view arogue7/init.c @ 296:000b1c5b8d63

UltraRogue: fix inventory collision after save and restore. Inventory letters are based on "identifiers" stored in objects' o_ident field. Identifiers are allocated by get_ident(), which keeps a list of objects that have them, to avoid giving the same identifier to multiple objects. The list is not stored in the savefile, so after restore, get_ident() was not aware of existing identifiers. This resulted in picked-up objects having the same inventory letters as objects restored from the file. The restore code now adds all objects with identifiers to the list.
author John "Elwin" Edwards
date Mon, 15 Jan 2018 20:20:35 -0500
parents f9ef86cf22b2
children e52a8a7ad4c5
line wrap: on
line source

/*
 * init.c  -  global variable initializaton
 *
 * Advanced Rogue
 * Copyright (C) 1984, 1985, 1986 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.
 */

/*
 * global variable initializaton
 *
 */

#include "curses.h"
#include <ctype.h>
#include <string.h>
#include "rogue.h"
#include "mach_dep.h"


/*
 * If there is any news, put it in a character string and assign it to
 * rogue_news.  Otherwise, assign NULL to rogue_news.
 */
static char *rogue_news = "You no longer fall into trading posts. They are \
now entered like going down the stairs.";

char *rainbow[] = {

"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",
};
#define NCOLORS (sizeof rainbow / sizeof(char *))
int cNCOLORS = NCOLORS;

static char *sylls[] = {
    "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", "net", "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[] = {
	"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",
};
#define NSTONES (sizeof stones / sizeof(char *))
int cNSTONES = NSTONES;

char *wood[] = {
	"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",
};
#define NWOOD (sizeof wood / sizeof(char *))
int cNWOOD = NWOOD;

char *metal[] = {
	"aluminium",	"bone",		"brass",	"bronze",
	"copper",	"chromium",	"iron",		"lead",
	"magnesium",	"pewter",	"platinum",	"silver",
	"steel",	"tin",		"titanium",	"zinc",
};
#define NMETAL (sizeof metal / sizeof(char *))
int cNMETAL = NMETAL;
#define MAX3(a,b,c)     (a > b ? (a > c ? a : c) : (b > c ? b : c))

static bool used[MAX3(NCOLORS, NSTONES, NWOOD)];


/*
 * make sure all the percentages specified in the tables add up to the
 * right amounts
 */
void
badcheck(char *name, struct magic_item *magic, 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
 */

void
init_colors(void)
{
    register int i, j;

    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);
}

/*
 * do any initialization for food
 */

void
init_foods(void)
{
    register int i;

    for (i=0; i < MAXFOODS; i++) {
	if (i > 0)
	    foods[i].mi_prob += foods[i-1].mi_prob;
    }
    badcheck("foods", foods, MAXFOODS);
}

/*
 * init_materials:
 *	Initialize the construction materials for wands and staffs
 */

void
init_materials(void)
{
    register int i, j;
    register char *str;
    static bool metused[NMETAL];

    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(100) > 50)
	    {
		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;
	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
 */

void
init_misc(void)
{
    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
 */

void
init_names(void)
{
    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
 */

void
init_player(void)
{
    int stat_total, round, minimum, maximum, ch, i, j;
    short do_escape, *our_stats[NUMABILITIES-1];
    struct linked_list	*weap_item, *armor_item;
    struct object *obj;

    weap_item = armor_item = NULL;

    if (char_type == -1) {
	/* See what type character will be */
	wclear(hw);
	touchwin(hw);
	wmove(hw,2,0);
	for(i=1; i<=NUM_CHARTYPES-1; i++) {
	    wprintw(hw,"[%d] %s\n",i,char_class[i-1].name);
	}
	mvwaddstr(hw, 0, 0, "What character class do you desire? ");
	draw(hw);
	char_type = (wgetch(hw) - '0');
	while (char_type < 1 || char_type > NUM_CHARTYPES-1) {
	    wmove(hw,0,0);
	    wprintw(hw,"Please enter a character type between 1 and %d: ",
		    NUM_CHARTYPES-1);
	    draw(hw);
	    char_type = (wgetch(hw) - '0');
	}
	char_type--;
    }
    player.t_ctype = char_type;
    player.t_quiet = 0;
    pack = NULL;

