The g? structs had a mix of variables that were written to
the savefile, and those that were not.
For better clarity and to distinguish those that end up in
the savefile, relocate some g? variables that get written
directly to the savefile into different structs.
This updates EDITLEVEL, although technically it probably
didn't need to, since savefile contents are not changing.
Details:
gb.bases -> svb.bases
gb.bbubbles -> svb.bbubbles
gb.branches -> svb.branches
gc.context -> svc.context
gd.disco -> svd.disco
gd.dndest -> svd.dndest
gd.doors -> svd.doors
gd.doors_alloc -> svd.doors_alloc
gd.dungeon_topology -> svd.dungeon_topology
gd.dungeons -> svd.dungeons
ge.exclusion_zones -> sve.exclusion_zones
gh.hackpid -> svh.hackpid
gi.inv_pos -> svi.inv_pos
gk.killer -> svk.killer
gl.lastseentyp -> svl.lastseentyp
gl.level -> svl.level
gl.level_info -> svl.level_info
gm.mapseenchn -> svm.mapseenchn
gm.moves -> svm.moves
gm.mvitals -> svm.mvitals
gn.n_dgns -> svn.n_dgns
gn.n_regions -> svn.n_regions
gn.nroom -> svn.nroom
go.oracle_cnt -> svo.oracle_cnt
gp.pl_character -> svp.pl_character
gp.pl_fruit -> svp.pl_fruit
gp.plname -> svp.plname
gp.program_state -> svp.program_state
gq.quest_status -> svq.quest_status
gr.rooms -> svr.rooms
gs.sp_levchn -> svs.sp_levchn
gs.spl_book -> svs.spl_book
gt.timer_id -> svt.timer_id
gt.tune -> svt.tune
gu.updest -> svu.updest
gx.xmax -> svx.xmax
gx.xmin -> svx.xmin
gy.ymax -> svy.ymax
gy.ymin -> svy.ymin
Related note:
There are some pointer variables that are heads of chains that were not
moved from 'g?' to 'sv?', because they are not actually written to the
savefile directly, but the objects/monst/trap/lightsource/timer in the
chains they point to are. That can be changed, if desired.
Examples: gi.invent, gm.migrating_objs, gb.billobjs, gm.migrating_mons,
gf.ftrap, gl.light_base, gt.timer_base
1286 lines
42 KiB
C
1286 lines
42 KiB
C
/* NetHack 3.7 u_init.c $NHDT-Date: 1711165379 2024/03/23 03:42:59 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.106 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Robert Patrick Rankin, 2017. */
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/* NetHack may be freely redistributed. See license for details. */
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#include "hack.h"
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struct trobj {
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short trotyp;
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schar trspe;
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char trclass;
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Bitfield(trquan, 6);
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Bitfield(trbless, 2);
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};
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staticfn struct obj *ini_inv_mkobj_filter(int, boolean);
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staticfn short ini_inv_obj_substitution(struct trobj *,
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struct obj *) NONNULLPTRS;
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staticfn void ini_inv_adjust_obj(struct trobj *,
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struct obj *) NONNULLPTRS;
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staticfn void ini_inv_use_obj(struct obj *) NONNULLARG1;
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staticfn void ini_inv(struct trobj *) NONNULLARG1;
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staticfn void knows_object(int);
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staticfn void knows_class(char);
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staticfn void u_init_role(void);
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staticfn void u_init_race(void);
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staticfn void u_init_carry_attr_boost(void);
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staticfn boolean restricted_spell_discipline(int);
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#define UNDEF_TYP 0
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#define UNDEF_SPE '\177'
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#define UNDEF_BLESS 2
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/*
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* Initial inventory for the various roles.
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*/
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static struct trobj Archeologist[] = {
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/* if adventure has a name... idea from tan@uvm-gen */
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{ BULLWHIP, 2, WEAPON_CLASS, 1, UNDEF_BLESS },
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{ LEATHER_JACKET, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
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{ FEDORA, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
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{ FOOD_RATION, 0, FOOD_CLASS, 3, 0 },
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{ PICK_AXE, UNDEF_SPE, TOOL_CLASS, 1, UNDEF_BLESS },
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{ TINNING_KIT, UNDEF_SPE, TOOL_CLASS, 1, UNDEF_BLESS },
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{ TOUCHSTONE, 0, GEM_CLASS, 1, 0 },
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{ SACK, 0, TOOL_CLASS, 1, 0 },
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{ 0, 0, 0, 0, 0 }
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};
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static struct trobj Barbarian[] = {
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#define B_MAJOR 0 /* two-handed sword or battle-axe */
