Mercurial > hg > early-roguelike
comparison xrogue/potions.c @ 236:7c1cb43f346e
XRogue: get rid of VOID as an alias for long.
Maybe some compilers in 1986 didn't handle void pointers well, but they
are no longer a concern.
| author | John "Elwin" Edwards |
|---|---|
| date | Mon, 07 Mar 2016 20:44:01 -0500 |
| parents | b67b99f6c92b |
| children | 0250220d8cdd |
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| 235:2dcf10d45d5b | 236:7c1cb43f346e |
|---|---|
| 170 lengthen(nohaste, roll(hasttime,hasttime)); | 170 lengthen(nohaste, roll(hasttime,hasttime)); |
| 171 } | 171 } |
| 172 else { | 172 else { |
| 173 msg("You feel yourself moving %sfaster.", blessed ? "much " : ""); | 173 msg("You feel yourself moving %sfaster.", blessed ? "much " : ""); |
| 174 turn_on(player, ISHASTE); | 174 turn_on(player, ISHASTE); |
| 175 fuse(nohaste, (VOID *)NULL, roll(hasttime, hasttime), AFTER); | 175 fuse(nohaste, NULL, roll(hasttime, hasttime), AFTER); |
| 176 } | 176 } |
| 177 } | 177 } |
| 178 | 178 |
| 179 /* | 179 /* |
| 180 * Increase player's intelligence | 180 * Increase player's intelligence |
| 230 on(player, ISSLOW) ? "even " : ""); | 230 on(player, ISSLOW) ? "even " : ""); |
| 231 if (on(player, ISSLOW)) | 231 if (on(player, ISSLOW)) |
| 232 lengthen(noslow, roll(HASTETIME,HASTETIME)); | 232 lengthen(noslow, roll(HASTETIME,HASTETIME)); |
| 233 else { | 233 else { |
| 234 turn_on(player, ISSLOW); | 234 turn_on(player, ISSLOW); |
| 235 fuse(noslow, (VOID *)NULL, roll(HASTETIME,HASTETIME), AFTER); | 235 fuse(noslow, NULL, roll(HASTETIME,HASTETIME), AFTER); |
| 236 } | 236 } |
| 237 } | 237 } |
| 238 } | 238 } |
| 239 | 239 |
| 240 /* | 240 /* |
| 351 extinguish(unclrhead); /* If we have a fuse, put it out */ | 351 extinguish(unclrhead); /* If we have a fuse, put it out */ |
| 352 msg("A strong blue aura surrounds your head."); | 352 msg("A strong blue aura surrounds your head."); |
| 353 } | 353 } |
| 354 else { /* Just light a fuse for how long player is safe */ | 354 else { /* Just light a fuse for how long player is safe */ |
| 355 if (off(player, ISCLEAR)) { | 355 if (off(player, ISCLEAR)) { |
| 356 fuse(unclrhead, (VOID *)NULL, CLRDURATION, AFTER); | 356 fuse(unclrhead, NULL, CLRDURATION, AFTER); |
| 357 msg("A faint blue aura surrounds your head."); | 357 msg("A faint blue aura surrounds your head."); |
| 358 } | 358 } |
| 359 else { /* If we have a fuse lengthen it, else we | 359 else { /* If we have a fuse lengthen it, else we |
| 360 * are permanently clear. | 360 * are permanently clear. |
| 361 */ | 361 */ |
| 516 if (cursed) { | 516 if (cursed) { |
| 517 if (!find_slot(sight)) | 517 if (!find_slot(sight)) |
| 518 { | 518 { |
| 519 msg("A cloak of darkness falls around you."); | 519 msg("A cloak of darkness falls around you."); |
| 520 turn_on(player, ISBLIND); | 520 turn_on(player, ISBLIND); |
| 521 fuse(sight, (VOID *)NULL, SEEDURATION, AFTER); | 521 fuse(sight, NULL, SEEDURATION, AFTER); |
| 522 light(&hero); | 522 light(&hero); |
| 523 } | 523 } |
| 524 else | 524 else |
| 525 msg("The darkness around you thickens. "); | 525 msg("The darkness around you thickens. "); |
| 526 lengthen(sight, SEEDURATION); | 526 lengthen(sight, SEEDURATION); |
| 527 } | 527 } |
| 528 else { | 528 else { |
| 529 if (off(player, CANSEE)) { | 529 if (off(player, CANSEE)) { |
| 530 turn_on(player, CANSEE); | 530 turn_on(player, CANSEE); |
| 531 msg("Your eyes begin to tingle."); | 531 msg("Your eyes begin to tingle."); |
| 532 fuse(unsee, (VOID *)NULL, blessed ? SEEDURATION*3 :SEEDURATION, AFTER); | 532 fuse(unsee, NULL, blessed ? SEEDURATION*3 :SEEDURATION, AFTER); |
| 533 light(&hero); | 533 light(&hero); |
| 534 } | 534 } |
| 535 else if (find_slot(unsee) != 0) { | 535 else if (find_slot(unsee) != 0) { |
| 536 msg("You eyes continue to tingle."); | 536 msg("You eyes continue to tingle."); |
| 537 lengthen(unsee, blessed ? SEEDURATION*3 : SEEDURATION); | 537 lengthen(unsee, blessed ? SEEDURATION*3 : SEEDURATION); |
| 551 else duration = 1; | 551 else duration = 1; |
| 552 | 552 |
| 553 if (on(player, CANINWALL)) | 553 if (on(player, CANINWALL)) |
| 554 lengthen(unphase, duration*PHASEDURATION); | 554 lengthen(unphase, duration*PHASEDURATION); |
| 555 else { | 555 else { |
| 556 fuse(unphase, (VOID *)NULL, duration*PHASEDURATION, AFTER); | 556 fuse(unphase, NULL, duration*PHASEDURATION, AFTER); |
| 557 turn_on(player, CANINWALL); | 557 turn_on(player, CANINWALL); |
| 558 } | 558 } |
| 559 msg("You feel %slight-headed!", | 559 msg("You feel %slight-headed!", |
| 560 blessed ? "very " : ""); | 560 blessed ? "very " : ""); |
| 561 } | 561 } |
| 575 msg("Nothing happens."); /* Flying by cloak */ | 575 msg("Nothing happens."); /* Flying by cloak */ |
| 576 say_message = FALSE; | 576 say_message = FALSE; |
| 577 } | 577 } |
| 578 } | 578 } |
| 579 else { | 579 else { |
| 580 fuse(land, (VOID *)NULL, duration*FLYTIME, AFTER); | 580 fuse(land, NULL, duration*FLYTIME, AFTER); |
| 581 turn_on(player, ISFLY); | 581 turn_on(player, ISFLY); |
| 582 } | 582 } |
| 583 if (say_message) { | 583 if (say_message) { |
| 584 if (is_potion) p_know[P_FLY] = TRUE; | 584 if (is_potion) p_know[P_FLY] = TRUE; |
| 585 msg("You feel %slighter than air!", blessed ? "much " : ""); | 585 msg("You feel %slighter than air!", blessed ? "much " : ""); |
| 639 } | 639 } |
| 640 when P_INVIS: | 640 when P_INVIS: |
| 641 if (off(player, ISINVIS)) { | 641 if (off(player, ISINVIS)) { |
| 642 turn_on(player, ISINVIS); | 642 turn_on(player, ISINVIS); |
| 643 msg("You have a tingling feeling all over your body"); | 643 msg("You have a tingling feeling all over your body"); |
| 644 fuse(appear, (VOID *)NULL, blessed ? GONETIME*3 : GONETIME, AFTER); | 644 fuse(appear, NULL, blessed ? GONETIME*3 : GONETIME, AFTER); |
| 645 PLAYER = IPLAYER; | 645 PLAYER = IPLAYER; |
| 646 light(&hero); | 646 light(&hero); |
| 647 } | 647 } |
| 648 else { | 648 else { |
| 649 if (find_slot(appear)) { | 649 if (find_slot(appear)) { |
| 701 | 701 |
| 702 /* Does he currently have an artifical skill? */ | 702 /* Does he currently have an artifical skill? */ |
| 703 if (!find_slot(unskill)) { /* No skill */ | 703 if (!find_slot(unskill)) { /* No skill */ |
| 704 pstats.s_lvladj = -2; | 704 pstats.s_lvladj = -2; |
| 705 pstats.s_lvl += pstats.s_lvladj; | 705 pstats.s_lvl += pstats.s_lvladj; |
| 706 fuse(unskill, (VOID *)NULL, SKILLDURATION, AFTER); | 706 fuse(unskill, NULL, SKILLDURATION, AFTER); |
