add MALE, FEMALE, and gender-neutral names for individual monster species
to the mons array. The gender-neutral name (NEUTRAL) is mandatory, the
MALE and FEMALE versions are not.
replace code uses of the mname field of permonst with one of the three
potentially-available gender-specific names.
consolidate some separate mons entries that differed only by species into a
single mons entry (caveman, cavewoman and priest,priestess etc.)
consolidate several "* lord" and "* queen/* king" monst entries into
their single species, and allow both genders on some where it makes some
sense (there is probably more work and cleanup to come out of this at some
point, and the chosen gender-neutral name variations are not cast in stone
if someone has better suggestions).
related function or macro additions:
pmname(pm, gender) to get the gender variation of the permonst name. It
guards against monsters that haven't got anything except NEUTRAL naming
and falls back to the NEUTRAL version if FEMALE and MALE versions are
missing.
Ugender to obtain the current hero gender.
Mgender(mtmp) to obtain the gender of a monster
While the code can safely refer directly to pmnames[NEUTRAL] safely in the
code because it always exists, the other two (pmnames[MALE] and
pmnames[FEMALE] may not exist so use:
pmname(ptr, gidx)
where -ptr is a permonst *
-gidx is an index into the pmnames array field of the
permonst struct
pmname() checks for a valid index and checks for null-pointers for
pmnames[MALE] and pmnames[FEMALE], and will fall back to pmnames[NEUTRAL] if
the pointer requested if the requested variation is unavailable, or if the
gidx is out-of-range.
Allow code to specify makemon flags to request female or male (via MM_MALE
and MM_FEMALE flags respectively)to makedefs, since the species alone doesn't
distinguish male/female anymore. Specifying MM_MALE or MM_FEMALE won't
override the pm M2_MALE and M2_FEMALE flags on a mons[] entry.
male and female tiles have been added to win/share/monsters.txt.
The majority are duplicated placeholders except for those that were
separate mons entries before. Perhaps someone will contribute artwork in the
future to make the male and female variations visually distinguishable.
tilemapping via has the MALE tile indexes in the glyph2tile[]
array produced at build time. If a window port has information that the
FEMALE tile is required, it just has to increment the index returned
from the glyph2tile[] array by 1.
statues already preserved gender of the monster through STATUE_FEMALE
and STATUE_MALE, so ensure that pmnames takes that into consideration.
I expect some refinement will be required after broad play-testing puts it to
the test.
consolidate caveman,cavewoman and priest,priestess monst.c entries etc
This commit will require a bump of editlevel in patchlevel.h because it alters
the index numbers of the monsters due to the consolidation of some. Those
index numbers are saved in some other structures, even though the mons[] array
itself is not part of the savefile.
Window Port Interface Change
Also add a parameter to print_glyph to convey additional information beyond
the glyph to the window ports. Every single window port was calling back to
mapglyph for the information anyway, so just included it in the interface and
produce the information right in the display core.
The mapglyph() function uses will be eliminated, although there are still some
in the code yet to be dealt with.
win32, tty, x11, Qt, msdos window ports have all had adjustments done to
utilize the new parameter instead of calling mapglyph, but some of those
window ports have not been thoroughly tested since the changes.
Interface change additional info:
print_glyph(window, x, y, glyph, bkglyph, *glyphmod)
-- Print the glyph at (x,y) on the given window. Glyphs are
integers at the interface, mapped to whatever the window-
port wants (symbol, font, color, attributes, ...there's
a 1-1 map between glyphs and distinct things on the map).
-- bkglyph is a background glyph for potential use by some
graphical or tiled environments to allow the depiction
to fall against a background consistent with the grid
around x,y. If bkglyph is NO_GLYPH, then the parameter
should be ignored (do nothing with it).
-- glyphmod provides extended information about the glyph
that window ports can use to enhance the display in
various ways.
unsigned int glyphmod[NUM_GLYPHMOD]
where:
glyphmod[GM_TTYCHAR] is the text characters associated
with the original NetHack display.
glyphmod[GM_FLAGS] are the special flags that denote
additional information that window
ports can use.
glyphmod[GM_COLOR] is the text character
color associated with the original
NetHack display.
Support for including the glyphmod info in the display glyph buffer
alongside the glyph itself was added and is the default operation.
That can be turned off by defining UNBUFFERED_GLYPHMOD at compile time.
With UNBUFFERED_GLYPHMOD operation, a call will be placed to map_glyphmod()
immediately prior to every print_glyph() call.
