Mercurial > hg > early-roguelike
comparison arogue7/daemons.c @ 125:adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
| author | John "Elwin" Edwards |
|---|---|
| date | Fri, 08 May 2015 15:24:40 -0400 |
| parents | |
| children | cadff8f047a1 |
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| 124:d10fc4a065ac | 125:adfa37e67084 |
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| 1 /* | |
| 2 * daemon.c - All the daemon and fuse functions are in here | |
| 3 * | |
| 4 * Advanced Rogue | |
| 5 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T | |
| 6 * All rights reserved. | |
| 7 * | |
| 8 * Based on "Rogue: Exploring the Dungeons of Doom" | |
| 9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman | |
| 10 * All rights reserved. | |
| 11 * | |
| 12 * See the file LICENSE.TXT for full copyright and licensing information. | |
| 13 */ | |
| 14 | |
| 15 /* | |
| 16 * All the daemon and fuse functions are in here | |
| 17 * | |
| 18 */ | |
| 19 | |
| 20 #include "curses.h" | |
| 21 #include "rogue.h" | |
| 22 | |
| 23 /* | |
| 24 * doctor: | |
| 25 * A healing daemon that restors hit points after rest | |
| 26 */ | |
| 27 | |
| 28 doctor(tp) | |
| 29 register struct thing *tp; | |
| 30 { | |
| 31 register int ohp; | |
| 32 register int limit, new_points; | |
| 33 register struct stats *curp; /* current stats pointer */ | |
| 34 register struct stats *maxp; /* max stats pointer */ | |
| 35 | |
| 36 curp = &(tp->t_stats); | |
| 37 maxp = &(tp->maxstats); | |
| 38 if (curp->s_hpt == maxp->s_hpt) { | |
| 39 tp->t_quiet = 0; | |
| 40 return; | |
| 41 } | |
| 42 tp->t_quiet++; | |
| 43 switch (tp->t_ctype) { | |
| 44 case C_MAGICIAN: | |
| 45 limit = 8 - curp->s_lvl; | |
| 46 new_points = curp->s_lvl - 3; | |
| 47 when C_THIEF: | |
| 48 case C_ASSASIN: | |
| 49 case C_MONK: | |
| 50 limit = 8 - curp->s_lvl; | |
| 51 new_points = curp->s_lvl - 2; | |
| 52 when C_CLERIC: | |
| 53 case C_DRUID: | |
| 54 limit = 8 - curp->s_lvl; | |
| 55 new_points = curp->s_lvl - 3; | |
| 56 when C_FIGHTER: | |
| 57 case C_RANGER: | |
| 58 case C_PALADIN: | |
| 59 limit = 16 - curp->s_lvl*2; | |
| 60 new_points = curp->s_lvl - 5; | |
| 61 when C_MONSTER: | |
| 62 limit = 16 - curp->s_lvl; | |
| 63 new_points = curp->s_lvl - 6; | |
| 64 otherwise: | |
| 65 debug("what a strange character you are!"); | |
| 66 return; | |
| 67 } | |
| 68 ohp = curp->s_hpt; | |
| 69 if (off(*tp, HASDISEASE) && off(*tp, DOROT)) { | |
| 70 if (curp->s_lvl < 8) { | |
| 71 if (tp->t_quiet > limit) { | |
| 72 curp->s_hpt++; | |
| 73 tp->t_quiet = 0; | |
| 74 } | |
| 75 } | |
| 76 else { | |
| 77 if (tp->t_quiet >= 3) { | |
| 78 curp->s_hpt += rnd(new_points)+1; | |
| 79 tp->t_quiet = 0; | |
| 80 } | |
| 81 } | |
| 82 } | |
| 83 if (tp == &player) { | |
| 84 if (ISRING(LEFT_1, R_REGEN)) curp->s_hpt++; | |
| 85 if (ISRING(LEFT_2, R_REGEN)) curp->s_hpt++; | |
| 86 if (ISRING(LEFT_3, R_REGEN)) curp->s_hpt++; | |
| 87 if (ISRING(LEFT_4, R_REGEN)) curp->s_hpt++; | |
| 88 if (ISRING(RIGHT_1, R_REGEN)) curp->s_hpt++; | |
| 89 if (ISRING(RIGHT_2, R_REGEN)) curp->s_hpt++; | |
| 90 if (ISRING(RIGHT_3, R_REGEN)) curp->s_hpt++; | |
