view srogue/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 d7d45e980791
children f2951c4e28d9
line wrap: on
line source

/*
 * All the daemon and fuse functions are in here
 *
 * @(#)daemons.c	9.0	(rdk)	 7/17/84
 *
 * Super-Rogue
 * Copyright (C) 1984 Robert D. Kindelberger
 * All rights reserved.
 *
 * Based on "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 "rogue.h"
#include "rogue.ext"

int between = 0;

/*
 * doctor:
 *	A healing daemon that restores hit points after rest
 */
doctor(fromfuse)
int fromfuse;
{
	reg int *thp, lv, ohp, ccon;

	lv = him->s_lvl;
	thp = &him->s_hpt;
	ohp = *thp;
	quiet += 1;

	ccon = him->s_ef.a_con;
	if (ccon > 16 && !isfight)
		*thp += rnd(ccon - 15);
	if (lv < 8) {
		if (quiet > 20 - lv * 2)
			*thp += 1;
	}
	else {
		if (quiet >= 3)
			*thp += rnd(lv - 7) + 1;
	}
	if (isring(LEFT, R_REGEN))
		*thp += 1;
	if (isring(RIGHT, R_REGEN))
		*thp += 1;
	if (pl_on(ISREGEN))
		*thp += 1;
	if (ohp != *thp) {
		nochange = FALSE;
		if (*thp > him->s_maxhp)
			*thp = him->s_maxhp;
		quiet = 0;
	}
}


/*
 * Swander:
 *	Called when it is time to start rolling for wandering monsters
 */
swander(fromfuse)
int fromfuse;
{
	daemon(rollwand, TRUE, AFTER);
}


/*
 * rollwand:
 *	Called to roll to see if a wandering monster starts up
 */
rollwand(fromfuse)
int fromfuse;
{

	if (++between >= 4) {
		if (roll(1, 6) == 4) {
			if (levtype != POSTLEV)		/* no monsters for posts */
				wanderer();
			extinguish(rollwand);
			fuse(swander, TRUE, WANDERTIME);
		}
		between = 0;
	}
}


/*
 * unconfuse:
 *	Release the poor player from his confusion
 */
unconfuse(fromfuse)
int fromfuse;
{
	if (pl_on(ISHUH))
		msg("You feel less confused now.");
	player.t_flags &= ~ISHUH;
}

/*
 * unsee:
 *	He lost his see invisible power
 */
unsee(fromfuse)
int fromfuse;
{
	player.t_flags &= ~CANSEE;
}

/*
 * sight:
 *	He gets his sight back
 */
sight(fromfuse)
int fromfuse;
{
	if (pl_on(ISBLIND))
		msg("The veil of darkness lifts.");
	player.t_flags &= ~ISBLIND;
	light(&hero);
}

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


/*
 * stomach:
 *	Digest the hero's food
 */
stomach(fromfuse)
int fromfuse;
{
	reg int oldfood, old_hunger;

	old_hunger = hungry_state;
	if (food_left <= 0) {		 /* the hero is fainting */
		if (--food_left == -150) {
			msg("Your stomach writhes with hunger pains.");
		}
		else if (food_left < -350) {
			msg("You starve to death !!");
			msg(" ");
			death(K_STARVE);
		}
		if (player.t_nocmd > 0 || rnd(100) > 20)
			return;
		player.t_nocmd = rnd(8)+4;
		msg("You faint.");
		running = FALSE;
		count = 0;
		hungry_state = F_FAINT;
	}
	else {
		oldfood = food_left;
		food_left -= ringfood + foodlev - amulet;
		if (player.t_nocmd > 0)		/* wait till he can move */
			return;
		if (food_left < WEAKTIME && oldfood >= WEAKTIME) {
			msg("You are starting to feel weak.");
			hungry_state = F_WEAK;
		}
		else if(food_left < HUNGTIME && oldfood >= HUNGTIME) {
			msg("Getting hungry.");
			hungry_state = F_HUNGRY;
		}
	}
	if (old_hunger != hungry_state)
	    updpack();				/* new pack weight */
	wghtchk(FALSE);
}

/*
 * noteth:
 *	Hero is no longer etherereal
 */
noteth(fromfuse)
int fromfuse;
{
	int ch;

	if (pl_on(ISETHER)) {
		msg("You begin to feel more corporeal.");
		ch = player.t_oldch;
		if (dead_end(ch)) {
			msg("You materialize in %s.",identify(ch));
			msg(" ");
			death(K_STONE);	/* can't materialize in walls */
		}
	}
	player.t_flags &= ~ISETHER;
}

/*
 * sapem:
 *	Sap the hero's life away
 */
sapem(fromfuse)
int fromfuse;
{
	chg_abil(rnd(4) + 1, -1, TRUE);
	fuse(sapem, TRUE, 150);
	nochange = FALSE;
}

/*
 * notslow:
 *	Restore the hero's normal speed
 */
notslow(fromfuse)
int fromfuse;
{
	if (pl_on(ISSLOW))
		msg("You no longer feel hindered.");
	player.t_flags &= ~ISSLOW;
}

/*
 * notregen:
 *	Hero is no longer regenerative
 */
notregen(fromfuse)
int fromfuse;
{
	if (pl_on(ISREGEN))
		msg("You no longer feel bolstered.");
	player.t_flags &= ~ISREGEN;
}

/*
 * notinvinc:
 *	Hero not invincible any more
 */
notinvinc(fromfuse)
int fromfuse;
{
	if (pl_on(ISINVINC))
		msg("You no longer feel invincible.");
	player.t_flags &= ~ISINVINC;
}