Mercurial > hg > early-roguelike
view arogue5/init.c @ 93:8f7c082fde46
Don't set DESTDIR via configure.
DESTDIR ought to be set via option passed to 'make install'.
author | John "Elwin" Edwards |
---|---|
date | Mon, 26 Aug 2013 19:58:44 -0700 |
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); }