diff 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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line diff
--- /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);
+}