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daemons.c
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daemons.c
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/*
daemons.c - All the daemon and fuse functions are in here
Last Modified: Dec 28, 1990
UltraRogue
Copyright (C) 1984, 1985, 1986, 1987, 1990 Herb Chong
All rights reserved.
Based on "Advanced Rogue"
Copyright (C) 1983, 1984 Michael Morgan, Ken Dalka and AT&T
All rights reserved.
Based on "Super-Rogue"
Copyright (C) 1982, 1983 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 "stepok.h"
#include "death.h"
/*
* doctor: A healing daemon that restors spell and hit points after rest
*/
doctor(tp)
struct thing *tp;
{
int ohp; /* turn off ISFLEE? */
short turns_quiet, new_points;
struct stats *curp; /* current stats pointer */
struct stats *maxp; /* max stats pointer */
curp = &(tp->t_stats);
maxp = &(tp->maxstats);
if (on(*tp, ISINWALL)) {
tp->t_rest_hpt = 0;
return;
}
/*
* Check for regenerating spell points first
*/
doctor_spell_points(tp);
if (curp->s_hpt == maxp->s_hpt) {
tp->t_rest_hpt = 0;
return;
}
tp->t_rest_hpt++;
switch (tp->t_ctype) {
when C_MAGICIAN:
case C_ILLUSION:
turns_quiet = 24 - curp->s_lvl * 2;
new_points = curp->s_lvl / 2 - 4;
when C_THIEF:
case C_ASSASIN:
case C_NINJA:
turns_quiet = 16 - curp->s_lvl;
new_points = curp->s_lvl / 2 - 3;
when C_CLERIC:
case C_DRUID:
turns_quiet = 16 - curp->s_lvl;
new_points = curp->s_lvl / 2 - 2;
when C_FIGHTER:
case C_RANGER:
case C_PALADIN:
turns_quiet = 8 - curp->s_lvl / 2;
new_points = curp->s_lvl / 2;
when C_MONSTER:
turns_quiet = 16 - curp->s_lvl;
new_points = curp->s_lvl / 2 - 6;
otherwise:
debug("What a strange character you are!");
return;
}
ohp = curp->s_hpt;
if (off(*tp, HASDISEASE)) {
if (curp->s_lvl < 8) {
if (tp->t_rest_hpt > turns_quiet)
curp->s_hpt++;
}
else if (tp->t_rest_hpt >= 15)
curp->s_hpt += rnd(new_points) + 1;
}
if (tp == &player) {
if (curp->s_lvl > 10)
turns_quiet = 2;
else
turns_quiet = rnd(turns_quiet / 6) + 1;
if (is_wearing(R_REGEN))
curp->s_hpt += ring_value(R_REGEN);
}
if (on(*tp, ISREGEN))
curp->s_hpt += curp->s_lvl / 5 + 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 */
}
}
tp->t_rest_hpt = 0;
}
}
/*
* doctor_spell_points: A healing daemon that restors spell points
*/
doctor_spell_points(tp)
struct thing *tp;
{
short turns_quiet, new_points;
struct stats *curp; /* current stats pointer */
struct stats *maxp; /* max stats pointer */
short opower; /* current power */
curp = &(tp->t_stats);
maxp = &(tp->maxstats);
opower = curp->s_power;
/* The right ring will let you regenerate while wearing bad armor */
if (off(*tp, CANCAST) ||
((tp == &player) && (cur_armor && wear_ok(tp, cur_armor, NOMESSAGE) == FALSE) &&
!(is_wearing(R_WIZARD) || is_wearing(R_PIETY)))) {
tp->t_rest_pow = 0;
return;
}
tp->t_rest_pow++;
switch (tp->t_ctype) {
when C_MAGICIAN:
case C_ILLUSION:
turns_quiet = 8 - curp->s_lvl / 2;
new_points = curp->s_lvl;
when C_CLERIC:
case C_DRUID:
turns_quiet = 16 - curp->s_lvl;
new_points = curp->s_lvl - 2;
when C_THIEF:
case C_ASSASIN:
case C_NINJA:
turns_quiet = 16 - curp->s_lvl;
new_points = curp->s_lvl - 3;
when C_FIGHTER:
case C_RANGER:
case C_PALADIN:
