Mercurial > hg > early-roguelike
annotate srogue/init.c @ 304:e52a8a7ad4c5
Fix many compiler warnings.
There should only be two changes in behavior:
arogue7/fight.c, arogue7/fight.c: a to-hit bonus is now correctly
applied to characters who are not monks instead of monks who are not
empty-handed.
urogue/fight.c: fixed an interaction with the "debug" macro that could
cause the wrong message to be displayed.
author | John "Elwin" Edwards |
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date | Wed, 14 Apr 2021 18:55:33 -0400 |
parents | 94a0d9dd5ce1 |
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rev | line source |
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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 int pinit(void); |
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23 void badcheck(char *name, struct magic_item *magic); |
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24 |
36
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25 char *rainbow[NCOLORS] = { |
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26 "Red", "Blue", "Green", "Yellow", |
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27 "Black", "Brown", "Orange", "Pink", |
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28 "Purple", "Grey", "White", "Silver", |
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29 "Gold", "Violet", "Clear", "Vermilion", |
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30 "Ecru", "Turquoise","Magenta", "Amber", |
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31 "Topaz", "Plaid", "Tan", "Tangerine", |
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32 "Aquamarine", "Scarlet","Khaki", "Crimson", |
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33 "Indigo", "Beige", "Lavender", "Saffron", |
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34 }; |
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35 |
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36 char *sylls[NSYLS] = { |
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37 "a", "ab", "ag", "aks", "ala", "an", "ankh", "app", "arg", "arze", |
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38 "ash", "ban", "bar", "bat", "bek", "bie", "bin", "bit", "bjor", |
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39 "blu", "bot", "bu", "byt", "comp", "con", "cos", "cre", "dalf", |
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40 "dan", "den", "do", "e", "eep", "el", "eng", "er", "ere", "erk", |
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41 "esh", "evs", "fa", "fid", "for", "fri", "fu", "gan", "gar", |
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42 "glen", "gop", "gre", "ha", "he", "hyd", "i", "ing", "ion", "ip", |
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43 "ish", "it", "ite", "iv", "jo", "kho", "kli", "klis", "la", "lech", |
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44 "man", "mar", "me", "mi", "mic", "mik", "mon", "mung", "mur", |
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45 "nej", "nelg", "nep", "ner", "nes", "nes", "nih", "nin", "o", "od", |
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46 "ood", "org", "orn", "ox", "oxy", "pay", "pet", "ple", "plu", "po", |
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47 "pot","prok","re", "rea", "rhov", "ri", "ro", "rog", "rok", "rol", |
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48 "sa", "san", "sat", "see", "sef", "seh", "shu", "ski", "sna", |
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49 "sne", "snik", "sno", "so", "sol", "sri", "sta", "sun", "ta", |
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50 "tab", "tem", "ther", "ti", "tox", "trol", "tue", "turs", "u", |
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51 "ulk", "um", "un", "uni", "ur", "val", "viv", "vly", "vom", "wah", |
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52 "wed", "werg", "wex", "whon", "wun", "xo", "y", "yot", "yu", |
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53 "zant", "zap", "zeb", "zim", "zok", "zon", "zum", |
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54 }; |
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55 |
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56 char *stones[] = { |
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57 "Agate", "Alexandrite", "Amethyst", |
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58 "Azurite", "Carnelian", "Chrysoberyl", |
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59 "Chrysoprase", "Citrine", "Diamond", |
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60 "Emerald", "Garnet", "Hematite", |
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61 "Jacinth", "Jade", "Kryptonite", |
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62 "Lapus lazuli", "Malachite", "Moonstone", |
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63 "Obsidian", "Olivine", "Onyx", |
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64 "Opal", "Pearl", "Peridot", |
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65 "Quartz", "Rhodochrosite","Ruby", |
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66 "Sapphire", "Sardonyx", "Serpintine", |
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67 "Spinel", "Tiger eye", "Topaz", |
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68 "Tourmaline", "Turquoise", |
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69 }; |
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70 |
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71 char *wood[NWOOD] = { |
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72 "Avocado wood", "Balsa", "Banyan", "Birch", |
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73 "Cedar", "Cherry", "Cinnibar", "Dogwood", |
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74 "Driftwood", "Ebony", "Eucalyptus", "Hemlock", |
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75 "Ironwood", "Mahogany", "Manzanita", "Maple", |
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76 "Oak", "Pine", "Redwood", "Rosewood", |
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77 "Teak", "Walnut", "Zebra wood", "Persimmon wood", |
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78 }; |
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79 |
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80 char *metal[NMETAL] = { |
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81 "Aluminium", "Bone", "Brass", "Bronze", |
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82 "Copper", "Chromium", "Iron", "Lead", |
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83 "Magnesium", "Pewter", "Platinum", "Steel", |
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84 "Tin", "Titanium", "Zinc", |
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85 }; |
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86 |
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87 /* |
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88 * init_things: |
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89 * Initialize the probabilities for types of things |
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90 */ |
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91 void |
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92 init_things(void) |
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93 { |
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94 struct magic_item *mi; |
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95 |
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96 /* |
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97 * init general things |
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98 */ |
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99 for (mi = &things[1]; mi < &things[NUMTHINGS]; mi++) |
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100 mi->mi_prob += (mi-1)->mi_prob; |
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101 badcheck("things", things); |
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102 /* |
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103 * init armor things |
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104 */ |
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105 for (mi = &a_magic[1]; mi < &a_magic[MAXARMORS]; mi++) |
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106 mi->mi_prob += (mi-1)->mi_prob; |
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107 badcheck("armor", a_magic); |
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108 /* |
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109 * init weapon stuff |
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110 */ |
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111 for (mi = &w_magic[1]; mi < &w_magic[MAXWEAPONS]; mi++) |
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112 mi->mi_prob += (mi-1)->mi_prob; |
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113 badcheck("weapon", w_magic); |
