Fix an assortment of compiler warnings.
A few potential bugs were removed in the process. Much code cleanup remains to be done.
This commit is contained in:
parent
de95b19cee
commit
7d459d7d36
47 changed files with 608 additions and 591 deletions
122
rogue4/extern.c
122
rogue4/extern.c
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@ -145,21 +145,25 @@ struct stats max_stats = INIT_STATS; /* The maximum for the player */
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struct room *oldrp; /* Roomin(&oldpos) */
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struct room rooms[MAXROOMS]; /* One for each room -- A level */
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#define NON {0, 0}
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#define NON12 { NON, NON, NON, NON, NON, NON, NON, NON, NON, NON, NON, NON }
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struct room passages[MAXPASS] = /* One for each passage */
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{
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{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
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{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
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{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
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{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
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{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
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{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
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{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
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{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
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{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
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{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
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{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
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{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 }
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{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, NON12 },
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{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, NON12 },
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{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, NON12 },
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{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, NON12 },
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{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, NON12 },
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{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, NON12 },
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{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, NON12 },
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{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, NON12 },
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{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, NON12 },
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{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, NON12 },
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{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, NON12 },
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{ {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, NON12 }
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};
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#undef NON12
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#undef NON
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#define ___ 1
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#define XX 10
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@ -276,51 +280,51 @@ struct magic_item ws_magic[MAXSTICKS] = {
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};
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struct h_list helpstr[] = {
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'?', " prints help",
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'/', " identify object",
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'h', " left",
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'j', " down",
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'k', " up",
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'l', " right",
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'y', " up & left",
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'u', " up & right",
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'b', " down & left",
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'n', " down & right",
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'H', " run left",
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'J', " run down",
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'K', " run up",
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'L', " run right",
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'Y', " run up & left",
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'U', " run up & right",
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'B', " run down & left",
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'N', " run down & right",
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't', "<dir> throw something",
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'f', "<dir> forward until find something",
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'z', "<dir> zap a wand in a direction",
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'^', "<dir> identify trap type",
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's', " search for trap/secret door",
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'>', " go down a staircase",
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'<', " go up a staircase",
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'.', " rest for a while",
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'i', " inventory",
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'I', " inventory single item",
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'q', " quaff potion",
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'r', " read paper",
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'e', " eat food",
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'w', " wield a weapon",
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'W', " wear armor",
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'T', " take armor off",
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'P', " put on ring",
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'R', " remove ring",
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'd', " drop object",
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'c', " call object",
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'D', " recall what's been discovered",
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'o', " examine/set options",
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CTRL('L'), " redraw screen",
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CTRL('R'), " repeat last message",
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ESCAPE, " cancel command",
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'!', " shell escape",
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'S', " save game",
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'Q', " quit",
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0, 0
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{ '?', " prints help" },
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{ '/', " identify object" },
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{ 'h', " left" },
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{ 'j', " down" },
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{ 'k', " up" },
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{ 'l', " right" },
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{ 'y', " up & left" },
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{ 'u', " up & right" },
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{ 'b', " down & left" },
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{ 'n', " down & right" },
