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.
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parent
6f21b5b88a
commit
6c3cd116ff
122 changed files with 374 additions and 280 deletions
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@ -269,7 +269,7 @@ do_zap(struct thing *zapper, struct object *obj, coord *direction, int which,
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mvwaddch(mw, y, x, ' ');
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mvwaddch(mw, tp->t_pos.y, tp->t_pos.x, tp->t_type);
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if (tp->t_pos.y != y || tp->t_pos.x != x)
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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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* check to see if room that creature appears in should
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* light up
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@ -341,7 +341,7 @@ do_zap(struct thing *zapper, struct object *obj, coord *direction, int which,
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direction->y += hero.y;
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direction->x += hero.x;
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ch = winat(direction->y, direction->x);
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ch = winat(direction->y, direction->x) & A_CHARTEXT;
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if (isalpha(ch))
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{
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strike = *obj;
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@ -550,7 +550,7 @@ do_zap(struct thing *zapper, struct object *obj, coord *direction, int which,
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for(m2=tp->t_pos.y-1 ; m2<=tp->t_pos.y+1 ; m2++) {
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if (m1 == hero.x && m2 == hero.y)
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continue;
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ch = winat(m2,m1);
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ch = winat(m2,m1) & A_CHARTEXT;
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if (shoot_ok(ch)) {
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mp.x = m1; /* create it */
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mp.y = m2;
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