836 lines
27 KiB
C
836 lines
27 KiB
C
/*
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init.c - global variable initializaton
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XRogue: Expeditions into the Dungeons of Doom
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Copyright (C) 1991 Robert Pietkivitch
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All rights reserved.
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Based on "Advanced Rogue"
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Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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All rights reserved.
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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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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 <string.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 = "Enter a number within the minimum and maximum \
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range. When satisfied with your choices, enter a 'y'. For help at any \
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other time enter a '?' or a '='.";
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/* replace the above line with this when descriptions are done */
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/* other time enter a '?' or a '='. For character and item descriptions \
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enter a '\\' on any other screen.";
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*/
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struct words rainbow[NCOLORS] = {
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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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struct words sylls[NSYLLS] = {
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{"a"}, {"ae"}, {"ak"}, {"an"}, {"ax"}, {"ach"}, {"ano"}, {"ars"},
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{"bha"}, {"bar"}, {"bre"}, {"cha"}, {"cre"}, {"cum"}, {"cow"}, {"duh"},
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{"dha"}, {"e"}, {"ea"}, {"em"}, {"et"}, {"ey"}, {"eck"}, {"etk"},
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{"egg"}, {"exl"}, {"fu"}, {"fen"}, {"fid"}, {"gan"}, {"gle"}, {"h"},
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{"ha"}, {"hr"}, {"ht"}, {"how"}, {"hex"}, {"hip"}, {"hoc"}, {"i"},
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{"ia"}, {"ig"}, {"it"}, {"iz"}, {"ion"}, {"ink"}, {"ivi"}, {"iss"},
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{"je"}, {"jin"}, {"jha"}, {"jyr"}, {"ka"}, {"kho"}, {"kal"}, {"kli"},
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{"lu"}, {"lre"}, {"lta"}, {"lri"}, {"m"}, {"ma"}, {"mh"}, {"mi"},
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{"mr"}, {"mar"}, {"myr"}, {"moh"}, {"mul"}, {"nep"}, {"nes"}, {"o"},
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{"oc"}, {"om"}, {"oq"}, {"ox"}, {"orn"}, {"oxy"}, {"olm"}, {"ode"},
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{"po"}, {"pie"}, {"pod"}, {"pot"}, {"qar"}, {"que"}, {"ran"}, {"rah"},
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{"rok"}, {"sa"}, {"sat"}, {"sha"}, {"sol"}, {"sri"}, {"ti"}, {"tem"},
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{"tar"}, {"tki"}, {"tch"}, {"tox"}, {"u"}, {"ub"}, {"uh"}, {"ur"},
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{"uv"}, {"unk"}, {"uwh"}, {"ugh"}, {"uyr"}, {"va"}, {"vil"}, {"vit"},
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{"vom"}, {"vux"}, {"wah"}, {"wex"}, {"xu"}, {"xed"}, {"xen"}, {"ya"},
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{"yep"}, {"yih"}, {"zef"}, {"zen"}, {"zil"}, {"zym"}, {"-"}
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};
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struct words stones[NSTONES] = {
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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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{ "Lapis 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" }, { "Serpentine" }, { "Spinel" },
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{ "Tiger eye" }, { "Topaz" }, { "Tourmaline" },
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{ "Turquoise" }, { "Zircon" }
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};
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struct words wood[NWOOD] = {
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{"Avocado wood"}, {"Balsa"}, {"Banyan"}, {"Birch"},
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{"Cedar"}, {"Cherry"}, {"Cinnabar"}, {"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"}, {"Aloe"}, {"Sandalwood"}
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};
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struct words metal[NMETAL] = {
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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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/*
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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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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 == 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("%s", 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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void
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init_colors(void)
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{
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register int i;
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register char *str;
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for (i = 0 ; i < MAXPOTIONS ; i++)
