view rogue5/init.c @ 173:78fa1d0e5d25

srogue: open the score and log files when the program starts. Super-Rogue can now use the same privilege-dropping scheme as the other games.
author John "Elwin" Edwards
date Sat, 01 Aug 2015 15:12:11 -0400
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);
}