Daemons and fuses now return void.
Functions for starting and stopping daemons and fuses now expect the type 'void (*func)()'. Only a few functions in XRogue needed to be modified to fit. Determining the type of the argument is left for a later date. Building with GCC5 should now produce less than 200 lines of warnings per game.
This commit is contained in:
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6dfde944f0
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0a354903e0
14 changed files with 91 additions and 96 deletions
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@ -74,7 +74,7 @@ f_slot(void)
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*/
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struct delayed_action *
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find_slot(int (*func)())
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find_slot(void (*func)())
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{
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reg int i;
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reg struct delayed_action *dev;
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@ -91,7 +91,7 @@ find_slot(int (*func)())
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*/
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void
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start_daemon(int (*dfunc)(), VOID *arg, int type)
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start_daemon(void (*dfunc)(), VOID *arg, int type)
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{
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reg struct delayed_action *dev;
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@ -111,7 +111,7 @@ start_daemon(int (*dfunc)(), VOID *arg, int type)
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*/
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void
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kill_daemon(int (*dfunc)())
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kill_daemon(void (*dfunc)())
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{
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reg struct delayed_action *dev;
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reg int i;
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@ -164,7 +164,7 @@ do_daemons(int flag)
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*/
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void
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fuse(int (*dfunc)(), VOID *arg, int time, int type)
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fuse(void (*dfunc)(), VOID *arg, int time, int type)
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{
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reg struct delayed_action *wire;
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@ -184,7 +184,7 @@ fuse(int (*dfunc)(), VOID *arg, int time, int type)
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*/
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void
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lengthen(int (*dfunc)(), int xtime)
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lengthen(void (*dfunc)(), int xtime)
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{
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reg struct delayed_action *wire;
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@ -199,7 +199,7 @@ lengthen(int (*dfunc)(), int xtime)
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*/
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void
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extinguish(int (*dfunc)())
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extinguish(void (*dfunc)())
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{
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reg struct delayed_action *wire;
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@ -222,13 +222,12 @@ unphase(void)
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* Player can no longer fly
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*/
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int
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void
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land(void)
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{
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turn_off(player, ISFLY);
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msg("You regain your normal weight");
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running = FALSE;
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return(0);
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}
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/*
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@ -253,7 +252,7 @@ sight(void)
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* Restore player's strength
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*/
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int
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void
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res_strength(long howmuch)
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{
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@ -271,7 +270,6 @@ res_strength(long howmuch)
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min(pstats.s_str + howmuch, max_stats.s_str + ring_value(R_ADDSTR));
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updpack(TRUE, &player);
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return(0);
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}
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/*
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@ -507,12 +505,11 @@ alchemy(struct object *obj)
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* otto's irresistable dance wears off
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*/
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int
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void
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undance(void)
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{
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turn_off(player, ISDANCE);
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msg ("Your feet take a break.....whew!");
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return(0);
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}
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/*
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@ -637,12 +634,11 @@ unskill(void)
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* charge up the cloak of Emori
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*/
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int
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void
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cloak_charge(struct object *obj)
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{
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if (obj->o_charges < 1)
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obj->o_charges = 1;
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return(0);
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}
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/*
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@ -27,11 +27,11 @@ int add_intelligence(int change);
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int add_strength(int change);
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int add_wisdom(int change);
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int res_charisma(int howmuch);
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int res_constitution(int howmuch);
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int res_dexterity(int howmuch);
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int res_intelligence(int howmuch);
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int res_wisdom(int howmuch);
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void res_charisma(int howmuch);
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void res_constitution(int howmuch);
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void res_dexterity(int howmuch);
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void res_intelligence(int howmuch);
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void res_wisdom(int howmuch);
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/*
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* add_abil is an array of functions used to change attributes. It must be
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@ -48,7 +48,7 @@ int (*add_abil[NUMABILITIES])() = {
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* ordered according to the attribute definitions in rogue.h.
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*/
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int (*res_abil[NUMABILITIES])() = {
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void (*res_abil[NUMABILITIES])() = {
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res_intelligence, res_strength, res_wisdom, res_dexterity,
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res_constitution, res_charisma
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};
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@ -945,13 +945,13 @@ quaff(int which, int kind, int flags, bool is_potion)
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* if called with zero the restore fully
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*/
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int
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void
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res_dexterity(int howmuch)
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{
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short save_max;
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int ring_str;
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if (howmuch < 0) return(0);
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if (howmuch < 0) return;
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/* Discount the ring value */
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ring_str = ring_value(R_ADDHIT);
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@ -970,7 +970,7 @@ res_dexterity(int howmuch)
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pstats.s_dext += ring_str;
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max_stats.s_dext = save_max;
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}
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return(0);
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return;
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}
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/*
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@ -978,13 +978,13 @@ res_dexterity(int howmuch)
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* Restore player's intelligence
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*/
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int
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void
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res_intelligence(int howmuch)
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{
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short save_max;
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int ring_str;
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if (howmuch <= 0) return(0);
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if (howmuch <= 0) return;
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/* Discount the ring value */
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ring_str = ring_value(R_ADDINTEL);
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@ -998,7 +998,7 @@ res_intelligence(int howmuch)
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pstats.s_intel += ring_str;
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max_stats.s_intel = save_max;
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}
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return(0);
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return;
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}
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/*
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@ -1006,13 +1006,13 @@ res_intelligence(int howmuch)
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* Restore player's wisdom
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*/
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int
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void
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res_wisdom(int howmuch)
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{
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short save_max;
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int ring_str;
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if (howmuch <= 0) return(0);
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if (howmuch <= 0) return;
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/* Discount the ring value */
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ring_str = ring_value(R_ADDWISDOM);
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@ -1026,7 +1026,7 @@ res_wisdom(int howmuch)
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pstats.s_wisdom += ring_str;
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max_stats.s_wisdom = save_max;
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}
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return(0);
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return;
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}
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/*
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@ -1034,13 +1034,13 @@ res_wisdom(int howmuch)
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* Restore the players constitution.
