Mercurial > hg > early-roguelike
view rogue3/daemons.c @ 244:ded75a57405c
Rogue V4, V5: fix messages when viewing the identified items.
The functions for displaying the list of identified items begin by
prompting for the category of item, using msg(). Rogue V4 left this
prompt on the screen after displaying the discovery list. Rogue V5
erased the message window even if the process of printing the list
created another message which the player had not read.
Messages are now cleared in endline(), which is capable of checking
whether clearing should be done.
author | John "Elwin" Edwards |
---|---|
date | Sun, 24 Apr 2016 13:33:17 -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; } } }