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#define B_MINOR 1 /* matched with axe or short sword */
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{ TWO_HANDED_SWORD, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
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{ AXE, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
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{ RING_MAIL, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
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{ FOOD_RATION, 0, FOOD_CLASS, 1, 0 },
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{ 0, 0, 0, 0, 0 }
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};
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static struct trobj Cave_man[] = {
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#define C_AMMO 2
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{ CLUB, 1, WEAPON_CLASS, 1, UNDEF_BLESS },
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{ SLING, 2, WEAPON_CLASS, 1, UNDEF_BLESS },
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{ FLINT, 0, GEM_CLASS, 15, UNDEF_BLESS }, /* quan is variable */
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{ ROCK, 0, GEM_CLASS, 3, 0 }, /* yields 18..33 */
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{ LEATHER_ARMOR, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
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{ 0, 0, 0, 0, 0 }
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};
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static struct trobj Healer[] = {
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{ SCALPEL, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
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{ LEATHER_GLOVES, 1, ARMOR_CLASS, 1, UNDEF_BLESS },
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{ STETHOSCOPE, 0, TOOL_CLASS, 1, 0 },
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{ POT_HEALING, 0, POTION_CLASS, 4, UNDEF_BLESS },
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{ POT_EXTRA_HEALING, 0, POTION_CLASS, 4, UNDEF_BLESS },
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{ WAN_SLEEP, UNDEF_SPE, WAND_CLASS, 1, UNDEF_BLESS },
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/* always blessed, so it's guaranteed readable */
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{ SPE_HEALING, 0, SPBOOK_CLASS, 1, 1 },
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{ SPE_EXTRA_HEALING, 0, SPBOOK_CLASS, 1, 1 },
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{ SPE_STONE_TO_FLESH, 0, SPBOOK_CLASS, 1, 1 },
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{ APPLE, 0, FOOD_CLASS, 5, 0 },
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{ 0, 0, 0, 0, 0 }
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};
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static struct trobj Knight[] = {
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{ LONG_SWORD, 1, WEAPON_CLASS, 1, UNDEF_BLESS },
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{ LANCE, 1, WEAPON_CLASS, 1, UNDEF_BLESS },
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{ RING_MAIL, 1, ARMOR_CLASS, 1, UNDEF_BLESS },
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{ HELMET, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
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{ SMALL_SHIELD, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
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{ LEATHER_GLOVES, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
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{ APPLE, 0, FOOD_CLASS, 10, 0 },
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{ CARROT, 0, FOOD_CLASS, 10, 0 },
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{ 0, 0, 0, 0, 0 }
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};
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static struct trobj Monk[] = {
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#define M_BOOK 2
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{ LEATHER_GLOVES, 2, ARMOR_CLASS, 1, UNDEF_BLESS },
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{ ROBE, 1, ARMOR_CLASS, 1, UNDEF_BLESS },
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{ UNDEF_TYP, UNDEF_SPE, SPBOOK_CLASS, 1, 1 },
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{ UNDEF_TYP, UNDEF_SPE, SCROLL_CLASS, 1, UNDEF_BLESS },
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{ POT_HEALING, 0, POTION_CLASS, 3, UNDEF_BLESS },
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{ FOOD_RATION, 0, FOOD_CLASS, 3, 0 },
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{ APPLE, 0, FOOD_CLASS, 5, UNDEF_BLESS },
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{ ORANGE, 0, FOOD_CLASS, 5, UNDEF_BLESS },
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/* Yes, we know fortune cookies aren't really from China. They were
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* invented by George Jung in Los Angeles, California, USA in 1916.
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*/
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{ FORTUNE_COOKIE, 0, FOOD_CLASS, 3, UNDEF_BLESS },
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{ 0, 0, 0, 0, 0 }
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};
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static struct trobj Priest[] = {
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{ MACE, 1, WEAPON_CLASS, 1, 1 },
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{ ROBE, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
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{ SMALL_SHIELD, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
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{ POT_WATER, 0, POTION_CLASS, 4, 1 }, /* holy water */
