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 |
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date | Mon, 07 Mar 2016 20:44:01 -0500 |
parents | b67b99f6c92b |
children | 0250220d8cdd |
comparison
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deleted
inserted
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235:2dcf10d45d5b | 236:7c1cb43f346e |
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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 " : ""); |