Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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arogue7/init.c
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arogue7/init.c
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/*
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* init.c - global variable initializaton
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*
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* Advanced Rogue
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* Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
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* All rights reserved.
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*
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* Based on "Rogue: Exploring the Dungeons of Doom"
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* Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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* All rights reserved.
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*
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* See the file LICENSE.TXT for full copyright and licensing information.
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*/
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/*
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* global variable initializaton
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*
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*/
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#include "curses.h"
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#include <ctype.h>
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#include "rogue.h"
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#include "mach_dep.h"
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/*
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* If there is any news, put it in a character string and assign it to
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* rogue_news. Otherwise, assign NULL to rogue_news.
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*/
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static char *rogue_news = "You no longer fall into trading posts. They are \
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now entered like going down the stairs.";
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char *rainbow[] = {
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"amber", "aquamarine", "beige",
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"black", "blue", "brown",
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"clear", "crimson", "ecru",
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"gold", "green", "grey",
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"indigo", "khaki", "lavender",
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"magenta", "orange", "pink",
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"plaid", "purple", "red",
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"silver", "saffron", "scarlet",
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"tan", "tangerine", "topaz",
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"turquoise", "vermilion", "violet",
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"white", "yellow",
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};
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#define NCOLORS (sizeof rainbow / sizeof(char *))
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int cNCOLORS = NCOLORS;
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static char *sylls[] = {
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"a", "ab", "ag", "aks", "ala", "an", "ankh", "app", "arg", "arze",
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"ash", "ban", "bar", "bat", "bek", "bie", "bin", "bit", "bjor",
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"blu", "bot", "bu", "byt", "comp", "con", "cos", "cre", "dalf",
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"dan", "den", "do", "e", "eep", "el", "eng", "er", "ere", "erk",
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"esh", "evs", "fa", "fid", "for", "fri", "fu", "gan", "gar",
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"glen", "gop", "gre", "ha", "he", "hyd", "i", "ing", "ion", "ip",
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"ish", "it", "ite", "iv", "jo", "kho", "kli", "klis", "la", "lech",
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"man", "mar", "me", "mi", "mic", "mik", "mon", "mung", "mur",
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"nej", "nelg", "nep", "ner", "nes", "net", "nih", "nin", "o", "od",
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"ood", "org", "orn", "ox", "oxy", "pay", "pet", "ple", "plu", "po",
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"pot", "prok", "re", "rea", "rhov", "ri", "ro", "rog", "rok", "rol",
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"sa", "san", "sat", "see", "sef", "seh", "shu", "ski", "sna",
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"sne", "snik", "sno", "so", "sol", "sri", "sta", "sun", "ta",
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"tab", "tem", "ther", "ti", "tox", "trol", "tue", "turs", "u",
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"ulk", "um", "un", "uni", "ur", "val", "viv", "vly", "vom", "wah",
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"wed", "werg", "wex", "whon", "wun", "xo", "y", "yot", "yu",
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"zant", "zap", "zeb", "zim", "zok", "zon", "zum",
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};
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char *stones[] = {
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"agate", "alexandrite", "amethyst",
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"azurite", "bloodstone", "cairngorm",
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"carnelian", "chalcedony", "chrysoberyl",
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"chrysolite", "chrysoprase", "citrine",
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"coral", "diamond", "emerald",
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"garnet", "heliotrope", "hematite",
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"hyacinth", "jacinth", "jade",
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"jargoon", "jasper", "kryptonite",
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"lapus lazuli", "malachite", "mocca stone",
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"moonstone", "obsidian", "olivine",
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"onyx", "opal", "pearl",
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"peridot", "quartz", "rhodochrosite",
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"rhodolite", "ruby", "sapphire",
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"sardonyx", "serpintine", "spinel",
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"tiger eye", "topaz", "tourmaline",
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"turquoise", "zircon",
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};
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#define NSTONES (sizeof stones / sizeof(char *))
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int cNSTONES = NSTONES;
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char *wood[] = {
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"avocado wood", "balsa", "banyan", "birch",
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"cedar", "cherry", "cinnibar", "dogwood",
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"driftwood", "ebony", "eucalyptus", "hemlock",
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"ironwood", "mahogany", "manzanita", "maple",
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"oak", "pine", "redwood", "rosewood",
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"teak", "walnut", "zebra wood", "persimmon wood",
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};
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#define NWOOD (sizeof wood / sizeof(char *))
