comparison arogue7/potions.c @ 239:837044d2c362

Merge the GCC5 and build fix branches. This fixes all warnings produced by GCC 5, except the ones related to system functions. Those could be fixed by including the proper headers, but it would be better to replace the system-dependent code with functions from mdport.c.
author John "Elwin" Edwards
date Fri, 11 Mar 2016 19:47:52 -0500
parents e1cd27c5464f
children
comparison
equal deleted inserted replaced
232:bac2c81fec78 239:837044d2c362
148 lengthen(nohaste, roll(hasttime,hasttime)); 148 lengthen(nohaste, roll(hasttime,hasttime));
149 } 149 }
150 else { 150 else {
151 msg("You feel yourself moving %sfaster.", blessed ? "much " : ""); 151 msg("You feel yourself moving %sfaster.", blessed ? "much " : "");
152 turn_on(player, ISHASTE); 152 turn_on(player, ISHASTE);
153 fuse(nohaste, 0, roll(hasttime, hasttime), AFTER); 153 fuse(nohaste, NULL, roll(hasttime, hasttime), AFTER);
154 } 154 }
155 } 155 }
156 156
157 /* 157 /*
158 * Increase player's intelligence 158 * Increase player's intelligence
204 on(player, ISSLOW) ? "even " : ""); 204 on(player, ISSLOW) ? "even " : "");
205 if (on(player, ISSLOW)) 205 if (on(player, ISSLOW))
206 lengthen(noslow, roll(HASTETIME,HASTETIME)); 206 lengthen(noslow, roll(HASTETIME,HASTETIME));
207 else { 207 else {
208 turn_on(player, ISSLOW); 208 turn_on(player, ISSLOW);
209 fuse(noslow, 0, roll(HASTETIME,HASTETIME), AFTER); 209 fuse(noslow, NULL, roll(HASTETIME,HASTETIME), AFTER);
210 } 210 }
211 } 211 }
212 } 212 }
213 213
214 /* 214 /*
322 extinguish(unclrhead); /* If we have a fuse, put it out */ 322 extinguish(unclrhead); /* If we have a fuse, put it out */
323 msg("A strong blue aura surrounds your head."); 323 msg("A strong blue aura surrounds your head.");
324 } 324 }
325 else { /* Just light a fuse for how long player is safe */ 325 else { /* Just light a fuse for how long player is safe */
326 if (off(player, ISCLEAR)) { 326 if (off(player, ISCLEAR)) {
327 fuse(unclrhead, 0, CLRDURATION, AFTER); 327 fuse(unclrhead, NULL, CLRDURATION, AFTER);
328 msg("A faint blue aura surrounds your head."); 328 msg("A faint blue aura surrounds your head.");
329 } 329 }
330 else { /* If we have a fuse lengthen it, else we 330 else { /* If we have a fuse lengthen it, else we
331 * are permanently clear. 331 * are permanently clear.
332 */ 332 */
489 if (cursed) { 489 if (cursed) {
490 if (!find_slot(sight)) 490 if (!find_slot(sight))
491 { 491 {
492 msg("A cloak of darkness falls around you."); 492 msg("A cloak of darkness falls around you.");
493 turn_on(player, ISBLIND); 493 turn_on(player, ISBLIND);
494 fuse(sight, 0, SEEDURATION, AFTER); 494 fuse(sight, NULL, SEEDURATION, AFTER);
495 light(&hero); 495 light(&hero);
496 } 496 }
497 else 497 else
498 lengthen(sight, SEEDURATION); 498 lengthen(sight, SEEDURATION);
499 } 499 }
500 else { 500 else {
501 if (off(player, CANSEE)) { 501 if (off(player, CANSEE)) {
502 turn_on(player, CANSEE); 502 turn_on(player, CANSEE);
503 msg("Your eyes begin to tingle."); 503 msg("Your eyes begin to tingle.");
504 fuse(unsee, 0, blessed ? SEEDURATION*3 :SEEDURATION, AFTER); 504 fuse(unsee, NULL, blessed ? SEEDURATION*3 :SEEDURATION, AFTER);
505 light(&hero); 505 light(&hero);
506 } 506 }
507 else if (find_slot(unsee) != 0) 507 else if (find_slot(unsee) != 0)
508 lengthen(unsee, blessed ? SEEDURATION*3 : SEEDURATION); 508 lengthen(unsee, blessed ? SEEDURATION*3 : SEEDURATION);
509 sight(); 509 sight();
521 else duration = 1; 521 else duration = 1;
522 522
523 if (on(player, CANINWALL)) 523 if (on(player, CANINWALL))
524 lengthen(unphase, duration*PHASEDURATION); 524 lengthen(unphase, duration*PHASEDURATION);
525 else { 525 else {
526 fuse(unphase, 0, duration*PHASEDURATION, AFTER); 526 fuse(unphase, NULL, duration*PHASEDURATION, AFTER);
527 turn_on(player, CANINWALL); 527 turn_on(player, CANINWALL);
528 } 528 }
529 msg("You feel %slight-headed!", 529 msg("You feel %slight-headed!",
530 blessed ? "very " : ""); 530 blessed ? "very " : "");
531 } 531 }
545 msg("Nothing happens."); /* Flying by cloak */ 545 msg("Nothing happens."); /* Flying by cloak */
546 say_message = FALSE; 546 say_message = FALSE;
547 } 547 }
548 } 548 }
549 else { 549 else {
