diff xrogue/pack.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 e1cd27c5464f
children
line wrap: on
line diff
--- a/xrogue/pack.c	Tue Mar 08 19:45:41 2016 -0500
+++ b/xrogue/pack.c	Fri Mar 11 19:47:52 2016 -0500
@@ -36,15 +36,7 @@
     register struct object *obj, *op = NULL;
     register bool exact, from_floor;
     bool giveflag = 0;
-    static long cleric   = C_CLERIC,
-        monk     = C_MONK,
-        magician = C_MAGICIAN,
-        assassin = C_ASSASSIN,
-        druid    = C_DRUID,
-        thief    = C_THIEF,
-        fighter  = C_FIGHTER,
-        ranger   = C_RANGER,
-        paladin  = C_PALADIN;
+    int newclass;
 
     if (item == NULL)
     {
@@ -259,12 +251,14 @@
             case HEIL_ANKH:
                 msg("The ankh welds itself into your hand. ");
                 if (player.t_ctype != C_CLERIC && player.t_ctype != C_PALADIN)
-                    fuse(prayer_recovery, (VOID *)NULL, SPELLTIME, AFTER);
+                    fuse(prayer_recovery, NULL, SPELLTIME, AFTER);
         /* start a fuse to change player into a paladin */
         if (quest_item != HEIL_ANKH) {
             msg("You hear a strange, distant hypnotic calling... ");
-            if (player.t_ctype != C_PALADIN && obj->o_which ==HEIL_ANKH)
-                        fuse(changeclass, &paladin, roll(8, 8), AFTER);
+            if (player.t_ctype != C_PALADIN && obj->o_which ==HEIL_ANKH) {
+                newclass = C_PALADIN;
+                fuse(changeclass, &newclass, roll(8, 8), AFTER);
+            }
         }
 
             /* A cloak must be worn. */
@@ -287,8 +281,10 @@
         /* start a fuse to change player into a monk */
         if (quest_item != EMORI_CLOAK) {
             msg("You suddenly become calm and quiet. ");
-            if (player.t_ctype != C_MONK && obj->o_which == EMORI_CLOAK)
-                        fuse(changeclass, &monk, roll(8, 8), AFTER);
+            if (player.t_ctype != C_MONK && obj->o_which == EMORI_CLOAK) {
+                newclass = C_MONK;
+                fuse(changeclass, &newclass, roll(8, 8), AFTER);
+            }
         }
 
             /* The amulet must be worn. */
@@ -312,7 +308,8 @@
             if (player.t_ctype != C_MAGICIAN &&
             obj->o_which == STONEBONES_AMULET) {
                 msg("You sense approaching etheric forces... ");
-                        fuse(changeclass, &magician, roll(8, 8), AFTER);
+                newclass = C_MAGICIAN;
+                fuse(changeclass, &newclass, roll(8, 8), AFTER);
             }
         }
 
@@ -331,17 +328,21 @@
         /* start a fuse to change player into an assassin */
         if (quest_item != EYE_VECNA) {
             msg("Your blood rushes and you begin to sweat profusely... ");
-            if (player.t_ctype != C_ASSASSIN && obj->o_which == EYE_VECNA)
-                        fuse(changeclass, &assassin, roll(8, 8), AFTER);
+            if (player.t_ctype != C_ASSASSIN && obj->o_which == EYE_VECNA) {
+                newclass = C_ASSASSIN;
+                fuse(changeclass, &newclass, roll(8, 8), AFTER);
+            }
         }
                 
             when QUILL_NAGROM:
-                fuse(quill_charge,(VOID *)NULL, 8, AFTER);
+                fuse(quill_charge, NULL, 8, AFTER);
         /* start a fuse to change player into a druid */
         if (quest_item != QUILL_NAGROM) {
             msg("You begin to see things differently... ");
-            if (player.t_ctype != C_DRUID && obj->o_which == QUILL_NAGROM)
-                        fuse(changeclass, &druid, roll(8, 8), AFTER);
+            if (player.t_ctype != C_DRUID && obj->o_which == QUILL_NAGROM) {
+                newclass = C_DRUID;
+                fuse(changeclass, &newclass, roll(8, 8), AFTER);
+            }
         }
 
             /* Weapons will insist on being wielded. */
@@ -362,7 +363,8 @@
             if (player.t_ctype != C_THIEF &&
             obj->o_which == MUSTY_DAGGER) {
                 msg("You look about furtively. ");
-                        fuse(changeclass, &thief, roll(8, 8), AFTER);
+                newclass = C_THIEF;
+                fuse(changeclass, &newclass, roll(8, 8), AFTER);
             }
         }
         /* start a fuse to change player into a fighter */
@@ -370,7 +372,8 @@
             if (player.t_ctype != C_FIGHTER &&
             obj->o_which == AXE_AKLAD) {
                 msg("Your bones feel strengthened. ");
-                        fuse(changeclass, &fighter, roll(8, 8), AFTER);
+                newclass = C_FIGHTER;
+                fuse(changeclass, &newclass, roll(8, 8), AFTER);
             }
                 }
                 if (cur_weapon != NULL) {
@@ -405,8 +408,10 @@
         /* start a fuse to change player into a ranger */
         if (quest_item != BRIAN_MANDOLIN) {
             msg("You are transfixed with empathy. ");
-            if (player.t_ctype != C_RANGER && obj->o_which == BRIAN_MANDOLIN)
-                        fuse(changeclass, &ranger, roll(8, 8), AFTER);
+            if (player.t_ctype != C_RANGER && obj->o_which == BRIAN_MANDOLIN) {
+                newclass = C_RANGER;
+                fuse(changeclass, &newclass, roll(8, 8), AFTER);
+            }
         }
 
         /* add to the music */
@@ -415,8 +420,10 @@
         /* start a fuse to change player into a cleric */
         if (quest_item != GERYON_HORN) {
             msg("You follow their calling. ");
-            if (player.t_ctype != C_CLERIC && obj->o_which == GERYON_HORN)
-                        fuse(changeclass, &cleric, roll(8, 8), AFTER);
+            if (player.t_ctype != C_CLERIC && obj->o_which == GERYON_HORN) {
+                newclass = C_CLERIC;
+                fuse(changeclass, &newclass, roll(8, 8), AFTER);
+            }
         }
 
         /* the card can not be picked up, it must be traded for */