Mercurial > hg > early-roguelike
view rogue5/daemons.c @ 306:057c5114e244
Super-Rogue: fix some out-of-range constants.
Constants K_ARROW etc., for causes of death other than monsters, are in
the 240-255 range. They were often passed to functions taking char,
which is usually signed, making the values out of range.
The function declarations have been changed to unsigned char, which is
also the type used by the scoreboard code.
author | John "Elwin" Edwards |
---|---|
date | Sat, 17 Apr 2021 15:41:12 -0400 |
parents | f502bf60e6e4 |
children |
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/* * 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")); }