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{ CLOVE_OF_GARLIC, 0, FOOD_CLASS, 1, 0 },
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{ SPRIG_OF_WOLFSBANE, 0, FOOD_CLASS, 1, 0 },
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{ UNDEF_TYP, UNDEF_SPE, SPBOOK_CLASS, 2, UNDEF_BLESS },
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{ 0, 0, 0, 0, 0 }
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};
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static struct trobj Ranger[] = {
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#define RAN_BOW 1
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#define RAN_TWO_ARROWS 2
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#define RAN_ZERO_ARROWS 3
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{ DAGGER, 1, WEAPON_CLASS, 1, UNDEF_BLESS },
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{ BOW, 1, WEAPON_CLASS, 1, UNDEF_BLESS },
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{ ARROW, 2, WEAPON_CLASS, 50, UNDEF_BLESS },
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{ ARROW, 0, WEAPON_CLASS, 30, UNDEF_BLESS },
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{ CLOAK_OF_DISPLACEMENT, 2, ARMOR_CLASS, 1, UNDEF_BLESS },
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{ CRAM_RATION, 0, FOOD_CLASS, 4, 0 },
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{ 0, 0, 0, 0, 0 }
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};
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static struct trobj Rogue[] = {
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#define R_DAGGERS 1
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{ SHORT_SWORD, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
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{ DAGGER, 0, WEAPON_CLASS, 10, 0 }, /* quan is variable */
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{ LEATHER_ARMOR, 1, ARMOR_CLASS, 1, UNDEF_BLESS },
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{ POT_SICKNESS, 0, POTION_CLASS, 1, 0 },
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{ LOCK_PICK, 0, TOOL_CLASS, 1, 0 },
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{ SACK, 0, TOOL_CLASS, 1, 0 },
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{ 0, 0, 0, 0, 0 }
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};
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static struct trobj Samurai[] = {
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#define S_ARROWS 3
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{ KATANA, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
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{ SHORT_SWORD, 0, WEAPON_CLASS, 1, UNDEF_BLESS }, /* wakizashi */
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{ YUMI, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
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{ YA, 0, WEAPON_CLASS, 25, UNDEF_BLESS }, /* variable quan */
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{ SPLINT_MAIL, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
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{ 0, 0, 0, 0, 0 }
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};
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static struct trobj Tourist[] = {
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#define T_DARTS 0
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{ DART, 2, WEAPON_CLASS, 25, UNDEF_BLESS }, /* quan is variable */
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{ UNDEF_TYP, UNDEF_SPE, FOOD_CLASS, 10, 0 },
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{ POT_EXTRA_HEALING, 0, POTION_CLASS, 2, UNDEF_BLESS },
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{ SCR_MAGIC_MAPPING, 0, SCROLL_CLASS, 4, UNDEF_BLESS },
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{ HAWAIIAN_SHIRT, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
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{ EXPENSIVE_CAMERA, UNDEF_SPE, TOOL_CLASS, 1, 0 },
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{ CREDIT_CARD, 0, TOOL_CLASS, 1, 0 },
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{ 0, 0, 0, 0, 0 }
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};
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static struct trobj Valkyrie[] = {
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{ SPEAR, 1, WEAPON_CLASS, 1, UNDEF_BLESS },
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{ DAGGER, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
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{ SMALL_SHIELD, 3, ARMOR_CLASS, 1, UNDEF_BLESS },
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{ FOOD_RATION, 0, FOOD_CLASS, 1, 0 },
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{ 0, 0, 0, 0, 0 }
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};
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static struct trobj Wizard[] = {
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{ QUARTERSTAFF, 1, WEAPON_CLASS, 1, 1 },
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{ CLOAK_OF_MAGIC_RESISTANCE, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
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{ UNDEF_TYP, UNDEF_SPE, WAND_CLASS, 1, UNDEF_BLESS },
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{ UNDEF_TYP, UNDEF_SPE, RING_CLASS, 2, UNDEF_BLESS },
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{ UNDEF_TYP, UNDEF_SPE, POTION_CLASS, 3, UNDEF_BLESS },
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{ UNDEF_TYP, UNDEF_SPE, SCROLL_CLASS, 3, UNDEF_BLESS },
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{ SPE_FORCE_BOLT, 0, SPBOOK_CLASS, 1, 1 },
