/*
* init.c - global variable initializaton
*
* Advanced Rogue
* Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
* All rights reserved.
*
* Based on "Rogue: Exploring the Dungeons of Doom"
* Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
/*
* global variable initializaton
*
*/
#include "curses.h"
#include <ctype.h>
#include <string.h>
#include "rogue.h"
#include "mach_dep.h"
/*
* If there is any news, put it in a character string and assign it to
* rogue_news. Otherwise, assign NULL to rogue_news.
*/
static char *rogue_news = "You no longer fall into trading posts. They are \
now entered like going down the stairs.";
char *rainbow[] = {
"amber", "aquamarine", "beige",
"black", "blue", "brown",
"clear", "crimson", "ecru",
"gold", "green", "grey",
"indigo", "khaki", "lavender",
"magenta", "orange", "pink",
"plaid", "purple", "red",
"silver", "saffron", "scarlet",
"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", "ankh", "app", "arg", "arze",
"ash", "ban", "bar", "bat", "bek", "bie", "bin", "bit", "bjor",
"blu", "bot", "bu", "byt", "comp", "con", "cos", "cre", "dalf",
"dan", "den", "do", "e", "eep", "el", "eng", "er", "ere", "erk",
"esh", "evs", "fa", "fid", "for", "fri", "fu", "gan", "gar",
"glen", "gop", "gre", "ha", "he", "hyd", "i", "ing", "ion", "ip",
"ish", "it", "ite", "iv", "jo", "kho", "kli", "klis", "la", "lech",
"man", "mar", "me", "mi", "mic", "mik", "mon", "mung", "mur",
"nej", "nelg", "nep", "ner", "nes", "net", "nih", "nin", "o", "od",
"ood", "org", "orn", "ox", "oxy", "pay", "pet", "ple", "plu", "po",
"pot", "prok", "re", "rea", "rhov", "ri", "ro", "rog", "rok", "rol",
"sa", "san", "sat", "see", "sef", "seh", "shu", "ski", "sna",
"sne", "snik", "sno", "so", "sol", "sri", "sta", "sun", "ta",
"tab", "tem", "ther", "ti", "tox", "trol", "tue", "turs", "u",
"ulk", "um", "un", "uni", "ur", "val", "viv", "vly", "vom", "wah",
"wed", "werg", "wex", "whon", "wun", "xo", "y", "yot", "yu",
"zant", "zap", "zeb", "zim", "zok", "zon", "zum",
};
char *stones[] = {
"agate", "alexandrite", "amethyst",
"azurite", "bloodstone", "cairngorm",
"carnelian", "chalcedony", "chrysoberyl",
"chrysolite", "chrysoprase", "citrine",
"coral", "diamond", "emerald",
"garnet", "heliotrope", "hematite",
"hyacinth", "jacinth", "jade",
"jargoon", "jasper", "kryptonite",
"lapus lazuli", "malachite", "mocca stone",
"moonstone", "obsidian", "olivine",
"onyx", "opal", "pearl",
"peridot", "quartz", "rhodochrosite",
"rhodolite", "ruby", "sapphire",
"sardonyx", "serpintine", "spinel",
"tiger eye", "topaz", "tourmaline",
"turquoise", "zircon",
};
#define NSTONES (sizeof stones / sizeof(char *))
int cNSTONES = NSTONES;
char *wood[] = {
"avocado wood", "balsa", "banyan", "birch",
"cedar", "cherry", "cinnibar", "dogwood",
"driftwood", "ebony", "eucalyptus", "hemlock",
"ironwood", "mahogany", "manzanita", "maple",
"oak", "pine", "redwood", "rosewood",
"teak", "walnut", "zebra wood", "persimmon wood",
};
#define NWOOD (sizeof wood / sizeof(char *))
int cNWOOD = NWOOD;
char *metal[] = {
"aluminium", "bone", "brass", "bronze",
"copper", "chromium", "iron", "lead",
"magnesium", "pewter", "platinum", "silver",
"steel", "tin", "titanium", "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)];
/*
* make sure all the percentages specified in the tables add up to the
* right amounts
*/
void
badcheck(char *name, struct magic_item *magic, int bound)
{
register struct magic_item *end;
if (magic[bound - 1].mi_prob == 1000)
return;
printf("\nBad percentages for %s:\n", name);
for (end = &magic[bound] ; magic < end ; magic++)
printf("%4d%% %s\n", magic->mi_prob, magic->mi_name);
printf(retstr);
fflush(stdout);
while (getchar() != '\n')
continue;
}
/*
* init_colors:
* Initialize the potion color scheme for this time
*/
void
init_colors(void)
{
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];
p_know[i] = FALSE;
p_guess[i] = NULL;
if (i > 0)
p_magic[i].mi_prob += p_magic[i-1].mi_prob;
}
badcheck("potions", p_magic, MAXPOTIONS);
}
/*
* do any initialization for food
*/
void
init_foods(void)
{
