Mercurial > hg > early-roguelike
comparison xrogue/daemons.c @ 220:f54901b9c39b
XRogue: convert to ANSI-style function declarations.
author | John "Elwin" Edwards |
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date | Wed, 02 Mar 2016 21:13:26 -0500 |
parents | cadff8f047a1 |
children | b67b99f6c92b |
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219:f9ef86cf22b2 | 220:f54901b9c39b |
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22 /* | 22 /* |
23 * doctor: | 23 * doctor: |
24 * A healing daemon that restors hit points after rest | 24 * A healing daemon that restors hit points after rest |
25 */ | 25 */ |
26 | 26 |
27 doctor(tp) | 27 void |
28 register struct thing *tp; | 28 doctor(struct thing *tp) |
29 { | 29 { |
30 register int ohp; | 30 register int ohp; |
31 register int limit, new_points; | 31 register int limit, new_points; |
32 register struct stats *curp; /* current stats pointer */ | 32 register struct stats *curp; /* current stats pointer */ |
33 register struct stats *maxp; /* max stats pointer */ | 33 register struct stats *maxp; /* max stats pointer */ |
109 /* | 109 /* |
110 * Swander: | 110 * Swander: |
111 * Called when it is time to start rolling for wandering monsters | 111 * Called when it is time to start rolling for wandering monsters |
112 */ | 112 */ |
113 | 113 |
114 swander() | 114 void |
115 swander(void) | |
115 { | 116 { |
116 start_daemon(rollwand, (VOID *)NULL, BEFORE); | 117 start_daemon(rollwand, (VOID *)NULL, BEFORE); |
117 } | 118 } |
118 | 119 |
119 /* | 120 /* |
121 * Called to roll to see if a wandering monster starts up | 122 * Called to roll to see if a wandering monster starts up |
122 */ | 123 */ |
123 | 124 |
124 int between = 0; | 125 int between = 0; |
125 | 126 |
126 rollwand() | 127 void |
128 rollwand(void) | |
127 { | 129 { |
128 | 130 |
129 if (++between >= 4) | 131 if (++between >= 4) |
130 { | 132 { |
131 /* Theives may not awaken a monster */ | 133 /* Theives may not awaken a monster */ |
143 | 145 |
144 /* | 146 /* |
145 * this function is a daemon called each turn when the character is a thief | 147 * this function is a daemon called each turn when the character is a thief |
146 */ | 148 */ |
147 | 149 |
148 trap_look() | 150 void |
151 trap_look(void) | |
149 { | 152 { |
150 if (rnd(100) < (2*dex_compute() + 5*pstats.s_lvl)) | 153 if (rnd(100) < (2*dex_compute() + 5*pstats.s_lvl)) |
151 search(TRUE, FALSE); | 154 search(TRUE, FALSE); |
152 } | 155 } |
153 | 156 |
154 /* | 157 /* |
155 * unconfuse: | 158 * unconfuse: |
156 * Release the poor player from his confusion | 159 * Release the poor player from his confusion |
157 */ | 160 */ |
158 | 161 |
159 unconfuse() | 162 void |
163 unconfuse(void) | |
160 { | 164 { |
161 turn_off(player, ISHUH); | 165 turn_off(player, ISHUH); |
162 msg("You feel less confused now"); | 166 msg("You feel less confused now"); |
163 } | 167 } |
164 | 168 |
165 /* | 169 /* |
166 * unsee: | 170 * unsee: |
167 * He lost his see invisible power | 171 * He lost his see invisible power |
168 */ | 172 */ |
169 | 173 |
170 unsee() | 174 void |
175 unsee(void) | |
171 { | 176 { |
172 if (!ISWEARING(R_SEEINVIS)) { | 177 if (!ISWEARING(R_SEEINVIS)) { |
173 turn_off(player, CANSEE); | 178 turn_off(player, CANSEE); |
174 msg("The tingling feeling leaves your eyes"); | 179 msg("The tingling feeling leaves your eyes"); |
175 } | 180 } |
178 /* | 183 /* |
179 * unstink: | 184 * unstink: |