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{ UNDEF_TYP, UNDEF_SPE, SPBOOK_CLASS, 1, UNDEF_BLESS },
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{ MAGIC_MARKER, 19, TOOL_CLASS, 1, 0 }, /* actually spe = 18 + d4 */
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{ 0, 0, 0, 0, 0 }
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};
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/*
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* Optional extra inventory items.
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*/
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static struct trobj Tinopener[] = { { TIN_OPENER, 0, TOOL_CLASS, 1, 0 },
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{ 0, 0, 0, 0, 0 } };
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static struct trobj Magicmarker[] = { { MAGIC_MARKER, 19, TOOL_CLASS, 1, 0 },
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{ 0, 0, 0, 0, 0 } };
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static struct trobj Lamp[] = { { OIL_LAMP, 1, TOOL_CLASS, 1, 0 },
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{ 0, 0, 0, 0, 0 } };
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static struct trobj Blindfold[] = { { BLINDFOLD, 0, TOOL_CLASS, 1, 0 },
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{ 0, 0, 0, 0, 0 } };
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static struct trobj Instrument[] = { { WOODEN_FLUTE, 0, TOOL_CLASS, 1, 0 },
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{ 0, 0, 0, 0, 0 } };
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static struct trobj Xtra_food[] = { { UNDEF_TYP, UNDEF_SPE, FOOD_CLASS, 2, 0 },
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{ 0, 0, 0, 0, 0 } };
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static struct trobj Leash[] = { { LEASH, 0, TOOL_CLASS, 1, 0 },
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{ 0, 0, 0, 0, 0 } };
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static struct trobj Towel[] = { { TOWEL, 0, TOOL_CLASS, 1, 0 },
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{ 0, 0, 0, 0, 0 } };
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static struct trobj Wishing[] = { { WAN_WISHING, 3, WAND_CLASS, 1, 0 },
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{ 0, 0, 0, 0, 0 } };
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static struct trobj Money[] = { { GOLD_PIECE, 0, COIN_CLASS, 1, 0 },
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{ 0, 0, 0, 0, 0 } };
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/* race-based substitutions for initial inventory;
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the weaker cloak for elven rangers is intentional--they shoot better */
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static struct inv_sub {
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short race_pm, item_otyp, subs_otyp;
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} inv_subs[] = {
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{ PM_ELF, DAGGER, ELVEN_DAGGER },
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{ PM_ELF, SPEAR, ELVEN_SPEAR },
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{ PM_ELF, SHORT_SWORD, ELVEN_SHORT_SWORD },
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{ PM_ELF, BOW, ELVEN_BOW },
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{ PM_ELF, ARROW, ELVEN_ARROW },
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{ PM_ELF, HELMET, ELVEN_LEATHER_HELM },
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/* { PM_ELF, SMALL_SHIELD, ELVEN_SHIELD }, */
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{ PM_ELF, CLOAK_OF_DISPLACEMENT, ELVEN_CLOAK },
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{ PM_ELF, CRAM_RATION, LEMBAS_WAFER },
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{ PM_ORC, DAGGER, ORCISH_DAGGER },
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{ PM_ORC, SPEAR, ORCISH_SPEAR },
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{ PM_ORC, SHORT_SWORD, ORCISH_SHORT_SWORD },
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{ PM_ORC, BOW, ORCISH_BOW },
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{ PM_ORC, ARROW, ORCISH_ARROW },
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{ PM_ORC, HELMET, ORCISH_HELM },
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{ PM_ORC, SMALL_SHIELD, ORCISH_SHIELD },
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{ PM_ORC, RING_MAIL, ORCISH_RING_MAIL },
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{ PM_ORC, CHAIN_MAIL, ORCISH_CHAIN_MAIL },
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{ PM_ORC, CRAM_RATION, TRIPE_RATION },
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{ PM_ORC, LEMBAS_WAFER, TRIPE_RATION },
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{ PM_DWARF, SPEAR, DWARVISH_SPEAR },
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{ PM_DWARF, SHORT_SWORD, DWARVISH_SHORT_SWORD },
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{ PM_DWARF, HELMET, DWARVISH_IRON_HELM },
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/* { PM_DWARF, SMALL_SHIELD, DWARVISH_ROUNDSHIELD }, */
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/* { PM_DWARF, PICK_AXE, DWARVISH_MATTOCK }, */
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{ PM_DWARF, LEMBAS_WAFER, CRAM_RATION },
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{ PM_GNOME, BOW, CROSSBOW },
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{ PM_GNOME, ARROW, CROSSBOW_BOLT },
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{ NON_PM, STRANGE_OBJECT, STRANGE_OBJECT }
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};
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static const struct def_skill Skill_A[] = {
