view rogue5/init.c @ 227:696277507a2e

Rogue V4, V5: disable a cheat granting permanent monster detection. In these two games, a potion of monster detection turns on the player's SEEMONST flag. A fuse is set to call turn_see() to turn the flag back off. But the save and restore functions do not recognize turn_see() and fail to set the fuse up again. When restoring, Rogue V4 merely sets the fuse's function to NULL and leaves it burning. When it goes off, a segfault results. Rogue V5 clears all the fuse's fields, and the player retains the ability to see all monsters on the level. The save and restore code can now handle the fuse. The function used is a new wrapper, turn_see_off(), which should lead to less problems with daemons being multiple incompatible types. Also, Rogue V4 and Super-Rogue now properly clear unrecognized daemon and fuse slots when restoring a saved game.
author John "Elwin" Edwards
date Sat, 05 Mar 2016 12:10:20 -0500
parents f502bf60e6e4
children
line wrap: on
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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);
}