<Someone> wrote: > Linux, Redhat 7.1 nethack 3.4.0 > >Please see attached patch file. > >I'm attempting to move more stuff into the "read-only" area, in >preparation for a port to another OS.
1063 lines
33 KiB
C
1063 lines
33 KiB
C
/* SCCS Id: @(#)u_init.c 3.4 2002/03/02 */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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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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STATIC_DCL void FDECL(ini_inv, (struct trobj *));
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STATIC_DCL void FDECL(knows_object,(int));
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STATIC_DCL void FDECL(knows_class,(CHAR_P));
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STATIC_DCL boolean FDECL(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, 9, 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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#ifdef TOURIST
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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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#endif
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static struct trobj Valkyrie[] = {
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{ LONG_SWORD, 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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#define W_MULTSTART 2
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#define W_MULTEND 6
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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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{ 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[] = {
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{ TIN_OPENER, 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 Magicmarker[] = {
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{ MAGIC_MARKER, UNDEF_SPE, TOOL_CLASS, 1, 0 },
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{ 0, 0, 0, 0, 0 }
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};
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static struct trobj Lamp[] = {
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{ OIL_LAMP, 1, TOOL_CLASS, 1, 0 },
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{ 0, 0, 0, 0, 0 }
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};
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static struct trobj Blindfold[] = {
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{ BLINDFOLD, 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 Instrument[] = {
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{ WOODEN_FLUTE, 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 Xtra_food[] = {
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{ UNDEF_TYP, UNDEF_SPE, FOOD_CLASS, 2, 0 },
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{ 0, 0, 0, 0, 0 }
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};
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#ifdef TOURIST
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static struct trobj Leash[] = {
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{ LEASH, 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 Towel[] = {
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{ TOWEL, 0, TOOL_CLASS, 1, 0 },
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{ 0, 0, 0, 0, 0 }
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};
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#endif /* TOURIST */
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static struct trobj Wishing[] = {
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{ WAN_WISHING, 3, WAND_CLASS, 1, 0 },
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{ 0, 0, 0, 0, 0 }
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};
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#ifdef GOLDOBJ
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static struct trobj Money[] = {
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{ GOLD_PIECE, 0 , COIN_CLASS, 1, 0 },
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{ 0, 0, 0, 0, 0 }
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};
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#endif