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{
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do
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str = rainbow[rnd(NCOLORS)].w_string;
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until (isupper(*str));
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*str = tolower(*str);
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p_colors[i] = str;
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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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void
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init_foods(void)
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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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void
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init_materials(void)
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{
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register int i;
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register char *str;
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for (i = 0 ; i < MAXSTICKS ; i++)
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{
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do
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if (rnd(100) > 50)
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{
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str = metal[rnd(NMETAL)].w_string;
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if (isupper(*str))
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ws_type[i] = "wand";
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}
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else
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{
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str = wood[rnd(NWOOD)].w_string;
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if (isupper(*str))
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ws_type[i] = "staff";
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}
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until (isupper(*str));
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*str = tolower(*str);
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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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void
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init_misc(void)
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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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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, *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(5)+1;
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while(nsyl--)
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{
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sp = sylls[rnd(NSYLLS)].w_string;
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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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void
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init_player(void)
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{
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int stat_total, round = 0, minimum, maximum, ch, i, j = 0;
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short do_escape, *our_stats[NUMABILITIES-1];
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struct linked_list *weap_item, *armor_item, *food_item;
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struct object *obj;
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weap_item = armor_item = food_item = NULL;
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if (char_type == -1) { /* not set via options */
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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 = 3000;
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switch (player.t_ctype) {
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case C_FIGHTER:
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purse += 200;
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when C_MAGICIAN:
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case C_CLERIC:
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case C_DRUID:
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purse += 100;
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when C_THIEF:
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case C_ASSASSIN:
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purse += 0;
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when C_RANGER:
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case C_PALADIN:
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purse -= 100;
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when C_MONK:
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purse -= 200;
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}
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/*
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* allow me to describe a super character
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*/
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/* let's lessen the restrictions on this okay? */
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if (wizard && strcmp(getenv("SUPER"),"YES") == 0) {
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pstats.s_str = MAXATT;
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pstats.s_intel = MAXATT;
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pstats.s_wisdom = MAXATT;
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pstats.s_dext = MAXATT;
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pstats.s_const = MAXATT;