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{ P_DAGGER, P_BASIC },
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{ P_KNIFE, P_BASIC },
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{ P_PICK_AXE, P_EXPERT },
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{ P_SHORT_SWORD, P_BASIC },
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{ P_SABER, P_EXPERT },
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{ P_CLUB, P_SKILLED },
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{ P_QUARTERSTAFF, P_SKILLED },
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{ P_SLING, P_SKILLED },
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{ P_DART, P_BASIC },
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{ P_BOOMERANG, P_EXPERT },
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{ P_WHIP, P_EXPERT },
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{ P_UNICORN_HORN, P_SKILLED },
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{ P_ATTACK_SPELL, P_BASIC },
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{ P_HEALING_SPELL, P_BASIC },
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{ P_DIVINATION_SPELL, P_EXPERT },
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{ P_MATTER_SPELL, P_BASIC },
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{ P_RIDING, P_BASIC },
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{ P_TWO_WEAPON_COMBAT, P_BASIC },
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{ P_BARE_HANDED_COMBAT, P_EXPERT },
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{ P_NONE, 0 }
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};
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static const struct def_skill Skill_B[] = {
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{ P_DAGGER, P_BASIC },
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{ P_AXE, P_EXPERT },
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{ P_PICK_AXE, P_SKILLED },
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{ P_SHORT_SWORD, P_EXPERT },
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{ P_BROAD_SWORD, P_SKILLED },
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{ P_LONG_SWORD, P_SKILLED },
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{ P_TWO_HANDED_SWORD, P_EXPERT },
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{ P_SABER, P_SKILLED },
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{ P_CLUB, P_SKILLED },
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{ P_MACE, P_SKILLED },
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{ P_MORNING_STAR, P_SKILLED },
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{ P_FLAIL, P_BASIC },
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{ P_HAMMER, P_EXPERT },
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{ P_QUARTERSTAFF, P_BASIC },
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{ P_SPEAR, P_SKILLED },
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{ P_TRIDENT, P_SKILLED },
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{ P_BOW, P_BASIC },
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{ P_ATTACK_SPELL, P_BASIC },
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{ P_ESCAPE_SPELL, P_BASIC }, /* special spell is haste self */
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{ P_RIDING, P_BASIC },
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{ P_TWO_WEAPON_COMBAT, P_BASIC },
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{ P_BARE_HANDED_COMBAT, P_MASTER },
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{ P_NONE, 0 }
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};
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static const struct def_skill Skill_C[] = {
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{ P_DAGGER, P_BASIC },
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{ P_KNIFE, P_SKILLED },
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{ P_AXE, P_SKILLED },
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{ P_PICK_AXE, P_BASIC },
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{ P_CLUB, P_EXPERT },
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{ P_MACE, P_EXPERT },
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{ P_MORNING_STAR, P_BASIC },
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{ P_FLAIL, P_SKILLED },
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{ P_HAMMER, P_SKILLED },
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{ P_QUARTERSTAFF, P_EXPERT },
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{ P_POLEARMS, P_SKILLED },
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{ P_SPEAR, P_EXPERT },
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{ P_TRIDENT, P_SKILLED },
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{ P_BOW, P_SKILLED },
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{ P_SLING, P_EXPERT },
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{ P_ATTACK_SPELL, P_BASIC },
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{ P_MATTER_SPELL, P_SKILLED },
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{ P_BOOMERANG, P_EXPERT },
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{ P_UNICORN_HORN, P_BASIC },
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{ P_BARE_HANDED_COMBAT, P_MASTER },
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{ P_NONE, 0 }
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};
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static const struct def_skill Skill_H[] = {
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{ P_DAGGER, P_SKILLED },
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{ P_KNIFE, P_EXPERT },
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{ P_SHORT_SWORD, P_SKILLED },
