/* init.c - global variable initializaton XRogue: Expeditions into the Dungeons of Doom Copyright (C) 1991 Robert Pietkivitch All rights reserved. Based on "Advanced Rogue" Copyright (C) 1984, 1985 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. */ #include #include #include #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 = "Enter a number within the minimum and maximum \ range. When satisfied with your choices, enter a 'y'. For help at any \ other time enter a '?' or a '='."; /* replace the above line with this when descriptions are done */ /* other time enter a '?' or a '='. For character and item descriptions \ enter a '\\' on any other screen."; */ struct words rainbow[NCOLORS] = { { "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" } }; struct words sylls[NSYLLS] = { {"a"}, {"ae"}, {"ak"}, {"an"}, {"ax"}, {"ach"}, {"ano"}, {"ars"}, {"bha"}, {"bar"}, {"bre"}, {"cha"}, {"cre"}, {"cum"}, {"cow"}, {"duh"}, {"dha"}, {"e"}, {"ea"}, {"em"}, {"et"}, {"ey"}, {"eck"}, {"etk"}, {"egg"}, {"exl"}, {"fu"}, {"fen"}, {"fid"}, {"gan"}, {"gle"}, {"h"}, {"ha"}, {"hr"}, {"ht"}, {"how"}, {"hex"}, {"hip"}, {"hoc"}, {"i"}, {"ia"}, {"ig"}, {"it"}, {"iz"}, {"ion"}, {"ink"}, {"ivi"}, {"iss"}, {"je"}, {"jin"}, {"jha"}, {"jyr"}, {"ka"}, {"kho"}, {"kal"}, {"kli"}, {"lu"}, {"lre"}, {"lta"}, {"lri"}, {"m"}, {"ma"}, {"mh"}, {"mi"}, {"mr"}, {"mar"}, {"myr"}, {"moh"}, {"mul"}, {"nep"}, {"nes"}, {"o"}, {"oc"}, {"om"}, {"oq"}, {"ox"}, {"orn"}, {"oxy"}, {"olm"}, {"ode"}, {"po"}, {"pie"}, {"pod"}, {"pot"}, {"qar"}, {"que"}, {"ran"}, {"rah"}, {"rok"}, {"sa"}, {"sat"}, {"sha"}, {"sol"}, {"sri"}, {"ti"}, {"tem"}, {"tar"}, {"tki"}, {"tch"}, {"tox"}, {"u"}, {"ub"}, {"uh"}, {"ur"}, {"uv"}, {"unk"}, {"uwh"}, {"ugh"}, {"uyr"}, {"va"}, {"vil"}, {"vit"}, {"vom"}, {"vux"}, {"wah"}, {"wex"}, {"xu"}, {"xed"}, {"xen"}, {"ya"}, {"yep"}, {"yih"}, {"zef"}, {"zen"}, {"zil"}, {"zym"}, {"-"} }; struct words stones[NSTONES] = { { "Agate" }, { "Alexandrite" }, { "Amethyst" }, { "Azurite" }, { "Bloodstone" }, { "Cairngorm" }, { "Carnelian" }, { "Chalcedony" }, { "Chrysoberyl" }, { "Chrysolite" }, { "Chrysoprase" }, { "Citrine" }, { "Coral" }, { "Diamond" }, { "Emerald" }, { "Garnet" }, { "Heliotrope" }, { "Hematite" }, { "Hyacinth" }, { "Jacinth" }, { "Jade" }, { "Jargoon" }, { "Jasper" }, { "Kryptonite" }, { "Lapis lazuli" }, { "Malachite" }, { "Mocca stone" }, { "Moonstone" }, { "Obsidian" }, { "Olivine" }, { "Onyx" }, { "Opal" }, { "Pearl" }, { "Peridot" }, { "Quartz" }, { "Rhodochrosite" }, { "Rhodolite" }, { "Ruby" }, { "Sapphire" }, { "Sardonyx" }, { "Serpentine" }, { "Spinel" }, { "Tiger eye" }, { "Topaz" }, { "Tourmaline" }, { "Turquoise" }, { "Zircon" } }; struct words wood[NWOOD] = { {"Avocado