comparison xrogue/potions.c @ 220:f54901b9c39b

XRogue: convert to ANSI-style function declarations.
author John "Elwin" Edwards
date Wed, 02 Mar 2016 21:13:26 -0500
parents ce0cf824c192
children b67b99f6c92b
comparison
equal deleted inserted replaced
219:f9ef86cf22b2 220:f54901b9c39b
18 18
19 #include <stdlib.h> 19 #include <stdlib.h>
20 #include <curses.h> 20 #include <curses.h>
21 #include "rogue.h" 21 #include "rogue.h"
22 22
23 int add_charisma(int change);
24 int add_constitution(int change);
25 int add_dexterity(int change);
26 int add_intelligence(int change);
27 int add_strength(int change);
28 int add_wisdom(int change);
29
30 int res_charisma(int howmuch);
31 int res_constitution(int howmuch);
32 int res_dexterity(int howmuch);
33 int res_intelligence(int howmuch);
34 int res_wisdom(int howmuch);
35
23 /* 36 /*
24 * add_abil is an array of functions used to change attributes. It must be 37 * add_abil is an array of functions used to change attributes. It must be
25 * ordered according to the attribute definitions in rogue.h. 38 * ordered according to the attribute definitions in rogue.h.
26 */ 39 */
27 40
43 /* 56 /*
44 * Increase player's constitution 57 * Increase player's constitution
45 */ 58 */
46 59
47 int 60 int
48 add_constitution(change) 61 add_constitution(int change)
49 int change;
50 { 62 {
51 /* Do the potion */ 63 /* Do the potion */
52 if (change < 0) { 64 if (change < 0) {
53 msg("You feel less healthy now."); 65 msg("You feel less healthy now.");
54 pstats.s_const += change; 66 pstats.s_const += change;
74 /* 86 /*
75 * Increase player's charisma 87 * Increase player's charisma
76 */ 88 */
77 89
78 int 90 int
79 add_charisma(change) 91 add_charisma(int change)
80 int change;
81 { 92 {
82 /* Do the potion */ 93 /* Do the potion */
83 if (change < 0) msg("You feel less attractive now."); 94 if (change < 0) msg("You feel less attractive now.");
84 else msg("You feel more attractive now."); 95 else msg("You feel more attractive now.");
85 96
97 /* 108 /*
98 * Increase player's dexterity 109 * Increase player's dexterity
99 */ 110 */
100 111
101 int 112 int
102 add_dexterity(change) 113 add_dexterity(int change)
103 int change;
104 { 114 {
105 int ring_str; /* Value of ring strengths */ 115 int ring_str; /* Value of ring strengths */
106 116
107 /* Undo any ring changes */ 117 /* Undo any ring changes */
108 ring_str = ring_value(R_ADDHIT); 118 ring_str = ring_value(R_ADDHIT);
130 /* 140 /*
131 * add_haste: 141 * add_haste:
132 * add a haste to the player 142 * add a haste to the player
133 */ 143 */
134 144
135 add_haste(blessed) 145 void
136 bool blessed; 146 add_haste(bool blessed)
137 { 147 {
138 int hasttime; 148 int hasttime;
139 149
140 if (player.t_ctype == C_MONK) { /* monks cannot be slowed or hasted */ 150 if (player.t_ctype == C_MONK) { /* monks cannot be slowed or hasted */
141 msg(nothing); 151 msg(nothing);
169 /* 179 /*
170 * Increase player's intelligence 180 * Increase player's intelligence
171 */ 181 */
172 182
173 int 183 int
174 add_intelligence(change) 184 add_intelligence(int change)
175 int change;
176 { 185 {
177 int ring_str; /* Value of ring strengths */ 186 int ring_str; /* Value of ring strengths */
178 187
179 /* Undo any ring changes */ 188 /* Undo any ring changes */
180 ring_str = ring_value(R_ADDINTEL); 189 ring_str = ring_value(R_ADDINTEL);
201 210
202 /* 211 /*
203 * this routine makes the hero move slower 212 * this routine makes the hero move slower
204 */ 213 */
205 214
206 add_slow() 215 void
216 add_slow(void)
207 { 217 {
208 /* monks cannot be slowed or hasted */ 218 /* monks cannot be slowed or hasted */
209 if (player.t_ctype == C_MONK || ISWEARING(R_FREEDOM)) { 219 if (player.t_ctype == C_MONK || ISWEARING(R_FREEDOM)) {
210 msg(nothing); 220 msg(nothing);
211 return; 221 return;
230 /* 240 /*
231 * Increase player's strength 241 * Increase player's strength
232 */ 242 */
233 243
234 int 244 int
235 add_strength(change) 245 add_strength(int change)
