Mercurial > hg > early-roguelike
view arogue5/init.c @ 168:82b2a046d151
arogue7: fix inventory display bug again.
Removing the call to msg() in restore() resulted in msgw remaining as
it was when the game was saved. This results in another display glitch
like that fixed by r163. Adding an empty message puts msgw into a
reliable state.
author | John "Elwin" Edwards |
---|---|
date | Tue, 30 Jun 2015 12:00:02 -0400 |
parents | c49f7927b0fa |
children | 68a63ddfbe14 |
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/* * global variable initializaton * * Advanced Rogue * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T * 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 "curses.h" #include <ctype.h> #include <string.h> #include "rogue.h" #include "mach_dep.h" char *rainbow[NCOLORS] = { "amber", "aquamarine", "beige", "black", "blue", "brown", "clear", "crimson", "ecru", "gold", "green", "grey", "indigo", "khaki", "lavender", "magenta", "orange", "pink", "plaid", "purple", "red", "silver", "saffron", "scarlet", "tan", "tangerine", "topaz", "turquoise", "vermilion", "violet", "white", "yellow", }; char *sylls[NSYLLS] = { "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[NSTONES] = { "agate", "alexandrite", "amethyst", "azurite", "bloodstone", "cairngorm", "carnelian", "chalcedony", "chrysoberyl", "chrysolite", "chrysoprase", "citrine", "coral", "diamond", "emerald", "garnet", "heliotrope", "hematite", "hyacinth", "jacinth", "jade", "jargoon", "jasper", "kryptonite", "lapus lazuli", "malachite", "mocca stone", "moonstone", "obsidian", "olivine", "onyx", "opal", "pearl", "peridot", "quartz", "rhodochrosite", "rhodolite", "ruby", "sapphire", "sardonyx", "serpintine", "spinel", "tiger eye", "topaz", "tourmaline", "turquoise", "zircon", }; 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", "silver", "steel", "tin", "titanium", "zinc", }; /* * make sure all the percentages specified in the tables add up to the * right amounts */ badcheck(name, magic, bound) char *name; register struct magic_item *magic; register int bound; { register struct magic_item *end; if (magic[bound - 1].mi_prob == 1000) return; printf("\nBad percentages for %s:\n", name); for (end = &magic[bound] ; magic < end ; magic++) printf("%4d%% %s\n", magic->mi_prob, magic->mi_name); printf(retstr); fflush(stdout); while (getchar() != '\n') continue; } /* * init_colors: * Initialize the potion color scheme for this time */ init_colors() { register int i, j; 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, MAXPOTIONS); } /* * init_materials: * Initialize the construction materials for wands and staffs */ init_materials() { register int i, j; register char *str; 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++) { for (;;) if (rnd(100) > 50) { j = rnd(NMETAL); if (!metused[j]) { ws_type[i] = "wand"; str = metal[j]; metused[j] = TRUE; break; } } else { j = rnd(NWOOD); if (!woodused[j]) { ws_type[i] = "staff"; str = wood[j]; woodused[j] = TRUE; break; } } ws_made[i] = 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, MAXSTICKS); } /* * do any initialization for miscellaneous magic */ init_misc() { register int i; for (i=0; i < MAXMM; i++) { m_know[i] = FALSE; m_guess[i] = NULL; if (i > 0) m_magic[i].mi_prob += m_magic[i-1].mi_prob; } badcheck("miscellaneous magic", m_magic, MAXMM); } /* * init_names: * Generate the names of the various scrolls */ init_names() { register int nsyl; register char *cp, *sp; register int i, nwords; for (i = 0 ; i < MAXSCROLLS ; i++) { cp = prbuf; nwords = rnd(COLS/20) + 1 + (COLS > 40 ? 1 : 0); while(nwords--) { nsyl = rnd(3)+1; while(nsyl--) { sp = sylls[rnd((sizeof sylls) / (sizeof (char *)))]; while(*sp) *cp++ = *sp++; } *cp++ = ' '; } *--cp = '\0'; s_names[i] = (char *) 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, MAXSCROLLS); } /* * init_player: * roll up the rogue */ init_player() { int stat_total, ch = 0, wpt = 0, i, j; struct linked_list *weap_item, *armor_item, *food_item; struct object *obj; char *class; weap_item = armor_item = NULL; if (char_type == -1) { /* See what type character will be */ wclear(hw); touchwin(hw); mvwaddstr(hw,2,0,"[1] Fighter\n[2] Magician\n[3] Cleric\n[4] Thief"); mvwaddstr(hw, 0, 0, "What character class do you desire? "); draw(hw); char_type = (wgetch(hw) - '0'); while (char_type < 1 || char_type > 4) { mvwaddstr(hw,0,0,"Please enter a character type between 1 and 4: "); draw(hw); char_type = (wgetch(hw) - '0'); } char_type--; } player.t_ctype = char_type; player.t_quiet = 0; pack = NULL; #ifdef WIZARD /* * allow me to describe a super character */ if (wizard && md_getuid() == AUTHOR && strcmp(getenv("SUPER"),"YES") == 0) { pstats.s_str = 25; pstats.s_intel = 25; pstats.s_wisdom = 25; pstats.s_dext = 25; pstats.s_const = 25; pstats.s_charisma = 25; pstats.s_exp = 7500000L; pstats.s_lvl = 20; pstats.s_hpt = 500; pstats.s_carry = totalenc(); strcpy(pstats.s_dmg,"3d4"); if (player.t_ctype == C_FIGHTER) weap_item = spec_item(WEAPON, TWOSWORD, 5, 5); else weap_item = spec_item(WEAPON, SWORD, 5, 5); obj = OBJPTR(weap_item); obj->o_flags |= ISKNOW; add_pack(weap_item, TRUE, NULL); cur_weapon = obj; j = PLATE_ARMOR; if (player.t_ctype == C_THIEF) j = STUDDED_LEATHER; armor_item = spec_item(ARMOR, j, 10, 0); obj = OBJPTR(armor_item); obj->o_flags |= (ISKNOW | ISPROT); obj->o_weight = armors[j].a_wght; add_pack(armor_item, TRUE, NULL); cur_armor = obj; purse += 10000; } else #endif { wclear(hw); do { if (armor_item != NULL) { o_discard(armor_item); armor_item = NULL; } if (weap_item != NULL) { o_discard(weap_item); weap_item = NULL; } pstats.s_lvl = 1; pstats.s_exp = 0L; pstats.s_hpt = 12 + rnd(10); pstats.s_str = 7 + rnd(5); pstats.s_intel = 7 + rnd(5); pstats.s_wisdom = 7 + rnd(5); pstats.s_dext = 7 + rnd(5); pstats.s_const = 14 + rnd(5); pstats.s_charisma = 7 + rnd(5); /* Now for the special ability */ switch (char_type) { case C_FIGHTER: pstats.s_str = (rnd(10) == 7) ? 18 : 16; when C_MAGICIAN: pstats.s_intel = (rnd(10) == 7) ? 18 : 16; when C_CLERIC: pstats.s_wisdom= (rnd(10) == 7) ? 18 : 16; when C_THIEF: pstats.s_dext = (rnd(10) == 7) ? 18 : 16; } strcpy(pstats.s_dmg,"1d4"); stat_total =pstats.s_str + pstats.s_intel + pstats.s_wisdom + pstats.s_dext + pstats.s_const; /* * since the player can re-roll stats at will, keep the maximum * to some reasonable limit */ if (stat_total > MAXSTATS) pstats.s_const -= (stat_total - MAXSTATS); pstats.s_carry = totalenc(); /* * Give the rogue his weaponry. */ do { i = rnd(8); /* number of acceptable weapons */ switch(i) { case 0: ch = 25; wpt = MACE; when 1: ch = 25; wpt = SWORD; when 2: ch = 20; wpt = BATTLEAXE; when 3: ch = 20; wpt = TRIDENT; when 4: ch = 20; wpt = SPETUM; when 5: ch = 20; wpt = BARDICHE; when 6: ch = 15; wpt = PIKE; when 7: ch = 20; wpt = HALBERD; } } while(rnd(100) > ch); if (player.t_ctype == C_FIGHTER) wpt = TWOSWORD; weap_item = spec_item(WEAPON, wpt, rnd(2), rnd(2)+1); obj = OBJPTR(weap_item); obj->o_flags |= ISKNOW; /* * And his suit of armor....... * Thieves can only wear leather armor * fighters get better armor on an average */ if (player.t_ctype == C_THIEF) j = STUDDED_LEATHER; else { if (player.t_ctype == C_FIGHTER) i = 50 + rnd(50); else i = rnd(100); j = 0; while (armors[j].a_prob < i) j++; } armor_item = spec_item(ARMOR, j, 0, 0); obj = OBJPTR(armor_item); obj->o_flags |= ISKNOW; obj->o_weight = armors[j].a_wght; switch(player.t_ctype) { case C_FIGHTER: class = "fighter"; when C_MAGICIAN:class = "magic user"; when C_CLERIC: class = "cleric"; when C_THIEF: class = "thief"; otherwise: class = "unknown"; } wmove(hw, 2, 0); wprintw(hw, "You have rolled a %s with the following attributes:",class); wmove(hw,4,0); wprintw(hw, " Int: %2d", pstats.s_intel); wprintw(hw, " Str: %2d", pstats.s_str); wprintw(hw, " Wis: %2d", pstats.s_wisdom); wprintw(hw, " Dex: %2d", pstats.s_dext); wprintw(hw, " Const: %2d", pstats.s_const); wclrtoeol(hw); wmove(hw, 6, 0); wprintw(hw, " Hp: %2d", pstats.s_hpt); wclrtoeol(hw); mvwaddstr(hw, 8, 5, inv_name(OBJPTR(weap_item), FALSE)); wclrtoeol(hw); mvwaddstr(hw, 9, 5, inv_name(OBJPTR(armor_item), FALSE)); wclrtoeol(hw); mvwaddstr(hw,0,0,"Would you like to re-roll the character? "); draw(hw); } while(wgetch(hw) == 'y'); obj = OBJPTR(weap_item); add_pack(weap_item, TRUE, NULL); cur_weapon = obj; obj = OBJPTR(armor_item); add_pack(armor_item, TRUE, NULL); cur_armor = obj; } /* * Give him some food */ food_item = spec_item(FOOD, 0, 0, 0); obj = OBJPTR(food_item); obj->o_weight = things[TYP_FOOD].mi_wght; add_pack(food_item, TRUE, NULL); pstats.s_arm = 10; max_stats = pstats; } /* * init_stones: * Initialize the ring stone setting scheme for this time */ init_stones() { register int i, j; 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, MAXRINGS); } /* * init_things * Initialize the probabilities for types of things */ init_things() { register struct magic_item *mp; for (mp = &things[1] ; mp < &things[NUMTHINGS] ; mp++) mp->mi_prob += (mp-1)->mi_prob; badcheck("things", things, NUMTHINGS); }