turns_quiet = 24 - curp->s_lvl * 2;
new_points = curp->s_lvl / 2 - 4;
when C_MONSTER:
turns_quiet = 16 - curp->s_lvl;
new_points = curp->s_lvl - 6;
otherwise:
return;
}
if (curp->s_lvl < 8) {
if (tp->t_rest_pow > turns_quiet)
curp->s_power++;
}
else if (tp->t_rest_pow >= 15)
curp->s_power += rnd(new_points) + 1;
if (tp == &player && (is_wearing(R_WIZARD) || is_wearing(R_PIETY)))
curp->s_power += ring_value(R_WIZARD) + ring_value(R_PIETY);
curp->s_power = min(max(0, curp->s_power), maxp->s_power);
if (curp->s_power != opower)
tp->t_rest_pow = 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()
{
static int between = 0;
if (++between >= 4) { /* Thieves (only) may not waken a monster */
if ((rnd(6) == 0) &&
(player.t_ctype != C_THIEF || (rnd(30) >= pstats.s_dext))) {
wanderer();
kill_daemon(rollwand);
fuse(swander, 0, WANDERTIME, BEFORE);
}
between = 0;
}
}
/*
* unconfuse: Release the poor player from his confusion
*/
unconfuse()
{
turn_off(player, ISHUH);
msg("You feel less confused now.");
}
/*
* unscent: turn of extra smelling ability
*/
unscent()
{
turn_off(player, CANSCENT);
msg("The smell of monsters goes away.");
}
/*
* scent: give back the players sense of smell
*/
scent()
{
turn_off(player, ISUNSMELL);
msg("You begin to smell the damp dungeon air again.");
}
/*
* unhear: player doesn't have extra hearing any more
*/
unhear()
{
turn_off(player, CANHEAR);
msg("The sounds of monsters fades away.");
}
/*
* hear: return the players sense of hearing
*/
hear()
{
turn_off(player, ISDEAF);
msg("You can hear again.");
}
/*
* unsee: He lost his see invisible power
*/
unsee()
{
if (!is_wearing(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);
}
/*
* 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
*/
res_strength()
{
if (lost_str) {
chg_str(lost_str, FALSE, FALSE);
lost_str = 0;
}
else
pstats.s_str = max_stats.s_str + ring_value(R_ADDSTR) +
(on(player, POWERSTR) ? 10 : 0) +
(on(player, SUPERHERO) ? 10 : 0);
updpack();
}
/*
* 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()
{
int oldfood, old_hunger;
int amount;
int power_scale;
old_hunger = hungry_state;
if (food_left <= 0) {
/*
* the hero is fainting
*/
if (no_command || rnd(100) > 20)
return;
no_command = rnd(8) + 4;
running = FALSE;
count = 0;
hungry_state = F_FAINT;
feed_me(hungry_state);
}
else {
oldfood = food_left;
amount = 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 (on(player, SUPEREAT)) /* artifact or regeneration
* munchies */
amount *= 2;
if (on(player, POWEREAT)) { /* Used an artifact power */
amount += 40;
turn_off(player, POWEREAT);
}
power_scale = on(player, POWERDEXT) + on(player, POWERSTR) +
on(player, POWERWISDOM) + on(player, POWERINTEL) +
on(player, POWERCONST) + 1;
food_left -= amount * power_scale;
if (food_left < MORETIME && oldfood >= MORETIME) {
hungry_state = F_WEAK;
running = FALSE;
feed_me(hungry_state);
}
else if (food_left < 2 * MORETIME && oldfood >= 2 * MORETIME) {
hungry_state = F_HUNGRY;
running = FALSE;
feed_me(hungry_state);
}
}
if (old_hunger != hungry_state)
updpack();
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.");
}
/*
* daemon for adding back dexterity
*/
un_itch()
{
if (lost_dext) {