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114 } |
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115 |
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116 |
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117 /* |
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118 * init_colors: |
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119 * Initialize the potion color scheme for this time |
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120 */ |
217
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121 void |
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122 init_colors(void) |
36
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123 { |
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124 reg int i, j; |
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125 bool used[NCOLORS]; |
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126 |
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127 for (i = 0; i < NCOLORS; i++) |
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128 used[i] = FALSE; |
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129 for (i = 0; i < MAXPOTIONS; i++) { |
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130 do { |
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131 j = rnd(NCOLORS); |
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132 } until (!used[j]); |
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133 used[j] = TRUE; |
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134 p_colors[i] = rainbow[j]; |
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135 p_know[i] = FALSE; |
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136 p_guess[i] = NULL; |
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137 if (i > 0) |
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138 p_magic[i].mi_prob += p_magic[i-1].mi_prob; |
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139 } |
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140 badcheck("potions", p_magic); |
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141 } |
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142 |
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143 |
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144 /* |
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145 * init_names: |
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146 * Generate the names of the various scrolls |
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147 */ |
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148 void |
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149 init_names(void) |
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150 { |
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151 reg int nsyl; |
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152 reg char *cp, *sp; |
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153 reg int i, nwords; |
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154 |
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155 for (i = 0; i < MAXSCROLLS; i++) { |
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156 cp = prbuf; |
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157 nwords = rnd(3)+1; |
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158 while(nwords--) { |
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159 nsyl = rnd(3)+2; |
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160 while(nsyl--) { |
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161 sp = sylls[rnd(NSYLS)]; |
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162 while(*sp) |
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163 *cp++ = *sp++; |
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164 } |
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165 *cp++ = ' '; |
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166 } |
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167 *--cp = '\0'; |
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168 s_names[i] = new(strlen(prbuf)+1); |
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169 s_know[i] = FALSE; |
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170 s_guess[i] = NULL; |
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171 strcpy(s_names[i], prbuf); |
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172 if (i > 0) |
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173 s_magic[i].mi_prob += s_magic[i-1].mi_prob; |
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174 } |
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175 badcheck("scrolls", s_magic); |
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176 } |
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177 |
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178 /* |
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179 * init_stones: |
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180 * Initialize the ring stone setting scheme for this time |
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181 */ |
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182 |
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183 void |
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184 init_stones(void) |
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185 { |
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186 reg int i, j; |
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187 bool used[NSTONES]; |
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188 |
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189 for (i = 0; i < NSTONES; i++) |
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190 used[i] = FALSE; |
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191 |
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192 for (i = 0; i < MAXRINGS; i++) { |
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193 do { |
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194 j = rnd(NSTONES); |
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195 } until (!used[j]); |
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196 used[j] = TRUE; |
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197 r_stones[i] = stones[j]; |
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198 r_know[i] = FALSE; |
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199 r_guess[i] = NULL; |
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200 if (i > 0) |
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201 r_magic[i].mi_prob += r_magic[i-1].mi_prob; |
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202 } |
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203 badcheck("rings", r_magic); |
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204 } |
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205 |
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206 /* |
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207 * init_materials: |
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208 * Initialize the construction materials for wands and staffs |
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209 */ |
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210 |
217
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211 void |
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212 init_materials(void) |
36
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213 { |
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214 int i, j; |
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215 char *str; |
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216 struct rod *rd; |
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217 bool metused[NMETAL], woodused[NWOOD]; |
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218 |
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219 for (i = 0; i < NWOOD; i++) |
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220 woodused[i] = FALSE; |
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221 for (i = 0; i < NMETAL; i++) |
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222 metused[i] = FALSE; |
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223 |
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224 for (i = 0; i < MAXSTICKS; i++) { |
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225 rd = &ws_stuff[i]; |
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226 for (;;) { |
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227 if (rnd(100) > 50) { |
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228 j = rnd(NMETAL); |
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229 if (!metused[j]) { |
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230 str = metal[j]; |
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231 rd->ws_type = "wand"; |
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232 rd->ws_vol = V_WS_WAND; |
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233 rd->ws_wght = W_WS_WAND; |
