comparison arogue5/daemons.c @ 218:56e748983fa8

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.
author John "Elwin" Edwards
date Sun, 07 Feb 2016 14:39:21 -0500
parents f2951c4e28d9
children
comparison
equal deleted inserted replaced
217:94a0d9dd5ce1 218:56e748983fa8
20 /* 20 /*
21 * doctor: 21 * doctor:
22 * A healing daemon that restors hit points after rest 22 * A healing daemon that restors hit points after rest
23 */ 23 */
24 24
25 doctor(tp) 25 void
26 register struct thing *tp; 26 doctor(struct thing *tp)
27 { 27 {
28 register int ohp; 28 register int ohp;
29 register int limit, new_points; 29 register int limit, new_points;
30 register struct stats *curp; /* current stats pointer */ 30 register struct stats *curp; /* current stats pointer */
31 register struct stats *maxp; /* max stats pointer */ 31 register struct stats *maxp; /* max stats pointer */
98 /* 98 /*
99 * Swander: 99 * Swander:
100 * Called when it is time to start rolling for wandering monsters 100 * Called when it is time to start rolling for wandering monsters
101 */ 101 */
102 102
103 swander() 103 void
104 swander(void)
104 { 105 {
105 start_daemon(rollwand, 0, BEFORE); 106 start_daemon(rollwand, 0, BEFORE);
106 } 107 }
107 108
108 /* 109 /*
109 * rollwand: 110 * rollwand:
110 * Called to roll to see if a wandering monster starts up 111 * Called to roll to see if a wandering monster starts up
111 */ 112 */
112 113
113 rollwand() 114 void
115 rollwand(void)
114 { 116 {
115 if (++between >= 4) 117 if (++between >= 4)
116 { 118 {
117 /* Theives may not awaken a monster */ 119 /* Theives may not awaken a monster */
118 if ((roll(1, 6) == 4) && 120 if ((roll(1, 6) == 4) &&
126 } 128 }
127 } 129 }
128 /* 130 /*
129 * this function is a daemon called each turn when the character is a thief 131 * this function is a daemon called each turn when the character is a thief
130 */ 132 */
131 trap_look() 133 void
134 trap_look(void)
132 { 135 {
133 if (rnd(100) < (2*dex_compute() + 5*pstats.s_lvl)) 136 if (rnd(100) < (2*dex_compute() + 5*pstats.s_lvl))
134 search(TRUE, FALSE); 137 search(TRUE, FALSE);
135 } 138 }
136 139
137 /* 140 /*
138 * unconfuse: 141 * unconfuse:
139 * Release the poor player from his confusion 142 * Release the poor player from his confusion
140 */ 143 */
141 144
142 unconfuse() 145 void
146 unconfuse(void)
143 { 147 {
144 turn_off(player, ISHUH); 148 turn_off(player, ISHUH);
145 msg("You feel less confused now"); 149 msg("You feel less confused now");
146 } 150 }
147 151
149 /* 153 /*
150 * unsee: 154 * unsee:
151 * He lost his see invisible power 155 * He lost his see invisible power
152 */ 156 */
153 157
154 unsee() 158 void
159 unsee(void)
155 { 160 {
156 if (!ISWEARING(R_SEEINVIS)) { 161 if (!ISWEARING(R_SEEINVIS)) {
157 turn_off(player, CANSEE); 162 turn_off(player, CANSEE);
158 msg("The tingling feeling leaves your eyes"); 163 msg("The tingling feeling leaves your eyes");
159 } 164 }
162 /* 167 /*
163 * unstink: 168 * unstink:
164 * Remove to-hit handicap from player 169 * Remove to-hit handicap from player
165 */ 170 */
166 171
167 unstink() 172 void
173 unstink(void)
168 { 174 {
169 turn_off(player, HASSTINK); 175 turn_off(player, HASSTINK);
170 } 176 }
171 177
172 /* 178 /*
173 * unclrhead: 179 * unclrhead:
174 * Player is no longer immune to confusion 180 * Player is no longer immune to confusion
175 */ 181 */
176 182
177 unclrhead() 183 void
184 unclrhead(void)
178 { 185 {
179 turn_off(player, ISCLEAR); 186 turn_off(player, ISCLEAR);
180 msg("The blue aura about your head fades away."); 187 msg("The blue aura about your head fades away.");
181 } 188 }
182 189
183 /* 190 /*
184 * unphase: 191 * unphase:
185 * Player can no longer walk through walls 192 * Player can no longer walk through walls
