context to g.context

This commit is contained in:
Bart House
2018-12-25 07:29:38 -08:00
parent 9069615861
commit 1c65e6afe0
70 changed files with 837 additions and 844 deletions

View File

@@ -205,7 +205,7 @@ struct obj *otmp;
dmg *= 2;
if (otyp == SPE_TURN_UNDEAD)
dmg = spell_damage_bonus(dmg);
context.bypasses = TRUE; /* for make_corpse() */
g.context.bypasses = TRUE; /* for make_corpse() */
if (!resist(mtmp, otmp->oclass, dmg, NOTELL)) {
if (!DEADMONSTER(mtmp))
monflee(mtmp, 0, FALSE, TRUE);
@@ -244,7 +244,7 @@ struct obj *otmp;
pline("%s shudders!", Monnam(mtmp));
learn_it = TRUE;
}
/* context.bypasses = TRUE; ## for make_corpse() */
/* g.context.bypasses = TRUE; ## for make_corpse() */
/* no corpse after system shock */
xkilled(mtmp, XKILL_GIVEMSG | XKILL_NOCORPSE);
} else if (newcham(mtmp, (struct permonst *) 0,
@@ -273,7 +273,7 @@ struct obj *otmp;
/* flag to indicate that cleanup is needed; object
bypass cleanup also clears mon->mextra->mcorpsenm
for all long worms on the level */
context.bypasses = TRUE;
g.context.bypasses = TRUE;
}
}
break;
@@ -975,7 +975,7 @@ struct monst *mon;
}
/* for a stack, only one is revived */
if ((mtmp2 = revive(otmp, !context.mon_moving)) != 0) {
if ((mtmp2 = revive(otmp, !g.context.mon_moving)) != 0) {
++res;
if (youseeit)
pline("%s%s suddenly comes alive!", owner, corpse);
@@ -998,19 +998,19 @@ register struct obj *obj;
case RIN_GAIN_STRENGTH:
if ((obj->owornmask & W_RING) && u_ring) {
ABON(A_STR) -= obj->spe;
context.botl = 1;
g.context.botl = 1;
}
break;
case RIN_GAIN_CONSTITUTION:
if ((obj->owornmask & W_RING) && u_ring) {
ABON(A_CON) -= obj->spe;
context.botl = 1;
g.context.botl = 1;
}
break;
case RIN_ADORNMENT:
if ((obj->owornmask & W_RING) && u_ring) {
ABON(A_CHA) -= obj->spe;
context.botl = 1;
g.context.botl = 1;
}
break;
case RIN_INCREASE_ACCURACY:
@@ -1024,14 +1024,14 @@ register struct obj *obj;
case GAUNTLETS_OF_DEXTERITY:
if ((obj->owornmask & W_ARMG) && (obj == uarmg)) {
ABON(A_DEX) -= obj->spe;
context.botl = 1;
g.context.botl = 1;
}
break;
case HELM_OF_BRILLIANCE:
if ((obj->owornmask & W_ARMH) && (obj == uarmh)) {
ABON(A_INT) -= obj->spe;
ABON(A_WIS) -= obj->spe;
context.botl = 1;
g.context.botl = 1;
}
break;
/* case RIN_PROTECTION: not needed */
@@ -1116,19 +1116,19 @@ boolean by_you;
case RIN_GAIN_STRENGTH:
if ((obj->owornmask & W_RING) && u_ring) {
ABON(A_STR)--;
context.botl = 1;
g.context.botl = 1;
}
break;
case RIN_GAIN_CONSTITUTION:
if ((obj->owornmask & W_RING) && u_ring) {
ABON(A_CON)--;
context.botl = 1;
g.context.botl = 1;
}
break;
case RIN_ADORNMENT:
if ((obj->owornmask & W_RING) && u_ring) {
ABON(A_CHA)--;
context.botl = 1;
g.context.botl = 1;
}
break;
case RIN_INCREASE_ACCURACY:
@@ -1141,25 +1141,25 @@ boolean by_you;
break;
case RIN_PROTECTION:
if (u_ring)
context.botl = 1; /* bot() will recalc u.uac */
g.context.botl = 1; /* bot() will recalc u.uac */
break;
case HELM_OF_BRILLIANCE:
if ((obj->owornmask & W_ARMH) && (obj == uarmh)) {
ABON(A_INT)--;
ABON(A_WIS)--;
context.botl = 1;
g.context.botl = 1;
}
break;
case GAUNTLETS_OF_DEXTERITY:
if ((obj->owornmask & W_ARMG) && (obj == uarmg)) {
ABON(A_DEX)--;
context.botl = 1;
g.context.botl = 1;
}
break;
default:
break;
}
if (context.botl)
if (g.context.botl)
bot();
if (carried(obj))
update_inventory();
@@ -1190,7 +1190,7 @@ struct obj *obj;
{
int zap_odds;
if (context.bypasses && obj->bypass)
if (g.context.bypasses && obj->bypass)
return FALSE;
if (obj->oclass == WAND_CLASS)
@@ -1223,7 +1223,7 @@ int mat, minwt;
for (otmp = objhdr; minwt > 0 && otmp; otmp = otmp2) {
otmp2 = otmp->nexthere;
if (context.bypasses && otmp->bypass)
if (g.context.bypasses && otmp->bypass)
continue;
if (otmp == uball || otmp == uchain)
continue;
@@ -1267,7 +1267,7 @@ int okind;
const char *material;
int pm_index;
if (context.bypasses) {
if (g.context.bypasses) {
/* this is approximate because the "no golems" !obj->nexthere
check below doesn't understand bypassed objects; but it
should suffice since bypassed objects always end up as a
@@ -1845,13 +1845,13 @@ struct obj *obj, *otmp;
* chain, possibly recursively.
*
* The bypass bit on all objects is reset each turn, whenever
* context.bypasses is set.
* g.context.bypasses is set.
*
* We check the obj->bypass bit above AND context.bypasses
* We check the obj->bypass bit above AND g.context.bypasses
* as a safeguard against any stray occurrence left in an obj
* struct someplace, although that should never happen.
*/
if (context.bypasses) {
if (g.context.bypasses) {
return 0;
} else {
debugpline1("%s for a moment.", Tobjnam(obj, "pulsate"));
@@ -1960,7 +1960,7 @@ struct obj *obj, *otmp;
} else {
int oox = obj->ox;
int ooy = obj->oy;
if (context.mon_moving
if (g.context.mon_moving
? !breaks(obj, obj->ox, obj->oy)
: !hero_breaks(obj, obj->ox, obj->oy, FALSE))
maybelearnit = FALSE; /* nothing broke */
@@ -2689,7 +2689,7 @@ boolean youattack, allow_cancel_kill, self_cancel;
otmp = otmp->nobj)
cancel_item(otmp);
if (youdefend) {
context.botl = 1; /* potential AC change */
g.context.botl = 1; /* potential AC change */
find_ac();
}
}
@@ -4326,15 +4326,15 @@ long timeout UNUSED;
{
xchar x, y;
long where = arg->a_long;
boolean save_mon_moving = context.mon_moving; /* will be False */
boolean save_mon_moving = g.context.mon_moving; /* will be False */
/* melt_ice -> minliquid -> mondead|xkilled shouldn't credit/blame hero */
context.mon_moving = TRUE; /* hero isn't causing this ice to melt */
g.context.mon_moving = TRUE; /* hero isn't causing this ice to melt */
y = (xchar) (where & 0xFFFF);
x = (xchar) ((where >> 16) & 0xFFFF);
/* melt_ice does newsym when appropriate */
melt_ice(x, y, "Some ice melts away.");
context.mon_moving = save_mon_moving;
g.context.mon_moving = save_mon_moving;
}
/* Burn floor scrolls, evaporate pools, etc... in a single square.
@@ -4638,7 +4638,7 @@ fracture_rock(obj)
register struct obj *obj; /* no texts here! */
{
xchar x, y;
boolean by_you = !context.mon_moving;
boolean by_you = !g.context.mon_moving;
if (by_you && get_obj_location(obj, &x, &y, 0) && costly_spot(x, y)) {
struct monst *shkp = 0;
@@ -4680,7 +4680,7 @@ register struct obj *obj;
/* [obj is assumed to be on floor, so no get_obj_location() needed] */
struct trap *trap = t_at(obj->ox, obj->oy);
struct obj *item;
boolean by_you = !context.mon_moving;
boolean by_you = !g.context.mon_moving;
if (trap && trap->ttyp == STATUE_TRAP
&& activate_statue_trap(trap, obj->ox, obj->oy, TRUE))