Mercurial > hg > early-roguelike
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 |
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| 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 |