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{ P_SABER, P_BASIC },
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{ P_CLUB, P_SKILLED },
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{ P_MACE, P_BASIC },
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{ P_QUARTERSTAFF, P_EXPERT },
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{ P_POLEARMS, P_BASIC },
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{ P_SPEAR, P_BASIC },
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{ P_TRIDENT, P_BASIC },
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{ P_SLING, P_SKILLED },
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{ P_DART, P_EXPERT },
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{ P_SHURIKEN, P_SKILLED },
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{ P_UNICORN_HORN, P_EXPERT },
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{ P_HEALING_SPELL, P_EXPERT },
|
|
{ P_BARE_HANDED_COMBAT, P_BASIC },
|
|
{ P_NONE, 0 }
|
|
};
|
|
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_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 }
|
|
};
|
|
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 }
|
|
};
|
|
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 }
|
|
};
|
|
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_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 }
|
|
};
|
|
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 }
|
|
};
|
|
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_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_BASIC },
|
|
{ P_DIVINATION_SPELL, P_BASIC }, /* special spell is clairvoyance */
|
|
{ P_CLERIC_SPELL, P_SKILLED },
|
|
{ P_RIDING, P_SKILLED },
|
|
{ P_TWO_WEAPON_COMBAT, P_EXPERT },
|
|
{ P_MARTIAL_ARTS, P_MASTER },
|
|
{ P_NONE, 0 }
|
|
};
|
|
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_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 }
|
|
};
|
|
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_SABER, P_BASIC },
|
|
{ P_HAMMER, P_EXPERT },
|
|
{ P_QUARTERSTAFF, P_BASIC },
|
|
{ P_POLEARMS, P_SKILLED },
|
|
{ P_SPEAR, P_EXPERT },
|
|
{ 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 }
|
|
};
|
|
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 }
|
|
};
|
|
|
|
staticfn void
|
|
knows_object(int obj)
|
|
{
|
|
discover_object(obj, TRUE, FALSE);
|
|
objects[obj].oc_pre_discovered = 1; /* not a "discovery" */
|
|
}
|
|
|
|
/* Know ordinary (non-magical) objects of a certain class,
|
|
like all gems except the loadstone and luckstone. */
|
|
staticfn void
|
|
knows_class(char sym)
|
|
{
|
|
struct obj odummy, *o;
|
|
int ct;
|
|
|
|
odummy = cg.zeroobj;
|
|
odummy.oclass = sym;
|
|
o = &odummy; /* for use in various obj.h macros */
|
|
|
|
/*
|
|
* Note: the exceptions here can be bypassed if necessary by
|
|
* calling knows_object() directly. So an elven ranger,
|
|
* for example, knows all elven weapons despite the bow,
|
|
* arrow, and spear limitation below.
|
|
*/
|
|
|
|
for (ct = svb.bases[(uchar) sym]; ct < svb.bases[(uchar) sym + 1]; ct++) {
|
|
/* not flagged as magic but shouldn't be pre-discovered */
|
|
if (ct == CORNUTHAUM || ct == DUNCE_CAP)
|
|
continue;
|
|
if (sym == WEAPON_CLASS) {
|
|
odummy.otyp = ct; /* update 'o' */
|
|
/* arbitrary: only knights and samurai recognize polearms */
|
|
if ((!Role_if(PM_KNIGHT) && !Role_if(PM_SAMURAI)) && is_pole(o))
|
|
continue;
|
|
/* rangers know all launchers (bows, &c), ammo (arrows, &c),
|
|
and spears regardless of race/species, but not other weapons */
|
|
if (Role_if(PM_RANGER)
|
|
&& (!is_launcher(o) && !is_ammo(o) && !is_spear(o)))
|
|
continue;
|
|
/* rogues know daggers, regardless of racial variations */
|
|
if (Role_if(PM_ROGUE) && (objects[o->otyp].oc_skill != P_DAGGER))
|
|
continue;
|
|
}
|
|
|
|
if (objects[ct].oc_class == sym && !objects[ct].oc_magic)
|
|
knows_object(ct);
|
|
}
|
|
}
|
|
|
|
/* role-specific initializations */
|
|
staticfn void
|
|
u_init_role(void)
|
|
{
|
|
int i;
|
|
|
|
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
|
|
*/
|
|
case PM_ARCHEOLOGIST:
|
|
ini_inv(Archeologist);
|
|
if (!rn2(10))
|
|
ini_inv(Tinopener);
|
|
else if (!rn2(4))
|
|
ini_inv(Lamp);
|
|
else if (!rn2(5))
|
|
ini_inv(Magicmarker);
|
|
knows_object(SACK);
|
|
knows_object(TOUCHSTONE);
|
|
skill_init(Skill_A);
|
|
break;
|
|
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); /* excluding polearms */
|
|
knows_class(ARMOR_CLASS);
|
|
skill_init(Skill_B);
|
|
break;
|
|
case PM_CAVE_DWELLER:
|
|
Cave_man[C_AMMO].trquan = rn1(11, 10); /* 10..20 */
|
|
ini_inv(Cave_man);
|
|
skill_init(Skill_C);
|
|
break;
|
|
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;
|
|
case PM_KNIGHT:
|
|
ini_inv(Knight);
|
|
knows_class(WEAPON_CLASS); /* all weapons */
|
|
knows_class(ARMOR_CLASS);
|
|
/* give knights chess-like mobility--idea from wooledge@..cwru.edu */
|
|
HJumping |= FROMOUTSIDE;
|
|
skill_init(Skill_K);
|
|
break;
|
|
case PM_MONK: {
|
|
static short M_spell[] = {
|
|
SPE_HEALING, SPE_PROTECTION, SPE_CONFUSE_MONSTER
|
|
};
|
|
|
|
Monk[M_BOOK].trotyp = M_spell[rn2(90) / 30]; /* [0..2] */
|
|
ini_inv(Monk);
|
|
if (!rn2(4))
|
|
ini_inv(Magicmarker);
|
|
else if (!rn2(10))
|
|
ini_inv(Lamp);
|
|
knows_class(ARMOR_CLASS);
|
|
/* sufficiently martial-arts oriented item to ignore language issue */
|
|
knows_object(SHURIKEN);
|
|
skill_init(Skill_Mon);
|
|
break;
|
|
}
|
|
case PM_CLERIC: /* priest/priestess */
|
|
ini_inv(Priest);
|
|
if (!rn2(5))
|
|
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;
|
|
case PM_RANGER:
|
|
Ranger[RAN_TWO_ARROWS].trquan = rn1(10, 50);
|
|
Ranger[RAN_ZERO_ARROWS].trquan = rn1(10, 30);
|
|
ini_inv(Ranger);
|
|
knows_class(WEAPON_CLASS); /* bows, arrows, spears only */
|
|
skill_init(Skill_Ran);
|
|
break;
|
|
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);
