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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@ -249,12 +249,13 @@ picked_up:
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/* Relics can do strange things when you pick them up */
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if (obj->o_type == RELIC) {
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int newclass;
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switch (obj->o_which) {
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/* the ankh of Heil gives you prayers */
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case HEIL_ANKH:
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msg("The ankh welds itself into your hand.");
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if (player.t_ctype != C_CLERIC && player.t_ctype != C_PALADIN)
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fuse(prayer_recovery, 0, SPELLTIME, AFTER);
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fuse(prayer_recovery, NULL, SPELLTIME, AFTER);
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/* A cloak must be worn. */
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when EMORI_CLOAK:
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@ -306,7 +307,7 @@ picked_up:
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msg("The excrutiating pain slowly turns into a dull throb.");
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when QUILL_NAGROM:
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fuse(quill_charge,0,player.t_ctype==C_MAGICIAN ? 4 : 8,AFTER);
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fuse(quill_charge,NULL,player.t_ctype==C_MAGICIAN ? 4 : 8,AFTER);
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/* Weapons will insist on being wielded. */
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when MUSTY_DAGGER:
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@ -316,7 +317,8 @@ picked_up:
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/* For the daggers start a fuse to change player to a thief. */
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/* and set a daemon to eat gold. */
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if (obj->o_which == MUSTY_DAGGER) {
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fuse(changeclass, C_THIEF, roll(20, 20), AFTER);
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newclass = C_THIEF;
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fuse(changeclass, &newclass, roll(20, 20), AFTER);
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if (purse > 0)
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msg("Your purse feels lighter");
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else
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@ -326,7 +328,8 @@ picked_up:
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}
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/* For the axe start a fuse to change player to a fighter. */
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if (obj->o_which == AXE_AKLAD)
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fuse(changeclass, C_FIGHTER, roll(20, 20), AFTER);
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newclass = C_FIGHTER;
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fuse(changeclass, &newclass, roll(20, 20), AFTER);
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if (cur_weapon != NULL) {
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msg("The artifact insists you release your current weapon.");
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if (!dropcheck(cur_weapon)) {
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