Mercurial > hg > early-roguelike
view rogue4/init.c @ 237:2236ef808bcb
XRogue: fix some uses of entire structs instead of their members.
Some calls to runto() were given a pointer to the player struct instead
of to the player's coordinates. A call to death() was passed a pointer
to a monster instead of the monster's type number.
author | John "Elwin" Edwards |
---|---|
date | Tue, 08 Mar 2016 20:47:57 -0500 |
parents | 1b73a8641b37 |
children |
line wrap: on
line source
/* * global variable initializaton * * @(#)init.c 4.16 (Berkeley) 3/30/82 * * Rogue: Exploring the Dungeons of Doom * Copyright (C) 1980, 1981, 1982 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 <stdlib.h> #include <string.h> #include "rogue.h" #ifdef WIZARD void badcheck(char *name, struct magic_item *magic, int bound); #endif /* * init_player: * Roll up the rogue */ void init_player(void) { register THING *obj; pstats = max_stats; food_left = HUNGERTIME; /* * Give the rogue his weaponry. First a mace. */ obj = new_item(); obj->o_type = WEAPON; obj->o_which = MACE; init_weapon(obj, MACE); obj->o_hplus = 1; obj->o_dplus = 1; obj->o_flags |= ISKNOW; obj->o_count = 1; obj->o_group = 0; add_pack(obj, TRUE); cur_weapon = obj; /* * Now a +1 bow */ obj = new_item(); obj->o_type = WEAPON; obj->o_which = BOW; init_weapon(obj, BOW); obj->o_hplus = 1; obj->o_dplus = 0; obj->o_count = 1; obj->o_group = 0; obj->o_flags |= ISKNOW; add_pack(obj, TRUE); /* * Now some arrows */ obj = new_item(); obj->o_type = WEAPON; obj->o_which = ARROW; init_weapon(obj, ARROW); obj->o_count = rnd(15) + 25; obj->o_hplus = obj->o_dplus = 0; obj->o_flags |= ISKNOW; add_pack(obj, TRUE); /* * And his suit of armor */ obj = new_item(); obj->o_type = ARMOR; obj->o_which = RING_MAIL; obj->o_ac = a_class[RING_MAIL] - 1; obj->o_flags |= ISKNOW; obj->o_count = 1; obj->o_group = 0; cur_armor = obj; add_pack(obj, TRUE); /* * Give him some food too */ obj = new_item(); obj->o_type = FOOD; obj->o_count = 1; obj->o_which = 0; obj->o_group = 0; add_pack(obj, TRUE); } /* * Contains defintions and functions for dealing with things like * potions and scrolls */ const char *rainbow[NCOLORS] = { "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", }; const 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", }; const STONE stones[NSTONES] = { { "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}, { "saphire", 285}, { "stibotantalite", 200}, { "tiger eye", 50}, { "topaz", 60}, { "turquoise", 70}, { "taaffeite", 300}, { "zircon", 80}, }; const char *wood[NWOOD] = { "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", }; const char *metal[NMETAL] = { "aluminum", "beryllium", "bone", "brass", "bronze", "copper", "electrum", "gold", "iron", "lead", "magnesium", "mercury", "nickel", "pewter", "platinum", "steel", "silver", "silicon", "tin", "titanium", "tungsten", "zinc", }; /* * 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-1]; mp++) mp->mi_prob += (mp-1)->mi_prob; #ifdef WIZARD badcheck("things", things, NUMTHINGS); #endif } /* * init_colors: * Initialize the potion color scheme for this time */ void init_colors(void) { 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; } #ifdef WIZARD badcheck("potions", p_magic, MAXPOTIONS); #endif } /* * init_names: * Generate the names of the various scrolls */ #define MAXNAME 40 /* Max number of characters in a name */ void init_names(void) { register int nsyl; register char *cp; const char *sp; register int i, nwords; for (i = 0; i < MAXSCROLLS; i++) { cp = prbuf; nwords = rnd(4) + 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] = (char *) malloc((unsigned) 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; } #ifdef WIZARD badcheck("scrolls", s_magic, MAXSCROLLS); #endif } /* * init_stones: * Initialize the ring stone setting scheme for this time */ void init_stones(void) { 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].st_name; r_know[i] = FALSE; r_guess[i] = NULL; if (i > 0) r_magic[i].mi_prob += r_magic[i-1].mi_prob; r_magic[i].mi_worth += stones[j].st_value; } #ifdef WIZARD badcheck("rings", r_magic, MAXRINGS); #endif } /* * init_materials: * Initialize the construction materials for wands and staffs */ void init_materials(void) { register int i, j; register const 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(2) == 0) { 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; } #ifdef WIZARD badcheck("sticks", ws_magic, MAXSTICKS); #endif } #ifdef WIZARD /* * badcheck: * Check to see if a series of probabilities sums to 100 */ void badcheck(char *name, struct magic_item *magic, int bound) { register struct magic_item *end; if (magic[bound - 1].mi_prob == 100) return; printf("\nBad percentages for %s:\n", name); for (end = &magic[bound]; magic < end; magic++) printf("%3d%% %s\n", magic->mi_prob, magic->mi_name); printf("[hit RETURN to continue]"); fflush(stdout); while (getchar() != '\n') continue; } #endif