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pstats.s_charisma = MAXATT;
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pstats.s_exp = 10000000L;
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pstats.s_lvl = 1;
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pstats.s_lvladj = 0;
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pstats.s_hpt = 500;
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pstats.s_carry = totalenc(&player);
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strcpy(pstats.s_dmg,"4d8");
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check_level();
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wmove(hw,0,0);
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wclrtoeol(hw);
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draw(hw);
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mpos = 0;
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/* set quest item */
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if(player.t_ctype == C_FIGHTER) quest_item = AXE_AKLAD;
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if(player.t_ctype == C_RANGER) quest_item = BRIAN_MANDOLIN;
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if(player.t_ctype == C_PALADIN) quest_item = HEIL_ANKH;
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if(player.t_ctype == C_MAGICIAN) quest_item = STONEBONES_AMULET;
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if(player.t_ctype == C_CLERIC) quest_item = GERYON_HORN;
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if(player.t_ctype == C_THIEF) quest_item = MUSTY_DAGGER;
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if(player.t_ctype == C_ASSASSIN) quest_item = EYE_VECNA;
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if(player.t_ctype == C_DRUID) quest_item = QUILL_NAGROM;
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if(player.t_ctype == C_MONK) quest_item = EMORI_CLOAK;
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/* armor */
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if (player.t_ctype == C_THIEF || player.t_ctype == C_ASSASSIN)
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j = STUDDED_LEATHER;
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else if (player.t_ctype == C_MONK) {
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armor_item = spec_item(MM, MM_BRACERS, 20, 0);
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obj = OBJPTR(armor_item);
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obj->o_weight = things[TYP_MM].mi_wght;
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whatis (armor_item); /* identify it */
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obj->o_flags |= (ISKNOW | ISPROT);
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add_pack(armor_item, TRUE);
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cur_misc[WEAR_BRACERS] = obj;
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goto w_armorjmp;
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}
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else j = PLATE_ARMOR;
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armor_item = spec_item(ARMOR, j, 20, 0);
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obj = OBJPTR(armor_item);
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obj->o_weight = armors[j].a_wght;
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obj->o_flags |= (ISKNOW | ISPROT);
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add_pack(armor_item, TRUE);
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cur_armor = obj;
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w_armorjmp: /* monk doesn't wear armor */
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/* weapons */
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if (player.t_ctype == C_THIEF || player.t_ctype == C_ASSASSIN ||
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player.t_ctype == C_MONK)
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j = BASWORD;
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else if (player.t_ctype == C_FIGHTER || player.t_ctype == C_RANGER ||
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player.t_ctype == C_PALADIN)
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j = TWOSWORD;
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else j = TRIDENT;
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weap_item = spec_item(WEAPON, j, 20, 20);
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obj = OBJPTR(weap_item);
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obj->o_flags |= (ISKNOW | ISPROT);
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obj->o_weight = weaps[j].w_wght;
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add_pack(weap_item, TRUE);
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cur_weapon = obj;
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/* food */
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food_item = spec_item(FOOD, E_RATION, 0, 0);
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obj = OBJPTR(food_item);
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obj->o_flags |= ISKNOW;
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obj->o_weight = foods[TYP_FOOD].mi_wght;
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add_pack(food_item, TRUE); /* just one */
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/* give wizard plenty gold */
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purse = 50000;
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}
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else
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/* default attributes checked */
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{
