Mercurial > hg > early-roguelike
view rogue5/init.c @ 291:5b6855d5d089
Fix a portability issue with md_hasclreol().
Some games' implementation of md_hasclreol() poked around in ncurses
internals, which does not work for some ncurses build configuration.
Most games did not actually call md_hasclreol(), so it was removed.
There is a standard terminfo function which can retrieve the value of
the clr_eol capability, so this was used for rogue5.
author | John "Elwin" Edwards |
---|---|
date | Wed, 27 Dec 2017 10:26:06 -0500 |
parents | f502bf60e6e4 |
children |
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/* * 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); }