| 91 if (ISRING(RIGHT_4, R_REGEN)) curp->s_hpt++; | |
| 92 } | |
| 93 if (on(*tp, ISREGEN)) | |
| 94 curp->s_hpt += curp->s_lvl/10 + 1; | |
| 95 if (ohp != curp->s_hpt) { | |
| 96 if (curp->s_hpt >= maxp->s_hpt) { | |
| 97 curp->s_hpt = maxp->s_hpt; | |
| 98 if (off(*tp, WASTURNED) && on(*tp, ISFLEE) && tp != &player) { | |
| 99 turn_off(*tp, ISFLEE); | |
| 100 tp->t_oldpos = tp->t_pos; /* Start our trek over */ | |
| 101 } | |
| 102 } | |
| 103 } | |
| 104 } | |
| 105 | |
| 106 /* | |
| 107 * Swander: | |
| 108 * Called when it is time to start rolling for wandering monsters | |
| 109 */ | |
| 110 | |
| 111 swander() | |
| 112 { | |
| 113 daemon(rollwand, 0, BEFORE); | |
| 114 } | |
| 115 | |
| 116 /* | |
| 117 * rollwand: | |
| 118 * Called to roll to see if a wandering monster starts up | |
| 119 */ | |
| 120 | |
| 121 int between = 0; | |
| 122 | |
| 123 rollwand() | |
| 124 { | |
| 125 | |
| 126 if (++between >= 4) | |
| 127 { | |
| 128 /* Theives may not awaken a monster */ | |
| 129 if ((roll(1, 6) == 4) && | |
| 130 ((player.t_ctype != C_THIEF && player.t_ctype != C_ASSASIN) || | |
| 131 (rnd(30) >= dex_compute()))) { | |
| 132 if (levtype != POSTLEV) | |
| 133 wanderer(); | |
| 134 kill_daemon(rollwand); | |
| 135 fuse(swander, 0, WANDERTIME, BEFORE); | |
| 136 } | |
| 137 between = 0; | |
| 138 } | |
| 139 } | |
| 140 /* | |
| 141 * this function is a daemon called each turn when the character is a thief | |
| 142 */ | |
| 143 trap_look() | |
| 144 { | |
| 145 if (rnd(100) < (2*dex_compute() + 5*pstats.s_lvl)) | |
| 146 search(TRUE, FALSE); | |
| 147 } | |
| 148 | |
| 149 /* | |
| 150 * unconfuse: | |
| 151 * Release the poor player from his confusion | |
| 152 */ | |
| 153 | |
| 154 unconfuse() | |
| 155 { | |
| 156 turn_off(player, ISHUH); | |
| 157 msg("You feel less confused now"); | |
| 158 } | |
| 159 | |
| 160 | |
| 161 /* | |
| 162 * unsee: | |
| 163 * He lost his see invisible power | |
| 164 */ | |
| 165 unsee() | |
| 166 { | |
| 167 if (!ISWEARING(R_SEEINVIS)) { | |
| 168 turn_off(player, CANSEE); | |
| 169 msg("The tingling feeling leaves your eyes"); | |
| 170 } | |
| 171 } | |
| 172 | |
| 173 /* | |
| 174 * unstink: | |
| 175 * Remove to-hit handicap from player | |
| 176 */ | |
| 177 | |
| 178 unstink() | |
| 179 { | |
| 180 turn_off(player, HASSTINK); | |
| 181 } | |
| 182 | |
| 183 /* | |
| 184 * unclrhead: | |
| 185 * Player is no longer immune to confusion | |
| 186 */ | |
| 187 | |
| 188 unclrhead() | |
| 189 { | |
| 190 turn_off(player, ISCLEAR); | |
| 191 msg("The blue aura about your head fades away."); | |
| 192 } | |
| 193 | |
| 194 /* | |
| 195 * unphase: | |
| 196 * Player can no longer walk through walls | |
| 197 */ | |
| 198 | |
| 199 unphase() | |
| 200 { | |
| 201 turn_off(player, CANINWALL); | |
| 202 msg("Your dizzy feeling leaves you."); | |
| 203 if (!step_ok(hero.y, hero.x, NOMONST, &player)) death(D_PETRIFY); | |
| 204 } | |
| 205 | |
| 206 /* | |
| 207 * land: | |
| 208 * Player can no longer fly | |
| 209 */ | |
| 210 | |
| 211 land() | |
| 212 { | |
| 213 turn_off(player, ISFLY); | |
| 214 msg("You regain your normal weight"); | |
| 215 running = FALSE; | |