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{ 'H', " run left" },
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{ 'J', " run down" },
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{ 'K', " run up" },
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{ 'L', " run right" },
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{ 'Y', " run up & left" },
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{ 'U', " run up & right" },
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{ 'B', " run down & left" },
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{ 'N', " run down & right" },
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{ 't', "<dir> throw something" },
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{ 'f', "<dir> forward until find something" },
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{ 'z', "<dir> zap a wand in a direction" },
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{ '^', "<dir> identify trap type" },
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{ 's', " search for trap/secret door" },
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{ '>', " go down a staircase" },
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{ '<', " go up a staircase" },
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{ '.', " rest for a while" },
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{ 'i', " inventory" },
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{ 'I', " inventory single item" },
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{ 'q', " quaff potion" },
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{ 'r', " read paper" },
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{ 'e', " eat food" },
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{ 'w', " wield a weapon" },
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{ 'W', " wear armor" },
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{ 'T', " take armor off" },
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{ 'P', " put on ring" },
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{ 'R', " remove ring" },
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{ 'd', " drop object" },
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{ 'c', " call object" },
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{ 'D', " recall what's been discovered" },
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{ 'o', " examine/set options" },
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{ CTRL('L'), " redraw screen" },
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{ CTRL('R'), " repeat last message" },
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{ ESCAPE, " cancel command" },
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{ '!', " shell escape" },
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{ 'S', " save game" },
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{ 'Q', " quit" },
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{ 0, 0 }
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};
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@ -259,7 +259,7 @@ eat(void)
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else
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msg("yum, that tasted good");
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if (--obj->o_count < 1)
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if (--obj->o_count < 1)
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{
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detach(pack, obj);
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discard(obj);
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@ -136,7 +136,7 @@ void
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conn(int r1, int r2)
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{
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register struct room *rpf, *rpt = NULL;
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register char rmt;
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unsigned char rmt;
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register int distance = 0, turn_spot = 0, turn_distance = 0, index;
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register int rm;
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register char direc;
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@ -241,7 +241,7 @@ void writelog(int amount, int flags, char monst)
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if (log_file == NULL)
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return;
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/* otherwise writing should work */
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sprintf(logmessage, "%d %d %s %d ", time(NULL), amount, whoami,
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sprintf(logmessage, "%ld %d %s %d ", time(NULL), amount, whoami,
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pstats.s_lvl);
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if (flags == 0) /* died */
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{
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@ -79,9 +79,9 @@ inv_name(THING *obj, bool drop)
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when FOOD:
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if (obj->o_which == 1)
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if (obj->o_count == 1)
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sprintf(pb, "A%s %s", vowelstr(fruit), fruit);
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sprintf(pb, "A%s %.76s", vowelstr(fruit), fruit);
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else
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sprintf(pb, "%d %ss", obj->o_count, fruit);
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sprintf(pb, "%d %.66ss", obj->o_count, fruit);
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else
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if (obj->o_count == 1)
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strcpy(pb, "Some food");
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@ -23,16 +23,16 @@ static struct init_weps {
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char iw_launch; /* Launching weapon */
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int iw_flags; /* Miscellaneous flags */
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} init_dam[MAXWEAPONS] = {
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"2d4", "1d3", NONE, 0, /* Mace */
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"3d4", "1d2", NONE, 0, /* Long sword */
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"1d1", "1d1", NONE, 0, /* Bow */
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"1d1", "2d3", BOW, ISMANY|ISMISL, /* Arrow */
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"1d6", "1d4", NONE, ISMISL, /* Dagger */
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"4d4", "1d2", NONE, 0, /* 2h sword */
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"1d1", "1d3", NONE, ISMANY|ISMISL, /* Dart */
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"1d1", "1d1", NONE, 0, /* Crossbow */
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"1d2", "2d5", CROSSBOW, ISMANY|ISMISL, /* Crossbow bolt */
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"2d3", "1d6", NONE, ISMISL, /* Spear */
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{ "2d4", "1d3", NONE, 0 }, /* Mace */
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{ "3d4", "1d2", NONE, 0 }, /* Long sword */
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{ "1d1", "1d1", NONE, 0 }, /* Bow */
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{ "1d1", "2d3", BOW, ISMANY|ISMISL },/* Arrow */
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{ "1d6", "1d4", NONE, ISMISL }, /* Dagger */
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{ "4d4", "1d2", NONE, 0 }, /* 2h sword */
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{ "1d1", "1d3", NONE, ISMANY|ISMISL },/* Dart */
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{ "1d1", "1d1", NONE, 0 }, /* Crossbow */
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{ "1d2", "2d5", CROSSBOW, ISMANY|ISMISL },/* Crossbow bolt */
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{ "2d3", "1d6", NONE, ISMISL } /* Spear */
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};
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/*
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