wood"}, {"Balsa"}, {"Banyan"}, {"Birch"}, {"Cedar"}, {"Cherry"}, {"Cinnabar"}, {"Dogwood"}, {"Driftwood"}, {"Ebony"}, {"Eucalyptus"}, {"Hemlock"}, {"Ironwood"}, {"Mahogany"}, {"Manzanita"}, {"Maple"}, {"Oak"}, {"Pine"}, {"Redwood"}, {"Rosewood"}, {"Teak"}, {"Walnut"}, {"Aloe"}, {"Sandalwood"} }; struct words metal[NMETAL] = { {"Aluminium"}, {"Bone"}, {"Brass"}, {"Bronze"}, {"Copper"}, {"Chromium"}, {"Iron"}, {"Lead"}, {"Magnesium"}, {"Pewter"}, {"Platinum"}, {"Silver"}, {"Steel"}, {"Tin"}, {"Titanium"}, {"Zinc"} }; /* * 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; register char *str; for (i = 0 ; i < MAXPOTIONS ; i++) { do str = rainbow[rnd(NCOLORS)].w_string; until (isupper(*str)); *str = tolower(*str); p_colors[i] = str; 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; register char *str; for (i = 0 ; i < MAXSTICKS ; i++) { do if (rnd(100) > 50) { str = metal[rnd(NMETAL)].w_string; if (isupper(*str)) ws_type[i] = "wand"; } else { str = wood[rnd(NWOOD)].w_string; if (isupper(*str)) ws_type[i] = "staff"; } until (isupper(*str)); *str = tolower(*str); 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(5)+1; while(nsyl--) { sp = sylls[rnd(NSYLLS)].w_string; 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 = 0, minimum, maximum, ch, i, j = 0; short do_escape, *our_stats[NUMABILITIES-1]; struct linked_list *weap_item, *armor_item, *food_item; struct object *obj; weap_item = armor_item = food_item = NULL; if (char_type == -1) { /* not set via options */ /* 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 = 3000; switch (player.t_ctype) { case C_FIGHTER: purse += 200; when C_MAGICIAN: case C_CLERIC: case C_DRUID: purse += 100; when C_THIEF: case C_ASSASSIN: purse += 0; when C_RANGER: case C_PALADIN: purse -= 100; when C_MONK: purse -= 200; } /* * allow me to describe a super character */ /* let's lessen the restrictions on this okay? */ if (wizard && strcmp(getenv("SUPER"),"YES") == 0) { pstats.s_str = MAXATT; pstats.s_intel = MAXATT; pstats.s_wisdom = MAXATT; pstats.s_dext = MAXATT; pstats.s_const = MAXATT; pstats.s_charisma = MAXATT; pstats.s_exp = 10000000L; pstats.s_lvl = 1; pstats.s_lvladj = 0; pstats.s_hpt = 500; pstats.s_carry = totalenc(&player); strcpy(pstats.s_dmg,"4d8"); check_level(); wmove(hw,0,0); wclrtoeol(hw); draw(hw); mpos = 0; /* set quest item */ if(player.t_ctype == C_FIGHTER) quest_item = AXE_AKLAD; if(player.t_ctype == C_RANGER) quest_item = BRIAN_MANDOLIN; if(player.t_ctype == C_PALADIN) quest_item = HEIL_ANKH; if(player.t_ctype == C_MAGICIAN) quest_item = STONEBONES_AMULET; if(player.t_ctype == C_CLERIC) quest_item = GERYON_HORN; if(player.t_ctype == C_THIEF) quest_item = MUSTY_DAGGER; if(player.t_ctype == C_ASSASSIN) quest_item = EYE_VECNA; if(player.t_ctype == C_DRUID) quest_item = QUILL_NAGROM; if(player.t_ctype == C_MONK) quest_item = EMORI_CLOAK; /* armor */ if (player.t_ctype == C_THIEF || player.t_ctype == C_ASSASSIN) j = STUDDED_LEATHER; else if (player.t_ctype == C_MONK) { armor_item = spec_item(MM, MM_BRACERS, 20, 0); obj = OBJPTR(armor_item); obj->o_weight = things[TYP_MM].mi_wght; whatis (armor_item); /* identify it */ obj->o_flags |= (ISKNOW | ISPROT); add_pack(armor_item, TRUE); cur_misc[WEAR_BRACERS] = obj; goto w_armorjmp; } else j = PLATE_ARMOR; armor_item = spec_item(ARMOR, j, 20, 0); obj = OBJPTR(armor_item); obj->o_weight = armors[j].a_wght; obj->o_flags |= (ISKNOW | ISPROT); add_pack(armor_item, TRUE); cur_armor = obj; w_armorjmp: /* monk doesn't wear armor */ /* weapons */ if (player.t_ctype == C_THIEF || player.t_ctype == C_ASSASSIN || player.t_ctype == C_MONK) j = BASWORD; else if (player.t_ctype == C_FIGHTER || player.t_ctype == C_RANGER || player.t_ctype == C_PALADIN) j = TWOSWORD; else j = TRIDENT; weap_item = spec_item(WEAPON, j, 20, 20); obj = OBJPTR(weap_item); obj->o_flags |= (ISKNOW | ISPROT); obj->o_weight = weaps[j].w_wght; add_pack(weap_item, TRUE); cur_weapon = obj; /* food */ food_item = spec_item(FOOD, E_RATION, 0, 0); obj = OBJPTR(food_item); obj->o_flags |= ISKNOW; obj->o_weight = foods[TYP_FOOD].mi_wght; add_pack(food_item, TRUE); /* just one */ /* give wizard plenty gold */ purse = 50000; } else /* default attributes checked */ { if (def_attr == TRUE) { /* "default" option used in ROGUEOPTS */ switch(player.t_ctype) { /* set "default attributes" option and quest items here */ case C_FIGHTER: case C_MONK: pstats.s_intel = 7; pstats.s_dext = 16; pstats.s_charisma = 11; if (player.t_ctype == C_FIGHTER) { pstats.s_str = 16; pstats.s_wisdom = 7; pstats.s_const = 17; quest_item = AXE_AKLAD; } else { pstats.s_str = 11; pstats.s_wisdom = 11; pstats.s_const = 18; quest_item = EMORI_CLOAK; } when C_RANGER: case C_PALADIN: pstats.s_str = 11; pstats.s_dext = 16; pstats.s_const = 16; pstats.s_charisma = 13; /* intelligence or wisdom */ if (player.t_ctype == C_RANGER) { pstats.s_intel = 11; pstats.s_wisdom = 7; quest_item = BRIAN_MANDOLIN; } else { pstats.s_intel = 7; pstats.s_wisdom = 11; quest_item = HEIL_ANKH; } when C_THIEF: case C_ASSASSIN: pstats.s_intel = 7; pstats.s_str = 14; pstats.s_wisdom = 7; pstats.s_dext = 18; pstats.s_const = 17; pstats.s_charisma = 11; if (player.t_ctype == C_THIEF) quest_item = MUSTY_DAGGER; else quest_item = EYE_VECNA; when C_MAGICIAN: case C_CLERIC: case C_DRUID: pstats.s_str = 10; pstats.s_dext = 16; pstats.s_const = 15; pstats.s_charisma = 12; /* intelligence & wisdom */ if (player.t_ctype == C_MAGICIAN) { pstats.s_intel = 14; pstats.s_wisdom = 7; } else { pstats.s_intel = 7; pstats.s_wisdom = 14; } if (player.t_ctype == C_MAGICIAN) quest_item = STONEBONES_AMULET; else if (player.t_ctype == C_CLERIC) quest_item = GERYON_HORN; else quest_item = QUILL_NAGROM; } /* 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 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); }