    /* Select the gold */
    purse = 2700;
    switch (player.t_ctype) {
	case C_FIGHTER:
	    purse += 1800;
	when C_THIEF:
	case C_ASSASIN:
	    purse += 600;
    }
#ifdef WIZARD
    /* 
     * allow me to describe a super character 
     */
    if (wizard && 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 = 10000000L;
	    pstats.s_lvladj = 0;
	    pstats.s_lvl = 1;
	    pstats.s_hpt = 500;
	    pstats.s_carry = totalenc(&player);
	    strncpy(pstats.s_dmg, "3d4", sizeof(pstats.s_dmg));
	    check_level();
	    mpos = 0;
	    if (player.t_ctype == C_FIGHTER ||
	        player.t_ctype == C_RANGER  ||
	        player.t_ctype == C_PALADIN)
		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;
	    if (player.t_ctype != C_MONK) {
		j = PLATE_ARMOR;
		if (player.t_ctype == C_THIEF || player.t_ctype == C_ASSASIN)
		    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

    {
	switch(player.t_ctype) {
	    case C_MAGICIAN:round = A_INTELLIGENCE;
	    when C_FIGHTER:	round = A_STRENGTH;
	    when C_RANGER:	round = A_STRENGTH;
	    when C_PALADIN:	round = A_STRENGTH;
	    when C_CLERIC:	round = A_WISDOM;
	    when C_DRUID:	round = A_WISDOM;
	    when C_THIEF:	round = A_DEXTERITY;
	    when C_ASSASIN:	round = A_DEXTERITY;
	    when C_MONK:	round = A_DEXTERITY;
	}

	do {
	    wclear(hw);

	    /* If there is any news, display it */
	    if (rogue_news) {
		register int i;

		/* Print a separator line */
		wmove(hw, 12, 0);
		for (i=0; i<cols; i++) waddch(hw, '-');

		/* Print the news */
		mvwaddstr(hw, 14, 0, rogue_news);
	    }

	    stat_total = MAXSTATS;
	    do_escape = FALSE;	/* No escape seen yet */

	    /* Initialize abilities */
	    pstats.s_intel = 0;
	    pstats.s_str = 0;
	    pstats.s_wisdom = 0;
	    pstats.s_dext = 0;
	    pstats.s_const = 0;
	    pstats.s_charisma = 0;

	    /* Initialize pointer into abilities */
	    our_stats[A_INTELLIGENCE] = &pstats.s_intel;
	    our_stats[A_STRENGTH] = &pstats.s_str;
	    our_stats[A_WISDOM] = &pstats.s_wisdom;
	    our_stats[A_DEXTERITY] = &pstats.s_dext;
	    our_stats[A_CONSTITUTION] = &pstats.s_const;

	    /* Let player distribute attributes */
	    for (i=0; i<NUMABILITIES-1; i++) {
		wmove(hw, 2, 0);
		wprintw(hw, "You are creating a %s with %2d attribute points.",
				char_class[player.t_ctype].name, stat_total);

		/*
		 * Player must have a minimum of 7 in any attribute and 11 in
		 * the player's primary attribute.
		 */
		minimum = (round == i ? 11 : 7);

		/* Subtract out remaining minimums */
		maximum = stat_total - (7 * (NUMABILITIES-1 - i));

		/* Subtract out remainder of profession minimum (11 - 7) */
		if (round > i) maximum -= 4;

		/* Maximum can't be greater than 18 */
		if (maximum > 18) maximum = 18;

		wmove(hw, 4, 0);
		wprintw(hw,
		   "Minimum: %2d; Maximum: %2d (%s corrects previous entry)",
		   minimum, maximum, unctrl('\b'));

		wmove(hw, 6, 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, "    Con: %-2d", pstats.s_const);
		wprintw(hw, "    Cha: %-2d", pstats.s_charisma);
		wclrtoeol(hw);
		wmove(hw, 6, 11*i + 9);
		if (do_escape == FALSE) draw(hw);

