view srogue/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 3aa87373c908
children 94a0d9dd5ce1
line wrap: on
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/*
 * initializate various things
 *
 * @(#)init.c	9.0	(rdk)	 7/17/84
 *
 * Super-Rogue
 * Copyright (C) 1984 Robert D. Kindelberger
 * 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 <ctype.h>
#include <string.h>
#include "rogue.h"
#include "rogue.ext"

char *rainbow[NCOLORS] = {
	"Red",		"Blue",		"Green",	"Yellow",
	"Black",	"Brown",	"Orange",	"Pink",
	"Purple",	"Grey",		"White",	"Silver",
	"Gold",		"Violet",	"Clear",	"Vermilion",
	"Ecru",		"Turquoise","Magenta",	"Amber",
	"Topaz",	"Plaid",	"Tan",		"Tangerine",
	"Aquamarine", "Scarlet","Khaki",	"Crimson",
	"Indigo",	"Beige",	"Lavender",	"Saffron",
};

char *sylls[NSYLS] = {
	"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[] = {
	"Agate",		"Alexandrite",	"Amethyst",
	"Azurite",		"Carnelian",	"Chrysoberyl",
	"Chrysoprase",	"Citrine",		"Diamond",
	"Emerald",		"Garnet",		"Hematite",
	"Jacinth",		"Jade",			"Kryptonite",
	"Lapus lazuli",	"Malachite",	"Moonstone",
	"Obsidian",		"Olivine",		"Onyx",
	"Opal",			"Pearl",		"Peridot",
	"Quartz",		"Rhodochrosite","Ruby",
	"Sapphire",		"Sardonyx",		"Serpintine",
	"Spinel",		"Tiger eye",	"Topaz",
	"Tourmaline",	"Turquoise",
};

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",	"Steel",
	"Tin",			"Titanium",	"Zinc",
};

/*
 * init_everything:
 *	Set up all important stuff.
 */
init_everything()
{
	init_player();			/* Roll up the rogue */
	init_things();			/* Set up probabilities */
	init_names();			/* Set up names of scrolls */
	init_colors();			/* Set up colors of potions */
	init_stones();			/* Set up stones in rings */
	init_materials();		/* Set up materials of wands */
}

/*
 * init_things:
 *	Initialize the probabilities for types of things
 */
init_things()
{
	struct magic_item *mi;
	
	/*
	 * init general things
	 */
	for (mi = &things[1]; mi < &things[NUMTHINGS]; mi++)
		mi->mi_prob += (mi-1)->mi_prob;
	badcheck("things", things);
	/*
	 * init armor things
	 */
	for (mi = &a_magic[1]; mi < &a_magic[MAXARMORS]; mi++)
		mi->mi_prob += (mi-1)->mi_prob;
	badcheck("armor", a_magic);
	/*
	 * init weapon stuff
	 */
	for (mi = &w_magic[1]; mi < &w_magic[MAXWEAPONS]; mi++)
		mi->mi_prob += (mi-1)->mi_prob;
	badcheck("weapon", w_magic);
}


/*
 * init_colors:
 *	Initialize the potion color scheme for this time
 */
init_colors()
{
	reg int i, j;
	reg char *str;
	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);
}


/*
 * init_names:
 *	Generate the names of the various scrolls
 */
init_names()
{
	reg int nsyl;
	reg char *cp, *sp;
	reg int i, nwords;

	for (i = 0; i < MAXSCROLLS; i++) {
		cp = prbuf;
		nwords = rnd(3)+1;
		while(nwords--)	{
			nsyl = rnd(3)+2;
			while(nsyl--) {
				sp = sylls[rnd(NSYLS)];
				while(*sp)
					*cp++ = *sp++;
			}
			*cp++ = ' ';
		}
		*--cp = '\0';
		s_names[i] = 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);
}

/*
 * init_stones:
 *	Initialize the ring stone setting scheme for this time
 */

init_stones()
{
	reg int i, j;
	reg char *str;
	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);
}

/*
 * init_materials:
 *	Initialize the construction materials for wands and staffs
 */

init_materials()
{
	int i, j;
	char *str;
	struct rod *rd;
	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++) {
		rd = &ws_stuff[i];
		for (;;)  {
			if (rnd(100) > 50) {
				j = rnd(NMETAL);
				if (!metused[j]) {
					str = metal[j];
					rd->ws_type = "wand";
					rd->ws_vol = V_WS_WAND;
					rd->ws_wght = W_WS_WAND;
					metused[j] = TRUE;
					break;
				}
			}
			else {
				j = rnd(NWOOD);
				if (!woodused[j]) {
					str = wood[j];
					rd->ws_type = "staff";
					rd->ws_vol = V_WS_STAFF;
					rd->ws_wght = W_WS_WAND;
					woodused[j] = TRUE;
					break;
				}
			}
		} 
		ws_stuff[i].ws_made = 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);
}

badcheck(name, magic)
char *name;
struct magic_item *magic;
{
	struct magic_item *mg;

	for (mg = magic; mg->mi_name != NULL; mg++)
		;
	if ((mg - 1)->mi_prob == 1000)
		return;
	printf("\nBad percentages for %s:\n", name);
	for (mg = magic; mg->mi_name != NULL; mg++)
		printf("%4d%% %s\n", mg->mi_prob, mg->mi_name);
	printf("%s", retstr);
	fflush(stdout);
	while (getchar() != '\n')
		continue;
}


/*
 * init_player:
 *	roll up the rogue
 */

init_player()
{
	player.t_nomove = 0;
	player.t_nocmd = 0;
	him = &player.t_stats;
	him->s_lvl = 1;
	him->s_exp = 0L;
	him->s_maxhp = him->s_hpt = pinit();		/* hit points */
	him->s_re.a_str = pinit();		/* strength */
	him->s_re.a_dex = pinit();		/* dexterity */
	him->s_re.a_wis = pinit();		/* wisdom */
	him->s_re.a_con = pinit();		/* constitution */
	him->s_ef = him->s_re;			/* effective = real */
	strcpy(him->s_dmg, "1d4");
	him->s_arm = NORMAC;
	him->s_carry = totalenc();
	him->s_pack = 0;
	pack = NULL;				/* empty pack so far */
	max_stats = *him;
}


/*
 * pinit:
 *	Returns the best 3 of 4 on a 6-sided die
 */
pinit()
{
	int best[4];
	reg int i, min, minind, dicetot;

	for (i = 0 ; i < 4 ; i++)
		best[i] = roll(1,6);	/* populate array */
	min = best[0];				/* assume that 1st entry */
	minind = 0;					/* is the lowest */
	for (i = 1 ; i < 4 ; i++) {	/* find the lowest */
		if (best[i] < min) {	/* if < minimum then update */
			min = best[i];
			minind = i;			/* point to lowest value */
		}
	}
	dicetot = 0;				/* start with nothing */
	for (i = 0 ; i < 4 ; i++) {
		if (i != minind)		/* if not minimum, then add it */
			dicetot += best[i];
	}
	return(dicetot);
}