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.
This commit is contained in:
parent
6f21b5b88a
commit
6c3cd116ff
122 changed files with 374 additions and 280 deletions
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@ -75,12 +75,10 @@ void
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initarmor(struct object *obj, int what)
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{
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struct init_armor *iwa;
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struct magic_item *mi;
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obj->o_type = ARMOR;
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obj->o_which = what;
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iwa = &armors[what];
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mi = &a_magic[what];
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obj->o_vol = iwa->a_vol;
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obj->o_ac = iwa->a_class;
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obj->o_weight = iwa->a_wght;
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@ -210,7 +210,7 @@ do_chase(struct linked_list *mon)
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}
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if (pl_off(ISBLIND))
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mvwaddch(cw,th->t_pos.y,th->t_pos.x,th->t_oldch);
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sch = mvwinch(cw, ch_ret.y, ch_ret.x);
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sch = mvwinch(cw, ch_ret.y, ch_ret.x) & A_CHARTEXT;
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if (rer != NULL && rf_on(rer,ISDARK) && sch == FLOOR &&
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DISTANCE(ch_ret.y,ch_ret.x,th->t_pos.y,th->t_pos.x) < 3 &&
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pl_off(ISBLIND))
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@ -452,7 +452,8 @@ diag_ok(struct coord *sp, struct coord *ep)
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{
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if (ep->x == sp->x || ep->y == sp->y)
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return TRUE;
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if (step_ok(mvinch(ep->y,sp->x)) && step_ok(mvinch(sp->y,ep->x)))
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if (step_ok(mvinch(ep->y,sp->x) & A_CHARTEXT) &&
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step_ok(mvinch(sp->y,ep->x) & A_CHARTEXT))
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return TRUE;
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return FALSE;
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}
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@ -638,14 +638,10 @@ u_level(void)
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void
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shell(void)
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{
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reg int pid;
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reg char *sh;
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int ret_status;
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/*
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* Set the terminal back to original mode
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*/
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sh = getenv("SHELL");
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wclear(hw);
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wmove(hw, LINES-1, 0);
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draw(hw);
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@ -30,7 +30,7 @@ displevl(void)
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for (i = 0; i < LINES - 2; i++) {
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for (j = 0; j < COLS - 1; j++) {
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ch = mvinch(i,j);
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ch = mvinch(i,j) & A_CHARTEXT;
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if (isatrap(ch)) {
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struct trap *what;
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@ -60,7 +60,7 @@ displevl(void)
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it->t_oldch = ch;
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}
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}
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mch = mvwinch(cw, i, j);
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mch = mvwinch(cw, i, j) & A_CHARTEXT;
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if (isalpha(mch))
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ch = mch;
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mvwaddch(cw, i, j, ch);
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@ -77,7 +77,7 @@ displevl(void)
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void
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dispmons(void)
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{
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reg int ch, y, x;
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reg int y, x;
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reg struct thing *it;
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reg struct linked_list *item;
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@ -103,7 +103,7 @@ winat(int y, int x)
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reg char ch;
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if (mvwinch(mw,y,x) == ' ')
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ch = mvinch(y, x); /* non-monsters */
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ch = mvinch(y, x) & A_CHARTEXT; /* non-monsters */
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else
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ch = winch(mw); /* monsters */
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return ch;
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@ -122,7 +122,6 @@ void
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init_colors(void)
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{
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reg int i, j;
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reg char *str;
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bool used[NCOLORS];
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for (i = 0; i < NCOLORS; i++)
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@ -185,7 +184,6 @@ void
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init_stones(void)
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{
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reg int i, j;
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reg char *str;
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bool used[NSTONES];
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for (i = 0; i < NSTONES; i++)
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@ -136,8 +136,6 @@ dead_end(char ch)
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int
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readchar(void)
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{
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char c;
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fflush(stdout);
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return( md_readchar(cw) );
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}
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@ -133,7 +133,7 @@ look(bool wakeup)
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mvaddch(y, x, FLOOR);
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else {
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tp = THINGPTR(it);
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if (isatrap(tp->t_oldch = mvinch(y, x))) {
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if (isatrap(tp->t_oldch = mvinch(y, x) & A_CHARTEXT)) {
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struct trap *trp;
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if ((trp = trap_at(y,x)) == NULL)
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@ -102,7 +102,7 @@ new_monster(char type, struct coord *cp, bool treas)
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tp->t_indx = type;
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tp->t_pos = *cp;
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tp->t_room = roomin(cp);
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tp->t_oldch = mvwinch(cw, cp->y, cp->x);
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tp->t_oldch = mvwinch(cw, cp->y, cp->x) & A_CHARTEXT;
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tp->t_nomove = 0;
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tp->t_nocmd = 0;
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mvwaddch(mw, cp->y, cp->x, tp->t_type);