| 216 } | |
| 217 | |
| 218 /* | |
| 219 * sight: | |
| 220 * He gets his sight back | |
| 221 */ | |
| 222 | |
| 223 sight() | |
| 224 { | |
| 225 if (on(player, ISBLIND)) | |
| 226 { | |
| 227 extinguish(sight); | |
| 228 turn_off(player, ISBLIND); | |
| 229 light(&hero); | |
| 230 msg("The veil of darkness lifts"); | |
| 231 } | |
| 232 } | |
| 233 | |
| 234 /* | |
| 235 * res_strength: | |
| 236 * Restore player's strength | |
| 237 */ | |
| 238 | |
| 239 void | |
| 240 res_strength(howmuch) | |
| 241 int howmuch; | |
| 242 { | |
| 243 | |
| 244 /* If lost_str is non-zero, restore that amount of strength, | |
| 245 * else all of it | |
| 246 */ | |
| 247 if (lost_str) { | |
| 248 chg_str(lost_str); | |
| 249 lost_str = 0; | |
| 250 } | |
| 251 | |
| 252 /* Now, add in the restoral, but no greater than maximum strength */ | |
| 253 if (howmuch > 0) | |
| 254 pstats.s_str = | |
| 255 min(pstats.s_str + howmuch, max_stats.s_str + ring_value(R_ADDSTR)); | |
| 256 | |
| 257 updpack(TRUE, &player); | |
| 258 } | |
| 259 | |
| 260 /* | |
| 261 * nohaste: | |
| 262 * End the hasting | |
| 263 */ | |
| 264 | |
| 265 nohaste() | |
| 266 { | |
| 267 turn_off(player, ISHASTE); | |
| 268 msg("You feel yourself slowing down."); | |
| 269 } | |
| 270 | |
| 271 /* | |
| 272 * noslow: | |
| 273 * End the slowing | |
| 274 */ | |
| 275 | |
| 276 noslow() | |
| 277 { | |
| 278 turn_off(player, ISSLOW); | |
| 279 msg("You feel yourself speeding up."); | |
| 280 } | |
| 281 | |
| 282 /* | |
| 283 * suffocate: | |
| 284 * If this gets called, the player has suffocated | |
| 285 */ | |
| 286 | |
| 287 suffocate() | |
| 288 { | |
| 289 death(D_SUFFOCATION); | |
| 290 } | |
| 291 | |
| 292 /* | |
| 293 * digest the hero's food | |
| 294 */ | |
| 295 stomach() | |
| 296 { | |
| 297 register int oldfood, old_hunger, food_use, i; | |
| 298 | |
| 299 /* | |
| 300 * avoid problems of fainting while eating by just not saying it | |
| 301 * takes food to eat food | |
| 302 */ | |
| 303 if (player.t_action == C_EAT) | |
| 304 return; | |
| 305 | |
| 306 old_hunger = hungry_state; | |
| 307 if (food_left <= 0) | |
| 308 { | |
| 309 /* | |
| 310 * the hero is fainting | |
| 311 */ | |
| 312 if (player.t_action == A_FREEZE) | |
| 313 return; | |
| 314 if (rnd(100) > 20) | |
| 315 return; | |
| 316 if (hungry_state == F_FAINT && rnd(20) == 7) /*must have fainted once*/ | |
| 317 death(D_STARVATION); | |
| 318 player.t_action = A_FREEZE; | |
| 319 player.t_no_move = movement(&player) * (rnd(8) + 4); | |
| 320 if (!terse) | |
| 321 addmsg("You feel too weak from lack of food. "); | |
| 322 msg("You faint"); | |
| 323 running = FALSE; | |
| 324 if (fight_flush) md_flushinp(); | |
| 325 count = 0; | |
| 326 hungry_state = F_FAINT; | |
| 327 } | |
| 328 else | |
| 329 { | |
| 330 oldfood = food_left; | |
| 331 food_use = 0; | |
| 332 for (i=0; i<MAXRELIC; i++) { /* each relic eats an additional food */ | |
| 333 if (cur_relic[i]) | |
| 334 food_use++; | |
| 335 } | |
| 336 food_use += (ring_eat(LEFT_1) + ring_eat(LEFT_2) + | |
| 337 ring_eat(LEFT_3) + ring_eat(LEFT_4) + | |
| 338 ring_eat(RIGHT_1) + ring_eat(RIGHT_2) + | |
