Mercurial > hg > early-roguelike
view srogue/init.c @ 221:71cb5b647f2b
Rogue V5: remove troublesome automatic platform detection.
configure.ac used AC_CANONICAL_SYSTEM to guess the GNU system
description triplets. The target description was substituted into the
Makefile and formatted into the filename for the binary distribution
tarball. But 'target' is only intended for cross-compilers. 'host_os'
might have been a better choice.
The tarball filename can still be changed manually, by running make with
an argument of 'DESTSYS=systemname'.
Cross-compiling may be more difficult now, but I am not certain that it
worked properly previously, and due to pending autoconf changes, it was
likely to break anyway.
The top-level config.guess and config.sub are no longer needed, but they
may reappear if better support for cross-compilation is added.
author | John "Elwin" Edwards |
---|---|
date | Fri, 12 Feb 2016 14:25:47 -0500 |
parents | 3aa87373c908 |
children | 94a0d9dd5ce1 |
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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" 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_everything: * Set up all important stuff. */ init_everything() { 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 */ } /* * init_things: * Initialize the probabilities for types of things */ init_things() { 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 */ init_colors() { 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 */ init_names() { 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 */ init_stones() { 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 */ init_materials() { 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); } badcheck(name, magic) 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 */ init_player() { 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 */ pinit() { 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); }