Advanced Rogue 5: convert to ANSI function declarations.
This still leaves over a thousand lines of warning messages, mostly related to the return types of daemons and fuses.
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37 changed files with 977 additions and 733 deletions
122
arogue5/fight.c
122
arogue5/fight.c
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@ -13,10 +13,27 @@
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*/
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#include "curses.h"
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#include <stdlib.h>
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#include <ctype.h>
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#include <string.h>
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#include "rogue.h"
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bool roll_em(struct thing *att_er, struct thing *def_er, struct object *weap,
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bool hurl, struct object *cur_weapon, bool back_stab);
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void hit(struct object *weapon, struct thing *tp, char *er, char *ee,
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bool back_stab);
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void miss(struct object *weapon, struct thing *tp, char *er, char *ee);
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int dext_plus(int dexterity);
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int str_plus(short str);
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int add_dam(short str);
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int hung_dam(void);
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void thunk(struct object *weap, struct thing *tp, char *mname);
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void m_thunk(struct object *weap, struct thing *tp, char *mname);
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void bounce(struct object *weap, struct thing *tp, char *mname);
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void m_bounce(struct object *weap, struct thing *tp, char *mname);
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struct object *wield_weap(struct object *thrown, struct thing *mp);
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void explode(struct thing *tp);
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#define CONF_DAMAGE -1
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#define PARAL_DAMAGE -2
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#define DEST_DAMAGE -3
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@ -35,10 +52,8 @@ static const struct matrix att_mat[5] = {
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* The player attacks the monster.
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*/
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fight(mp, weap, thrown)
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register coord *mp;
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struct object *weap;
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bool thrown;
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bool
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fight(coord *mp, struct object *weap, bool thrown)
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{
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register struct thing *tp;
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register struct linked_list *item;
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@ -204,10 +219,8 @@ bool thrown;
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* The monster attacks the player
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*/
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attack(mp, weapon, thrown)
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register struct thing *mp;
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register struct object *weapon;
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bool thrown;
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bool
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attack(struct thing *mp, struct object *weapon, bool thrown)
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{
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register const char *mname;
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register bool did_hit = FALSE;
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@ -708,9 +721,8 @@ bool thrown;
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* returns true if the swing hits
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*/
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swing(class, at_lvl, op_arm, wplus)
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short class;
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int at_lvl, op_arm, wplus;
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bool
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swing(short class, int at_lvl, int op_arm, int wplus)
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{
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register int res = rnd(20)+1;
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register int need;
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@ -730,12 +742,9 @@ int at_lvl, op_arm, wplus;
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* Roll several attacks
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*/
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roll_em(att_er, def_er, weap, hurl, cur_weapon, back_stab)
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struct thing *att_er, *def_er;
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struct object *weap;
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bool hurl;
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struct object *cur_weapon;
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bool back_stab;
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bool
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roll_em(struct thing *att_er, struct thing *def_er, struct object *weap,
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bool hurl, struct object *cur_weapon, bool back_stab)
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{
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register struct stats *att, *def;
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register char *cp = NULL;
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@ -1028,9 +1037,7 @@ bool back_stab;
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*/
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char *
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prname(who, upper)
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register char *who;
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bool upper;
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prname(char *who, bool upper)
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{
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static char tbuf[LINELEN];
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@ -1054,11 +1061,8 @@ bool upper;
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* Print a message to indicate a succesful hit
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*/
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hit(weapon, tp, er, ee, back_stab)
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register struct object *weapon;
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register struct thing *tp;
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register char *er, *ee;
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bool back_stab;
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void
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hit(struct object *weapon, struct thing *tp, char *er, char *ee, bool back_stab)
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{
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register char *s = NULL;
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char
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@ -1114,10 +1118,8 @@ bool back_stab;
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* Print a message to indicate a poor swing
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*/
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miss(weapon, tp, er, ee)
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register struct object *weapon;
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register struct thing *tp;
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register char *er, *ee;
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void
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miss(struct object *weapon, struct thing *tp, char *er, char *ee)
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{
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register char *s = NULL;
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char
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@ -1161,8 +1163,8 @@ register char *er, *ee;
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* compute to-hit bonus for dexterity
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*/
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dext_plus(dexterity)
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register int dexterity;
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int
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dext_plus(int dexterity)
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{
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return (dexterity > 10 ? (dexterity-13)/3 : (dexterity-10)/3);
