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.
This commit is contained in:
parent
dafa5cc722
commit
758c6b1bf0
21 changed files with 147 additions and 124 deletions
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@ -95,7 +95,7 @@ find_slot(void (*func)())
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* Start a daemon, takes a function.
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*/
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void
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start_daemon(void (*func)(), int arg, int type)
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start_daemon(void (*func)(), void *arg, int type)
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{
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reg struct delayed_action *dev;
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@ -103,7 +103,7 @@ start_daemon(void (*func)(), int arg, int type)
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if (dev != NULL) {
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dev->d_type = type;
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dev->d_func = func;
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dev->d_.arg = arg;
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dev->d_.varg = arg;
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dev->d_time = DAEMON;
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demoncnt += 1; /* update count */
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}
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@ -154,7 +154,7 @@ do_daemons(int flag)
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* Executing each one, giving it the proper arguments
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*/
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if (dev->d_type == flag && dev->d_time == DAEMON)
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(*dev->d_func)(dev->d_.arg);
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(*dev->d_func)(dev->d_.varg);
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}
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@ -163,7 +163,7 @@ do_daemons(int flag)
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* Start a fuse to go off in a certain number of turns
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*/
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void
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fuse(void (*func)(), int arg, int time, int type)
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fuse(void (*func)(), void *arg, int time, int type)
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{
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reg struct delayed_action *wire;
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@ -171,7 +171,10 @@ fuse(void (*func)(), int arg, int time, int type)
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if (wire != NULL) {
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wire->d_type = type;
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wire->d_func = func;
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wire->d_.arg = arg;
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if (func == changeclass || func == res_strength)
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wire->d_.arg = *(int *) arg;
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else
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wire->d_.varg = arg;
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wire->d_time = time;
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fusecnt += 1; /* update count */
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}
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@ -232,8 +235,10 @@ do_fuses(int flag)
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if(flag == wire->d_type && wire->d_time > 0 &&
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--wire->d_time == 0) {
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wire->d_type = EMPTY;
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if (wire->d_func != NULL)
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if (wire->d_func == changeclass || wire->d_func == res_strength)
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(*wire->d_func)(wire->d_.arg);
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else if (wire->d_func != NULL)
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(*wire->d_func)(wire->d_.varg);
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fusecnt -= 1;
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}
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}
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@ -111,7 +111,7 @@ doctor(struct thing *tp)
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void
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swander(void)
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{
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start_daemon(rollwand, 0, BEFORE);
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start_daemon(rollwand, NULL, BEFORE);
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}
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/*
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@ -134,7 +134,7 @@ rollwand(void)
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if (levtype != POSTLEV)
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wanderer();
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kill_daemon(rollwand);
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fuse(swander, 0, WANDERTIME, BEFORE);
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fuse(swander, NULL, WANDERTIME, BEFORE);
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}
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between = 0;
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}
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@ -663,7 +663,7 @@ spell_recovery(void)
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time = SPELLTIME - max(17-pstats.s_intel, 0);
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time = max(time, 5);
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if (spell_power > 0) spell_power--;
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fuse(spell_recovery, 0, time, AFTER);
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fuse(spell_recovery, NULL, time, AFTER);
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}
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/*
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* give the hero back some prayer points
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@ -676,7 +676,7 @@ prayer_recovery(void)
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time = SPELLTIME - max(17-pstats.s_wisdom, 0);
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time = max(time, 5);
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if (pray_time > 0) pray_time--;
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fuse(prayer_recovery, 0, time, AFTER);
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fuse(prayer_recovery, NULL, time, AFTER);
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}
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/*
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* give the hero back some chant points
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@ -689,5 +689,5 @@ chant_recovery(void)
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time = SPELLTIME - max(17-pstats.s_wisdom, 0);
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time = max(time, 5);
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if (chant_time > 0) chant_time--;
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fuse(chant_recovery, 0, time, AFTER);
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fuse(chant_recovery, NULL, time, AFTER);
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}
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@ -294,7 +294,7 @@ effect(struct thing *att, struct thing *def, struct object *weap, bool thrown,
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if (on(player, HASSTINK)) lengthen(unstink, STINKTIME);
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else {
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turn_on(player, HASSTINK);
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fuse(unstink, 0, STINKTIME, AFTER);
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fuse(unstink, NULL, STINKTIME, AFTER);
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}
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}
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}
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@ -308,8 +308,10 @@ effect(struct thing *att, struct thing *def, struct object *weap, bool thrown,
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msg("You cringe at %s's chilling touch.",
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prname(attname, FALSE));
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chg_str(-1);
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if (lost_str++ == 0)
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fuse(res_strength, 0, CHILLTIME, AFTER);
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if (lost_str++ == 0) {
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int fuse_arg = 0;
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fuse(res_strength, &fuse_arg, CHILLTIME, AFTER);
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}
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else lengthen(res_strength, CHILLTIME);
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}
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}
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@ -344,7 +346,7 @@ effect(struct thing *att, struct thing *def, struct object *weap, bool thrown,
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}
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else {
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turn_on(*def, HASDISEASE);
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fuse(cure_disease, 0, roll(HEALTIME,SICKTIME), AFTER);
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fuse(cure_disease, NULL, roll(HEALTIME,SICKTIME), AFTER);
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msg(terse ? "You have been diseased."
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: "You have contracted a disease!");
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}
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@ -478,7 +480,7 @@ effect(struct thing *att, struct thing *def, struct object *weap, bool thrown,
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turn_off(*att, CANDANCE);
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turn_on(*def, ISDANCE);
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msg("You begin to dance uncontrollably!");
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fuse(undance, 0, roll(2,4), AFTER);
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fuse(undance, NULL, roll(2,4), AFTER);
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}
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/*
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@ -491,7 +493,7 @@ effect(struct thing *att, struct thing *def, struct object *weap, bool thrown,
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(find_slot(suffocate) == 0)) {
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turn_on(*att, DIDSUFFOCATE);
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msg("%s is beginning to suffocate you.", prname(attname, TRUE));
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fuse(suffocate, 0, roll(9,3), AFTER);
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fuse(suffocate, NULL, roll(9,3), AFTER);
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}
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/*
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@ -530,11 +532,11 @@ effect(struct thing *att, struct thing *def, struct object *weap, bool thrown,
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msg("You smell an unpleasant odor.");
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else {
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int odor_str = -(rnd(6)+1);
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int fuse_arg2 = 0;
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msg("You are overcome by a foul odor.");
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if (lost_str == 0) {
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chg_str(odor_str);
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fuse(res_strength, 0, SMELLTIME, AFTER);
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fuse(res_strength, &fuse_arg2, SMELLTIME, AFTER);
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lost_str -= odor_str;
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}
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else lengthen(res_strength, SMELLTIME);
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@ -174,7 +174,7 @@ wghtchk(void)
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ch = CCHAR( mvwinch(stdscr, hero.y, hero.x) );
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if((ch != FLOOR && ch != PASSAGE)) {
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extinguish(wghtchk);
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fuse(wghtchk,TRUE,1,AFTER);
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fuse(wghtchk, NULL, 1, AFTER);
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inwhgt = FALSE;
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return;
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}
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@ -538,7 +538,7 @@ roll_em(struct thing *att_er, struct thing *def_er, struct object *weap,
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if (find_slot(unconfuse))
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lengthen(unconfuse, HUHDURATION);
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else
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fuse(unconfuse, 0, HUHDURATION, AFTER);
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fuse(unconfuse, NULL, HUHDURATION, AFTER);
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turn_on(player, ISHUH);
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}
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else msg("You feel dizzy, but it quickly passes.");
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@ -393,18 +393,18 @@ main(int argc, char *argv[], char *envp[])
