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daemons.c
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/*
* 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);
}