Mercurial > hg > early-roguelike
view rogue4/daemons.c @ 87:f871cb0539d3
Don't set the player's ISRUN flag.
rogue4 and rogue5 set the player's ISRUN flag upon exit from sleep or
holding. This is apparently supposed to indicate that the player can
move again. What it actually does is make it harder for monsters to
hit the player, until the flag is reset.
As this behavior makes little sense and seems like a cheat, it has
been deemed a bug and removed.
author | John "Elwin" Edwards |
---|---|
date | Tue, 13 Aug 2013 09:19:56 -0700 |
parents | 9535a08ddc39 |
children | f2951c4e28d9 |
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/* * 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() { 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"); } } }