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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 { short race_pm, item_otyp, subs_otyp; } 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_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_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 }, { P_KNIFE, P_BASIC },
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{ P_PICK_AXE, P_EXPERT }, { P_SHORT_SWORD, P_BASIC },
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{ P_SCIMITAR, P_SKILLED }, { P_SABER, P_EXPERT },
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{ P_CLUB, P_SKILLED }, { P_QUARTERSTAFF, P_SKILLED },
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{ P_SLING, P_SKILLED }, { P_DART, P_BASIC },
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{ P_BOOMERANG, P_EXPERT }, { P_WHIP, P_EXPERT },
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{ P_UNICORN_HORN, P_SKILLED },
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{ P_ATTACK_SPELL, P_BASIC }, { P_HEALING_SPELL, P_BASIC },
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{ P_DIVINATION_SPELL, P_EXPERT}, { P_MATTER_SPELL, P_BASIC},
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#ifdef STEED
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{ P_RIDING, P_BASIC },
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#endif
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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 }, { P_AXE, P_EXPERT },
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{ P_PICK_AXE, P_EXPERT }, { P_SHORT_SWORD, P_BASIC },
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{ P_BROAD_SWORD, P_SKILLED }, { P_LONG_SWORD, P_SKILLED },
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{ P_TWO_HANDED_SWORD, P_EXPERT }, { P_SCIMITAR, P_SKILLED },
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{ P_SABER, P_BASIC }, { P_CLUB, P_SKILLED },
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{ P_MACE, P_SKILLED }, { P_MORNING_STAR, P_SKILLED },
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{ P_FLAIL, P_BASIC }, { P_HAMMER, P_EXPERT },
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{ P_QUARTERSTAFF, P_BASIC }, { P_SPEAR, P_SKILLED },
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{ P_TRIDENT, P_SKILLED }, { P_BOW, P_BASIC },
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{ P_ATTACK_SPELL, P_SKILLED },
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#ifdef STEED
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{ P_RIDING, P_BASIC },
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#endif
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{ P_TWO_WEAPON_COMBAT, P_BASIC },
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{ P_BARE_HANDED_COMBAT, P_GRAND_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 }, { P_KNIFE, P_SKILLED },
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{ P_AXE, P_SKILLED }, { P_PICK_AXE, P_BASIC },
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{ P_CLUB, P_EXPERT }, { P_MACE, P_EXPERT },
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{ P_MORNING_STAR, P_BASIC }, { P_FLAIL, P_SKILLED },
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{ P_HAMMER, P_SKILLED }, { P_QUARTERSTAFF, P_EXPERT },
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{ P_POLEARMS, P_SKILLED }, { P_SPEAR, P_EXPERT },
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{ P_JAVELIN, P_SKILLED }, { P_TRIDENT, P_SKILLED },
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{ P_BOW, P_SKILLED }, { P_SLING, P_EXPERT },
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{ P_ATTACK_SPELL, P_BASIC }, { P_MATTER_SPELL, P_SKILLED },
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{ P_BOOMERANG, P_EXPERT }, { P_UNICORN_HORN, P_BASIC },
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{ P_BARE_HANDED_COMBAT, P_GRAND_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 }, { P_KNIFE, P_EXPERT },
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{ P_SHORT_SWORD, P_SKILLED }, { P_SCIMITAR, P_BASIC },
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{ P_SABER, P_BASIC }, { P_CLUB, P_SKILLED },
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{ P_MACE, P_BASIC }, { P_QUARTERSTAFF, P_EXPERT },
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{ P_POLEARMS, P_BASIC }, { P_SPEAR, P_BASIC },
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{ P_JAVELIN, P_BASIC }, { P_TRIDENT, P_BASIC },