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if (def_attr == TRUE) { /* "default" option used in ROGUEOPTS */
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switch(player.t_ctype) {
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/* set "default attributes" option and quest items here */
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case C_FIGHTER:
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case C_MONK:
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pstats.s_intel = 7;
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pstats.s_dext = 16;
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pstats.s_charisma = 11;
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if (player.t_ctype == C_FIGHTER) {
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pstats.s_str = 16;
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pstats.s_wisdom = 7;
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pstats.s_const = 17;
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quest_item = AXE_AKLAD;
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}
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else {
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pstats.s_str = 11;
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pstats.s_wisdom = 11;
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pstats.s_const = 18;
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quest_item = EMORI_CLOAK;
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}
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when C_RANGER:
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case C_PALADIN:
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pstats.s_str = 11;
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pstats.s_dext = 16;
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pstats.s_const = 16;
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pstats.s_charisma = 13;
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/* intelligence or wisdom */
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if (player.t_ctype == C_RANGER) {
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pstats.s_intel = 11;
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pstats.s_wisdom = 7;
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quest_item = BRIAN_MANDOLIN;
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}
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else {
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pstats.s_intel = 7;
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pstats.s_wisdom = 11;
|
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quest_item = HEIL_ANKH;
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}
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when C_THIEF:
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case C_ASSASSIN:
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pstats.s_intel = 7;
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pstats.s_str = 14;
|
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pstats.s_wisdom = 7;
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pstats.s_dext = 18;
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pstats.s_const = 17;
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pstats.s_charisma = 11;
|
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if (player.t_ctype == C_THIEF)
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quest_item = MUSTY_DAGGER;
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else
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quest_item = EYE_VECNA;
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when C_MAGICIAN:
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case C_CLERIC:
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case C_DRUID:
|
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pstats.s_str = 10;
|
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pstats.s_dext = 16;
|
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pstats.s_const = 15;
|
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pstats.s_charisma = 12;
|
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/* intelligence & wisdom */
|
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if (player.t_ctype == C_MAGICIAN) {
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pstats.s_intel = 14;
|
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pstats.s_wisdom = 7;
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}
|
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else {
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pstats.s_intel = 7;
|
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pstats.s_wisdom = 14;
|
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}
|
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if (player.t_ctype == C_MAGICIAN)
|
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quest_item = STONEBONES_AMULET;
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else if (player.t_ctype == C_CLERIC)
|
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quest_item = GERYON_HORN;
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else
|
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quest_item = QUILL_NAGROM;
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}
|
|
/* Intialize */
|
|
pstats.s_exp = 0L;
|
|
pstats.s_lvl = 1;
|
|
pstats.s_lvladj = 0;
|
|
pstats.s_exp = 0L;
|
|
strcpy(pstats.s_dmg,"2d4");
|
|
pstats.s_carry = totalenc(&player);
|
|
check_level();
|
|
wmove(hw,0,0);
|
|
wclrtoeol(hw);
|
|
draw(hw);
|
|
mpos = 0;
|
|
|
|
/* 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;
|
|
|
|
/* dole out some armor */
|
|
if (player.t_ctype == C_THIEF || player.t_ctype == C_ASSASSIN)
|
|
j = STUDDED_LEATHER;
|
|
else if (player.t_ctype == C_FIGHTER || player.t_ctype == C_RANGER ||