chg_dext(lost_dext, FALSE, FALSE);
lost_dext = 0;
turn_off(player, HASITCH);
}
}
/*
* appear: Become visible again
*/
appear()
{
turn_off(player, ISINVIS);
PLAYER = VPLAYER;
msg("The tingling feeling leaves your body.");
light(&hero);
}
/*
* unelectrify: stop shooting off sparks
*/
unelectrify()
{
turn_off(player, ISELECTRIC);
msg("The sparks and violet glow from your body fade away.");
light(&hero);
}
/*
* unshero: super heroism wears off, now do nasty effects
*/
unshero()
{
msg("Your feeling of invulnerability goes away.");
turn_off(player, SUPERHERO);
chg_str(-11, FALSE, FALSE);
chg_dext(-6, FALSE, FALSE);
food_left -= HEROTIME + rnd(HEROTIME);
no_command += 5 + rnd(5);
msg("You fall asleep.");
}
/*
* unbhero: blessed super heroism wears off, no bad effects
*/
unbhero()
{
msg("Your feeling of invincibility goes away.");
turn_off(player, SUPERHERO);
chg_str(-10, FALSE, FALSE);
chg_dext(-5, FALSE, FALSE);
}
/*
* undisguise: player stops looking like a monster
*/
undisguise()
{
msg("Your skin feels itchy for a moment.");
turn_off(player, ISDISGUISE);
PLAYER = VPLAYER;
light(&hero);
}
/*
* Unsummon a monster
*/
unsummon(monst)
int monst;
{
struct linked_list *sum_monst = (struct linked_list *) monst;
struct thing *tp = THINGPTR(sum_monst);
char *mname = monsters[tp->t_index].m_name;
turn_off(*tp, WASSUMMONED);
turn_off(player, HASSUMMONED);
msg("The summoned %s phases out of existence", mname);
killed(NULL, sum_monst, NOMESSAGE, NOPOINTS);
--mons_summoned;
}
/*
* Ungaze: Turn off gaze reflection
*/
ungaze()
{
msg("The shiny particles swirl to the floor.");
turn_off(player, CANREFLECT);
}
/*
* shero: restore lost abilities from cursed potion of shero */
shero()
{
msg("You feel normal again.");
chg_str(2, FALSE, TRUE);
chg_dext(2, FALSE, TRUE);
turn_off(player, ISUNHERO);
}
/*
* uncold: He lost his cold resistance power
*/
uncold()
{
turn_off(player, NOCOLD);
if (!is_wearing(R_COLDRESIST))
msg("You feel a slight chill in the air.");
}
/*
* unhot: He lost his fire resistance power
*/
unhot()
{
turn_off(player, NOFIRE);
if (!is_wearing(R_FIRERESIST))
msg("You feel a flush of warmth.");
}
/*
* unfly: He stopped flying
*/
unfly()
{
turn_off(player, CANFLY);
if (!is_wearing(R_LEVITATION))
msg("You float gently to the ground.");
}
/*
* unbreathe: He started needing oxygen
*/
unbreathe()
{
turn_off(player, HASOXYGEN);
if (!is_wearing(R_BREATHE))
msg("You start huffing and puffing.");
}
/*
* unregen: He stops being regenerative
*/
unregen()
{
turn_off(player, ISREGEN);
if (!is_wearing(R_REGEN))
msg("Your metabolism slows down.");
}
/*
* unsupereat: He stops being excessively hungry
*/
unsupereat()
{
turn_off(player, SUPEREAT);
msg("You stop feeling so hungry.");
}
/*
* unshield: He stops having his AC helped by magic
*/
unshield()
{
extern int shield_ac;
turn_off(player, HASSHIELD);
pstats.s_arm -= shield_ac;
shield_ac = 0;
msg("Your skin feels normal.");
}
/*
* unmshield: He stops ignoring thrown weapons
*/
unmshield()
{
turn_off(player, HASMSHIELD);
msg("The fog dissapates.");
}
/*
* untrue: He lost his true sight power
*/
untruesee()
{
if (!is_wearing(R_TRUESEE)) {
turn_off(player, CANTRUESEE);
msg("Your sensory perceptions return to normal.");
}
}