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*/
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int
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void
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res_constitution(int howmuch)
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{
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if (howmuch > 0)
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pstats.s_const = min(pstats.s_const + howmuch, max_stats.s_const);
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return(0);
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return;
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}
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/*
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@ -1048,12 +1048,12 @@ res_constitution(int howmuch)
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* Restore the players charisma.
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*/
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int
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void
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res_charisma(int howmuch)
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{
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if (howmuch > 0)
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pstats.s_charisma =
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min(pstats.s_charisma + howmuch, max_stats.s_charisma);
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return(0);
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return;
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}
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@ -933,7 +933,7 @@
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struct delayed_action {
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int d_type;
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int (*d_func)();
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void (*d_func)();
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union {
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VOID *vp;
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int i;
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@ -1258,7 +1258,7 @@ long check_level(void);
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void check_residue(struct thing *tp);
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void chg_str(int amt);
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void choose_qst(void);
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int cloak_charge(struct object *obj);
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void cloak_charge(struct object *obj);
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void command(void);
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void confus_player(void);
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int const_bonus(void);
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@ -1310,19 +1310,19 @@ void endit(int sig);
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void endmsg(void);
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void exit_game(int flag);
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void explode(struct thing *tp);
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void extinguish(int (*dfunc)());
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void extinguish(void (*dfunc)());
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void fall(struct linked_list *item, bool pr);
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coord *fallpos(coord *pos, bool be_clear, int range);
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void fatal(char *s);
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bool fight(coord *mp, struct object *weap, bool thrown);
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struct linked_list *find_mons(int y, int x);
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struct linked_list *find_obj(int y, int x);
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struct delayed_action *find_slot(int (*func)());
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struct delayed_action *find_slot(void (*func)());
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int findmindex(char *name);
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void fix_stick(struct object *cur);
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void fright(struct thing *th);
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void fumble(void);
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void fuse(int (*dfunc)(), VOID *arg, int time, int type);
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void fuse(void (*dfunc)(), VOID *arg, int time, int type);
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void genmonsters(int least, bool treas);
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coord get_coordinates(void);
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bool get_dir(coord *direction);
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@ -1359,10 +1359,10 @@ bool is_current(struct object *obj);
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bool is_magic(struct object *obj);
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bool isatrap(char ch);
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int itemweight(struct object *wh);
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void kill_daemon(int (*dfunc)());
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void kill_daemon(void (*dfunc)());
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void killed(struct linked_list *item, bool pr, bool points, bool treasure);
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int land(void);
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void lengthen(int (*dfunc)(), int xtime);
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void land(void);
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void lengthen(void (*dfunc)(), int xtime);
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void light(coord *cp);
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bool lit_room(struct room *rp);
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void look(bool wakeup, bool runend);
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@ -1415,7 +1415,7 @@ void raise_level(void);
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short randmonster(bool wander, bool no_unique);
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void read_scroll(int which, int flag, bool is_scroll);
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void reap(void);
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int res_strength(long howmuch);
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void res_strength(long howmuch);
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bool restore(char *file, char *envp[]);
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void restscr(WINDOW *scr);
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int ring_eat(int hand);
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@ -1452,7 +1452,7 @@ bool skirmish(struct thing *attacker, coord *mp, struct object *weap,
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bool thrown);
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struct linked_list *spec_item(int type, int which, int hit, int damage);
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void spell_recovery(void);
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void start_daemon(int (*dfunc)(), VOID *arg, int type);
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void start_daemon(void (*dfunc)(), VOID *arg, int type);
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void status(bool display);
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void steal(void);
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bool step_ok(int y, int x, int can_on_monst, struct thing *flgptr);
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@ -1475,7 +1475,7 @@ void trap_look(void);
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void unchoke(void);
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void unclrhead(void);
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void unconfuse(void);
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int undance(void);
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void undance(void);
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void unphase(void);
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void unsee(void);
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void unskill(void);
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@ -1648,7 +1648,6 @@ extern FILE *scorefi;
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extern FILE *logfile;
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extern LEVTYPE levtype;
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extern int (*add_abil[NUMABILITIES])(int); /* Functions to change abilities */
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extern int (*res_abil[NUMABILITIES])(); /* Functions to change abilities */
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extern int mf_count; /* move_free counter - see actions.c(m_act()) */
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extern int mf_jmpcnt; /* move_free counter for # of jumps */
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extern int killed_chance; /* cumulative chance for goodies to loose it, fight.c */
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