Mercurial > hg > early-roguelike
diff arogue7/pack.c @ 238:e1cd27c5464f
arogue7, xrogue: improve the handling of the arguments to fuses.
fuse() now expects a pointer as the argument to a fuse function. If
this is one of the functions that takes int, fuse() follows the pointer
and stores that value in the f_list slot, in the integer field of the
argument union. When the fuse goes off, do_fuses() recognizes the
function and passes it the integer field instead of the pointer.
This has the disadvantage of hard-coding the functions that require int
in daemon.c, but since the int is copied into f_list, it no longer has
to be in static or global memory, which simplifies several files.
author | John "Elwin" Edwards |
---|---|
date | Fri, 11 Mar 2016 17:40:00 -0500 |
parents | f9ef86cf22b2 |
children | 0250220d8cdd |
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line diff
--- a/arogue7/pack.c Tue Mar 08 20:47:57 2016 -0500 +++ b/arogue7/pack.c Fri Mar 11 17:40:00 2016 -0500 @@ -249,12 +249,13 @@ /* Relics can do strange things when you pick them up */ if (obj->o_type == RELIC) { + int newclass; switch (obj->o_which) { /* the ankh of Heil gives you prayers */ case HEIL_ANKH: msg("The ankh welds itself into your hand."); if (player.t_ctype != C_CLERIC && player.t_ctype != C_PALADIN) - fuse(prayer_recovery, 0, SPELLTIME, AFTER); + fuse(prayer_recovery, NULL, SPELLTIME, AFTER); /* A cloak must be worn. */ when EMORI_CLOAK: @@ -306,7 +307,7 @@ msg("The excrutiating pain slowly turns into a dull throb."); when QUILL_NAGROM: - fuse(quill_charge,0,player.t_ctype==C_MAGICIAN ? 4 : 8,AFTER); + fuse(quill_charge,NULL,player.t_ctype==C_MAGICIAN ? 4 : 8,AFTER); /* Weapons will insist on being wielded. */ when MUSTY_DAGGER: @@ -316,7 +317,8 @@ /* For the daggers start a fuse to change player to a thief. */ /* and set a daemon to eat gold. */ if (obj->o_which == MUSTY_DAGGER) { - fuse(changeclass, C_THIEF, roll(20, 20), AFTER); + newclass = C_THIEF; + fuse(changeclass, &newclass, roll(20, 20), AFTER); if (purse > 0) msg("Your purse feels lighter"); else @@ -326,7 +328,8 @@ } /* For the axe start a fuse to change player to a fighter. */ if (obj->o_which == AXE_AKLAD) - fuse(changeclass, C_FIGHTER, roll(20, 20), AFTER); + newclass = C_FIGHTER; + fuse(changeclass, &newclass, roll(20, 20), AFTER); if (cur_weapon != NULL) { msg("The artifact insists you release your current weapon."); if (!dropcheck(cur_weapon)) {