view rogue5/daemons.c @ 245:e7aab31362af

Rogue V[345], Super-Rogue: Fix violet fungi/venus flytraps. Violet fungi (renamed venus flytraps in Rogue V5) do an increasing amount of damage each time they hit. If they miss, you still suffer the same number of HP. This worked by keeping a counter and printing new damage strings into monsters[5].m_stats.s_dmg, which is the "prototype" of that particular monster. Each individual monster has its own damage string. Apparently these were once char *, pointing to the same string as the prototype. When the s_dmg member was changed to be an internal char array, changing the prototype's damage string no longer had any effect on actual monsters. As a result, flytraps did no damage on a hit, or only one point in V5. The mechanism for doing damage on a miss continued to work. This has been fixed by overwriting the individual monster's damage string instead of the prototype's. It is now no longer necessary to reset the damage string when the flytrap is killed. The method for resetting it when the hero teleports away had to be modified. Comments referencing the long-unused xstr have been removed.
author John "Elwin" Edwards
date Sun, 01 May 2016 19:39:56 -0400
parents f502bf60e6e4
children
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/*
 * All the daemon and fuse functions are in here
 *
 * @(#)daemons.c	4.24 (Berkeley) 02/05/99
 *
 * Rogue: Exploring the Dungeons of Doom
 * Copyright (C) 1980-1983, 1985, 1999 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(void)
{
    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
 */
void
swander(void)
{
    start_daemon(rollwand, 0, BEFORE);
}

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

void
rollwand(void)
{

    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(void)
{
    player.t_flags &= ~ISHUH;
    msg("you feel less %s now", choose_str("trippy", "confused"));
}

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

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

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

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

/*
 * stomach:
 *	Digest the hero's food
 */
void
stomach(void)
{
    int oldfood;
    int orig_hungry = hungry_state;

    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;
	hungry_state = 3;
	if (!terse)
	    addmsg(choose_str("the munchies overpower your motor capabilities.  ",
			      "you feel too weak from lack of food.  "));
	msg(choose_str("You freak out", "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(choose_str("the munchies are interfering with your motor capabilites",
			   "you are starting to feel weak"));
	}
	else if (food_left < 2 * MORETIME && oldfood >= 2 * MORETIME)
	{
	    hungry_state = 1;
	    if (terse)
		msg(choose_str("getting the munchies", "getting hungry"));
	    else
		msg(choose_str("you are getting the munchies",
			       "you are starting to get hungry"));
	}
    }
    if (hungry_state != orig_hungry) { 
        player.t_flags &= ~ISRUN; 
        running = FALSE; 
        to_death = FALSE; 
        count = 0; 
    } 
}

/*
 * come_down:
 *	Take the hero down off her acid trip.
 */
void
come_down(void)
{
    THING *tp;
    int seemonst;

    if (!on(player, ISHALU))
	return;

    kill_daemon(visuals);
    player.t_flags &= ~ISHALU;

    if (on(player, ISBLIND))
	return;

    /*
     * undo the things
     */
    for (tp = lvl_obj; tp != NULL; tp = next(tp))
	if (cansee(tp->o_pos.y, tp->o_pos.x))
	    mvaddch(tp->o_pos.y, tp->o_pos.x, tp->o_type);

    /*
     * undo the monsters
     */
    seemonst = on(player, SEEMONST);
    for (tp = mlist; tp != NULL; tp = next(tp))
    {
	move(tp->t_pos.y, tp->t_pos.x);
	if (cansee(tp->t_pos.y, tp->t_pos.x))
	    if (!on(*tp, ISINVIS) || on(player, CANSEE))
		addch(tp->t_disguise);
	    else
		addch(chat(tp->t_pos.y, tp->t_pos.x));
	else if (seemonst)
	{
	    standout();
	    addch(tp->t_type);
	    standend();
	}
    }
    msg("Everything looks SO boring now.");
}

/*
 * visuals:
 *	change the characters for the player
 */
void
visuals(void)
{
    THING *tp;
    int seemonst;

    if (!after || (running && jump))
	return;
    /*
     * change the things
     */
    for (tp = lvl_obj; tp != NULL; tp = next(tp))
	if (cansee(tp->o_pos.y, tp->o_pos.x))
	    mvaddch(tp->o_pos.y, tp->o_pos.x, rnd_thing());

    /*
     * change the stairs
     */
    if (!seenstairs && cansee(stairs.y, stairs.x))
	mvaddch(stairs.y, stairs.x, rnd_thing());

    /*
     * change the monsters
     */
    seemonst = on(player, SEEMONST);
    for (tp = mlist; tp != NULL; tp = next(tp))
    {
	move(tp->t_pos.y, tp->t_pos.x);
	if (see_monst(tp))
	{
	    if (tp->t_type == 'X' && tp->t_disguise != 'X')
		addch(rnd_thing());
	    else
		addch(rnd(26) + 'A');
	}
	else if (seemonst)
	{
	    standout();
	    addch(rnd(26) + 'A');
	    standend();
	}
    }
}

/*
 * land:
 *	Land from a levitation potion
 */
void
land(void)
{
    player.t_flags &= ~ISLEVIT;
    msg(choose_str("bummer!  You've hit the ground",
		   "you float gently to the ground"));
}