/* * global variable initializaton * * @(#)init.c 4.31 (Berkeley) 02/05/99 * * Rogue: Exploring the Dungeons of Doom * Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include #include #include #include #include "rogue.h" /* * init_player: * Roll her up */ void init_player() { register THING *obj; pstats = max_stats; food_left = HUNGERTIME; /* * Give him some food */ obj = new_item(); obj->o_type = FOOD; obj->o_count = 1; add_pack(obj, TRUE); /* * And his suit of armor */ obj = new_item(); obj->o_type = ARMOR; obj->o_which = RING_MAIL; obj->o_arm = a_class[RING_MAIL] - 1; obj->o_flags |= ISKNOW; obj->o_count = 1; cur_armor = obj; add_pack(obj, TRUE); /* * Give him his weaponry. First a mace. */ obj = new_item(); init_weapon(obj, MACE); obj->o_hplus = 1; obj->o_dplus = 1; obj->o_flags |= ISKNOW; add_pack(obj, TRUE); cur_weapon = obj; /* * Now a +1 bow */ obj = new_item(); init_weapon(obj, BOW); obj->o_hplus = 1; obj->o_flags |= ISKNOW; add_pack(obj, TRUE); /* * Now some arrows */ obj = new_item(); init_weapon(obj, ARROW); obj->o_count = rnd(15) + 25; obj->o_flags |= ISKNOW; add_pack(obj, TRUE); } /* * Contains defintions and functions for dealing with things like * potions and scrolls */ char *rainbow[] = { "amber", "aquamarine", "black", "blue", "brown", "clear", "crimson", "cyan", "ecru", "gold", "green", "grey", "magenta", "orange", "pink", "plaid", "purple", "red", "silver", "tan", "tangerine", "topaz", "turquoise", "vermilion", "violet", "white", "yellow", }; #define NCOLORS (sizeof rainbow / sizeof (char *)) int cNCOLORS = NCOLORS; static char *sylls[] = { "a", "ab", "ag", "aks", "ala", "an", "app", "arg", "arze", "ash", "bek", "bie", "bit", "bjor", "blu", "bot", "bu", "byt", "comp", "con", "cos", "cre", "dalf", "dan", "den", "do", "e", "eep", "el", "eng", "er", "ere", "erk", "esh", "evs", "fa", "fid", "fri", "fu", "gan", "gar", "glen", "gop", "gre", "ha", "hyd", "i", "ing", "ip", "ish", "it", "ite", "iv", "jo", "kho", "kli", "klis", "la", "lech", "mar", "me", "mi", "mic", "mik", "mon", "mung", "mur", "nej", "nelg", "nep", "ner", "nes", "nes", "nih", "nin", "o", "od", "ood", "org", "orn", "ox", "oxy", "pay", "ple", "plu", "po", "pot", "prok", "re", "rea", "rhov", "ri", "ro", "rog", "rok", "rol", "sa", "san", "sat", "sef", "seh", "shu", "ski", "sna", "sne", "snik", "sno", "so", "sol", "sri", "sta", "sun", "ta", "tab", "tem", "ther", "ti", "tox", "trol", "tue", "turs", "u", "ulk", "um", "un", "uni", "ur", "val", "viv", "vly", "vom", "wah", "wed", "werg", "wex", "whon", "wun", "xo", "y", "yot", "yu", "zant", "zeb", "zim", "zok", "zon", "zum", }; STONE stones[] = { { "agate", 25}, { "alexandrite", 40}, { "amethyst", 50}, { "carnelian", 40}, { "diamond", 300}, { "emerald", 300}, { "germanium", 225}, { "granite", 5}, { "garnet", 50}, { "jade", 150}, { "kryptonite", 300}, { "lapis lazuli", 50}, { "moonstone", 50}, { "obsidian", 15}, { "onyx", 60}, { "opal", 200}, { "pearl", 220}, { "peridot", 63}, { "ruby", 350}, { "sapphire", 285}, { "stibotantalite", 200}, { "tiger eye", 50}, { "topaz", 60}, { "turquoise", 70}, { "taaffeite", 300}, { "zircon", 80}, }; #define NSTONES (sizeof stones / sizeof (STONE)) int cNSTONES = NSTONES; char *wood[] = { "avocado wood", "balsa", "bamboo", "banyan", "birch", "cedar", "cherry", "cinnibar", "cypress", "dogwood", "driftwood", "ebony", "elm", "eucalyptus", "fall", "hemlock", "holly", "ironwood", "kukui wood", "mahogany", "manzanita", "maple", "oaken", "persimmon wood", "pecan", "pine", "poplar", "redwood", "rosewood", "spruce", "teak", "walnut", "zebrawood", }; #define NWOOD (sizeof wood / sizeof (char *)) int cNWOOD = NWOOD; char *metal[] = { "aluminum", "beryllium", "bone", "brass", "bronze", "copper", "electrum", "gold", "iron", "lead", "magnesium", "mercury", "nickel", "pewter", "platinum", "steel", "silver", "silicon", "tin", "titanium", "tungsten", "zinc", }; #define NMETAL (sizeof metal / sizeof (char *)) int cNMETAL = NMETAL; #define MAX3(a,b,c) (a > b ? (a > c ? a : c) : (b > c ? b : c)) static bool used[MAX3(NCOLORS, NSTONES, NWOOD)]; /* * init_colors: * Initialize the potion color scheme for this time */ void init_colors() { register int i, j; for (i = 0; i < NCOLORS; i++) used[i] = FALSE; for (i = 0; i < MAXPOTIONS; i++) { do j = rnd(NCOLORS); until (!used[j]); used[j] = TRUE; p_colors[i] = rainbow[j]; } } /* * init_names: * Generate the names of the various scrolls */ #define MAXNAME 40 /* Max number of characters in a name */ void init_names() { register int nsyl; register char *cp, *sp; register int i, nwords; for (i = 0; i < MAXSCROLLS; i++) { cp = prbuf; nwords = rnd(3) + 2; while (nwords--) { nsyl = rnd(3) + 1; while (nsyl--) { sp = sylls[rnd((sizeof sylls) / (sizeof (char *)))]; if (&cp[strlen(sp)] > &prbuf[MAXNAME]) break; while (*sp) *cp++ = *sp++; } *cp++ = ' '; } *--cp = '\0'; s_names[i] = (char *) malloc((unsigned) strlen(prbuf)+1); strcpy(s_names[i], prbuf); } } /* * init_stones: * Initialize the ring stone setting scheme for this time */ void 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].st_name; ring_info[i].oi_worth += stones[j].st_value; } } /* * init_materials: * Initialize the construction materials for wands and staffs */ void init_materials() { register int i, j; register char *str; static bool metused[NMETAL]; for (i = 0; i < NWOOD; i++) used[i] = FALSE; for (i = 0; i < NMETAL; i++) metused[i] = FALSE; for (i = 0; i < MAXSTICKS; i++) { for (;;) if (rnd(2) == 0) { j = rnd(NMETAL); if (!metused[j]) { ws_type[i] = "wand"; str = metal[j]; metused[j] = TRUE; break; } } else { j = rnd(NWOOD); if (!used[j]) { ws_type[i] = "staff"; str = wood[j]; used[j] = TRUE; break; } } ws_made[i] = str; } } #ifdef MASTER # define NT NUMTHINGS, "things" # define MP MAXPOTIONS, "potions" # define MS MAXSCROLLS, "scrolls" # define MR MAXRINGS, "rings" # define MWS MAXSTICKS, "sticks" # define MW MAXWEAPONS, "weapons" # define MA MAXARMORS, "armor" #else # define NT NUMTHINGS # define MP MAXPOTIONS # define MS MAXSCROLLS # define MR MAXRINGS # define MWS MAXSTICKS # define MW MAXWEAPONS # define MA MAXARMORS #endif /* * sumprobs: * Sum up the probabilities for items appearing */ void sumprobs(struct obj_info *info, int bound #ifdef MASTER , char *name #endif ) { #ifdef MASTER struct obj_info *start = info; #endif struct obj_info *endp; endp = info + bound; while (++info < endp) info->oi_prob += (info - 1)->oi_prob; #ifdef MASTER badcheck(name, start, bound); #endif } /* * init_probs: * Initialize the probabilities for the various items */ void init_probs() { sumprobs(things, NT); sumprobs(pot_info, MP); sumprobs(scr_info, MS); sumprobs(ring_info, MR); sumprobs(ws_info, MWS); sumprobs(weap_info, MW); sumprobs(arm_info, MA); } #ifdef MASTER /* * badcheck: * Check to see if a series of probabilities sums to 100 */ void badcheck(char *name, struct obj_info *info, int bound) { register struct obj_info *end; if (info[bound - 1].oi_prob == 100) return; printf("\nBad percentages for %s (bound = %d):\n", name, bound); for (end = &info[bound]; info < end; info++) printf("%3d%% %s\n", info->oi_prob, info->oi_name); printf("[hit RETURN to continue]"); fflush(stdout); while (getchar() != '\n') continue; } #endif /* * pick_color: * If he is halucinating, pick a random color name and return it, * otherwise return the given color. */ char * pick_color(char *col) { return (on(player, ISHALU) ? rainbow[rnd(NCOLORS)] : col); }