Mercurial > hg > early-roguelike
view rogue5/daemons.c @ 168:82b2a046d151
arogue7: fix inventory display bug again.
Removing the call to msg() in restore() resulted in msgw remaining as
it was when the game was saved. This results in another display glitch
like that fixed by r163. Adding an empty message puts msgw into a
reliable state.
author | John "Elwin" Edwards |
---|---|
date | Tue, 30 Jun 2015 12:00:02 -0400 |
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")); }