register int i;
for (i=0; i < MAXFOODS; i++) {
if (i > 0)
foods[i].mi_prob += foods[i-1].mi_prob;
}
badcheck("foods", foods, MAXFOODS);
}
/*
* init_materials:
* Initialize the construction materials for wands and staffs
*/
void
init_materials(void)
{
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(100) > 50)
{
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;
ws_know[i] = FALSE;
ws_guess[i] = NULL;
if (i > 0)
ws_magic[i].mi_prob += ws_magic[i-1].mi_prob;
}
badcheck("sticks", ws_magic, MAXSTICKS);
}
/*
* do any initialization for miscellaneous magic
*/
void
init_misc(void)
{
register int i;
for (i=0; i < MAXMM; i++) {
m_know[i] = FALSE;
m_guess[i] = NULL;
if (i > 0)
m_magic[i].mi_prob += m_magic[i-1].mi_prob;
}
badcheck("miscellaneous magic", m_magic, MAXMM);
}
/*
* init_names:
* Generate the names of the various scrolls
*/
void
init_names(void)
{
register int nsyl;
register char *cp, *sp;
register int i, nwords;
for (i = 0 ; i < MAXSCROLLS ; i++)
{
cp = prbuf;
nwords = rnd(cols/20) + 1 + (cols > 40 ? 1 : 0);
while(nwords--)
{
nsyl = rnd(3)+1;
while(nsyl--)
{
sp = sylls[rnd((sizeof sylls) / (sizeof (char *)))];
while(*sp)
*cp++ = *sp++;
}
*cp++ = ' ';
}
*--cp = '\0';
s_names[i] = (char *) new(strlen(prbuf)+1);
s_know[i] = FALSE;
s_guess[i] = NULL;
strcpy(s_names[i], prbuf);
if (i > 0)
s_magic[i].mi_prob += s_magic[i-1].mi_prob;
}
badcheck("scrolls", s_magic, MAXSCROLLS);
}
/*
* init_player:
* roll up the rogue
*/
void
init_player(void)
{
int stat_total, round, minimum, maximum, ch, i, j;
short do_escape, *our_stats[NUMABILITIES-1];
struct linked_list *weap_item, *armor_item;
struct object *obj;
weap_item = armor_item = NULL;
if (char_type == -1) {
/* See what type character will be */
wclear(hw);
touchwin(hw);
wmove(hw,2,0);
for(i=1; i<=NUM_CHARTYPES-1; i++) {
wprintw(hw,"[%d] %s\n",i,char_class[i-1].name);
}
mvwaddstr(hw, 0, 0, "What character class do you desire? ");
draw(hw);
char_type = (wgetch(hw) - '0');
while (char_type < 1 || char_type > NUM_CHARTYPES-1) {
wmove(hw,0,0);
wprintw(hw,"Please enter a character type between 1 and %d: ",
NUM_CHARTYPES-1);
draw(hw);
char_type = (wgetch(hw) - '0');
}
char_type--;
}
player.t_ctype = char_type;
player.t_quiet = 0;
pack = NULL;
/* Select the gold */
purse = 2700;
switch (player.t_ctype) {
case C_FIGHTER:
purse += 1800;
when C_THIEF:
case C_ASSASIN:
purse += 600;
}
#ifdef WIZARD
/*
* allow me to describe a super character
*/
if (wizard && strcmp(getenv("SUPER"),"YES") == 0) {
pstats.s_str = 25;
pstats.s_intel = 25;
pstats.s_wisdom = 25;
pstats.s_dext = 25;
pstats.s_const = 25;
pstats.s_charisma = 25;
pstats.s_exp = 10000000L;
pstats.s_lvladj = 0;
pstats.s_lvl = 1;
pstats.s_hpt = 500;
pstats.s_carry = totalenc(&player);
strncpy(pstats.s_dmg, "3d4", sizeof(pstats.s_dmg));
check_level();
mpos = 0;
if (player.t_ctype == C_FIGHTER ||
player.t_ctype == C_RANGER ||
player.t_ctype == C_PALADIN)
weap_item = spec_item(WEAPON, TWOSWORD, 5, 5);
else
weap_item = spec_item(WEAPON, SWORD, 5, 5);
obj = OBJPTR(weap_item);
obj->o_flags |= ISKNOW;
add_pack(weap_item, TRUE, NULL);
cur_weapon = obj;
if (player.t_ctype != C_MONK) {
j = PLATE_ARMOR;
if (player.t_ctype == C_THIEF || player.t_ctype == C_ASSASIN)
j = STUDDED_LEATHER;
armor_item = spec_item(ARMOR, j, 10, 0);
obj = OBJPTR(armor_item);
obj->o_flags |= (ISKNOW | ISPROT);
obj->o_weight = armors[j].a_wght;
add_pack(armor_item, TRUE, NULL);
cur_armor = obj;
}
purse += 10000;
}
else
#endif
{
switch(player.t_ctype) {
case C_MAGICIAN:round = A_INTELLIGENCE;
when C_FIGHTER: round = A_STRENGTH;
when C_RANGER: round = A_STRENGTH;
when C_PALADIN: round = A_STRENGTH;
when C_CLERIC: round = A_WISDOM;
when C_DRUID: round = A_WISDOM;
when C_THIEF: round = A_DEXTERITY;
when C_ASSASIN: round = A_DEXTERITY;
when C_MONK: round = A_DEXTERITY;
}
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;
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
*/
void
init_stones(void)
{
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
*/
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);
}