186 */ 193 */
187 194
188 unphase() 195 void
196 unphase(void)
189 { 197 {
190 turn_off(player, CANINWALL); 198 turn_off(player, CANINWALL);
191 msg("Your dizzy feeling leaves you."); 199 msg("Your dizzy feeling leaves you.");
192 if (!step_ok(hero.y, hero.x, NOMONST, &player)) death(D_PETRIFY); 200 if (!step_ok(hero.y, hero.x, NOMONST, &player)) death(D_PETRIFY);
193 } 201 }
195 /* 203 /*
196 * land: 204 * land:
197 * Player can no longer fly 205 * Player can no longer fly
198 */ 206 */
199 207
200 land() 208 void
209 land(void)
201 { 210 {
202 turn_off(player, ISFLY); 211 turn_off(player, ISFLY);
203 msg("You regain your normal weight"); 212 msg("You regain your normal weight");
204 running = FALSE; 213 running = FALSE;
205 } 214 }
207 /* 216 /*
208 * sight: 217 * sight:
209 * He gets his sight back 218 * He gets his sight back
210 */ 219 */
211 220
212 sight() 221 void
222 sight(void)
213 { 223 {
214 if (on(player, ISBLIND)) 224 if (on(player, ISBLIND))
215 { 225 {
216 extinguish(sight); 226 extinguish(sight);
217 turn_off(player, ISBLIND); 227 turn_off(player, ISBLIND);
223 /* 233 /*
224 * res_strength: 234 * res_strength:
225 * Restore player's strength 235 * Restore player's strength
226 */ 236 */
227 237
228 res_strength() 238 void
239 res_strength(void)
229 { 240 {
230 241
231 /* If lost_str is non-zero, restore that amount of strength, 242 /* If lost_str is non-zero, restore that amount of strength,
232 * else all of it 243 * else all of it
233 */ 244 */
247 /* 258 /*
248 * nohaste: 259 * nohaste:
249 * End the hasting 260 * End the hasting
250 */ 261 */
251 262
252 nohaste() 263 void
264 nohaste(void)
253 { 265 {
254 turn_off(player, ISHASTE); 266 turn_off(player, ISHASTE);
255 msg("You feel yourself slowing down."); 267 msg("You feel yourself slowing down.");
256 } 268 }
257 269
258 /* 270 /*
259 * noslow: 271 * noslow:
260 * End the slowing 272 * End the slowing
261 */ 273 */
262 274
263 noslow() 275 void
276 noslow(void)
264 { 277 {
265 turn_off(player, ISSLOW); 278 turn_off(player, ISSLOW);
266 msg("You feel yourself speeding up."); 279 msg("You feel yourself speeding up.");
267 } 280 }
268 281
269 /* 282 /*
270 * suffocate: 283 * suffocate:
271 * If this gets called, the player has suffocated 284 * If this gets called, the player has suffocated
272 */ 285 */
273 286
274 suffocate() 287 void
288 suffocate(void)
275 { 289 {
276 death(D_SUFFOCATION); 290 death(D_SUFFOCATION);
277 } 291 }
278 292
279 /* 293 /*
280 * digest the hero's food 294 * digest the hero's food
281 */ 295 */
282 stomach() 296 void
297 stomach(void)
283 { 298 {
284 register int oldfood, old_hunger, food_use, i; 299 register int oldfood, old_hunger, food_use, i;
285 300
286 old_hunger = hungry_state; 301 old_hunger = hungry_state;
287 if (food_left <= 0) 302 if (food_left <= 0)
333 wghtchk(); 348 wghtchk();
334 } 349 }
335 /* 350 /*
336 * daemon for curing the diseased 351 * daemon for curing the diseased
337 */ 352 */
338 cure_disease() 353 void
354 cure_disease(void)
339 { 355 {
340 turn_off(player, HASDISEASE); 356 turn_off(player, HASDISEASE);
341 if (off (player, HASINFEST)) 357 if (off (player, HASINFEST))
342 msg(terse ? "You feel yourself improving" 358 msg(terse ? "You feel yourself improving"
343 : "You begin to feel yourself improving again"); 359 : "You begin to feel yourself improving again");
344 } 360 }
345 361
346 /* 362 /*
347 * daemon for adding back dexterity 363 * daemon for adding back dexterity
348 */ 364 */
349 un_itch() 365 void
366 un_itch(void)
350 { 367 {
351 if (--lost_dext < 1) { 368 if (--lost_dext < 1) {
352 lost_dext = 0; 369 lost_dext = 0;
353 turn_off(player, HASITCH); 370 turn_off(player, HASITCH);
354 } 371 }
356 } 373 }
357 /* 374 /*
358 * appear: 375 * appear:
359 * Become visible again 376 * Become visible again
360 */ 377 */
361 appear() 378 void
379 appear(void)
362 { 380 {
363 turn_off(player, ISINVIS); 381 turn_off(player, ISINVIS);
364 PLAYER = VPLAYER; 382 PLAYER = VPLAYER;
365 msg("The tingling feeling leaves your body"); 383 msg("The tingling feeling leaves your body");
366 light(&hero); 384 light(&hero);
367 } 385 }
368 /* 386 /*
369 * dust_appear: 387 * dust_appear:
370 * dust of disappearance wears off 388 * dust of disappearance wears off
371 */ 389 */
372 dust_appear() 390 void
391 dust_appear(void)
373 { 392 {
374 turn_off(player, ISINVIS); 393 turn_off(player, ISINVIS);
375 PLAYER = VPLAYER; 394 PLAYER = VPLAYER;
376 msg("You become visible again"); 395 msg("You become visible again");
377 light(&hero); 396 light(&hero);
378 } 397 }
379 /* 398 /*
380 * unchoke: 399 * unchoke:
381 * the effects of "dust of choking and sneezing" wear off 400 * the effects of "dust of choking and sneezing" wear off
382 */ 401 */
383 unchoke() 402 void
403 unchoke(void)
384 { 404 {
385 if (!find_slot(unconfuse)) 405 if (!find_slot(unconfuse))
386 turn_off(player, ISHUH); 406 turn_off(player, ISHUH);
387 if (!find_slot(sight)) 407 if (!find_slot(sight))
388 turn_off(player, ISBLIND); 408 turn_off(player, ISBLIND);
390 msg("Your throat and eyes return to normal"); 410 msg("Your throat and eyes return to normal");
391 } 411 }
392 /* 412 /*
393 * make some potion for the guy in the Alchemy jug 413 * make some potion for the guy in the Alchemy jug
394 */ 414 */
395 alchemy(obj) 415 void
396 register struct object *obj; 416 alchemy(struct object *obj)
397 { 417 {
398 register struct object *tobj = NULL; 418 register struct object *tobj = NULL;
399 register struct linked_list *item; 419 register struct linked_list *item;
400 420
401 /* 421 /*
438 } 458 }
439 /* 459 /*
440 * otto's irresistable dance wears off 460 * otto's irresistable dance wears off
441 */ 461 */
442 462
443 undance() 463 void
464 undance(void)
444 { 465 {
445 turn_off(player, ISDANCE); 466 turn_off(player, ISDANCE);
446 msg ("Your feet take a break.....whew!"); 467 msg ("Your feet take a break.....whew!");
447 } 468 }
448 469
449 /* 470 /*
450 * if he has our favorite necklace of strangulation then take damage every turn 471 * if he has our favorite necklace of strangulation then take damage every turn
451 */ 472 */
452 strangle() 473 void
474 strangle(void)
453 { 475 {
454 if ((pstats.s_hpt -= 6) <= 0) death(D_STRANGLE); 476 if ((pstats.s_hpt -= 6) <= 0) death(D_STRANGLE);
455 } 477 }
456 /* 478 /*
457 * if he has on the gauntlets of fumbling he might drop his weapon each turn 479 * if he has on the gauntlets of fumbling he might drop his weapon each turn
458 */ 480 */
459 fumble() 481 void
482 fumble(void)
460 { 483 {
461 register struct linked_list *item; 484 register struct linked_list *item;
462 485
463 if(cur_weapon!=NULL && cur_weapon->o_type!=RELIC && rnd(100)<3) { 486 if(cur_weapon!=NULL && cur_weapon->o_type!=RELIC && rnd(100)<3) {
464 for (item = pack; item != NULL; item = next(item)) { 487 for (item = pack; item != NULL; item = next(item)) {
472 } 495 }
473 } 496 }
474 /* 497 /*
475 * this is called each turn the hero has the ring of searching on 498 * this is called each turn the hero has the ring of searching on
476 */ 499 */
477 ring_search() 500 void
501 ring_search(void)
478 { 502 {
479 search(FALSE, FALSE); 503 search(FALSE, FALSE);
480 } 504 }
481 /* 505 /*
482 * this is called each turn the hero has the ring of teleportation on 506 * this is called each turn the hero has the ring of teleportation on
483 */ 507 */
484 ring_teleport() 508 void
509 ring_teleport(void)
485 { 510 {
486 if (rnd(100) < 2) teleport(); 511 if (rnd(100) < 2) teleport();
487 } 512 }