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@ -261,7 +261,7 @@ wake_monster(int y, int x)
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* Hide invisible monsters
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*/
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if ((tp->t_flags & ISINVIS) && pl_off(CANSEE))
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ch = mvinch(y, x);
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ch = mvinch(y, x) & A_CHARTEXT;
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/*
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* Let greedy ones guard gold
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*/
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@ -284,7 +284,7 @@ genocide(void)
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reg struct linked_list *ip, *nip;
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reg struct thing *mp;
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struct monster *mm;
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reg int i, ii, c;
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reg int i, c;
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if (levcount == 0) {
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mpos = 0;
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@ -203,7 +203,7 @@ do_move(int dy, int dx)
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mvwaddch(cw, nh.y, nh.x, PLAYER);
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hero = nh;
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player.t_room = rp;
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player.t_oldch = mvinch(hero.y, hero.x);
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player.t_oldch = mvinch(hero.y, hero.x) & A_CHARTEXT;
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}
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/*
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@ -263,13 +263,13 @@ light(struct coord *cp)
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mit = THINGPTR(item);
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if (mit->t_oldch == ' ')
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if (!rf_on(rp,ISDARK))
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mit->t_oldch = mvinch(y, x);
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mit->t_oldch = mvinch(y, x) & A_CHARTEXT;
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if (levtype == MAZELEV)
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ch = mvinch(y, x);
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ch = mvinch(y, x) & A_CHARTEXT;
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}
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}
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if (rf_on(rp,ISDARK)) {
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rch = mvwinch(cw, y, x);
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rch = mvwinch(cw, y, x) & A_CHARTEXT;
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if (isatrap(rch)) {
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ch = rch; /* if its a trap */
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}
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@ -320,7 +320,7 @@ show(int y, int x)
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if (ch == 's')
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ch = ' '; /* shadows show as a blank */
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else
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ch = mvinch(y, x); /* hide invisibles */
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ch = mvinch(y, x) & A_CHARTEXT; /* hide invisibles */
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}
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}
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}
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@ -336,7 +336,6 @@ be_trapped(struct coord *tc, struct thing *th)
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{
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reg struct trap *trp;
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reg int ch, ishero;
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struct linked_list *mon;
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char stuckee[35], seeit, sayso;
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if ((trp = trap_at(tc->y, tc->x)) == NULL)
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@ -26,7 +26,6 @@ void put_things(void);
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void
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new_level(int ltype)
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{
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register int i;
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register char ch;
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struct coord traploc;
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struct room *rp;
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@ -136,7 +135,7 @@ again:
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} while(levtype==MAZELEV&&DISTANCE(hero.y,hero.x,stairs.y,stairs.x)<10);
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player.t_room = rp;
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player.t_oldch = mvinch(hero.y, hero.x);
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player.t_oldch = mvinch(hero.y, hero.x) & A_CHARTEXT;
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light(&hero);
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mvwaddch(cw,hero.y,hero.x,PLAYER);
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nochange = FALSE;
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@ -132,7 +132,7 @@ void
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conn(int r1, int r2)
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{
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reg struct room *rpf, *rpt = NULL;
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reg char rmt, direc;
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reg signed char rmt, direc;
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reg int distance, turn_spot, turn_distance, rm;
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struct coord curr, turn_delta, spos, epos;
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@ -288,7 +288,7 @@ int
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ring_eat(void)
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{
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reg struct object *lb;
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reg int hand, i, howmuch;
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reg int i, howmuch;
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bool addit;
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howmuch = 0;
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@ -288,9 +288,9 @@ showtop(int showname)
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for (scp = top_ten; scp <= &top_ten[9]; scp++) {
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if (scp->sc_score > 0) {
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printf("%d\t%d\t%s: %s\t\t--> %s on level %d",
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scp - top_ten + 1, scp->sc_score, scp->sc_name,
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ctime(&scp->sc_date), reason[scp->sc_flags],
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scp->sc_level);
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(int) (scp - top_ten + 1), scp->sc_score,
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scp->sc_name, ctime(&scp->sc_date),
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reason[scp->sc_flags], scp->sc_level);
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if (scp->sc_flags == KILLED) {
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killer = killname(scp->sc_monster);
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printf(" by a%s %s",vowelstr(killer), killer);
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@ -31,9 +31,7 @@ do_rooms(void)
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bool treas = FALSE;
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reg int i;
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reg struct room *rp;
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reg struct linked_list *item;
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reg struct thing *tp;
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struct coord top, bsze, mp;
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struct coord top, bsze;
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/*
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* bsze is the maximum room size
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@ -55,7 +55,6 @@ ignore(void)
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bool
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save_game(void)
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{