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* Start up daemons and fuses
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*/
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start_daemon(doctor, &player, AFTER);
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fuse(swander, 0, WANDERTIME, AFTER);
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fuse(swander, NULL, WANDERTIME, AFTER);
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if (player.t_ctype == C_MAGICIAN || player.t_ctype == 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 (player.t_ctype == C_DRUID || player.t_ctype == 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 (player.t_ctype == C_CLERIC || player.t_ctype == C_PALADIN)
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fuse(prayer_recovery, 0, SPELLTIME, AFTER);
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start_daemon(stomach, 0, AFTER);
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fuse(prayer_recovery, NULL, SPELLTIME, AFTER);
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start_daemon(stomach, NULL, AFTER);
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if (player.t_ctype == C_THIEF ||
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player.t_ctype == C_ASSASIN ||
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player.t_ctype == 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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/* Does this character have any special knowledge? */
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switch (player.t_ctype) {
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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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@ -649,7 +649,7 @@ wake_monster(int y, int x)
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if (find_slot(unconfuse))
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lengthen(unconfuse, HUHDURATION);
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else {
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fuse(unconfuse, 0, HUHDURATION, AFTER);
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fuse(unconfuse, NULL, HUHDURATION, AFTER);
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msg("%s's gaze has confused you.",prname(mname, TRUE));
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turn_on(player, ISHUH);
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}
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@ -691,7 +691,7 @@ wake_monster(int y, int x)
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if (!save(VS_WAND, &player, 0)) {
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msg("The gaze of %s blinds you", prname(mname, FALSE));
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turn_on(player, ISBLIND);
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fuse(sight, 0, rnd(30)+20, AFTER);
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fuse(sight, NULL, rnd(30)+20, AFTER);
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light(&hero);
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}
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}
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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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@ -150,7 +150,7 @@ add_haste(bool blessed)
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else {
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msg("You feel yourself moving %sfaster.", blessed ? "much " : "");
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turn_on(player, ISHASTE);
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fuse(nohaste, 0, roll(hasttime, hasttime), AFTER);
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fuse(nohaste, NULL, roll(hasttime, hasttime), AFTER);
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}
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}
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@ -206,7 +206,7 @@ add_slow(void)
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lengthen(noslow, roll(HASTETIME,HASTETIME));
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else {
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turn_on(player, ISSLOW);