| 707 } | 707 } |
| 708 else { /* Has an artifical skill */ | 708 else { /* Has an artifical skill */ |
| 709 /* Is the skill beneficial? */ | 709 /* Is the skill beneficial? */ |
| 710 if (pstats.s_lvladj > 0) { | 710 if (pstats.s_lvladj > 0) { |
| 711 /* Decrease the previous skill advantage */ | 711 /* Decrease the previous skill advantage */ |
| 757 | 757 |
| 758 /* Does he currently have an artifical skill? */ | 758 /* Does he currently have an artifical skill? */ |
| 759 if (!find_slot(unskill)) { | 759 if (!find_slot(unskill)) { |
| 760 pstats.s_lvladj = adjust; | 760 pstats.s_lvladj = adjust; |
| 761 pstats.s_lvl += pstats.s_lvladj; | 761 pstats.s_lvl += pstats.s_lvladj; |
| 762 fuse(unskill, (VOID *)NULL, | 762 fuse(unskill, NULL, |
| 763 blessed ? SKILLDURATION*2 : SKILLDURATION, AFTER); | 763 blessed ? SKILLDURATION*2 : SKILLDURATION, AFTER); |
| 764 } | 764 } |
| 765 else { /* Has an artifical skill */ | 765 else { /* Has an artifical skill */ |
| 766 /* Is the skill detrimental? */ | 766 /* Is the skill detrimental? */ |
| 767 if (pstats.s_lvladj < 0) { | 767 if (pstats.s_lvladj < 0) { |
| 817 else if (cursed) { | 817 else if (cursed) { |
| 818 msg("You quench your thirst. "); | 818 msg("You quench your thirst. "); |
| 819 say_message = FALSE; | 819 say_message = FALSE; |
| 820 } | 820 } |
| 821 else { | 821 else { |
| 822 fuse(nofire, (VOID *)NULL, duration*FIRETIME, AFTER); | 822 fuse(nofire, NULL, duration*FIRETIME, AFTER); |
| 823 turn_on(player, NOFIRE); | 823 turn_on(player, NOFIRE); |
| 824 } | 824 } |
| 825 if (say_message) { | 825 if (say_message) { |
| 826 if (is_potion) p_know[P_FIRE] = TRUE; | 826 if (is_potion) p_know[P_FIRE] = TRUE; |
| 827 msg("You feel %sfire resistant", blessed ? "very " : ""); | 827 msg("You feel %sfire resistant", blessed ? "very " : ""); |
| 854 else if (cursed) { | 854 else if (cursed) { |
| 855 msg("You quench your thirst. "); | 855 msg("You quench your thirst. "); |
| 856 say_message = FALSE; | 856 say_message = FALSE; |
| 857 } | 857 } |
| 858 else { | 858 else { |
| 859 fuse(nocold, (VOID *)NULL, duration*COLDTIME, AFTER); | 859 fuse(nocold, NULL, duration*COLDTIME, AFTER); |
| 860 turn_on(player, NOCOLD); | 860 turn_on(player, NOCOLD); |
| 861 } | 861 } |
| 862 if (say_message) { | 862 if (say_message) { |
| 863 if (is_potion) p_know[P_COLD] = TRUE; | 863 if (is_potion) p_know[P_COLD] = TRUE; |
| 864 msg("You feel %scold resistant", blessed ? "very " : ""); | 864 msg("You feel %scold resistant", blessed ? "very " : ""); |
| 888 else if (cursed) { | 888 else if (cursed) { |
| 889 msg("You quench your thirst. "); | 889 msg("You quench your thirst. "); |
| 890 say_message = FALSE; | 890 say_message = FALSE; |
| 891 } | 891 } |
| 892 else { | 892 else { |
| 893 fuse(nobolt, (VOID *)NULL, duration*BOLTTIME, AFTER); | 893 fuse(nobolt, NULL, duration*BOLTTIME, AFTER); |
| 894 turn_on(player, NOBOLT); | 894 turn_on(player, NOBOLT); |
| 895 } | 895 } |
| 896 if (say_message) { | 896 if (say_message) { |
| 897 if (is_potion) p_know[P_LIGHTNING] = TRUE; | 897 if (is_potion) p_know[P_LIGHTNING] = TRUE; |
| 898 msg("Your skin turns %sblue!", blessed ? "very " : ""); | 898 msg("Your skin turns %sblue!", blessed ? "very " : ""); |
