annotate rogue4/daemons.c @ 145:aac28331e71d

Advanced Rogue family: fix the "score" option. Changing the score file (when permitted) now works again, closing the old score file and opening the new one.
author John "Elwin" Edwards
date Wed, 20 May 2015 08:42:17 -0400
parents f2951c4e28d9
children 1b73a8641b37
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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 4.10 (Berkeley) 4/6/82
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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, 1982 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 int between = 0;
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17
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18 /*
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19 * doctor:
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20 * A healing daemon that restors hit points after rest
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21 */
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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 + (lv << 1) > 20)
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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 swander()
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54 {
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f2951c4e28d9 Rename daemon() to start_daemon().
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55 start_daemon(rollwand, 0, BEFORE);
12
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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 rollwand()
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63 {
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64 if (++between >= 4)
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65 {
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66 if (roll(1, 6) == 4)
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67 {
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68 wanderer();
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69 kill_daemon(rollwand);
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70 fuse(swander, 0, WANDERTIME, BEFORE);
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71 }
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72 between = 0;
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73 }
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74 }
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75
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76 /*
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77 * unconfuse:
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78 * Release the poor player from his confusion
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79 */
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80 unconfuse()
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81 {
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82 player.t_flags &= ~ISHUH;
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83 msg("you feel less confused now");
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84 }
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85
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86 /*
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87 * unsee:
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88 * Turn off the ability to see invisible
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89 */
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90 unsee()
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91 {
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92 register THING *th;
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93
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94 for (th = mlist; th != NULL; th = next(th))
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95 if (on(*th, ISINVIS) && see_monst(th))
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96 {
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97 move(th->t_pos.y, th->t_pos.x);
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98 addch(th->t_oldch);
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99 }
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100 player.t_flags &= ~CANSEE;
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101 }
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102
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103 /*
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104 * sight:
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105 * He gets his sight back
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