/* * global variable initializaton * * @(#)init.c 3.33 (Berkeley) 6/15/81 */ #include <curses.h> #include <ctype.h> #include "rogue.h" bool playing = TRUE, running = FALSE, wizard = FALSE; bool notify = TRUE, fight_flush = FALSE, terse = FALSE, door_stop = FALSE; bool jump = FALSE, slow_invent = FALSE, firstmove = FALSE, askme = FALSE; bool amulet = FALSE, in_shell = FALSE; struct linked_list *lvl_obj = NULL, *mlist = NULL; struct object *cur_weapon = NULL; int mpos = 0, no_move = 0, no_command = 0, level = 1, purse = 0, inpack = 0; int total = 0, no_food = 0, count = 0, fung_hit = 0, quiet = 0; int food_left = HUNGERTIME, group = 1, hungry_state = 0; int lastscore = -1; #define ___ 1 #define _x {1,1} struct monster monsters[26] = { /* Name CARRY FLAG str, exp, lvl, amr, hpt, dmg */ { "giant ant", 0, ISMEAN, { _x, 10, 2, 3, ___, "1d6" } }, { "bat", 0, 0, { _x, 1, 1, 3, ___, "1d2" } }, { "centaur", 15, 0, { _x, 15, 4, 4, ___, "1d6/1d6" } }, { "dragon", 100, ISGREED,{ _x,9000, 10, -1, ___, "1d8/1d8/3d10" } }, { "floating eye",0, 0, { _x, 5, 1, 9, ___, "0d0" } }, { "violet fungi",0, ISMEAN, { _x, 85, 8, 3, ___, "000d0" } }, { "gnome", 10, 0, { _x, 8, 1, 5, ___, "1d6" } }, { "hobgoblin", 0, ISMEAN, { _x, 3, 1, 5, ___, "1d8" } }, { "invisible stalker",0,ISINVIS,{ _x,120, 8, 3, ___, "4d4" } }, { "jackal", 0, ISMEAN, { _x, 2, 1, 7, ___, "1d2" } }, { "kobold", 0, ISMEAN, { _x, 1, 1, 7, ___, "1d4" } }, { "leprechaun", 0, 0, { _x, 10, 3, 8, ___, "1d1" } }, { "mimic", 30, 0, { _x,140, 7, 7, ___, "3d4" } }, { "nymph", 100, 0, { _x, 40, 3, 9, ___, "0d0" } }, { "orc", 15, ISBLOCK,{ _x, 5, 1, 6, ___, "1d8" } }, { "purple worm", 70, 0, { _x,7000, 15, 6, ___, "2d12/2d4" } }, { "quasit", 30, ISMEAN, { _x, 35, 3, 2, ___, "1d2/1d2/1d4" } }, { "rust monster",0, ISMEAN, { _x, 25, 5, 2, ___, "0d0/0d0" } }, { "snake", 0, ISMEAN, { _x, 3, 1, 5, ___, "1d3" } }, { "troll", 50, ISREGEN|ISMEAN,{ _x, 55, 6, 4, ___, "1d8/1d8/2d6" } }, { "umber hulk", 40, ISMEAN, { _x,130, 8, 2, ___, "3d4/3d4/2d5" } }, { "vampire", 20, ISREGEN|ISMEAN,{ _x,380, 8, 1, ___, "1d10" } }, { "wraith", 0, 0, { _x, 55, 5, 4, ___, "1d6" } }, { "xorn", 0, ISMEAN, { _x,120, 7, -2, ___, "1d3/1d3/1d3/4d6" } }, { "yeti", 30, 0, { _x, 50, 4, 6, ___, "1d6/1d6" } }, { "zombie", 0, ISMEAN, { _x, 7, 2, 8, ___, "1d8" } } }; #undef ___ /* * init_player: * roll up the rogue */ init_player() { pstats.s_lvl = 1; pstats.s_exp = 0L; max_hp = pstats.s_hpt = 12; pstats.s_str.st_str = 17; pstats.s_str.st_add = 0; pstats.s_dmg = "1d4"; pstats.s_arm = 10; max_stats = pstats; pack = NULL; } /* * Contains defintions and functions for dealing with things like * potions and scrolls */ static char *rainbow[] = { "Red", "Blue", "Green", "Yellow", "Black", "Brown", "Orange", "Pink", "Purple", "Grey", "White", "Silver", "Gold", "Violet", "Clear", "Vermilion", "Ecru", "Turquoise", "Magenta", "Amber", "Topaz", "Plaid", "Tan", "Tangerine" }; #define NCOLORS (sizeof rainbow / sizeof (char *)) 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", "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", }; static char *stones[] = { "Agate", "Alexandrite", "Amethyst", "Carnelian", "Diamond", "Emerald", "Granite", "Jade", "Kryptonite", "Lapus lazuli", "Moonstone", "Obsidian", "Onyx", "Opal", "Pearl", "Ruby", "Saphire", "Tiger eye", "Topaz", "Turquoise", }; #define NSTONES (sizeof stones / sizeof (char *)) static char *wood[] = { "Avocado wood", "Balsa", "Banyan", "Birch", "Cedar", "Cherry", "Cinnibar", "Driftwood", "Ebony", "Eucalyptus", "Hemlock", "Ironwood", "Mahogany", "Manzanita", "Maple", "Oak", "Persimmon wood", "Redwood", "Rosewood", "Teak", "Walnut", "Zebra wood", }; #define NWOOD (sizeof wood / sizeof (char *)) static char *metal[] = { "Aluminium", "Bone", "Brass", "Bronze", "Copper", "Iron", "Lead", "Pewter", "Steel", "Tin", "Zinc", }; #define NMETAL (sizeof metal / sizeof (char *)) struct magic_item things[NUMTHINGS] = { { 0, 27 }, /* potion */ { 0, 27 }, /* scroll */ { 0, 18 }, /* food */ { 0, 9 }, /* weapon */ { 0, 9 }, /* armor */ { 0, 5 }, /* ring */ { 0, 5 }, /* stick */ }; struct magic_item s_magic[MAXSCROLLS] = { { "monster confusion", 8, 170 }, { "magic mapping", 5, 180 }, { "light", 10, 100 }, { "hold monster", 2, 200 }, { "sleep", 5, 50 }, { "enchant armor", 8, 130 }, { "identify", 21, 100 }, { "scare monster", 4, 180 }, { "gold detection", 4, 110 }, { "teleportation", 7, 175 }, { "enchant weapon", 10, 150 }, { "create monster", 5, 75 }, { "remove curse", 8, 105 }, { "aggravate monsters", 1, 60 }, { "blank paper", 1, 50 }, { "genocide", 1, 200 }, }; struct magic_item p_magic[MAXPOTIONS] = { { "confusion", 8, 50 }, { "paralysis", 10, 50 }, { "poison", 8, 50 }, { "gain strength", 15, 150 }, { "see invisible", 2, 170 }, { "healing", 15, 130 }, { "monster detection", 6, 120 }, { "magic detection", 6, 105 }, { "raise level", 2, 220 }, { "extra healing", 5, 180 }, { "haste self", 4, 200 }, { "restore strength", 14, 120 }, { "blindness", 4, 50 }, { "thirst quenching", 1, 50 }, }; struct magic_item r_magic[MAXRINGS] = { { "protection", 9, 200 }, { "add strength", 9, 200 }, { "sustain strength", 5, 180 }, { "searching", 10, 200 }, { "see invisible", 10, 175 }, { "adornment", 1, 100 }, { "aggravate monster", 11, 100 }, { "dexterity", 8, 220 }, { "increase damage", 8, 220 }, { "regeneration", 4, 260 }, { "slow digestion", 9, 240 }, { "telportation", 9, 100 }, { "stealth", 7, 100 }, }; struct magic_item ws_magic[MAXSTICKS] = { { "light", 12, 120 }, { "striking", 9, 115 }, { "lightning", 3, 200 }, { "fire", 3, 200 }, { "cold", 3, 200 }, { "polymorph", 15, 210 }, { "magic missile", 10, 170 }, { "haste monster", 9, 50 }, { "slow monster", 11, 220 }, { "drain life", 9, 210 }, { "nothing", 1, 70 }, { "teleport away", 5, 140 }, { "teleport to", 5, 60 }, { "cancellation", 5, 130 }, }; int a_class[MAXARMORS] = { 8, 7, 7, 6, 5, 4, 4, 3, }; char *a_names[MAXARMORS] = { "leather armor", "ring mail", "studded leather armor", "scale mail", "chain mail", "splint mail", "banded mail", "plate mail", }; int a_chances[MAXARMORS] = { 20, 35, 50, 63, 75, 85, 95, 100 }; /* * init_things * Initialize the probabilities for types of things */ init_things() { register struct magic_item *mp; for (mp = &things[1]; mp < &things[NUMTHINGS]; mp++) mp->mi_prob += (mp-1)->mi_prob; badcheck("things", things, NUMTHINGS); } /* * init_colors: * Initialize the potion color scheme for this time */ init_colors() { register int i; register char *str; for (i = 0; i < MAXPOTIONS; i++) { do str = rainbow[rnd(NCOLORS)]; 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); } /* * init_names: * Generate the names of the various scrolls */ init_names() { register int nsyl; register char *cp, *sp; register int i, nwords; for (i = 0; i < MAXSCROLLS; i++) { cp = prbuf; nwords = rnd(4)+2; 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_stones: * Initialize the ring stone setting scheme for this time */ init_stones() { register int i; register char *str; for (i = 0; i < MAXRINGS; i++) { do str = stones[rnd(NSTONES)]; 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_materials: * Initialize the construction materials for wands and staffs */ init_materials() { register int i; register char *str; for (i = 0; i < MAXSTICKS; i++) { do if (rnd(100) > 50) { str = metal[rnd(NMETAL)]; if (isupper(*str)) ws_type[i] = "wand"; } else { str = wood[rnd(NWOOD)]; 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); } badcheck(name, magic, bound) char *name; register struct magic_item *magic; register int bound; { register struct magic_item *end; if (magic[bound - 1].mi_prob == 100) return; printf("\nBad percentages for %s:\n", name); for (end = &magic[bound]; magic < end; magic++) printf("%3d%% %s\n", magic->mi_prob, magic->mi_name); printf("[hit RETURN to continue]"); fflush(stdout); while (getchar() != '\n') continue; } struct h_list helpstr[] = { '?', " prints help", '/', " identify object", 'h', " left", 'j', " down", 'k', " up", 'l', " right", 'y', " up & left", 'u', " up & right", 'b', " down & left", 'n', " down & right", 'H', " run left", 'J', " run down", 'K', " run up", 'L', " run right", 'Y', " run up & left", 'U', " run up & right", 'B', " run down & left", 'N', " run down & right", 't', "<dir> throw something", 'f', "<dir> forward until find something", 'p', "<dir> zap a wand in a direction", 'z', " zap a wand or staff", '>', " go down a staircase", 's', " search for trap/secret door", ' ', " (space) rest for a while", 'i', " inventory", 'I', " inventory single item", 'q', " quaff potion", 'r', " read paper", 'e', " eat food", 'w', " wield a weapon", 'W', " wear armor", 'T', " take armor off", 'P', " put on ring", 'R', " remove ring", 'd', " drop object", 'c', " call object", 'o', " examine/set options", CTRL(L), " redraw screen", CTRL(R), " repeat last message", ESCAPE, " cancel command", 'v', " print program version number", '!', " shell escape", 'S', " save game", 'Q', " quit", 0, 0 };