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int cNWOOD = NWOOD;
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char *metal[] = {
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"aluminium", "bone", "brass", "bronze",
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"copper", "chromium", "iron", "lead",
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"magnesium", "pewter", "platinum", "silver",
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"steel", "tin", "titanium", "zinc",
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};
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#define NMETAL (sizeof metal / sizeof(char *))
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int cNMETAL = NMETAL;
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#define MAX3(a,b,c) (a > b ? (a > c ? a : c) : (b > c ? b : c))
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static bool used[MAX3(NCOLORS, NSTONES, NWOOD)];
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/*
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* make sure all the percentages specified in the tables add up to the
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* right amounts
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*/
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badcheck(name, magic, bound)
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char *name;
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register struct magic_item *magic;
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register int bound;
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{
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register struct magic_item *end;
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if (magic[bound - 1].mi_prob == 1000)
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return;
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printf("\nBad percentages for %s:\n", name);
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for (end = &magic[bound] ; magic < end ; magic++)
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printf("%4d%% %s\n", magic->mi_prob, magic->mi_name);
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printf(retstr);
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fflush(stdout);
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while (getchar() != '\n')
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continue;
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}
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/*
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* init_colors:
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* Initialize the potion color scheme for this time
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*/
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init_colors()
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{
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register int i, j;
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for (i = 0; i < NCOLORS; i++)
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used[i] = FALSE;
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for (i = 0 ; i < MAXPOTIONS ; i++)
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{
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do
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j = rnd(NCOLORS);
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until (!used[j]);
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used[j] = TRUE;
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p_colors[i] = rainbow[j];
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p_know[i] = FALSE;
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p_guess[i] = NULL;
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if (i > 0)
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p_magic[i].mi_prob += p_magic[i-1].mi_prob;
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}
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badcheck("potions", p_magic, MAXPOTIONS);
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}
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/*
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* do any initialization for food
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*/
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init_foods()
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{
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register int i;
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for (i=0; i < MAXFOODS; i++) {
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if (i > 0)
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foods[i].mi_prob += foods[i-1].mi_prob;
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}
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badcheck("foods", foods, MAXFOODS);
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}
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/*
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* init_materials:
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* Initialize the construction materials for wands and staffs
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*/
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init_materials()
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{
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register int i, j;
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register char *str;
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static bool metused[NMETAL];
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for (i = 0; i < NWOOD; i++)
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used[i] = FALSE;
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for (i = 0; i < NMETAL; i++)
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metused[i] = FALSE;
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for (i = 0 ; i < MAXSTICKS ; i++)
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{
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for (;;)
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if (rnd(100) > 50)
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{
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j = rnd(NMETAL);
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if (!metused[j])
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{
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ws_type[i] = "wand";
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str = metal[j];
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metused[j] = TRUE;
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break;
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}
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}
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else
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{
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j = rnd(NWOOD);
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if (!used[j])
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{
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ws_type[i] = "staff";
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str = wood[j];
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used[j] = TRUE;
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break;
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}
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}
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ws_made[i] = str;
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ws_know[i] = FALSE;
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ws_guess[i] = NULL;
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if (i > 0)
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ws_magic[i].mi_prob += ws_magic[i-1].mi_prob;
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}
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badcheck("sticks", ws_magic, MAXSTICKS);
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}
