Qt c++ function name shadow warnings
We have a struct called mkroom and a function called mkroom() so c++ complains about the mkroom() function hiding the initializer for the struct. Similarly, we have a struct called attack and a function called attack(). There may be a more elegant way of eliminating those two warnings, but renaming mkroom() to do_mkroom() and attack() to do_attack() was straightforward enough.
This commit is contained in:
14
src/hack.c
14
src/hack.c
@@ -1612,22 +1612,22 @@ domove_core(void)
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/* attack monster */
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if (mtmp) {
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/* don't stop travel when displacing pets; if the
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displace fails for some reason, attack() in uhitm.c
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displace fails for some reason, do_attack() in uhitm.c
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will stop travel rather than domove */
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if (!is_safemon(mtmp) || g.context.forcefight)
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nomul(0);
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/* only attack if we know it's there */
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/* or if we used the 'F' command to fight blindly */
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/* or if it hides_under, in which case we call attack() to print
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/* or if it hides_under, in which case we call do_attack() to print
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* the Wait! message.
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* This is different from ceiling hiders, who aren't handled in
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* attack().
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* do_attack().
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*/
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/* If they used a 'm' command, trying to move onto a monster
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* prints the below message and wastes a turn. The exception is
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* if the monster is unseen and the player doesn't remember an
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* invisible monster--then, we fall through to attack() and
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* invisible monster--then, we fall through to do_attack() and
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* attack_check(), which still wastes a turn, but prints a
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* different message and makes the player remember the monster.
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*/
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@@ -1663,7 +1663,7 @@ domove_core(void)
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/* try to attack; note that it might evade;
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also, we don't attack tame when _safepet_ */
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else if (attack(mtmp))
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else if (do_attack(mtmp))
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return;
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}
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}
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@@ -1826,7 +1826,7 @@ domove_core(void)
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/*
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* If safepet at destination then move the pet to the hero's
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* previous location using the same conditions as in attack().
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* previous location using the same conditions as in do_attack().
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* there are special extenuating circumstances:
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* (1) if the pet dies then your god angers,
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* (2) if the pet gets trapped then your god may disapprove.
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@@ -2062,7 +2062,7 @@ boolean
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overexertion(void)
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{
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/* this used to be part of domove() when moving to a monster's
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position, but is now called by attack() so that it doesn't
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position, but is now called by do_attack() so that it doesn't
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execute if you decline to attack a peaceful monster */
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gethungry();
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if ((g.moves % 3L) != 0L && near_capacity() >= HVY_ENCUMBER) {
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