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}
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@ -1173,8 +1175,8 @@ register int dexterity;
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* compute armor class bonus for dexterity
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*/
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dext_prot(dexterity)
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register int dexterity;
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int
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dext_prot(int dexterity)
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{
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return ((dexterity-10)/2);
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}
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@ -1183,8 +1185,8 @@ register int dexterity;
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* compute bonus/penalties for strength on the "to hit" roll
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*/
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str_plus(str)
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register short str;
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int
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str_plus(short str)
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{
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return((str-10)/3);
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}
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@ -1194,8 +1196,8 @@ register short str;
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* compute additional damage done for exceptionally high or low strength
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*/
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add_dam(str)
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register short str;
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int
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add_dam(short str)
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{
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return((str-9)/2);
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}
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@ -1204,7 +1206,8 @@ register short str;
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* hung_dam:
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* Calculate damage depending on players hungry state
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*/
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hung_dam()
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int
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hung_dam(void)
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{
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reg int howmuch = 0;
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@ -1222,11 +1225,10 @@ hung_dam()
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* A missile hits a monster
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*/
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thunk(weap, tp, mname)
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register struct object *weap;
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register struct thing *tp; /* Defender */
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register char *mname;
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void
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thunk(struct object *weap, struct thing *tp, char *mname)
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{
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/* tp: Defender */
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char *def_name; /* Name of defender */
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/* What do we call the defender? */
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@ -1251,10 +1253,8 @@ register char *mname;
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* A missile from a monster hits the player
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*/
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m_thunk(weap, tp, mname)
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register struct object *weap;
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register struct thing *tp;
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register char *mname;
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void
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m_thunk(struct object *weap, struct thing *tp, char *mname)
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{
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char *att_name; /* Name of attacker */
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@ -1280,11 +1280,10 @@ register char *mname;
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* A missile misses a monster
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*/
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bounce(weap, tp, mname)
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register struct object *weap;
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register struct thing *tp; /* Defender */
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register char *mname;
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void
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bounce(struct object *weap, struct thing *tp, char *mname)
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{
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/* tp: Defender */
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char *def_name; /* Name of defender */
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/* What do we call the defender? */
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@ -1309,10 +1308,8 @@ register char *mname;
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A missle from a monster misses the player
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*/
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m_bounce(weap, tp, mname)
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register struct object *weap;
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register struct thing *tp;
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register char *mname;
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void
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m_bounce(struct object *weap, struct thing *tp, char *mname)
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{
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char *att_name; /* Name of attacker */
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@ -1339,8 +1336,8 @@ register char *mname;
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* Returns true if an object radiates magic
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*/
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is_magic(obj)
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register struct object *obj;
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bool
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is_magic(struct object *obj)
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{
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switch (obj->o_type)
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{
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@ -1364,9 +1361,8 @@ register struct object *obj;
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* Called to put a monster to death
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*/
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killed(item, pr, points)
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register struct linked_list *item;
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bool pr, points;
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void
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killed(struct linked_list *item, bool pr, bool points)
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{
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register struct thing *tp;
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register struct linked_list *pitem, *nexti;
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@ -1447,9 +1443,7 @@ bool pr, points;
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*/
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struct object *
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wield_weap(thrown, mp)
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struct object *thrown;
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struct thing *mp;
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wield_weap(struct object *thrown, struct thing *mp)
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{
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int look_for = 0, /* The projectile weapon we are looking for */
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new_rate, /* The rating of a prospective weapon */
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@ -1529,8 +1523,8 @@ struct thing *mp;
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return(candidate);
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}
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explode(tp)
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register struct thing *tp;
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void
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explode(struct thing *tp)
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{
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register int x,y, damage;
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