Mercurial > hg > early-roguelike
view rogue3/potions.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 | 527e2150eaf0 |
children | e7862a021609 |
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/* * @(#)potions.c 3.1 3.1 5/7/81 * Function(s) for dealing with potions * * Rogue: Exploring the Dungeons of Doom * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include "curses.h" #include <stdlib.h> #include <string.h> #include "rogue.h" void quaff() { struct object *obj; struct linked_list *item, *titem; struct thing *th; char buf[80]; item = get_item("quaff", POTION); /* * Make certain that it is somethings that we want to drink */ if (item == NULL) return; obj = (struct object *) ldata(item); if (obj->o_type != POTION) { if (!terse) msg("Yuk! Why would you want to drink that?"); else msg("That's undrinkable"); return; } if (obj == cur_weapon) cur_weapon = NULL; /* * Calculate the effect it has on the poor guy. */ switch(obj->o_which) { case P_CONFUSE: if (off(player, ISHUH)) msg("Wait, what's going on here. Huh? What? Who?"); if (on(player, ISHUH)) lengthen(unconfuse, rnd(8)+HUHDURATION); else fuse(unconfuse, 0, rnd(8)+HUHDURATION, AFTER); player.t_flags |= ISHUH; p_know[P_CONFUSE] = TRUE; when P_POISON: if (!ISWEARING(R_SUSTSTR)) { chg_str(-(rnd(3)+1)); msg("You feel very sick now."); } else msg("You feel momentarily sick"); p_know[P_POISON] = TRUE; when P_HEALING: if ((pstats.s_hpt += roll(pstats.s_lvl, 4)) > max_hp) pstats.s_hpt = ++max_hp; msg("You begin to feel better."); sight(); p_know[P_HEALING] = TRUE; when P_STRENGTH: msg("You feel stronger, now. What bulging muscles!"); chg_str(1); p_know[P_STRENGTH] = TRUE; when P_MFIND: /* * Potion of monster detection, if there are monters, detect them */ if (mlist != NULL) { wclear(hw); overwrite(mw, hw); show_win(hw, "You begin to sense the presence of monsters.--More--"); p_know[P_MFIND] = TRUE; } else msg("You have a strange feeling for a moment, then it passes."); when P_TFIND: /* * Potion of magic detection. Show the potions and scrolls */ if (lvl_obj != NULL) { struct linked_list *mobj; struct object *tp; int show; show = FALSE; wclear(hw); for (mobj = lvl_obj; mobj != NULL; mobj = next(mobj)) { tp = (struct object *) ldata(mobj); if (is_magic(tp)) { show = TRUE; mvwaddch(hw, tp->o_pos.y, tp->o_pos.x, MAGIC); } p_know[P_TFIND] = TRUE; } for (titem = mlist; titem != NULL; titem = next(titem)) { struct linked_list *pitem; th = (struct thing *) ldata(titem); for (pitem = th->t_pack; pitem != NULL; pitem = next(pitem)) { if (is_magic(OBJPTR(pitem))) { show = TRUE; mvwaddch(hw, th->t_pos.y, th->t_pos.x, MAGIC); } p_know[P_TFIND] = TRUE; } } if (show) { show_win(hw, "You sense the presence of magic on this level.--More--"); break; } } msg("You have a strange feeling for a moment, then it passes."); when P_PARALYZE: msg("You can't move."); no_command = HOLDTIME; p_know[P_PARALYZE] = TRUE; when P_SEEINVIS: msg("This potion tastes like %s juice.", fruit); if (off(player, CANSEE)) { player.t_flags |= CANSEE; fuse(unsee, 0, SEEDURATION, AFTER); light(&hero); } sight(); when P_RAISE: msg("You suddenly feel much more skillful"); p_know[P_RAISE] = TRUE; raise_level(); when P_XHEAL: if ((pstats.s_hpt += roll(pstats.s_lvl, 8)) > max_hp) pstats.s_hpt = ++max_hp; msg("You begin to feel much better."); p_know[P_XHEAL] = TRUE; sight(); when P_HASTE: add_haste(TRUE); msg("You feel yourself moving much faster."); p_know[P_HASTE] = TRUE; when P_RESTORE: msg("Hey, this tastes great. It make you feel warm all over."); if (pstats.s_str.st_str < max_stats.s_str.st_str || (pstats.s_str.st_str == 18 && pstats.s_str.st_add < max_stats.s_str.st_add)) pstats.s_str = max_stats.s_str; when P_BLIND: msg("A cloak of darkness falls around you."); if (off(player, ISBLIND)) { player.t_flags |= ISBLIND; fuse(sight, 0, SEEDURATION, AFTER); look(FALSE); } p_know[P_BLIND] = TRUE; when P_NOP: msg("This potion tastes extremely dull."); otherwise: msg("What an odd tasting potion!"); return; } status(); if (p_know[obj->o_which] && p_guess[obj->o_which]) { free(p_guess[obj->o_which]); p_guess[obj->o_which] = NULL; } else if (!p_know[obj->o_which] && askme && p_guess[obj->o_which] == NULL) { msg(terse ? "Call it: " : "What do you want to call it? "); if (get_str(buf, cw) == NORM) { p_guess[obj->o_which] = malloc((unsigned int) strlen(buf) + 1); if (p_guess[obj->o_which] != NULL) strcpy(p_guess[obj->o_which], buf); } } /* * Throw the item away */ inpack--; if (obj->o_count > 1) obj->o_count--; else { detach(pack, item); discard(item); } }