/* * initializate various things * * @(#)init.c 9.0 (rdk) 7/17/84 * * Super-Rogue * Copyright (C) 1984 Robert D. Kindelberger * 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. */ #include #include #include "rogue.h" #include "rogue.ext" int pinit(void); void badcheck(char *name, struct magic_item *magic); char *rainbow[NCOLORS] = { "Red", "Blue", "Green", "Yellow", "Black", "Brown", "Orange", "Pink", "Purple", "Grey", "White", "Silver", "Gold", "Violet", "Clear", "Vermilion", "Ecru", "Turquoise","Magenta", "Amber", "Topaz", "Plaid", "Tan", "Tangerine", "Aquamarine", "Scarlet","Khaki", "Crimson", "Indigo", "Beige", "Lavender", "Saffron", }; char *sylls[NSYLS] = { "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", "nes", "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", "Carnelian", "Chrysoberyl", "Chrysoprase", "Citrine", "Diamond", "Emerald", "Garnet", "Hematite", "Jacinth", "Jade", "Kryptonite", "Lapus lazuli", "Malachite", "Moonstone", "Obsidian", "Olivine", "Onyx", "Opal", "Pearl", "Peridot", "Quartz", "Rhodochrosite","Ruby", "Sapphire", "Sardonyx", "Serpintine", "Spinel", "Tiger eye", "Topaz", "Tourmaline", "Turquoise", }; char *wood[NWOOD] = { "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", }; char *metal[NMETAL] = { "Aluminium", "Bone", "Brass", "Bronze", "Copper", "Chromium", "Iron", "Lead", "Magnesium", "Pewter", "Platinum", "Steel", "Tin", "Titanium", "Zinc", }; /* * init_things: * Initialize the probabilities for types of things */ void init_things(void) { struct magic_item *mi; /* * init general things */ for (mi = &things[1]; mi < &things[NUMTHINGS]; mi++) mi->mi_prob += (mi-1)->mi_prob; badcheck("things", things); /* * init armor things */ for (mi = &a_magic[1]; mi < &a_magic[MAXARMORS]; mi++) mi->mi_prob += (mi-1)->mi_prob; badcheck("armor", a_magic); /* * init weapon stuff */ for (mi = &w_magic[1]; mi < &w_magic[MAXWEAPONS]; mi++) mi->mi_prob += (mi-1)->mi_prob; badcheck("weapon", w_magic); } /* * init_colors: * Initialize the potion color scheme for this time */ void init_colors(void) { reg int i, j; reg char *str; bool used[NCOLORS]; 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); } /* * init_names: * Generate the names of the various scrolls */ void init_names(void) { reg int nsyl; reg char *cp, *sp; reg int i, nwords; for (i = 0; i < MAXSCROLLS; i++) { cp = prbuf; nwords = rnd(3)+1; while(nwords--) { nsyl = rnd(3)+2; while(nsyl--) { sp = sylls[rnd(NSYLS)]; while(*sp) *cp++ = *sp++; } *cp++ = ' '; } *--cp = '\0'; s_names[i] = 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); } /* * init_stones: * Initialize the ring stone setting scheme for this time */ void init_stones(void) { reg int i, j; reg char *str; bool used[NSTONES]; 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); } /* * init_materials: * Initialize the construction materials for wands and staffs */ void init_materials(void) { int i, j; char *str; struct rod *rd; bool metused[NMETAL], woodused[NWOOD]; for (i = 0; i < NWOOD; i++) woodused[i] = FALSE; for (i = 0; i < NMETAL; i++) metused[i] = FALSE; for (i = 0; i < MAXSTICKS; i++) { rd = &ws_stuff[i]; for (;;) { if (rnd(100) > 50) { j = rnd(NMETAL); if (!metused[j]) { str = metal[j]; rd->ws_type = "wand"; rd->ws_vol = V_WS_WAND; rd->ws_wght = W_WS_WAND; metused[j] = TRUE; break; } } else { j = rnd(NWOOD); if (!woodused[j]) { str = wood[j]; rd->ws_type = "staff"; rd->ws_vol = V_WS_STAFF; rd->ws_wght = W_WS_WAND; woodused[j] = TRUE; break; } } } ws_stuff[i].ws_made = 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); } void badcheck(char *name, struct magic_item *magic) { struct magic_item *mg; for (mg = magic; mg->mi_name != NULL; mg++) ; if ((mg - 1)->mi_prob == 1000) return; printf("\nBad percentages for %s:\n", name); for (mg = magic; mg->mi_name != NULL; mg++) printf("%4d%% %s\n", mg->mi_prob, mg->mi_name); printf("%s", retstr); fflush(stdout); while (getchar() != '\n') continue; } /* * init_player: * roll up the rogue */ void init_player(void) { player.t_nomove = 0; player.t_nocmd = 0; him = &player.t_stats; him->s_lvl = 1; him->s_exp = 0L; him->s_maxhp = him->s_hpt = pinit(); /* hit points */ him->s_re.a_str = pinit(); /* strength */ him->s_re.a_dex = pinit(); /* dexterity */ him->s_re.a_wis = pinit(); /* wisdom */ him->s_re.a_con = pinit(); /* constitution */ him->s_ef = him->s_re; /* effective = real */ strcpy(him->s_dmg, "1d4"); him->s_arm = NORMAC; him->s_carry = totalenc(); him->s_pack = 0; pack = NULL; /* empty pack so far */ max_stats = *him; } /* * pinit: * Returns the best 3 of 4 on a 6-sided die */ int pinit(void) { int best[4]; reg int i, min, minind, dicetot; for (i = 0 ; i < 4 ; i++) best[i] = roll(1,6); /* populate array */ min = best[0]; /* assume that 1st entry */ minind = 0; /* is the lowest */ for (i = 1 ; i < 4 ; i++) { /* find the lowest */ if (best[i] < min) { /* if < minimum then update */ min = best[i]; minind = i; /* point to lowest value */ } } dicetot = 0; /* start with nothing */ for (i = 0 ; i < 4 ; i++) { if (i != minind) /* if not minimum, then add it */ dicetot += best[i]; } return(dicetot); } /* * init_everything: * Set up all important stuff. */ void init_everything(void) { init_player(); /* Roll up the rogue */ init_things(); /* Set up probabilities */ init_names(); /* Set up names of scrolls */ init_colors(); /* Set up colors of potions */ init_stones(); /* Set up stones in rings */ init_materials(); /* Set up materials of wands */ }