Mercurial > hg > early-roguelike
view xrogue/daemons.c @ 155:1af259ac4ed2
arogue7, xrogue: fix save/restore of alchemy jugs.
state.c now saves the fuse that refills alchemy jugs, using the method
of numbering objects previously applied to Advanced Rogue 5. Alchemy
jugs that are empty when the game is saved will continue to function
after it is restored.
Savefile compatibility should not be affected.
author | John "Elwin" Edwards |
---|---|
date | Fri, 29 May 2015 17:34:04 -0400 |
parents | cadff8f047a1 |
children | f54901b9c39b |
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/* daemons.c - All the daemon and fuse functions are in here XRogue: Expeditions into the Dungeons of Doom Copyright (C) 1991 Robert Pietkivitch All rights reserved. Based on "Advanced Rogue" Copyright (C) 1984, 1985 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. */ #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 = 10 - curp->s_lvl; new_points = curp->s_lvl - 2; when C_CLERIC: case C_DRUID: limit = 12 - curp->s_lvl; new_points = curp->s_lvl - 3; when C_THIEF: case C_ASSASSIN: limit = 14 - curp->s_lvl; new_points = curp->s_lvl - 4; when C_MONK: limit = 16 - curp->s_lvl; new_points = curp->s_lvl - 5; when C_RANGER: case C_PALADIN: limit = 18 - curp->s_lvl; new_points = curp->s_lvl - 6; when C_FIGHTER: limit = 20 - curp->s_lvl; new_points = curp->s_lvl - 7; when C_MONSTER: limit = 15 - curp->s_lvl; new_points = curp->s_lvl - 5; 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() { start_daemon(rollwand, (VOID *)NULL, 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_ASSASSIN) || (rnd(30) >= dex_compute()))) { if (levtype != POSTLEV) wanderer(); kill_daemon(rollwand); fuse(swander, (VOID *)NULL, 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)) msg("You begin to feel weird.. "); } /* * land: * Player can no longer fly */ int land() { turn_off(player, ISFLY); msg("You regain your normal weight"); running = FALSE; return(0); } /* * 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 */ int res_strength(howmuch) long 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); return(0); } /* * 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() { pstats.s_hpt = -1; 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) > 12) return; if (hungry_state == F_FAINT && rnd(28) == 7) /*must have fainted once*/ { pstats.s_hpt = -1; msg("You starve to death!! --More-- "); wait_for(' '); death(D_STARVATION); } player.t_action = A_FREEZE; player.t_no_move = movement(&player) * (rnd(8) + 3); if (!terse) addmsg("You feel too weak from the lack of food. "); msg("You faint"); running = FALSE; if (fight_flush) 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++; } /* Charge for wearing rings */ 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) 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 = NULL; 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 */ int undance() { turn_off(player, ISDANCE); msg ("Your feet take a break.....whew!"); return(0); } /* * if he has our favorite necklace of strangulation then take damage every turn */ strangle() { if ((pstats.s_hpt -= 6) <= 0) { pstats.s_hpt = -1; 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 * it's a lot like trap_look() */ ring_search() { if (rnd(75) < (2*dex_compute() + 5*pstats.s_lvl)) search(TRUE, FALSE); else search(FALSE, FALSE); } /* * this is called each turn the hero has the ring of teleportation on */ ring_teleport() { if (rnd(100) < 3) teleport(); } /* * this is called to charge up the quill of Nagrom */ quill_charge() { register struct object *tobj = NULL; 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, (VOID *)NULL, 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 */ int cloak_charge(obj) register struct object *obj; { if (obj->o_charges < 1) obj->o_charges = 1; return(0); } /* * 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 loses its bluish tint"); } /* * eat_gold: * an artifact eats gold */ eat_gold(obj) register struct object *obj; { if (purse == 250) msg("%s.. Bids you to find some more gold. ", inv_name(obj, FALSE)); if (purse == 100) msg("%s.. Demands that you find more gold! ", inv_name(obj, FALSE)); if (purse == 50) msg("%s.. Commands you to find more gold!! ", inv_name(obj, FALSE)); if (purse == 0) { if (rnd(10) >= 7) msg("You feel the artifact gnawing away... "); if (--pstats.s_hpt < 1) { pstats.s_hpt = -1; 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, (VOID *)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, (VOID *)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, (VOID *)NULL, time, AFTER); }