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{ P_SLING, P_SKILLED }, { P_DART, P_EXPERT },
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{ P_SHURIKEN, P_SKILLED }, { P_UNICORN_HORN, P_EXPERT },
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{ P_HEALING_SPELL, P_EXPERT },
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{ P_BARE_HANDED_COMBAT, P_BASIC },
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{ P_NONE, 0 }
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};
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static const struct def_skill Skill_K[] = {
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{ P_DAGGER, P_BASIC }, { P_KNIFE, P_BASIC },
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{ P_AXE, P_SKILLED }, { P_PICK_AXE, P_BASIC },
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{ P_SHORT_SWORD, P_SKILLED }, { P_BROAD_SWORD, P_SKILLED },
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{ P_LONG_SWORD, P_EXPERT }, { P_TWO_HANDED_SWORD, P_SKILLED },
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{ P_SCIMITAR, P_BASIC }, { P_SABER, P_SKILLED },
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{ P_CLUB, P_BASIC }, { P_MACE, P_SKILLED },
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{ P_MORNING_STAR, P_SKILLED }, { P_FLAIL, P_BASIC },
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{ P_HAMMER, P_BASIC }, { P_POLEARMS, P_SKILLED },
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{ P_SPEAR, P_SKILLED }, { P_JAVELIN, P_SKILLED },
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{ P_TRIDENT, P_BASIC }, { P_LANCE, P_EXPERT },
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{ P_BOW, P_BASIC }, { P_CROSSBOW, P_SKILLED },
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{ P_ATTACK_SPELL, P_SKILLED }, { P_HEALING_SPELL, P_SKILLED },
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{ P_CLERIC_SPELL, P_SKILLED },
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#ifdef STEED
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{ P_RIDING, P_EXPERT },
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#endif
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{ P_TWO_WEAPON_COMBAT, P_SKILLED },
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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_Mon[] = {
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{ P_QUARTERSTAFF, P_BASIC }, { P_SPEAR, P_BASIC },
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{ P_JAVELIN, P_BASIC }, { P_CROSSBOW, P_BASIC },
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{ P_SHURIKEN, P_BASIC },
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{ P_ATTACK_SPELL, P_BASIC }, { P_HEALING_SPELL, P_EXPERT },
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{ P_DIVINATION_SPELL, P_BASIC },{ P_ENCHANTMENT_SPELL, P_BASIC },
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{ P_CLERIC_SPELL, P_SKILLED }, { P_ESCAPE_SPELL, P_BASIC },
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{ P_MATTER_SPELL, P_BASIC },
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{ P_MARTIAL_ARTS, P_GRAND_MASTER },
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{ 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_JAVELIN, P_SKILLED }, { P_TRIDENT, P_SKILLED },
|
|
{ P_LANCE, P_BASIC }, { P_BOW, P_BASIC },
|
|
{ P_SLING, P_BASIC }, { P_CROSSBOW, P_BASIC },
|
|
{ P_DART, P_BASIC }, { P_SHURIKEN, P_BASIC },
|
|
{ P_BOOMERANG, P_BASIC }, { P_UNICORN_HORN, P_SKILLED },
|
|
{ P_HEALING_SPELL, P_EXPERT }, { P_DIVINATION_SPELL, P_EXPERT },
|
|
{ P_CLERIC_SPELL, P_EXPERT },
|
|
{ P_BARE_HANDED_COMBAT, P_BASIC },
|
|
{ P_NONE, 0 }
|
|
};
|
|
|
|
static const struct def_skill Skill_R[] = {
|
|
{ P_DAGGER, P_EXPERT }, { P_KNIFE, P_EXPERT },
|
|
{ P_SHORT_SWORD, P_EXPERT }, { P_BROAD_SWORD, P_SKILLED },
|
|
{ P_LONG_SWORD, P_SKILLED }, { P_TWO_HANDED_SWORD, P_BASIC },
|
|
{ P_SCIMITAR, P_SKILLED }, { P_SABER, P_SKILLED },
|
|
{ P_CLUB, P_SKILLED }, { P_MACE, P_SKILLED },
|
|
{ P_MORNING_STAR, P_BASIC }, { P_FLAIL, P_BASIC },
|
|
{ P_HAMMER, P_BASIC }, { P_POLEARMS, P_BASIC },
|
|
{ P_SPEAR, P_BASIC }, { P_CROSSBOW, P_EXPERT },
|
|
{ P_DART, P_EXPERT }, { P_SHURIKEN, P_SKILLED },
|
|
{ P_DIVINATION_SPELL, P_SKILLED }, { P_ESCAPE_SPELL, P_SKILLED },
|
|
{ P_MATTER_SPELL, P_SKILLED },
|
|
#ifdef STEED
|
|
{ P_RIDING, P_BASIC },
|
|
#endif
|
|
{ P_TWO_WEAPON_COMBAT, P_EXPERT },
|
|
{ P_BARE_HANDED_COMBAT, P_EXPERT },
|
|
{ P_NONE, 0 }
|
|
};
|
|
|
|
static const struct def_skill Skill_Ran[] = {
|
|
{ P_DAGGER, P_EXPERT }, { P_KNIFE, P_SKILLED },
|
|
{ P_AXE, P_SKILLED }, { P_PICK_AXE, P_BASIC },
|
|
{ P_SHORT_SWORD, P_BASIC }, { P_MORNING_STAR, P_BASIC },
|
|
{ P_FLAIL, P_SKILLED }, { P_HAMMER, P_BASIC },
|
|
{ P_QUARTERSTAFF, P_BASIC }, { P_POLEARMS, P_SKILLED },
|
|
{ P_SPEAR, P_SKILLED }, { P_JAVELIN, P_EXPERT },
|
|
{ P_TRIDENT, P_BASIC }, { P_BOW, P_EXPERT },
|
|
{ P_SLING, P_EXPERT }, { P_CROSSBOW, P_EXPERT },
|
|
{ P_DART, P_EXPERT }, { P_SHURIKEN, P_SKILLED },
|
|
{ P_BOOMERANG, P_EXPERT }, { P_WHIP, P_BASIC },
|
|
{ P_HEALING_SPELL, P_BASIC },
|
|
{ P_DIVINATION_SPELL, P_EXPERT },
|
|
{ P_ESCAPE_SPELL, P_BASIC },
|
|
#ifdef STEED
|
|
{ P_RIDING, P_BASIC },
|
|
#endif
|
|
{ P_BARE_HANDED_COMBAT, P_BASIC },
|
|
{ P_NONE, 0 }
|
|
};
|
|
|
|
static const struct def_skill Skill_S[] = {
|
|
{ P_DAGGER, P_BASIC }, { P_KNIFE, P_SKILLED },
|
|
{ P_SHORT_SWORD, P_EXPERT }, { P_BROAD_SWORD, P_SKILLED },
|
|
{ P_LONG_SWORD, P_EXPERT }, { P_TWO_HANDED_SWORD, P_EXPERT },
|
|
{ P_SCIMITAR, P_BASIC }, { P_SABER, P_BASIC },
|
|
{ P_FLAIL, P_SKILLED }, { P_QUARTERSTAFF, P_BASIC },
|
|
{ P_POLEARMS, P_SKILLED }, { P_SPEAR, P_BASIC },
|
|
{ P_JAVELIN, P_BASIC }, { P_LANCE, P_SKILLED },
|
|
{ P_BOW, P_EXPERT }, { P_SHURIKEN, P_EXPERT },
|
|
{ P_ATTACK_SPELL, P_SKILLED }, { P_CLERIC_SPELL, P_SKILLED },
|
|
#ifdef STEED
|
|
{ P_RIDING, P_SKILLED },
|
|
#endif
|
|
{ P_TWO_WEAPON_COMBAT, P_EXPERT },
|
|
{ P_MARTIAL_ARTS, P_GRAND_MASTER },
|
|
{ P_NONE, 0 }
|
|
};
|
|
|
|
#ifdef TOURIST
|
|
static const struct def_skill Skill_T[] = {
|
|
{ P_DAGGER, P_EXPERT }, { P_KNIFE, P_SKILLED },
|
|
{ P_AXE, P_BASIC }, { P_PICK_AXE, P_BASIC },
|
|
{ P_SHORT_SWORD, P_EXPERT }, { P_BROAD_SWORD, P_BASIC },
|
|
{ P_LONG_SWORD, P_BASIC }, { P_TWO_HANDED_SWORD, P_BASIC },
|
|
{ P_SCIMITAR, P_SKILLED }, { P_SABER, P_SKILLED },
|
|
{ P_MACE, P_BASIC }, { P_MORNING_STAR, P_BASIC },
|
|
{ P_FLAIL, P_BASIC }, { P_HAMMER, P_BASIC },
|
|
{ P_QUARTERSTAFF, P_BASIC }, { P_POLEARMS, P_BASIC },
|
|
{ P_SPEAR, P_BASIC }, { P_JAVELIN, P_BASIC },
|
|
{ P_TRIDENT, P_BASIC }, { P_LANCE, P_BASIC },
|
|
{ P_BOW, P_BASIC }, { P_SLING, P_BASIC },
|
|
{ P_CROSSBOW, P_BASIC }, { P_DART, P_EXPERT },
|
|
{ P_SHURIKEN, P_BASIC }, { P_BOOMERANG, P_BASIC },
|
|
{ P_WHIP, P_BASIC }, { P_UNICORN_HORN, P_SKILLED },
|
|
{ P_DIVINATION_SPELL, P_BASIC }, { P_ENCHANTMENT_SPELL, P_BASIC },
|
|
{ P_ESCAPE_SPELL, P_SKILLED },
|
|
#ifdef STEED
|
|
{ P_RIDING, P_BASIC },
|
|
#endif
|
|
{ P_TWO_WEAPON_COMBAT, P_SKILLED },
|
|
{ P_BARE_HANDED_COMBAT, P_SKILLED },
|
|
{ P_NONE, 0 }
|
|
};
|
|
#endif /* TOURIST */
|
|
|
|
static const struct def_skill Skill_V[] = {
|
|
{ P_DAGGER, P_EXPERT }, { P_AXE, P_EXPERT },
|
|
{ P_PICK_AXE, P_SKILLED }, { P_SHORT_SWORD, P_SKILLED },
|
|
{ P_BROAD_SWORD, P_SKILLED }, { P_LONG_SWORD, P_EXPERT },
|
|
{ P_TWO_HANDED_SWORD, P_EXPERT }, { P_SCIMITAR, P_BASIC },
|
|
{ P_SABER, P_BASIC }, { P_HAMMER, P_EXPERT },
|
|
{ P_QUARTERSTAFF, P_BASIC }, { P_POLEARMS, P_SKILLED },
|
|
{ P_SPEAR, P_SKILLED }, { P_JAVELIN, P_BASIC },
|
|
{ P_TRIDENT, P_BASIC }, { P_LANCE, P_SKILLED },
|
|
{ P_SLING, P_BASIC },
|
|
{ P_ATTACK_SPELL, P_BASIC }, { P_ESCAPE_SPELL, P_BASIC },
|
|
#ifdef STEED
|
|
{ P_RIDING, P_SKILLED },
|
|
#endif
|
|
{ P_TWO_WEAPON_COMBAT, P_SKILLED },
|
|
{ P_BARE_HANDED_COMBAT, P_EXPERT },
|
|
{ P_NONE, 0 }
|
|
};
|
|
|
|
static const struct def_skill Skill_W[] = {
|
|
{ P_DAGGER, P_EXPERT }, { P_KNIFE, P_SKILLED },
|
|
{ P_AXE, P_SKILLED }, { P_SHORT_SWORD, P_BASIC },
|
|
{ P_CLUB, P_SKILLED }, { P_MACE, P_BASIC },
|
|
{ P_QUARTERSTAFF, P_EXPERT }, { P_POLEARMS, P_SKILLED },
|
|
{ P_SPEAR, P_BASIC }, { P_JAVELIN, P_BASIC },
|
|
{ P_TRIDENT, P_BASIC }, { P_SLING, P_SKILLED },
|
|
{ P_DART, P_EXPERT }, { P_SHURIKEN, P_BASIC },
|
|
{ P_ATTACK_SPELL, P_EXPERT }, { P_HEALING_SPELL, P_SKILLED },
|
|
{ P_DIVINATION_SPELL, P_EXPERT }, { P_ENCHANTMENT_SPELL, P_SKILLED },
|
|
{ P_CLERIC_SPELL, P_SKILLED }, { P_ESCAPE_SPELL, P_EXPERT },
|
|
{ P_MATTER_SPELL, P_EXPERT },
|
|
#ifdef STEED
|
|
{ P_RIDING, P_BASIC },
|
|
#endif
|
|
{ P_BARE_HANDED_COMBAT, P_BASIC },
|
|
{ P_NONE, 0 }
|
|
};
|
|
|
|
|
|
STATIC_OVL void
|
|
knows_object(obj)
|
|
register 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.
