Converting all function definitions to ANSI style accounts for most of the change. This has exposed other problems, such as daemons not actually being their stated type, that will require more careful solutions.
430 lines
8.6 KiB
C
430 lines
8.6 KiB
C
/*
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* global variable initializaton
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*
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* @(#)init.c 4.16 (Berkeley) 3/30/82
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*
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* Rogue: Exploring the Dungeons of Doom
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* Copyright (C) 1980, 1981, 1982 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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#include <curses.h>
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#include <ctype.h>
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#include <stdlib.h>
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#include <string.h>
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#include "rogue.h"
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#ifdef WIZARD
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void badcheck(char *name, struct magic_item *magic, int bound);
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#endif
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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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void
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init_player(void)
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{
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register THING *obj;
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pstats = max_stats;
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food_left = HUNGERTIME;
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/*
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* Give the rogue his weaponry. First a mace.
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*/
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obj = new_item();
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obj->o_type = WEAPON;
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obj->o_which = MACE;
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init_weapon(obj, MACE);
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obj->o_hplus = 1;
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obj->o_dplus = 1;
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obj->o_flags |= ISKNOW;
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obj->o_count = 1;
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obj->o_group = 0;
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add_pack(obj, TRUE);
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cur_weapon = obj;
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/*
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* Now a +1 bow
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*/
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obj = new_item();
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obj->o_type = WEAPON;
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obj->o_which = BOW;
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init_weapon(obj, BOW);
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obj->o_hplus = 1;
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obj->o_dplus = 0;
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obj->o_count = 1;
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obj->o_group = 0;
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obj->o_flags |= ISKNOW;
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add_pack(obj, TRUE);
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/*
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* Now some arrows
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*/
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obj = new_item();
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obj->o_type = WEAPON;
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obj->o_which = ARROW;
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init_weapon(obj, ARROW);
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obj->o_count = rnd(15) + 25;
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obj->o_hplus = obj->o_dplus = 0;
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obj->o_flags |= ISKNOW;
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add_pack(obj, TRUE);
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/*
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* And his suit of armor
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*/
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obj = new_item();
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obj->o_type = ARMOR;
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obj->o_which = RING_MAIL;
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obj->o_ac = a_class[RING_MAIL] - 1;
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obj->o_flags |= ISKNOW;
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obj->o_count = 1;
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obj->o_group = 0;
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cur_armor = obj;
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add_pack(obj, TRUE);
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/*
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* Give him some food too
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*/
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obj = new_item();
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obj->o_type = FOOD;
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obj->o_count = 1;
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obj->o_which = 0;
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obj->o_group = 0;
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add_pack(obj, TRUE);
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}
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/*
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* Contains defintions and functions for dealing with things like
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* potions and scrolls
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*/
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const char *rainbow[NCOLORS] = {
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"amber",
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"aquamarine",
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"black",
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"blue",
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"brown",
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"clear",
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"crimson",
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"cyan",
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"ecru",
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"gold",
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"green",
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"grey",
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"magenta",
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"orange",
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"pink",
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"plaid",
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"purple",
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"red",
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"silver",
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"tan",
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"tangerine",
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"topaz",
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"turquoise",
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"vermilion",
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"violet",
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"white",
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"yellow",
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};
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const char *sylls[NSYLLS] = {
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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", "nes", "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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const STONE stones[NSTONES] = {
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{ "agate", 25},
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{ "alexandrite", 40},
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{ "amethyst", 50},
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{ "carnelian", 40},
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{ "diamond", 300},
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{ "emerald", 300},
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{ "germanium", 225},
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{ "granite", 5},
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{ "garnet", 50},
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{ "jade", 150},
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{ "kryptonite", 300},
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{ "lapis lazuli", 50},
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{ "moonstone", 50},
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{ "obsidian", 15},
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{ "onyx", 60},
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{ "opal", 200},
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{ "pearl", 220},
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{ "peridot", 63},
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{ "ruby", 350},
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{ "saphire", 285},
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{ "stibotantalite", 200},
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{ "tiger eye", 50},
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{ "topaz", 60},
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{ "turquoise", 70},
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{ "taaffeite", 300},
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{ "zircon", 80},
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};
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const char *wood[NWOOD] = {
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"avocado wood",
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"balsa",
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"bamboo",
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"banyan",
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"birch",
