view rogue3/daemons.c @ 179:ca876944b196

Advanced Rogue 7: rename magic users to magicians. Class names with spaces in them confuse anything that parses the logfile. The documentation does refer mostly to magicians.
author John "Elwin" Edwards
date Sat, 22 Aug 2015 10:55:53 -0400
parents 527e2150eaf0
children
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/*
 * All the daemon and fuse functions are in here
 *
 * @(#)daemons.c	3.7 (Berkeley) 6/15/81
 *
 * 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"

/*
 * doctor:
 *	A healing daemon that restors hit points after rest
 */

void
doctor()
{
    register int lv, ohp;

    lv = pstats.s_lvl;
    ohp = pstats.s_hpt;
    quiet++;
    if (lv < 8)
    {
	if (quiet > 20 - lv*2)
	    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()
{
    start_daemon(rollwand, 0, BEFORE);
}

/*
 * rollwand:
 *	Called to roll to see if a wandering monster starts up
 */

int between = 0;

void
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
 */

void
unconfuse()
{
    player.t_flags &= ~ISHUH;
    msg("You feel less confused now");
}


/*
 * unsee:
 *	He lost his see invisible power
 */

void
unsee()
{
    player.t_flags &= ~CANSEE;
}

/*
 * sight:
 *	He gets his sight back
 */

void
sight()
{
    if (on(player, ISBLIND))
    {
	extinguish(sight);
	player.t_flags &= ~ISBLIND;
	light(&hero);
	msg("The veil of darkness lifts");
    }
}

/*
 * nohaste:
 *	End the hasting
 */

void
nohaste()
{
    player.t_flags &= ~ISHASTE;
    msg("You feel yourself slowing down.");
}

/*
 * digest the hero's food
 */
void
stomach()
{
    register int oldfood;

    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 = 3;
    }
    else
    {
	oldfood = food_left;
	food_left -= ring_eat(LEFT) + ring_eat(RIGHT) + 1 - amulet;

	if (food_left < MORETIME && oldfood >= MORETIME)
	{
	    msg("You are starting to feel weak");
	    hungry_state = 2;
	}
	else if (food_left < 2 * MORETIME && oldfood >= 2 * MORETIME)
	{
	    if (!terse)
		msg("You are starting to get hungry");
	    else
		msg("Getting hungry");
	    hungry_state = 1;
	}
    }
}