Mercurial > hg > early-roguelike
diff arogue5/init.c @ 63:0ed67132cf10
Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490)
author | elwin |
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date | Thu, 09 Aug 2012 22:58:48 +0000 |
parents | |
children | c49f7927b0fa |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/arogue5/init.c Thu Aug 09 22:58:48 2012 +0000 @@ -0,0 +1,497 @@ +/* + * global variable initializaton + * + * 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 <ctype.h> +#include "rogue.h" +#include "mach_dep.h" + + +char *rainbow[NCOLORS] = { + +"amber", "aquamarine", "beige", +"black", "blue", "brown", +"clear", "crimson", "ecru", +"gold", "green", "grey", +"indigo", "khaki", "lavender", +"magenta", "orange", "pink", +"plaid", "purple", "red", +"silver", "saffron", "scarlet", +"tan", "tangerine", "topaz", +"turquoise", "vermilion", "violet", +"white", "yellow", +}; + +char *sylls[NSYLLS] = { + "a", "ab", "ag", "aks", "ala", "an", "ankh","app", "arg", "arze", + "ash", "ban", "bar", "bat", "bek", "bie", "bin", "bit", "bjor", + "blu", "bot", "bu", "byt", "comp","con", "cos", "cre", "dalf", + "dan", "den", "do", "e", "eep", "el", "eng", "er", "ere", "erk", + "esh", "evs", "fa", "fid", "for", "fri", "fu", "gan", "gar", + "glen","gop", "gre", "ha", "he", "hyd", "i", "ing", "ion", "ip", + "ish", "it", "ite", "iv", "jo", "kho", "kli", "klis","la", "lech", + "man", "mar", "me", "mi", "mic", "mik", "mon", "mung","mur", + "nej", "nelg","nep", "ner", "nes", "nes", "nih", "nin", "o", "od", + "ood", "org", "orn", "ox", "oxy", "pay", "pet", "ple", "plu", "po", + "pot", "prok","re", "rea", "rhov","ri", "ro", "rog", "rok", "rol", + "sa", "san", "sat", "see", "sef", "seh", "shu", "ski", "sna", + "sne", "snik","sno", "so", "sol", "sri", "sta", "sun", "ta", + "tab", "tem", "ther","ti", "tox", "trol","tue", "turs","u", + "ulk", "um", "un", "uni", "ur", "val", "viv", "vly", "vom", "wah", + "wed", "werg","wex", "whon","wun", "xo", "y", "yot", "yu", + "zant","zap", "zeb", "zim", "zok", "zon", "zum", +}; + +char *stones[NSTONES] = { + "agate", "alexandrite", "amethyst", + "azurite", "bloodstone", "cairngorm", + "carnelian", "chalcedony", "chrysoberyl", + "chrysolite", "chrysoprase", "citrine", + "coral", "diamond", "emerald", + "garnet", "heliotrope", "hematite", + "hyacinth", "jacinth", "jade", + "jargoon", "jasper", "kryptonite", + "lapus lazuli", "malachite", "mocca stone", + "moonstone", "obsidian", "olivine", + "onyx", "opal", "pearl", + "peridot", "quartz", "rhodochrosite", + "rhodolite", "ruby", "sapphire", + "sardonyx", "serpintine", "spinel", + "tiger eye", "topaz", "tourmaline", + "turquoise", "zircon", +}; + +char *wood[NWOOD] = { + "avocado wood", "balsa", "banyan", "birch", + "cedar", "cherry", "cinnibar", "dogwood", + "driftwood", "ebony", "eucalyptus", "hemlock", + "ironwood", "mahogany", "manzanita", "maple", + "oak", "pine", "redwood", "rosewood", + "teak", "walnut", "zebra wood", "persimmon