1157 lines
38 KiB
C
1157 lines
38 KiB
C
/* NetHack 3.7 u_init.c $NHDT-Date: 1606009005 2020/11/22 01:36:45 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.72 $ */
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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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static void FDECL(ini_inv, (struct trobj *));
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static void FDECL(knows_object, (int));
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static void FDECL(knows_class, (CHAR_P));
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static 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, 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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{ 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[] = { { 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, UNDEF_SPE, TOOL_CLASS,
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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_SCIMITAR, P_SKILLED },
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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_SCIMITAR, 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_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 },
|
|
{ P_ATTACK_SPELL, P_BASIC },
|
|
{ P_MATTER_SPELL, P_SKILLED },
|
|
{ P_BOOMERANG, P_EXPERT },
|
|
{ P_UNICORN_HORN, P_BASIC },
|
|
{ P_BARE_HANDED_COMBAT, P_MASTER },
|
|
{ P_NONE, 0 }
|
|
};
|
|
static const struct def_skill Skill_H[] = {
|
|
{ P_DAGGER, P_SKILLED },
|
|
{ P_KNIFE, P_EXPERT },
|
|
{ P_SHORT_SWORD, P_SKILLED },
|
|
{ P_SCIMITAR, P_BASIC },
|
|
{ P_SABER, P_BASIC },
|
|
{ P_CLUB, P_SKILLED },
|
|
{ P_MACE, P_BASIC },
|
|
{ P_QUARTERSTAFF, P_EXPERT },
|
|
{ P_POLEARMS, P_BASIC },
|
|
{ P_SPEAR, P_BASIC },
|
|
{ P_TRIDENT, P_BASIC },
|
|
{ P_SLING, P_SKILLED },
|
|
{ P_DART, P_EXPERT },
|
|
{ P_SHURIKEN, P_SKILLED },
|
|
{ P_UNICORN_HORN, P_EXPERT },
|
|
{ P_HEALING_SPELL, P_EXPERT },
|
|
{ P_BARE_HANDED_COMBAT, P_BASIC },
|
|
{ P_NONE, 0 }
|
|
};
|
|
static const struct def_skill Skill_K[] = {
|
|
{ P_DAGGER, P_BASIC },
|
|
{ P_KNIFE, P_BASIC },
|
|
{ P_AXE, P_SKILLED },
|
|
{ P_PICK_AXE, P_BASIC },
|
|
{ P_SHORT_SWORD, P_SKILLED },
|
|
{ P_BROAD_SWORD, P_SKILLED },
|
|
{ P_LONG_SWORD, P_EXPERT },
|
|
{ P_TWO_HANDED_SWORD, P_SKILLED },
|
|
{ P_SCIMITAR, P_BASIC },
|
|
{ P_SABER, P_SKILLED },
|
|
{ P_CLUB, P_BASIC },
|
|
{ P_MACE, P_SKILLED },
|
|
{ P_MORNING_STAR, P_SKILLED },
|
|
{ P_FLAIL, P_BASIC },
|
|
{ P_HAMMER, P_BASIC },
|
|
{ P_POLEARMS, P_SKILLED },
|
|
{ P_SPEAR, P_SKILLED },
|
|
{ P_TRIDENT, P_BASIC },
|
|
{ P_LANCE, P_EXPERT },
|
|
{ P_BOW, P_BASIC },
|
|
{ P_CROSSBOW, P_SKILLED },
|
|
{ P_ATTACK_SPELL, P_SKILLED },
|
|
{ P_HEALING_SPELL, P_SKILLED },
|
|
{ P_CLERIC_SPELL, P_SKILLED },
|
|
{ P_RIDING, P_EXPERT },
|
|
{ P_TWO_WEAPON_COMBAT, P_SKILLED },
|
|
{ P_BARE_HANDED_COMBAT, P_EXPERT },
|
|
{ P_NONE, 0 }
|
|
};
|
|
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_SCIMITAR, P_SKILLED },
|
|
{ P_SABER, P_SKILLED },
|
|
{ P_CLUB, P_SKILLED },
|
|
{ P_MACE, P_SKILLED },
|
|
{ P_MORNING_STAR, P_BASIC },
|
|
{ P_FLAIL, P_BASIC },
|
|
{ P_HAMMER, P_BASIC },
|
|
{ P_POLEARMS, P_BASIC },
|
|
{ P_SPEAR, P_BASIC },
|
|
{ P_CROSSBOW, P_EXPERT },
|
|
{ P_DART, P_EXPERT },
|
|
{ P_SHURIKEN, P_SKILLED },
|
|
{ P_DIVINATION_SPELL, P_SKILLED },
|
|
{ P_ESCAPE_SPELL, P_SKILLED },
|
|
{ P_MATTER_SPELL, P_SKILLED },
|
|
{ P_RIDING, P_BASIC },
|
|
{ P_TWO_WEAPON_COMBAT, P_EXPERT },
|
|
{ P_BARE_HANDED_COMBAT, P_EXPERT },
|
|
{ P_NONE, 0 }
