Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
This commit is contained in:
parent
6af92da76a
commit
cf121ade21
51 changed files with 37593 additions and 0 deletions
663
arogue7/daemons.c
Normal file
663
arogue7/daemons.c
Normal file
|
|
@ -0,0 +1,663 @@
|
|||
/*
|
||||
* daemon.c - All the daemon and fuse functions are in here
|
||||
*
|
||||
* Advanced Rogue
|
||||
* Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
|
||||
* 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.
|
||||
*/
|
||||
|
||||
/*
|
||||
* All the daemon and fuse functions are in here
|
||||
*
|
||||
*/
|
||||
|
||||
#include "curses.h"
|
||||
#include "rogue.h"
|
||||
|
||||
/*
|
||||
* doctor:
|
||||
* A healing daemon that restors hit points after rest
|
||||
*/
|
||||
|
||||
doctor(tp)
|
||||
register struct thing *tp;
|
||||
{
|
||||
register int ohp;
|
||||
register int limit, new_points;
|
||||
register struct stats *curp; /* current stats pointer */
|
||||
register struct stats *maxp; /* max stats pointer */
|
||||
|
||||
curp = &(tp->t_stats);
|
||||
maxp = &(tp->maxstats);
|
||||
if (curp->s_hpt == maxp->s_hpt) {
|
||||
tp->t_quiet = 0;
|
||||
return;
|
||||
}
|
||||
tp->t_quiet++;
|
||||
switch (tp->t_ctype) {
|
||||
case C_MAGICIAN:
|
||||
limit = 8 - curp->s_lvl;
|
||||
new_points = curp->s_lvl - 3;
|
||||
when C_THIEF:
|
||||
case C_ASSASIN:
|
||||
case C_MONK:
|
||||
limit = 8 - curp->s_lvl;
|
||||
new_points = curp->s_lvl - 2;
|
||||
when C_CLERIC:
|
||||
case C_DRUID:
|
||||
limit = 8 - curp->s_lvl;
|
||||
new_points = curp->s_lvl - 3;
|
||||
when C_FIGHTER:
|
||||
case C_RANGER:
|
||||
case C_PALADIN:
|
||||
limit = 16 - curp->s_lvl*2;
|
||||
new_points = curp->s_lvl - 5;
|
||||
when C_MONSTER:
|
||||
limit = 16 - curp->s_lvl;
|
||||
new_points = curp->s_lvl - 6;
|
||||
otherwise:
|
||||
debug("what a strange character you are!");
|
||||
return;
|
||||
}
|
||||
ohp = curp->s_hpt;
|
||||
if (off(*tp, HASDISEASE) && off(*tp, DOROT)) {
|
||||
if (curp->s_lvl < 8) {
|
||||
if (tp->t_quiet > limit) {
|
||||
curp->s_hpt++;
|
||||
tp->t_quiet = 0;
|
||||
}
|
||||
}
|
||||
else {
|
||||
if (tp->t_quiet >= 3) {
|
||||
curp->s_hpt += rnd(new_points)+1;
|
||||
tp->t_quiet = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (tp == &player) {
|
||||
if (ISRING(LEFT_1, R_REGEN)) curp->s_hpt++;
|
||||
if (ISRING(LEFT_2, R_REGEN)) curp->s_hpt++;
|
||||
if (ISRING(LEFT_3, R_REGEN)) curp->s_hpt++;
|
||||
if (ISRING(LEFT_4, R_REGEN)) curp->s_hpt++;
|
||||
if (ISRING(RIGHT_1, R_REGEN)) curp->s_hpt++;
|
||||
if (ISRING(RIGHT_2, R_REGEN)) curp->s_hpt++;
|
||||
if (ISRING(RIGHT_3, R_REGEN)) curp->s_hpt++;
|
||||
if (ISRING(RIGHT_4, R_REGEN)) curp->s_hpt++;
|
||||
}
|
||||
if (on(*tp, ISREGEN))
|
||||
curp->s_hpt += curp->s_lvl/10 + 1;
|
||||
if (ohp != curp->s_hpt) {
|
||||
if (curp->s_hpt >= maxp->s_hpt) {
|
||||
curp->s_hpt = maxp->s_hpt;
|
||||
if (off(*tp, WASTURNED) && on(*tp, ISFLEE) && tp != &player) {
|
||||
turn_off(*tp, ISFLEE);
|
||||
tp->t_oldpos = tp->t_pos; /* Start our trek over */
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* 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
|
||||
*/
|
||||
|
||||
int between = 0;
|
||||
|
||||
rollwand()
|
||||
{
|
||||
|
||||
if (++between >= 4)
|
||||
{
|
||||
/* Theives may not awaken a monster */
|
||||
if ((roll(1, 6) == 4) &&
|
||||
