comparison srogue/new_leve.c @ 304:e52a8a7ad4c5

Fix many compiler warnings. There should only be two changes in behavior: arogue7/fight.c, arogue7/fight.c: a to-hit bonus is now correctly applied to characters who are not monks instead of monks who are not empty-handed. urogue/fight.c: fixed an interaction with the "debug" macro that could cause the wrong message to be displayed.
author John "Elwin" Edwards
date Wed, 14 Apr 2021 18:55:33 -0400
parents 94a0d9dd5ce1
children
comparison
equal deleted inserted replaced
303:e06ebc407615 304:e52a8a7ad4c5
24 * Dig and draw a new level 24 * Dig and draw a new level
25 */ 25 */
26 void 26 void
27 new_level(int ltype) 27 new_level(int ltype)
28 { 28 {
29 register int i;
30 register char ch; 29 register char ch;
31 struct coord traploc; 30 struct coord traploc;
32 struct room *rp; 31 struct room *rp;
33 32
34 if (level > max_level) 33 if (level > max_level)
134 rp = &rooms[rnd_room()]; 133 rp = &rooms[rnd_room()];
135 hero = *rnd_pos(rp); 134 hero = *rnd_pos(rp);
136 } while(levtype==MAZELEV&&DISTANCE(hero.y,hero.x,stairs.y,stairs.x)<10); 135 } while(levtype==MAZELEV&&DISTANCE(hero.y,hero.x,stairs.y,stairs.x)<10);
137 136
138 player.t_room = rp; 137 player.t_room = rp;
139 player.t_oldch = mvinch(hero.y, hero.x); 138 player.t_oldch = mvinch(hero.y, hero.x) & A_CHARTEXT;
140 light(&hero); 139 light(&hero);
141 mvwaddch(cw,hero.y,hero.x,PLAYER); 140 mvwaddch(cw,hero.y,hero.x,PLAYER);
142 nochange = FALSE; 141 nochange = FALSE;
143 } 142 }
144 143