180 * Remove to-hit handicap from player | 185 * Remove to-hit handicap from player |
181 */ | 186 */ |
182 | 187 |
183 unstink() | 188 void |
189 unstink(void) | |
184 { | 190 { |
185 turn_off(player, HASSTINK); | 191 turn_off(player, HASSTINK); |
186 } | 192 } |
187 | 193 |
188 /* | 194 /* |
189 * unclrhead: | 195 * unclrhead: |
190 * Player is no longer immune to confusion | 196 * Player is no longer immune to confusion |
191 */ | 197 */ |
192 | 198 |
193 unclrhead() | 199 void |
200 unclrhead(void) | |
194 { | 201 { |
195 turn_off(player, ISCLEAR); | 202 turn_off(player, ISCLEAR); |
196 msg("The blue aura about your head fades away."); | 203 msg("The blue aura about your head fades away."); |
197 } | 204 } |
198 | 205 |
199 /* | 206 /* |
200 * unphase: | 207 * unphase: |
201 * Player can no longer walk through walls | 208 * Player can no longer walk through walls |
202 */ | 209 */ |
203 | 210 |
204 unphase() | 211 void |
212 unphase(void) | |
205 { | 213 { |
206 turn_off(player, CANINWALL); | 214 turn_off(player, CANINWALL); |
207 msg("Your dizzy feeling leaves you."); | 215 msg("Your dizzy feeling leaves you."); |
208 if (!step_ok(hero.y, hero.x, NOMONST, &player)) | 216 if (!step_ok(hero.y, hero.x, NOMONST, &player)) |
209 msg("You begin to feel weird.. "); | 217 msg("You begin to feel weird.. "); |
213 * land: | 221 * land: |
214 * Player can no longer fly | 222 * Player can no longer fly |
215 */ | 223 */ |
216 | 224 |
217 int | 225 int |
218 land() | 226 land(void) |
219 { | 227 { |
220 turn_off(player, ISFLY); | 228 turn_off(player, ISFLY); |
221 msg("You regain your normal weight"); | 229 msg("You regain your normal weight"); |
222 running = FALSE; | 230 running = FALSE; |
223 return(0); | 231 return(0); |
226 /* | 234 /* |
227 * sight: | 235 * sight: |
228 * He gets his sight back | 236 * He gets his sight back |
229 */ | 237 */ |
230 | 238 |
231 sight() | 239 void |
240 sight(void) | |
232 { | 241 { |
233 if (on(player, ISBLIND)) | 242 if (on(player, ISBLIND)) |
234 { | 243 { |
235 extinguish(sight); | 244 extinguish(sight); |
236 turn_off(player, ISBLIND); | 245 turn_off(player, ISBLIND); |
243 * res_strength: | 252 * res_strength: |
244 * Restore player's strength | 253 * Restore player's strength |
245 */ | 254 */ |
246 | 255 |
247 int | 256 int |
248 res_strength(howmuch) | 257 res_strength(long howmuch) |
249 long howmuch; | |
250 { | 258 { |
251 | 259 |
252 /* If lost_str is non-zero, restore that amount of strength, | 260 /* If lost_str is non-zero, restore that amount of strength, |
253 * else all of it | 261 * else all of it |
254 */ | 262 */ |
269 /* | 277 /* |
270 * nohaste: | 278 * nohaste: |
271 * End the hasting | 279 * End the hasting |
272 */ | 280 */ |
273 | 281 |
274 nohaste() | 282 void |
283 nohaste(void) | |
275 { | 284 { |
276 turn_off(player, ISHASTE); | 285 turn_off(player, ISHASTE); |
277 msg("You feel yourself slowing down."); | 286 msg("You feel yourself slowing down."); |
278 } | 287 } |
279 | 288 |
280 /* | 289 /* |
281 * noslow: | 290 * noslow: |
282 * End the slowing | 291 * End the slowing |
283 */ | 292 */ |
284 | 293 |
285 noslow() | 294 void |
295 noslow(void) | |
286 { | 296 { |
287 turn_off(player, ISSLOW); | 297 turn_off(player, ISSLOW); |
288 msg("You feel yourself speeding up."); | 298 msg("You feel yourself speeding up."); |
289 } | 299 } |
290 | 300 |
291 /* | 301 /* |
292 * suffocate: | 302 * suffocate: |
293 * If this gets called, the player has suffocated | 303 * If this gets called, the player has suffocated |
