Mercurial > hg > early-roguelike
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 |
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date | Fri, 19 Feb 2016 21:02:28 -0500 |
parents | f057f09e9945 |
children | e1cd27c5464f |
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218:56e748983fa8 | 219:f9ef86cf22b2 |
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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 } |