((player.t_ctype != C_THIEF && player.t_ctype != C_ASSASIN) ||
|
||||
(rnd(30) >= dex_compute()))) {
|
||||
if (levtype != POSTLEV)
|
||||
wanderer();
|
||||
kill_daemon(rollwand);
|
||||
fuse(swander, 0, WANDERTIME, BEFORE);
|
||||
}
|
||||
between = 0;
|
||||
}
|
||||
}
|
||||
/*
|
||||
* this function is a daemon called each turn when the character is a thief
|
||||
*/
|
||||
trap_look()
|
||||
{
|
||||
if (rnd(100) < (2*dex_compute() + 5*pstats.s_lvl))
|
||||
search(TRUE, FALSE);
|
||||
}
|
||||
|
||||
/*
|
||||
* unconfuse:
|
||||
* Release the poor player from his confusion
|
||||
*/
|
||||
|
||||
unconfuse()
|
||||
{
|
||||
turn_off(player, ISHUH);
|
||||
msg("You feel less confused now");
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
* unsee:
|
||||
* He lost his see invisible power
|
||||
*/
|
||||
unsee()
|
||||
{
|
||||
if (!ISWEARING(R_SEEINVIS)) {
|
||||
turn_off(player, CANSEE);
|
||||
msg("The tingling feeling leaves your eyes");
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* unstink:
|
||||
* Remove to-hit handicap from player
|
||||
*/
|
||||
|
||||
unstink()
|
||||
{
|
||||
turn_off(player, HASSTINK);
|
||||
}
|
||||
|
||||
/*
|
||||
* unclrhead:
|
||||
* Player is no longer immune to confusion
|
||||
*/
|
||||
|
||||
unclrhead()
|
||||
{
|
||||
turn_off(player, ISCLEAR);
|
||||
msg("The blue aura about your head fades away.");
|
||||
}
|
||||
|
||||
/*
|
||||
* unphase:
|
||||
* Player can no longer walk through walls
|
||||
*/
|
||||
|
||||
unphase()
|
||||
{
|
||||
turn_off(player, CANINWALL);
|
||||
msg("Your dizzy feeling leaves you.");
|
||||
if (!step_ok(hero.y, hero.x, NOMONST, &player)) death(D_PETRIFY);
|
||||
}
|
||||
|
||||
/*
|
||||
* land:
|
||||
* Player can no longer fly
|
||||
*/
|
||||
|
||||
land()
|
||||
{
|
||||
turn_off(player, ISFLY);
|
||||
msg("You regain your normal weight");
|
||||
running = FALSE;
|
||||
}
|
||||
|
||||
/*
|
||||
* sight:
|
||||
* He gets his sight back
|
||||
*/
|
||||
|
||||
sight()
|
||||
{
|
||||
if (on(player, ISBLIND))
|
||||
{
|
||||
extinguish(sight);
|
||||
turn_off(player, ISBLIND);
|
||||
light(&hero);
|
||||
msg("The veil of darkness lifts");
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* res_strength:
|
||||
* Restore player's strength
|
||||
*/
|
||||
|
||||
void
|
||||
res_strength(howmuch)
|
||||
int howmuch;
|
||||
{
|
||||
|
||||
/* If lost_str is non-zero, restore that amount of strength,
|
||||
* else all of it
|
||||
*/
|
||||
if (lost_str) {
|
||||
chg_str(lost_str);
|
||||
lost_str = 0;
|
||||
}
|
||||
|
||||
/* Now, add in the restoral, but no greater than maximum strength */
|
||||
if (howmuch > 0)
|
||||
pstats.s_str =
|
||||
min(pstats.s_str + howmuch, max_stats.s_str + ring_value(R_ADDSTR));
|
||||
|
||||
updpack(TRUE, &player);
|
||||
}
|
||||
|
||||
/*
|
||||
* nohaste:
|
||||
* End the hasting
|
||||
*/
|
||||
|
||||
nohaste()
|
||||
{
|
||||
turn_off(player, ISHASTE);
|
||||
msg("You feel yourself slowing down.");
|
||||
}
|
||||
|
||||
/*
|
||||
* noslow:
|
||||
* End the slowing
|
||||
*/
|
||||
|
||||
noslow()
|
||||
{
|
||||
turn_off(player, ISSLOW);
|
||||
msg("You feel yourself speeding up.");
|
||||
}
|
||||
|
||||
/*
|
||||
* suffocate:
|
||||
* If this gets called, the player has suffocated
|
||||
*/
|
||||
|
||||
suffocate()
|
||||
{
|
||||
death(D_SUFFOCATION);
|
