annotate xrogue/effects.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 f54901b9c39b
children 7c1cb43f346e
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1 /*
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2 effects.c - functions for dealing with appllying effects to monsters
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3
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4 XRogue: Expeditions into the Dungeons of Doom
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5 Copyright (C) 1991 Robert Pietkivitch
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6 All rights reserved.
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7
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8 Based on "Advanced Rogue"
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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10 All rights reserved.
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11
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12 Based on "Rogue: Exploring the Dungeons of Doom"
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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14 All rights reserved.
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15
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16 See the file LICENSE.TXT for full copyright and licensing information.
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17 */
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18
135
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19 #include <string.h>
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20 #include <curses.h>
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21 #include "rogue.h"
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22
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23 /*
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24 * effect:
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25 * Check for effects of one thing hitting another thing. Return
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26 * the reason code if the defender is killed. Otherwise return 0.
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27 */
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28
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29 int
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30 effect(struct thing *att, struct thing *def, struct object *weap, bool thrown,
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31 bool see_att, bool see_def)
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32 {
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33 register bool att_player, def_player;
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34 char attname[LINELEN+1], defname[LINELEN+1];
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35
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36 /* See if the attacker or defender is the player */
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37 att_player = (att == &player);
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38 def_player = (def == &player);
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39
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40 /*
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41 * If the player could see the attacker or defender, they can't
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42 * surprise anymore (don't bother checking if they could).
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43 */
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44 if (see_att) turn_off(*att, CANSURPRISE);
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45 if (see_def) turn_off(*def, CANSURPRISE);
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46
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47 /* What are the attacker and defender names? */
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48 if (att_player) strcpy(attname, "you");
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49 else {
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50 if (see_att) strcpy(attname, monster_name(att));
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51 else strcpy(attname, "something");
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52 }
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53
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54 if (def_player) strcpy(defname, "you");
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55 else {
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56 if (see_def) strcpy(defname, monster_name(def));
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57 else strcpy(defname, "something");
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58 }
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59
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60 /*
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61 * See what happens to the attacker first. We can skip this
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62 * whole section, however, if the defender is the player.
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63 * Nothing happens (yet) to anyone just for hitting the player.
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64 */
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65 if (!def_player) {
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66 if (!thrown) { /* Some things require a direct hit. */
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67 /*
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68 * If the attacker hits a rusting monster, The weapon
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69 * may be damaged
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70 */
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71 if (on(*def, CANRUST) && weap &&
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72 weap->o_type != RELIC && (weap->o_flags & ISMETAL) &&
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73 !(weap->o_flags & ISPROT)) {
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74 if ((weap->o_hplus < 1 && weap->o_dplus < 1) ||
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75 roll(1,20) < weap->o_hplus+weap->o_dplus+10) {
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76 if (rnd(100) < 50) weap->o_hplus--;
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77 else weap->o_dplus--;
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78 if (att_player)
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79 msg(terse ? "Your %s weakens!"
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80 : "Your %s gets weaker!",
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81 weaps[weap->o_which].w_name);
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82 }
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83 }
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84 }
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85
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86 /* If the attacker hit something that shrieks, wake the dungeon */
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87 if (on(*def, CANSHRIEK)) {
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88 if (see_def)
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89 msg("%s emits an ear piercing shriek! ", prname(defname, TRUE));
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90 else
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