Source:NetHack 3.4.3/src/u init.c

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Below is the full text to src/u_init.c from NetHack 3.4.3. To link to a particular line, write Source:NetHack 3.4.3/src/u_init.c#line123, for example.

Contents

Top of file

/*	SCCS Id: @(#)u_init.c	3.4	2002/10/22	*/
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed.  See license for details. */

The NetHack General Public License applies to screenshots, source code and other content from NetHack.

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.

#include "hack.h"

struct trobj {
	short trotyp;
	schar trspe;
	char trclass;
	Bitfield(trquan,6);
	Bitfield(trbless,2);
};

STATIC_DCL void FDECL(ini_inv, (struct trobj *));
STATIC_DCL void FDECL(knows_object,(int));
STATIC_DCL void FDECL(knows_class,(CHAR_P));
STATIC_DCL boolean FDECL(restricted_spell_discipline, (int));

#define UNDEF_TYP	0
#define UNDEF_SPE	'\177'
#define UNDEF_BLESS	2

Initial inventories

/*
*	Initial inventory for the various roles.
*/

Archeologist initial inventory

static struct trobj Archeologist[] = {
	/* if adventure has a name...  idea from tan@uvm-gen */
	{ BULLWHIP, 2, WEAPON_CLASS, 1, UNDEF_BLESS },
	{ LEATHER_JACKET, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
	{ FEDORA, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
	{ FOOD_RATION, 0, FOOD_CLASS, 3, 0 },
	{ PICK_AXE, UNDEF_SPE, TOOL_CLASS, 1, UNDEF_BLESS },
	{ TINNING_KIT, UNDEF_SPE, TOOL_CLASS, 1, UNDEF_BLESS },
	{ TOUCHSTONE, 0, GEM_CLASS, 1, 0 },
	{ SACK, 0, TOOL_CLASS, 1, 0 },
	{ 0, 0, 0, 0, 0 }
};

Barbarian initial inventory

static struct trobj Barbarian[] = {
#define B_MAJOR	0	/* two-handed sword or battle-axe  */
#define B_MINOR	1	/* matched with axe or short sword */
	{ TWO_HANDED_SWORD, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
	{ AXE, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
	{ RING_MAIL, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
	{ FOOD_RATION, 0, FOOD_CLASS, 1, 0 },
	{ 0, 0, 0, 0, 0 }
};

Caveman initial inventory

static struct trobj Cave_man[] = {
#define C_AMMO	2
	{ CLUB, 1, WEAPON_CLASS, 1, UNDEF_BLESS },
	{ SLING, 2, WEAPON_CLASS, 1, UNDEF_BLESS },
	{ FLINT, 0, GEM_CLASS, 15, UNDEF_BLESS },	/* quan is variable */
	{ ROCK, 0, GEM_CLASS, 3, 0 },			/* yields 18..33 */
	{ LEATHER_ARMOR, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
	{ 0, 0, 0, 0, 0 }
};

Healer initial inventory

static struct trobj Healer[] = {
	{ SCALPEL, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
	{ LEATHER_GLOVES, 1, ARMOR_CLASS, 1, UNDEF_BLESS },
	{ STETHOSCOPE, 0, TOOL_CLASS, 1, 0 },
	{ POT_HEALING, 0, POTION_CLASS, 4, UNDEF_BLESS },
	{ POT_EXTRA_HEALING, 0, POTION_CLASS, 4, UNDEF_BLESS },
	{ WAN_SLEEP, UNDEF_SPE, WAND_CLASS, 1, UNDEF_BLESS },
	/* always blessed, so it's guaranteed readable */
	{ SPE_HEALING, 0, SPBOOK_CLASS, 1, 1 },
	{ SPE_EXTRA_HEALING, 0, SPBOOK_CLASS, 1, 1 },
	{ SPE_STONE_TO_FLESH, 0, SPBOOK_CLASS, 1, 1 },
	{ APPLE, 0, FOOD_CLASS, 5, 0 },
	{ 0, 0, 0, 0, 0 }
};

Knight initial inventory

static struct trobj Knight[] = {
	{ LONG_SWORD, 1, WEAPON_CLASS, 1, UNDEF_BLESS },
	{ LANCE, 1, WEAPON_CLASS, 1, UNDEF_BLESS },
	{ RING_MAIL, 1, ARMOR_CLASS, 1, UNDEF_BLESS },
	{ HELMET, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
	{ SMALL_SHIELD, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
	{ LEATHER_GLOVES, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
	{ APPLE, 0, FOOD_CLASS, 10, 0 },
	{ CARROT, 0, FOOD_CLASS, 10, 0 },
	{ 0, 0, 0, 0, 0 }
};

Monk initial inventory

static struct trobj Monk[] = {
#define M_BOOK		2
	{ LEATHER_GLOVES, 2, ARMOR_CLASS, 1, UNDEF_BLESS },
	{ ROBE, 1, ARMOR_CLASS, 1, UNDEF_BLESS },
	{ UNDEF_TYP, UNDEF_SPE, SPBOOK_CLASS, 1, 1 },
	{ UNDEF_TYP, UNDEF_SPE, SCROLL_CLASS, 1, UNDEF_BLESS },
	{ POT_HEALING, 0, POTION_CLASS, 3, UNDEF_BLESS },
	{ FOOD_RATION, 0, FOOD_CLASS, 3, 0 },
	{ APPLE, 0, FOOD_CLASS, 5, UNDEF_BLESS },
	{ ORANGE, 0, FOOD_CLASS, 5, UNDEF_BLESS },
	/* Yes, we know fortune cookies aren't really from China.  They were
	 * invented by George Jung in Los Angeles, California, USA in 1916.
	 */
	{ FORTUNE_COOKIE, 0, FOOD_CLASS, 3, UNDEF_BLESS },
	{ 0, 0, 0, 0, 0 }
};

Priest initial inventory

static struct trobj Priest[] = {
	{ MACE, 1, WEAPON_CLASS, 1, 1 },
	{ ROBE, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
	{ SMALL_SHIELD, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
	{ POT_WATER, 0, POTION_CLASS, 4, 1 },	/* holy water */
	{ CLOVE_OF_GARLIC, 0, FOOD_CLASS, 1, 0 },
	{ SPRIG_OF_WOLFSBANE, 0, FOOD_CLASS, 1, 0 },
	{ UNDEF_TYP, UNDEF_SPE, SPBOOK_CLASS, 2, UNDEF_BLESS },
	{ 0, 0, 0, 0, 0 }
};

Ranger initial inventory

static struct trobj Ranger[] = {
#define RAN_BOW			1
#define RAN_TWO_ARROWS	2
#define RAN_ZERO_ARROWS	3
	{ DAGGER, 1, WEAPON_CLASS, 1, UNDEF_BLESS },
	{ BOW, 1, WEAPON_CLASS, 1, UNDEF_BLESS },
	{ ARROW, 2, WEAPON_CLASS, 50, UNDEF_BLESS },
	{ ARROW, 0, WEAPON_CLASS, 30, UNDEF_BLESS },
	{ CLOAK_OF_DISPLACEMENT, 2, ARMOR_CLASS, 1, UNDEF_BLESS },
	{ CRAM_RATION, 0, FOOD_CLASS, 4, 0 },
	{ 0, 0, 0, 0, 0 }
};

Rogue initial inventory

static struct trobj Rogue[] = {
#define R_DAGGERS	1
	{ SHORT_SWORD, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
	{ DAGGER, 0, WEAPON_CLASS, 10, 0 },	/* quan is variable */
	{ LEATHER_ARMOR, 1, ARMOR_CLASS, 1, UNDEF_BLESS },
	{ POT_SICKNESS, 0, POTION_CLASS, 1, 0 },
	{ LOCK_PICK, 9, TOOL_CLASS, 1, 0 },
	{ SACK, 0, TOOL_CLASS, 1, 0 },
	{ 0, 0, 0, 0, 0 }
};

Samurai initial inventory

static struct trobj Samurai[] = {
#define S_ARROWS	3
	{ KATANA, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
	{ SHORT_SWORD, 0, WEAPON_CLASS, 1, UNDEF_BLESS }, /* wakizashi */
	{ YUMI, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
	{ YA, 0, WEAPON_CLASS, 25, UNDEF_BLESS }, /* variable quan */
	{ SPLINT_MAIL, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
	{ 0, 0, 0, 0, 0 }
};

Tourist initial inventory

#ifdef TOURIST
static struct trobj Tourist[] = {
#define T_DARTS		0
	{ DART, 2, WEAPON_CLASS, 25, UNDEF_BLESS },	/* quan is variable */
	{ UNDEF_TYP, UNDEF_SPE, FOOD_CLASS, 10, 0 },
	{ POT_EXTRA_HEALING, 0, POTION_CLASS, 2, UNDEF_BLESS },
	{ SCR_MAGIC_MAPPING, 0, SCROLL_CLASS, 4, UNDEF_BLESS },
	{ HAWAIIAN_SHIRT, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
	{ EXPENSIVE_CAMERA, UNDEF_SPE, TOOL_CLASS, 1, 0 },
	{ CREDIT_CARD, 0, TOOL_CLASS, 1, 0 },
	{ 0, 0, 0, 0, 0 }
};
#endif

Valkyrie initial inventory

static struct trobj Valkyrie[] = {
	{ LONG_SWORD, 1, WEAPON_CLASS, 1, UNDEF_BLESS },
	{ DAGGER, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
	{ SMALL_SHIELD, 3, ARMOR_CLASS, 1, UNDEF_BLESS },
	{ FOOD_RATION, 0, FOOD_CLASS, 1, 0 },
	{ 0, 0, 0, 0, 0 }
};

Wizard initial inventory

static struct trobj Wizard[] = {
#define W_MULTSTART	2
#define W_MULTEND	6
	{ QUARTERSTAFF, 1, WEAPON_CLASS, 1, 1 },
	{ CLOAK_OF_MAGIC_RESISTANCE, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
	{ UNDEF_TYP, UNDEF_SPE, WAND_CLASS, 1, UNDEF_BLESS },
	{ UNDEF_TYP, UNDEF_SPE, RING_CLASS, 2, UNDEF_BLESS },
	{ UNDEF_TYP, UNDEF_SPE, POTION_CLASS, 3, UNDEF_BLESS },
	{ UNDEF_TYP, UNDEF_SPE, SCROLL_CLASS, 3, UNDEF_BLESS },
	{ SPE_FORCE_BOLT, 0, SPBOOK_CLASS, 1, 1 },
	{ UNDEF_TYP, UNDEF_SPE, SPBOOK_CLASS, 1, UNDEF_BLESS },
	{ 0, 0, 0, 0, 0 }
};

Optional extra inventory items

/*
*	Optional extra inventory items.
*/

static struct trobj Tinopener[] = {
	{ TIN_OPENER, 0, TOOL_CLASS, 1, 0 },
	{ 0, 0, 0, 0, 0 }
};
static struct trobj Magicmarker[] = {
	{ MAGIC_MARKER, UNDEF_SPE, TOOL_CLASS, 1, 0 },
	{ 0, 0, 0, 0, 0 }
};
static struct trobj Lamp[] = {
	{ OIL_LAMP, 1, TOOL_CLASS, 1, 0 },
	{ 0, 0, 0, 0, 0 }
};
static struct trobj Blindfold[] = {
	{ BLINDFOLD, 0, TOOL_CLASS, 1, 0 },
	{ 0, 0, 0, 0, 0 }
};
static struct trobj Instrument[] = {
	{ WOODEN_FLUTE, 0, TOOL_CLASS, 1, 0 },
	{ 0, 0, 0, 0, 0 }
};
static struct trobj Xtra_food[] = {
	{ UNDEF_TYP, UNDEF_SPE, FOOD_CLASS, 2, 0 },
	{ 0, 0, 0, 0, 0 }
};
#ifdef TOURIST
static struct trobj Leash[] = {
	{ LEASH, 0, TOOL_CLASS, 1, 0 },
	{ 0, 0, 0, 0, 0 }
};
static struct trobj Towel[] = {
	{ TOWEL, 0, TOOL_CLASS, 1, 0 },
	{ 0, 0, 0, 0, 0 }
};
#endif	/* TOURIST */
static struct trobj Wishing[] = {
	{ WAN_WISHING, 3, WAND_CLASS, 1, 0 },
	{ 0, 0, 0, 0, 0 }
};
#ifdef GOLDOBJ
static struct trobj Money[] = {
	{ GOLD_PIECE, 0 , COIN_CLASS, 1, 0 },
	{ 0, 0, 0, 0, 0 }
};
#endif

Race-based substitutions for initial inventory

/* race-based substitutions for initial inventory;
the weaker cloak for elven rangers is intentional--they shoot better */
static struct inv_sub { short race_pm, item_otyp, subs_otyp; } inv_subs[] = {
{ PM_ELF,	DAGGER,			ELVEN_DAGGER	      },
{ PM_ELF,	SPEAR,			ELVEN_SPEAR	      },
{ PM_ELF,	SHORT_SWORD,		ELVEN_SHORT_SWORD     },
{ PM_ELF,	BOW,			ELVEN_BOW	      },
{ PM_ELF,	ARROW,			ELVEN_ARROW	      },
{ PM_ELF,	HELMET,			ELVEN_LEATHER_HELM    },
/* { PM_ELF,	SMALL_SHIELD,		ELVEN_SHIELD	      }, */
{ PM_ELF,	CLOAK_OF_DISPLACEMENT,	ELVEN_CLOAK	      },
{ PM_ELF,	CRAM_RATION,		LEMBAS_WAFER	      },
{ PM_ORC,	DAGGER,			ORCISH_DAGGER	      },
{ PM_ORC,	SPEAR,			ORCISH_SPEAR	      },
{ PM_ORC,	SHORT_SWORD,		ORCISH_SHORT_SWORD    },
{ PM_ORC,	BOW,			ORCISH_BOW	      },
{ PM_ORC,	ARROW,			ORCISH_ARROW	      },
{ PM_ORC,	HELMET,			ORCISH_HELM	      },
{ PM_ORC,	SMALL_SHIELD,		ORCISH_SHIELD	      },
{ PM_ORC,	RING_MAIL,		ORCISH_RING_MAIL      },
{ PM_ORC,	CHAIN_MAIL,		ORCISH_CHAIN_MAIL     },
{ PM_DWARF, SPEAR,			DWARVISH_SPEAR	      },
{ PM_DWARF, SHORT_SWORD,		DWARVISH_SHORT_SWORD  },
{ PM_DWARF, HELMET,			DWARVISH_IRON_HELM    },
/* { PM_DWARF, SMALL_SHIELD,		DWARVISH_ROUNDSHIELD  }, */
/* { PM_DWARF, PICK_AXE,		DWARVISH_MATTOCK      }, */
{ PM_GNOME, BOW,			CROSSBOW	      },
{ PM_GNOME, ARROW,			CROSSBOW_BOLT	      },
{ NON_PM,	STRANGE_OBJECT,		STRANGE_OBJECT	      }
};

Maximum skill levels

Archeologist max skill levels

static const struct def_skill Skill_A[] = {
{ P_DAGGER, P_BASIC },		{ P_KNIFE,  P_BASIC },
{ P_PICK_AXE, P_EXPERT },		{ P_SHORT_SWORD, P_BASIC },
{ P_SCIMITAR, P_SKILLED },		{ P_SABER, P_EXPERT },
{ P_CLUB, P_SKILLED },		{ P_QUARTERSTAFF, P_SKILLED },
{ P_SLING, P_SKILLED },		{ P_DART, P_BASIC },
{ P_BOOMERANG, P_EXPERT },		{ P_WHIP, P_EXPERT },
{ P_UNICORN_HORN, P_SKILLED },
{ P_ATTACK_SPELL, P_BASIC },	{ P_HEALING_SPELL, P_BASIC },
{ P_DIVINATION_SPELL, P_EXPERT},	{ P_MATTER_SPELL, P_BASIC},
#ifdef STEED
{ P_RIDING, P_BASIC },
#endif
{ P_TWO_WEAPON_COMBAT, P_BASIC },
{ P_BARE_HANDED_COMBAT, P_EXPERT },
{ P_NONE, 0 }
};

Barbarian max skill levels

static const struct def_skill Skill_B[] = {
{ P_DAGGER, P_BASIC },		{ P_AXE, P_EXPERT },
{ P_PICK_AXE, P_SKILLED },	{ P_SHORT_SWORD, P_EXPERT },
{ P_BROAD_SWORD, P_SKILLED },	{ P_LONG_SWORD, P_SKILLED },
{ P_TWO_HANDED_SWORD, P_EXPERT },	{ P_SCIMITAR, P_SKILLED },
{ P_SABER, P_BASIC },		{ P_CLUB, P_SKILLED },
{ P_MACE, P_SKILLED },		{ P_MORNING_STAR, P_SKILLED },
{ P_FLAIL, P_BASIC },		{ P_HAMMER, P_EXPERT },
{ P_QUARTERSTAFF, P_BASIC },	{ P_SPEAR, P_SKILLED },
{ P_TRIDENT, P_SKILLED },		{ P_BOW, P_BASIC },
{ P_ATTACK_SPELL, P_SKILLED },
#ifdef STEED
{ P_RIDING, P_BASIC },
#endif
{ P_TWO_WEAPON_COMBAT, P_BASIC },
{ P_BARE_HANDED_COMBAT, P_MASTER },
{ P_NONE, 0 }
};

Caveman max skill levels

static const struct def_skill Skill_C[] = {
{ P_DAGGER, P_BASIC },		{ P_KNIFE,  P_SKILLED },
{ P_AXE, P_SKILLED },		{ P_PICK_AXE, P_BASIC },
{ P_CLUB, P_EXPERT },		{ P_MACE, P_EXPERT },
{ P_MORNING_STAR, P_BASIC },	{ P_FLAIL, P_SKILLED },
{ P_HAMMER, P_SKILLED },		{ P_QUARTERSTAFF, P_EXPERT },
{ P_POLEARMS, P_SKILLED },		{ P_SPEAR, P_EXPERT },
{ P_JAVELIN, P_SKILLED },		{ P_TRIDENT, P_SKILLED },
{ P_BOW, P_SKILLED },		{ P_SLING, P_EXPERT },
{ P_ATTACK_SPELL, P_BASIC },	{ P_MATTER_SPELL, P_SKILLED },
{ P_BOOMERANG, P_EXPERT },		{ P_UNICORN_HORN, P_BASIC },
{ P_BARE_HANDED_COMBAT, P_MASTER },
{ P_NONE, 0 }
};

Healer max skill levels

static const struct def_skill Skill_H[] = {
{ P_DAGGER, P_SKILLED },		{ P_KNIFE, P_EXPERT },
{ P_SHORT_SWORD, P_SKILLED },	{ P_SCIMITAR, P_BASIC },
{ P_SABER, P_BASIC },		{ P_CLUB, P_SKILLED },
{ P_MACE, P_BASIC },		{ P_QUARTERSTAFF, P_EXPERT },
{ P_POLEARMS, P_BASIC },		{ P_SPEAR, P_BASIC },
{ P_JAVELIN, P_BASIC },		{ P_TRIDENT, P_BASIC },
{ P_SLING, P_SKILLED },		{ P_DART, P_EXPERT },
{ P_SHURIKEN, P_SKILLED },		{ P_UNICORN_HORN, P_EXPERT },
{ P_HEALING_SPELL, P_EXPERT },
{ P_BARE_HANDED_COMBAT, P_BASIC },
{ P_NONE, 0 }
};

Knight max skill levels

static const struct def_skill Skill_K[] = {
{ P_DAGGER, P_BASIC },		{ P_KNIFE, P_BASIC },
{ P_AXE, P_SKILLED },		{ P_PICK_AXE, P_BASIC },
{ P_SHORT_SWORD, P_SKILLED },	{ P_BROAD_SWORD, P_SKILLED },
{ P_LONG_SWORD, P_EXPERT },	{ P_TWO_HANDED_SWORD, P_SKILLED },
{ P_SCIMITAR, P_BASIC },		{ P_SABER, P_SKILLED },
{ P_CLUB, P_BASIC },		{ P_MACE, P_SKILLED },
{ P_MORNING_STAR, P_SKILLED },	{ P_FLAIL, P_BASIC },
{ P_HAMMER, P_BASIC },		{ P_POLEARMS, P_SKILLED },
{ P_SPEAR, P_SKILLED },		{ P_JAVELIN, P_SKILLED },
{ P_TRIDENT, P_BASIC },		{ P_LANCE, P_EXPERT },
{ P_BOW, P_BASIC },			{ P_CROSSBOW, P_SKILLED },
{ P_ATTACK_SPELL, P_SKILLED },	{ P_HEALING_SPELL, P_SKILLED },
{ P_CLERIC_SPELL, P_SKILLED },
#ifdef STEED
{ P_RIDING, P_EXPERT },
#endif
{ P_TWO_WEAPON_COMBAT, P_SKILLED },
{ P_BARE_HANDED_COMBAT, P_EXPERT },
{ P_NONE, 0 }
};

Monk max skill levels

static const struct def_skill Skill_Mon[] = {
{ P_QUARTERSTAFF, P_BASIC },    { P_SPEAR, P_BASIC },
{ P_JAVELIN, P_BASIC },		    { P_CROSSBOW, P_BASIC },
{ P_SHURIKEN, P_BASIC },
{ P_ATTACK_SPELL, P_BASIC },    { P_HEALING_SPELL, P_EXPERT },
{ P_DIVINATION_SPELL, P_BASIC },{ P_ENCHANTMENT_SPELL, P_BASIC },
{ P_CLERIC_SPELL, P_SKILLED },  { P_ESCAPE_SPELL, P_BASIC },
{ P_MATTER_SPELL, P_BASIC },
{ P_MARTIAL_ARTS, P_GRAND_MASTER },
{ P_NONE, 0 }
};

Priest max skill levels

static const struct def_skill Skill_P[] = {
{ P_CLUB, P_EXPERT },		{ P_MACE, P_EXPERT },
{ P_MORNING_STAR, P_EXPERT },	{ P_FLAIL, P_EXPERT },
{ P_HAMMER, P_EXPERT },		{ P_QUARTERSTAFF, P_EXPERT },
{ P_POLEARMS, P_SKILLED },		{ P_SPEAR, P_SKILLED },
{ P_JAVELIN, P_SKILLED },		{ P_TRIDENT, P_SKILLED },
{ P_LANCE, P_BASIC },		{ P_BOW, P_BASIC },
{ P_SLING, P_BASIC },		{ P_CROSSBOW, P_BASIC },
{ P_DART, P_BASIC },		{ P_SHURIKEN, P_BASIC },
{ P_BOOMERANG, P_BASIC },		{ P_UNICORN_HORN, P_SKILLED },
{ P_HEALING_SPELL, P_EXPERT },	{ P_DIVINATION_SPELL, P_EXPERT },
{ P_CLERIC_SPELL, P_EXPERT },
{ P_BARE_HANDED_COMBAT, P_BASIC },
{ P_NONE, 0 }
};

Rogue max skill levels

static const struct def_skill Skill_R[] = {
{ P_DAGGER, P_EXPERT },		{ P_KNIFE,  P_EXPERT },
{ P_SHORT_SWORD, P_EXPERT },	{ P_BROAD_SWORD, P_SKILLED },
{ P_LONG_SWORD, P_SKILLED },	{ P_TWO_HANDED_SWORD, P_BASIC },
{ P_SCIMITAR, P_SKILLED },		{ P_SABER, P_SKILLED },
{ P_CLUB, P_SKILLED },		{ P_MACE, P_SKILLED },
{ P_MORNING_STAR, P_BASIC },	{ P_FLAIL, P_BASIC },
{ P_HAMMER, P_BASIC },		{ P_POLEARMS, P_BASIC },
{ P_SPEAR, P_BASIC },		{ P_CROSSBOW, P_EXPERT },
{ P_DART, P_EXPERT },		{ P_SHURIKEN, P_SKILLED },
{ P_DIVINATION_SPELL, P_SKILLED },	{ P_ESCAPE_SPELL, P_SKILLED },
{ P_MATTER_SPELL, P_SKILLED },
#ifdef STEED
{ P_RIDING, P_BASIC },
#endif
{ P_TWO_WEAPON_COMBAT, P_EXPERT },
{ P_BARE_HANDED_COMBAT, P_EXPERT },
{ P_NONE, 0 }
};

Ranger max skill levels

static const struct def_skill Skill_Ran[] = {
{ P_DAGGER, P_EXPERT },		 { P_KNIFE,  P_SKILLED },
{ P_AXE, P_SKILLED },	 { P_PICK_AXE, P_BASIC },
{ P_SHORT_SWORD, P_BASIC },	 { P_MORNING_STAR, P_BASIC },
{ P_FLAIL, P_SKILLED },	 { P_HAMMER, P_BASIC },
{ P_QUARTERSTAFF, P_BASIC }, { P_POLEARMS, P_SKILLED },
{ P_SPEAR, P_SKILLED },	 { P_JAVELIN, P_EXPERT },
{ P_TRIDENT, P_BASIC },	 { P_BOW, P_EXPERT },
{ P_SLING, P_EXPERT },	 { P_CROSSBOW, P_EXPERT },
{ P_DART, P_EXPERT },	 { P_SHURIKEN, P_SKILLED },
{ P_BOOMERANG, P_EXPERT },	 { P_WHIP, P_BASIC },
{ P_HEALING_SPELL, P_BASIC },
{ P_DIVINATION_SPELL, P_EXPERT },
{ P_ESCAPE_SPELL, P_BASIC },
#ifdef STEED
{ P_RIDING, P_BASIC },
#endif
{ P_BARE_HANDED_COMBAT, P_BASIC },
{ P_NONE, 0 }
};

Samurai max skill levels

static const struct def_skill Skill_S[] = {
{ P_DAGGER, P_BASIC },		{ P_KNIFE,  P_SKILLED },
{ P_SHORT_SWORD, P_EXPERT },	{ P_BROAD_SWORD, P_SKILLED },
{ P_LONG_SWORD, P_EXPERT },		{ P_TWO_HANDED_SWORD, P_EXPERT },
{ P_SCIMITAR, P_BASIC },		{ P_SABER, P_BASIC },
{ P_FLAIL, P_SKILLED },		{ P_QUARTERSTAFF, P_BASIC },
{ P_POLEARMS, P_SKILLED },		{ P_SPEAR, P_BASIC },
{ P_JAVELIN, P_BASIC },		{ P_LANCE, P_SKILLED },
{ P_BOW, P_EXPERT },		{ P_SHURIKEN, P_EXPERT },
{ P_ATTACK_SPELL, P_SKILLED },	{ P_CLERIC_SPELL, P_SKILLED },
#ifdef STEED
{ P_RIDING, P_SKILLED },
#endif
{ P_TWO_WEAPON_COMBAT, P_EXPERT },
{ P_MARTIAL_ARTS, P_MASTER },
{ P_NONE, 0 }
};

Tourist max skill levels

#ifdef TOURIST
static const struct def_skill Skill_T[] = {
{ P_DAGGER, P_EXPERT },		{ P_KNIFE,  P_SKILLED },
{ P_AXE, P_BASIC },			{ P_PICK_AXE, P_BASIC },
{ P_SHORT_SWORD, P_EXPERT },	{ P_BROAD_SWORD, P_BASIC },
{ P_LONG_SWORD, P_BASIC },		{ P_TWO_HANDED_SWORD, P_BASIC },
{ P_SCIMITAR, P_SKILLED },		{ P_SABER, P_SKILLED },
{ P_MACE, P_BASIC },		{ P_MORNING_STAR, P_BASIC },
{ P_FLAIL, P_BASIC },		{ P_HAMMER, P_BASIC },
{ P_QUARTERSTAFF, P_BASIC },	{ P_POLEARMS, P_BASIC },
{ P_SPEAR, P_BASIC },		{ P_JAVELIN, P_BASIC },
{ P_TRIDENT, P_BASIC },		{ P_LANCE, P_BASIC },
{ P_BOW, P_BASIC },			{ P_SLING, P_BASIC },
{ P_CROSSBOW, P_BASIC },		{ P_DART, P_EXPERT },
{ P_SHURIKEN, P_BASIC },		{ P_BOOMERANG, P_BASIC },
{ P_WHIP, P_BASIC },		{ P_UNICORN_HORN, P_SKILLED },
{ P_DIVINATION_SPELL, P_BASIC },	{ P_ENCHANTMENT_SPELL, P_BASIC },
{ P_ESCAPE_SPELL, P_SKILLED },
#ifdef STEED
{ P_RIDING, P_BASIC },
#endif
{ P_TWO_WEAPON_COMBAT, P_SKILLED },
{ P_BARE_HANDED_COMBAT, P_SKILLED },
{ P_NONE, 0 }
};
#endif /* TOURIST */

Valkyrie max skill levels

static const struct def_skill Skill_V[] = {
{ P_DAGGER, P_EXPERT },		{ P_AXE, P_EXPERT },
{ P_PICK_AXE, P_SKILLED },		{ P_SHORT_SWORD, P_SKILLED },
{ P_BROAD_SWORD, P_SKILLED },	{ P_LONG_SWORD, P_EXPERT },
{ P_TWO_HANDED_SWORD, P_EXPERT },	{ P_SCIMITAR, P_BASIC },
{ P_SABER, P_BASIC },		{ P_HAMMER, P_EXPERT },
{ P_QUARTERSTAFF, P_BASIC },	{ P_POLEARMS, P_SKILLED },
{ P_SPEAR, P_SKILLED },		{ P_JAVELIN, P_BASIC },
{ P_TRIDENT, P_BASIC },		{ P_LANCE, P_SKILLED },
{ P_SLING, P_BASIC },
{ P_ATTACK_SPELL, P_BASIC },	{ P_ESCAPE_SPELL, P_BASIC },
#ifdef STEED
{ P_RIDING, P_SKILLED },
#endif
{ P_TWO_WEAPON_COMBAT, P_SKILLED },
{ P_BARE_HANDED_COMBAT, P_EXPERT },
{ P_NONE, 0 }
};

Wizard max skill levels

static const struct def_skill Skill_W[] = {
{ P_DAGGER, P_EXPERT },		{ P_KNIFE,  P_SKILLED },
{ P_AXE, P_SKILLED },		{ P_SHORT_SWORD, P_BASIC },
{ P_CLUB, P_SKILLED },		{ P_MACE, P_BASIC },
{ P_QUARTERSTAFF, P_EXPERT },	{ P_POLEARMS, P_SKILLED },
{ P_SPEAR, P_BASIC },		{ P_JAVELIN, P_BASIC },
{ P_TRIDENT, P_BASIC },		{ P_SLING, P_SKILLED },
{ P_DART, P_EXPERT },		{ P_SHURIKEN, P_BASIC },
{ P_ATTACK_SPELL, P_EXPERT },	{ P_HEALING_SPELL, P_SKILLED },
{ P_DIVINATION_SPELL, P_EXPERT },	{ P_ENCHANTMENT_SPELL, P_SKILLED },
{ P_CLERIC_SPELL, P_SKILLED },	{ P_ESCAPE_SPELL, P_EXPERT },
{ P_MATTER_SPELL, P_EXPERT },
#ifdef STEED
{ P_RIDING, P_BASIC },
#endif
{ P_BARE_HANDED_COMBAT, P_BASIC },
{ P_NONE, 0 }
};

knows_object

STATIC_OVL void
knows_object(obj)
register int obj;
{
	discover_object(obj,TRUE,FALSE);
	objects[obj].oc_pre_discovered = 1;	/* not a "discovery" */
}

knows_class

/* Know ordinary (non-magical) objects of a certain class,
* like all gems except the loadstone and luckstone.
*/
STATIC_OVL void
knows_class(sym)
register char sym;
{
	register int ct;
	for (ct = 1; ct < NUM_OBJECTS; ct++)
		if (objects[ct].oc_class == sym && !objects[ct].oc_magic)
			knows_object(ct);
}

u_init

void
u_init()
{
	register int i;

	flags.female = flags.initgend;
	flags.beginner = 1;

	/* zero u, including pointer values --
	 * necessary when aborting from a failed restore */
	(void) memset((genericptr_t)&u, 0, sizeof(u));
	u.ustuck = (struct monst *)0;

#if 0	/* documentation of more zero values as desirable */
	u.usick_cause[0] = 0;
	u.uluck  = u.moreluck = 0;
# ifdef TOURIST
	uarmu = 0;
# endif
	uarm = uarmc = uarmh = uarms = uarmg = uarmf = 0;
	uwep = uball = uchain = uleft = uright = 0;
	uswapwep = uquiver = 0;
	u.twoweap = 0;
	u.ublessed = 0;				/* not worthy yet */
	u.ugangr   = 0;				/* gods not angry */
	u.ugifts   = 0;				/* no divine gifts bestowed */
# ifdef ELBERETH
	u.uevent.uhand_of_elbereth = 0;
# endif
	u.uevent.uheard_tune = 0;
	u.uevent.uopened_dbridge = 0;
	u.uevent.udemigod = 0;		/* not a demi-god yet... */
	u.udg_cnt = 0;
	u.mh = u.mhmax = u.mtimedone = 0;
	u.uz.dnum = u.uz0.dnum = 0;
	u.utotype = 0;
#endif	/* 0 */

	u.uz.dlevel = 1;
	u.uz0.dlevel = 0;
	u.utolev = u.uz;

	u.umoved = FALSE;
	u.umortality = 0;
	u.ugrave_arise = NON_PM;

	u.umonnum = u.umonster = (flags.female &&
			urole.femalenum != NON_PM) ? urole.femalenum :
			urole.malenum;
	set_uasmon();

	u.ulevel = 0;	/* set up some of the initial attributes */
	u.uhp = u.uhpmax = newhp();
	u.uenmax = urole.enadv.infix + urace.enadv.infix;
	if (urole.enadv.inrnd > 0)
	    u.uenmax += rnd(urole.enadv.inrnd);
	if (urace.enadv.inrnd > 0)
	    u.uenmax += rnd(urace.enadv.inrnd);
	u.uen = u.uenmax;
	u.uspellprot = 0;
	adjabil(0,1);
	u.ulevel = u.ulevelmax = 1;

	init_uhunger();
	for (i = 0; i <= MAXSPELL; i++) spl_book[i].sp_id = NO_SPELL;
	u.ublesscnt = 300;			/* no prayers just yet */
	u.ualignbase[A_CURRENT] = u.ualignbase[A_ORIGINAL] = u.ualign.type =
			aligns[flags.initalign].value;
	u.ulycn = NON_PM;

#if defined(BSD) && !defined(POSIX_TYPES)
	(void) time((long *)&u.ubirthday);
#else
	(void) time(&u.ubirthday);
#endif

	/*
	 *  For now, everyone starts out with a night vision range of 1 and
	 *  their xray range disabled.
	 */
	u.nv_range   =  1;
	u.xray_range = -1;

Role-specific initializations

	/*** Role-specific initializations ***/
	switch (Role_switch) {
	/* rn2(100) > 50 necessary for some choices because some
	 * random number generators are bad enough to seriously
	 * skew the results if we use rn2(2)...  --KAA
	 */

Archeologist initializations

	case PM_ARCHEOLOGIST:
		ini_inv(Archeologist);
		if(!rn2(10)) ini_inv(Tinopener);
		else if(!rn2(4)) ini_inv(Lamp);
		else if(!rn2(10)) ini_inv(Magicmarker);
		knows_object(SACK);
		knows_object(TOUCHSTONE);
		skill_init(Skill_A);
		break;

Barbarian initializations

	case PM_BARBARIAN:
		if (rn2(100) >= 50) {	/* see above comment */
		    Barbarian[B_MAJOR].trotyp = BATTLE_AXE;
		    Barbarian[B_MINOR].trotyp = SHORT_SWORD;
		}
		ini_inv(Barbarian);
		if(!rn2(6)) ini_inv(Lamp);
		knows_class(WEAPON_CLASS);
		knows_class(ARMOR_CLASS);
		skill_init(Skill_B);
		break;

Caveman initializations

	case PM_CAVEMAN:
		Cave_man[C_AMMO].trquan = rn1(11, 10);	/* 10..20 */
		ini_inv(Cave_man);
		skill_init(Skill_C);
		break;

Healer initializations

	case PM_HEALER:
#ifndef GOLDOBJ
		u.ugold = u.ugold0 = rn1(1000, 1001);
#else
		u.umoney0 = rn1(1000, 1001);
#endif
		ini_inv(Healer);
		if(!rn2(25)) ini_inv(Lamp);
		knows_object(POT_FULL_HEALING);
		skill_init(Skill_H);
		break;

Knight initializations

	case PM_KNIGHT:
		ini_inv(Knight);
		knows_class(WEAPON_CLASS);
		knows_class(ARMOR_CLASS);
		/* give knights chess-like mobility
		 * -- idea from wooledge@skybridge.scl.cwru.edu */
		HJumping |= FROMOUTSIDE;
		skill_init(Skill_K);
		break;

Monk initializations

	case PM_MONK:
		switch (rn2(90) / 30) {
		case 0: Monk[M_BOOK].trotyp = SPE_HEALING; break;
		case 1: Monk[M_BOOK].trotyp = SPE_PROTECTION; break;
		case 2: Monk[M_BOOK].trotyp = SPE_SLEEP; break;
		}
		ini_inv(Monk);
		if(!rn2(5)) ini_inv(Magicmarker);
		else if(!rn2(10)) ini_inv(Lamp);
		knows_class(ARMOR_CLASS);
		skill_init(Skill_Mon);
		break;

Priest initializations

	case PM_PRIEST:
		ini_inv(Priest);
		if(!rn2(10)) ini_inv(Magicmarker);
		else if(!rn2(10)) ini_inv(Lamp);
		knows_object(POT_WATER);
		skill_init(Skill_P);
		/* KMH, conduct --
		 * Some may claim that this isn't agnostic, since they
		 * are literally "priests" and they have holy water.
		 * But we don't count it as such.  Purists can always
		 * avoid playing priests and/or confirm another player's
		 * role in their YAAP.
		 */
		break;

Ranger initializations

	case PM_RANGER:
		Ranger[RAN_TWO_ARROWS].trquan = rn1(10, 50);
		Ranger[RAN_ZERO_ARROWS].trquan = rn1(10, 30);
		ini_inv(Ranger);
		skill_init(Skill_Ran);
		break;

Rogue initializations

	case PM_ROGUE:
		Rogue[R_DAGGERS].trquan = rn1(10, 6);
#ifndef GOLDOBJ
		u.ugold = u.ugold0 = 0;
#else
		u.umoney0 = 0;
#endif
		ini_inv(Rogue);
		if(!rn2(5)) ini_inv(Blindfold);
		knows_object(SACK);
		skill_init(Skill_R);
		break;

Samurai initializations

	case PM_SAMURAI:
		Samurai[S_ARROWS].trquan = rn1(20, 26);
		ini_inv(Samurai);
		if(!rn2(5)) ini_inv(Blindfold);
		knows_class(WEAPON_CLASS);
		knows_class(ARMOR_CLASS);
		skill_init(Skill_S);
		break;

Tourist initializations

#ifdef TOURIST
	case PM_TOURIST:
		Tourist[T_DARTS].trquan = rn1(20, 21);
#ifndef GOLDOBJ
		u.ugold = u.ugold0 = rnd(1000);
#else
		u.umoney0 = rnd(1000);
#endif
		ini_inv(Tourist);
		if(!rn2(25)) ini_inv(Tinopener);
		else if(!rn2(25)) ini_inv(Leash);
		else if(!rn2(25)) ini_inv(Towel);
		else if(!rn2(25)) ini_inv(Magicmarker);
		skill_init(Skill_T);
		break;
#endif

Valkyrie initializations

	case PM_VALKYRIE:
		ini_inv(Valkyrie);
		if(!rn2(6)) ini_inv(Lamp);
		knows_class(WEAPON_CLASS);
		knows_class(ARMOR_CLASS);
		skill_init(Skill_V);
		break;

Wizard initializations

	case PM_WIZARD:
		ini_inv(Wizard);
		if(!rn2(5)) ini_inv(Magicmarker);
		if(!rn2(5)) ini_inv(Blindfold);
		skill_init(Skill_W);
		break;

	default:	/* impossible */
		break;
	}

Race-specific initializations

	/*** Race-specific initializations ***/
	switch (Race_switch) {

Human initializations

	case PM_HUMAN:
	    /* Nothing special */
	    break;

Elf initializations

	case PM_ELF:
	    /*
	     * Elves are people of music and song, or they are warriors.
	     * Non-warriors get an instrument.  We use a kludge to
	     * get only non-magic instruments.
	     */
	    if (Role_if(PM_PRIEST) || Role_if(PM_WIZARD)) {
		static int trotyp[] = {
		    WOODEN_FLUTE, TOOLED_HORN, WOODEN_HARP,
		    BELL, BUGLE, LEATHER_DRUM
		};
		Instrument[0].trotyp = trotyp[rn2(SIZE(trotyp))];
		ini_inv(Instrument);
	    }

	    /* Elves can recognize all elvish objects */
	    knows_object(ELVEN_SHORT_SWORD);
	    knows_object(ELVEN_ARROW);
	    knows_object(ELVEN_BOW);
	    knows_object(ELVEN_SPEAR);
	    knows_object(ELVEN_DAGGER);
	    knows_object(ELVEN_BROADSWORD);
	    knows_object(ELVEN_MITHRIL_COAT);
	    knows_object(ELVEN_LEATHER_HELM);
	    knows_object(ELVEN_SHIELD);
	    knows_object(ELVEN_BOOTS);
	    knows_object(ELVEN_CLOAK);
	    break;

Dwarf initializations

	case PM_DWARF:
	    /* Dwarves can recognize all dwarvish objects */
	    knows_object(DWARVISH_SPEAR);
	    knows_object(DWARVISH_SHORT_SWORD);
	    knows_object(DWARVISH_MATTOCK);
	    knows_object(DWARVISH_IRON_HELM);
	    knows_object(DWARVISH_MITHRIL_COAT);
	    knows_object(DWARVISH_CLOAK);
	    knows_object(DWARVISH_ROUNDSHIELD);
	    break;

Gnome initializations

	case PM_GNOME:
	    break;

Orc initializations

	case PM_ORC:
	    /* compensate for generally inferior equipment */
	    if (!Role_if(PM_WIZARD))
		ini_inv(Xtra_food);
	    /* Orcs can recognize all orcish objects */
	    knows_object(ORCISH_SHORT_SWORD);
	    knows_object(ORCISH_ARROW);
	    knows_object(ORCISH_BOW);
	    knows_object(ORCISH_SPEAR);
	    knows_object(ORCISH_DAGGER);
	    knows_object(ORCISH_CHAIN_MAIL);
	    knows_object(ORCISH_RING_MAIL);
	    knows_object(ORCISH_HELM);
	    knows_object(ORCISH_SHIELD);
	    knows_object(URUK_HAI_SHIELD);
	    knows_object(ORCISH_CLOAK);
	    break;

	default:	/* impossible */
		break;
	}

	if (discover)
		ini_inv(Wishing);

#ifdef WIZARD
	if (wizard)
		read_wizkit();
#endif

#ifndef GOLDOBJ
	u.ugold0 += hidden_gold();	/* in case sack has gold in it */
#else
	if (u.umoney0) ini_inv(Money);
	u.umoney0 += hidden_gold();	/* in case sack has gold in it */
#endif

	find_ac();			/* get initial ac value */
	init_attr(75);			/* init attribute values */
	max_rank_sz();			/* set max str size for class ranks */
/*
*	Do we really need this?
*/
	for(i = 0; i < A_MAX; i++)
	    if(!rn2(20)) {
		register int xd = rn2(7) - 2;	/* biased variation */
		(void) adjattrib(i, xd, TRUE);
		if (ABASE(i) < AMAX(i)) AMAX(i) = ABASE(i);
	    }

	/* make sure you can carry all you have - especially for Tourists */
	while (inv_weight() > 0) {
		if (adjattrib(A_STR, 1, TRUE)) continue;
		if (adjattrib(A_CON, 1, TRUE)) continue;
		/* only get here when didn't boost strength or constitution */
		break;
	}

	return;
}

restricted_spell_discipline

/* skills aren't initialized, so we use the role-specific skill lists */
STATIC_OVL boolean
restricted_spell_discipline(otyp)
int otyp;
{
const struct def_skill *skills;
int this_skill = spell_skilltype(otyp);

switch (Role_switch) {
case PM_ARCHEOLOGIST:	skills = Skill_A; break;
case PM_BARBARIAN:		skills = Skill_B; break;
case PM_CAVEMAN:		skills = Skill_C; break;
case PM_HEALER:		skills = Skill_H; break;
case PM_KNIGHT:		skills = Skill_K; break;
case PM_MONK:		skills = Skill_Mon; break;
case PM_PRIEST:		skills = Skill_P; break;
case PM_RANGER:		skills = Skill_Ran; break;
case PM_ROGUE:		skills = Skill_R; break;
case PM_SAMURAI:		skills = Skill_S; break;
#ifdef TOURIST
case PM_TOURIST:		skills = Skill_T; break;
#endif
case PM_VALKYRIE:		skills = Skill_V; break;
case PM_WIZARD:		skills = Skill_W; break;
default:			skills = 0; break;	/* lint suppression */
}

while (skills->skill != P_NONE) {
	if (skills->skill == this_skill) return FALSE;
	++skills;
}
return TRUE;
}

ini_inv

STATIC_OVL void
ini_inv(trop)
register struct trobj *trop;
{
	struct obj *obj;
	int otyp, i;

	while (trop->trclass) {
		if (trop->trotyp != UNDEF_TYP) {
			otyp = (int)trop->trotyp;
			if (urace.malenum != PM_HUMAN) {
			    /* substitute specific items for generic ones */
			    for (i = 0; inv_subs[i].race_pm != NON_PM; ++i)
				if (inv_subs[i].race_pm == urace.malenum &&
					otyp == inv_subs[i].item_otyp) {
				    otyp = inv_subs[i].subs_otyp;
				    break;
				}
			}
			obj = mksobj(otyp, TRUE, FALSE);
		} else {	/* UNDEF_TYP */
			static NEARDATA short nocreate = STRANGE_OBJECT;
			static NEARDATA short nocreate2 = STRANGE_OBJECT;
			static NEARDATA short nocreate3 = STRANGE_OBJECT;
			static NEARDATA short nocreate4 = STRANGE_OBJECT;
		/*
		 * For random objects, do not create certain overly powerful
		 * items: wand of wishing, ring of levitation, or the
		 * polymorph/polymorph control combination.  Specific objects,
		 * i.e. the discovery wishing, are still OK.
		 * Also, don't get a couple of really useless items.  (Note:
		 * punishment isn't "useless".  Some players who start out with
		 * one will immediately read it and use the iron ball as a
		 * weapon.)
		 */
			obj = mkobj(trop->trclass, FALSE);
			otyp = obj->otyp;
			while (otyp == WAN_WISHING
				|| otyp == nocreate
				|| otyp == nocreate2
				|| otyp == nocreate3
				|| otyp == nocreate4
#ifdef ELBERETH
				|| otyp == RIN_LEVITATION
#endif
				/* 'useless' items */
				|| otyp == POT_HALLUCINATION
				|| otyp == POT_ACID
				|| otyp == SCR_AMNESIA
				|| otyp == SCR_FIRE
				|| otyp == SCR_BLANK_PAPER
				|| otyp == SPE_BLANK_PAPER
				|| otyp == RIN_AGGRAVATE_MONSTER
				|| otyp == RIN_HUNGER
				|| otyp == WAN_NOTHING
				/* Monks don't use weapons */
				|| (otyp == SCR_ENCHANT_WEAPON &&
				    Role_if(PM_MONK))
				/* wizard patch -- they already have one */
				|| (otyp == SPE_FORCE_BOLT &&
				    Role_if(PM_WIZARD))
				/* powerful spells are either useless to
				   low level players or unbalancing; also
				   spells in restricted skill categories */
				|| (obj->oclass == SPBOOK_CLASS &&
				    (objects[otyp].oc_level > 3 ||
				    restricted_spell_discipline(otyp)))
							) {
				dealloc_obj(obj);
				obj = mkobj(trop->trclass, FALSE);
				otyp = obj->otyp;
			}

			/* Don't start with +0 or negative rings */
			if (objects[otyp].oc_charged && obj->spe <= 0)
				obj->spe = rne(3);

			/* Heavily relies on the fact that 1) we create wands
			 * before rings, 2) that we create rings before
			 * spellbooks, and that 3) not more than 1 object of a
			 * particular symbol is to be prohibited.  (For more
			 * objects, we need more nocreate variables...)
			 */
			switch (otyp) {
			    case WAN_POLYMORPH:
			    case RIN_POLYMORPH:
			    case POT_POLYMORPH:
				nocreate = RIN_POLYMORPH_CONTROL;
				break;
			    case RIN_POLYMORPH_CONTROL:
				nocreate = RIN_POLYMORPH;
				nocreate2 = SPE_POLYMORPH;
				nocreate3 = POT_POLYMORPH;
			}
			/* Don't have 2 of the same ring or spellbook */
			if (obj->oclass == RING_CLASS ||
			    obj->oclass == SPBOOK_CLASS)
				nocreate4 = otyp;
		}

#ifdef GOLDOBJ
		if (trop->trclass == COIN_CLASS) {
			/* no "blessed" or "identified" money */
			obj->quan = u.umoney0;
		} else {
#endif
			obj->dknown = obj->bknown = obj->rknown = 1;
			if (objects[otyp].oc_uses_known) obj->known = 1;
			obj->cursed = 0;
			if (obj->opoisoned && u.ualign.type != A_CHAOTIC)
			    obj->opoisoned = 0;
			if (obj->oclass == WEAPON_CLASS ||
				obj->oclass == TOOL_CLASS) {
			    obj->quan = (long) trop->trquan;
			    trop->trquan = 1;
			} else if (obj->oclass == GEM_CLASS &&
				is_graystone(obj) && obj->otyp != FLINT) {
			    obj->quan = 1L;
			}
			if (trop->trspe != UNDEF_SPE)
			    obj->spe = trop->trspe;
			if (trop->trbless != UNDEF_BLESS)
			    obj->blessed = trop->trbless;
#ifdef GOLDOBJ
		}
#endif
		/* defined after setting otyp+quan + blessedness */
		obj->owt = weight(obj);
		obj = addinv(obj);

		/* Make the type known if necessary */
		if (OBJ_DESCR(objects[otyp]) && obj->known)
			discover_object(otyp, TRUE, FALSE);
		if (otyp == OIL_LAMP)
			discover_object(POT_OIL, TRUE, FALSE);

		if(obj->oclass == ARMOR_CLASS){
			if (is_shield(obj) && !uarms) {
				setworn(obj, W_ARMS);
				if (uswapwep) setuswapwep((struct obj *) 0);
			} else if (is_helmet(obj) && !uarmh)
				setworn(obj, W_ARMH);
			else if (is_gloves(obj) && !uarmg)
				setworn(obj, W_ARMG);
#ifdef TOURIST
			else if (is_shirt(obj) && !uarmu)
				setworn(obj, W_ARMU);
#endif
			else if (is_cloak(obj) && !uarmc)
				setworn(obj, W_ARMC);
			else if (is_boots(obj) && !uarmf)
				setworn(obj, W_ARMF);
			else if (is_suit(obj) && !uarm)
				setworn(obj, W_ARM);
		}

		if (obj->oclass == WEAPON_CLASS || is_weptool(obj) ||
			otyp == TIN_OPENER || otyp == FLINT || otyp == ROCK) {
		    if (is_ammo(obj) || is_missile(obj)) {
			if (!uquiver) setuqwep(obj);
		    } else if (!uwep) setuwep(obj);
		    else if (!uswapwep) setuswapwep(obj);
		}
		if (obj->oclass == SPBOOK_CLASS &&
				obj->otyp != SPE_BLANK_PAPER)
		    initialspell(obj);

#if !defined(PYRAMID_BUG) && !defined(MAC)
		if(--trop->trquan) continue;	/* make a similar object */
#else
		if(trop->trquan) {		/* check if zero first */
			--trop->trquan;
			if(trop->trquan)
				continue;	/* make a similar object */
		}
#endif
		trop++;
	}
}

/*u_init.c*/