||||
}
|
||||
|
||||
/*
|
||||
* digest the hero's food
|
||||
*/
|
||||
stomach()
|
||||
{
|
||||
register int oldfood, old_hunger, food_use, i;
|
||||
|
||||
/*
|
||||
* avoid problems of fainting while eating by just not saying it
|
||||
* takes food to eat food
|
||||
*/
|
||||
if (player.t_action == C_EAT)
|
||||
return;
|
||||
|
||||
old_hunger = hungry_state;
|
||||
if (food_left <= 0)
|
||||
{
|
||||
/*
|
||||
* the hero is fainting
|
||||
*/
|
||||
if (player.t_action == A_FREEZE)
|
||||
return;
|
||||
if (rnd(100) > 20)
|
||||
return;
|
||||
if (hungry_state == F_FAINT && rnd(20) == 7) /*must have fainted once*/
|
||||
death(D_STARVATION);
|
||||
player.t_action = A_FREEZE;
|
||||
player.t_no_move = movement(&player) * (rnd(8) + 4);
|
||||
if (!terse)
|
||||
addmsg("You feel too weak from lack of food. ");
|
||||
msg("You faint");
|
||||
running = FALSE;
|
||||
if (fight_flush) md_flushinp();
|
||||
count = 0;
|
||||
hungry_state = F_FAINT;
|
||||
}
|
||||
else
|
||||
{
|
||||
oldfood = food_left;
|
||||
food_use = 0;
|
||||
for (i=0; i<MAXRELIC; i++) { /* each relic eats an additional food */
|
||||
if (cur_relic[i])
|
||||
food_use++;
|
||||
}
|
||||
food_use += (ring_eat(LEFT_1) + ring_eat(LEFT_2) +
|
||||
ring_eat(LEFT_3) + ring_eat(LEFT_4) +
|
||||
ring_eat(RIGHT_1) + ring_eat(RIGHT_2) +
|
||||
ring_eat(RIGHT_3) + ring_eat(RIGHT_4) +
|
||||
foodlev);
|
||||
if (food_use < 1)
|
||||
food_use = 1;
|
||||
food_left -= food_use;
|
||||
if (food_left < MORETIME && oldfood >= MORETIME) {
|
||||
msg("You are starting to feel weak");
|
||||
running = FALSE;
|
||||
if (fight_flush) md_flushinp();
|
||||
count = 0;
|
||||
hungry_state = F_WEAK;
|
||||
}
|
||||
else if (food_left < 2 * MORETIME && oldfood >= 2 * MORETIME)
|
||||
{
|
||||
msg(terse ? "Getting hungry" : "You are starting to get hungry");
|
||||
running = FALSE;
|
||||
hungry_state = F_HUNGRY;
|
||||
}
|
||||
else if(food_left<STOMACHSIZE-MORETIME && oldfood>=STOMACHSIZE-MORETIME)
|
||||
{
|
||||
hungry_state = F_OKAY;
|
||||
}
|
||||
}
|
||||
if (old_hunger != hungry_state) {
|
||||
updpack(TRUE, &player);
|
||||
status(TRUE);
|
||||
}
|
||||
wghtchk();
|
||||
}
|
||||
/*
|
||||
* daemon for curing the diseased
|
||||
*/
|
||||
cure_disease()
|
||||
{
|
||||
turn_off(player, HASDISEASE);
|
||||
if (off (player, HASINFEST))
|
||||
msg(terse ? "You feel yourself improving"
|
||||
: "You begin to feel yourself improving again");
|
||||
}
|
||||
|
||||
/*
|
||||
* appear:
|
||||
* Become visible again
|
||||
*/
|
||||
appear()
|
||||
{
|
||||
turn_off(player, ISINVIS);
|
||||
PLAYER = VPLAYER;
|
||||
msg("The tingling feeling leaves your body");
|
||||
light(&hero);
|
||||
}
|
||||
/*
|
||||
* dust_appear:
|
||||
* dust of disappearance wears off
|
||||
*/
|
||||
dust_appear()
|
||||
{
|
||||
turn_off(player, ISINVIS);
|
||||
PLAYER = VPLAYER;
|
||||
msg("You become visible again");
|
||||
light(&hero);
|
||||
}
|
||||
/*
|
||||
* unchoke:
|
||||
* the effects of "dust of choking and sneezing" wear off
|
||||
*/
|
||||
unchoke()
|
||||
{
|
||||
if (!find_slot(unconfuse))
|
||||
turn_off(player, ISHUH);
|
||||
if (!find_slot(sight))
|
||||
turn_off(player, ISBLIND);
|
||||
light(&hero);
|
||||
msg("Your throat and eyes return to normal");
|
||||
}
|
||||
/*
|
||||
* make some potion for the guy in the Alchemy jug
|
||||
*/
|
