Mercurial > hg > early-roguelike
view srogue/init.c @ 246:61283e71037c
Rogue V5: don't limit the high score list to 1 on Windows.
The Visual Studio project file failed to define ALLSCORES, causing the
score file to be limited to one entry per UID. Since the UID is always
set to 42 on Windows, only one entry could ever appear in the list.
author | John "Elwin" Edwards |
---|---|
date | Sun, 15 May 2016 19:04:46 -0400 |
parents | 94a0d9dd5ce1 |
children | e52a8a7ad4c5 |
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/* * initializate various things * * @(#)init.c 9.0 (rdk) 7/17/84 * * Super-Rogue * Copyright (C) 1984 Robert D. Kindelberger * 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. */ #include <ctype.h> #include <string.h> #include "rogue.h" #include "rogue.ext" int pinit(void); void badcheck(char *name, struct magic_item *magic); char *rainbow[NCOLORS] = { "Red", "Blue", "Green", "Yellow", "Black", "Brown", "Orange", "Pink", "Purple", "Grey", "White", "Silver", "Gold", "Violet", "Clear", "Vermilion", "Ecru", "Turquoise","Magenta", "Amber", "Topaz", "Plaid", "Tan", "Tangerine", "Aquamarine", "Scarlet","Khaki", "Crimson", "Indigo", "Beige", "Lavender", "Saffron", }; char *sylls[NSYLS] = { "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", }; char *stones[] = { "Agate", "Alexandrite", "Amethyst", "Azurite", "Carnelian", "Chrysoberyl", "Chrysoprase", "Citrine", "Diamond", "Emerald", "Garnet", "Hematite", "Jacinth", "Jade", "Kryptonite", "Lapus lazuli", "Malachite", "Moonstone", "Obsidian", "Olivine", "Onyx", "Opal", "Pearl", "Peridot", "Quartz", "Rhodochrosite","Ruby", "Sapphire", "Sardonyx", "Serpintine", "Spinel", "Tiger eye", "Topaz", "Tourmaline", "Turquoise", }; char *wood[NWOOD] = { "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", }; char *metal[NMETAL] = { "Aluminium", "Bone", "Brass", "Bronze", "Copper", "Chromium", "Iron", "Lead", "Magnesium", "Pewter", "Platinum", "Steel", "Tin", "Titanium", "Zinc", }; /* * init_things: * Initialize the probabilities for types of things */ void init_things(void) { struct magic_item *mi; /* * init general things */ for (mi = &things[1]; mi < &things[NUMTHINGS]; mi++) mi->mi_prob += (mi-1)->mi_prob; badcheck("things", things); /* * init armor things */ for (mi = &a_magic[1]; mi < &a_magic[MAXARMORS]; mi++) mi->mi_prob += (mi-1)->mi_prob; badcheck("armor", a_magic); /* * init weapon stuff */ for (mi = &w_magic[1]; mi < &w_magic[MAXWEAPONS]; mi++) mi->mi_prob += (mi-1)->mi_prob; badcheck("weapon", w_magic); } /* * init_colors: * Initialize the potion color scheme for this time */ void init_colors(void) { reg int i, j; reg char *str; 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; } badcheck("potions", p_magic); } /* * init_names: * Generate the names of the various scrolls */ void init_names(void) { reg int nsyl; reg char *cp, *sp; reg int i, nwords; for (i = 0; i < MAXSCROLLS; i++) { cp = prbuf; nwords = rnd(3)+1; while(nwords--) { nsyl = rnd(3)+2; while(nsyl--) { sp = sylls[rnd(NSYLS)]; while(*sp) *cp++ = *sp++; } *cp++ = ' '; } *--cp = '\0'; s_names[i] = 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); } /* * init_stones: * Initialize the ring stone setting scheme for this time */ void init_stones(void) { reg int i, j; reg char *str; 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]; 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); } /* * init_materials: * Initialize the construction materials for wands and staffs */ void init_materials(void) { int i, j; char *str; struct rod *rd; 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++) { rd = &ws_stuff[i]; for (;;) { if (rnd(100) > 50) { j = rnd(NMETAL); if (!metused[j]) { str = metal[j]; rd->ws_type = "wand"; rd->ws_vol = V_WS_WAND; rd->ws_wght = W_WS_WAND; metused[j] = TRUE; break; } } else { j = rnd(NWOOD); if (!woodused[j]) { str = wood[j]; rd->ws_type = "staff"; rd->ws_vol = V_WS_STAFF; rd->ws_wght = W_WS_WAND; woodused[j] = TRUE; break; } } } ws_stuff[i].ws_made = 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); } void badcheck(char *name, struct magic_item *magic) { struct magic_item *mg; for (mg = magic; mg->mi_name != NULL; mg++) ; if ((mg - 1)->mi_prob == 1000) return; printf("\nBad percentages for %s:\n", name); for (mg = magic; mg->mi_name != NULL; mg++) printf("%4d%% %s\n", mg->mi_prob, mg->mi_name); printf("%s", retstr); fflush(stdout); while (getchar() != '\n') continue; } /* * init_player: * roll up the rogue */ void init_player(void) { player.t_nomove = 0; player.t_nocmd = 0; him = &player.t_stats; him->s_lvl = 1; him->s_exp = 0L; him->s_maxhp = him->s_hpt = pinit(); /* hit points */ him->s_re.a_str = pinit(); /* strength */ him->s_re.a_dex = pinit(); /* dexterity */ him->s_re.a_wis = pinit(); /* wisdom */ him->s_re.a_con = pinit(); /* constitution */ him->s_ef = him->s_re; /* effective = real */ strcpy(him->s_dmg, "1d4"); him->s_arm = NORMAC; him->s_carry = totalenc(); him->s_pack = 0; pack = NULL; /* empty pack so far */ max_stats = *him; } /* * pinit: * Returns the best 3 of 4 on a 6-sided die */ int pinit(void) { int best[4]; reg int i, min, minind, dicetot; for (i = 0 ; i < 4 ; i++) best[i] = roll(1,6); /* populate array */ min = best[0]; /* assume that 1st entry */ minind = 0; /* is the lowest */ for (i = 1 ; i < 4 ; i++) { /* find the lowest */ if (best[i] < min) { /* if < minimum then update */ min = best[i]; minind = i; /* point to lowest value */ } } dicetot = 0; /* start with nothing */ for (i = 0 ; i < 4 ; i++) { if (i != minind) /* if not minimum, then add it */ dicetot += best[i]; } return(dicetot); } /* * init_everything: * Set up all important stuff. */ void init_everything(void) { init_player(); /* Roll up the rogue */ init_things(); /* Set up probabilities */ init_names(); /* Set up names of scrolls */ init_colors(); /* Set up colors of potions */ init_stones(); /* Set up stones in rings */ init_materials(); /* Set up materials of wands */ }