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fuse(noslow, 0, roll(HASTETIME,HASTETIME), AFTER);
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fuse(noslow, NULL, roll(HASTETIME,HASTETIME), AFTER);
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}
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}
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}
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@ -324,7 +324,7 @@ quaff(int which, int kind, int flags, bool is_potion)
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}
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else { /* Just light a fuse for how long player is safe */
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if (off(player, ISCLEAR)) {
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fuse(unclrhead, 0, CLRDURATION, AFTER);
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fuse(unclrhead, NULL, CLRDURATION, AFTER);
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msg("A faint blue aura surrounds your head.");
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}
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else { /* If we have a fuse lengthen it, else we
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@ -491,7 +491,7 @@ quaff(int which, int kind, int flags, bool is_potion)
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{
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msg("A cloak of darkness falls around you.");
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turn_on(player, ISBLIND);
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fuse(sight, 0, SEEDURATION, AFTER);
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fuse(sight, NULL, SEEDURATION, AFTER);
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light(&hero);
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}
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else
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@ -501,7 +501,7 @@ quaff(int which, int kind, int flags, bool is_potion)
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if (off(player, CANSEE)) {
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turn_on(player, CANSEE);
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msg("Your eyes begin to tingle.");
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fuse(unsee, 0, blessed ? SEEDURATION*3 :SEEDURATION, AFTER);
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fuse(unsee, NULL, blessed ? SEEDURATION*3 :SEEDURATION, AFTER);
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light(&hero);
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}
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else if (find_slot(unsee) != 0)
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@ -523,7 +523,7 @@ quaff(int which, int kind, int flags, bool is_potion)
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if (on(player, CANINWALL))
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lengthen(unphase, duration*PHASEDURATION);
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else {
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fuse(unphase, 0, duration*PHASEDURATION, AFTER);
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fuse(unphase, NULL, duration*PHASEDURATION, AFTER);
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turn_on(player, CANINWALL);
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}
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msg("You feel %slight-headed!",
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@ -547,7 +547,7 @@ quaff(int which, int kind, int flags, bool is_potion)
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}
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}
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else {
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fuse(land, 0, duration*FLYTIME, AFTER);
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fuse(land, NULL, duration*FLYTIME, AFTER);
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turn_on(player, ISFLY);
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}
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if (say_message) {
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@ -610,7 +610,7 @@ quaff(int which, int kind, int flags, bool is_potion)