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reg FILE *savef;
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reg int c;
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char buf[LINLEN];
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@ -191,8 +190,6 @@ save_file(FILE *savef)
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bool
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restore(char *file, char **envp)
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{
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register int pid;
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int ret_status;
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#ifndef _AIX
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extern char **environ;
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#endif
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@ -305,4 +302,5 @@ restore(char *file, char **envp)
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restscr(cw);
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md_srandom(md_random_seed());
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playit();
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return FALSE;
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}
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@ -32,7 +32,6 @@ read_scroll(void)
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reg int i, j, wh;
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reg char ch, nch;
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struct room *rp;
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struct linked_list *titem;
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char buf[LINLEN];
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bool bless, curse;
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@ -161,7 +160,7 @@ read_scroll(void)
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overwrite(stdscr, hw);
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for (i = 1; i < LINES - 2; i++) {
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for (j = 0; j < COLS; j++) {
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switch (nch = ch = mvwinch(hw, i, j)) {
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switch (nch = ch = mvwinch(hw, i, j) & A_CHARTEXT) {
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case SECRETDOOR:
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nch = DOOR;
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mvaddch(i, j, nch);
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@ -832,7 +832,6 @@ rs_read_string_index(FILE *inf, char *master[], int maxindex, char **str)
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int
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rs_read_strings(FILE *inf, char **s, int count, int max)
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{
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int len = 0;
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int n = 0;
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int value = 0;
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@ -2243,7 +2242,9 @@ rs_save_file(FILE *savef)
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int
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rs_restore_file(FILE *inf)
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{
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#ifndef WIZARD
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bool junk;
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#endif
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int endian = 0x01020304;
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big_endian = ( *((char *)&endian) == 0x01 );
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@ -219,7 +219,7 @@ do_zap(bool gotdir)
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y += delta.y;
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x += delta.x;
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} while (step_ok(winat(y, x)));
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if (isalpha(monster = mvwinch(mw, y, x))) {
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if (isalpha(monster = mvwinch(mw, y, x) & A_CHARTEXT)) {
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int omonst;
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if (wh != WS_MINVIS)
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@ -271,7 +271,7 @@ do_zap(bool gotdir)
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tp->t_flags |= ISRUN;
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mvwaddch(mw, y, x, ' ');
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mvwaddch(mw, tp->t_pos.y, tp->t_pos.x, monster);
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tp->t_oldch = mvwinch(cw,tp->t_pos.y,tp->t_pos.x);
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tp->t_oldch = mvwinch(cw,tp->t_pos.y,tp->t_pos.x) & A_CHARTEXT;
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}
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}
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}
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@ -223,7 +223,7 @@ drop(struct linked_list *item)
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reg struct object *op;
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if (item == NULL) {
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ch = mvinch(hero.y, hero.x);
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ch = mvinch(hero.y, hero.x) & A_CHARTEXT;
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if (ch != FLOOR && ch != PASSAGE && ch != POOL) {
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msg("There is something there already.");
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after = FALSE;
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@ -299,7 +299,6 @@ trans_line(void)
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void
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do_maze(void)
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{
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struct coord tp;
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reg int i, least;
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reg struct room *rp;
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bool treas;
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@ -485,7 +484,7 @@ rmwall(int newy, int newx, int oldy, int oldx)
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void
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crankout(void)
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{
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reg int x, y, i;
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reg int x, y;
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for (y = 0; y < LINES - 3; y++) {
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move(y + 1, 0);
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@ -141,10 +141,12 @@ fall(struct linked_list *item, bool pr)
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}
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if (pr)
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if (obj->o_type == WEAPON) /* BUGFIX: Identification trick */
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msg("Your %s vanishes as it hits the ground.", w_magic[obj->o_which].mi_name);
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else
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msg("%s vanishes as it hits the ground.", inv_name(obj,TRUE));
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{
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if (obj->o_type == WEAPON) /* BUGFIX: Identification trick */
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msg("Your %s vanishes as it hits the ground.", w_magic[obj->o_which].mi_name);
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else
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msg("%s vanishes as it hits the ground.", inv_name(obj,TRUE));
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}
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discard(item);
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}
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@ -319,7 +319,7 @@ teleport(struct coord spot, struct thing *th)
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th->t_pos = spot;
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rm = rp - &rooms[0];
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th->t_room = rp;
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th->t_oldch = mvwinch(cw, th->t_pos.y, th->t_pos.x);
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th->t_oldch = mvwinch(cw, th->t_pos.y, th->t_pos.x) & A_CHARTEXT;
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if (ishero)
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light(&oldspot);
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th->t_nomove = 0;
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