		/* Get player's input */
		if (do_escape || maximum == minimum) {
		    *our_stats[i] = maximum;
		    stat_total -= maximum;
		}
		else for (;;) {
		    ch = wgetch(hw);
		    if (ch == '\b') {	/* Backspace */
			if (i == 0) continue;	/* Can't move back */
			else {
			    stat_total += *our_stats[i-1];
			    *our_stats[i] = 0;
			    *our_stats[i-1] = 0;
			    i -= 2;	/* Back out */
			    break;
			}
		    }
		    if (ch == '\033') {	/* Escape */
			/*
			 * Escape will result in using all maximums for
			 * remaining abilities.
			 */
			do_escape = TRUE;
			*our_stats[i] = maximum;
			stat_total -= maximum;
			break;
		    }

		    /* Do we have a legal digit? */
		    if (ch >= '0' && ch <= '9') {
			ch -= '0';	/* Convert it to a number */
			*our_stats[i] = 10 * *our_stats[i] + ch;

			/* Is the number in range? */
			if (*our_stats[i] >= minimum &&
			    *our_stats[i] <= maximum) {
			    stat_total -= *our_stats[i];
			    break;
			}

			/*
			 * If it's too small, get more - 1x is the only
			 * allowable case.
			 */
			if (*our_stats[i] < minimum && *our_stats[i] == 1) {
			    /* Print the player's one */
			    waddch(hw, '1');
			    draw(hw);
			    continue;
			}
		    }

		    /* Error condition */
		    putchar('\007');
		    *our_stats[i] = 0;
		    i--;	/* Rewind */
		    break;
		}
	    }

	    /* Discard extra points over 18 */
	    if (stat_total > 18) stat_total = 18;

	    /* Charisma gets what's left */
	    pstats.s_charisma = stat_total;

	    /* Intialize constants */
	    pstats.s_lvl = 1;
	    pstats.s_lvladj = 0;
	    pstats.s_exp = 0L;
	    strncpy(pstats.s_dmg, "1d4", sizeof(pstats.s_dmg));
	    pstats.s_carry = totalenc(&player);

	    /* Get the hit points. */
	    pstats.s_hpt = 12 + const_bonus();  /* Base plus bonus */

	    /* Add in the component that varies according to class */
	    pstats.s_hpt += char_class[player.t_ctype].hit_pts;

	    /* Display the character */
	    wmove(hw, 2, 0);
	    wprintw(hw,"You are creating a %s.",
			char_class[player.t_ctype].name);
	    wclrtoeol(hw);

	    /* Get rid of max/min line */
	    wmove(hw, 4, 0);
	    wclrtoeol(hw);

	    wmove(hw, 6, 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, "    Con: %2d", pstats.s_const);
	    wprintw(hw, "    Cha: %2d", pstats.s_charisma);
	    wclrtoeol(hw);

	    wmove(hw, 8, 0);
	    wprintw(hw, "    Hp: %2d", pstats.s_hpt);
	    wclrtoeol(hw);

	    wmove(hw, 10, 0);
	    wprintw(hw, "    Gold: %d", purse);

	    mvwaddstr(hw, 0, 0, "Is this character okay? ");
	    draw(hw);
	} while(wgetch(hw) != 'y');
    }

    pstats.s_arm = 10;
    max_stats = pstats;

    /* Set up the initial movement rate */
    player.t_action = A_NIL;
    player.t_movement = 6;
    player.t_no_move = 0;
    player.t_using = NULL;
}






/*
 * init_stones:
 *	Initialize the ring stone setting scheme for this time
 */

void
init_stones(void)
{
    register 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];
	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
 */
void
init_things(void)
{
    register struct magic_item *mp;

    for (mp = &things[1] ; mp < &things[NUMTHINGS] ; mp++)
	mp->mi_prob += (mp-1)->mi_prob;
    badcheck("things", things, NUMTHINGS);
}