comparison arogue7/potions.c @ 219:f9ef86cf22b2

Advanced Rogue 7: convert to ANSI-style function declarations. Almost 1500 lines of compiler warnings remain, and the GCC developers are already working on a new version with even more warnings turned on by default.
author John "Elwin" Edwards
date Fri, 19 Feb 2016 21:02:28 -0500
parents f057f09e9945
children e1cd27c5464f
comparison
equal deleted inserted replaced
218:56e748983fa8 219:f9ef86cf22b2
44 /* 44 /*
45 * Increase player's constitution 45 * Increase player's constitution
46 */ 46 */
47 47
48 void 48 void
49 add_constitution(change) 49 add_constitution(int change)
50 int change;
51 { 50 {
52 /* Do the potion */ 51 /* Do the potion */
53 if (change < 0) { 52 if (change < 0) {
54 msg("You feel less healthy now."); 53 msg("You feel less healthy now.");
55 pstats.s_const += change; 54 pstats.s_const += change;
69 /* 68 /*
70 * Increase player's charisma 69 * Increase player's charisma
71 */ 70 */
72 71
73 void 72 void
74 add_charisma(change) 73 add_charisma(int change)
75 int change;
76 { 74 {
77 /* Do the potion */ 75 /* Do the potion */
78 if (change < 0) msg("You feel less attractive now."); 76 if (change < 0) msg("You feel less attractive now.");
79 else msg("You feel more attractive now."); 77 else msg("You feel more attractive now.");
80 78
90 /* 88 /*
91 * Increase player's dexterity 89 * Increase player's dexterity
92 */ 90 */
93 91
94 void 92 void
95 add_dexterity(change) 93 add_dexterity(int change)
96 int change;
97 { 94 {
98 int ring_str; /* Value of ring strengths */ 95 int ring_str; /* Value of ring strengths */
99 96
100 /* Undo any ring changes */ 97 /* Undo any ring changes */
101 ring_str = ring_value(R_ADDHIT); 98 ring_str = ring_value(R_ADDHIT);
121 /* 118 /*
122 * add_haste: 119 * add_haste:
123 * add a haste to the player 120 * add a haste to the player
124 */ 121 */
125 122
126 add_haste(blessed) 123 void
127 bool blessed; 124 add_haste(bool blessed)
128 { 125 {
129 int hasttime; 126 int hasttime;
130 127
131 if (player.t_ctype == C_MONK) { /* monks cannot be slowed or hasted */ 128 if (player.t_ctype == C_MONK) { /* monks cannot be slowed or hasted */
132 msg(nothing); 129 msg(nothing);
159 156
160 /* 157 /*
161 * Increase player's intelligence 158 * Increase player's intelligence
162 */ 159 */
163 void 160 void
164 add_intelligence(change) 161 add_intelligence(int change)
165 int change;
166 { 162 {
167 int ring_str; /* Value of ring strengths */ 163 int ring_str; /* Value of ring strengths */
168 164
169 /* Undo any ring changes */ 165 /* Undo any ring changes */
170 ring_str = ring_value(R_ADDINTEL); 166 ring_str = ring_value(R_ADDINTEL);
188 } 184 }
189 185
190 /* 186 /*
191 * this routine makes the hero move slower 187 * this routine makes the hero move slower
192 */ 188 */
193 add_slow() 189 void
190 add_slow(void)
194 { 191 {
195 /* monks cannot be slowed or hasted */ 192 /* monks cannot be slowed or hasted */
196 if (player.t_ctype == C_MONK || ISWEARING(R_FREEDOM)) { 193 if (player.t_ctype == C_MONK || ISWEARING(R_FREEDOM)) {
197 msg(nothing); 194 msg(nothing);
198 return; 195 return;
217 /* 214 /*
218 * Increase player's strength 215 * Increase player's strength
219 */ 216 */
220 217
221 void 218 void
222 add_strength(change) 219 add_strength(int change)
223 int change;
224 { 220 {
225 221
226 if (change < 0) { 222 if (change < 0) {
227 msg("You feel slightly weaker now."); 223 msg("You feel slightly weaker now.");
228 chg_str(change); 224 chg_str(change);
236 /* 232 /*
237 * Increase player's wisdom 233 * Increase player's wisdom
238 */ 234 */
239 235
240 void 236 void
241 add_wisdom(change) 237 add_wisdom(int change)
242 int change;
243 { 238 {
244 int ring_str; /* Value of ring strengths */ 239 int ring_str; /* Value of ring strengths */
245 240
246 /* Undo any ring changes */ 241 /* Undo any ring changes */
247 ring_str = ring_value(R_ADDWISDOM); 242 ring_str = ring_value(R_ADDWISDOM);
262 /* Now put back the ring changes */ 257 /* Now put back the ring changes */
263 if (ring_str) 258 if (ring_str)
264 pstats.s_wisdom += ring_str; 259 pstats.s_wisdom += ring_str;
265 } 260 }
266 261
267 quaff(which, kind, flags, is_potion) 262 void
268 int which; 263 quaff(int which, int kind, int flags, bool is_potion)
269 int kind;
270 int flags;
271 bool is_potion;
272 { 264 {
273 register struct object *obj; 265 register struct object *obj;
274 register struct linked_list *item, *titem; 266 register struct linked_list *item, *titem;
275 register struct thing *th; 267 register struct thing *th;
276 bool cursed, blessed; 268 bool cursed, blessed;
867 * Restore player's dexterity 859 * Restore player's dexterity
868 * if called with zero the restore fully 860 * if called with zero the restore fully
869 */ 861 */
870 862
871 void 863 void
872 res_dexterity(howmuch) 864 res_dexterity(int howmuch)
873 int howmuch;
874 { 865 {
875 short save_max; 866 short save_max;
876 int ring_str; 867 int ring_str;
877 868
878 if (howmuch < 0) return; 869 if (howmuch < 0) return;
901 * res_intelligence: 892 * res_intelligence:
902 * Restore player's intelligence 893 * Restore player's intelligence
903 */ 894 */
904 895
905 void 896 void
906 res_intelligence(howmuch) 897 res_intelligence(int howmuch)
907 int howmuch;
908 { 898 {
909 short save_max; 899 short save_max;
910 int ring_str; 900 int ring_str;
911 901
912 if (howmuch <= 0) return; 902 if (howmuch <= 0) return;
929 * res_wisdom: 919 * res_wisdom:
930 * Restore player's wisdom 920 * Restore player's wisdom
931 */ 921 */
932 922
933 void 923 void
934 res_wisdom(howmuch) 924 res_wisdom(int howmuch)
935 int howmuch;
936 { 925 {
937 short save_max; 926 short save_max;
938 int ring_str; 927 int ring_str;
939 928
940 if (howmuch <= 0) return; 929 if (howmuch <= 0) return;
957 * res_constitution: 946 * res_constitution:
958 * Restore the players constitution. 947 * Restore the players constitution.
959 */ 948 */
960 949
961 void 950 void
962 res_constitution(howmuch) 951 res_constitution(int howmuch)
963 int howmuch;
964 { 952 {
965 if (howmuch > 0) 953 if (howmuch > 0)
966 pstats.s_const = min(pstats.s_const + howmuch, max_stats.s_const); 954 pstats.s_const = min(pstats.s_const + howmuch, max_stats.s_const);
967 } 955 }
968 956
970 * res_charisma: 958 * res_charisma:
971 * Restore the players charisma. 959 * Restore the players charisma.
972 */ 960 */
973 961
974 void 962 void
975 res_charisma(howmuch) 963 res_charisma(int howmuch)
976 int howmuch;
977 { 964 {
978 if (howmuch > 0) 965 if (howmuch > 0)
979 pstats.s_charisma = 966 pstats.s_charisma =
980 min(pstats.s_charisma + howmuch, max_stats.s_charisma); 967 min(pstats.s_charisma + howmuch, max_stats.s_charisma);
981 } 968 }