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.
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21 changed files with 147 additions and 124 deletions
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@ -81,11 +81,11 @@ changeclass(int newclass)
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* if he becomes a spell caster of some kind, give him a fuse
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*/
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if (newclass == C_MAGICIAN || newclass == C_RANGER)
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fuse(spell_recovery, 0, SPELLTIME, AFTER);
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fuse(spell_recovery, NULL, SPELLTIME, AFTER);
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if (newclass == C_DRUID || newclass == C_RANGER)
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fuse(chant_recovery, 0, SPELLTIME, AFTER);
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fuse(chant_recovery, NULL, SPELLTIME, AFTER);
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if ((newclass==C_CLERIC || newclass==C_PALADIN) && !cur_misc[HEIL_ANKH])
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fuse(prayer_recovery, 0, SPELLTIME, AFTER);
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fuse(prayer_recovery, NULL, SPELLTIME, AFTER);
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/*
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* if he's changing from a fighter then may have to change
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* his sword since only fighter can use two-handed
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@ -117,7 +117,7 @@ changeclass(int newclass)
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* if he becomes a thief then add the trap_look() daemon
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*/
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if (newclass == C_THIEF || newclass == C_ASSASIN || newclass == C_MONK)
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start_daemon(trap_look, 0, AFTER);
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start_daemon(trap_look, NULL, AFTER);
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char_type = player.t_ctype = newclass;
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save = pstats.s_hpt;
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max_stats.s_hpt = pstats.s_hpt = 0;
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@ -1025,7 +1025,7 @@ use_mm(int which)
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msg("aaAAACHOOOooo. Cough. Cough. Sneeze. Sneeze.");
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if (!find_slot(dust_appear)) {
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turn_on(player, ISINVIS);
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fuse(dust_appear, 0, DUSTTIME, AFTER);
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fuse(dust_appear, NULL, DUSTTIME, AFTER);
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PLAYER = IPLAYER;
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light(&hero);
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}
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@ -1054,7 +1054,7 @@ use_mm(int which)
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if (find_slot(unchoke))
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lengthen(unchoke, DUSTTIME);
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else
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fuse(unchoke, 0, DUSTTIME, AFTER);
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fuse(unchoke, NULL, DUSTTIME, AFTER);
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turn_on(player, ISHUH);
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turn_on(player, ISBLIND);
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light(&hero);
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