|
|
*/
|
|
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);
|
|
}
|
|
|
|
void
|
|
u_init()
|
|
{
|
|
register int i;
|
|
|
|
flags.female = flags.initgend;
|
|
flags.beginner = 1;
|
|
|
|
/* zero u, including pointer values --
|
|
* necessary when aborting from a failed restore */
|
|
(void) memset((genericptr_t)&u, 0, sizeof(u));
|
|
u.ustuck = (struct monst *)0;
|
|
|
|
#if 0 /* documentation of more zero values as desirable */
|
|
u.usick_cause[0] = 0;
|
|
u.uluck = u.moreluck = 0;
|
|
# ifdef TOURIST
|
|
uarmu = 0;
|
|
# endif
|
|
uarm = uarmc = uarmh = uarms = uarmg = uarmf = 0;
|
|
uwep = uball = uchain = uleft = uright = 0;
|
|
uswapwep = uquiver = 0;
|
|
u.twoweap = 0;
|
|
u.ublessed = 0; /* not worthy yet */
|
|
u.ugangr = 0; /* gods not angry */
|
|
u.ugifts = 0; /* no divine gifts bestowed */
|
|
# ifdef ELBERETH
|
|
u.uevent.uhand_of_elbereth = 0;
|
|
# endif
|
|
u.uevent.uheard_tune = 0;
|
|
u.uevent.uopened_dbridge = 0;
|
|
u.uevent.udemigod = 0; /* not a demi-god yet... */
|
|
u.udg_cnt = 0;
|
|
u.mh = u.mhmax = u.mtimedone = 0;
|
|
u.uz.dnum = u.uz0.dnum = 0;
|
|
u.utotype = 0;
|
|
#endif /* 0 */
|
|
|
|
u.uz.dlevel = 1;
|
|
u.uz0.dlevel = 0;
|
|
u.utolev = u.uz;
|
|
|
|
u.umoved = FALSE;
|
|
u.umortality = 0;
|
|
u.ugrave_arise = NON_PM;
|
|
|
|
u.umonnum = u.umonster = (flags.female &&
|
|
urole.femalenum != NON_PM) ? urole.femalenum :
|
|
urole.malenum;
|
|
set_uasmon();
|
|
|
|
u.ulevel = 0; /* set up some of the initial attributes */
|
|
u.uhp = u.uhpmax = newhp();
|
|
u.uenmax = urole.enadv.infix + urace.enadv.infix;
|
|
if (urole.enadv.inrnd > 0)
|
|
u.uenmax += rnd(urole.enadv.inrnd);
|
|
if (urace.enadv.inrnd > 0)
|
|
u.uenmax += rnd(urace.enadv.inrnd);
|
|
u.uen = u.uenmax;
|
|
u.uspellprot = 0;
|
|
adjabil(0,1);
|
|
u.ulevel = u.ulevelmax = 1;
|
|
|
|
init_uhunger();
|
|
for (i = 0; i <= MAXSPELL; i++) spl_book[i].sp_id = NO_SPELL;
|
|
u.ublesscnt = 300; /* no prayers just yet */
|
|
u.ualignbase[A_CURRENT] = u.ualignbase[A_ORIGINAL] = u.ualign.type =
|
|
aligns[flags.initalign].value;
|
|
u.ulycn = NON_PM;
|
|
|
|
#ifdef BSD
|
|
(void) time((long *)&u.ubirthday);
|
|
#else
|
|
(void) time(&u.ubirthday);
|
|
#endif
|
|
|
|
/*
|
|
* For now, everyone starts out with a night vision range of 1 and
|
|
* their xray range disabled.
|
|
*/
|
|
u.nv_range = 1;
|
|
u.xray_range = -1;
|
|
|
|
|
|
/*** Role-specific initializations ***/
|
|
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(10)) 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);
|
|
knows_class(ARMOR_CLASS);
|
|
skill_init(Skill_B);
|
|
break;
|
|
case PM_CAVEMAN:
|
|
Cave_man[C_AMMO].trquan = rn1(11, 10); /* 10..20 */
|
|
ini_inv(Cave_man);
|
|
skill_init(Skill_C);
|
|
break;
|
|
case PM_HEALER:
|
|
#ifndef GOLDOBJ
|
|
u.ugold = u.ugold0 = rn1(1000, 1001);
|
|
#else
|
|
u.umoney0 = rn1(1000, 1001);
|
|
#endif
|
|
ini_inv(Healer);
|
|
if(!rn2(25)) ini_inv(Lamp);
|
|
knows_object(POT_FULL_HEALING);
|
|
skill_init(Skill_H);
|
|
break;
|
|
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;
|
|
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;
|
|
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;
|
|
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;
|
|
case PM_ROGUE:
|
|
Rogue[R_DAGGERS].trquan = rn1(10, 6);
|
|
#ifndef GOLDOBJ
|
|
u.ugold = u.ugold0 = 0;
|
|
#else
|
|
u.umoney0 = 0;
|
|
#endif
|
|
ini_inv(Rogue);
|
|
if(!rn2(5)) ini_inv(Blindfold);
|
|
knows_object(SACK);
|
|
skill_init(Skill_R);
|
|
break;
|
|
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;
|
|
#ifdef TOURIST
|
|
case PM_TOURIST:
|
|
Tourist[T_DARTS].trquan = rn1(20, 21);
|
|
#ifndef GOLDOBJ
|
|
u.ugold = u.ugold0 = rnd(1000);
|
|
#else
|
|
u.umoney0 = rnd(1000);
|
|
#endif
|
|
ini_inv(Tourist);
|
|
if(!rn2(25)) ini_inv(Tinopener);
|
|
else if(!rn2(25)) ini_inv(Leash);
|
|
else if(!rn2(25)) ini_inv(Towel);
|
|
else if(!rn2(25)) ini_inv(Magicmarker);
|
|
skill_init(Skill_T);
|
|
break;
|
|
#endif
|
|
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;
|
|
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 ***/
|
|
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_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;
|
|
|
|
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;
|
|
}
|
|
|
|
if (discover)
|
|
ini_inv(Wishing);
|
|
|
|
#ifdef WIZARD
|
|
if (wizard)
|
|
read_wizkit();
|
|
#endif
|
|
|
|
#ifndef GOLDOBJ
|
|
u.ugold0 += hidden_gold(); /* in case sack has gold in it */
|
|
#else
|
|
if (u.umoney0) ini_inv(Money);
|
|
u.umoney0 += hidden_gold(); /* in case sack has gold in it */
|
|
#endif
|
|
|
|
find_ac(); /* get initial ac value */
|
|
init_attr(75); /* init attribute values */
|
|
max_rank_sz(); /* set max str size for class ranks */
|
|
/*
|
|
* Do we really need this?
|
|
*/
|
|
for(i = 0; i < A_MAX; i++)
|
|
if(!rn2(20)) {
|
|
register int xd = rn2(7) - 2; /* biased variation */
|
|
(void) adjattrib(i, xd, TRUE);
|
|
if (ABASE(i) < AMAX(i)) AMAX(i) = ABASE(i);
|
|
}
|
|
|
|
/* make sure you can carry all you have - especially for Tourists */
|
|
while (inv_weight() > 0) {
|
|
if (adjattrib(A_STR, 1, TRUE)) continue;
|
|
if (adjattrib(A_CON, 1, TRUE)) continue;
|
|
/* only get here when didn't boost strength or constitution */
|
|
break;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
/* skills aren't initialized, so we use the role-specific skill lists */
|
|
STATIC_OVL boolean
|
|
restricted_spell_discipline(otyp)
|
|
int otyp;
|
|
{
|
|
const struct def_skill *skills;
|
|
int this_skill = spell_skilltype(otyp);
|
|
|
|
switch (Role_switch) {
|
|
case PM_ARCHEOLOGIST: skills = Skill_A; break;
|
|
case PM_BARBARIAN: skills = Skill_B; break;
|
|
case PM_CAVEMAN: skills = Skill_C; break;