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if (off(player, ISINVIS)) {
|
||||
turn_on(player, ISINVIS);
|
||||
msg("You have a tingling feeling all over your body");
|
||||
fuse(appear, 0, blessed ? GONETIME*3 : GONETIME, AFTER);
|
||||
fuse(appear, NULL, blessed ? GONETIME*3 : GONETIME, AFTER);
|
||||
PLAYER = IPLAYER;
|
||||
light(&hero);
|
||||
}
|
||||
|
|
@ -675,7 +675,7 @@ quaff(int which, int kind, int flags, bool is_potion)
|
|||
if (!find_slot(unskill)) { /* No skill */
|
||||
pstats.s_lvladj = -2;
|
||||
pstats.s_lvl += pstats.s_lvladj;
|
||||
fuse(unskill, 0, SKILLDURATION, AFTER);
|
||||
fuse(unskill, NULL, SKILLDURATION, AFTER);
|
||||
}
|
||||
else { /* Has an artifical skill */
|
||||
/* Is the skill beneficial? */
|
||||
|
|
@ -714,7 +714,7 @@ quaff(int which, int kind, int flags, bool is_potion)
|
|||
if (!find_slot(unskill)) {
|
||||
pstats.s_lvladj = adjust;
|
||||
pstats.s_lvl += pstats.s_lvladj;
|
||||
fuse(unskill, 0,
|
||||
fuse(unskill, NULL,
|
||||
blessed ? SKILLDURATION*2 : SKILLDURATION, AFTER);
|
||||
}
|
||||
else { /* Has an artifical skill */
|
||||
|
|
@ -763,7 +763,7 @@ quaff(int which, int kind, int flags, bool is_potion)
|
|||
}
|
||||
}
|
||||
else {
|
||||
fuse(nofire, 0, duration*FIRETIME, AFTER);
|
||||
fuse(nofire, NULL, duration*FIRETIME, AFTER);
|
||||
turn_on(player, NOFIRE);
|
||||
}
|
||||
if (say_message) {
|
||||
|
|
@ -789,7 +789,7 @@ quaff(int which, int kind, int flags, bool is_potion)
|
|||
}
|
||||
}
|
||||
else {
|
||||
fuse(nocold, 0, duration*COLDTIME, AFTER);
|
||||
fuse(nocold, NULL, duration*COLDTIME, AFTER);
|
||||
turn_on(player, NOCOLD);
|
||||
}
|
||||
if (say_message) {
|
||||
|
|
@ -811,7 +811,7 @@ quaff(int which, int kind, int flags, bool is_potion)
|
|||
lengthen(nobolt, duration*BOLTTIME);
|
||||
}
|
||||
else {
|
||||
fuse(nobolt, 0, duration*BOLTTIME, AFTER);
|
||||
fuse(nobolt, NULL, duration*BOLTTIME, AFTER);
|
||||
turn_on(player, NOBOLT);
|
||||
}
|
||||
if (say_message)
|
||||
|
|
|
|||
|
|
@ -90,9 +90,9 @@ ring_on(struct linked_list *item)
|
|||
}
|
||||
}
|
||||
when R_SEARCH:
|
||||
start_daemon(ring_search, 0, AFTER);
|
||||
start_daemon(ring_search, NULL, AFTER);
|
||||
when R_TELEPORT:
|
||||
start_daemon(ring_teleport, 0, AFTER);
|
||||
start_daemon(ring_teleport, NULL, AFTER);
|
||||
}
|
||||
status(FALSE);
|
||||
if (r_know[obj->o_which] && r_guess[obj->o_which])
|
||||
|
|
|
|||
|
|
@ -1223,7 +1223,7 @@ struct delayed_action *find_slot(void (*func)());
|
|||
int findmindex(char *name);
|
||||
void fix_stick(struct object *cur);
|
||||
void fumble(void);
|
||||
void fuse(void (*func)(), int arg, int time, int type);
|
||||
void fuse(void (*func)(), void *arg, int time, int type);
|
||||
void genmonsters(int least, bool treas);
|
||||
coord get_coordinates(void);
|
||||
bool get_dir(coord *direction);
|
||||
|
|
@ -1357,7 +1357,7 @@ bool skirmish(struct thing *attacker, coord *mp, struct object *weap,
|
|||
bool thrown);
|
||||
struct linked_list *spec_item(int type, int which, int hit, int damage);
|
||||
void spell_recovery(void);
|
||||
void start_daemon(void (*func)(), int arg, int type);
|
||||
void start_daemon(void (*func)(), void *arg, int type);
|
||||
void status(bool display);
|
||||
void steal(void);
|
||||
bool step_ok(int y, int x, int can_on_monst, struct thing *flgptr);
|
||||
|
|
|
|||
|
|
@ -590,7 +590,7 @@ do_zap(struct thing *zapper, struct object *obj, coord *direction, int which,
|
|||
turn_on(player, HASDISEASE);
|
||||
turn_on(player, HASINFEST);
|
||||
turn_on(player, DOROT);
|
||||
fuse(cure_disease, 0, roll(HEALTIME,SICKTIME), AFTER);
|
||||
fuse(cure_disease, NULL, roll(HEALTIME,SICKTIME), AFTER);
|
||||
infest_dam++;
|
||||
}
|
||||
else msg("You fell momentarily sick");
|
||||
|
|
@ -1188,7 +1188,7 @@ at_hero: if (!save(VS_BREATH, &player,
|
|||
rnd(20)+HUHDURATION);
|
||||
else {
|
||||
turn_on(player, ISHUH);
|
||||
fuse(unconfuse, 0,
|
||||
fuse(unconfuse, NULL,
|
||||
rnd(20)+HUHDURATION, AFTER);
|
||||
msg(
|
||||
"The confusion gas has confused you.");
|
||||
|
|
|
|||
|
|
@ -209,7 +209,7 @@ confus_player(void)
|
|||
if (find_slot(unconfuse))
|
||||
lengthen(unconfuse, HUHDURATION);
|
||||
else
|
||||
fuse(unconfuse, 0, HUHDURATION, AFTER);
|
||||
fuse(unconfuse, NULL, HUHDURATION, AFTER);
|
||||
turn_on(player, ISHUH);
|
||||
}
|
||||
else msg("You feel dizzy for a moment, but it quickly passes.");
|
||||
|
|
|
|||
|
|
@ -327,7 +327,7 @@ wear(void)
|
|||
msg("Wearing %s", inv_name(obj,TRUE));
|
||||
cur_misc[WEAR_GAUNTLET] = obj;
|
||||
if (obj->o_which == MM_FUMBLE)
|
||||
start_daemon(fumble, 0, AFTER);
|
||||
start_daemon(fumble, NULL, AFTER);
|
||||
/*
|
||||
* the jewel of attacks does an aggavate monster
|
||||
*/
|
||||
|
|
@ -351,7 +351,7 @@ wear(void)
|
|||
msg("Wearing %s",inv_name(obj,TRUE));
|
||||
cur_misc[WEAR_NECKLACE] = obj;
|
||||
msg("The necklace is beginning to strangle you!");
|
||||
start_daemon(strangle, 0, AFTER);
|
||||
start_daemon(strangle, NULL, AFTER);
|
||||
otherwise:
|
||||
msg("What a strange item you have!");
|
||||
}
|
||||
|
|
|
|||
|
|
@ -172,6 +172,9 @@ fuse(void (*dfunc)(), void *arg, int time, int type)
|
|||
if (wire != NULL) {
|
||||
wire->d_type = type;
|
||||
wire->d_func = dfunc;
|
||||
if (dfunc == changeclass || dfunc == res_strength)
|
||||
wire->d_arg.i = *(int *) arg;
|
||||
else
|
||||
wire->d_arg.vp = arg;
|
||||
wire->d_time = time;
|
||||
fusecnt += 1; /* update count */
|
||||
|
|
@ -235,7 +238,9 @@ do_fuses(int flag)
|
|||
if(flag == wire->d_type && wire->d_time > 0 &&
|
||||
--wire->d_time == 0) {
|
||||
wire->d_type = EMPTY;
|
||||
if (wire->d_func != NULL)
|
||||
if (*wire->d_func == changeclass || *wire->d_func == res_strength)
|
||||
(*wire->d_func)(wire->d_arg.i);
|
||||
else if (wire->d_func != NULL)
|
||||
(*wire->d_func)(wire->d_arg.vp);
|
||||
fusecnt -= 1;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -323,8 +323,10 @@ effect(struct thing *att, struct thing *def, struct object *weap, bool thrown,
|
|||
msg("You cringe at %s's chilling touch.",
|
||||
prname(attname, FALSE));
|
||||
chg_str(-1);
|
||||
if (lost_str++ == 0)
|
||||
fuse(res_strength, NULL, CHILLTIME, AFTER);
|
||||
if (lost_str++ == 0) {
|
||||
int temp_arg = 0;
|
||||
fuse(res_strength, &temp_arg, CHILLTIME, AFTER);
|
||||
}
|
||||
else lengthen(res_strength, CHILLTIME);
|
||||
}
|
||||
}
|
||||
|
|
@ -548,11 +550,12 @@ effect(struct thing *att, struct thing *def, struct object *weap, bool thrown,
|
|||
|
||||
else {
|
||||
int odor_str = -(rnd(6)+1);
|
||||
int temp_arg2 = 0;
|
||||
|
||||
msg("You are overcome by a foul odor!");
|
||||
if (lost_str == 0) {
|
||||
chg_str(odor_str);
|
||||
fuse(res_strength, NULL, SMELLTIME, AFTER);
|
||||
fuse(res_strength, &temp_arg2, SMELLTIME, AFTER);
|
||||
lost_str -= odor_str;
|
||||
}
|
||||
else lengthen(res_strength, SMELLTIME);
|
||||
|
|
|
|||
|
|
@ -966,7 +966,6 @@ killed(struct linked_list *item, bool pr, bool points, bool treasure)
|
|||
register struct linked_list *pitem, *nexti, *mitem;
|
||||
char *monst;
|
||||
int adj; /* used for hit point adj. below. */
|
||||
long temp;
|
||||
|
||||
tp = THINGPTR(item);
|
||||
|
||||
|
|
@ -1029,8 +1028,7 @@ killed(struct linked_list *item, bool pr, bool points, bool treasure)
|
|||
if (roll(1,100) < killed_chance) {
|
||||
msg("You had a feeling this was going to happen... ");
|
||||
msg("**POOF** ");
|
||||
temp = C_ASSASSIN; /* make him pay */
|
||||
changeclass(&temp);
|
||||
changeclass(C_ASSASSIN); /* make him pay */
|
||||
}
|
||||
else {
|
||||
switch (rnd(9)) {
|
||||
|
|
|
|||
|
|
@ -24,9 +24,9 @@
|
|||
*/
|
||||
|
||||
void
|
||||
changeclass(long *newclass)
|
||||
changeclass(int newclass)
|
||||
{
|
||||
if (*newclass == player.t_ctype) {
|
||||
if (newclass == player.t_ctype) {
|
||||
msg("You feel more skillful.");
|
||||
raise_level();
|
||||
}
|
||||
|
|
@ -38,19 +38,19 @@ changeclass(long *newclass)
|
|||
*/
|
||||
long save;
|
||||
|
||||
msg("You are transformed into a %s! ", char_class[*newclass].name);
|
||||
msg("You are transformed into a %s! ", char_class[newclass].name);
|
||||
|
||||
/*
|
||||
* if he becomes a thief or an assassin give him studded leather armor
|
||||
*/
|
||||
if ((*newclass == C_THIEF || *newclass == C_ASSASSIN) &&
|
||||
if ((newclass == C_THIEF || newclass == C_ASSASSIN) &&
|
||||
cur_armor != NULL && cur_armor->o_which != STUDDED_LEATHER)
|
||||
cur_armor->o_which = STUDDED_LEATHER;
|
||||
/*
|
||||
* if he becomes a monk he can't wear any armor
|
||||
* so give him a cloak of protection
|
||||
*/
|
||||
if (*newclass == C_MONK && cur_armor != NULL) {
|
||||
if (newclass == C_MONK && cur_armor != NULL) {
|
||||
cur_armor->o_ac = armors[cur_armor->o_which].a_class -
|
||||
cur_armor->o_ac;
|
||||
cur_armor->o_type = MM;
|
||||
|
|
@ -62,8 +62,8 @@ changeclass(long *newclass)
|
|||
/*
|
||||
* otherwise give him plate armor
|
||||
*/
|
||||
if ((*newclass != C_THIEF ||
|
||||
*newclass != C_ASSASSIN || *newclass != C_MONK) &&
|
||||
if ((newclass != C_THIEF ||
|
||||
newclass != C_ASSASSIN || newclass != C_MONK) &&
|
||||
cur_armor != NULL && cur_armor->o_which != PLATE_ARMOR)
|
||||
cur_armor->o_which = PLATE_ARMOR;
|
||||
|
||||
|
|
@ -81,11 +81,11 @@ changeclass(long *newclass)
|
|||
/*
|
||||
* if he becomes a spell caster of some kind, give him a fuse
|
||||
*/
|
||||
if (*newclass == C_MAGICIAN || *newclass == C_RANGER)
|
||||
if (newclass == C_MAGICIAN || newclass == C_RANGER)
|
||||
fuse(spell_recovery, NULL, SPELLTIME, AFTER);
|
||||
if (*newclass == C_DRUID || *newclass == C_MONK)
|
||||
if (newclass == C_DRUID || newclass == C_MONK)
|
||||
fuse(chant_recovery, NULL, SPELLTIME, AFTER);
|
||||
if ((*newclass==C_CLERIC || *newclass==C_PALADIN) && !cur_misc[HEIL_ANKH])
|
||||
if ((newclass==C_CLERIC || newclass==C_PALADIN) && !cur_misc[HEIL_ANKH])
|
||||
fuse(prayer_recovery, NULL, SPELLTIME, AFTER);
|
||||
/*
|
||||
* if he's changing from a fighter, ranger, or paladin then we
|
||||
|
|
@ -98,8 +98,8 @@ changeclass(long *newclass)
|
|||
cur_weapon != NULL && cur_weapon->o_type == WEAPON &&
|
||||
(cur_weapon->o_which == BASWORD ||
|
||||
cur_weapon->o_which == TWOSWORD) &&
|
||||
!(*newclass == C_FIGHTER || *newclass == C_RANGER ||
|
||||
*newclass == C_PALADIN) &&
|
||||
!(newclass == C_FIGHTER || newclass == C_RANGER ||
|
||||
newclass == C_PALADIN) &&
|
||||
cur_weapon->o_which == TWOSWORD)
|
||||
cur_weapon->o_which = SWORD;
|
||||
|
||||
|
|
@ -113,8 +113,8 @@ changeclass(long *newclass)
|
|||
cur_weapon != NULL && cur_weapon->o_type == WEAPON &&
|
||||
(cur_weapon->o_which == BASWORD ||
|
||||
cur_weapon->o_which == TWOSWORD) &&
|
||||
!(*newclass == C_THIEF || *newclass == C_ASSASSIN ||
|
||||
*newclass == C_MONK) &&
|
||||
!(newclass == C_THIEF || newclass == C_ASSASSIN ||
|
||||
newclass == C_MONK) &&
|
||||
cur_weapon->o_which == BASWORD)
|
||||
cur_weapon->o_which = SWORD;
|
||||
|
||||
|
|
@ -130,12 +130,12 @@ changeclass(long *newclass)
|
|||
* if he becomes a thief, assassin, or monk then add
|
||||
* the trap_look() daemon
|
||||
*/
|
||||
if (*newclass == C_THIEF || *newclass == C_ASSASSIN ||
|
||||
*newclass == C_MONK)
|
||||
if (newclass == C_THIEF || newclass == C_ASSASSIN ||
|
||||
newclass == C_MONK)
|
||||
start_daemon(trap_look, NULL, AFTER);
|
||||
|
||||
/* adjust stats */
|
||||
char_type = player.t_ctype = *newclass;
|
||||
char_type = player.t_ctype = newclass;
|
||||
save = pstats.s_hpt;
|
||||
max_stats.s_hpt = pstats.s_hpt = 0;
|
||||
max_stats.s_lvl = pstats.s_lvl = 0;
|
||||
|
|
@ -1103,7 +1103,7 @@ use_mm(int which)
|
|||
when MM_SKILLS:
|
||||
detach (pack, item);
|
||||
inpack--;
|
||||
changeclass(&obj->o_ac);
|
||||
changeclass(obj->o_ac);
|
||||
when MM_CRYSTAL:
|
||||
{
|
||||
register char *str;
|
||||
|
|
|
|||
|
|
@ -36,15 +36,7 @@ add_pack(struct linked_list *item, bool silent)
|
|||
register struct object *obj, *op = NULL;
|
||||
register bool exact, from_floor;
|
||||
bool giveflag = 0;
|
||||
static long cleric = C_CLERIC,
|
||||
monk = C_MONK,
|
||||
magician = C_MAGICIAN,
|
||||
assassin = C_ASSASSIN,
|
||||
druid = C_DRUID,
|
||||
thief = C_THIEF,
|
||||
fighter = C_FIGHTER,
|
||||
ranger = C_RANGER,
|
||||
paladin = C_PALADIN;
|
||||
int newclass;
|
||||
|
||||
if (item == NULL)
|
||||
{
|
||||
|
|
@ -263,8 +255,10 @@ picked_up:
|
|||
/* start a fuse to change player into a paladin */
|
||||
if (quest_item != HEIL_ANKH) {
|
||||
msg("You hear a strange, distant hypnotic calling... ");
|
||||
if (player.t_ctype != C_PALADIN && obj->o_which ==HEIL_ANKH)
|
||||
fuse(changeclass, &paladin, roll(8, 8), AFTER);
|
||||
if (player.t_ctype != C_PALADIN && obj->o_which ==HEIL_ANKH) {
|
||||
newclass = C_PALADIN;
|
||||
fuse(changeclass, &newclass, roll(8, 8), AFTER);
|
||||
}
|
||||
}
|
||||
|
||||
/* A cloak must be worn. */
|
||||
|
|
@ -287,8 +281,10 @@ picked_up:
|
|||
/* start a fuse to change player into a monk */
|
||||
if (quest_item != EMORI_CLOAK) {
|
||||
msg("You suddenly become calm and quiet. ");
|
||||
if (player.t_ctype != C_MONK && obj->o_which == EMORI_CLOAK)
|
||||
fuse(changeclass, &monk, roll(8, 8), AFTER);
|
||||
if (player.t_ctype != C_MONK && obj->o_which == EMORI_CLOAK) {
|
||||
newclass = C_MONK;
|
||||
fuse(changeclass, &newclass, roll(8, 8), AFTER);
|
||||
}
|
||||
}
|
||||
|
||||
/* The amulet must be worn. */
|
||||
|
|
@ -312,7 +308,8 @@ picked_up:
|
|||
if (player.t_ctype != C_MAGICIAN &&
|
||||
obj->o_which == STONEBONES_AMULET) {
|
||||
msg("You sense approaching etheric forces... ");
|
||||
fuse(changeclass, &magician, roll(8, 8), AFTER);
|
||||
newclass = C_MAGICIAN;
|
||||
fuse(changeclass, &newclass, roll(8, 8), AFTER);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -331,8 +328,10 @@ picked_up:
|
|||
/* start a fuse to change player into an assassin */
|
||||
if (quest_item != EYE_VECNA) {
|
||||
msg("Your blood rushes and you begin to sweat profusely... ");
|
||||
if (player.t_ctype != C_ASSASSIN && obj->o_which == EYE_VECNA)
|
||||
fuse(changeclass, &assassin, roll(8, 8), AFTER);
|
||||
if (player.t_ctype != C_ASSASSIN && obj->o_which == EYE_VECNA) {
|
||||
newclass = C_ASSASSIN;
|
||||
fuse(changeclass, &newclass, roll(8, 8), AFTER);
|
||||
}
|
||||
}
|
||||
|
||||
when QUILL_NAGROM:
|
||||
|
|
@ -340,8 +339,10 @@ picked_up:
|
|||
/* start a fuse to change player into a druid */
|
||||
if (quest_item != QUILL_NAGROM) {
|
||||
msg("You begin to see things differently... ");
|
||||
if (player.t_ctype != C_DRUID && obj->o_which == QUILL_NAGROM)
|
||||
fuse(changeclass, &druid, roll(8, 8), AFTER);
|
||||
if (player.t_ctype != C_DRUID && obj->o_which == QUILL_NAGROM) {
|
||||
newclass = C_DRUID;
|
||||
fuse(changeclass, &newclass, roll(8, 8), AFTER);
|
||||
}
|
||||
}
|
||||
|
||||
/* Weapons will insist on being wielded. */
|
||||
|
|
@ -362,7 +363,8 @@ picked_up:
|
|||
if (player.t_ctype != C_THIEF &&
|
||||
obj->o_which == MUSTY_DAGGER) {
|
||||
msg("You look about furtively. ");
|
||||
fuse(changeclass, &thief, roll(8, 8), AFTER);
|
||||
newclass = C_THIEF;
|
||||
fuse(changeclass, &newclass, roll(8, 8), AFTER);
|
||||
}
|
||||
}
|
||||
/* start a fuse to change player into a fighter */
|
||||
|
|
@ -370,7 +372,8 @@ picked_up:
|
|||
if (player.t_ctype != C_FIGHTER &&
|
||||
obj->o_which == AXE_AKLAD) {
|
||||
msg("Your bones feel strengthened. ");
|
||||
fuse(changeclass, &fighter, roll(8, 8), AFTER);
|
||||
newclass = C_FIGHTER;
|
||||
fuse(changeclass, &newclass, roll(8, 8), AFTER);
|
||||
}
|
||||
}
|
||||
if (cur_weapon != NULL) {
|
||||
|
|
@ -405,8 +408,10 @@ picked_up:
|
|||
/* start a fuse to change player into a ranger */
|
||||
if (quest_item != BRIAN_MANDOLIN) {
|
||||
msg("You are transfixed with empathy. ");
|
||||
if (player.t_ctype != C_RANGER && obj->o_which == BRIAN_MANDOLIN)
|
||||
fuse(changeclass, &ranger, roll(8, 8), AFTER);
|
||||
if (player.t_ctype != C_RANGER && obj->o_which == BRIAN_MANDOLIN) {
|
||||
newclass = C_RANGER;
|
||||
fuse(changeclass, &newclass, roll(8, 8), AFTER);
|
||||
}
|
||||
}
|
||||
|
||||
/* add to the music */
|
||||
|
|
@ -415,8 +420,10 @@ picked_up:
|
|||
/* start a fuse to change player into a cleric */
|
||||
if (quest_item != GERYON_HORN) {
|
||||
msg("You follow their calling. ");
|
||||
if (player.t_ctype != C_CLERIC && obj->o_which == GERYON_HORN)
|
||||
fuse(changeclass, &cleric, roll(8, 8), AFTER);
|
||||
if (player.t_ctype != C_CLERIC && obj->o_which == GERYON_HORN) {
|
||||
newclass = C_CLERIC;
|
||||
fuse(changeclass, &newclass, roll(8, 8), AFTER);
|
||||
}
|
||||
}
|
||||
|
||||
/* the card can not be picked up, it must be traded for */
|
||||
|
|
|
|||
|
|
@ -1245,7 +1245,7 @@ int can_shoot(coord *er, coord *ee, coord *shoot_dir);
|
|||
bool cansee(int y, int x);
|
||||
void carry_obj(struct thing *mp, int chance);
|
||||
void cast(void);
|
||||
void changeclass(long *newclass);
|
||||
void changeclass(int newclass);
|
||||
void chant(void);
|
||||
void chant_recovery(void);
|
||||
void chase(struct thing *tp, coord *ee, struct room *rer, struct room *ree,
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue