diff --git a/src/obj-design.c b/src/obj-design.c index 55395d24..21fa284f 100644 --- a/src/obj-design.c +++ b/src/obj-design.c @@ -184,18 +184,18 @@ static bool has_property(struct artifact *art, struct object *obj, } } else { /* Various things get checked to here */ - s16b *bonus, standard = 0; + s16b bonus = 0, standard = 0; if (streq(prop->name, "extra armor")) { - bonus = art ? &art->ac : &obj->ac; + bonus = art ? art->ac : obj->ac; standard = kind->ac; } else if (streq(prop->name, "armor bonus")) { - bonus = art ? &art->to_a : &obj->to_a; + bonus = art ? art->to_a : obj->to_a; } else if (streq(prop->name, "skill bonus")) { - bonus = art ? &art->to_h : &obj->to_h; + bonus = art ? art->to_h : obj->to_h; } else if (streq(prop->name, "deadliness bonus")) { - bonus = art ? &art->to_d : &obj->to_d; + bonus = art ? art->to_d : obj->to_d; } - if (*bonus != standard) { + if (bonus != standard) { return true; } } diff --git a/src/player-attack.c b/src/player-attack.c index a56189d6..df12782c 100644 --- a/src/player-attack.c +++ b/src/player-attack.c @@ -760,7 +760,7 @@ bool py_attack_real(struct player *p, struct loc grid, bool *fear) bool armsman = false; bool power_strike = false; bool confusing_blow = false; - int unarmed_blow_idx; + int unarmed_blow_idx = 0; /* Bonus to attack if monster is sleeping. */ int sleeping_bonus = 0; diff --git a/src/wiz-debug.c b/src/wiz-debug.c index 6ddd1113..9d5de78a 100644 --- a/src/wiz-debug.c +++ b/src/wiz-debug.c @@ -1542,7 +1542,7 @@ static void do_cmd_wiz_cure_all(void) */ static void do_cmd_wiz_jump(void) { - int place, i; + int place = 0, i; char ppp[80]; char tmp_val[160];