|
|
case PM_HEALER: skills = Skill_H; break;
|
|
case PM_KNIGHT: skills = Skill_K; break;
|
|
case PM_MONK: skills = Skill_Mon; break;
|
|
case PM_PRIEST: skills = Skill_P; break;
|
|
case PM_RANGER: skills = Skill_Ran; break;
|
|
case PM_ROGUE: skills = Skill_R; break;
|
|
case PM_SAMURAI: skills = Skill_S; break;
|
|
#ifdef TOURIST
|
|
case PM_TOURIST: skills = Skill_T; break;
|
|
#endif
|
|
case PM_VALKYRIE: skills = Skill_V; break;
|
|
case PM_WIZARD: skills = Skill_W; break;
|
|
default: skills = 0; break; /* lint suppression */
|
|
}
|
|
|
|
while (skills->skill != P_NONE) {
|
|
if (skills->skill == this_skill) return FALSE;
|
|
++skills;
|
|
}
|
|
return TRUE;
|
|
}
|
|
|
|
STATIC_OVL void
|
|
ini_inv(trop)
|
|
register struct trobj *trop;
|
|
{
|
|
struct obj *obj;
|
|
int otyp, i;
|
|
|
|
while (trop->trclass) {
|
|
if (trop->trotyp != UNDEF_TYP) {
|
|
otyp = (int)trop->trotyp;
|
|
if (urace.malenum != PM_HUMAN) {
|
|
/* substitute specific items for generic ones */
|
|
for (i = 0; inv_subs[i].race_pm != NON_PM; ++i)
|
|
if (inv_subs[i].race_pm == urace.malenum &&
|
|
otyp == inv_subs[i].item_otyp) {
|
|
otyp = inv_subs[i].subs_otyp;
|
|
break;
|
|
}
|
|
}
|
|
obj = mksobj(otyp, TRUE, FALSE);
|
|
} else { /* UNDEF_TYP */
|
|
static NEARDATA short nocreate = STRANGE_OBJECT;
|
|
static NEARDATA short nocreate2 = STRANGE_OBJECT;
|
|
static NEARDATA short nocreate3 = STRANGE_OBJECT;
|
|
static NEARDATA short nocreate4 = STRANGE_OBJECT;
|
|
/*
|
|
* For random objects, do not create certain overly powerful
|
|
* items: wand of wishing, ring of levitation, or the
|
|
* polymorph/polymorph control combination. Specific objects,
|
|
* i.e. the discovery wishing, are still OK.
|
|
* Also, don't get a couple of really useless items. (Note:
|
|
* punishment isn't "useless". Some players who start out with
|
|
* one will immediately read it and use the iron ball as a
|
|
* weapon.)
|
|
*/
|
|
obj = mkobj(trop->trclass, FALSE);
|
|
otyp = obj->otyp;
|
|
while (otyp == WAN_WISHING
|
|
|| otyp == nocreate
|
|
|| otyp == nocreate2
|
|
|| otyp == nocreate3
|
|
|| otyp == nocreate4
|
|
#ifdef ELBERETH
|
|
|| otyp == RIN_LEVITATION
|
|
#endif
|
|
/* 'useless' items */
|
|
|| otyp == POT_HALLUCINATION
|
|
|| otyp == POT_ACID
|
|
|| otyp == SCR_AMNESIA
|
|
|| otyp == SCR_FIRE
|
|
|| otyp == SCR_BLANK_PAPER
|
|
|| otyp == SPE_BLANK_PAPER
|
|
|| otyp == RIN_AGGRAVATE_MONSTER
|
|
|| otyp == RIN_HUNGER
|
|
|| otyp == WAN_NOTHING
|
|
/* Monks don't use weapons */
|
|
|| (otyp == SCR_ENCHANT_WEAPON &&
|
|
Role_if(PM_MONK))
|
|
/* wizard patch -- they already have one */
|
|
|| (otyp == SPE_FORCE_BOLT &&
|
|
Role_if(PM_WIZARD))
|
|
/* powerful spells are either useless to
|
|
low level players or unbalancing; also
|
|
spells in restricted skill categories */
|
|
|| (obj->oclass == SPBOOK_CLASS &&
|
|
(objects[otyp].oc_level > 3 ||
|
|
restricted_spell_discipline(otyp)))
|
|
) {
|
|
dealloc_obj(obj);
|
|
obj = mkobj(trop->trclass, FALSE);
|
|
otyp = obj->otyp;
|
|
}
|
|
|
|
/* Don't start with +0 or negative rings */
|
|
if (objects[otyp].oc_charged && obj->spe <= 0)
|
|
obj->spe = rne(3);
|
|
|
|
/* Heavily relies on the fact that 1) we create wands
|
|
* before rings, 2) that we create rings before
|
|
* spellbooks, and that 3) not more than 1 object of a
|
|
* particular symbol is to be prohibited. (For more
|
|
* objects, we need more nocreate variables...)
