Mercurial > hg > early-roguelike
diff rogue5/daemons.c @ 33:f502bf60e6e4
Import Rogue 5.4 from the Roguelike Restoration Project (r1490)
author | elwin |
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date | Mon, 24 May 2010 20:10:59 +0000 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/rogue5/daemons.c Mon May 24 20:10:59 2010 +0000 @@ -0,0 +1,295 @@ +/* + * All the daemon and fuse functions are in here + * + * @(#)daemons.c 4.24 (Berkeley) 02/05/99 + * + * Rogue: Exploring the Dungeons of Doom + * Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman + * All rights reserved. + * + * See the file LICENSE.TXT for full copyright and licensing information. + */ + +#include <curses.h> +#include "rogue.h" + +/* + * doctor: + * A healing daemon that restors hit points after rest + */ +void +doctor(void) +{ + int lv, ohp; + + lv = pstats.s_lvl; + ohp = pstats.s_hpt; + quiet++; + if (lv < 8) + { + if (quiet + (lv << 1) > 20) + pstats.s_hpt++; + } + else + if (quiet >= 3) + pstats.s_hpt += rnd(lv - 7) + 1; + if (ISRING(LEFT, R_REGEN)) + pstats.s_hpt++; + if (ISRING(RIGHT, R_REGEN)) + pstats.s_hpt++; + if (ohp != pstats.s_hpt) + { + if (pstats.s_hpt > max_hp) + pstats.s_hpt = max_hp; + quiet = 0; + } +} + +/* + * Swander: + * Called when it is time to start rolling for wandering monsters + */ +void +swander(void) +{ + start_daemon(rollwand, 0, BEFORE); +} + +/* + * rollwand: + * Called to roll to see if a wandering monster starts up + */ + +void +rollwand(void) +{ + + if (++between >= 4) + { + if (roll(1, 6) == 4) + { + wanderer(); + kill_daemon(rollwand); + fuse(swander, 0, WANDERTIME, BEFORE); + } + between = 0; + } +} + +/* + * unconfuse: + * Release the poor player from his confusion + */ +void +unconfuse(void) +{ + player.t_flags &= ~ISHUH; + msg("you feel less %s now", choose_str("trippy", "confused")); +} + +/* + * unsee: + * Turn off the ability to see invisible + */ +void +unsee(void) +{ + THING *th; + + for (th = mlist; th != NULL; th = next(th)) + if (on(*th, ISINVIS) && see_monst(th)) + mvaddch(th->t_pos.y, th->t_pos.x, th->t_oldch); + player.t_flags &= ~CANSEE; +} + +/* + * sight: + * He gets his sight back + */ +void +sight(void) +{ + if (on(player, ISBLIND)) + { + extinguish(sight); + player.t_flags &= ~ISBLIND; + if (!(proom->r_flags & ISGONE)) + enter_room(&hero); + msg(choose_str("far out! Everything is all cosmic again", + "the veil of darkness lifts")); + } +} + +/* + * nohaste: + * End the hasting + */ +void +nohaste(void) +{ + player.t_flags &= ~ISHASTE; + msg("you feel yourself slowing down"); +} + +/* + * stomach: + * Digest the hero's food + */ +void +stomach(void) +{ + int oldfood; + int orig_hungry = hungry_state; + + if (food_left <= 0) + { + if (food_left-- < -STARVETIME) + death('s'); + /* + * the hero is fainting + */ + if (no_command || rnd(5) != 0) + return; + no_command += rnd(8) + 4; + hungry_state = 3; + if (!terse) + addmsg(choose_str("the munchies overpower your motor capabilities. ", + "you feel too weak from lack of food. ")); + msg(choose_str("You freak out", "You faint")); + } + else + { + oldfood = food_left; + food_left -= ring_eat(LEFT) + ring_eat(RIGHT) + 1 - amulet; + + if (food_left < MORETIME && oldfood >= MORETIME) + { + hungry_state = 2; + msg(choose_str("the munchies are interfering with your motor capabilites", + "you are starting to feel weak")); + } + else if (food_left < 2 * MORETIME && oldfood >= 2 * MORETIME) + { + hungry_state = 1; + if (terse) + msg(choose_str("getting the munchies", "getting hungry")); + else + msg(choose_str("you are getting the munchies", + "you are starting to get hungry")); + } + } + if (hungry_state != orig_hungry) { + player.t_flags &= ~ISRUN; + running = FALSE; + to_death = FALSE; + count = 0; + } +} + +/* + * come_down: + * Take the hero down off her acid trip. + */ +void +come_down(void) +{ + THING *tp; + int seemonst; + + if (!on(player, ISHALU)) + return; + + kill_daemon(visuals); + player.t_flags &= ~ISHALU; + + if (on(player, ISBLIND)) + return; + + /* + * undo the things + */ + for (tp = lvl_obj; tp != NULL; tp = next(tp)) + if (cansee(tp->o_pos.y, tp->o_pos.x)) + mvaddch(tp->o_pos.y, tp->o_pos.x, tp->o_type); + + /* + * undo the monsters + */ + seemonst = on(player, SEEMONST); + for (tp = mlist; tp != NULL; tp = next(tp)) + { + move(tp->t_pos.y, tp->t_pos.x); + if (cansee(tp->t_pos.y, tp->t_pos.x)) + if (!on(*tp, ISINVIS) || on(player, CANSEE)) + addch(tp->t_disguise); + else + addch(chat(tp->t_pos.y, tp->t_pos.x)); + else if (seemonst) + { + standout(); + addch(tp->t_type); + standend(); + } + } + msg("Everything looks SO boring now."); +} + +/* + * visuals: + * change the characters for the player + */ +void +visuals(void) +{ + THING *tp; + int seemonst; + + if (!after || (running && jump)) + return; + /* + * change the things + */ + for (tp = lvl_obj; tp != NULL; tp = next(tp)) + if (cansee(tp->o_pos.y, tp->o_pos.x)) + mvaddch(tp->o_pos.y, tp->o_pos.x, rnd_thing()); + + /* + * change the stairs + */ + if (!seenstairs && cansee(stairs.y, stairs.x)) + mvaddch(stairs.y, stairs.x, rnd_thing()); + + /* + * change the monsters + */ + seemonst = on(player, SEEMONST); + for (tp = mlist; tp != NULL; tp = next(tp)) + { + move(tp->t_pos.y, tp->t_pos.x); + if (see_monst(tp)) + { + if (tp->t_type == 'X' && tp->t_disguise != 'X') + addch(rnd_thing()); + else + addch(rnd(26) + 'A'); + } + else if (seemonst) + { + standout(); + addch(rnd(26) + 'A'); + standend(); + } + } +} + +/* + * land: + * Land from a levitation potion + */ +void +land(void) +{ + player.t_flags &= ~ISLEVIT; + msg(choose_str("bummer! You've hit the ground", + "you float gently to the ground")); +}