Mercurial > hg > early-roguelike
annotate srogue/init.c @ 164:49af2fd0bb0c
Move some autotools files to where configure can find them.
rogue5 uses config.guess and config.sub to find the canonical system
names. The configure script expects them to be in the same directory
as install-sh. So they have been relocated to the top level.
This is a quick and dirty fix. The eventual plan is to relocate them
to /dev/null.
I also suspect they should be used to set HOST, not TARGET. Rogue is
not a cross-compiler.
author | John "Elwin" Edwards |
---|---|
date | Tue, 16 Jun 2015 11:44:49 -0400 |
parents | 3aa87373c908 |
children | 94a0d9dd5ce1 |
rev | line source |
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36
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1 /* |
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2 * initializate various things |
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3 * |
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4 * @(#)init.c 9.0 (rdk) 7/17/84 |
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5 * |
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6 * Super-Rogue |
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7 * Copyright (C) 1984 Robert D. Kindelberger |
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8 * All rights reserved. |
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9 * |
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10 * Based on "Rogue: Exploring the Dungeons of Doom" |
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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12 * All rights reserved. |
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13 * |
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14 * See the file LICENSE.TXT for full copyright and licensing information. |
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15 */ |
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16 |
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17 #include <ctype.h> |
60 | 18 #include <string.h> |
36
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19 #include "rogue.h" |
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20 #include "rogue.ext" |
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21 |
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22 char *rainbow[NCOLORS] = { |
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23 "Red", "Blue", "Green", "Yellow", |
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24 "Black", "Brown", "Orange", "Pink", |
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25 "Purple", "Grey", "White", "Silver", |
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26 "Gold", "Violet", "Clear", "Vermilion", |
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27 "Ecru", "Turquoise","Magenta", "Amber", |
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28 "Topaz", "Plaid", "Tan", "Tangerine", |
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29 "Aquamarine", "Scarlet","Khaki", "Crimson", |
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30 "Indigo", "Beige", "Lavender", "Saffron", |
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31 }; |
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32 |
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33 char *sylls[NSYLS] = { |
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34 "a", "ab", "ag", "aks", "ala", "an", "ankh", "app", "arg", "arze", |
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35 "ash", "ban", "bar", "bat", "bek", "bie", "bin", "bit", "bjor", |
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36 "blu", "bot", "bu", "byt", "comp", "con", "cos", "cre", "dalf", |
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37 "dan", "den", "do", "e", "eep", "el", "eng", "er", "ere", "erk", |
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38 "esh", "evs", "fa", "fid", "for", "fri", "fu", "gan", "gar", |
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39 "glen", "gop", "gre", "ha", "he", "hyd", "i", "ing", "ion", "ip", |
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40 "ish", "it", "ite", "iv", "jo", "kho", "kli", "klis", "la", "lech", |
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41 "man", "mar", "me", "mi", "mic", "mik", "mon", "mung", "mur", |
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42 "nej", "nelg", "nep", "ner", "nes", "nes", "nih", "nin", "o", "od", |
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43 "ood", "org", "orn", "ox", "oxy", "pay", "pet", "ple", "plu", "po", |
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44 "pot","prok","re", "rea", "rhov", "ri", "ro", "rog", "rok", "rol", |
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45 "sa", "san", "sat", "see", "sef", "seh", "shu", "ski", "sna", |
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46 "sne", "snik", "sno", "so", "sol", "sri", "sta", "sun", "ta", |
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47 "tab", "tem", "ther", "ti", "tox", "trol", "tue", "turs", "u", |
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48 "ulk", "um", "un", "uni", "ur", "val", "viv", "vly", "vom", "wah", |
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49 "wed", "werg", "wex", "whon", "wun", "xo", "y", "yot", "yu", |
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50 "zant", "zap", "zeb", "zim", "zok", "zon", "zum", |
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51 }; |
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52 |
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53 char *stones[] = { |
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54 "Agate", "Alexandrite", "Amethyst", |
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55 "Azurite", "Carnelian", "Chrysoberyl", |
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56 "Chrysoprase", "Citrine", "Diamond", |
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57 "Emerald", "Garnet", "Hematite", |
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58 "Jacinth", "Jade", "Kryptonite", |
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59 "Lapus lazuli", "Malachite", "Moonstone", |
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60 "Obsidian", "Olivine", "Onyx", |
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61 "Opal", "Pearl", "Peridot", |
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62 "Quartz", "Rhodochrosite","Ruby", |
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63 "Sapphire", "Sardonyx", "Serpintine", |
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64 "Spinel", "Tiger eye", "Topaz", |
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65 "Tourmaline", "Turquoise", |
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66 }; |
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67 |
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68 char *wood[NWOOD] = { |
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69 "Avocado wood", "Balsa", "Banyan", "Birch", |
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70 "Cedar", "Cherry", "Cinnibar", "Dogwood", |
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71 "Driftwood", "Ebony", "Eucalyptus", "Hemlock", |
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72 "Ironwood", "Mahogany", "Manzanita", "Maple", |
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73 "Oak", "Pine", "Redwood", "Rosewood", |
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74 "Teak", "Walnut", "Zebra wood", "Persimmon wood", |
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75 }; |
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76 |
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77 char *metal[NMETAL] = { |
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78 "Aluminium", "Bone", "Brass", "Bronze", |
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79 "Copper", "Chromium", "Iron", "Lead", |
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80 "Magnesium", "Pewter", "Platinum", "Steel", |
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81 "Tin", "Titanium", "Zinc", |
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82 }; |
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83 |
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84 /* |
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85 * init_everything: |
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86 * Set up all important stuff. |
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87 */ |
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88 init_everything() |
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89 { |
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90 init_player(); /* Roll up the rogue */ |
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91 init_things(); /* Set up probabilities */ |
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92 init_names(); /* Set up names of scrolls */ |
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93 init_colors(); /* Set up colors of potions */ |
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94 init_stones(); /* Set up stones in rings */ |
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95 init_materials(); /* Set up materials of wands */ |
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96 } |
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97 |
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98 /* |
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99 * init_things: |
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100 * Initialize the probabilities for types of things |
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101 */ |
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102 init_things() |
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103 { |
