Mercurial > hg > early-roguelike
diff arogue7/daemons.c @ 125:adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
author | John "Elwin" Edwards |
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date | Fri, 08 May 2015 15:24:40 -0400 |
parents | |
children | cadff8f047a1 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/arogue7/daemons.c Fri May 08 15:24:40 2015 -0400 @@ -0,0 +1,663 @@ +/* + * daemon.c - All the daemon and fuse functions are in here + * + * Advanced Rogue + * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T + * All rights reserved. + * + * Based on "Rogue: Exploring the Dungeons of Doom" + * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman + * All rights reserved. + * + * See the file LICENSE.TXT for full copyright and licensing information. + */ + +/* + * All the daemon and fuse functions are in here + * + */ + +#include "curses.h" +#include "rogue.h" + +/* + * doctor: + * A healing daemon that restors hit points after rest + */ + +doctor(tp) +register struct thing *tp; +{ + register int ohp; + register int limit, new_points; + register struct stats *curp; /* current stats pointer */ + register struct stats *maxp; /* max stats pointer */ + + curp = &(tp->t_stats); + maxp = &(tp->maxstats); + if (curp->s_hpt == maxp->s_hpt) { + tp->t_quiet = 0; + return; + } + tp->t_quiet++; + switch (tp->t_ctype) { + case C_MAGICIAN: + limit = 8 - curp->s_lvl; + new_points = curp->s_lvl - 3; + when C_THIEF: + case C_ASSASIN: + case C_MONK: + limit = 8 - curp->s_lvl; + new_points = curp->s_lvl - 2; + when C_CLERIC: + case C_DRUID: + limit = 8 - curp->s_lvl; + new_points = curp->s_lvl - 3; + when C_FIGHTER: + case C_RANGER: + case C_PALADIN: + limit = 16 - curp->s_lvl*2; + new_points = curp->s_lvl - 5; + when C_MONSTER: + limit = 16 - curp->s_lvl; + new_points = curp->s_lvl - 6; + otherwise: + debug("what a strange character you are!"); + return; + } + ohp = curp->s_hpt; + if (off(*tp, HASDISEASE) && off(*tp, DOROT)) { + if (curp->s_lvl < 8) { + if (tp->t_quiet > limit) { + curp->s_hpt++; + tp->t_quiet = 0; + } + } + else { + if (tp->t_quiet >= 3) { + curp->s_hpt += rnd(new_points)+1; + tp->t_quiet = 0; + } + } + } + if (tp == &player) { + if (ISRING(LEFT_1, R_REGEN)) curp->s_hpt++; + if (ISRING(LEFT_2, R_REGEN)) curp->s_hpt++; + if (ISRING(LEFT_3, R_REGEN)) curp->s_hpt++; + if (ISRING(LEFT_4, R_REGEN)) curp->s_hpt++; + if (ISRING(RIGHT_1, R_REGEN)) curp->s_hpt++; + if (ISRING(RIGHT_2, R_REGEN)) curp->s_hpt++; + if (ISRING(RIGHT_3, R_REGEN)) curp->s_hpt++; + if (ISRING(RIGHT_4, R_REGEN)) curp->s_hpt++; + } + if (on(*tp, ISREGEN)) + curp->s_hpt += curp->s_lvl/10 + 1; + if (ohp != curp->s_hpt) { + if (curp->s_hpt >= maxp->s_hpt) { + curp->s_hpt = maxp->s_hpt; + if (off(*tp, WASTURNED) && on(*tp, ISFLEE) && tp != &player) { + turn_off(*tp, ISFLEE); + tp->t_oldpos = tp->t_pos; /* Start our trek over */ + } + } + } +} + +/* + * Swander: + * Called when it is time to start rolling for wandering monsters + */ + +swander() +{ + daemon(rollwand, 0, BEFORE); +} + +/* + * rollwand: + * Called to roll to see if a wandering monster starts up + */ + +int between = 0; + +rollwand() +{ + + if (++between >= 4) + { + /* Theives may not awaken a monster */ + if ((roll(1, 6) == 4) && + ((player.t_ctype != C_THIEF && player.t_ctype != C_ASSASIN) || + (rnd(30) >= dex_compute()))) { + if (levtype != POSTLEV) + wanderer(); + kill_daemon(rollwand); + fuse(swander, 0, WANDERTIME, BEFORE); + } + between = 0; + } +} +/* + * this function is a daemon called each turn when the character is a thief + */ +trap_look() +{ + if (rnd(100) < (2*dex_compute() + 5*pstats.s_lvl)) + search(TRUE, FALSE); +} + +/* + * unconfuse: + * Release the poor player from his confusion + */ + +unconfuse() +{ + turn_off(player, ISHUH); + msg("You feel less confused now"); +} + + +/* + * unsee: + * He lost his see invisible power + */ +unsee() +{ + if (!ISWEARING(R_SEEINVIS)) { + turn_off(player, CANSEE); + msg("The tingling feeling leaves your eyes"); + } +} + +/* + * unstink: + * Remove to-hit handicap from player + */ + +unstink() +{ + turn_off(player, HASSTINK); +} + +/* + * unclrhead: + * Player is no longer immune to confusion + */ + +unclrhead() +{ + turn_off(player, ISCLEAR); + msg("The blue aura about your head fades away."); +} + +/* + * unphase: + * Player can no longer walk through walls + */ + +unphase() +{ + turn_off(player, CANINWALL); + msg("Your dizzy feeling leaves you."); + if (!step_ok(hero.y, hero.x, NOMONST, &player)) death(D_PETRIFY); +} + +/* + * land: + * Player can no longer fly + */ + +land() +{ + turn_off(player, ISFLY); + msg("You regain your normal weight"); + running = FALSE; +} + +/* + * sight: + * He gets his sight back + */ + +sight() +{ + if (on(player, ISBLIND)) + { + extinguish(sight); + turn_off(player, ISBLIND); + light(&hero); + msg("The veil of darkness lifts"); + } +} + +/* + * res_strength: + * Restore player's strength + */ + +void +res_strength(howmuch) +int howmuch; +{ + + /* If lost_str is non-zero, restore that amount of strength, + * else all of it + */ + if (lost_str) { + chg_str(lost_str); + lost_str = 0; + } + + /* Now, add in the restoral, but no greater than maximum strength */ + if (howmuch > 0) + pstats.s_str = + min(pstats.s_str + howmuch, max_stats.s_str + ring_value(R_ADDSTR)); + + updpack(TRUE, &player); +} + +/* + * nohaste: + * End the hasting + */ + +nohaste() +{ + turn_off(player, ISHASTE); + msg("You feel yourself slowing down."); +} + +/* + * noslow: + * End the slowing + */ + +noslow() +{ + turn_off(player, ISSLOW); + msg("You feel yourself speeding up."); +} + +/* + * suffocate: + * If this gets called, the player has suffocated + */ + +suffocate() +{ + death(D_SUFFOCATION); +} + +/* + * digest the hero's food + */ +stomach() +{ + register int oldfood, old_hunger, food_use, i; + + /* + * avoid problems of fainting while eating by just not saying it + * takes food to eat food + */ + if (player.t_action == C_EAT) + return; + + old_hunger = hungry_state; + if (food_left <= 0) + { + /* + * the hero is fainting + */ + if (player.t_action == A_FREEZE) + return; + if (rnd(100) > 20) + return; + if (hungry_state == F_FAINT && rnd(20) == 7) /*must have fainted once*/ + death(D_STARVATION); + player.t_action = A_FREEZE; + player.t_no_move = movement(&player) * (rnd(8) + 4); + if (!terse) + addmsg("You feel too weak from lack of food. "); + msg("You faint"); + running = FALSE; + if (fight_flush) md_flushinp(); + count = 0; + hungry_state = F_FAINT; + } + else + { + oldfood = food_left; + food_use = 0; + for (i=0; i<MAXRELIC; i++) { /* each relic eats an additional food */ + if (cur_relic[i]) + food_use++; + } + food_use += (ring_eat(LEFT_1) + ring_eat(LEFT_2) + + ring_eat(LEFT_3) + ring_eat(LEFT_4) + + ring_eat(RIGHT_1) + ring_eat(RIGHT_2) + + ring_eat(RIGHT_3) + ring_eat(RIGHT_4) + + foodlev); + if (food_use < 1) + food_use = 1; + food_left -= food_use; + if (food_left < MORETIME && oldfood >= MORETIME) { + msg("You are starting to feel weak"); + running = FALSE; + if (fight_flush) md_flushinp(); + count = 0; + hungry_state = F_WEAK; + } + else if (food_left < 2 * MORETIME && oldfood >= 2 * MORETIME) + { + msg(terse ? "Getting hungry" : "You are starting to get hungry"); + running = FALSE; + hungry_state = F_HUNGRY; + } + else if(food_left<STOMACHSIZE-MORETIME && oldfood>=STOMACHSIZE-MORETIME) + { + hungry_state = F_OKAY; + } + } + if (old_hunger != hungry_state) { + updpack(TRUE, &player); + status(TRUE); + } + wghtchk(); +} +/* + * daemon for curing the diseased + */ +cure_disease() +{ + turn_off(player, HASDISEASE); + if (off (player, HASINFEST)) + msg(terse ? "You feel yourself improving" + : "You begin to feel yourself improving again"); +} + +/* + * appear: + * Become visible again + */ +appear() +{ + turn_off(player, ISINVIS); + PLAYER = VPLAYER; + msg("The tingling feeling leaves your body"); + light(&hero); +} +/* + * dust_appear: + * dust of disappearance wears off + */ +dust_appear() +{ + turn_off(player, ISINVIS); + PLAYER = VPLAYER; + msg("You become visible again"); + light(&hero); +} +/* + * unchoke: + * the effects of "dust of choking and sneezing" wear off + */ +unchoke() +{ + if (!find_slot(unconfuse)) + turn_off(player, ISHUH); + if (!find_slot(sight)) + turn_off(player, ISBLIND); + light(&hero); + msg("Your throat and eyes return to normal"); +} +/* + * make some potion for the guy in the Alchemy jug + */ +alchemy(obj) +register struct object *obj; +{ + register struct object *tobj; + register struct linked_list *item; + + /* + * verify that the object pointer we have still points to an alchemy + * jug (hopefully the right one!) because the hero could have thrown + * it away + */ + for (item = pack; item != NULL; item = next(item)) { + tobj = OBJPTR(item); + if (tobj == obj && + tobj->o_type == MM && + tobj->o_which== MM_JUG && + tobj->o_ac == JUG_EMPTY ) + break; + } + if (item == NULL) { /* not in the pack, check the level */ + for (item = lvl_obj; item != NULL; item = next(item)) { + tobj = OBJPTR(item); + if (tobj == obj && + tobj->o_type == MM && + tobj->o_which== MM_JUG && + tobj->o_ac == JUG_EMPTY ) + break; + } + } + if (item == NULL) /* can't find it.....too bad */ + return; + + switch(rnd(11)) { + case 0: tobj->o_ac = P_PHASE; + when 1: tobj->o_ac = P_CLEAR; + when 2: tobj->o_ac = P_SEEINVIS; + when 3: tobj->o_ac = P_HEALING; + when 4: tobj->o_ac = P_MFIND; + when 5: tobj->o_ac = P_TFIND; + when 6: tobj->o_ac = P_HASTE; + when 7: tobj->o_ac = P_RESTORE; + when 8: tobj->o_ac = P_FLY; + when 9: tobj->o_ac = P_SKILL; + when 10:tobj->o_ac = P_FFIND; + } +} +/* + * otto's irresistable dance wears off + */ + +undance() +{ + turn_off(player, ISDANCE); + msg ("Your feet take a break.....whew!"); +} + +/* + * if he has our favorite necklace of strangulation then take damage every turn + */ +strangle() +{ + if ((pstats.s_hpt -= 6) <= 0) death(D_STRANGLE); +} +/* + * if he has on the gauntlets of fumbling he might drop his weapon each turn + */ +fumble() +{ + register struct linked_list *item; + + if (cur_weapon!