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"cedar",
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"cherry",
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"cinnibar",
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"cypress",
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"dogwood",
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"driftwood",
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"ebony",
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"elm",
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"eucalyptus",
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"fall",
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"hemlock",
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"holly",
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"ironwood",
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"kukui wood",
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"mahogany",
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"manzanita",
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"maple",
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"oaken",
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"persimmon wood",
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"pecan",
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"pine",
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"poplar",
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"redwood",
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"rosewood",
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"spruce",
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"teak",
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"walnut",
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"zebrawood",
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};
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const char *metal[NMETAL] = {
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"aluminum",
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"beryllium",
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"bone",
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"brass",
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"bronze",
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"copper",
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"electrum",
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"gold",
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"iron",
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"lead",
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"magnesium",
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"mercury",
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"nickel",
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"pewter",
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"platinum",
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"steel",
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"silver",
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"silicon",
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"tin",
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"titanium",
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"tungsten",
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"zinc",
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};
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/*
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* init_things
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* Initialize the probabilities for types of things
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*/
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void
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init_things(void)
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{
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register struct magic_item *mp;
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for (mp = &things[1]; mp <= &things[NUMTHINGS-1]; mp++)
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mp->mi_prob += (mp-1)->mi_prob;
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#ifdef WIZARD
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badcheck("things", things, NUMTHINGS);
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#endif
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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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void
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init_colors(void)
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{
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register int i, j;
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bool used[NCOLORS];
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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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#ifdef WIZARD
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badcheck("potions", p_magic, MAXPOTIONS);
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#endif
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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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#define MAXNAME 40 /* Max number of characters in a name */
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void
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init_names(void)
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{
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register int nsyl;
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register char *cp;
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const char *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(4) + 2;
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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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if (&cp[strlen(sp)] > &prbuf[MAXNAME])
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break;
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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 *) malloc((unsigned) 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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#ifdef WIZARD
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badcheck("scrolls", s_magic, MAXSCROLLS);
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#endif
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}
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/*
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* init_stones:
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* Initialize the ring stone setting scheme for this time
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*/
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void
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init_stones(void)
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{
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register int i, j;
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bool used[NSTONES];
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for (i = 0; i < NSTONES; i++)
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used[i] = FALSE;
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for (i = 0; i < MAXRINGS; i++)
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{
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do
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j = rnd(NSTONES);
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until (!used[j]);
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used[j] = TRUE;
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r_stones[i] = stones[j].st_name;
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r_know[i] = FALSE;
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r_guess[i] = NULL;
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if (i > 0)
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r_magic[i].mi_prob += r_magic[i-1].mi_prob;
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r_magic[i].mi_worth += stones[j].st_value;
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}
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#ifdef WIZARD
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badcheck("rings", r_magic, MAXRINGS);
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#endif
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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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void
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init_materials(void)
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{
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register int i, j;
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register const char *str;
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bool metused[NMETAL], woodused[NWOOD];
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for (i = 0; i < NWOOD; i++)
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woodused[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(2) == 0)
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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 (!woodused[j])
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{
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ws_type[i] = "staff";
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str = wood[j];
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woodused[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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#ifdef WIZARD
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badcheck("sticks", ws_magic, MAXSTICKS);
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#endif
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}
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#ifdef WIZARD
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/*
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* badcheck:
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* Check to see if a series of probabilities sums to 100
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*/
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void
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badcheck(char *name, struct magic_item *magic, 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 == 100)
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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("%3d%% %s\n", magic->mi_prob, magic->mi_name);
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printf("[hit RETURN to continue]");
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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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#endif
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