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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dafa5cc722
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21 changed files with 147 additions and 124 deletions
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@ -24,9 +24,9 @@
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*/
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void
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changeclass(long *newclass)
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changeclass(int newclass)
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{
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if (*newclass == player.t_ctype) {
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if (newclass == player.t_ctype) {
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msg("You feel more skillful.");
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raise_level();
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}
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@ -38,19 +38,19 @@ changeclass(long *newclass)
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*/
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long save;
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msg("You are transformed into a %s! ", char_class[*newclass].name);
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msg("You are transformed into a %s! ", char_class[newclass].name);
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/*
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* if he becomes a thief or an assassin give him studded leather armor
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*/
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if ((*newclass == C_THIEF || *newclass == C_ASSASSIN) &&
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if ((newclass == C_THIEF || newclass == C_ASSASSIN) &&
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cur_armor != NULL && cur_armor->o_which != STUDDED_LEATHER)
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cur_armor->o_which = STUDDED_LEATHER;
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/*
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* if he becomes a monk he can't wear any armor
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* so give him a cloak of protection
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*/
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if (*newclass == C_MONK && cur_armor != NULL) {
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if (newclass == C_MONK && cur_armor != NULL) {
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cur_armor->o_ac = armors[cur_armor->o_which].a_class -
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cur_armor->o_ac;
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cur_armor->o_type = MM;
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@ -62,8 +62,8 @@ changeclass(long *newclass)
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/*
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* otherwise give him plate armor
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*/
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if ((*newclass != C_THIEF ||
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*newclass != C_ASSASSIN || *newclass != C_MONK) &&
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if ((newclass != C_THIEF ||
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newclass != C_ASSASSIN || newclass != C_MONK) &&
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cur_armor != NULL && cur_armor->o_which != PLATE_ARMOR)
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cur_armor->o_which = PLATE_ARMOR;
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@ -81,11 +81,11 @@ changeclass(long *newclass)
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/*
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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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if (newclass == C_MAGICIAN || newclass == C_RANGER)
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fuse(spell_recovery, NULL, SPELLTIME, AFTER);
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if (*newclass == C_DRUID || *newclass == C_MONK)
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if (newclass == C_DRUID || newclass == C_MONK)
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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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if ((newclass==C_CLERIC || newclass==C_PALADIN) && !cur_misc[HEIL_ANKH])
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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, ranger, or paladin then we
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@ -98,8 +98,8 @@ changeclass(long *newclass)
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cur_weapon != NULL && cur_weapon->o_type == WEAPON &&
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(cur_weapon->o_which == BASWORD ||
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cur_weapon->o_which == TWOSWORD) &&
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!(*newclass == C_FIGHTER || *newclass == C_RANGER ||
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*newclass == C_PALADIN) &&
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!(newclass == C_FIGHTER || newclass == C_RANGER ||
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newclass == C_PALADIN) &&
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cur_weapon->o_which == TWOSWORD)
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cur_weapon->o_which = SWORD;
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@ -113,8 +113,8 @@ changeclass(long *newclass)
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cur_weapon != NULL && cur_weapon->o_type == WEAPON &&
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(cur_weapon->o_which == BASWORD ||
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cur_weapon->o_which == TWOSWORD) &&
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!(*newclass == C_THIEF || *newclass == C_ASSASSIN ||
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*newclass == C_MONK) &&
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!(newclass == C_THIEF || newclass == C_ASSASSIN ||
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newclass == C_MONK) &&
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cur_weapon->o_which == BASWORD)
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cur_weapon->o_which = SWORD;
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@ -130,12 +130,12 @@ changeclass(long *newclass)
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* if he becomes a thief, assassin, or monk then add
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* the trap_look() daemon
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*/
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if (*newclass == C_THIEF || *newclass == C_ASSASSIN ||
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*newclass == C_MONK)
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if (newclass == C_THIEF || newclass == C_ASSASSIN ||
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newclass == C_MONK)
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start_daemon(trap_look, NULL, AFTER);
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/* adjust stats */
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char_type = player.t_ctype = *newclass;
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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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max_stats.s_lvl = pstats.s_lvl = 0;
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@ -1103,7 +1103,7 @@ use_mm(int which)
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when MM_SKILLS:
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detach (pack, item);
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inpack--;
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changeclass(&obj->o_ac);
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changeclass(obj->o_ac);
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when MM_CRYSTAL:
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{
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register char *str;
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