Mercurial > hg > early-roguelike
annotate rogue5/daemons.c @ 55:e7dc901146f1
rogue3: improve keypad support.
author | elwin |
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date | Fri, 28 Oct 2011 15:45:12 +0000 |
parents | f502bf60e6e4 |
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rev | line source |
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33
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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 */ |
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109 void |