int rnd(int range);
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char rnd_mon(bool wander, bool baddie);
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int rnd_mon(bool wander, bool baddie);
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struct coord *rnd_pos(struct room *rp);
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int rnd_room(void);
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struct coord *rndmove(struct thing *who);
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@ -230,19 +230,20 @@ do_zap(bool gotdir)
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tp = THINGPTR(item);
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omonst = tp->t_indx;
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if (wh == WS_POLYM && !curse) {
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int newmonst;
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detach(mlist, item);
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discard(item);
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oldch = tp->t_oldch;
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delta.y = y;
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delta.x = x;
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monster = rnd_mon(FALSE, TRUE);
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item = new_monster(monster, &delta, FALSE);
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newmonst = rnd_mon(FALSE, TRUE);
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item = new_monster(newmonst, &delta, FALSE);
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if (!(tp->t_flags & ISRUN))
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runto(&delta, &hero);
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if (isalpha(mvwinch(cw, y, x)))
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mvwaddch(cw, y, x, monsters[monster].m_show);
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mvwaddch(cw, y, x, monsters[newmonst].m_show);
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tp->t_oldch = oldch;
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ws_know[WS_POLYM] |= (monster != omonst);
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ws_know[WS_POLYM] |= (newmonst != omonst);
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}
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else if (wh == WS_MINVIS && !bless) {
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tp->t_flags |= ISINVIS;
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@ -955,9 +955,9 @@ wake_monster(int y, int x)
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*/
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if (off(player, CANTRUESEE) &&
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on(*tp, ISINWALL) || on(*tp, CANSURPRISE) ||
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(on(*tp, ISSHADOW) && rnd(100) < 80) ||
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(on(*tp, ISINVIS) && off(player, CANSEE)))
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(on(*tp, ISINWALL) || on(*tp, CANSURPRISE) ||
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(on(*tp, ISSHADOW) && rnd(100) < 80) ||
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(on(*tp, ISINVIS) && off(player, CANSEE))))
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{
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/*
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TODO: incomplete - need to finish logic
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@ -630,12 +630,12 @@ wake_monster(int y, int x)
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/*
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* Every time he sees mean monster, it might start chasing him
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*/
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if (on(*tp, ISMEAN) &&
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if ((on(*tp, ISMEAN) &&
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off(*tp, ISHELD) &&
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off(*tp, ISRUN) &&
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rnd(100) > 35 &&
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(!is_stealth(&player) || (on(*tp, ISUNIQUE) && rnd(100) > 35)) &&
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(off(player, ISINVIS) || on(*tp, CANSEE)) ||
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(off(player, ISINVIS) || on(*tp, CANSEE))) ||
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(trp != NULL && (trp->r_flags & ISTREAS))) {
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runto(tp, &hero);
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}
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@ -1347,7 +1347,7 @@ void init_player(void);
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void init_stones(void);
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void init_terrain(void);
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void init_things(void);
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void init_weapon(struct object *weap, char type);
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void init_weapon(struct object *weap, int type);
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char *inv_name(struct object *obj, bool drop);
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bool inventory(struct linked_list *list, int type);
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bool invisible(struct thing *monst);
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@ -198,7 +198,7 @@ hit_monster(int y, int x, struct object *obj, struct thing *tp)
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*/
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void
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init_weapon(struct object *weap, char type)
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init_weapon(struct object *weap, int type)
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{
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register struct init_weps *iwp;
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