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/*
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* do any initialization for miscellaneous magic
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*/
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init_misc()
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{
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register int i;
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for (i=0; i < MAXMM; i++) {
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m_know[i] = FALSE;
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m_guess[i] = NULL;
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if (i > 0)
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m_magic[i].mi_prob += m_magic[i-1].mi_prob;
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}
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badcheck("miscellaneous magic", m_magic, MAXMM);
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}
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/*
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* init_names:
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* Generate the names of the various scrolls
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*/
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init_names()
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{
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register int nsyl;
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register char *cp, *sp;
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register int i, nwords;
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for (i = 0 ; i < MAXSCROLLS ; i++)
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{
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cp = prbuf;
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nwords = rnd(cols/20) + 1 + (cols > 40 ? 1 : 0);
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while(nwords--)
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{
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nsyl = rnd(3)+1;
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while(nsyl--)
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{
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sp = sylls[rnd((sizeof sylls) / (sizeof (char *)))];
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while(*sp)
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*cp++ = *sp++;
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}
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*cp++ = ' ';
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}
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*--cp = '\0';
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s_names[i] = (char *) new(strlen(prbuf)+1);
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s_know[i] = FALSE;
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s_guess[i] = NULL;
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strcpy(s_names[i], prbuf);
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if (i > 0)
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s_magic[i].mi_prob += s_magic[i-1].mi_prob;
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}
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badcheck("scrolls", s_magic, MAXSCROLLS);
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}
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/*
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* init_player:
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* roll up the rogue
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*/
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init_player()
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{
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int stat_total, round, minimum, maximum, ch, i, j;
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short do_escape, *our_stats[NUMABILITIES-1];
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struct linked_list *weap_item, *armor_item;
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struct object *obj;
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weap_item = armor_item = NULL;
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if (char_type == -1) {
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/* See what type character will be */
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wclear(hw);
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touchwin(hw);
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wmove(hw,2,0);
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for(i=1; i<=NUM_CHARTYPES-1; i++) {
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wprintw(hw,"[%d] %s\n",i,char_class[i-1].name);
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}
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mvwaddstr(hw, 0, 0, "What character class do you desire? ");
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draw(hw);
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char_type = (wgetch(hw) - '0');
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while (char_type < 1 || char_type > NUM_CHARTYPES-1) {
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wmove(hw,0,0);
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wprintw(hw,"Please enter a character type between 1 and %d: ",
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NUM_CHARTYPES-1);
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draw(hw);
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char_type = (wgetch(hw) - '0');
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}
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char_type--;
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}
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player.t_ctype = char_type;
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player.t_quiet = 0;
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pack = NULL;
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/* Select the gold */
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purse = 2700;
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switch (player.t_ctype) {
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case C_FIGHTER:
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purse += 1800;
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when C_THIEF:
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case C_ASSASIN:
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purse += 600;
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}
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#ifdef WIZARD
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/*
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* allow me to describe a super character
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*/
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if (wizard && strcmp(getenv("SUPER"),"YES") == 0) {
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pstats.s_str = 25;
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pstats.s_intel = 25;
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pstats.s_wisdom = 25;
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pstats.s_dext = 25;
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pstats.s_const = 25;
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pstats.s_charisma = 25;
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pstats.s_exp = 10000000L;
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pstats.s_lvladj = 0;
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pstats.s_lvl = 1;
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pstats.s_hpt = 500;
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pstats.s_carry = totalenc(&player);
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strncpy(pstats.s_dmg, "3d4", sizeof(pstats.s_dmg));
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check_level();
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mpos = 0;
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if (player.t_ctype == C_FIGHTER ||
