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
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@ -22,8 +22,8 @@ int between = 0;
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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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@ -100,7 +100,8 @@ 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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@ -110,7 +111,8 @@ swander()
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* Called to roll to see if a wandering monster starts up
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*/
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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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{
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@ -128,7 +130,8 @@ 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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@ -139,7 +142,8 @@ 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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@ -151,7 +155,8 @@ unconfuse()
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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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@ -164,7 +169,8 @@ 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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@ -174,7 +180,8 @@ 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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@ -185,7 +192,8 @@ 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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@ -197,7 +205,8 @@ 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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@ -209,7 +218,8 @@ 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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@ -225,7 +235,8 @@ sight()
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* Restore player's strength
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*/
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res_strength()
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void
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res_strength(void)
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{
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/* If lost_str is non-zero, restore that amount of strength,
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@ -249,7 +260,8 @@ res_strength()
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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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@ -260,7 +272,8 @@ 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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@ -271,7 +284,8 @@ 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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@ -279,7 +293,8 @@ 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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@ -335,7 +350,8 @@ 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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@ -346,7 +362,8 @@ cure_disease()
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/*
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* daemon for adding back dexterity
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*/
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un_itch()
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void
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un_itch(void)
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{
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if (--lost_dext < 1) {
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lost_dext = 0;
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@ -358,7 +375,8 @@ un_itch()
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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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@ -369,7 +387,8 @@ 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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@ -380,7 +399,8 @@ 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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@ -392,8 +412,8 @@ 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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@ -440,7 +460,8 @@ 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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@ -449,14 +470,16 @@ 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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@ -474,14 +497,16 @@ 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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