view arogue7/daemons.c @ 163:89deb1197a2d

arogue7: fix a display bug when viewing inventory after restoring. The restore() function displayed a status message via wprintw() instead of using the msg() functions. If the inventory was then viewed before a call to msg(), msgw would obscure the first lines of the inventory list. There are surely more bugs related to messages.
author John "Elwin" Edwards
date Fri, 12 Jun 2015 12:09:16 -0400
parents cadff8f047a1
children 1cd604c827a3
line wrap: on
line source

/*
 * daemon.c  -  All the daemon and fuse functions are in here
 *
 * Advanced Rogue
 * Copyright (C) 1984, 1985, 1986 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.
 */

/*
 * All the daemon and fuse functions are in here
 *
 */

#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 = 8 - curp->s_lvl;
	    new_points = curp->s_lvl - 3;
	when C_THIEF:
	case C_ASSASIN:
	case C_MONK:
	    limit = 8 - curp->s_lvl;
	    new_points = curp->s_lvl - 2;
	when C_CLERIC:
	case C_DRUID:
	    limit = 8 - curp->s_lvl;
	    new_points = curp->s_lvl - 3;
	when C_FIGHTER:
	case C_RANGER:
	case C_PALADIN:
	    limit = 16 - curp->s_lvl*2;
	    new_points = curp->s_lvl - 5;
	when C_MONSTER:
	    limit = 16 - curp->s_lvl;
	    new_points = curp->s_lvl - 6;
	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, 0, 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_ASSASIN) || 
	    (rnd(30) >= dex_compute()))) {
	    if (levtype != POSTLEV)
	        wanderer();
	    kill_daemon(rollwand);
	    fuse(swander, 0, 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)) death(D_PETRIFY);
}

/*
 * land:
 *	Player can no longer fly
 */

land()
{
    turn_off(player, ISFLY);
    msg("You regain your normal weight");
    running = FALSE;
}

/*
 * 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
 */

void
res_strength(howmuch)
int 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);
}

/*
 * 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()
{
    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) > 20)
	    return;
	if (hungry_state == F_FAINT && rnd(20) == 7) /*must have fainted once*/
		death(D_STARVATION);
	player.t_action = A_FREEZE;
	player.t_no_move = movement(&player) * (rnd(8) + 4);
	if (!terse)
	    addmsg("You feel too weak from lack of food. ");
	msg("You faint");
	running = FALSE;
	if (fight_flush) md_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++;
	}
	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) md_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;
    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 
 */

undance()
{
    turn_off(player, ISDANCE);
    msg ("Your feet take a break.....whew!");
}

/* 
 * if he has our favorite necklace of strangulation then take damage every turn
 */
strangle()
{
     if ((pstats.s_hpt -= 6) <= 0) 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
 */
ring_search()
{
    search(FALSE, FALSE);
}
/*
 * this is called each turn the hero has the ring of teleportation on
 */
ring_teleport()
{
    if (rnd(100) < 2) teleport();
}
/* 
 * this is called to charge up the quill of Nagrom
 */
quill_charge()
{
    register struct object *tobj;
    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, 0, 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
 */

cloak_charge(obj)
register struct object *obj;
{
	if (obj->o_charges < 1)
		obj->o_charges = 1;
}

/*
 * 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 looses its bluish tint");
}
/*
 * eat_gold:
 *	an artifact eats gold 
 */
eat_gold(obj)
register struct object *obj;
{
    if (purse == 1)
	msg("%s demand you find more gold", inv_name(obj, FALSE));
    if (purse == 0) {
	if (--pstats.s_hpt <= 0)
	    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, 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, 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, NULL, time, AFTER);
}