Mercurial > hg > early-roguelike
view srogue/armor.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 | 94a0d9dd5ce1 |
children | e52a8a7ad4c5 |
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/* * This file contains misc functions for dealing with armor * * @(#)armor.c 9.0 (rdk) 7/17/84 * * Super-Rogue * Copyright (C) 1984 Robert D. Kindelberger * All rights reserved. * * Based on "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 "rogue.h" #include "rogue.ext" /* * wear: * The player wants to wear something, so let the hero try */ void wear(void) { reg struct linked_list *item; reg struct object *obj; if (cur_armor != NULL) { msg("You are already wearing some."); after = FALSE; return; } if ((item = get_item("wear", ARMOR)) == NULL) return; obj = OBJPTR(item); if (obj->o_type != ARMOR) { msg("You can't wear that."); return; } waste_time(); msg("Wearing %s.", a_magic[obj->o_which].mi_name); cur_armor = obj; setoflg(obj,ISKNOW); nochange = FALSE; } /* * take_off: * Get the armor off of the players back */ void take_off(void) { reg struct object *obj; if ((obj = cur_armor) == NULL) { msg("Not wearing any armor."); return; } if (!dropcheck(cur_armor)) return; cur_armor = NULL; msg("Was wearing %c) %s",pack_char(obj),inv_name(obj,TRUE)); nochange = FALSE; } /* * initarmor: * Initialize some armor. */ void initarmor(struct object *obj, int what) { struct init_armor *iwa; struct magic_item *mi; obj->o_type = ARMOR; obj->o_which = what; iwa = &armors[what]; mi = &a_magic[what]; obj->o_vol = iwa->a_vol; obj->o_ac = iwa->a_class; obj->o_weight = iwa->a_wght; obj->o_typname = things[TYP_ARMOR].mi_name; } /* * hurt_armor: * Returns TRUE if armor is damaged */ bool hurt_armor(struct object *obj) { reg int type, ac; if (obj != NULL) { if (o_on(obj, ISPROT) || (o_on(obj, ISBLESS) && rnd(100) < 10)) return FALSE; ac = obj->o_ac; type = obj->o_which; if (type != PADDED && type != LEATHER) if ((type == STUDDED && ac < 8) || (type != STUDDED && ac < 9)) return TRUE; } return FALSE; }