annotate arogue5/weapons.c @ 234:c10fe421b8fb

Fix various overlooked causes of warnings. GCC5 now produces under 300 lines of warnings, but the remaining ones will require more complex solutions.
author John "Elwin" Edwards
date Sun, 06 Mar 2016 21:02:59 -0500
parents 56e748983fa8
children 28e22fb35989
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1 /*
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2 * Functions for dealing with problems brought about by weapons
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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 <ctype.h>
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c49f7927b0fa arogue5: add missing header files.
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17 #include <string.h>
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18 #include "rogue.h"
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19
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20
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21
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22 /*
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23 * do the actual motion on the screen done by an object traveling
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24 * across the room
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25 */
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26 void
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27 do_motion(struct object *obj, int ydelta, int xdelta, struct thing *tp)
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28 {
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29
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30 /*
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31 * Come fly with us ...
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32 */
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33 obj->o_pos = tp->t_pos;
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34 for (; ;) {
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35 register int ch;
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36 /*
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37 * Erase the old one
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38 */
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39 if (!ce(obj->o_pos, tp->t_pos) &&
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40 cansee(unc(obj->o_pos)) &&
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41 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') {
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42 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, show(obj->o_pos.y, obj->o_pos.x));
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43 }
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44 /*
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45 * Get the new position
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46 */
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47 obj->o_pos.y += ydelta;
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48 obj->o_pos.x += xdelta;
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49 if (shoot_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR && !ce(obj->o_pos, hero)) {
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50 /*
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51 * It hasn't hit anything yet, so display it
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52 * If it alright.
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53 */
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54 if (cansee(unc(obj->o_pos)) &&
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55 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') {
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56 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, obj->o_type);
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57 draw(cw);
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58 }
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59 continue;
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60 }
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61 break;
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62 }
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63 }
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64
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65
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66 /*
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67 * fall:
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68 * Drop an item someplace around here.
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69 */
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70
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71 void
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72 fall(struct linked_list *item, bool pr)
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73 {
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74 register struct object *obj;
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75 register struct room *rp;
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76 register int i;
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77 coord *fpos = NULL;
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78
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79 obj = OBJPTR(item);
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80 /*
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81 * try to drop the item, look up to 3 squares away for now
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82 */
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83 for (i=1; i<4; i++) {
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84 if ((fpos = fallpos(&obj->o_pos, FALSE, i)) != NULL)
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85 break;
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86 }
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87
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88 if (fpos != NULL) {
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89 mvaddch(fpos->y, fpos->x, obj->o_type);
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90 obj->o_pos = *fpos;
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91 if ((rp = roomin(&hero)) != NULL &&
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92 lit_room(rp)) {
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93 light(&hero);
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94 mvwaddch(cw, hero.y, hero.x, PLAYER);
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95 }
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96 attach(lvl_obj, item);
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97 return;
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98 }
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99
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100
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101 if (pr) {
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102 if (obj->o_type == WEAPON) /* BUGFIX: Identification trick */
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103 msg("The %s vanishes as it hits the ground.",