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104 struct magic_item *mi; |
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105 |
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106 /* |
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107 * init general things |
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108 */ |
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109 for (mi = &things[1]; mi < &things[NUMTHINGS]; mi++) |
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110 mi->mi_prob += (mi-1)->mi_prob; |
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111 badcheck("things", things); |
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112 /* |
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113 * init armor things |
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114 */ |
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115 for (mi = &a_magic[1]; mi < &a_magic[MAXARMORS]; mi++) |
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116 mi->mi_prob += (mi-1)->mi_prob; |
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117 badcheck("armor", a_magic); |
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118 /* |
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119 * init weapon stuff |
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120 */ |
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121 for (mi = &w_magic[1]; mi < &w_magic[MAXWEAPONS]; mi++) |
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122 mi->mi_prob += (mi-1)->mi_prob; |
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123 badcheck("weapon", w_magic); |
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124 } |
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125 |
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126 |
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127 /* |
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128 * init_colors: |
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129 * Initialize the potion color scheme for this time |
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130 */ |
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131 init_colors() |
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132 { |
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133 reg int i, j; |
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134 reg char *str; |
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135 bool used[NCOLORS]; |
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136 |
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137 for (i = 0; i < NCOLORS; i++) |
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138 used[i] = FALSE; |
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139 for (i = 0; i < MAXPOTIONS; i++) { |
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140 do { |
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141 j = rnd(NCOLORS); |
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142 } until (!used[j]); |
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143 used[j] = TRUE; |
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144 p_colors[i] = rainbow[j]; |
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145 p_know[i] = FALSE; |
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146 p_guess[i] = NULL; |
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147 if (i > 0) |
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148 p_magic[i].mi_prob += p_magic[i-1].mi_prob; |
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149 } |
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150 badcheck("potions", p_magic); |
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151 } |
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152 |
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153 |
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154 /* |
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155 * init_names: |
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156 * Generate the names of the various scrolls |
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157 */ |
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158 init_names() |
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159 { |
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160 reg int nsyl; |
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161 reg char *cp, *sp; |
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162 reg int i, nwords; |
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163 |
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164 for (i = 0; i < MAXSCROLLS; i++) { |
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165 cp = prbuf; |
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166 nwords = rnd(3)+1; |
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167 while(nwords--) { |
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168 nsyl = rnd(3)+2; |
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169 while(nsyl--) { |
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170 sp = sylls[rnd(NSYLS)]; |
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171 while(*sp) |
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172 *cp++ = *sp++; |
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|
173 } |
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174 *cp++ = ' '; |
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175 } |
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176 *--cp = '\0'; |
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177 s_names[i] = new(strlen(prbuf)+1); |
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178 s_know[i] = FALSE; |
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179 s_guess[i] = NULL; |
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180 strcpy(s_names[i], prbuf); |
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181 if (i > 0) |
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182 s_magic[i].mi_prob += s_magic[i-1].mi_prob; |
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183 } |
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184 badcheck("scrolls", s_magic); |
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185 } |
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186 |
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187 /* |
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188 * init_stones: |
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189 * Initialize the ring stone setting scheme for this time |
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190 */ |
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191 |
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192 init_stones() |
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193 { |
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194 reg int i, j; |
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195 reg char *str; |
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196 bool used[NSTONES]; |
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197 |
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198 for (i = 0; i < NSTONES; i++) |
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199 used[i] = FALSE; |
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200 |
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201 for (i = 0; i < MAXRINGS; i++) { |
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202 do { |
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203 j = rnd(NSTONES); |
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204 } until (!used[j]); |
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205 used[j] = TRUE; |
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|
206 r_stones[i] = stones[j]; |
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207 r_know[i] = FALSE; |
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208 r_guess[i] = NULL; |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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209 if (i > 0) |
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210 r_magic[i].mi_prob += r_magic[i-1].mi_prob; |
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|
211 } |
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|
212 badcheck("rings", r_magic); |
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|
213 } |
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|
214 |
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|
215 /* |
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|
216 * init_materials: |
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|
217 * Initialize the construction materials for wands and staffs |
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|
218 */ |
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|
219 |
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|
220 init_materials() |
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|
221 { |
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|
222 int i, j; |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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|
223 char *str; |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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|
224 struct rod *rd; |
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225 bool metused[NMETAL], woodused[NWOOD]; |
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|
226 |
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227 for (i = 0; i < NWOOD; i++) |
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228 woodused[i] = FALSE; |
2128c7dc8a40
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229 for (i = 0; i < NMETAL; i++) |
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|
230 metused[i] = FALSE; |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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diff
