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:
John "Elwin" Edwards 2021-04-14 18:55:33 -04:00
parent 6f21b5b88a
commit 6c3cd116ff
122 changed files with 374 additions and 280 deletions

View file

@ -269,7 +269,7 @@ do_zap(struct thing *zapper, struct object *obj, coord *direction, int which,
mvwaddch(mw, y, x, ' ');
mvwaddch(mw, tp->t_pos.y, tp->t_pos.x, tp->t_type);
if (tp->t_pos.y != y || tp->t_pos.x != x)
tp->t_oldch = mvwinch(cw, tp->t_pos.y, tp->t_pos.x);
tp->t_oldch = mvwinch(cw, tp->t_pos.y, tp->t_pos.x) & A_CHARTEXT;
/*
* check to see if room that creature appears in should
* light up
@ -341,7 +341,7 @@ do_zap(struct thing *zapper, struct object *obj, coord *direction, int which,
direction->y += hero.y;
direction->x += hero.x;
ch = winat(direction->y, direction->x);
ch = winat(direction->y, direction->x) & A_CHARTEXT;
if (isalpha(ch))
{
strike = *obj;
@ -550,7 +550,7 @@ do_zap(struct thing *zapper, struct object *obj, coord *direction, int which,
for(m2=tp->t_pos.y-1 ; m2<=tp->t_pos.y+1 ; m2++) {
if (m1 == hero.x && m2 == hero.y)
continue;
ch = winat(m2,m1);
ch = winat(m2,m1) & A_CHARTEXT;
if (shoot_ok(ch)) {
mp.x = m1; /* create it */
mp.y = m2;