|
|
knows_class(WEAPON_CLASS); /* daggers only */
|
|
skill_init(Skill_R);
|
|
break;
|
|
case PM_SAMURAI:
|
|
Samurai[S_ARROWS].trquan = rn1(20, 26);
|
|
ini_inv(Samurai);
|
|
if (!rn2(5))
|
|
ini_inv(Blindfold);
|
|
knows_class(WEAPON_CLASS); /* all weapons */
|
|
knows_class(ARMOR_CLASS);
|
|
/* in order to assist non-Japanese speakers, pre-discover items
|
|
that switch to Japanese names when playing as a Samurai */
|
|
for (i = MAXOCLASSES; i < NUM_OBJECTS; ++i) {
|
|
if (objects[i].oc_magic) /* skip "magic koto" */
|
|
continue;
|
|
if (Japanese_item_name(i, (const char *) 0))
|
|
knows_object(i);
|
|
}
|
|
skill_init(Skill_S);
|
|
break;
|
|
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(20))
|
|
ini_inv(Magicmarker);
|
|
skill_init(Skill_T);
|
|
break;
|
|
case PM_VALKYRIE:
|
|
ini_inv(Valkyrie);
|
|
if (!rn2(6))
|
|
ini_inv(Lamp);
|
|
knows_class(WEAPON_CLASS); /* excludes polearms */
|
|
knows_class(ARMOR_CLASS);
|
|
skill_init(Skill_V);
|
|
break;
|
|
case PM_WIZARD:
|
|
ini_inv(Wizard);
|
|
if (!rn2(5))
|
|
ini_inv(Blindfold);
|
|
skill_init(Skill_W);
|
|
break;
|
|
|
|
default: /* impossible */
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* race-specific initializations */
|
|
staticfn void
|
|
u_init_race(void)
|
|
{
|
|
switch (Race_switch) {
|
|
case PM_HUMAN:
|
|
/* Nothing special */
|
|
break;
|
|
|
|
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_CLERIC) || Role_if(PM_WIZARD)) {
|
|
static int trotyp[] = { WOODEN_FLUTE, TOOLED_HORN, WOODEN_HARP,
|
|
BELL, BUGLE, LEATHER_DRUM };
|
|
Instrument[0].trotyp = ROLL_FROM(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;
|
|
|
|
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;
|
|
|
|
case PM_GNOME:
|
|
break;
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
/* boost STR and CON until hero can carry inventory */
|
|
staticfn void
|
|
u_init_carry_attr_boost(void)
|
|
{
|
|
/* 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;
|
|
}
|
|
}
|
|
|
|
void
|
|
u_init(void)
|
|
{
|
|
int i;
|
|
struct u_roleplay tmpuroleplay = u.uroleplay; /* set by rcfile options */
|
|
|
|
flags.female = flags.initgend;
|
|
flags.beginner = TRUE;
|
|
|
|
/* 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 = FALSE; /* bypass set_twoweap() */
|
|
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 = UTOTYPE_NONE;
|
|
#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 = gu.urole.mnum;
|
|
u.ulycn = NON_PM;
|
|
set_uasmon();
|
|
|
|
u.ulevel = 0; /* set up some of the initial attributes */
|
|
u.uhp = u.uhpmax = u.uhppeak = newhp();
|
|
u.uen = u.uenmax = u.uenpeak = newpw();
|
|
u.uspellprot = 0;
|
|
adjabil(0, 1);
|
|
u.ulevel = u.ulevelmax = 1;
|
|
|
|
init_uhunger();
|
|
for (i = 0; i <= MAXSPELL; i++)
|
|
svs.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;
|
|
u.unblind_telepat_range = -1;
|
|
|
|
/* OPTIONS:blind results in permanent blindness (unless overridden
|
|
by the Eyes of the Overworld, which will clear 'u.uroleplay.blind'
|
|
to void the conduct, but will leave the PermaBlind bit set so that
|
|
blindness resumes when the Eyes are removed). */
|
|
if (u.uroleplay.blind)
|
|
HBlinded |= FROMOUTSIDE; /* set PermaBlind */
|
|
|
|
u_init_role();
|
|
u_init_race();
|
|
|
|
/* roughly based on distribution in human population */
|
|
u.uhandedness = rn2(10) ? RIGHT_HANDED : LEFT_HANDED;
|
|
|
|
if (discover)
|
|
ini_inv(Wishing);
|
|
|
|
if (wizard)
|
|
read_wizkit();
|
|
|
|
if (u.umoney0)
|
|
ini_inv(Money);
|
|
u.umoney0 += hidden_gold(TRUE); /* in case sack has gold in it */
|
|
|
|
find_ac(); /* get initial ac value */
|
|
init_attr(75); /* init attribute values */
|
|
vary_init_attr(); /* minor variation to attrs */
|
|
u_init_carry_attr_boost();
|
|
max_rank_sz(); /* set max str size for class ranks */
|
|
|
|
/* If we have at least one spell, force starting Pw to be enough,
|
|
so hero can cast the level 1 spell they should have */
|
|
if (num_spells() && (u.uenmax < SPELL_LEV_PW(1)))
|
|
u.uen = u.uenmax = u.uenpeak = u.ueninc[u.ulevel] = SPELL_LEV_PW(1);
|
|
|
|
return;
|
|
}
|
|
|
|
/* skills aren't initialized, so we use the role-specific skill lists */
|
|
staticfn boolean
|
|
restricted_spell_discipline(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_CAVE_DWELLER:
|
|
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_CLERIC:
|
|
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;
|
|
}
|
|
|
|
/* create random object of certain class, filtering out too powerful items */
|
|
staticfn struct obj *
|
|
ini_inv_mkobj_filter(int oclass, boolean got_level1_spellbook)
|
|
{
|
|
struct obj *obj;
|
|
int otyp, trycnt = 0;
|
|
|
|
/*
|
|
* 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(oclass, FALSE);
|
|
otyp = obj->otyp;
|
|
|
|
while (otyp == WAN_WISHING || otyp == gn.nocreate
|
|
|| otyp == gn.nocreate2 || otyp == gn.nocreate3
|
|
|| otyp == gn.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
|
|
/* orcs start with poison resistance */
|
|
|| (otyp == RIN_POISON_RESISTANCE && Race_if(PM_ORC))
|
|
/* 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 > (got_level1_spellbook ? 3 : 1)
|
|
|| restricted_spell_discipline(otyp)))
|
|
|| otyp == SPE_NOVEL) {
|
|
dealloc_obj(obj);
|
|
if (++trycnt > 1000) {
|
|
/* This lonely pancake's potential will never be realized.
|
|
* It will exist only as a thought, of something that could have
|
|
* been, but never will be. It will never experience maple syrup
|
|
* oozing into its nooks, or see the delightful expression on
|
|
* someone's face as they are about to let it dance across their
|
|
* taste buds. */
|
|
obj = mksobj(PANCAKE, TRUE, FALSE);
|
|
break;
|
|
}
|
|
obj = mkobj(oclass, FALSE);
|
|
otyp = obj->otyp;
|
|
}
|
|
return obj;
|
|
}
|
|
|
|
/* substitute object with something else based on race.