550 fuse(land, 0, duration*FLYTIME, AFTER); 550 fuse(land, NULL, duration*FLYTIME, AFTER);
551 turn_on(player, ISFLY); 551 turn_on(player, ISFLY);
552 } 552 }
553 if (say_message) { 553 if (say_message) {
554 if (is_potion) p_know[P_FLY] = TRUE; 554 if (is_potion) p_know[P_FLY] = TRUE;
555 msg("You feel %slighter than air!", blessed ? "much " : ""); 555 msg("You feel %slighter than air!", blessed ? "much " : "");
608 } 608 }
609 when P_INVIS: 609 when P_INVIS:
610 if (off(player, ISINVIS)) { 610 if (off(player, ISINVIS)) {
611 turn_on(player, ISINVIS); 611 turn_on(player, ISINVIS);
612 msg("You have a tingling feeling all over your body"); 612 msg("You have a tingling feeling all over your body");
613 fuse(appear, 0, blessed ? GONETIME*3 : GONETIME, AFTER); 613 fuse(appear, NULL, blessed ? GONETIME*3 : GONETIME, AFTER);
614 PLAYER = IPLAYER; 614 PLAYER = IPLAYER;
615 light(&hero); 615 light(&hero);
616 } 616 }
617 else { 617 else {
618 if (find_slot(appear)) { 618 if (find_slot(appear)) {
673 673
674 /* Does he currently have an artifical skill? */ 674 /* Does he currently have an artifical skill? */
675 if (!find_slot(unskill)) { /* No skill */ 675 if (!find_slot(unskill)) { /* No skill */
676 pstats.s_lvladj = -2; 676 pstats.s_lvladj = -2;
677 pstats.s_lvl += pstats.s_lvladj; 677 pstats.s_lvl += pstats.s_lvladj;
678 fuse(unskill, 0, SKILLDURATION, AFTER); 678 fuse(unskill, NULL, SKILLDURATION, AFTER);
679 } 679 }
680 else { /* Has an artifical skill */ 680 else { /* Has an artifical skill */
681 /* Is the skill beneficial? */ 681 /* Is the skill beneficial? */
682 if (pstats.s_lvladj > 0) { 682 if (pstats.s_lvladj > 0) {
683 /* Decrease the previous skill advantage */ 683 /* Decrease the previous skill advantage */
712 712
713 /* Does he currently have an artifical skill? */ 713 /* Does he currently have an artifical skill? */
714 if (!find_slot(unskill)) { 714 if (!find_slot(unskill)) {
715 pstats.s_lvladj = adjust; 715 pstats.s_lvladj = adjust;
716 pstats.s_lvl += pstats.s_lvladj; 716 pstats.s_lvl += pstats.s_lvladj;
717 fuse(unskill, 0, 717 fuse(unskill, NULL,
718 blessed ? SKILLDURATION*2 : SKILLDURATION, AFTER); 718 blessed ? SKILLDURATION*2 : SKILLDURATION, AFTER);
719 } 719 }
720 else { /* Has an artifical skill */ 720 else { /* Has an artifical skill */
721 /* Is the skill detrimental? */ 721 /* Is the skill detrimental? */
722 if (pstats.s_lvladj < 0) { 722 if (pstats.s_lvladj < 0) {
761 msg("Nothing happens."); /* has on a ring */ 761 msg("Nothing happens."); /* has on a ring */
762 say_message = FALSE; 762 say_message = FALSE;
763 } 763 }
764 } 764 }
765 else { 765 else {
766 fuse(nofire, 0, duration*FIRETIME, AFTER); 766 fuse(nofire, NULL, duration*FIRETIME, AFTER);
767 turn_on(player, NOFIRE); 767 turn_on(player, NOFIRE);
768 } 768 }
769 if (say_message) { 769 if (say_message) {
770 if (is_potion) p_know[P_FIRE] = TRUE; 770 if (is_potion) p_know[P_FIRE] = TRUE;
771 msg("You feel %sfire resistant", blessed ? "very " : ""); 771 msg("You feel %sfire resistant", blessed ? "very " : "");
787 msg("Nothing happens."); /* has on a ring */ 787 msg("Nothing happens."); /* has on a ring */
788 say_message = FALSE; 788 say_message = FALSE;
789 } 789 }
790 } 790 }
791 else { 791 else {
792 fuse(nocold, 0, duration*COLDTIME, AFTER); 792 fuse(nocold, NULL, duration*COLDTIME, AFTER);
793 turn_on(player, NOCOLD); 793 turn_on(player, NOCOLD);
794 } 794 }
795 if (say_message) { 795 if (say_message) {
796 if (is_potion) p_know[P_COLD] = TRUE; 796 if (is_potion) p_know[P_COLD] = TRUE;
797 msg("You feel %scold resistant", blessed ? "very " : ""); 797 msg("You feel %scold resistant", blessed ? "very " : "");
809 if (on(player, NOBOLT)) { 809 if (on(player, NOBOLT)) {
810 if (find_slot(nobolt)) 810 if (find_slot(nobolt))
811 lengthen(nobolt, duration*BOLTTIME); 811 lengthen(nobolt, duration*BOLTTIME);
812 } 812 }
813 else { 813 else {
814 fuse(nobolt, 0, duration*BOLTTIME, AFTER); 814 fuse(nobolt, NULL, duration*BOLTTIME, AFTER);
815 turn_on(player, NOBOLT); 815 turn_on(player, NOBOLT);
816 } 816 }
817 if (say_message) 817 if (say_message)
818 msg("Your skin turns %sblue!", blessed ? "very " : ""); 818 msg("Your skin turns %sblue!", blessed ? "very " : "");
819 } 819 }