294 */ | 304 */ |
295 | 305 |
296 suffocate() | 306 void |
307 suffocate(void) | |
297 { | 308 { |
298 pstats.s_hpt = -1; | 309 pstats.s_hpt = -1; |
299 death(D_SUFFOCATION); | 310 death(D_SUFFOCATION); |
300 } | 311 } |
301 | 312 |
302 /* | 313 /* |
303 * digest the hero's food | 314 * digest the hero's food |
304 */ | 315 */ |
305 | 316 |
306 stomach() | 317 void |
318 stomach(void) | |
307 { | 319 { |
308 register int oldfood, old_hunger, food_use, i; | 320 register int oldfood, old_hunger, food_use, i; |
309 | 321 |
310 /* | 322 /* |
311 * avoid problems of fainting while eating by just not saying it | 323 * avoid problems of fainting while eating by just not saying it |
385 | 397 |
386 /* | 398 /* |
387 * daemon for curing the diseased | 399 * daemon for curing the diseased |
388 */ | 400 */ |
389 | 401 |
390 cure_disease() | 402 void |
403 cure_disease(void) | |
391 { | 404 { |
392 turn_off(player, HASDISEASE); | 405 turn_off(player, HASDISEASE); |
393 if (off (player, HASINFEST)) | 406 if (off (player, HASINFEST)) |
394 msg(terse ? "You feel yourself improving" | 407 msg(terse ? "You feel yourself improving" |
395 : "You begin to feel yourself improving again"); | 408 : "You begin to feel yourself improving again"); |
398 /* | 411 /* |
399 * appear: | 412 * appear: |
400 * Become visible again | 413 * Become visible again |
401 */ | 414 */ |
402 | 415 |
403 appear() | 416 void |
417 appear(void) | |
404 { | 418 { |
405 turn_off(player, ISINVIS); | 419 turn_off(player, ISINVIS); |
406 PLAYER = VPLAYER; | 420 PLAYER = VPLAYER; |
407 msg("The tingling feeling leaves your body"); | 421 msg("The tingling feeling leaves your body"); |
408 light(&hero); | 422 light(&hero); |
411 /* | 425 /* |
412 * dust_appear: | 426 * dust_appear: |
413 * dust of disappearance wears off | 427 * dust of disappearance wears off |
414 */ | 428 */ |
415 | 429 |
416 dust_appear() | 430 void |
431 dust_appear(void) | |
417 { | 432 { |
418 turn_off(player, ISINVIS); | 433 turn_off(player, ISINVIS); |
419 PLAYER = VPLAYER; | 434 PLAYER = VPLAYER; |
420 msg("You become visible again"); | 435 msg("You become visible again"); |
421 light(&hero); | 436 light(&hero); |
424 /* | 439 /* |
425 * unchoke: | 440 * unchoke: |
426 * the effects of "dust of choking and sneezing" wear off | 441 * the effects of "dust of choking and sneezing" wear off |
427 */ | 442 */ |
428 | 443 |
429 unchoke() | 444 void |
445 unchoke(void) | |
430 { | 446 { |
431 if (!find_slot(unconfuse)) | 447 if (!find_slot(unconfuse)) |
432 turn_off(player, ISHUH); | 448 turn_off(player, ISHUH); |
433 if (!find_slot(sight)) | 449 if (!find_slot(sight)) |
434 turn_off(player, ISBLIND); | 450 turn_off(player, ISBLIND); |
438 | 454 |
439 /* | 455 /* |
440 * make some potion for the guy in the Alchemy jug | 456 * make some potion for the guy in the Alchemy jug |
441 */ | 457 */ |
442 | 458 |
443 alchemy(obj) | 459 void |
444 register struct object *obj; | 460 alchemy(struct object *obj) |
445 { | 461 { |
446 register struct object *tobj = NULL; | 462 register struct object *tobj = NULL; |
447 register struct linked_list *item; | 463 register struct linked_list *item; |
448 | 464 |
449 /* | 465 /* |
490 /* | 506 /* |
491 * otto's irresistable dance wears off | 507 * otto's irresistable dance wears off |
492 */ | 508 */ |
493 | 509 |
494 int | 510 int |
495 undance() | 511 undance(void) |
496 { | 512 { |
497 turn_off(player, ISDANCE); | 513 turn_off(player, ISDANCE); |
