annotate arogue5/wear.c @ 233:0990adf580ee

Declare some function arguments as const. Some functions, mostly in fight.c, declared variables as pointers to const char but passed them to functions that took pointers to ordinary char. The strings did not actually get modified, so adding 'const' to the function definitions removed the warnings.
author John "Elwin" Edwards
date Sun, 06 Mar 2016 19:32:47 -0500
parents 56e748983fa8
children
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1 /*
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2 * This file contains misc functions for dealing with armor
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3 *
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4 * Advanced Rogue
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5 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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6 * All rights reserved.
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7 *
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8 * Based on "Rogue: Exploring the Dungeons of Doom"
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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10 * All rights reserved.
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11 *
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12 * See the file LICENSE.TXT for full copyright and licensing information.
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13 */
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14
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15 #include "curses.h"
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16 #include "rogue.h"
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17 #include <string.h>
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18 #include <stdlib.h>
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19
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20
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21 /*
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22 * take_off:
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23 * Get the armor off of the players back
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24 */
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25
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26 void
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27 take_off(void)
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28 {
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29 register struct object *obj;
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30 register struct linked_list *item;
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31
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32 /* What does player want to take off? */
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33 if ((item = get_item(pack, "take off", REMOVABLE)) == NULL)
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34 return;
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35
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36 obj = OBJPTR(item);
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37 if (!is_current(obj)) {
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38 sprintf(outstring,"Not wearing %c) %s", pack_char(pack, obj),inv_name(obj, TRUE));
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39 msg(outstring);
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40 return;
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41 }
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42
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43 /* Can the player remove the item? */
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44 if (!dropcheck(obj)) return;
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45 updpack(TRUE);
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46
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47 sprintf(outstring,"Was wearing %c) %s", pack_char(pack, obj),inv_name(obj,TRUE));
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48 msg(outstring);
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49 }
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50
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51 /*
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52 * wear:
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53 * The player wants to wear something, so let him/her put it on.
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54 */
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55
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56 void
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57 wear(void)
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58 {
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59 register struct linked_list *item;
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60 register struct object *obj;
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61 register int i;
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62 char buf[LINELEN];
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63
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64
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65 /* What does player want to wear? */
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66 if ((item = get_item(pack, "wear", WEARABLE)) == NULL)
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67 return;
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68
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69 obj = OBJPTR(item);
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70
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71 switch (obj->o_type) {
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72 case ARMOR:
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73 if (cur_armor != NULL) {
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74 addmsg("You are already wearing armor");
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75 if (!terse) addmsg(". You'll have to take it off first.");
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76 endmsg();
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77 after = FALSE;
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78 return;
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79 }
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80 if (cur_misc[WEAR_BRACERS] != NULL) {
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81 msg("You can't wear armor with bracers of defense.");
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82 return;
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83 }
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84 if (cur_misc[WEAR_CLOAK] != NULL || cur_relic[EMORI_CLOAK]) {
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85 msg("You can't wear armor with a cloak.");
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86 return;
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87 }
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88 if (player.t_ctype == C_THIEF &&
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89 (obj->o_which != LEATHER && obj->o_which != STUDDED_LEATHER)) {
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90 if (terse) msg("Thieves can't wear that type of armor");
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91 else
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92 msg("Thieves can only wear leather or studded leather armor");
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93 return;
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94 }
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95 waste_time();
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96 obj->o_flags |= ISKNOW;
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97 cur_armor = obj;
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98 addmsg(terse ? "W" : "You are now w");
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99 msg("earing %s.", armors[obj->o_which].a_name);
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100
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101 when MM:
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102 switch (obj->o_which) {
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103 /*
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104 * when wearing the boots of elvenkind the player will not