Source:NetHack 3.2.0/u init.c

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Below is the full text to u_init.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/u_init.c#line123]], for example.

Warning! This is the source code from an old release. For the latest release, see Source code

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This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.

1.    /*	SCCS Id: @(#)u_init.c	3.2	95/12/16	*/
2.    /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
5.    #include "hack.h"
6.    
7.    struct trobj {
8.    	short trotyp;
9.    	schar trspe;
10.   	char trclass;
11.   	Bitfield(trquan,6);
12.   	Bitfield(trbless,2);
13.   };
14.   
15.   static void FDECL(ini_inv, (struct trobj *));
16.   static void FDECL(knows_object,(int));
17.   static void FDECL(knows_class,(CHAR_P));
18.   static int FDECL(role_index,(CHAR_P));
19.   
20.   #define UNDEF_TYP	0
21.   #define UNDEF_SPE	'\177'
22.   #define UNDEF_BLESS	2
23.   
24.   static boolean random_role = FALSE;
25.   
26.   /* all roles must all have distinct first letter */
27.   const char *roles[] = {	/* also used in options.c and winxxx.c */
28.   			/* roles[2] and [6] are changed for females */
29.   			/* in all cases, the corresponding male and female */
30.   			/* roles must start with the same letter */
31.   	"Archeologist", "Barbarian", "Caveman", "Elf", "Healer", "Knight",
32.   	"Priest", "Rogue", "Samurai",
33.   #ifdef TOURIST
34.   	"Tourist",
35.   #endif
36.   	"Valkyrie", "Wizard", 0
37.   };
38.   
39.   /*
40.    *	Initial inventory for the various roles.
41.    */
42.   
43.   static struct trobj Archeologist[] = {
44.   	/* if adventure has a name...  idea from tan@uvm-gen */
45.   	{ BULLWHIP, 2, WEAPON_CLASS, 1, UNDEF_BLESS },
46.   	{ LEATHER_JACKET, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
47.   	{ FEDORA, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
48.   	{ FOOD_RATION, 0, FOOD_CLASS, 3, 0 },
49.   	{ PICK_AXE, UNDEF_SPE, TOOL_CLASS, 1, UNDEF_BLESS },
50.   	{ TINNING_KIT, 0, TOOL_CLASS, 1, UNDEF_BLESS },
51.   	{ SACK, 0, TOOL_CLASS, 1, 0 },
52.   	{ 0, 0, 0, 0, 0 }
53.   };
54.   static struct trobj Barbarian[] = {
55.   #define B_MAJOR	0	/* two-handed sword or battle-axe  */
56.   #define B_MINOR	1	/* matched with axe or short sword */
57.   	{ TWO_HANDED_SWORD, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
58.   	{ AXE, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
59.   	{ RING_MAIL, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
60.   	{ FOOD_RATION, 0, FOOD_CLASS, 1, 0 },
61.   	{ 0, 0, 0, 0, 0 }
62.   };
63.   static struct trobj Cave_man[] = {
64.   #define C_ARROWS	2
65.   	{ CLUB, 1, WEAPON_CLASS, 1, UNDEF_BLESS },
66.   	{ BOW, 1, WEAPON_CLASS, 1, UNDEF_BLESS },
67.   	{ ARROW, 0, WEAPON_CLASS, 25, UNDEF_BLESS },	/* quan is variable */
68.   	{ LEATHER_ARMOR, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
69.   	{ 0, 0, 0, 0, 0 }
70.   };
71.   static struct trobj Elf[] = {
72.   #define E_ARROWS	2
73.   #define E_ARMOR		3
74.   	{ ELVEN_SHORT_SWORD, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
75.   	{ ELVEN_BOW, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
76.   	{ ELVEN_ARROW, 0, WEAPON_CLASS, 25, UNDEF_BLESS },
77.   	{ UNDEF_TYP, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
78.   	{ LEMBAS_WAFER, 0, FOOD_CLASS, 2, 0 },
79.   	{ 0, 0, 0, 0, 0 }
80.   };
81.   static struct trobj Healer[] = {
82.   	{ SCALPEL, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
83.   	{ LEATHER_GLOVES, 1, ARMOR_CLASS, 1, UNDEF_BLESS },
84.   	{ STETHOSCOPE, 0, TOOL_CLASS, 1, 0 },
85.   	{ POT_HEALING, 0, POTION_CLASS, 4, UNDEF_BLESS },
86.   	{ POT_EXTRA_HEALING, 0, POTION_CLASS, 4, UNDEF_BLESS },
87.   	{ WAN_SLEEP, UNDEF_SPE, WAND_CLASS, 1, UNDEF_BLESS },
88.   	/* always blessed, so it's guaranteed readable */
89.   	{ SPE_HEALING, 0, SPBOOK_CLASS, 1, 1 },
90.   	{ SPE_EXTRA_HEALING, 0, SPBOOK_CLASS, 1, 1 },
91.   	{ APPLE, 0, FOOD_CLASS, 5, 0 },
92.   	{ 0, 0, 0, 0, 0 }
93.   };
94.   static struct trobj Knight[] = {
95.   	{ LONG_SWORD, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
96.   	{ SPEAR, 2, WEAPON_CLASS, 1, UNDEF_BLESS },
97.   	{ RING_MAIL, 1, ARMOR_CLASS, 1, UNDEF_BLESS },
98.   	{ HELMET, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
99.   	{ SMALL_SHIELD, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
100.  	{ LEATHER_GLOVES, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
101.  	{ 0, 0, 0, 0, 0 }
102.  };
103.  static struct trobj Priest[] = {
104.  	{ MACE, 1, WEAPON_CLASS, 1, 1 },
105.  	{ CHAIN_MAIL, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
106.  	{ SMALL_SHIELD, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
107.  	{ POT_WATER, 0, POTION_CLASS, 4, 1 },	/* holy water */
108.  	{ CLOVE_OF_GARLIC, 0, FOOD_CLASS, 1, 0 },
109.  	{ SPRIG_OF_WOLFSBANE, 0, FOOD_CLASS, 1, 0 },
110.  	{ UNDEF_TYP, UNDEF_SPE, SPBOOK_CLASS, 2, UNDEF_BLESS },
111.  	{ 0, 0, 0, 0, 0 }
112.  };
113.  static struct trobj Rogue[] = {
114.  #define R_DAGGERS	1
115.  	{ SHORT_SWORD, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
116.  	{ DAGGER, 0, WEAPON_CLASS, 10, 0 },	/* quan is variable */
117.  	{ LEATHER_ARMOR, 1, ARMOR_CLASS, 1, UNDEF_BLESS },
118.  	{ POT_SICKNESS, 0, POTION_CLASS, 1, 0 },
119.  	{ LOCK_PICK, 9, TOOL_CLASS, 1, 0 },
120.  	{ SACK, 0, TOOL_CLASS, 1, 0 },
121.  	{ 0, 0, 0, 0, 0 }
122.  };
123.  static struct trobj Samurai[] = {
124.  #define S_ARROWS	3
125.  	{ KATANA, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
126.  	{ SHORT_SWORD, 0, WEAPON_CLASS, 1, UNDEF_BLESS }, /* wakizashi */
127.  	{ YUMI, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
128.  	{ YA, 0, WEAPON_CLASS, 25, UNDEF_BLESS }, /* variable quan */
129.  	{ SPLINT_MAIL, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
130.  	{ FORTUNE_COOKIE, 0, FOOD_CLASS, 3, 0 },
131.  	{ 0, 0, 0, 0, 0 }
132.  };
133.  #ifdef TOURIST
134.  static struct trobj Tourist[] = {
135.  #define T_DARTS		0
136.  	{ DART, 2, WEAPON_CLASS, 25, UNDEF_BLESS },	/* quan is variable */
137.  	{ UNDEF_TYP, UNDEF_SPE, FOOD_CLASS, 10, 0 },
138.  	{ POT_EXTRA_HEALING, 0, POTION_CLASS, 2, UNDEF_BLESS },
139.  	{ SCR_MAGIC_MAPPING, 0, SCROLL_CLASS, 4, UNDEF_BLESS },
140.  	{ HAWAIIAN_SHIRT, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
141.  	{ EXPENSIVE_CAMERA, 0, TOOL_CLASS, 1, 0 },
142.  	{ CREDIT_CARD, 0, TOOL_CLASS, 1, 0 },
143.  	{ 0, 0, 0, 0, 0 }
144.  };
145.  #endif
146.  static struct trobj Valkyrie[] = {
147.  	{ LONG_SWORD, 1, WEAPON_CLASS, 1, UNDEF_BLESS },
148.  	{ DAGGER, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
149.  	{ SMALL_SHIELD, 3, ARMOR_CLASS, 1, UNDEF_BLESS },
150.  	{ FOOD_RATION, 0, FOOD_CLASS, 1, 0 },
151.  	{ 0, 0, 0, 0, 0 }
152.  };
153.  static struct trobj Wizard[] = {
154.  #define W_MULTSTART	2
155.  #define W_MULTEND	6
156.  	{ ATHAME, 1, WEAPON_CLASS, 1, 1 },	/* for dealing with ghosts */
157.  	{ CLOAK_OF_MAGIC_RESISTANCE, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
158.  	{ UNDEF_TYP, UNDEF_SPE, WAND_CLASS, 1, UNDEF_BLESS },
159.  	{ UNDEF_TYP, UNDEF_SPE, RING_CLASS, 2, UNDEF_BLESS },
160.  	{ UNDEF_TYP, UNDEF_SPE, POTION_CLASS, 3, UNDEF_BLESS },
161.  	{ UNDEF_TYP, UNDEF_SPE, SCROLL_CLASS, 3, UNDEF_BLESS },
162.  	{ UNDEF_TYP, UNDEF_SPE, SPBOOK_CLASS, 1, UNDEF_BLESS },
163.  	{ 0, 0, 0, 0, 0 }
164.  };
165.  
166.  /*
167.   *	Optional extra inventory items.
168.   */
169.  
170.  static struct trobj Tinopener[] = {
171.  	{ TIN_OPENER, 0, TOOL_CLASS, 1, 0 },
172.  	{ 0, 0, 0, 0, 0 }
173.  };
174.  static struct trobj Magicmarker[] = {
175.  	{ MAGIC_MARKER, UNDEF_SPE, TOOL_CLASS, 1, 0 },
176.  	{ 0, 0, 0, 0, 0 }
177.  };
178.  static struct trobj Lamp[] = {
179.  	{ OIL_LAMP, 1, TOOL_CLASS, 1, 0 },
180.  	{ 0, 0, 0, 0, 0 }
181.  };
182.  static struct trobj Blindfold[] = {
183.  	{ BLINDFOLD, 0, TOOL_CLASS, 1, 0 },
184.  	{ 0, 0, 0, 0, 0 }
185.  };
186.  static struct trobj Instrument[] = {
187.  	{ WOODEN_FLUTE, 0, TOOL_CLASS, 1, 0 },
188.  	{ 0, 0, 0, 0, 0 }
189.  };
190.  #ifdef TOURIST
191.  static struct trobj Leash[] = {
192.  	{ LEASH, 0, TOOL_CLASS, 1, 0 },
193.  	{ 0, 0, 0, 0, 0 }
194.  };
195.  static struct trobj Towel[] = {
196.  	{ TOWEL, 0, TOOL_CLASS, 1, 0 },
197.  	{ 0, 0, 0, 0, 0 }
198.  };
199.  #endif	/* TOURIST */
200.  static struct trobj Wishing[] = {
201.  	{ WAN_WISHING, 3, WAND_CLASS, 1, 0 },
202.  	{ 0, 0, 0, 0, 0 }
203.  };
204.  
205.  #ifdef WEAPON_SKILLS
206.  static struct def_skill Skill_A[] = {
207.      { P_DAGGER, P_BASIC },		{ P_KNIFE,  P_BASIC },
208.      { P_PICK_AXE, P_EXPERT },		{ P_SHORT_SWORD, P_BASIC },
209.      { P_SCIMITAR, P_SKILLED },		{ P_SABER, P_EXPERT },
210.      { P_CLUB, P_SKILLED },		{ P_QUARTERSTAFF, P_SKILLED },
211.      { P_SLING, P_SKILLED },		{ P_DART, P_BASIC },
212.      { P_BOOMERANG, P_EXPERT },		{ P_WHIP, P_EXPERT },
213.      { P_UNICORN_HORN, P_SKILLED },	{ P_TWO_WEAPON_COMBAT, P_BASIC },
214.      { P_BARE_HANDED_COMBAT, 4 },
215.      { P_NO_TYPE, 0 }
216.  };
217.  
218.  static struct def_skill Skill_B[] = {
219.      { P_DAGGER, P_BASIC },		{ P_AXE, P_EXPERT },
220.      { P_PICK_AXE, P_EXPERT },		{ P_SHORT_SWORD, P_BASIC },
221.      { P_BROAD_SWORD, P_SKILLED },	{ P_LONG_SWORD, P_SKILLED },
222.      { P_TWO_HANDED_SWORD, P_EXPERT },	{ P_SCIMITAR, P_SKILLED },
223.      { P_SABER, P_BASIC },		{ P_CLUB, P_SKILLED },
224.      { P_MACE, P_SKILLED },		{ P_MORNING_STAR, P_SKILLED },
225.      { P_FLAIL, P_BASIC },               { P_HAMMER, P_EXPERT },
226.      { P_QUARTERSTAFF, P_BASIC },	{ P_SPEAR, P_SKILLED },
227.      { P_TRIDENT, P_SKILLED },		{ P_BOW, P_BASIC },
228.      { P_TWO_WEAPON_COMBAT, P_BASIC },	{ P_BARE_HANDED_COMBAT, 6 },
229.      { P_NO_TYPE, 0 }
230.  };
231.  
232.  static struct def_skill Skill_C[] = {
233.      { P_DAGGER, P_BASIC },		{ P_KNIFE,  P_SKILLED },
234.      { P_AXE, P_SKILLED },		{ P_PICK_AXE, P_BASIC },
235.      { P_CLUB, P_EXPERT },		{ P_MACE, P_EXPERT },
236.      { P_MORNING_STAR, P_BASIC },	{ P_FLAIL, P_SKILLED },
237.      { P_HAMMER, P_SKILLED },		{ P_QUARTERSTAFF, P_EXPERT },
238.      { P_POLEARMS, P_SKILLED },		{ P_SPEAR, P_EXPERT },
239.      { P_JAVELIN, P_SKILLED },		{ P_TRIDENT, P_SKILLED },
240.      { P_BOW, P_EXPERT },		{ P_SLING, P_SKILLED },
241.      { P_BOOMERANG, P_EXPERT },		{ P_UNICORN_HORN, P_BASIC },
242.      { P_BARE_HANDED_COMBAT, 6 },
243.      { P_NO_TYPE, 0 }
244.  };
245.  
246.  static struct def_skill Skill_E[] = {
247.      { P_DAGGER, P_EXPERT },		{ P_KNIFE, P_SKILLED },
248.      { P_SHORT_SWORD, P_EXPERT },	{ P_BROAD_SWORD, P_EXPERT },
249.      { P_LONG_SWORD, P_SKILLED },	{ P_TWO_HANDED_SWORD, P_BASIC },
250.      { P_SCIMITAR, P_SKILLED },		{ P_SABER, P_SKILLED },
251.      { P_SPEAR, P_EXPERT },		{ P_JAVELIN, P_BASIC },
252.      { P_BOW, P_EXPERT },		{ P_SLING, P_BASIC },
253.      { P_CROSSBOW, P_BASIC },		{ P_SHURIKEN, P_BASIC },
254.      { P_TWO_WEAPON_COMBAT, P_EXPERT },	{ P_MARTIAL_ARTS, 2 },
255.      { P_NO_TYPE, 0 }
256.  };
257.  
258.  static struct def_skill Skill_H[] = {
259.      { P_DAGGER, P_SKILLED },		{ P_KNIFE, P_EXPERT },
260.      { P_SHORT_SWORD, P_SKILLED },	{ P_SCIMITAR, P_BASIC },
261.      { P_SABER, P_BASIC },		{ P_CLUB, P_SKILLED },
262.      { P_MACE, P_BASIC },		{ P_QUARTERSTAFF, P_EXPERT },
263.      { P_POLEARMS, P_BASIC },		{ P_SPEAR, P_BASIC },
264.      { P_JAVELIN, P_BASIC },		{ P_TRIDENT, P_BASIC },
265.      { P_SLING, P_SKILLED },		{ P_DART, P_EXPERT },
266.      { P_SHURIKEN, P_SKILLED },		{ P_UNICORN_HORN, P_EXPERT },
267.      { P_BARE_HANDED_COMBAT, 2 },
268.      { P_NO_TYPE, 0 }
269.  };
270.  
271.  static struct def_skill Skill_K[] = {
272.      { P_DAGGER, P_BASIC },		{ P_KNIFE, P_BASIC },
273.      { P_AXE, P_SKILLED },		{ P_PICK_AXE, P_BASIC },
274.      { P_SHORT_SWORD, P_SKILLED },	{ P_BROAD_SWORD, P_SKILLED },
275.      { P_LONG_SWORD, P_EXPERT },	{ P_TWO_HANDED_SWORD, P_SKILLED },
276.      { P_SCIMITAR, P_BASIC },		{ P_SABER, P_SKILLED },
277.      { P_CLUB, P_BASIC },		{ P_MACE, P_SKILLED },
278.      { P_MORNING_STAR, P_SKILLED },	{ P_FLAIL, P_BASIC },
279.      { P_HAMMER, P_BASIC },		{ P_POLEARMS, P_SKILLED },
280.      { P_SPEAR, P_SKILLED },		{ P_JAVELIN, P_SKILLED },
281.      { P_TRIDENT, P_BASIC },		{ P_LANCE, P_EXPERT },
282.      { P_BOW, P_BASIC },			{ P_CROSSBOW, P_SKILLED },
283.      { P_TWO_WEAPON_COMBAT, P_SKILLED }, { P_BARE_HANDED_COMBAT, 4 },
284.      { P_NO_TYPE, 0 }
285.  };
286.  
287.  static struct def_skill Skill_P[] = {
288.      { P_CLUB, P_EXPERT },		{ P_MACE, P_EXPERT },
289.      { P_MORNING_STAR, P_EXPERT },	{ P_FLAIL, P_EXPERT },
290.      { P_HAMMER, P_EXPERT },		{ P_QUARTERSTAFF, P_EXPERT },
291.      { P_POLEARMS, P_SKILLED },		{ P_SPEAR, P_SKILLED },
292.      { P_JAVELIN, P_SKILLED },		{ P_TRIDENT, P_SKILLED },
293.      { P_LANCE, P_BASIC },		{ P_BOW, P_BASIC },
294.      { P_SLING, P_BASIC },		{ P_CROSSBOW, P_BASIC },
295.      { P_DART, P_BASIC },		{ P_SHURIKEN, P_BASIC },
296.      { P_BOOMERANG, P_BASIC },		{ P_UNICORN_HORN, P_SKILLED },
297.      { P_NO_TYPE, 0 }
298.  };
299.  
300.  static struct def_skill Skill_R[] = {
301.      { P_DAGGER, P_EXPERT },		{ P_KNIFE,  P_EXPERT },
302.      { P_SHORT_SWORD, P_EXPERT },	{ P_BROAD_SWORD, P_SKILLED },
303.      { P_LONG_SWORD, P_SKILLED },	{ P_TWO_HANDED_SWORD, P_BASIC },
304.      { P_SCIMITAR, P_SKILLED },		{ P_SABER, P_SKILLED },
305.      { P_CLUB, P_SKILLED },		{ P_MACE, P_SKILLED },
306.      { P_MORNING_STAR, P_BASIC },	{ P_FLAIL, P_BASIC },
307.      { P_HAMMER, P_BASIC },		{ P_POLEARMS, P_BASIC },
308.      { P_SPEAR, P_BASIC },		{ P_CROSSBOW, P_EXPERT },
309.      { P_DART, P_EXPERT },		{ P_SHURIKEN, P_SKILLED },
310.      { P_TWO_WEAPON_COMBAT, P_EXPERT },	{ P_BARE_HANDED_COMBAT, 2 },
311.      { P_NO_TYPE, 0 }
312.  };
313.  
314.  static struct def_skill Skill_S[] = {
315.      { P_DAGGER, P_BASIC },		{ P_KNIFE,  P_SKILLED },
316.      { P_SHORT_SWORD, P_EXPERT },	{ P_BROAD_SWORD, P_SKILLED },
317.      { P_LONG_SWORD, P_EXPERT },		{ P_TWO_HANDED_SWORD, P_EXPERT },
318.      { P_SCIMITAR, P_BASIC },		{ P_SABER, P_BASIC },
319.      { P_FLAIL, P_SKILLED },		{ P_QUARTERSTAFF, P_BASIC },
320.      { P_POLEARMS, P_SKILLED },		{ P_SPEAR, P_BASIC },
321.      { P_JAVELIN, P_BASIC },		{ P_LANCE, P_SKILLED },
322.      { P_BOW, P_EXPERT },		{ P_SHURIKEN, P_EXPERT },
323.      { P_TWO_WEAPON_COMBAT, P_EXPERT },	{ P_MARTIAL_ARTS, 6 },
324.      { P_NO_TYPE, 0 }
325.  };
326.  
327.  #ifdef TOURIST
328.  static struct def_skill Skill_T[] = {
329.      { P_DAGGER, P_EXPERT },		{ P_KNIFE,  P_SKILLED },
330.      { P_AXE, P_BASIC },			{ P_PICK_AXE, P_BASIC },
331.      { P_SHORT_SWORD, P_EXPERT },	{ P_BROAD_SWORD, P_BASIC },
332.      { P_LONG_SWORD, P_BASIC },		{ P_TWO_HANDED_SWORD, P_BASIC },
333.      { P_SCIMITAR, P_SKILLED },		{ P_SABER, P_SKILLED },
334.      { P_MACE, P_BASIC },		{ P_MORNING_STAR, P_BASIC },
335.      { P_FLAIL, P_BASIC },		{ P_HAMMER, P_BASIC },
336.      { P_QUARTERSTAFF, P_BASIC },	{ P_POLEARMS, P_BASIC },
337.      { P_SPEAR, P_BASIC },		{ P_JAVELIN, P_BASIC },
338.      { P_TRIDENT, P_BASIC },		{ P_LANCE, P_BASIC },
339.      { P_BOW, P_BASIC },			{ P_SLING, P_BASIC },
340.      { P_CROSSBOW, P_BASIC },		{ P_DART, P_EXPERT },
341.      { P_SHURIKEN, P_BASIC },		{ P_BOOMERANG, P_BASIC },
342.      { P_WHIP, P_BASIC },		{ P_UNICORN_HORN, P_SKILLED },
343.      { P_TWO_WEAPON_COMBAT, P_SKILLED }, { P_BARE_HANDED_COMBAT, 4 },
344.      { P_NO_TYPE, 0 }
345.  };
346.  #endif /* TOURIST */
347.  
348.  static struct def_skill Skill_V[] = {
349.      { P_DAGGER, P_EXPERT },		{ P_AXE, P_EXPERT },
350.      { P_PICK_AXE, P_SKILLED },		{ P_SHORT_SWORD, P_SKILLED },
351.      { P_BROAD_SWORD, P_SKILLED },	{ P_LONG_SWORD, P_EXPERT },
352.      { P_TWO_HANDED_SWORD, P_EXPERT },	{ P_SCIMITAR, P_BASIC },
353.      { P_SABER, P_BASIC },		{ P_HAMMER, P_EXPERT },
354.      { P_QUARTERSTAFF, P_BASIC },	{ P_POLEARMS, P_SKILLED },
355.      { P_SPEAR, P_SKILLED },		{ P_JAVELIN, P_BASIC },
356.      { P_TRIDENT, P_BASIC },		{ P_LANCE, P_SKILLED },
357.      { P_SLING, P_BASIC },		{ P_TWO_WEAPON_COMBAT, P_SKILLED },
358.      { P_BARE_HANDED_COMBAT, 4 },
359.      { P_NO_TYPE, 0 }
360.  };
361.  
362.  static struct def_skill Skill_W[] = {
363.      { P_DAGGER, P_EXPERT },		{ P_KNIFE,  P_SKILLED },
364.      { P_AXE, P_SKILLED },		{ P_SHORT_SWORD, P_BASIC },
365.      { P_CLUB, P_SKILLED },		{ P_MACE, P_BASIC },
366.      { P_QUARTERSTAFF, P_EXPERT },	{ P_POLEARMS, P_SKILLED },
367.      { P_SPEAR, P_BASIC },		{ P_JAVELIN, P_BASIC },
368.      { P_TRIDENT, P_BASIC },		{ P_SLING, P_SKILLED },
369.      { P_DART, P_EXPERT },		{ P_SHURIKEN, P_BASIC },
370.      { P_BARE_HANDED_COMBAT, 2 },
371.      { P_NO_TYPE, 0 }
372.  };
373.  #endif /* WEAPON_SKILLS */
374.  
375.  
376.  static void
377.  knows_object(obj)
378.  register int obj;
379.  {
380.  	makeknown(obj);
381.  	objects[obj].oc_pre_discovered = 1;	/* not a "discovery" */
382.  }
383.  
384.  /* Know ordinary (non-magical) objects of a certain class,
385.   * like all gems except the loadstone and luckstone.
386.   */
387.  static void
388.  knows_class(sym)
389.  register char sym;
390.  {
391.  	register int ct;
392.  	for (ct = 1; ct < NUM_OBJECTS; ct++)
393.  		if (objects[ct].oc_class == sym && !objects[ct].oc_magic)
394.  			knows_object(ct);
395.  }
396.  
397.  static int
398.  role_index(pc)
399.  char pc;
400.  {
401.  	register const char *cp;
402.  
403.  	if ((cp = index(pl_classes, pc)) != 0)
404.  		return(cp - pl_classes);
405.  	return(-1);
406.  }
407.  
408.  void
409.  u_init()
410.  {
411.  	register int i;
412.  	char pc;
413.  
414.  	pc = pl_character[0];
415.  	if(pc == '\0') {
416.  	    /* should be unnecessary now */
417.  	    exit_nhwindows((char *)0);
418.  	    terminate(EXIT_SUCCESS);
419.  	}
420.  	i = role_index(pc);
421.  	if (random_role) {
422.  	    pline("This game you will be %s.", an(roles[i]));
423.  	    display_nhwindow(WIN_MESSAGE, TRUE);
424.  	}
425.  
426.  	(void) strncpy(pl_character, roles[i], PL_CSIZ-1);
427.  	pl_character[PL_CSIZ-1] = 0;
428.  	flags.beginner = 1;
429.  
430.  	/* zero u, including pointer values --
431.  	 * necessary when aborting from a failed restore */
432.  	(void) memset((genericptr_t)&u, 0, sizeof(u));
433.  	u.ustuck = (struct monst *)0;
434.  
435.  #if 0	/* documentation of more zero values as desirable */
436.  	u.usick_cause[0] = 0;
437.  	u.uluck  = u.moreluck = 0;
438.  # ifdef TOURIST
439.  	uarmu = 0;
440.  # endif
441.  	uarm = uarmc = uarmh = uarms = uarmg = uarmf = 0;
442.  	uwep = uball = uchain = uleft = uright = 0;
443.  	u.ublessed = 0;				/* not worthy yet */
444.  	u.ugangr   = 0;				/* gods not angry */
445.  # ifdef ELBERETH
446.  	u.uevent.uhand_of_elbereth = 0;
447.  # endif
448.  	u.uevent.uheard_tune = 0;
449.  	u.uevent.uopened_dbridge = 0;
450.  	u.uevent.udemigod = 0;		/* not a demi-god yet... */
451.  	u.udg_cnt = 0;
452.  	u.mh = u.mhmax = u.mtimedone = 0;
453.  	u.uz.dnum = u.uz0.dnum = 0;
454.  	u.utotype = 0;
455.  #endif	/* 0 */
456.  	u.uz.dlevel = 1;
457.  	u.uz0.dlevel = 0;
458.  	u.utolev = u.uz;
459.  
460.  	u.role = pl_character[0];
461.  	u.usym = S_HUMAN;
462.  	u.umoved = FALSE;
463.  	u.umortality = 0;
464.  	u.ugrave_arise = NON_PM;
465.  
466.  	u.ulevel = 0;	/* set up some of the initial attributes */
467.  	u.uhp = u.uhpmax = newhp();
468.  	adjabil(0,1);
469.  	u.ulevel = 1;
470.  
471.  	init_uhunger();
472.  	u.uen = u.uenmax = 2;
473.  	for (i = 0; i <= MAXSPELL; i++) spl_book[i].sp_id = NO_SPELL;
474.  	u.ublesscnt = 300;			/* no prayers just yet */
475.  	u.umonnum = PM_PLAYERMON;
476.  	u.ulycn = NON_PM;
477.  	set_uasmon();
478.  
479.  #ifdef BSD
480.  	(void) time((long *)&u.ubirthday);
481.  #else
482.  	(void) time(&u.ubirthday);
483.  #endif
484.  
485.  	/*
486.  	 *  For now, everyone starts out with a night vision range of 1 and
487.  	 *  their xray range disabled.
488.  	 */
489.  	u.nv_range   =  1;
490.  	u.xray_range = -1;
491.  
492.  
493.  	switch(pc) {
494.  	/* pc will always be in uppercase by this point */
495.  	case 'A':
496.  		u.umonster = PM_ARCHEOLOGIST;
497.  		ini_inv(Archeologist);
498.  		if(!rn2(10)) ini_inv(Tinopener);
499.  		else if(!rn2(4)) ini_inv(Lamp);
500.  		else if(!rn2(10)) ini_inv(Magicmarker);
501.  		knows_class(GEM_CLASS);
502.  		knows_object(SACK);
503.  #ifdef WEAPON_SKILLS
504.  		skill_init(Skill_A);
505.  #endif /* WEAPON_SKILLS */
506.  		break;
507.  	case 'B':
508.  		u.umonster = PM_BARBARIAN;
509.  		if (rn2(100) >= 50) {	/* see Elf comment */
510.  		    Barbarian[B_MAJOR].trotyp = BATTLE_AXE;
511.  		    Barbarian[B_MINOR].trotyp = SHORT_SWORD;
512.  		}
513.  		ini_inv(Barbarian);
514.  		if(!rn2(6)) ini_inv(Lamp);
515.  		knows_class(WEAPON_CLASS);
516.  		knows_class(ARMOR_CLASS);
517.  #ifdef WEAPON_SKILLS
518.  		skill_init(Skill_B);
519.  #endif /* WEAPON_SKILLS */
520.  		break;
521.  	case 'C':
522.  		u.umonster = flags.female ? PM_CAVEWOMAN : PM_CAVEMAN;
523.  		Cave_man[C_ARROWS].trquan = rn1(30, 13);
524.  		ini_inv(Cave_man);
525.  #ifdef WEAPON_SKILLS
526.  		skill_init(Skill_C);
527.  #endif /* WEAPON_SKILLS */
528.  		break;
529.  	case 'E':
530.  		u.umonster = PM_ELF;
531.  		Elf[E_ARROWS].trquan = rn1(20, 16);
532.  		Elf[E_ARMOR].trotyp = ((rn2(100) >= 50)
533.  				 ? ELVEN_MITHRIL_COAT : ELVEN_CLOAK);
534.  			/* rn2(100) > 50 necessary because some random number
535.  			 * generators are bad enough to seriously skew the
536.  			 * results if we use rn2(2)...  --KAA
537.  			 */
538.  		ini_inv(Elf);
539.  		/*
540.  		 * Elves are people of music and song, or they are warriors.
541.  		 * Warriors get mithril coats; non-warriors MAY get an
542.  		 * instrument.  We use a kludge to get only non-magic
543.  		 * instruments.
544.  		 */
545.  		if (Elf[E_ARMOR].trotyp == ELVEN_CLOAK && !rn2(5)) {
546.  		    static int trotyp[] = {
547.  			WOODEN_FLUTE, TOOLED_HORN, WOODEN_HARP,
548.  			BELL, BUGLE, LEATHER_DRUM
549.  		    };
550.  		    Instrument[0].trotyp = trotyp[rn2(SIZE(trotyp))];
551.  		    ini_inv(Instrument);
552.  		}
553.  		if(!rn2(5)) ini_inv(Blindfold);
554.  		else if(!rn2(6)) ini_inv(Lamp);
555.  		knows_object(ELVEN_SHORT_SWORD);
556.  		knows_object(ELVEN_ARROW);
557.  		knows_object(ELVEN_BOW);
558.  		knows_object(ELVEN_SPEAR);
559.  		knows_object(ELVEN_DAGGER);
560.  		knows_object(ELVEN_BROADSWORD);
561.  		knows_object(ELVEN_MITHRIL_COAT);
562.  		knows_object(ELVEN_LEATHER_HELM);
563.  		knows_object(ELVEN_SHIELD);
564.  		knows_object(ELVEN_BOOTS);
565.  		knows_object(ELVEN_CLOAK);
566.  #ifdef WEAPON_SKILLS
567.  		skill_init(Skill_E);
568.  #endif /* WEAPON_SKILLS */
569.  		break;
570.  	case 'H':
571.  		u.umonster = PM_HEALER;
572.  		u.uen = u.uenmax += rn1(4, 1);
573.  		u.ugold = u.ugold0 = rn1(1000, 1001);
574.  		ini_inv(Healer);
575.  		if(!rn2(25)) ini_inv(Lamp);
576.  #ifdef WEAPON_SKILLS
577.  		skill_init(Skill_H);
578.  #endif /* WEAPON_SKILLS */
579.  		break;
580.  	case 'K':
581.  		u.umonster = PM_KNIGHT;
582.  		u.uen = u.uenmax += rn1(4, 1);
583.  		ini_inv(Knight);
584.  		knows_class(WEAPON_CLASS);
585.  		knows_class(ARMOR_CLASS);
586.  		/* give knights chess-like mobility
587.  		 * -- idea from wooledge@skybridge.scl.cwru.edu */
588.  		Jumping |= FROMOUTSIDE;
589.  #ifdef WEAPON_SKILLS
590.  		skill_init(Skill_K);
591.  #endif /* WEAPON_SKILLS */
592.  		break;
593.  	case 'P':
594.  		u.umonster = flags.female ? PM_PRIESTESS : PM_PRIEST;
595.  		u.uen = u.uenmax += rn1(3, 4);
596.  		ini_inv(Priest);
597.  		if(!rn2(10)) ini_inv(Magicmarker);
598.  		else if(!rn2(10)) ini_inv(Lamp);
599.  		knows_object(POT_WATER);
600.  #ifdef WEAPON_SKILLS
601.  		skill_init(Skill_P);
602.  #endif /* WEAPON_SKILLS */
603.  		break;
604.  	case 'R':
605.  		u.umonster = PM_ROGUE;
606.  		Rogue[R_DAGGERS].trquan = rn1(10, 6);
607.  		u.ugold = u.ugold0 = 0;
608.  		ini_inv(Rogue);
609.  		if(!rn2(5)) ini_inv(Blindfold);
610.  		knows_object(SACK);
611.  #ifdef WEAPON_SKILLS
612.  		skill_init(Skill_R);
613.  #endif /* WEAPON_SKILLS */
614.  		break;
615.  	case 'S':
616.  		u.umonster = PM_SAMURAI;
617.  		Samurai[S_ARROWS].trquan = rn1(20, 26);
618.  		ini_inv(Samurai);
619.  		if(!rn2(5)) ini_inv(Blindfold);
620.  		knows_class(WEAPON_CLASS);
621.  		knows_class(ARMOR_CLASS);
622.  #ifdef WEAPON_SKILLS
623.  		skill_init(Skill_S);
624.  #endif /* WEAPON_SKILLS */
625.  		break;
626.  #ifdef TOURIST
627.  	case 'T':
628.  		u.umonster = PM_TOURIST;
629.  		Tourist[T_DARTS].trquan = rn1(20, 21);
630.  		u.ugold = u.ugold0 = rnd(1000);
631.  		ini_inv(Tourist);
632.  		if(!rn2(25)) ini_inv(Tinopener);
633.  		else if(!rn2(25)) ini_inv(Leash);
634.  		else if(!rn2(25)) ini_inv(Towel);
635.  		else if(!rn2(25)) ini_inv(Magicmarker);
636.  #ifdef WEAPON_SKILLS
637.  		skill_init(Skill_T);
638.  #endif /* WEAPON_SKILLS */
639.  		break;
640.  #endif
641.  	case 'V':
642.  		u.umonster = PM_VALKYRIE;
643.  		flags.female = TRUE;
644.  		ini_inv(Valkyrie);
645.  		if(!rn2(6)) ini_inv(Lamp);
646.  		knows_class(WEAPON_CLASS);
647.  		knows_class(ARMOR_CLASS);
648.  #ifdef WEAPON_SKILLS
649.  		skill_init(Skill_V);
650.  #endif /* WEAPON_SKILLS */
651.  		break;
652.  	case 'W':
653.  		u.umonster = PM_WIZARD;
654.  		u.uen = u.uenmax += rn1(3, 4);
655.  		ini_inv(Wizard);
656.  		if(!rn2(5)) ini_inv(Magicmarker);
657.  		if(!rn2(5)) ini_inv(Blindfold);
658.  #ifdef WEAPON_SKILLS
659.  		skill_init(Skill_W);
660.  #endif /* WEAPON_SKILLS */
661.  		break;
662.  
663.  	default:	/* impossible */
664.  		break;
665.  	}
666.  	if (discover)
667.  		ini_inv(Wishing);
668.  
669.  	u.ugold0 += hidden_gold();	/* in case sack has gold in it */
670.  
671.  	find_ac();			/* get initial ac value */
672.  	init_attr(75);			/* init attribute values */
673.  	max_rank_sz();			/* set max str size for class ranks */
674.  /*
675.   *	Do we really need this?
676.   */
677.  	for(i = 0; i < A_MAX; i++)
678.  	    if(!rn2(20)) {
679.  		register int xd = rn2(7) - 2;	/* biased variation */
680.  		(void) adjattrib(i, xd, TRUE);
681.  		if (ABASE(i) < AMAX(i)) AMAX(i) = ABASE(i);
682.  	    }
683.  
684.  	/* make sure you can carry all you have - especially for Tourists */
685.  	while(inv_weight() > 0 && ACURR(A_STR) < 118)
686.  		(void) adjattrib(A_STR, 1, TRUE);
687.  	/* undo exercise for wisdom due to `makeknown' of prediscovered items */
688.  	AEXE(A_WIS) = 0;
689.  
690.  	u.ualignbase[0] = u.ualignbase[1] = u.ualign.type;
691.  }
692.  
693.  static void
694.  ini_inv(trop)
695.  register struct trobj *trop;
696.  {
697.  	struct obj *obj;
698.  	while(trop->trclass) {
699.  		boolean undefined = (trop->trotyp == UNDEF_TYP);
700.  
701.  		if (!undefined)
702.  			obj = mksobj((int)trop->trotyp, TRUE, FALSE);
703.  		else obj = mkobj(trop->trclass,FALSE);
704.  
705.  		/* For random objects, do not create certain overly powerful
706.  		 * items: wand of wishing, ring of levitation, or the
707.  		 * polymorph/polymorph control combination.  Specific objects,
708.  		 * i.e. the discovery wishing, are still OK.
709.  		 * Also, don't get a couple of really useless items.  (Note:
710.  		 * punishment isn't "useless".  Some players who start out with
711.  		 * one will immediately read it and use the iron ball as a
712.  		 * weapon.)
713.  		 */
714.  		if (undefined) {
715.  			static NEARDATA short nocreate = STRANGE_OBJECT;
716.  			static NEARDATA short nocreate2 = STRANGE_OBJECT;
717.  			static NEARDATA short nocreate3 = STRANGE_OBJECT;
718.  
719.  			while(obj->otyp == WAN_WISHING
720.  				|| obj->otyp == nocreate
721.  				|| obj->otyp == nocreate2
722.  				|| obj->otyp == nocreate3
723.  #ifdef ELBERETH
724.  				|| obj->otyp == RIN_LEVITATION
725.  #endif
726.  				/* 'useless' items */
727.  				|| obj->otyp == POT_HALLUCINATION
728.  				|| obj->otyp == SCR_AMNESIA
729.  				|| obj->otyp == SCR_FIRE
730.  				|| obj->otyp == RIN_AGGRAVATE_MONSTER
731.  				|| obj->otyp == RIN_HUNGER
732.  				|| obj->otyp == WAN_NOTHING
733.  				/* powerful spells are either useless to
734.  				   low level players or unbalancing */
735.  				|| (obj->oclass == SPBOOK_CLASS &&
736.  				    objects[obj->otyp].oc_level > 3)
737.  							) {
738.  				dealloc_obj(obj);
739.  				obj = mkobj(trop->trclass, FALSE);
740.  			}
741.  
742.  			/* Don't start with +0 or negative rings */
743.  			if(objects[obj->otyp].oc_charged && obj->spe <= 0)
744.  				obj->spe = rne(3);
745.  
746.  			/* Heavily relies on the fact that 1) we create wands
747.  			 * before rings, 2) that we create rings before
748.  			 * spellbooks, and that 3) not more than 1 object of a
749.  			 * particular symbol is to be prohibited.  (For more
750.  			 * objects, we need more nocreate variables...)
751.  			 */
752.  			switch (obj->otyp) {
753.  			    case WAN_POLYMORPH:
754.  			    case RIN_POLYMORPH:
755.  				nocreate = RIN_POLYMORPH_CONTROL;
756.  				break;
757.  			    case RIN_POLYMORPH_CONTROL:
758.  				nocreate = RIN_POLYMORPH;
759.  				nocreate2 = SPE_POLYMORPH;
760.  			}
761.  			/* Don't have 2 of the same ring or spellbook */
762.  			if (obj->oclass == RING_CLASS ||
763.  			    obj->oclass == SPBOOK_CLASS)
764.  				nocreate3 = obj->otyp;
765.  		}
766.  
767.  		obj->dknown = obj->bknown = obj->rknown = 1;
768.  		if (objects[obj->otyp].oc_uses_known) obj->known = 1;
769.  		obj->cursed = 0;
770.  		if(obj->oclass == WEAPON_CLASS || obj->oclass == TOOL_CLASS) {
771.  			obj->quan = (long) trop->trquan;
772.  			trop->trquan = 1;
773.  		}
774.  		if(trop->trspe != UNDEF_SPE)
775.  			obj->spe = trop->trspe;
776.  		if(trop->trbless != UNDEF_BLESS)
777.  			obj->blessed = trop->trbless;
778.  
779.  		/* defined after setting otyp+quan + blessedness */
780.  		obj->owt = weight(obj);
781.  		obj = addinv(obj);
782.  
783.  		/* Make the type known if necessary */
784.  		if (OBJ_DESCR(objects[obj->otyp]) && obj->known)
785.  			makeknown(obj->otyp);
786.  		if (obj->otyp == OIL_LAMP)
787.  			knows_object(POT_OIL);
788.  
789.  		if(obj->oclass == ARMOR_CLASS){
790.  			if (is_shield(obj) && !uarms)
791.  				setworn(obj, W_ARMS);
792.  			else if (is_helmet(obj) && !uarmh)
793.  				setworn(obj, W_ARMH);
794.  			else if (is_gloves(obj) && !uarmg)
795.  				setworn(obj, W_ARMG);
796.  #ifdef TOURIST
797.  			else if (is_shirt(obj) && !uarmu)
798.  				setworn(obj, W_ARMU);
799.  #endif
800.  			else if (is_cloak(obj) && !uarmc)
801.  				setworn(obj, W_ARMC);
802.  			else if (is_boots(obj) && !uarmf)
803.  				setworn(obj, W_ARMF);
804.  			else if (!uarm)
805.  				setworn(obj, W_ARM);
806.  		}
807.  		/* below changed by GAN 01/09/87 to allow wielding of
808.  		 * pick-axe or can-opener if there is no weapon
809.  		 */
810.  		if(obj->oclass == WEAPON_CLASS || obj->otyp == PICK_AXE ||
811.  		   obj->otyp == TIN_OPENER)
812.  			if(!uwep) setuwep(obj);
813.  #if !defined(PYRAMID_BUG) && !defined(MAC)
814.  		if(--trop->trquan) continue;	/* make a similar object */
815.  #else
816.  		if(trop->trquan) {		/* check if zero first */
817.  			--trop->trquan;
818.  			if(trop->trquan)
819.  				continue;	/* make a similar object */
820.  		}
821.  #endif
822.  		trop++;
823.  	}
824.  }
825.  
826.  void
827.  plnamesuffix()
828.  {
829.  	register char *p;
830.  	if ((p = rindex(plname, '-')) != 0) {
831.  		*p = '\0';
832.  		pl_character[0] = p[1];
833.  		pl_character[1] = '\0';
834.  		random_role = FALSE;
835.  		if(!plname[0]) {
836.  			askname();
837.  			plnamesuffix();
838.  		}
839.  	}
840.  	if (pl_character[0] == '@') {	/* explicit request for random class */
841.  		int i = rn2((int)strlen(pl_classes));
842.  		pl_character[0] = pl_classes[i];
843.  		pl_character[1] = '\0';
844.  		random_role = TRUE;
845.  	}
846.  }
847.  
848.  /*u_init.c*/