/* * All the daemon and fuse functions are in here * * Advanced Rogue * Copyright (C) 1984, 1985 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. */ #include "curses.h" #include "rogue.h" int between = 0; /* * doctor: * A healing daemon that restors hit points after rest */ void doctor(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: limit = 8 - curp->s_lvl; new_points = curp->s_lvl - 2; when C_CLERIC: limit = 8 - curp->s_lvl; new_points = curp->s_lvl - 3; when C_FIGHTER: 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 */ 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) { /* Theives may not awaken a monster */ if ((roll(1, 6) == 4) && ((player.t_ctype != C_THIEF) || (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 */ void trap_look(void) { if (rnd(100) < (2*dex_compute() + 5*pstats.s_lvl)) search(TRUE, FALSE); } /* * unconfuse: * Release the poor player from his confusion */ void unconfuse(void) { turn_off(player, ISHUH); msg("You feel less confused now"); } /* * unsee: * He lost his see invisible power */ void unsee(void) { if (!ISWEARING(R_SEEINVIS)) { turn_off(player, CANSEE); msg("The tingling feeling leaves your eyes"); } } /* * unstink: * Remove to-hit handicap from player */ void unstink(void) { turn_off(player, HASSTINK); } /* * unclrhead: * Player is no longer immune to confusion */ void unclrhead(void) { turn_off(player, ISCLEAR); msg("The blue aura about your head fades away."); } /* * unphase: * Player can no longer walk through walls */ void unphase(void) { 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 */ void land(void) { turn_off(player, ISFLY); msg("You regain your normal weight"); running = FALSE; } /* * sight: * He gets his sight back */ void sight(void) { 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(void) { /* 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; } /* Otherwise, put player at the maximum strength */ else { pstats.s_str = max_stats.s_str + ring_value(R_ADDSTR); } updpack(TRUE); } /* * nohaste: * End the hasting */ void nohaste(void) { turn_off(player, ISHASTE); msg("You feel yourself slowing down."); } /* * noslow: * End the slowing */ void noslow(void) { turn_off(player, ISSLOW); msg("You feel yourself speeding up."); } /* * suffocate: * If this gets called, the player has suffocated */ void suffocate(void) { death(D_SUFFOCATION); } /* * digest the hero's food */ void stomach(void) { register int oldfood, old_hunger, food_use, i; old_hunger = hungry_state; if (food_left <= 0) { /* * the hero is fainting */ if (no_command || rnd(100) > 20) return; no_command = rnd(8)+4; if (!terse) addmsg("You feel too weak from lack of food. "); msg("You faint"); running = FALSE; count = 0; hungry_state = F_FAINT; } else { oldfood = food_left; food_use = 0; for (i=0; i= MORETIME) { msg("You are starting to feel weak"); running = FALSE; 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; } } if (old_hunger != hungry_state) updpack(TRUE); wghtchk(); } /* * daemon for curing the diseased */ void cure_disease(void) { turn_off(player, HASDISEASE); if (off (player, HASINFEST)) msg(terse ? "You feel yourself improving" : "You begin to feel yourself improving again"); } /* * daemon for adding back dexterity */ void un_itch(void) { if (--lost_dext < 1) { lost_dext = 0; turn_off(player, HASITCH); } res_dexterity(1); } /* * appear: * Become visible again */ void appear(void) { turn_off(player, ISINVIS); PLAYER = VPLAYER; msg("The tingling feeling leaves your body"); light(&hero); } /* * dust_appear: * dust of disappearance wears off */ void dust_appear(void) { turn_off(player, ISINVIS); PLAYER = VPLAYER; msg("You become visible again"); light(&hero); } /* * unchoke: * the effects of "dust of choking and sneezing" wear off */ void unchoke(void) { 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 */ void alchemy(struct object *obj) { register struct object *tobj = NULL; 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(9)) { 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; } } /* * otto's irresistable dance wears off */ void undance(void) { turn_off(player, ISDANCE); msg ("Your feet take a break.....whew!"); } /* * if he has our favorite necklace of strangulation then take damage every turn */ void strangle(void) { if ((pstats.s_hpt -= 6) <= 0) death(D_STRANGLE); } /* * if he has on the gauntlets of fumbling he might drop his weapon each turn */ void fumble(void) { register struct linked_list *item; if(cur_weapon!=NULL && 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) { drop(item); running = FALSE; } } } /* * this is called each turn the hero has the ring of searching on */ void ring_search(void) { search(FALSE, FALSE); } /* * this is called each turn the hero has the ring of teleportation on */ void ring_teleport(void) { if (rnd(100) < 2) teleport(); }