annotate arogue7/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 f9ef86cf22b2
children 28e22fb35989
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1 /*
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2 * weapons.c - 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, 1986 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 /*
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16 * Functions for dealing with problems brought about by weapons
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17 *
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18 */
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19
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20 #include "curses.h"
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21 #include <ctype.h>
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22 #include <string.h>
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23 #include "rogue.h"
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24
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25 void
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26 boomerang(int ydelta, int xdelta, struct linked_list *item, struct thing *tp)
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27 {
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28 register struct object *obj;
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29 struct thing midpoint;
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30 coord oldpos;
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31
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32 obj = OBJPTR(item);
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33 oldpos = obj->o_pos;
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34
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35 /*
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36 * make it appear to fly at the target
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37 */
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38 do_motion(obj, ydelta, xdelta, tp);
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39 hit_monster(unc(obj->o_pos), obj, tp);
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40
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41 /*
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42 * Now let's make it fly back to the wielder. We need to
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43 * use midpoint to fool do_motion into thinking the action
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44 * starts there. Do_motion only looks at the t_pos field.
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45 */
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46 midpoint.t_pos = obj->o_pos; /* Simulate a new start position */
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47 do_motion(obj, -ydelta, -xdelta, &midpoint);
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48
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49 obj->o_pos = oldpos;
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50 }
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51
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52 /*
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53 * do the actual motion on the screen done by an object traveling
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54 * across the room. Note that we should not look at any field in
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55 * tp other than t_pos unless we change boomerang().
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56 */
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57 void
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58 do_motion(struct object *obj, int ydelta, int xdelta, struct thing *tp)
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59 {
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60
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61 /*
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62 * Come fly with us ...
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63 */
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64 obj->o_pos = tp->t_pos;
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65 for (; ;) {
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66 register int ch;
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67 /*
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68 * Erase the old one
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69 */
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70 if (!ce(obj->o_pos, tp->t_pos) &&
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71 cansee(unc(obj->o_pos)) &&
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72 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') {
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73 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, show(obj->o_pos.y, obj->o_pos.x));
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74 }
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75 /*
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76 * Get the new position
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77 */
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78 obj->o_pos.y += ydelta;
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79 obj->o_pos.x += xdelta;
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80 if (shoot_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR && !ce(obj->o_pos, hero)) {
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81 /*
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82 * It hasn't hit anything yet, so display it
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83 * If it alright.
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84 */
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85 if (cansee(unc(obj->o_pos)) &&
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86 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') {
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87 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, obj->o_type);
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88 draw(cw);
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89 }
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90 continue;
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