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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@ -22,7 +22,8 @@
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* aggravate all the monsters on this level
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*/
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aggravate()
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void
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aggravate(void)
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{
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register struct linked_list *mi;
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@ -35,8 +36,8 @@ aggravate()
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* returns true if the hero can see a certain coordinate.
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*/
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cansee(y, x)
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register int y, x;
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bool
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cansee(int y, int x)
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{
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register struct room *rer;
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register int radius;
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@ -93,8 +94,7 @@ static struct {
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};
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long
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check_level(get_spells)
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bool get_spells;
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check_level(bool get_spells)
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{
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register int i, j, add = 0;
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register unsigned long exp;
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@ -148,8 +148,8 @@ bool get_spells;
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* it keeps track of the highest it has been, just in case
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*/
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chg_str(amt)
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register int amt;
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void
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chg_str(int amt)
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{
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register int ring_str; /* ring strengths */
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register struct stats *ptr; /* for speed */
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@ -172,7 +172,7 @@ register int amt;
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* this routine computes the players current AC without dex bonus's
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*/
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int
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ac_compute()
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ac_compute(void)
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{
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register int ac;
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@ -194,7 +194,8 @@ ac_compute()
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/*
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* this routine computes the players current strength
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*/
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str_compute()
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int
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str_compute(void)
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{
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if (cur_misc[WEAR_GAUNTLET] != NULL &&
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cur_misc[WEAR_GAUNTLET]->o_which == MM_G_OGRE) {
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@ -210,7 +211,8 @@ str_compute()
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/*
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* this routine computes the players current dexterity
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*/
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dex_compute()
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int
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dex_compute(void)
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{
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if (cur_misc[WEAR_GAUNTLET] != NULL &&
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cur_misc[WEAR_GAUNTLET]->o_which == MM_G_DEXTERITY) {
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@ -229,9 +231,8 @@ dex_compute()
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* Check to see if the move is legal if it is diagonal
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*/
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diag_ok(sp, ep, flgptr)
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register coord *sp, *ep;
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struct thing *flgptr;
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bool
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diag_ok(coord *sp, coord *ep, struct thing *flgptr)
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{
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register int numpaths = 0;
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@ -252,7 +253,8 @@ struct thing *flgptr;
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* He wants to eat something, so let him try
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*/
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eat()
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void
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eat(void)
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{
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register struct linked_list *item;
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@ -282,10 +284,7 @@ eat()
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* pick a random position around the give (y, x) coordinates
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*/
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coord *
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fallpos(pos, be_clear, range)
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register coord *pos;
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bool be_clear;
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int range;
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fallpos(coord *pos, bool be_clear, int range)
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{
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register int tried, i, j;
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register char ch;
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@ -364,9 +363,7 @@ int range;
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*/
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struct linked_list *
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find_mons(y, x)
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register int y;
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register int x;
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find_mons(int y, int x)
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{
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register struct linked_list *item;
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register struct thing *th;
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@ -386,9 +383,7 @@ register int x;
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*/
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struct linked_list *
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find_obj(y, x)
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register int y;
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register int x;
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find_obj(int y, int x)
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{
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register struct linked_list *obj;
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register struct object *op;
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@ -406,7 +401,8 @@ register int x;
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/*
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* set up the direction co_ordinate for use in varios "prefix" commands
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*/
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get_dir()
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bool
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get_dir(void)
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{
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register char *prompt;
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register bool gotit;
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@ -446,8 +442,8 @@ get_dir()
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/*
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* see if the object is one of the currently used items
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*/
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is_current(obj)
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register struct object *obj;
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bool
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is_current(struct object *obj)
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{
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if (obj == NULL)
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return FALSE;
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@ -483,11 +479,12 @@ register struct object *obj;
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/*
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* Look:
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* A quick glance all around the player
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* wakeup: Should we wake up monsters
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* runend: At end of a run -- for mazes
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*/
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look(wakeup, runend)
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bool wakeup; /* Should we wake up monsters */
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bool runend; /* At end of a run -- for mazes */
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void
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look(bool wakeup, bool runend)
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{
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register int x, y, radius;
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register char ch, och;
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@ -738,8 +735,8 @@ bool runend; /* At end of a run -- for mazes */
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* The guy just magically went up a level.
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*/
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raise_level(get_spells)
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bool get_spells;
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void
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raise_level(bool get_spells)
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{
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unsigned long test; /* Next level -- be sure it is not an overflow */
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@ -766,11 +763,12 @@ static int st_matrix[5][5] = {
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/*
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* save:
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* See if a creature saves against something
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* which: which type of save
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* who: who is saving
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* adj: saving throw adjustment
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*/
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save(which, who, adj)
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int which; /* which type of save */
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struct thing *who; /* who is saving */
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int adj; /* saving throw adjustment */
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bool
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save(int which, struct thing *who, int adj)
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{
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register int need, level;
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@ -814,8 +812,8 @@ int adj; /* saving throw adjustment */
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* Figure out what a secret door looks like.
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*/
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secretdoor(y, x)
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register int y, x;
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char
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secretdoor(int y, int x)
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{
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register int i;
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register struct room *rp;
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@ -838,9 +836,8 @@ register int y, x;
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/*
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* copy string using unctrl for things
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*/
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strucpy(s1, s2, len)
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register char *s1, *s2;
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register int len;
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void
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strucpy(char *s1, char *s2, int len)
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{
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register char *sp;
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@ -859,8 +856,7 @@ register int len;
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*/
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char *
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tr_name(ch)
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char ch;
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tr_name(char ch)
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{
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register char *s = NULL;
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@ -890,8 +886,7 @@ char ch;
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* for printfs: if string starts with a vowel, return "n" for an "an"
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*/
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char *
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vowelstr(str)
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register char *str;
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vowelstr(char *str)
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{
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switch (*str)
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{
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@ -911,7 +906,8 @@ register char *str;
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* Do nothing but let other things happen
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*/
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waste_time()
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void
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waste_time(void)
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{
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if (inwhgt) /* if from wghtchk then done */
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return;
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