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|
231 |
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232 for (i = 0; i < MAXSTICKS; i++) { |
2128c7dc8a40
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233 rd = &ws_stuff[i]; |
2128c7dc8a40
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|
234 for (;;) { |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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parents:
diff
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|
235 if (rnd(100) > 50) { |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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diff
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|
236 j = rnd(NMETAL); |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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parents:
diff
changeset
|
237 if (!metused[j]) { |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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parents:
diff
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|
238 str = metal[j]; |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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239 rd->ws_type = "wand"; |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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240 rd->ws_vol = V_WS_WAND; |
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241 rd->ws_wght = W_WS_WAND; |
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|
242 metused[j] = TRUE; |
2128c7dc8a40
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parents:
diff
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|
243 break; |
2128c7dc8a40
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diff
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|
244 } |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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diff
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|
245 } |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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diff
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|
246 else { |
2128c7dc8a40
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parents:
diff
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|
247 j = rnd(NWOOD); |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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parents:
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|
248 if (!woodused[j]) { |
2128c7dc8a40
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|
249 str = wood[j]; |
2128c7dc8a40
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parents:
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|
250 rd->ws_type = "staff"; |
2128c7dc8a40
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251 rd->ws_vol = V_WS_STAFF; |
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252 rd->ws_wght = W_WS_WAND; |
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253 woodused[j] = TRUE; |
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254 break; |
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255 } |
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256 } |
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257 } |
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258 ws_stuff[i].ws_made = str; |
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259 ws_know[i] = FALSE; |
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260 ws_guess[i] = NULL; |
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261 if (i > 0) |
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262 ws_magic[i].mi_prob += ws_magic[i-1].mi_prob; |
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263 } |
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264 badcheck("sticks", ws_magic); |
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265 } |
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266 |
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267 badcheck(name, magic) |
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268 char *name; |
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269 struct magic_item *magic; |
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270 { |
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271 struct magic_item *mg; |
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272 |
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273 for (mg = magic; mg->mi_name != NULL; mg++) |
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274 ; |
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275 if ((mg - 1)->mi_prob == 1000) |
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276 return; |
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277 printf("\nBad percentages for %s:\n", name); |
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278 for (mg = magic; mg->mi_name != NULL; mg++) |
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279 printf("%4d%% %s\n", mg->mi_prob, mg->mi_name); |
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280 printf("%s", retstr); |
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281 fflush(stdout); |
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282 while (getchar() != '\n') |
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283 continue; |
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284 } |
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285 |
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286 |
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287 /* |
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288 * init_player: |
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289 * roll up the rogue |
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290 */ |
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291 |
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292 init_player() |
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293 { |
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294 player.t_nomove = 0; |
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295 player.t_nocmd = 0; |
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296 him = &player.t_stats; |
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297 him->s_lvl = 1; |
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298 him->s_exp = 0L; |
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299 him->s_maxhp = him->s_hpt = pinit(); /* hit points */ |
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300 him->s_re.a_str = pinit(); /* strength */ |
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301 him->s_re.a_dex = pinit(); /* dexterity */ |
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302 him->s_re.a_wis = pinit(); /* wisdom */ |
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303 him->s_re.a_con = pinit(); /* constitution */ |
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304 him->s_ef = him->s_re; /* effective = real */ |
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305 strcpy(him->s_dmg, "1d4"); |
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306 him->s_arm = NORMAC; |
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307 him->s_carry = totalenc(); |
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308 him->s_pack = 0; |
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309 pack = NULL; /* empty pack so far */ |
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310 max_stats = *him; |
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311 } |
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312 |
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313 |
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314 /* |
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315 * pinit: |
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316 * Returns the best 3 of 4 on a 6-sided die |
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317 */ |
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318 pinit() |
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319 { |
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320 int best[4]; |
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321 reg int i, min, minind, dicetot; |
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322 |
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323 for (i = 0 ; i < 4 ; i++) |
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324 best[i] = roll(1,6); /* populate array */ |
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325 min = best[0]; /* assume that 1st entry */ |
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326 minind = 0; /* is the lowest */ |
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327 for (i = 1 ; i < 4 ; i++) { /* find the lowest */ |
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328 if (best[i] < min) { /* if < minimum then update */ |
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329 min = best[i]; |
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330 minind = i; /* point to lowest value */ |
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331 } |
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332 } |
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333 dicetot = 0; /* start with nothing */ |
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334 for (i = 0 ; i < 4 ; i++) { |
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335 if (i != minind) /* if not minimum, then add it */ |
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336 dicetot += best[i]; |
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337 } |
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338 return(dicetot); |
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339 } |