view rogue5/daemons.c @ 264:778938a5c21d

UltraRogue: add location for character files. When using the -n option, UltraRogue will look for character files in a single location, similar to save files. The location is chosen by defining CHRDIR in getplay.c, at least until UltraRogue gets integrated with the build systems.
author John "Elwin" Edwards
date Sun, 19 Feb 2017 19:47:09 -0500
parents f502bf60e6e4
children
line wrap: on
line source

/*
 * 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"));
}