view rogue4/init.c @ 258:2908dc47f9e2

UltraRogue: fix crash when restoring. The r_flags field in struct room was being written as an int and read as a short. This caused the restore functions to receive the wrong data, usually an impossible string length, and abort. This breaks save compatibility, though the save files had problems anyway: the r_fires field should have been used, instead of reading and writing r_flags twice.
author John "Elwin" Edwards
date Wed, 08 Feb 2017 19:50:36 -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