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player.t_ctype == C_RANGER ||
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player.t_ctype == C_PALADIN)
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weap_item = spec_item(WEAPON, TWOSWORD, 5, 5);
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else
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weap_item = spec_item(WEAPON, SWORD, 5, 5);
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obj = OBJPTR(weap_item);
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obj->o_flags |= ISKNOW;
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add_pack(weap_item, TRUE, NULL);
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cur_weapon = obj;
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if (player.t_ctype != C_MONK) {
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j = PLATE_ARMOR;
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if (player.t_ctype == C_THIEF || player.t_ctype == C_ASSASIN)
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j = STUDDED_LEATHER;
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armor_item = spec_item(ARMOR, j, 10, 0);
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obj = OBJPTR(armor_item);
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obj->o_flags |= (ISKNOW | ISPROT);
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obj->o_weight = armors[j].a_wght;
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add_pack(armor_item, TRUE, NULL);
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cur_armor = obj;
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}
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purse += 10000;
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}
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else
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#endif
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{
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switch(player.t_ctype) {
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case C_MAGICIAN:round = A_INTELLIGENCE;
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when C_FIGHTER: round = A_STRENGTH;
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when C_RANGER: round = A_STRENGTH;
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when C_PALADIN: round = A_STRENGTH;
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when C_CLERIC: round = A_WISDOM;
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when C_DRUID: round = A_WISDOM;
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when C_THIEF: round = A_DEXTERITY;
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when C_ASSASIN: round = A_DEXTERITY;
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when C_MONK: round = A_DEXTERITY;
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}
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do {
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wclear(hw);
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/* If there is any news, display it */
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if (rogue_news) {
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register int i;
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/* Print a separator line */
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wmove(hw, 12, 0);
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for (i=0; i<cols; i++) waddch(hw, '-');
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/* Print the news */
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mvwaddstr(hw, 14, 0, rogue_news);
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}
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stat_total = MAXSTATS;
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do_escape = FALSE; /* No escape seen yet */
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/* Initialize abilities */
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pstats.s_intel = 0;
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pstats.s_str = 0;
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pstats.s_wisdom = 0;
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pstats.s_dext = 0;
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pstats.s_const = 0;
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pstats.s_charisma = 0;
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/* Initialize pointer into abilities */
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our_stats[A_INTELLIGENCE] = &pstats.s_intel;
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our_stats[A_STRENGTH] = &pstats.s_str;
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our_stats[A_WISDOM] = &pstats.s_wisdom;
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our_stats[A_DEXTERITY] = &pstats.s_dext;
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our_stats[A_CONSTITUTION] = &pstats.s_const;
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/* Let player distribute attributes */
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for (i=0; i<NUMABILITIES-1; i++) {
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wmove(hw, 2, 0);
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wprintw(hw, "You are creating a %s with %2d attribute points.",
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char_class[player.t_ctype].name, stat_total);
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/*
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* Player must have a minimum of 7 in any attribute and 11 in
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* the player's primary attribute.
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*/
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minimum = (round == i ? 11 : 7);
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/* Subtract out remaining minimums */
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maximum = stat_total - (7 * (NUMABILITIES-1 - i));
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/* Subtract out remainder of profession minimum (11 - 7) */
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if (round > i) maximum -= 4;
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/* Maximum can't be greater than 18 */
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if (maximum > 18) maximum = 18;
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wmove(hw, 4, 0);
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wprintw(hw,
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"Minimum: %2d; Maximum: %2d (%s corrects previous entry)",
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minimum, maximum, unctrl('\b'));
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wmove(hw, 6, 0);
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wprintw(hw, " Int: %-2d", pstats.s_intel);
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wprintw(hw, " Str: %-2d", pstats.s_str);
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wprintw(hw, " Wis: %-2d", pstats.s_wisdom);
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wprintw(hw, " Dex: %-2d", pstats.s_dext);
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wprintw(hw, " Con: %-2d", pstats.s_const);
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wprintw(hw, " Cha: %-2d", pstats.s_charisma);
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wclrtoeol(hw);
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wmove(hw, 6, 11*i + 9);
|
||||
if (do_escape == FALSE) draw(hw);
|
||||
|
||||
/* Get player's input */
|
||||
if (do_escape || maximum == minimum) {
|
||||
*our_stats[i] = maximum;
|
||||
stat_total -= maximum;
|
||||
}
|
||||
else for (;;) {
|
||||
ch = wgetch(hw);
|
||||
if (ch == '\b') { /* Backspace */
|
||||
if (i == 0) continue; /* Can't move back */
|
||||
else {
|
||||
stat_total += *our_stats[i-1];
|
||||
*our_stats[i] = 0;
|
||||
*our_stats[i-1] = 0;
|
||||
i -= 2; /* Back out */
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (ch == '\033') { /* Escape */
|
||||
/*
|
||||
* Escape will result in using all maximums for
|
||||
* remaining abilities.
