Mercurial > hg > early-roguelike
diff rogue5/init.c @ 33:f502bf60e6e4
Import Rogue 5.4 from the Roguelike Restoration Project (r1490)
author | elwin |
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date | Mon, 24 May 2010 20:10:59 +0000 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/rogue5/init.c Mon May 24 20:10:59 2010 +0000 @@ -0,0 +1,450 @@ +/* + * global variable initializaton + * + * @(#)init.c 4.31 (Berkeley) 02/05/99 + * + * Rogue: Exploring the Dungeons of Doom + * Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman + * All rights reserved. + * + * See the file LICENSE.TXT for full copyright and licensing information. + */ + +#include <stdlib.h> +#include <curses.h> +#include <ctype.h> +#include <string.h> +#include "rogue.h" + +/* + * init_player: + * Roll her up + */ +void +init_player(void) +{ + THING *obj; + + pstats = max_stats; + food_left = HUNGERTIME; + /* + * Give him some food + */ + obj = new_item(); + obj->o_type = FOOD; + obj->o_count = 1; + add_pack(obj, TRUE); + /* + * And his suit of armor + */ + obj = new_item(); + obj->o_type = ARMOR; + obj->o_which = RING_MAIL; + obj->o_arm = a_class[RING_MAIL] - 1; + obj->o_flags |= ISKNOW; + obj->o_count = 1; + cur_armor = obj; + add_pack(obj, TRUE); + /* + * Give him his weaponry. First a mace. + */ + obj = new_item(); + init_weapon(obj, MACE); + obj->o_hplus = 1; + obj->o_dplus = 1; + obj->o_flags |= ISKNOW; + add_pack(obj, TRUE); + cur_weapon = obj; + /* + * Now a +1 bow + */ + obj = new_item(); + init_weapon(obj, BOW); + obj->o_hplus = 1; + obj->o_flags |= ISKNOW; + add_pack(obj, TRUE); + /* + * Now some arrows + */ + obj = new_item(); + init_weapon(obj, ARROW); + obj->o_count = rnd(15) + 25; + obj->o_flags |= ISKNOW; + add_pack(obj, TRUE); +} + +/* + * Contains defintions and functions for dealing with things like + * potions and scrolls + */ + +const char *rainbow[] = { + "amber", + "aquamarine", + "black", + "blue", + "brown", + "clear", + "crimson", + "cyan", + "ecru", + "gold", + "green", + "grey", + "magenta", + "orange", + "pink", + "plaid", + "purple", + "red", + "silver", + "tan", + "tangerine", + "topaz", + "turquoise", + "vermilion", + "violet", + "white", + "yellow", +}; + +#define NCOLORS (sizeof rainbow / sizeof (char *)) + +static const char *sylls[] = { + "a", "ab", "ag", "aks", "ala", "an", "app", "arg", "arze", "ash", + "bek", "bie", "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", "fri", "fu", + "gan", "gar", "glen", "gop", "gre", "ha", "hyd", "i", "ing", "ip", + "ish", "it", "ite", "iv", "jo", "kho", "kli", "klis", "la", "lech", + "mar", "me", "mi", "mic", "mik", "mon", "mung", "mur", "nej", + "nelg", "nep", "ner", "nes", "nes", "nih", "nin", "o", "od", "ood", + "org", "orn", "ox", "oxy", "pay", "ple", "plu", "po", "pot", + "prok", "re", "rea", "rhov", "ri", "ro", "rog", "rok", "rol", "sa", + "san", "sat", "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", "zeb", "zim", + "zok", "zon", "zum", +}; + +const STONE stones[] = { + { "agate", 25}, + { "alexandrite", 40}, + { "amethyst", 50}, + { "carnelian", 40}, + { "diamond", 300}, + { "emerald", 300}, + { "germanium", 225}, + { "granite", 5}, + { "garnet", 50}, + { "jade", 150}, + { "kryptonite", 300}, + { "lapis lazuli", 50}, + { "moonstone", 50}, + { "obsidian", 15}, + { "onyx", 60}, + { "opal", 200}, + { "pearl", 220}, + { "peridot", 63}, + { "ruby", 350}, + { "sapphire", 285}, + { "stibotantalite", 200}, + { "tiger eye", 50}, + { "topaz", 60}, + { "turquoise", 70}, + { "taaffeite", 300}, + { "zircon", 80}, +}; + +#define NSTONES (sizeof stones / sizeof (STONE)) + +const char *wood[] = { + "avocado wood", + "balsa", + "bamboo", + "banyan", + "birch", + "cedar", + "cherry", + "cinnibar", + "cypress", + "dogwood", + "driftwood", + "ebony", + "elm", + "eucalyptus", + "fall", + "hemlock", + "holly", + "ironwood", + "kukui wood", + "mahogany", + "manzanita", + "maple", + "oaken", + "persimmon wood", + "pecan", + "pine", + "poplar", + "redwood", + "rosewood", + "spruce", + "teak", + "walnut", + "zebrawood", +}; + +#define NWOOD (sizeof wood / sizeof (char *)) + +const char *metal[] = { + "aluminum", + "beryllium", + "bone", + "brass", + "bronze", + "copper", + "electrum", + "gold", + "iron", + "lead", + "magnesium", + "mercury", + "nickel", + "pewter", + "platinum", + "steel", + "silver", + "silicon", + "tin", + "titanium", + "tungsten", + "zinc", +}; + +#define NMETAL (sizeof metal / sizeof (char *)) + +int cNWOOD = NWOOD; +int cNMETAL = NMETAL; +int cNSTONES = NSTONES; +int cNCOLORS = NCOLORS; + +/* + * init_colors: + * Initialize the potion color scheme for this time + */ +void +init_colors(void) +{ + int i, j; + int 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]; + } +} + +/* + * init_names: + * Generate the names of the various scrolls + */ +#define MAXNAME 40 /* Max number of characters in a name */ + +void +init_names(void) +{ + int nsyl; + const char *sp; + char *cp; + int i, nwords; + + for (i = 0; i < MAXSCROLLS; i++) + { + cp = prbuf; + nwords = rnd(3) + 2; + while (nwords--) + { + nsyl = rnd(3) + 1; + while (nsyl--) + { + sp = sylls[rnd((sizeof sylls) / (sizeof (char *)))]; + if (&cp[strlen(sp)] > &prbuf[MAXNAME]) + break; + while (*sp) + *cp++ = *sp++; + } + *cp++ = ' '; + } + *--cp = '\0'; + s_names[i] = malloc(strlen(prbuf)+1); + if (s_names[i] != NULL) + strcpy(s_names[i], prbuf); + } +} + +/* + * init_stones: + * Initialize the ring stone setting scheme for this time + */ +void +init_stones(void) +{ + int used[NSTONES]; + int i, j; + + 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].st_name; + ring_info[i].oi_worth += stones[j].st_value; + } +} + +/* + * init_materials: + * Initialize the construction materials for wands and staffs + */ +void +init_materials(void) +{ + int i, j; + const char *str; + int metused[NMETAL]; + int used[NWOOD]; + + for (i = 0; i < NWOOD; i++) + used[i] = FALSE; + for (i = 0; i < NMETAL; i++) + metused[i] = FALSE; + for (i = 0; i < MAXSTICKS; i++) + { + for (;;) + if (rnd(2) == 0) + { + j = rnd(NMETAL); + if (!metused[j]) + { + ws_type[i] = "wand"; + str = metal[j]; + metused[j] = TRUE; + break; + } + } + else + { + j = rnd(NWOOD); + if (!used[j]) + { + ws_type[i] = "staff"; + str = wood[j]; + used[j] = TRUE; + break; + } + } + ws_made[i] = str; + } +} + +#ifdef MASTER +# define NT NUMTHINGS, "things" +# define MP MAXPOTIONS, "potions" +# define MS MAXSCROLLS, "scrolls" +# define MR MAXRINGS, "rings" +# define MWS MAXSTICKS, "sticks" +# define MW MAXWEAPONS, "weapons" +# define MA MAXARMORS, "armor" +#else +# define NT NUMTHINGS +# define MP MAXPOTIONS +# define MS MAXSCROLLS +# define MR MAXRINGS +# define MWS MAXSTICKS +# define MW MAXWEAPONS +# define MA MAXARMORS +#endif + +/* + * sumprobs: + * Sum up the probabilities for items appearing + */ +void +sumprobs(struct obj_info *info, int bound +#ifdef MASTER + , char *name +#endif +) +{ +#ifdef MASTER + struct obj_info *start = info; +#endif + struct obj_info *endp; + + endp = info + bound; + while (++info < endp) + info->oi_prob += (info - 1)->oi_prob; +#ifdef MASTER + badcheck(name, start, bound); +#endif +} + +/* + * init_probs: + * Initialize the probabilities for the various items + */ +void +init_probs(void) +{ + sumprobs(things, NT); + sumprobs(pot_info, MP); + sumprobs(scr_info, MS); + sumprobs(ring_info, MR); + sumprobs(ws_info, MWS); + sumprobs(weap_info, MW); + sumprobs(arm_info, MA); +} + +#ifdef MASTER +/* + * badcheck: + * Check to see if a series of probabilities sums to 100 + */ +void +badcheck(const char *name, const struct obj_info *info, int bound) +{ + const struct obj_info *end; + + if (info[bound - 1].oi_prob == 100) + return; + printf("\nBad percentages for %s (bound = %d):\n", name, bound); + for (end = &info[bound]; info < end; info++) + printf("%3d%% %s\n", info->oi_prob, info->oi_name); + printf("[hit RETURN to continue]"); + fflush(stdout); + while (getchar() != '\n') + continue; +} +#endif + +/* + * pick_color: + * If he is halucinating, pick a random color name and return it, + * otherwise return the given color. + */ +const char * +pick_color(const char *col) +{ + return (on(player, ISHALU) ? rainbow[rnd(NCOLORS)] : col); +}