wood", +}; + +char *metal[NMETAL] = { + "aluminium", "bone", "brass", "bronze", + "copper", "chromium", "iron", "lead", + "magnesium", "pewter", "platinum", "silver", + "steel", "tin", "titanium", "zinc", +}; + + + + +/* + * make sure all the percentages specified in the tables add up to the + * right amounts + */ +badcheck(name, magic, bound) +char *name; +register struct magic_item *magic; +register int bound; +{ + register struct magic_item *end; + + if (magic[bound - 1].mi_prob == 1000) + return; + printf("\nBad percentages for %s:\n", name); + for (end = &magic[bound] ; magic < end ; magic++) + printf("%4d%% %s\n", magic->mi_prob, magic->mi_name); + printf(retstr); + fflush(stdout); + while (getchar() != '\n') + continue; +} + +/* + * init_colors: + * Initialize the potion color scheme for this time + */ + +init_colors() +{ + register int i, j; + bool used[NCOLORS]; + + for(i = 0; i < NCOLORS; i++) + used[i] = FALSE; + + for (i = 0 ; i < MAXPOTIONS ; i++) + { + do + j = rnd(NCOLORS); + until (!used[j]); + used[j] = TRUE; + p_colors[i] = rainbow[j]; + p_know[i] = FALSE; + p_guess[i] = NULL; + if (i > 0) + p_magic[i].mi_prob += p_magic[i-1].mi_prob; + } + badcheck("potions", p_magic, MAXPOTIONS); +} + +/* + * init_materials: + * Initialize the construction materials for wands and staffs + */ + +init_materials() +{ + register int i, j; + register char *str; + bool metused[NMETAL], woodused[NWOOD]; + + for(i = 0; i < NWOOD; i++) + woodused[i] = FALSE; + + for(i = 0; i < NMETAL; i++) + metused[i] = FALSE; + + for (i = 0 ; i < MAXSTICKS ; i++) + { + for (;;) + if (rnd(100) > 50) + { + j = rnd(NMETAL); + + if (!metused[j]) + { + ws_type[i] = "wand"; + str = metal[j]; + metused[j] = TRUE; + break; + } + } + else + { + j = rnd(NWOOD); + + if (!woodused[j]) + { + ws_type[i] = "staff"; + str = wood[j]; + woodused[j] = TRUE; + break; + } + } + + ws_made[i] = str; + ws_know[i] = FALSE; + ws_guess[i] = NULL; + if (i > 0) + ws_magic[i].mi_prob += ws_magic[i-1].mi_prob; + } + badcheck("sticks", ws_magic, MAXSTICKS); +} + +/* + * do any initialization for miscellaneous magic + */ + +init_misc() +{ + register int i; + + for (i=0; i < MAXMM; i++) { + m_know[i] = FALSE; + m_guess[i] = NULL; + if (i > 0) + m_magic[i].mi_prob += m_magic[i-1].mi_prob; + } + + badcheck("miscellaneous magic", m_magic, MAXMM); +} + + +/* + * init_names: + * Generate the names of the various scrolls + */ + +init_names() +{ + register int nsyl; + register char *cp, *sp; + register int i, nwords; + + for (i = 0 ; i < MAXSCROLLS ; i++) + { + cp = prbuf; + nwords = rnd(COLS/20) + 1 + (COLS > 40 ? 1 : 0); + while(nwords--) + { + nsyl = rnd(3)+1; + while(nsyl--) + { + sp = sylls[rnd((sizeof sylls) / (sizeof (char *)))]; + while(*sp) + *cp++ = *sp++; + } + *cp++ = ' '; + } + *--cp = '\0'; + s_names[i] = (char *) new(strlen(prbuf)+1); + s_know[i] = FALSE; + s_guess[i] = NULL; + strcpy(s_names[i], prbuf); + if (i > 0) + s_magic[i].mi_prob += s_magic[i-1].mi_prob; + } + badcheck("scrolls", s_magic, MAXSCROLLS); +} + +/* + * init_player: + * roll up the rogue + */ + +init_player() +{ + int stat_total, ch = 0, wpt = 0, i, j; + struct linked_list *weap_item, *armor_item, *food_item; + struct object *obj; + char *class; + + weap_item = armor_item = NULL; + + if (char_type == -1) { + /* See what type character will be */ + wclear(hw); + touchwin(hw); + mvwaddstr(hw,2,0,"[1] Fighter\n[2] Magician\n[3] Cleric\n[4] Thief"); + mvwaddstr(hw, 0, 0, "What character class do you desire? "); + draw(hw); + char_type = (wgetch(hw) - '0'); + while (char_type < 1 || char_type > 4) { + mvwaddstr(hw,0,0,"Please enter a character type between 1 and 4: "); + draw(hw); + char_type = (wgetch(hw) - '0'); + } + char_type--; + } + player.t_ctype = char_type; + player.t_quiet = 0; + pack = NULL; + +#ifdef WIZARD + /* + * allow me to describe a super character + */ + if (wizard && md_getuid() == AUTHOR && strcmp(getenv("SUPER"),"YES") == 0) { + pstats.s_str = 25; + pstats.s_intel = 25; + pstats.s_wisdom = 25; + pstats.s_dext = 25; + pstats.s_const = 25; + pstats.s_charisma = 25; + pstats.s_exp = 7500000L; + pstats.s_lvl = 20; + pstats.s_hpt = 500; + pstats.s_carry = totalenc(); + strcpy(pstats.s_dmg,"3d4"); + if (player.t_ctype == C_FIGHTER) + weap_item = spec_item(WEAPON, TWOSWORD, 5, 5); + else + weap_item = spec_item(WEAPON, SWORD, 5, 5); + obj = OBJPTR(weap_item); + obj->o_flags |= ISKNOW; + add_pack(weap_item, TRUE, NULL); + cur_weapon = obj; + j = PLATE_ARMOR; + if (player.t_ctype == C_THIEF) + j = STUDDED_LEATHER; + armor_item = spec_item(ARMOR, j, 10, 0); + obj = OBJPTR(armor_item); + obj->o_flags |= (ISKNOW | ISPROT); + obj->o_weight = armors[j].a_wght; + add_pack(armor_item, TRUE, NULL); + cur_armor = obj; + purse += 10000; + } + else +#endif + + { + wclear(hw); + do { + if (armor_item != NULL) { + o_discard(armor_item); + armor_item = NULL; + } + if (weap_item != NULL) { + o_discard(weap_item); + weap_item = NULL; + } + pstats.s_lvl = 1; + pstats.s_exp = 0L; + pstats.s_hpt = 12 + rnd(10); + pstats.s_str = 7 + rnd(5); + pstats.s_intel = 7 + rnd(5); + pstats.s_wisdom = 7 + rnd(5); + pstats.s_dext = 7 + rnd(5); + pstats.s_const = 14 + rnd(5); + pstats.s_charisma = 7 + rnd(5); + + /* Now for the special ability */ + switch (char_type) { + case C_FIGHTER: pstats.s_str = (rnd(10) == 7) ? 18 : 16; + when C_MAGICIAN: pstats.s_intel = (rnd(10) == 7) ? 18 : 16; + when C_CLERIC: pstats.s_wisdom= (rnd(10) == 7) ? 18 : 16; + when C_THIEF: pstats.s_dext = (rnd(10) == 7) ? 18 : 16; + } + strcpy(pstats.s_dmg,"1d4"); + stat_total =pstats.s_str + pstats.s_intel + pstats.s_wisdom + + pstats.s_dext + pstats.s_const; + /* + * since the player can re-roll stats at will, keep the maximum + * to some reasonable limit + */ + if (stat_total > MAXSTATS) + pstats.s_const -= (stat_total - MAXSTATS); + pstats.s_carry = totalenc(); + + /* + * Give the rogue his weaponry. + */ + do { + i = rnd(8); /* number of acceptable weapons */ + switch(i) { + case 0: ch = 25; wpt = MACE; + when 1: ch = 25; wpt = SWORD; + when 2: ch = 20; wpt = BATTLEAXE; + when 3: ch = 20; wpt = TRIDENT; + when 4: ch = 20; wpt = SPETUM; + when 5: ch = 20; wpt = BARDICHE; + when 6: ch = 15; wpt = PIKE; + when 7: ch = 20; wpt = HALBERD; + } + } while(rnd(100) > ch); + if (player.t_ctype == C_FIGHTER) + wpt = TWOSWORD; + weap_item = spec_item(WEAPON, wpt, rnd(2), rnd(2)+1); + obj = OBJPTR(weap_item); + obj->o_flags |= ISKNOW; + /* + * And his suit of armor....... + * Thieves can only wear leather armor + * fighters get better armor on an average + */ + if (player.t_ctype == C_THIEF) + j = STUDDED_LEATHER; + else { + if (player.t_ctype == C_FIGHTER) + i = 50 + rnd(50); + else + i = rnd(100); + j = 0; + while (armors[j].a_prob < i) + j++; + } + armor_item = spec_item(ARMOR, j, 0, 0); + obj = OBJPTR(armor_item); + obj->o_flags |= ISKNOW; + obj->o_weight = armors[j].a_wght; + switch(player.t_ctype) { + case C_FIGHTER: class = "fighter"; + when C_MAGICIAN:class = "magic user"; + when C_CLERIC: class = "cleric"; + when C_THIEF: class = "thief"; + otherwise: class = "unknown"; + } + wmove(hw, 2, 0); + wprintw(hw, "You have rolled a %s with the following attributes:",class); + wmove(hw,4,0); + wprintw(hw, " Int: %2d", pstats.s_intel); + wprintw(hw, " Str: %2d", pstats.s_str); + wprintw(hw, " Wis: %2d", pstats.s_wisdom); + wprintw(hw, " Dex: %2d", pstats.s_dext); + wprintw(hw, " Const: %2d", pstats.s_const); + wclrtoeol(hw); + wmove(hw, 6, 0); + wprintw(hw, " Hp: %2d", pstats.s_hpt); + wclrtoeol(hw); + mvwaddstr(hw, 8, 5, inv_name(OBJPTR(weap_item), FALSE)); + wclrtoeol(hw); + mvwaddstr(hw, 9, 5, inv_name(OBJPTR(armor_item), FALSE)); + wclrtoeol(hw); + mvwaddstr(hw,0,0,"Would you like to re-roll the character? "); + draw(hw); + } while(wgetch(hw) == 'y'); + + obj = OBJPTR(weap_item); + add_pack(weap_item, TRUE, NULL); + cur_weapon = obj; + obj = OBJPTR(armor_item); + add_pack(armor_item, TRUE, NULL); + cur_armor = obj; + } + /* + * Give him some food + */ + food_item = spec_item(FOOD, 0, 0, 0); + obj = OBJPTR(food_item); + obj->o_weight = things[TYP_FOOD].mi_wght; + add_pack(food_item, TRUE, NULL); + pstats.s_arm = 10; + max_stats = pstats; +} + + + + + + +/* + * init_stones: + * Initialize the ring stone setting scheme for this time + */ + +init_stones() +{ + register int i, j; + bool used[NSTONES]; + + for (i = 0; i < NSTONES; i++) + used[i] = FALSE; + + for (i = 0 ; i < MAXRINGS ; i++) + { + do + j = rnd(NSTONES); + until (!used[j]); + + used[j] = TRUE; + r_stones[i] = stones[j]; + r_know[i] = FALSE; + r_guess[i] = NULL; + if (i > 0) + r_magic[i].mi_prob += r_magic[i-1].mi_prob; + } + badcheck("rings", r_magic, MAXRINGS); +} + +/* + * init_things + * Initialize the probabilities for types of things + */ +init_things() +{ + register struct magic_item *mp; + + for (mp = &things[1] ; mp < &things[NUMTHINGS] ; mp++) + mp->mi_prob += (mp-1)->mi_prob; + badcheck("things", things, NUMTHINGS); +} + +