|
||||
*/
|
||||
do_escape = TRUE;
|
||||
*our_stats[i] = maximum;
|
||||
stat_total -= maximum;
|
||||
break;
|
||||
}
|
||||
|
||||
/* Do we have a legal digit? */
|
||||
if (ch >= '0' && ch <= '9') {
|
||||
ch -= '0'; /* Convert it to a number */
|
||||
*our_stats[i] = 10 * *our_stats[i] + ch;
|
||||
|
||||
/* Is the number in range? */
|
||||
if (*our_stats[i] >= minimum &&
|
||||
*our_stats[i] <= maximum) {
|
||||
stat_total -= *our_stats[i];
|
||||
break;
|
||||
}
|
||||
|
||||
/*
|
||||
* If it's too small, get more - 1x is the only
|
||||
* allowable case.
|
||||
*/
|
||||
if (*our_stats[i] < minimum && *our_stats[i] == 1) {
|
||||
/* Print the player's one */
|
||||
waddch(hw, '1');
|
||||
draw(hw);
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
/* Error condition */
|
||||
putchar('\007');
|
||||
*our_stats[i] = 0;
|
||||
i--; /* Rewind */
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/* Discard extra points over 18 */
|
||||
if (stat_total > 18) stat_total = 18;
|
||||
|
||||
/* Charisma gets what's left */
|
||||
pstats.s_charisma = stat_total;
|
||||
|
||||
/* Intialize constants */
|
||||
pstats.s_lvl = 1;
|
||||
pstats.s_lvladj = 0;
|
||||
pstats.s_exp = 0L;
|
||||
strncpy(pstats.s_dmg, "1d4", sizeof(pstats.s_dmg));
|
||||
pstats.s_carry = totalenc(&player);
|
||||
|
||||
/* Get the hit points. */
|
||||
pstats.s_hpt = 12 + const_bonus(); /* Base plus bonus */
|
||||
|
||||
/* Add in the component that varies according to class */
|
||||
pstats.s_hpt += char_class[player.t_ctype].hit_pts;
|
||||
|
||||
/* Display the character */
|
||||
wmove(hw, 2, 0);
|
||||
wprintw(hw,"You are creating a %s.",
|
||||
char_class[player.t_ctype].name);
|
||||
wclrtoeol(hw);
|
||||
|
||||
/* Get rid of max/min line */
|
||||
wmove(hw, 4, 0);
|
||||
wclrtoeol(hw);
|
||||
|
||||
wmove(hw, 6, 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, " Con: %2d", pstats.s_const);
|
||||
wprintw(hw, " Cha: %2d", pstats.s_charisma);
|
||||
wclrtoeol(hw);
|
||||
|
||||
wmove(hw, 8, 0);
|
||||
wprintw(hw, " Hp: %2d", pstats.s_hpt);
|
||||
wclrtoeol(hw);
|
||||
|
||||
wmove(hw, 10, 0);
|
||||
wprintw(hw, " Gold: %d", purse);
|
||||
|
||||
mvwaddstr(hw, 0, 0, "Is this character okay? ");
|
||||
draw(hw);
|
||||
} while(wgetch(hw) != 'y');
|
||||
}
|
||||
|
||||
pstats.s_arm = 10;
|
||||
max_stats = pstats;
|
||||
|
||||
/* Set up the initial movement rate */
|
||||
player.t_action = A_NIL;
|
||||
player.t_movement = 6;
|
||||
player.t_no_move = 0;
|
||||
player.t_using = NULL;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/*
|
||||
* init_stones:
|
||||
* Initialize the ring stone setting scheme for this time
|
||||
*/
|
||||
|
||||
init_stones()
|
||||
{
|
||||
register int i, j;
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue