view rogue4/init.c @ 251:e7862a021609

Fix the perpetual haste cheat. Rogue V3 allowed the player to gain perpetual haste by quaffing a potion of haste while already hasted. This is supposed to remove the haste effect and cause temporary paralysis. Super-Rogue removed haste correctly, but gave confusing messages.
author John "Elwin" Edwards
date Sat, 28 Jan 2017 11:45:36 -0500
parents 1b73a8641b37
children
line wrap: on
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/*
 * global variable initializaton
 *
 * @(#)init.c	4.16 (Berkeley) 3/30/82
 *
 * Rogue: Exploring the Dungeons of Doom
 * Copyright (C) 1980, 1981, 1982 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 <stdlib.h>
#include <string.h>
#include "rogue.h"

#ifdef WIZARD
void badcheck(char *name, struct magic_item *magic, int bound);
#endif

/*
 * init_player:
 *	Roll up the rogue
 */
void
init_player(void)
{
    register THING *obj;

    pstats = max_stats;
    food_left = HUNGERTIME;
    /*
     * Give the rogue his weaponry.  First a mace.
     */
    obj = new_item();
    obj->o_type = WEAPON;
    obj->o_which = MACE;
    init_weapon(obj, MACE);
    obj->o_hplus = 1;
    obj->o_dplus = 1;
    obj->o_flags |= ISKNOW;
    obj->o_count = 1;
    obj->o_group = 0;
    add_pack(obj, TRUE);
    cur_weapon = obj;
    /*
     * Now a +1 bow
     */
    obj = new_item();
    obj->o_type = WEAPON;
    obj->o_which = BOW;
    init_weapon(obj, BOW);
    obj->o_hplus = 1;
    obj->o_dplus = 0;
    obj->o_count = 1;
    obj->o_group = 0;
    obj->o_flags |= ISKNOW;
    add_pack(obj, TRUE);
    /*
     * Now some arrows
     */
    obj = new_item();
    obj->o_type = WEAPON;
    obj->o_which = ARROW;
    init_weapon(obj, ARROW);
    obj->o_count = rnd(15) + 25;
    obj->o_hplus = obj->o_dplus = 0;
    obj->o_flags |= ISKNOW;
    add_pack(obj, TRUE);
    /*
     * And his suit of armor
     */
    obj = new_item();
    obj->o_type = ARMOR;
    obj->o_which = RING_MAIL;
    obj->o_ac = a_class[RING_MAIL] - 1;
    obj->o_flags |= ISKNOW;
    obj->o_count = 1;
    obj->o_group = 0;
    cur_armor = obj;
    add_pack(obj, TRUE);
    /*
     * Give him some food too
     */
    obj = new_item();
    obj->o_type = FOOD;
    obj->o_count = 1;
    obj->o_which = 0;
    obj->o_group = 0;
    add_pack(obj, TRUE);
}

/*
 * Contains defintions and functions for dealing with things like
 * potions and scrolls
 */

const char *rainbow[NCOLORS] = {
    "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",
};

const 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",
};

const STONE stones[NSTONES] = {
    { "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},
    { "saphire",	285},
    { "stibotantalite",	200},
    { "tiger eye",	 50},
    { "topaz",		 60},
    { "turquoise",	 70},
    { "taaffeite",	300},
    { "zircon",	 	 80},
};

const char *wood[NWOOD] = {
    "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",
};

const char *metal[NMETAL] = {
    "aluminum",
    "beryllium",
    "bone",
    "brass",
    "bronze",
    "copper",
    "electrum",
    "gold",
    "iron",
    "lead",
    "magnesium",
    "mercury",
    "nickel",
    "pewter",
    "platinum",
    "steel",
    "silver",
    "silicon",
    "tin",
    "titanium",
    "tungsten",
    "zinc",
};

/*
 * init_things
 *	Initialize the probabilities for types of things
 */
void
init_things(void)
{
    register struct magic_item *mp;

    for (mp = &things[1]; mp <= &things[NUMTHINGS-1]; mp++)
	mp->mi_prob += (mp-1)->mi_prob;
#ifdef WIZARD
    badcheck("things", things, NUMTHINGS);
#endif
}

/*
 * init_colors:
 *	Initialize the potion color scheme for this time
 */
void
init_colors(void)
{
    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;
    }
#ifdef WIZARD
    badcheck("potions", p_magic, MAXPOTIONS);
#endif
}

/*
 * init_names:
 *	Generate the names of the various scrolls
 */
#define MAXNAME	40	/* Max number of characters in a name */

void
init_names(void)
{
    register int nsyl;
    register char *cp;
    const char *sp;
    register int i, nwords;

    for (i = 0; i < MAXSCROLLS; i++)
    {
	cp = prbuf;
	nwords = rnd(4) + 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] = (char *) malloc((unsigned) 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;
    }
#ifdef WIZARD
    badcheck("scrolls", s_magic, MAXSCROLLS);
#endif
}

/*
 * init_stones:
 *	Initialize the ring stone setting scheme for this time
 */
void
init_stones(void)
{
    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].st_name;
	r_know[i] = FALSE;
	r_guess[i] = NULL;
	if (i > 0)
	    r_magic[i].mi_prob += r_magic[i-1].mi_prob;
	r_magic[i].mi_worth += stones[j].st_value;
    }
#ifdef WIZARD
    badcheck("rings", r_magic, MAXRINGS);
#endif
}

/*
 * init_materials:
 *	Initialize the construction materials for wands and staffs
 */
void
init_materials(void)
{
    register int i, j;
    register const 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(2) == 0)
	    {
		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;
    }
#ifdef WIZARD
    badcheck("sticks", ws_magic, MAXSTICKS);
#endif
}

#ifdef WIZARD
/*
 * badcheck:
 *	Check to see if a series of probabilities sums to 100
 */
void
badcheck(char *name, struct magic_item *magic, int bound)
{
    register struct magic_item *end;

    if (magic[bound - 1].mi_prob == 100)
	return;
    printf("\nBad percentages for %s:\n", name);
    for (end = &magic[bound]; magic < end; magic++)
	printf("%3d%% %s\n", magic->mi_prob, magic->mi_name);
    printf("[hit RETURN to continue]");
    fflush(stdout);
    while (getchar() != '\n')
	continue;
}
#endif