void set_action(player_type *creature_ptr, ACTION_IDX typ);
void dispel_player(player_type *creature_ptr);
-bool set_mimic(player_type *creature_ptr, TIME_EFFECT v, MIMIC_RACE_IDX p, bool do_dec);
-bool set_shero(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
bool set_protevil(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
bool set_invuln(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
bool set_tim_regen(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-bool set_tim_stealth(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-bool set_tim_levitation(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-bool set_tim_sh_touki(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-bool set_tim_sh_fire(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
bool set_tim_sh_holy(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
bool set_tim_eyeeye(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
bool set_resist_magic(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
bool set_tim_reflect(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-bool set_multishadow(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-bool set_dustrobe(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
bool set_kabenuke(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-bool set_tsuyoshi(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-bool set_ele_attack(player_type *creature_ptr, u32b attack_type, TIME_EFFECT v);
-bool set_ele_immune(player_type *creature_ptr, u32b immune_type, TIME_EFFECT v);
-bool set_oppose_acid(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-bool set_oppose_elec(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-bool set_oppose_fire(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-bool set_oppose_cold(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-bool set_oppose_pois(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-bool set_food(player_type *creature_ptr, TIME_EFFECT v);
bool inc_stat(player_type *creature_ptr, int stat);
bool dec_stat(player_type *creature_ptr, int stat, int amount, int permanent);
bool res_stat(player_type *creature_ptr, int stat);
bool do_dec_stat(player_type *creature_ptr, int stat);
bool do_res_stat(player_type *creature_ptr, int stat);
bool do_inc_stat(player_type *creature_ptr, int stat);
-bool restore_level(player_type *creature_ptr);
bool lose_all_info(player_type *creature_ptr);
-void gain_exp_64(player_type *creature_ptr, s32b amount, u32b amount_frac);
-void gain_exp(player_type *creature_ptr, s32b amount);
-void calc_android_exp(player_type *creature_ptr);
-void lose_exp(player_type *creature_ptr, s32b amount);
-bool drain_exp(player_type *creature_ptr, s32b drain, s32b slip, int hold_exp_prob);
void do_poly_self(player_type *creature_ptr);
-bool set_ultimate_res(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-bool set_tim_res_nether(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-bool set_tim_res_time(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-bool choose_ele_attack(player_type *creature_ptr);
-bool choose_ele_immune(player_type *creature_ptr, TIME_EFFECT turn);
-bool set_wraith_form(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
void do_poly_wounds(player_type *creature_ptr);
void change_race(player_type *creature_ptr, player_race_type new_race, concptr effect_msg);
-bool drop_weapons(player_type *creature_ptr);