annotate rogue5/daemons.c @ 264:778938a5c21d

UltraRogue: add location for character files. When using the -n option, UltraRogue will look for character files in a single location, similar to save files. The location is chosen by defining CHRDIR in getplay.c, at least until UltraRogue gets integrated with the build systems.
author John "Elwin" Edwards
date Sun, 19 Feb 2017 19:47:09 -0500
parents f502bf60e6e4
children
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f502bf60e6e4 Import Rogue 5.4 from the Roguelike Restoration Project (r1490)
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1 /*
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2 * All the daemon and fuse functions are in here
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3 *
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4 * @(#)daemons.c 4.24 (Berkeley) 02/05/99
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5 *
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6 * Rogue: Exploring the Dungeons of Doom
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7 * Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
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8 * All rights reserved.
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9 *
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10 * See the file LICENSE.TXT for full copyright and licensing information.
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11 */
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12
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13 #include <curses.h>
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14 #include "rogue.h"
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15
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16 /*
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17 * doctor:
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18 * A healing daemon that restors hit points after rest
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19 */
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20 void
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21 doctor(void)
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22 {
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23 int lv, ohp;
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24
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25 lv = pstats.s_lvl;
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26 ohp = pstats.s_hpt;
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27 quiet++;
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28 if (lv < 8)
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29 {
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30 if (quiet + (lv << 1) > 20)
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31 pstats.s_hpt++;
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32 }
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33 else
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34 if (quiet >= 3)
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35 pstats.s_hpt += rnd(lv - 7) + 1;
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36 if (ISRING(LEFT, R_REGEN))
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37 pstats.s_hpt++;
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38 if (ISRING(RIGHT, R_REGEN))
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39 pstats.s_hpt++;
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40 if (ohp != pstats.s_hpt)
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41 {
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42 if (pstats.s_hpt > max_hp)
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43 pstats.s_hpt = max_hp;
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44 quiet = 0;
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45 }
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46 }
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47
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48 /*
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49 * Swander:
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50 * Called when it is time to start rolling for wandering monsters
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51 */
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52 void
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53 swander(void)
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54 {
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55 start_daemon(rollwand, 0, BEFORE);
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56 }
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57
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58 /*
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59 * rollwand:
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60 * Called to roll to see if a wandering monster starts up
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61 */
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62
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63 void
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64 rollwand(void)
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65 {
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66
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67 if (++between >= 4)
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68 {
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69 if (roll(1, 6) == 4)
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70 {
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71 wanderer();
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72 kill_daemon(rollwand);
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73 fuse(swander, 0, WANDERTIME, BEFORE);
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74 }
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75 between = 0;
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76 }
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77 }
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78
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79 /*
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80 * unconfuse:
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81 * Release the poor player from his confusion
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82 */
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83 void
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84 unconfuse(void)
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85 {
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86 player.t_flags &= ~ISHUH;
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87 msg("you feel less %s now", choose_str("trippy", "confused"));
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88 }
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89
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90 /*
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91 * unsee:
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92 * Turn off the ability to see invisible
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93 */
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94 void
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95 unsee(void)
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96 {
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97 THING *th;
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98
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99 for (th = mlist; th != NULL; th = next(th))
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100 if (on(*th, ISINVIS) && see_monst(th))
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101 mvaddch(th->t_pos.y, th->t_pos.x, th->t_oldch);
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102 player.t_flags &= ~CANSEE;
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103 }
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104
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105 /*
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106 * sight:
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107 * He gets his sight back
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108 */