annotate rogue3/daemons.c @ 167:a0a57cf42810

ARogue family: don't hide messages caused by moving to a new level. new_level() redraws the whole screen, including the message line, so if msg() has just been called, the message will likely not last long enough to be noticed. These cases have been changed so that msg() is called after new_level(). If a fall through a trapdoor is fatal, "You fall into a trap!" is no longer printed, but the tombstone should make things clear.
author John "Elwin" Edwards
date Mon, 29 Jun 2015 20:37:32 -0400
parents 527e2150eaf0
children
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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 3.7 (Berkeley) 6/15/81
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5 *
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6 * Rogue: Exploring the Dungeons of Doom
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7 * Copyright (C) 1980, 1981 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
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21 void
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22 doctor()
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23 {
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24 register int lv, ohp;
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25
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26 lv = pstats.s_lvl;
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27 ohp = pstats.s_hpt;
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28 quiet++;
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29 if (lv < 8)
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30 {
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31 if (quiet > 20 - lv*2)
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32 pstats.s_hpt++;
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33 }
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34 else
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35 if (quiet >= 3)
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36 pstats.s_hpt += rnd(lv - 7)+1;
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37 if (ISRING(LEFT, R_REGEN))
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38 pstats.s_hpt++;
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39 if (ISRING(RIGHT, R_REGEN))
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40 pstats.s_hpt++;
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41 if (ohp != pstats.s_hpt)
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42 {
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43 if (pstats.s_hpt > max_hp)
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44 pstats.s_hpt = max_hp;
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45 quiet = 0;
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46 }
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47 }
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48
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49 /*
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50 * Swander:
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51 * Called when it is time to start rolling for wandering monsters
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52 */
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53
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54 void
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55 swander()
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56 {
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57 start_daemon(rollwand, 0, BEFORE);
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58 }
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59
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60 /*
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61 * rollwand:
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62 * Called to roll to see if a wandering monster starts up
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63 */
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64
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65 int between = 0;
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66
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67 void
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68 rollwand()
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69 {
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70 if (++between >= 4)
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71 {
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72 if (roll(1, 6) == 4)
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73 {
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74 wanderer();
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75 kill_daemon(rollwand);
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76 fuse(swander, 0, WANDERTIME, BEFORE);
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77 }
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78 between = 0;
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79 }
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80 }
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81
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82 /*
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83 * unconfuse:
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84 * Release the poor player from his confusion
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85 */
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86
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87 void
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88 unconfuse()
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89 {
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90 player.t_flags &= ~ISHUH;
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91 msg("You feel less confused now");
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92 }
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93
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94
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95 /*
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96 * unsee:
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97 * He lost his see invisible power
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98 */
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99
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100 void
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101 unsee()
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102 {
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103 player.t_flags &= ~CANSEE;
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104 }
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105
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106 /*
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