|
|
player.t_ctype == C_PALADIN) {
|
|
switch (rnd(4)) {
|
|
case 0: j = PLATE_ARMOR;
|
|
when 1: j = PLATE_MAIL;
|
|
when 2: case 3: j = BANDED_MAIL;
|
|
}
|
|
}
|
|
else if (player.t_ctype == C_MONK) {
|
|
if (rnd(3) == 0) j = MM_PROTECT;
|
|
else j = MM_BRACERS;
|
|
armor_item = spec_item(MM, j, rnd(125)/60+3, 0);
|
|
obj = OBJPTR(armor_item);
|
|
obj->o_weight = things[TYP_MM].mi_wght;
|
|
whatis (armor_item); /* identify it */
|
|
obj->o_flags |= ISKNOW;
|
|
add_pack(armor_item, TRUE);
|
|
goto p_armorjmp;
|
|
}
|
|
else { /* other characters */
|
|
switch (rnd(7)) {
|
|
case 0: j = PLATE_MAIL;
|
|
when 1: case 2: j = BANDED_MAIL;
|
|
when 3: case 4: j = SPLINT_MAIL;
|
|
when 5: case 6: j = PADDED_ARMOR;
|
|
}
|
|
}
|
|
armor_item = spec_item(ARMOR, j, rnd(100)/85, 0);
|
|
obj = OBJPTR(armor_item);
|
|
obj->o_weight = armors[j].a_wght;
|
|
obj->o_flags |= ISKNOW;
|
|
add_pack(armor_item, TRUE);
|
|
|
|
p_armorjmp: /* monk doesn't wear armor */
|
|
|
|
/* give him a weapon */
|
|
if (player.t_ctype == C_THIEF || player.t_ctype == C_ASSASSIN ||
|
|
player.t_ctype == C_MONK) {
|
|
switch (rnd(5)) {
|
|
case 0: j = BASWORD;
|
|
when 1: case 2: j = TRIDENT;
|
|
when 3: case 4: j = BARDICHE;
|
|
}
|
|
}
|
|
else if (player.t_ctype == C_FIGHTER || player.t_ctype == C_RANGER ||
|
|
player.t_ctype == C_PALADIN) {
|
|
switch (rnd(5)) {
|
|
case 0: j= TWOSWORD;
|
|
when 1: case 2: j= TRIDENT;
|
|
when 3: case 4: j= SWORD;
|
|
}
|
|
}
|
|
else {
|
|
switch (rnd(7)) {
|
|
case 0: j = TRIDENT;
|
|
when 1: case 2: j = SWORD;
|
|
when 3: case 4: j = BARDICHE;
|
|
when 5: j = MACE;
|
|
when 6: j = SPETUM;
|
|
}
|
|
}
|
|
weap_item = spec_item(WEAPON, j, rnd(155)/75, rnd(165)/80);
|
|
obj = OBJPTR(weap_item);
|
|
obj->o_weight = weaps[j].w_wght;
|
|
obj->o_flags |= ISKNOW;
|
|
add_pack(weap_item, TRUE);
|
|
|
|
/* food rations */
|
|
food_item = spec_item(FOOD, E_RATION, 0, 0);
|
|
obj = OBJPTR(food_item);
|
|
obj->o_weight = foods[TYP_FOOD].mi_wght;
|
|
obj->o_flags |= ISKNOW;
|
|
add_pack(food_item, TRUE);
|
|
|
|
/* give him some fruit - coose from those w/o special effects */
|
|
switch (rnd(6)) {
|
|
case 0: j = E_BANANA;
|
|
when 1: j = E_BLUEBERRY;
|
|
when 2: j = E_ELDERBERRY;
|
|
when 3: j = E_GUANABANA;
|
|
when 4: j = E_CAPRIFIG;
|
|
when 5: j = E_GOOSEBERRY;
|
|
}
|
|
food_item = spec_item(FOOD, j, 0, 0);
|
|
obj = OBJPTR(food_item);
|
|
obj->o_weight = foods[TYP_FOOD].mi_wght;
|
|
obj->o_flags |= ISKNOW;
|
|
add_pack(food_item, TRUE);
|
|
|
|
/* adjust purse */
|
|
purse = 2000;
|
|
}
|
|
else { /* select attibutes */
|
|
switch(player.t_ctype) {
|
|
case C_FIGHTER: round = A_STRENGTH;
|
|
when C_RANGER: round = A_CHARISMA;
|
|
when C_PALADIN: round = A_CHARISMA;
|
|
when C_MAGICIAN: round = A_INTELLIGENCE;
|
|
when C_CLERIC: round = A_WISDOM;
|
|
when C_THIEF: round = A_DEXTERITY;
|
|
when C_ASSASSIN: round = A_DEXTERITY;
|
|
when C_DRUID: round = A_WISDOM;
|
|
when C_MONK: round = A_CONSTITUTION;
|
|
}
|
|
|
|
do {
|
|
wclear(hw);
|
|
|
|
/* If there is any news, display it */
|
|
if (rogue_news) {
|
|
register int i;
|
|
|
|
/* Print a separator line */
|
|
wmove(hw, 12, 0);
|
|
for (i=0; i<cols; i++) waddch(hw, '-');
|
|
|
|
/* Print the news */
|
|
mvwaddstr(hw, 14, 0, rogue_news);
|
|
}
|
|
|
|
stat_total = MAXSTATS;
|
|
do_escape = FALSE; /* No escape seen yet */
|
|
|
|
/* Initialize abilities */
|
|
pstats.s_intel = 0;
|
|
pstats.s_str = 0;
|
|
pstats.s_wisdom = 0;
|
|
pstats.s_dext = 0;
|
|
pstats.s_const = 0;
|
|
pstats.s_charisma = 0;
|
|
|
|
/* Initialize pointer into abilities */
|
|
our_stats[A_INTELLIGENCE] = &pstats.s_intel;
|
|
our_stats[A_STRENGTH] = &pstats.s_str;
|
|
our_stats[A_WISDOM] = &pstats.s_wisdom;
|
|
our_stats[A_DEXTERITY] = &pstats.s_dext;
|
|
our_stats[A_CONSTITUTION] = &pstats.s_const;
|
|
|
|
/* Let player distribute attributes */
|
|
for (i=0; i<NUMABILITIES-1; i++) {
|
|
wmove(hw, 2, 0);
|
|
wprintw(hw, "You are creating a %s with %2d attribute points.",
|
|
char_class[player.t_ctype].name, stat_total);
|
|
|
|
/*
|
|
* Player must have a minimum of 7 in any attribute and 11 in
|
|
* the player's primary attribute.
|
|
*/
|
|
minimum = (round == i ? 11 : 7);
|
|
|
|
/* Subtract out remaining minimums */
|
|
maximum = stat_total - (7 * (NUMABILITIES-1 - i));
|
|
|
|
/* Subtract out remainder of profession minimum (11 - 7) */
|
|
if (round > i) maximum -= 4;
|
|
|
|
/* Maximum can't be greater than 18 */
|
|
if (maximum > 18) maximum = 18;
|
|
|
|
wmove(hw, 4, 0);
|
|
wprintw(hw,
|
|
"Minimum: %2d; Maximum: %2d (%s corrects previous entry)",
|
|
minimum, maximum, unctrl('\b'));
|
|
|
|
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, 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;
|
|
strcpy(pstats.s_dmg,"2d4");
|
|
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: %ld", purse);
|
|
|
|
mvwaddstr(hw, 0, 0, "Is this character okay? ");
|
|
draw(hw);
|
|
} while(wgetch(hw) != 'y');
|
|
}
|
|
}
|
|
pstats.s_arm = 10;
|
|
max_stats = pstats;
|
|
/* Set up initial movement rate */
|
|
player.t_action = A_NIL;
|
|
player.t_movement = 6;
|
|
player.t_no_move = 0;
|
|
player.t_using = NULL;
|
|
wclear(hw);
|
|
}
|
|
|
|
/*
|
|
* init_stones:
|
|
* Initialize the ring stone setting scheme for this time
|
|
*/
|
|
|
|
void
|
|
init_stones(void)
|
|
{
|
|
register int i;
|
|
register char *str;
|
|
|
|
for (i = 0 ; i < MAXRINGS ; i++)
|
|
{
|
|
do
|
|
str = stones[rnd(NSTONES)].w_string;
|
|
until (isupper(*str));
|
|
*str = tolower(*str);
|
|
r_stones[i] = str;
|
|
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
|
|
*/
|
|
|
|
void
|
|
init_things(void)
|
|
{
|
|
register struct magic_item *mp;
|
|
|
|
for (mp = &things[1] ; mp < &things[NUMTHINGS] ; mp++)
|
|
mp->mi_prob += (mp-1)->mi_prob;
|
|
badcheck("things", things, NUMTHINGS);
|
|
}
|
|
|