||||
alchemy(obj)
|
||||
register struct object *obj;
|
||||
{
|
||||
register struct object *tobj;
|
||||
register struct linked_list *item;
|
||||
|
||||
/*
|
||||
* verify that the object pointer we have still points to an alchemy
|
||||
* jug (hopefully the right one!) because the hero could have thrown
|
||||
* it away
|
||||
*/
|
||||
for (item = pack; item != NULL; item = next(item)) {
|
||||
tobj = OBJPTR(item);
|
||||
if (tobj == obj &&
|
||||
tobj->o_type == MM &&
|
||||
tobj->o_which== MM_JUG &&
|
||||
tobj->o_ac == JUG_EMPTY )
|
||||
break;
|
||||
}
|
||||
if (item == NULL) { /* not in the pack, check the level */
|
||||
for (item = lvl_obj; item != NULL; item = next(item)) {
|
||||
tobj = OBJPTR(item);
|
||||
if (tobj == obj &&
|
||||
tobj->o_type == MM &&
|
||||
tobj->o_which== MM_JUG &&
|
||||
tobj->o_ac == JUG_EMPTY )
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (item == NULL) /* can't find it.....too bad */
|
||||
return;
|
||||
|
||||
switch(rnd(11)) {
|
||||
case 0: tobj->o_ac = P_PHASE;
|
||||
when 1: tobj->o_ac = P_CLEAR;
|
||||
when 2: tobj->o_ac = P_SEEINVIS;
|
||||
when 3: tobj->o_ac = P_HEALING;
|
||||
when 4: tobj->o_ac = P_MFIND;
|
||||
when 5: tobj->o_ac = P_TFIND;
|
||||
when 6: tobj->o_ac = P_HASTE;
|
||||
when 7: tobj->o_ac = P_RESTORE;
|
||||
when 8: tobj->o_ac = P_FLY;
|
||||
when 9: tobj->o_ac = P_SKILL;
|
||||
when 10:tobj->o_ac = P_FFIND;
|
||||
}
|
||||
}
|
||||
/*
|
||||
* otto's irresistable dance wears off
|
||||
*/
|
||||
|
||||
undance()
|
||||
{
|
||||
turn_off(player, ISDANCE);
|
||||
msg ("Your feet take a break.....whew!");
|
||||
}
|
||||
|
||||
/*
|
||||
* if he has our favorite necklace of strangulation then take damage every turn
|
||||
*/
|
||||
strangle()
|
||||
{
|
||||
if ((pstats.s_hpt -= 6) <= 0) death(D_STRANGLE);
|
||||
}
|
||||
/*
|
||||
* if he has on the gauntlets of fumbling he might drop his weapon each turn
|
||||
*/
|
||||
fumble()
|
||||
{
|
||||
register struct linked_list *item;
|
||||
|
||||
if (cur_weapon!=NULL &&
|
||||
!(cur_weapon->o_flags & ISCURSED) &&
|
||||
cur_weapon->o_type != RELIC &&
|
||||
rnd(100)<3) {
|
||||
for (item = pack; item != NULL; item = next(item)) {
|
||||
if (OBJPTR(item) == cur_weapon)
|
||||
break;
|
||||
}
|
||||
if (item != NULL) {
|
||||
switch(mvwinch(stdscr, hero.y, hero.x)) {
|
||||
case PASSAGE:
|
||||
case SCROLL:
|
||||
case POTION:
|
||||
case WEAPON:
|
||||
case FLOOR:
|
||||
case STICK:
|
||||
case ARMOR:
|
||||
case POOL:
|
||||
case RELIC:
|
||||
case GOLD:
|
||||
case FOOD:
|
||||
case RING:
|
||||
case MM:
|
||||
drop(item);
|
||||
running = FALSE;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
/*
|
||||
* this is called each turn the hero has the ring of searching on
|
||||
*/
|
||||
ring_search()
|
||||
{
|
||||
search(FALSE, FALSE);
|
||||
}
|
||||
/*
|
||||
* this is called each turn the hero has the ring of teleportation on
|
||||
*/
|
||||
ring_teleport()
|
||||
{
|
||||
if (rnd(100) < 2) teleport();
|
||||
}
|
||||
/*
|
||||
* this is called to charge up the quill of Nagrom
|
||||
*/
|
||||
quill_charge()
|
||||
{
|
||||
register struct object *tobj;
|
||||
register struct linked_list *item;
|
||||
|
||||
/*
|
||||
* find the Quill of Nagrom in the hero's pack. It should still be there
|
||||
* because it can't be dropped. If its not then don't do anything.
