view rogue4/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 1b73a8641b37
line wrap: on
line source

/*
 * All the daemon and fuse functions are in here
 *
 * @(#)daemons.c	4.10 (Berkeley) 4/6/82
 *
 * Rogue: Exploring the Dungeons of Doom
 * Copyright (C) 1980, 1981, 1982 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()
{
    register 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
 */
swander()
{
    start_daemon(rollwand, 0, BEFORE);
}

/*
 * rollwand:
 *	Called to roll to see if a wandering monster starts up
 */
rollwand()
{
    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
 */
unconfuse()
{
    player.t_flags &= ~ISHUH;
    msg("you feel less confused now");
}

/*
 * unsee:
 *	Turn off the ability to see invisible
 */
unsee()
{
    register THING *th;

    for (th = mlist; th != NULL; th = next(th))
	if (on(*th, ISINVIS) && see_monst(th))
	{
	    move(th->t_pos.y, th->t_pos.x);
	    addch(th->t_oldch);
	}
    player.t_flags &= ~CANSEE;
}

/*
 * sight:
 *	He gets his sight back
 */
sight()
{
    if (on(player, ISBLIND))
    {
	extinguish(sight);
	player.t_flags &= ~ISBLIND;
	if (!(proom->r_flags & ISGONE))
	    enter_room(&hero);
	msg("the veil of darkness lifts");
    }
}

/*
 * nohaste:
 *	End the hasting
 */
nohaste()
{
    player.t_flags &= ~ISHASTE;
    msg("you feel yourself slowing down");
}

/*
 * stomach:
 *	Digest the hero's food
 */
stomach()
{
    register int oldfood;

    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;
	player.t_flags &= ~ISRUN;
	running = FALSE;
	count = 0;
	hungry_state = 3;
	if (!terse)
	    addmsg("you feel too weak from lack of food.  ");
	msg("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("you are starting to feel weak");
	}
	else if (food_left < 2 * MORETIME && oldfood >= 2 * MORETIME)
	{
	    hungry_state = 1;
	    if (!terse)
		msg("you are starting to get hungry");
	    else
		msg("getting hungry");
	}
    }
}