|
|
*/
|
|
switch (otyp) {
|
|
case WAN_POLYMORPH:
|
|
case RIN_POLYMORPH:
|
|
case POT_POLYMORPH:
|
|
nocreate = RIN_POLYMORPH_CONTROL;
|
|
break;
|
|
case RIN_POLYMORPH_CONTROL:
|
|
nocreate = RIN_POLYMORPH;
|
|
nocreate2 = SPE_POLYMORPH;
|
|
nocreate3 = POT_POLYMORPH;
|
|
}
|
|
/* Don't have 2 of the same ring or spellbook */
|
|
if (obj->oclass == RING_CLASS ||
|
|
obj->oclass == SPBOOK_CLASS)
|
|
nocreate4 = otyp;
|
|
}
|
|
|
|
#ifdef GOLDOBJ
|
|
if (trop->trclass == COIN_CLASS) {
|
|
/* no "blessed" or "identified" money */
|
|
obj->quan = u.umoney0;
|
|
} else {
|
|
#endif
|
|
obj->dknown = obj->bknown = obj->rknown = 1;
|
|
if (objects[otyp].oc_uses_known) obj->known = 1;
|
|
obj->cursed = 0;
|
|
if (obj->opoisoned && u.ualign.type != A_CHAOTIC)
|
|
obj->opoisoned = 0;
|
|
if (obj->oclass == WEAPON_CLASS ||
|
|
obj->oclass == TOOL_CLASS) {
|
|
obj->quan = (long) trop->trquan;
|
|
trop->trquan = 1;
|
|
} else if (obj->oclass == GEM_CLASS &&
|
|
is_graystone(obj) && obj->otyp != FLINT) {
|
|
obj->quan = 1L;
|
|
}
|
|
if (trop->trspe != UNDEF_SPE)
|
|
obj->spe = trop->trspe;
|
|
if (trop->trbless != UNDEF_BLESS)
|
|
obj->blessed = trop->trbless;
|
|
#ifdef GOLDOBJ
|
|
}
|
|
#endif
|
|
/* defined after setting otyp+quan + blessedness */
|
|
obj->owt = weight(obj);
|
|
obj = addinv(obj);
|
|
|
|
/* Make the type known if necessary */
|
|
if (OBJ_DESCR(objects[otyp]) && obj->known)
|
|
discover_object(otyp, TRUE, FALSE);
|
|
if (otyp == OIL_LAMP)
|
|
discover_object(POT_OIL, TRUE, FALSE);
|
|
|
|
if(obj->oclass == ARMOR_CLASS){
|
|
if (is_shield(obj) && !uarms) {
|
|
setworn(obj, W_ARMS);
|
|
if (uswapwep) setuswapwep((struct obj *) 0);
|
|
} else if (is_helmet(obj) && !uarmh)
|
|
setworn(obj, W_ARMH);
|
|
else if (is_gloves(obj) && !uarmg)
|
|
setworn(obj, W_ARMG);
|
|
#ifdef TOURIST
|
|
else if (is_shirt(obj) && !uarmu)
|
|
setworn(obj, W_ARMU);
|
|
#endif
|
|
else if (is_cloak(obj) && !uarmc)
|
|
setworn(obj, W_ARMC);
|
|
else if (is_boots(obj) && !uarmf)
|
|
setworn(obj, W_ARMF);
|
|
else if (is_suit(obj) && !uarm)
|
|
setworn(obj, W_ARM);
|
|
}
|
|
|
|
if (obj->oclass == WEAPON_CLASS || is_weptool(obj) ||
|
|
otyp == TIN_OPENER || otyp == FLINT || otyp == ROCK) {
|
|
if (is_ammo(obj) || is_missile(obj)) {
|
|
if (!uquiver) setuqwep(obj);
|
|
} else if (!uwep) setuwep(obj);
|
|
else if (!uswapwep) setuswapwep(obj);
|
|
}
|
|
if (obj->oclass == SPBOOK_CLASS &&
|
|
obj->otyp != SPE_BLANK_PAPER)
|
|
initialspell(obj);
|
|
|
|
#if !defined(PYRAMID_BUG) && !defined(MAC)
|
|
if(--trop->trquan) continue; /* make a similar object */
|
|
#else
|
|
if(trop->trquan) { /* check if zero first */
|
|
--trop->trquan;
|
|
if(trop->trquan)
|
|
continue; /* make a similar object */
|
|
}
|
|
#endif
|
|
trop++;
|
|
}
|
|
}
|
|
|
|
/*u_init.c*/
|