annotate srogue/armor.c @ 239:837044d2c362

Merge the GCC5 and build fix branches. This fixes all warnings produced by GCC 5, except the ones related to system functions. Those could be fixed by including the proper headers, but it would be better to replace the system-dependent code with functions from mdport.c.
author John "Elwin" Edwards
date Fri, 11 Mar 2016 19:47:52 -0500
parents 94a0d9dd5ce1
children e52a8a7ad4c5
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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 * @(#)armor.c 9.0 (rdk) 7/17/84
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5 *
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6 * Super-Rogue
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7 * Copyright (C) 1984 Robert D. Kindelberger
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8 * All rights reserved.
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9 *
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10 * Based on "Rogue: Exploring the Dungeons of Doom"
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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12 * All rights reserved.
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13 *
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14 * See the file LICENSE.TXT for full copyright and licensing information.
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15 */
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16
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17 #include "rogue.h"
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18 #include "rogue.ext"
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19
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20 /*
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21 * wear:
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22 * The player wants to wear something, so let the hero try
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23 */
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24 void
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25 wear(void)
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26 {
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27 reg struct linked_list *item;
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28 reg struct object *obj;
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29
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30 if (cur_armor != NULL) {
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31 msg("You are already wearing some.");
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32 after = FALSE;
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33 return;
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34 }
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35 if ((item = get_item("wear", ARMOR)) == NULL)
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36 return;
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37 obj = OBJPTR(item);
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38 if (obj->o_type != ARMOR) {
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39 msg("You can't wear that.");
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40 return;
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41 }
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42 waste_time();
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43 msg("Wearing %s.", a_magic[obj->o_which].mi_name);
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44 cur_armor = obj;
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45 setoflg(obj,ISKNOW);
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46 nochange = FALSE;
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47 }
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48
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49
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50 /*
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51 * take_off:
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52 * Get the armor off of the players back
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53 */
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54 void
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55 take_off(void)
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56 {
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57 reg struct object *obj;
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58
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59 if ((obj = cur_armor) == NULL) {
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60 msg("Not wearing any armor.");
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61 return;
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62 }
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63 if (!dropcheck(cur_armor))
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64 return;
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65 cur_armor = NULL;
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66 msg("Was wearing %c) %s",pack_char(obj),inv_name(obj,TRUE));
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67 nochange = FALSE;
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68 }
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69
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70 /*
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71 * initarmor:
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72 * Initialize some armor.
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73 */
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74 void
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75 initarmor(struct object *obj, int what)
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76 {
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77 struct init_armor *iwa;
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78 struct magic_item *mi;
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79
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80 obj->o_type = ARMOR;
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81 obj->o_which = what;
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82 iwa = &armors[what];
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83 mi = &a_magic[what];
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84 obj->o_vol = iwa->a_vol;
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85 obj->o_ac = iwa->a_class;
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86 obj->o_weight = iwa->a_wght;
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87 obj->o_typname = things[TYP_ARMOR].mi_name;
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88 }
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89
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90 /*
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91 * hurt_armor:
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92 * Returns TRUE if armor is damaged
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93 */
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94 bool
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95 hurt_armor(struct object *obj)
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96 {
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97 reg int type, ac;
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98
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99 if (obj != NULL) {
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100 if (o_on(obj, ISPROT) || (o_on(obj, ISBLESS) && rnd(100) < 10))
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101 return FALSE;
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102 ac = obj->o_ac;
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103 type = obj->o_which;
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104 if (type != PADDED && type != LEATHER)
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105 if ((type == STUDDED && ac < 8) || (type != STUDDED && ac < 9))
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106 return TRUE;
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107 }
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108 return FALSE;
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109 }