|
||||
*/
|
||||
for (item = pack; item != NULL; item = next(item)) {
|
||||
tobj = OBJPTR(item);
|
||||
if (tobj->o_type == RELIC && tobj->o_which == QUILL_NAGROM)
|
||||
break;
|
||||
}
|
||||
if (item == NULL)
|
||||
return;
|
||||
if (tobj->o_charges < QUILLCHARGES)
|
||||
tobj->o_charges++;
|
||||
fuse (quill_charge, 0, player.t_ctype == C_MAGICIAN ? 4 : 8, AFTER);
|
||||
}
|
||||
/*
|
||||
* take the skills away gained (or lost) by the potion of skills
|
||||
*/
|
||||
unskill()
|
||||
{
|
||||
if (pstats.s_lvladj != 0) {
|
||||
pstats.s_lvl -= pstats.s_lvladj;
|
||||
pstats.s_lvladj = 0;
|
||||
msg("You feel your normal skill level return.");
|
||||
status(TRUE);
|
||||
}
|
||||
}
|
||||
/*
|
||||
* charge up the cloak of Emori
|
||||
*/
|
||||
|
||||
cloak_charge(obj)
|
||||
register struct object *obj;
|
||||
{
|
||||
if (obj->o_charges < 1)
|
||||
obj->o_charges = 1;
|
||||
}
|
||||
|
||||
/*
|
||||
* nofire:
|
||||
* He lost his fire resistance
|
||||
*/
|
||||
nofire()
|
||||
{
|
||||
if (!ISWEARING(R_FIRE)) {
|
||||
turn_off(player, NOFIRE);
|
||||
msg("Your feeling of fire resistance leaves you");
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* nocold:
|
||||
* He lost his cold resistance
|
||||
*/
|
||||
nocold()
|
||||
{
|
||||
if (!ISWEARING(R_WARMTH)) {
|
||||
turn_off(player, NOCOLD);
|
||||
msg("Your feeling of warmth leaves you");
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* nobolt:
|
||||
* He lost his protection from lightning
|
||||
*/
|
||||
nobolt()
|
||||
{
|
||||
turn_off(player, NOBOLT);
|
||||
msg("Your skin looses its bluish tint");
|
||||
}
|
||||
/*
|
||||
* eat_gold:
|
||||
* an artifact eats gold
|
||||
*/
|
||||
eat_gold(obj)
|
||||
register struct object *obj;
|
||||
{
|
||||
if (purse == 1)
|
||||
msg("%s demand you find more gold", inv_name(obj, FALSE));
|
||||
if (purse == 0) {
|
||||
if (--pstats.s_hpt <= 0)
|
||||
death(D_RELIC);
|
||||
}
|
||||
else
|
||||
purse--;
|
||||
}
|
||||
/*
|
||||
* give the hero back some spell points
|
||||
*/
|
||||
spell_recovery()
|
||||
{
|
||||
int time;
|
||||
|
||||
time = SPELLTIME - max(17-pstats.s_intel, 0);
|
||||
time = max(time, 5);
|
||||
if (spell_power > 0) spell_power--;
|
||||
fuse(spell_recovery, NULL, time, AFTER);
|
||||
}
|
||||
/*
|
||||
* give the hero back some prayer points
|
||||
*/
|
||||
prayer_recovery()
|
||||
{
|
||||
int time;
|
||||
|
||||
time = SPELLTIME - max(17-pstats.s_wisdom, 0);
|
||||
time = max(time, 5);
|
||||
if (pray_time > 0) pray_time--;
|
||||
fuse(prayer_recovery, NULL, time, AFTER);
|
||||
}
|
||||
/*
|
||||
* give the hero back some chant points
|
||||
*/
|
||||
chant_recovery()
|
||||
{
|
||||
int time;
|
||||
|
||||
time = SPELLTIME - max(17-pstats.s_wisdom, 0);
|
||||
time = max(time, 5);
|
||||
if (chant_time > 0) chant_time--;
|
||||
fuse(chant_recovery, NULL, time, AFTER);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue