Source:NetHack 3.6.0/src/u init.c

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Below is the full text to u_init.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/u_init.c#line123]], for example.

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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.

Contents

Top of file

 /* NetHack 3.6	u_init.c	$NHDT-Date: 1446861772 2015/11/07 02:02:52 $  $NHDT-Branch: master $:$NHDT-Revision: 1.35 $ */
 /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
 /* NetHack may be freely redistributed.  See license for details. */
 
 #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

 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 }
 };

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 } };
 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 } };
 static struct trobj Wishing[] = { { WAN_WISHING, 3, WAND_CLASS, 1, 0 },
                                   { 0, 0, 0, 0, 0 } };
 static struct trobj Money[] = { { GOLD_PIECE, 0, COIN_CLASS, 1, 0 },
                                 { 0, 0, 0, 0, 0 } };
 

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 },
     { P_RIDING, P_BASIC },
     { 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 },
     { P_RIDING, P_BASIC },
     { 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_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_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_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 },
     { P_RIDING, P_EXPERT },
     { 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_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_SKILLED },
     { 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_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 },
     { P_RIDING, P_BASIC },
     { 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_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 },
     { P_RIDING, P_BASIC },
     { 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_SKILLED },
     { P_LANCE, P_SKILLED },
     { P_BOW, P_EXPERT },
     { P_SHURIKEN, P_EXPERT },
     { P_ATTACK_SPELL, P_SKILLED },
     { P_CLERIC_SPELL, P_SKILLED },
     { P_RIDING, P_SKILLED },
     { P_TWO_WEAPON_COMBAT, P_EXPERT },
     { P_MARTIAL_ARTS, P_MASTER },
     { P_NONE, 0 }
 };

Tourist max skill levels

 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_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 },
     { P_RIDING, P_BASIC },
     { P_TWO_WEAPON_COMBAT, P_SKILLED },
     { P_BARE_HANDED_COMBAT, P_SKILLED },
     { P_NONE, 0 }
 };

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_TRIDENT, P_BASIC },
     { P_LANCE, P_SKILLED },
     { P_SLING, P_BASIC },
     { P_ATTACK_SPELL, P_BASIC },
     { P_ESCAPE_SPELL, P_BASIC },
     { P_RIDING, P_SKILLED },
     { 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_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 },
     { P_RIDING, P_BASIC },
     { 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;
     struct u_roleplay tmpuroleplay = u.uroleplay; /* set by rcfile options */
 
     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;
     (void) memset((genericptr_t) &ubirthday, 0, sizeof(ubirthday));
     (void) memset((genericptr_t) &urealtime, 0, sizeof(urealtime));
 
     u.uroleplay = tmpuroleplay; /* restore options set via rcfile */
 
 #if 0  /* documentation of more zero values as desirable */
     u.usick_cause[0] = 0;
     u.uluck  = u.moreluck = 0;
     uarmu = 0;
     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 */
     u.uevent.uhand_of_elbereth = 0;
     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;
     u.ulycn = NON_PM;
     set_uasmon();
 
     u.ulevel = 0; /* set up some of the initial attributes */
     u.uhp = u.uhpmax = newhp();
     u.uen = u.uenmax = newpw();
     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;
 
 #if defined(BSD) && !defined(POSIX_TYPES)
     (void) time((long *) &ubirthday);
 #else
     (void) time(&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:
         u.umoney0 = rn1(1000, 1001);
         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);
         u.umoney0 = 0;
         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

     case PM_TOURIST:
         Tourist[T_DARTS].trquan = rn1(20, 21);
         u.umoney0 = rnd(1000);
         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;

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);
 
     if (wizard)
         read_wizkit();
 
     if (u.umoney0)
         ini_inv(Money);
     u.umoney0 += hidden_gold(); /* in case sack has gold in it */
 
     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;
     case PM_TOURIST:
         skills = Skill_T;
         break;
     case PM_VALKYRIE:
         skills = Skill_V;
         break;
     case PM_WIZARD:
         skills = Skill_W;
         break;
     default:
         skills = 0; /* lint suppression */
         break;
     }
 
     while (skills && 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 || otyp == RIN_LEVITATION
                    /* '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;
         }
 
         /* nudist gets no armor */
         if (u.uroleplay.nudist && obj->oclass == ARMOR_CLASS) {
             dealloc_obj(obj);
             trop++;
             continue;
         }
 
         if (trop->trclass == COIN_CLASS) {
             /* no "blessed" or "identified" money */
             obj->quan = u.umoney0;
         } else {
             if (objects[otyp].oc_uses_known)
                 obj->known = 1;
             obj->dknown = obj->bknown = obj->rknown = 1;
             if (Is_container(obj) || obj->otyp == STATUE) {
                 obj->cknown = obj->lknown = 1;
                 obj->otrapped = 0;
             }
             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;
         }
         /* 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);
             else if (is_shirt(obj) && !uarmu)
                 setworn(obj, W_ARMU);
             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*/