view arogue5/daemons.c @ 167:a0a57cf42810

ARogue family: don't hide messages caused by moving to a new level. new_level() redraws the whole screen, including the message line, so if msg() has just been called, the message will likely not last long enough to be noticed. These cases have been changed so that msg() is called after new_level(). If a fall through a trapdoor is fatal, "You fall into a trap!" is no longer printed, but the tombstone should make things clear.
author John "Elwin" Edwards
date Mon, 29 Jun 2015 20:37:32 -0400
parents f2951c4e28d9
children 56e748983fa8
line wrap: on
line source

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

int between = 0;

/*
 * 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:
	    limit = 8 - curp->s_lvl;
	    new_points = curp->s_lvl - 2;
	when C_CLERIC:
	    limit = 8 - curp->s_lvl;
	    new_points = curp->s_lvl - 3;
	when C_FIGHTER:
	    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
 */

rollwand()
{
    if (++between >= 4)
    {
	/* Theives may not awaken a monster */
	if ((roll(1, 6) == 4) &&
	   ((player.t_ctype != C_THIEF) || (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
 */

res_strength()
{

    /* 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;
    }

    /* Otherwise, put player at the maximum strength */
    else {
	pstats.s_str = max_stats.s_str + ring_value(R_ADDSTR);
    }

    updpack(TRUE);
}

/*
 * 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;

    old_hunger = hungry_state;
    if (food_left <= 0)
    {
	/*
	 * the hero is fainting
	 */
	if (no_command || rnd(100) > 20)
	    return;
	no_command = rnd(8)+4;
	if (!terse)
	    addmsg("You feel too weak from lack of food.  ");
	msg("You faint");
	running = FALSE;
	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;
	    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;
	}

    }
    if (old_hunger != hungry_state) 
	updpack(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");
}

/*
 * daemon for adding back dexterity
 */
un_itch()
{
    if (--lost_dext < 1) {
	lost_dext = 0;
	turn_off(player, HASITCH);
    }
    res_dexterity(1);
}
/*
 * 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(9)) {
	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;
    }
}
/*
 * 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_type!=RELIC && rnd(100)<3) {
	for (item = pack; item != NULL; item = next(item)) {
	    if (OBJPTR(item) == cur_weapon)
		break;
	}
	if (item != NULL) {
	    drop(item);
	    running = FALSE;
	}
    }
}
/*
 * 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();
}