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234 metused[j] = TRUE; |
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235 break; |
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236 } |
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237 } |
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238 else { |
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239 j = rnd(NWOOD); |
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240 if (!woodused[j]) { |
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241 str = wood[j]; |
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242 rd->ws_type = "staff"; |
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243 rd->ws_vol = V_WS_STAFF; |
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244 rd->ws_wght = W_WS_WAND; |
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245 woodused[j] = TRUE; |
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246 break; |
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247 } |
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248 } |
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249 } |
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250 ws_stuff[i].ws_made = str; |
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251 ws_know[i] = FALSE; |
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252 ws_guess[i] = NULL; |
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253 if (i > 0) |
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254 ws_magic[i].mi_prob += ws_magic[i-1].mi_prob; |
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255 } |
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256 badcheck("sticks", ws_magic); |
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257 } |
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258 |
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259 void |
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260 badcheck(char *name, struct magic_item *magic) |
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261 { |
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262 struct magic_item *mg; |
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263 |
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264 for (mg = magic; mg->mi_name != NULL; mg++) |
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265 ; |
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266 if ((mg - 1)->mi_prob == 1000) |
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267 return; |
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268 printf("\nBad percentages for %s:\n", name); |
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269 for (mg = magic; mg->mi_name != NULL; mg++) |
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270 printf("%4d%% %s\n", mg->mi_prob, mg->mi_name); |
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271 printf("%s", retstr); |
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272 fflush(stdout); |
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273 while (getchar() != '\n') |
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274 continue; |
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275 } |
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276 |
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277 |
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278 /* |
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279 * init_player: |
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280 * roll up the rogue |
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281 */ |
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282 |
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283 void |
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284 init_player(void) |
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285 { |
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286 player.t_nomove = 0; |
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287 player.t_nocmd = 0; |
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288 him = &player.t_stats; |
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289 him->s_lvl = 1; |
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290 him->s_exp = 0L; |
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291 him->s_maxhp = him->s_hpt = pinit(); /* hit points */ |
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292 him->s_re.a_str = pinit(); /* strength */ |
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293 him->s_re.a_dex = pinit(); /* dexterity */ |
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294 him->s_re.a_wis = pinit(); /* wisdom */ |
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295 him->s_re.a_con = pinit(); /* constitution */ |
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296 him->s_ef = him->s_re; /* effective = real */ |
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297 strcpy(him->s_dmg, "1d4"); |
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298 him->s_arm = NORMAC; |
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299 him->s_carry = totalenc(); |
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300 him->s_pack = 0; |
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301 pack = NULL; /* empty pack so far */ |
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302 max_stats = *him; |
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303 } |
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304 |
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305 |
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306 /* |
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307 * pinit: |
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308 * Returns the best 3 of 4 on a 6-sided die |
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309 */ |
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310 int |
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311 pinit(void) |
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312 { |
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313 int best[4]; |
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314 reg int i, min, minind, dicetot; |
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315 |
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316 for (i = 0 ; i < 4 ; i++) |
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317 best[i] = roll(1,6); /* populate array */ |
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318 min = best[0]; /* assume that 1st entry */ |
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319 minind = 0; /* is the lowest */ |
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320 for (i = 1 ; i < 4 ; i++) { /* find the lowest */ |
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321 if (best[i] < min) { /* if < minimum then update */ |
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322 min = best[i]; |
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323 minind = i; /* point to lowest value */ |
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324 } |
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325 } |
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326 dicetot = 0; /* start with nothing */ |
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327 for (i = 0 ; i < 4 ; i++) { |
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328 if (i != minind) /* if not minimum, then add it */ |
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329 dicetot += best[i]; |
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330 } |
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331 return(dicetot); |
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332 } |
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333 |
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334 /* |
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335 * init_everything: |
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336 * Set up all important stuff. |
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337 */ |
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338 void |
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339 init_everything(void) |
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340 { |
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341 init_player(); /* Roll up the rogue */ |
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342 init_things(); /* Set up probabilities */ |
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343 init_names(); /* Set up names of scrolls */ |
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344 init_colors(); /* Set up colors of potions */ |
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345 init_stones(); /* Set up stones in rings */ |
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346 init_materials(); /* Set up materials of wands */ |
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347 } |