=NULL && + !(cur_weapon->o_flags & ISCURSED) && + cur_weapon->o_type != RELIC && + rnd(100)<3) { + for (item = pack; item != NULL; item = next(item)) { + if (OBJPTR(item) == cur_weapon) + break; + } + if (item != NULL) { + switch(mvwinch(stdscr, hero.y, hero.x)) { + case PASSAGE: + case SCROLL: + case POTION: + case WEAPON: + case FLOOR: + case STICK: + case ARMOR: + case POOL: + case RELIC: + case GOLD: + case FOOD: + case RING: + case MM: + drop(item); + running = FALSE; + break; + default: + break; + } + } + } +} +/* + * this is called each turn the hero has the ring of searching on + */ +ring_search() +{ + search(FALSE, FALSE); +} +/* + * this is called each turn the hero has the ring of teleportation on + */ +ring_teleport() +{ + if (rnd(100) < 2) teleport(); +} +/* + * this is called to charge up the quill of Nagrom + */ +quill_charge() +{ + register struct object *tobj; + register struct linked_list *item; + + /* + * find the Quill of Nagrom in the hero's pack. It should still be there + * because it can't be dropped. If its not then don't do anything. + */ + for (item = pack; item != NULL; item = next(item)) { + tobj = OBJPTR(item); + if (tobj->o_type == RELIC && tobj->o_which == QUILL_NAGROM) + break; + } + if (item == NULL) + return; + if (tobj->o_charges < QUILLCHARGES) + tobj->o_charges++; + fuse (quill_charge, 0, player.t_ctype == C_MAGICIAN ? 4 : 8, AFTER); +} +/* + * take the skills away gained (or lost) by the potion of skills + */ +unskill() +{ + if (pstats.s_lvladj != 0) { + pstats.s_lvl -= pstats.s_lvladj; + pstats.s_lvladj = 0; + msg("You feel your normal skill level return."); + status(TRUE); + } +} +/* + * charge up the cloak of Emori + */ + +cloak_charge(obj) +register struct object *obj; +{ + if (obj->o_charges < 1) + obj->o_charges = 1; +} + +/* + * nofire: + * He lost his fire resistance + */ +nofire() +{ + if (!ISWEARING(R_FIRE)) { + turn_off(player, NOFIRE); + msg("Your feeling of fire resistance leaves you"); + } +} + +/* + * nocold: + * He lost his cold resistance + */ +nocold() +{ + if (!ISWEARING(R_WARMTH)) { + turn_off(player, NOCOLD); + msg("Your feeling of warmth leaves you"); + } +} + +/* + * nobolt: + * He lost his protection from lightning + */ +nobolt() +{ + turn_off(player, NOBOLT); + msg("Your skin looses its bluish tint"); +} +/* + * eat_gold: + * an artifact eats gold + */ +eat_gold(obj) +register struct object *obj; +{ + if (purse == 1) + msg("%s demand you find more gold", inv_name(obj, FALSE)); + if (purse == 0) { + if (--pstats.s_hpt <= 0) + death(D_RELIC); + } + else + purse--; +} +/* + * give the hero back some spell points + */ +spell_recovery() +{ + int time; + + time = SPELLTIME - max(17-pstats.s_intel, 0); + time = max(time, 5); + if (spell_power > 0) spell_power--; + fuse(spell_recovery, NULL, time, AFTER); +} +/* + * give the hero back some prayer points + */ +prayer_recovery() +{ + int time; + + time = SPELLTIME - max(17-pstats.s_wisdom, 0); + time = max(time, 5); + if (pray_time > 0) pray_time--; + fuse(prayer_recovery, NULL, time, AFTER); +} +/* + * give the hero back some chant points + */ +chant_recovery() +{ + int time; + + time = SPELLTIME - max(17-pstats.s_wisdom, 0); + time = max(time, 5); + if (chant_time > 0) chant_time--; + fuse(chant_recovery, NULL, time, AFTER); +}