comparison arogue5/potions.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 34a87d84ea31
children
comparison
equal deleted inserted replaced
217:94a0d9dd5ce1 218:56e748983fa8
15 #include "curses.h" 15 #include "curses.h"
16 #include "rogue.h" 16 #include "rogue.h"
17 #include <stdlib.h> 17 #include <stdlib.h>
18 #include <string.h> 18 #include <string.h>
19 19
20 void res_intelligence(void);
21 void res_wisdom(void);
20 22
21 23
22 /* 24 /*
23 * Increase player's constitution 25 * Increase player's constitution
24 */ 26 */
25 27
26 add_const(cursed) 28 void
27 bool cursed; 29 add_const(bool cursed)
28 { 30 {
29 /* Do the potion */ 31 /* Do the potion */
30 if (cursed) { 32 if (cursed) {
31 msg("You feel less healthy now."); 33 msg("You feel less healthy now.");
32 pstats.s_const--; 34 pstats.s_const--;
45 47
46 /* 48 /*
47 * Increase player's dexterity 49 * Increase player's dexterity
48 */ 50 */
49 51
50 add_dexterity(cursed) 52 void
51 bool cursed; 53 add_dexterity(bool cursed)
52 { 54 {
53 int ring_str; /* Value of ring strengths */ 55 int ring_str; /* Value of ring strengths */
54 56
55 /* Undo any ring changes */ 57 /* Undo any ring changes */
56 ring_str = ring_value(R_ADDHIT); 58 ring_str = ring_value(R_ADDHIT);
78 /* 80 /*
79 * add_haste: 81 * add_haste:
80 * add a haste to the player 82 * add a haste to the player
81 */ 83 */
82 84
83 add_haste(blessed) 85 void
84 bool blessed; 86 add_haste(bool blessed)
85 { 87 {
86 int hasttime; 88 int hasttime;
87 89
88 if (blessed) hasttime = HASTETIME*2; 90 if (blessed) hasttime = HASTETIME*2;
89 else hasttime = HASTETIME; 91 else hasttime = HASTETIME;
108 } 110 }
109 111
110 /* 112 /*
111 * Increase player's intelligence 113 * Increase player's intelligence
112 */ 114 */
113 add_intelligence(cursed) 115 void
114 bool cursed; 116 add_intelligence(bool cursed)
115 { 117 {
116 int ring_str; /* Value of ring strengths */ 118 int ring_str; /* Value of ring strengths */
117 119
118 /* Undo any ring changes */ 120 /* Undo any ring changes */
119 ring_str = ring_value(R_ADDINTEL); 121 ring_str = ring_value(R_ADDINTEL);
139 } 141 }
140 142
141 /* 143 /*
142 * this routine makes the hero move slower 144 * this routine makes the hero move slower
143 */ 145 */
144 add_slow() 146 void
147 add_slow(void)
145 { 148 {
146 if (on(player, ISHASTE)) { /* Already sped up */ 149 if (on(player, ISHASTE)) { /* Already sped up */
147 extinguish(nohaste); 150 extinguish(nohaste);
148 nohaste(); 151 nohaste();
149 } 152 }
162 165
163 /* 166 /*
164 * Increase player's strength 167 * Increase player's strength
165 */ 168 */
166 169
167 add_strength(cursed) 170 void
168 bool cursed; 171 add_strength(bool cursed)
169 { 172 {
170 173
171 if (cursed) { 174 if (cursed) {
172 msg("You feel slightly weaker now."); 175 msg("You feel slightly weaker now.");
173 chg_str(-1); 176 chg_str(-1);
180 183
181 /* 184 /*
182 * Increase player's wisdom 185 * Increase player's wisdom
183 */ 186 */
184 187
185 add_wisdom(cursed) 188 void
186 bool cursed; 189 add_wisdom(bool cursed)
187 { 190 {
188 int ring_str; /* Value of ring strengths */ 191 int ring_str; /* Value of ring strengths */
189 192
190 /* Undo any ring changes */ 193 /* Undo any ring changes */
191 ring_str = ring_value(R_ADDWISDOM); 194 ring_str = ring_value(R_ADDWISDOM);
213 216
214 /* 217 /*
215 * Lower a level of experience 218 * Lower a level of experience
216 */ 219 */
217 220
218 lower_level(who) 221 void
219 short who; 222 lower_level(short who)
220 { 223 {
221 int fewer, nsides = 0; 224 int fewer, nsides = 0;
222 225
223 if (--pstats.s_lvl == 0) 226 if (--pstats.s_lvl == 0)
224 death(who); /* All levels gone */ 227 death(who); /* All levels gone */
237 pstats.s_hpt = 1; 240 pstats.s_hpt = 1;
238 if (max_stats.s_hpt < 1) 241 if (max_stats.s_hpt < 1)
239 death(who); 242 death(who);
240 } 243 }
241 244
242 quaff(which, flag, is_potion) 245 void
243 int which; 246 quaff(int which, int flag, bool is_potion)
244 int flag;
245 bool is_potion;
246 { 247 {
247 register struct object *obj = NULL; 248 register struct object *obj = NULL;
248 register struct linked_list *item, *titem; 249 register struct linked_list *item, *titem;
249 register struct thing *th; 250 register struct thing *th;
250 bool cursed, blessed; 251 bool cursed, blessed;
623 * res_dexterity: 624 * res_dexterity:
624 * Restore player's dexterity 625 * Restore player's dexterity
625 * if called with zero the restore fully 626 * if called with zero the restore fully
626 */ 627 */
627 628
628 res_dexterity(howmuch) 629 void
629 int howmuch; 630 res_dexterity(int howmuch)
630 { 631 {
631 short save_max; 632 short save_max;
632 int ring_str; 633 int ring_str;
633 634
634 /* Discount the ring value */ 635 /* Discount the ring value */
654 /* 655 /*
655 * res_intelligence: 656 * res_intelligence:
656 * Restore player's intelligence 657 * Restore player's intelligence
657 */ 658 */
658 659
659 res_intelligence() 660 void
661 res_intelligence(void)
660 { 662 {
661 short save_max; 663 short save_max;
662 int ring_str; 664 int ring_str;
663 665
664 /* Discount the ring value */ 666 /* Discount the ring value */
678 /* 680 /*
679 * res_wisdom: 681 * res_wisdom:
680 * Restore player's wisdom 682 * Restore player's wisdom
681 */ 683 */
682 684
683 res_wisdom() 685 void
686 res_wisdom(void)
684 { 687 {
685 short save_max; 688 short save_max;
686 int ring_str; 689 int ring_str;
687 690
688 /* Discount the ring value */ 691 /* Discount the ring value */