236 int change;
237 { 246 {
238 247
239 if (change < 0) { 248 if (change < 0) {
240 msg("You feel slightly weaker now."); 249 msg("You feel slightly weaker now.");
241 chg_str(change); 250 chg_str(change);
250 /* 259 /*
251 * Increase player's wisdom 260 * Increase player's wisdom
252 */ 261 */
253 262
254 int 263 int
255 add_wisdom(change) 264 add_wisdom(int change)
256 int change;
257 { 265 {
258 int ring_str; /* Value of ring strengths */ 266 int ring_str; /* Value of ring strengths */
259 267
260 /* Undo any ring changes */ 268 /* Undo any ring changes */
261 ring_str = ring_value(R_ADDWISDOM); 269 ring_str = ring_value(R_ADDWISDOM);
278 pstats.s_wisdom += ring_str; 286 pstats.s_wisdom += ring_str;
279 287
280 return(0); 288 return(0);
281 } 289 }
282 290
283 quaff(which, kind, flags, is_potion) 291 void
284 int which; 292 quaff(int which, int kind, int flags, bool is_potion)
285 int kind;
286 int flags;
287 bool is_potion;
288 { 293 {
289 register struct object *obj; 294 register struct object *obj;
290 register struct linked_list *item, *titem; 295 register struct linked_list *item, *titem;
291 register struct thing *th; 296 register struct thing *th;
292 bool cursed, blessed; 297 bool cursed, blessed;
585 else { 590 else {
586 msg("You suddenly feel %smore skillful", 591 msg("You suddenly feel %smore skillful",
587 blessed ? "much " : ""); 592 blessed ? "much " : "");
588 p_know[P_RAISE] = TRUE; 593 p_know[P_RAISE] = TRUE;
589 raise_level(); 594 raise_level();
590 do_panic(NULL); /* this startles them */ 595 do_panic(0); /* this startles them */
591 if (blessed) raise_level(); 596 if (blessed) raise_level();
592 } 597 }
593 when P_HASTE: 598 when P_HASTE:
594 if (cursed) { /* Slow player down */ 599 if (cursed) { /* Slow player down */
595 add_slow(); 600 add_slow();
939 * Restore player's dexterity 944 * Restore player's dexterity
940 * if called with zero the restore fully 945 * if called with zero the restore fully
941 */ 946 */
942 947
943 int 948 int
944 res_dexterity(howmuch) 949 res_dexterity(int howmuch)
945 int howmuch;
946 { 950 {
947 short save_max; 951 short save_max;
948 int ring_str; 952 int ring_str;
949 953
950 if (howmuch < 0) return(0); 954 if (howmuch < 0) return(0);
973 * res_intelligence: 977 * res_intelligence:
974 * Restore player's intelligence 978 * Restore player's intelligence
975 */ 979 */
976 980
977 int 981 int
978 res_intelligence(howmuch) 982 res_intelligence(int howmuch)
979 int howmuch;
980 { 983 {
981 short save_max; 984 short save_max;
982 int ring_str; 985 int ring_str;
983 986
984 if (howmuch <= 0) return(0); 987 if (howmuch <= 0) return(0);
1002 * res_wisdom: 1005 * res_wisdom:
1003 * Restore player's wisdom 1006 * Restore player's wisdom
1004 */ 1007 */
1005 1008
1006 int 1009 int
1007 res_wisdom(howmuch) 1010 res_wisdom(int howmuch)
1008 int howmuch;
1009 { 1011 {
1010 short save_max; 1012 short save_max;
1011 int ring_str; 1013 int ring_str;
1012 1014
1013 if (howmuch <= 0) return(0); 1015 if (howmuch <= 0) return(0);
1031 * res_constitution: 1033 * res_constitution:
1032 * Restore the players constitution. 1034 * Restore the players constitution.
1033 */ 1035 */
1034 1036
1035 int 1037 int
1036 res_constitution(howmuch) 1038 res_constitution(int howmuch)
1037 int howmuch;
1038 { 1039 {
1039 if (howmuch > 0) 1040 if (howmuch > 0)
1040 pstats.s_const = min(pstats.s_const + howmuch, max_stats.s_const); 1041 pstats.s_const = min(pstats.s_const + howmuch, max_stats.s_const);
1041 1042
1042 return(0); 1043 return(0);
1046 * res_charisma: 1047 * res_charisma:
1047 * Restore the players charisma. 1048 * Restore the players charisma.
1048 */ 1049 */
1049 1050
1050 int 1051 int
1051 res_charisma(howmuch) 1052 res_charisma(int howmuch)
1052 int howmuch;
1053 { 1053 {
1054 if (howmuch > 0) 1054 if (howmuch > 0)
1055 pstats.s_charisma = 1055 pstats.s_charisma =
1056 min(pstats.s_charisma + howmuch, max_stats.s_charisma); 1056 min(pstats.s_charisma + howmuch, max_stats.s_charisma);
1057 1057