Advanced Rogue 7: convert to ANSI-style function declarations.
Almost 1500 lines of compiler warnings remain, and the GCC developers are already working on a new version with even more warnings turned on by default.
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39 changed files with 1181 additions and 889 deletions
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@ -25,8 +25,8 @@
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* A healing daemon that restors hit points after rest
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*/
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doctor(tp)
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register struct thing *tp;
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void
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doctor(struct thing *tp)
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{
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register int ohp;
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register int limit, new_points;
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@ -108,7 +108,8 @@ register struct thing *tp;
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* Called when it is time to start rolling for wandering monsters
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*/
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swander()
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void
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swander(void)
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{
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start_daemon(rollwand, 0, BEFORE);
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}
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@ -120,7 +121,8 @@ swander()
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int between = 0;
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rollwand()
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void
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rollwand(void)
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{
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if (++between >= 4)
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@ -140,7 +142,8 @@ rollwand()
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/*
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* this function is a daemon called each turn when the character is a thief
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*/
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trap_look()
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void
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trap_look(void)
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{
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if (rnd(100) < (2*dex_compute() + 5*pstats.s_lvl))
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search(TRUE, FALSE);
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@ -151,7 +154,8 @@ trap_look()
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* Release the poor player from his confusion
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*/
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unconfuse()
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void
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unconfuse(void)
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{
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turn_off(player, ISHUH);
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msg("You feel less confused now");
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@ -162,7 +166,8 @@ unconfuse()
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* unsee:
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* He lost his see invisible power
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*/
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unsee()
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void
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unsee(void)
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{
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if (!ISWEARING(R_SEEINVIS)) {
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turn_off(player, CANSEE);
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@ -175,7 +180,8 @@ unsee()
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* Remove to-hit handicap from player
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*/
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unstink()
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void
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unstink(void)
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{
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turn_off(player, HASSTINK);
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}
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@ -185,7 +191,8 @@ unstink()
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* Player is no longer immune to confusion
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*/
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unclrhead()
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void
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unclrhead(void)
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{
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turn_off(player, ISCLEAR);
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msg("The blue aura about your head fades away.");
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@ -196,7 +203,8 @@ unclrhead()
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* Player can no longer walk through walls
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*/
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unphase()
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void
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unphase(void)
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{
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turn_off(player, CANINWALL);
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msg("Your dizzy feeling leaves you.");
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@ -208,7 +216,8 @@ unphase()
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* Player can no longer fly
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*/
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land()
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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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@ -220,7 +229,8 @@ land()
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* He gets his sight back
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*/
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sight()
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void
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sight(void)
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{
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if (on(player, ISBLIND))
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{
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@ -237,8 +247,7 @@ sight()
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*/
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void
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res_strength(howmuch)
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int howmuch;
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res_strength(int howmuch)
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{
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/* If lost_str is non-zero, restore that amount of strength,
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@ -262,7 +271,8 @@ int howmuch;
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* End the hasting
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*/
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nohaste()
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void
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nohaste(void)
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{
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turn_off(player, ISHASTE);
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msg("You feel yourself slowing down.");
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@ -273,7 +283,8 @@ nohaste()
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* End the slowing
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*/
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noslow()
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void
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noslow(void)
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{
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turn_off(player, ISSLOW);
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msg("You feel yourself speeding up.");
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@ -284,7 +295,8 @@ noslow()
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* If this gets called, the player has suffocated
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*/
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suffocate()
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void
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suffocate(void)
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{
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death(D_SUFFOCATION);
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}
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@ -292,7 +304,8 @@ suffocate()
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/*
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* digest the hero's food
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*/
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stomach()
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void
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stomach(void)
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{
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register int oldfood, old_hunger, food_use, i;
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@ -368,7 +381,8 @@ stomach()
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/*
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* daemon for curing the diseased
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*/
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cure_disease()
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void
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cure_disease(void)
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{
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turn_off(player, HASDISEASE);
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if (off (player, HASINFEST))
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@ -380,7 +394,8 @@ cure_disease()
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* appear:
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* Become visible again
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*/
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appear()
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void
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appear(void)
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{
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turn_off(player, ISINVIS);
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PLAYER = VPLAYER;
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@ -391,7 +406,8 @@ appear()
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* dust_appear:
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* dust of disappearance wears off
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*/
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dust_appear()
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void
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dust_appear(void)
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{
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turn_off(player, ISINVIS);
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PLAYER = VPLAYER;
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@ -402,7 +418,8 @@ dust_appear()
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* unchoke:
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* the effects of "dust of choking and sneezing" wear off
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*/
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unchoke()
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void
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unchoke(void)
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{
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if (!find_slot(unconfuse))
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turn_off(player, ISHUH);
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@ -414,8 +431,8 @@ unchoke()
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/*
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* make some potion for the guy in the Alchemy jug
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*/
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alchemy(obj)
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register struct object *obj;
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void
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alchemy(struct object *obj)
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{
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register struct object *tobj = NULL;
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register struct linked_list *item;
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@ -464,7 +481,8 @@ register struct object *obj;
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* otto's irresistable dance wears off
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*/
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undance()
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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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@ -473,14 +491,16 @@ undance()
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/*
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* if he has our favorite necklace of strangulation then take damage every turn
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*/
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strangle()
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void
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strangle(void)
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{
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if ((pstats.s_hpt -= 6) <= 0) death(D_STRANGLE);
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}
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/*
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* if he has on the gauntlets of fumbling he might drop his weapon each turn
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*/
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fumble()
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void
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fumble(void)
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{
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register struct linked_list *item;
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@ -519,21 +539,24 @@ fumble()
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/*
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* this is called each turn the hero has the ring of searching on
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*/
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ring_search()
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void
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ring_search(void)
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{
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search(FALSE, FALSE);
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}
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/*
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* this is called each turn the hero has the ring of teleportation on
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*/
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ring_teleport()
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void
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ring_teleport(void)
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{
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if (rnd(100) < 2) teleport();
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}
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/*
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* this is called to charge up the quill of Nagrom
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*/
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quill_charge()
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void
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quill_charge(void)
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{
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register struct object *tobj = NULL;
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register struct linked_list *item;
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@ -556,7 +579,8 @@ quill_charge()
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/*
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* take the skills away gained (or lost) by the potion of skills
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*/
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unskill()
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void
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unskill(void)
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{
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if (pstats.s_lvladj != 0) {
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pstats.s_lvl -= pstats.s_lvladj;
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@ -569,8 +593,8 @@ unskill()
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* charge up the cloak of Emori
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*/
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cloak_charge(obj)
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register struct object *obj;
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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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@ -580,7 +604,8 @@ register struct object *obj;
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* nofire:
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* He lost his fire resistance
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*/
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nofire()
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void
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nofire(void)
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{
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if (!ISWEARING(R_FIRE)) {
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turn_off(player, NOFIRE);
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@ -592,7 +617,8 @@ nofire()
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* nocold:
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* He lost his cold resistance
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*/
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nocold()
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void
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nocold(void)
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{
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if (!ISWEARING(R_WARMTH)) {
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turn_off(player, NOCOLD);
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@ -604,7 +630,8 @@ nocold()
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* nobolt:
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* He lost his protection from lightning
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*/
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nobolt()
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void
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nobolt(void)
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{
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turn_off(player, NOBOLT);
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msg("Your skin looses its bluish tint");
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@ -613,8 +640,8 @@ nobolt()
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* eat_gold:
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* an artifact eats gold
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*/
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eat_gold(obj)
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register struct object *obj;
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void
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eat_gold(struct object *obj)
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{
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if (purse == 1)
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msg("%s demand you find more gold", inv_name(obj, FALSE));
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@ -628,36 +655,39 @@ register struct object *obj;
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/*
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* give the hero back some spell points
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*/
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spell_recovery()
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void
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spell_recovery(void)
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{
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int time;
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time = SPELLTIME - max(17-pstats.s_intel, 0);
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time = max(time, 5);
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if (spell_power > 0) spell_power--;
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fuse(spell_recovery, NULL, time, AFTER);
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fuse(spell_recovery, 0, time, AFTER);
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}
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/*
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* give the hero back some prayer points
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*/
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prayer_recovery()
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void
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prayer_recovery(void)
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{
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int time;
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time = SPELLTIME - max(17-pstats.s_wisdom, 0);
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time = max(time, 5);
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if (pray_time > 0) pray_time--;
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fuse(prayer_recovery, NULL, time, AFTER);
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fuse(prayer_recovery, 0, time, AFTER);
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}
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/*
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* give the hero back some chant points
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*/
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chant_recovery()
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void
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chant_recovery(void)
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{
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int time;
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time = SPELLTIME - max(17-pstats.s_wisdom, 0);
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time = max(time, 5);
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if (chant_time > 0) chant_time--;
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fuse(chant_recovery, NULL, time, AFTER);
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fuse(chant_recovery, 0, time, AFTER);
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}
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