498 msg ("Your feet take a break.....whew!"); | 514 msg ("Your feet take a break.....whew!"); |
499 return(0); | 515 return(0); |
500 } | 516 } |
501 | 517 |
502 /* | 518 /* |
503 * if he has our favorite necklace of strangulation then take damage every turn | 519 * if he has our favorite necklace of strangulation then take damage every turn |
504 */ | 520 */ |
505 | 521 |
506 strangle() | 522 void |
523 strangle(void) | |
507 { | 524 { |
508 if ((pstats.s_hpt -= 6) <= 0) { | 525 if ((pstats.s_hpt -= 6) <= 0) { |
509 pstats.s_hpt = -1; | 526 pstats.s_hpt = -1; |
510 death(D_STRANGLE); | 527 death(D_STRANGLE); |
511 } | 528 } |
513 | 530 |
514 /* | 531 /* |
515 * if he has on the gauntlets of fumbling he might drop his weapon each turn | 532 * if he has on the gauntlets of fumbling he might drop his weapon each turn |
516 */ | 533 */ |
517 | 534 |
518 fumble() | 535 void |
536 fumble(void) | |
519 { | 537 { |
520 register struct linked_list *item; | 538 register struct linked_list *item; |
521 | 539 |
522 if (cur_weapon!=NULL && | 540 if (cur_weapon!=NULL && |
523 !(cur_weapon->o_flags & ISCURSED) && | 541 !(cur_weapon->o_flags & ISCURSED) && |
555 /* | 573 /* |
556 * This is called each turn the hero has the ring of searching on | 574 * This is called each turn the hero has the ring of searching on |
557 * it's a lot like trap_look() | 575 * it's a lot like trap_look() |
558 */ | 576 */ |
559 | 577 |
560 ring_search() | 578 void |
579 ring_search(void) | |
561 { | 580 { |
562 if (rnd(75) < (2*dex_compute() + 5*pstats.s_lvl)) search(TRUE, FALSE); | 581 if (rnd(75) < (2*dex_compute() + 5*pstats.s_lvl)) search(TRUE, FALSE); |
563 else search(FALSE, FALSE); | 582 else search(FALSE, FALSE); |
564 } | 583 } |
565 | 584 |
566 /* | 585 /* |
567 * this is called each turn the hero has the ring of teleportation on | 586 * this is called each turn the hero has the ring of teleportation on |
568 */ | 587 */ |
569 | 588 |
570 ring_teleport() | 589 void |
590 ring_teleport(void) | |
571 { | 591 { |
572 if (rnd(100) < 3) teleport(); | 592 if (rnd(100) < 3) teleport(); |
573 } | 593 } |
574 | 594 |
575 /* | 595 /* |
576 * this is called to charge up the quill of Nagrom | 596 * this is called to charge up the quill of Nagrom |
577 */ | 597 */ |
578 | 598 |
579 quill_charge() | 599 void |
600 quill_charge(void) | |
580 { | 601 { |
581 register struct object *tobj = NULL; | 602 register struct object *tobj = NULL; |
582 register struct linked_list *item; | 603 register struct linked_list *item; |
583 | 604 |
584 /* | 605 /* |
599 | 620 |
600 /* | 621 /* |
601 * take the skills away gained (or lost) by the potion of skills | 622 * take the skills away gained (or lost) by the potion of skills |
602 */ | 623 */ |
603 | 624 |
604 unskill() | 625 void |
626 unskill(void) | |
605 { | 627 { |
606 if (pstats.s_lvladj != 0) { | 628 if (pstats.s_lvladj != 0) { |
607 pstats.s_lvl -= pstats.s_lvladj; | 629 pstats.s_lvl -= pstats.s_lvladj; |
608 pstats.s_lvladj = 0; | 630 pstats.s_lvladj = 0; |
609 msg("You feel your normal skill level return."); | 631 msg("You feel your normal skill level return."); |
614 /* | 636 /* |
615 * charge up the cloak of Emori | 637 * charge up the cloak of Emori |
616 */ | 638 */ |
617 | 639 |
618 int | 640 int |
619 cloak_charge(obj) | 641 cloak_charge(struct object *obj) |
620 register struct object *obj; | |
621 { | 642 { |
622 if (obj->o_charges < 1) | 643 if (obj->o_charges < 1) |