|
|
only changes otyp, and returns it. */
|
|
staticfn short
|
|
ini_inv_obj_substitution(struct trobj *trop, struct obj *obj)
|
|
{
|
|
if (gu.urace.mnum != PM_HUMAN) {
|
|
int i;
|
|
|
|
/* substitute race-specific items; this used to be in
|
|
the 'if (otyp != UNDEF_TYP) { }' block above, but then
|
|
substitutions didn't occur for randomly generated items
|
|
(particularly food) which have racial substitutes */
|
|
for (i = 0; inv_subs[i].race_pm != NON_PM; ++i)
|
|
if (inv_subs[i].race_pm == gu.urace.mnum
|
|
&& obj->otyp == inv_subs[i].item_otyp) {
|
|
debugpline3("ini_inv: substituting %s for %s%s",
|
|
OBJ_NAME(objects[inv_subs[i].subs_otyp]),
|
|
(trop->trotyp == UNDEF_TYP) ? "random " : "",
|
|
OBJ_NAME(objects[obj->otyp]));
|
|
obj->otyp = inv_subs[i].subs_otyp;
|
|
break;
|
|
}
|
|
}
|
|
return obj->otyp;
|
|
}
|
|
|
|
staticfn void
|
|
ini_inv_adjust_obj(struct trobj *trop, struct obj *obj)
|
|
{
|
|
if (trop->trclass == COIN_CLASS) {
|
|
/* no "blessed" or "identified" money */
|
|
obj->quan = u.umoney0;
|
|
} else {
|
|
if (objects[obj->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->trotyp == MAGIC_MARKER && obj->spe < 96)
|
|
obj->spe += rn2(4);
|
|
} else {
|
|
/* Don't start with +0 or negative rings */
|
|
if (objects[obj->otyp].oc_class == RING_CLASS
|
|
&& objects[obj->otyp].oc_charged && obj->spe <= 0)
|
|
obj->spe = rne(3);
|
|
}
|
|
if (trop->trbless != UNDEF_BLESS)
|
|
obj->blessed = trop->trbless;
|
|
|
|
}
|
|
/* defined after setting otyp+quan + blessedness */
|
|
obj->owt = weight(obj);
|
|
}
|
|
|
|
/* initial inventory: wear, wield, learn the spell/obj */
|
|
staticfn void
|
|
ini_inv_use_obj(struct obj *obj)
|
|
{
|
|
/* Make the type known if necessary */
|
|
if (OBJ_DESCR(objects[obj->otyp]) && obj->known)
|
|
discover_object(obj->otyp, TRUE, FALSE);
|
|
if (obj->otyp == OIL_LAMP)
|
|
discover_object(POT_OIL, TRUE, FALSE);
|
|
|
|
if (obj->oclass == ARMOR_CLASS) {
|
|
if (is_shield(obj) && !uarms && !(uwep && bimanual(uwep))) {
|
|
setworn(obj, W_ARMS);
|
|
/* Prior to 3.6.2 this used to unset uswapwep if it was set,
|
|
but wearing a shield doesn't prevent having an alternate
|
|
weapon ready to swap with the primary; just make sure we
|
|
aren't two-weaponing (academic; no one starts that way) */
|
|
set_twoweap(FALSE); /* u.twoweap = FALSE */
|
|
} 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)
|
|
|| obj->otyp == TIN_OPENER
|
|
|| obj->otyp == FLINT || obj->otyp == ROCK) {
|
|
if (is_ammo(obj) || is_missile(obj)) {
|
|
if (!uquiver)
|
|
setuqwep(obj);
|
|
} else if (!uwep && (!uarms || !bimanual(obj))) {
|
|
setuwep(obj);
|
|
} else if (!uswapwep) {
|
|
setuswapwep(obj);
|
|
}
|
|
}
|
|
if (obj->oclass == SPBOOK_CLASS && obj->otyp != SPE_BLANK_PAPER)
|
|
initialspell(obj);
|
|
}
|
|
|
|
staticfn void
|
|
ini_inv(struct trobj *trop)
|
|
{
|
|
struct obj *obj;
|
|
int otyp;
|
|
boolean got_sp1 = FALSE; /* got a level 1 spellbook? */
|
|
|
|
while (trop->trclass) {
|
|
otyp = (int) trop->trotyp;
|
|
if (otyp != UNDEF_TYP) {
|
|
obj = mksobj(otyp, TRUE, FALSE);
|
|
} else { /* UNDEF_TYP */
|
|
obj = ini_inv_mkobj_filter(trop->trclass, got_sp1);
|
|
otyp = obj->otyp;
|
|
/* 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:
|
|
gn.nocreate = RIN_POLYMORPH_CONTROL;
|
|
break;
|
|
case RIN_POLYMORPH_CONTROL:
|
|
gn.nocreate = RIN_POLYMORPH;
|
|
gn.nocreate2 = SPE_POLYMORPH;
|
|
gn.nocreate3 = POT_POLYMORPH;
|
|
}
|
|
/* Don't have 2 of the same ring or spellbook */
|
|
if (obj->oclass == RING_CLASS || obj->oclass == SPBOOK_CLASS)
|
|
gn.nocreate4 = otyp;
|
|
}
|
|
/* Put post-creation object adjustments that don't depend on whether it
|
|
* was UNDEF_TYP or not after this. */
|
|
|
|
otyp = ini_inv_obj_substitution(trop, obj);
|
|
|
|
/* nudist gets no armor */
|
|
if (u.uroleplay.nudist && obj->oclass == ARMOR_CLASS) {
|
|
dealloc_obj(obj);
|
|
trop++;
|
|
continue;
|
|
}
|
|
|
|
ini_inv_adjust_obj(trop, obj);
|
|
obj = addinv(obj);
|
|
|
|
ini_inv_use_obj(obj);
|
|
|
|
/* First spellbook should be level 1 - did we get it? */
|
|
if (obj->oclass == SPBOOK_CLASS && objects[obj->otyp].oc_level == 1)
|
|
got_sp1 = TRUE;
|
|
|
|
if (--trop->trquan)
|
|
continue; /* make a similar object */
|
|
trop++;
|
|
}
|
|
}
|
|
|
|
#undef UNDEF_TYP
|
|
#undef UNDEF_SPE
|
|
#undef UNDEF_BLESS
|
|
#undef B_MAJOR
|
|
#undef B_MINOR
|
|
#undef C_AMMO
|
|
#undef M_BOOK
|
|
#undef RAN_BOW
|
|
#undef RAN_TWO_ARROWS
|
|
#undef RAN_ZERO_ARROWS
|
|
#undef R_DAGGERS
|
|
#undef S_ARROWS
|
|
#undef T_DARTS
|
|
|
|
/*u_init.c*/
|