Mercurial > hg > early-roguelike
view arogue5/init.c @ 87:f871cb0539d3
Don't set the player's ISRUN flag.
rogue4 and rogue5 set the player's ISRUN flag upon exit from sleep or
holding. This is apparently supposed to indicate that the player can
move again. What it actually does is make it harder for monsters to
hit the player, until the flag is reset.
As this behavior makes little sense and seems like a cheat, it has
been deemed a bug and removed.
author | John "Elwin" Edwards |
---|---|
date | Tue, 13 Aug 2013 09:19:56 -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); }