|
|
};
|
|
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_SCIMITAR, P_BASIC },
|
|
{ P_SABER, P_BASIC },
|
|
{ P_FLAIL, P_SKILLED },
|
|
{ P_QUARTERSTAFF, P_BASIC },
|
|
{ P_POLEARMS, P_SKILLED },
|
|
{ P_SPEAR, P_SKILLED },
|
|
{ P_LANCE, P_SKILLED },
|
|
{ P_BOW, P_EXPERT },
|
|
{ P_SHURIKEN, P_EXPERT },
|
|
{ P_ATTACK_SPELL, P_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_SCIMITAR, P_SKILLED },
|
|
{ P_SABER, P_SKILLED },
|
|
{ P_MACE, P_BASIC },
|
|
{ P_MORNING_STAR, P_BASIC },
|
|
{ P_FLAIL, P_BASIC },
|
|
{ P_HAMMER, P_BASIC },
|
|
{ P_QUARTERSTAFF, P_BASIC },
|
|
{ P_POLEARMS, P_BASIC },
|
|
{ P_SPEAR, P_BASIC },
|
|
{ P_TRIDENT, P_BASIC },
|
|
{ P_LANCE, P_BASIC },
|
|
{ P_BOW, P_BASIC },
|
|
{ P_SLING, P_BASIC },
|
|
{ P_CROSSBOW, P_BASIC },
|
|
{ P_DART, P_EXPERT },
|
|
{ P_SHURIKEN, P_BASIC },
|
|
{ P_BOOMERANG, P_BASIC },
|
|
{ P_WHIP, P_BASIC },
|
|
{ P_UNICORN_HORN, P_SKILLED },
|
|
{ P_DIVINATION_SPELL, P_BASIC },
|
|
{ P_ENCHANTMENT_SPELL, P_BASIC },
|
|
{ P_ESCAPE_SPELL, P_SKILLED },
|
|
{ P_RIDING, P_BASIC },
|
|
{ P_TWO_WEAPON_COMBAT, P_SKILLED },
|
|
{ P_BARE_HANDED_COMBAT, P_SKILLED },
|
|
{ P_NONE, 0 }
|
|
};
|
|
static const struct def_skill Skill_V[] = {
|
|
{ P_DAGGER, P_EXPERT },
|
|
{ P_AXE, P_EXPERT },
|
|
{ P_PICK_AXE, P_SKILLED },
|
|
{ P_SHORT_SWORD, P_SKILLED },
|
|
{ P_BROAD_SWORD, P_SKILLED },
|
|
{ P_LONG_SWORD, P_EXPERT },
|
|
{ P_TWO_HANDED_SWORD, P_EXPERT },
|
|
{ P_SCIMITAR, P_BASIC },
|
|
{ P_SABER, P_BASIC },
|
|
{ P_HAMMER, P_EXPERT },
|
|
{ P_QUARTERSTAFF, P_BASIC },
|
|
{ P_POLEARMS, P_SKILLED },
|
|
{ P_SPEAR, P_SKILLED },
|
|
{ P_TRIDENT, P_BASIC },
|
|
{ P_LANCE, P_SKILLED },
|
|
{ P_SLING, P_BASIC },
|
|
{ P_ATTACK_SPELL, P_BASIC },
|
|
{ P_ESCAPE_SPELL, P_BASIC },
|
|
{ P_RIDING, P_SKILLED },
|
|
{ P_TWO_WEAPON_COMBAT, P_SKILLED },
|
|
{ P_BARE_HANDED_COMBAT, P_EXPERT },
|
|
{ P_NONE, 0 }
|
|
};
|
|
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 }
|
|
};
|
|
|
|
static 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 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;
|
|
struct u_roleplay tmpuroleplay = u.uroleplay; /* set by rcfile options */
|
|
|
|
flags.female = flags.initgend;
|
|
flags.beginner = 1;
|
|
|
|
/* zero u, including pointer values --
|
|
* necessary when aborting from a failed restore */
|
|
(void) memset((genericptr_t) &u, 0, sizeof(u));
|
|
u.ustuck = (struct monst *) 0;
|
|
(void) memset((genericptr_t) &ubirthday, 0, sizeof(ubirthday));
|
|
(void) memset((genericptr_t) &urealtime, 0, sizeof(urealtime));
|
|
|
|
u.uroleplay = tmpuroleplay; /* restore options set via rcfile */
|
|
|
|
#if 0 /* documentation of more zero values as desirable */
|
|
u.usick_cause[0] = 0;
|
|
u.uluck = u.moreluck = 0;
|
|
uarmu = 0;
|
|
uarm = uarmc = uarmh = uarms = uarmg = uarmf = 0;
|
|
uwep = uball = uchain = uleft = uright = 0;
|
|
uswapwep = uquiver = 0;
|
|
u.twoweap = 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 = (flags.female && g.urole.femalenum != NON_PM)
|
|
? g.urole.femalenum
|
|
: g.urole.malenum;
|
|
u.ulycn = NON_PM;
|
|
set_uasmon();
|
|
|
|
u.ulevel = 0; /* set up some of the initial attributes */
|
|
u.uhp = u.uhpmax = newhp();
|
|
u.uen = u.uenmax = newpw();
|
|
u.uspellprot = 0;
|
|
adjabil(0, 1);
|
|
u.ulevel = u.ulevelmax = 1;
|
|
|
|
init_uhunger();
|
|
for (i = 0; i <= MAXSPELL; i++)
|
|
g.spl_book[i].sp_id = NO_SPELL;
|
|
u.ublesscnt = 300; /* no prayers just yet */
|
|
u.ualignbase[A_CURRENT] = u.ualignbase[A_ORIGINAL] = u.ualign.type =
|
|
aligns[flags.initalign].value;
|
|
|
|
#if defined(BSD) && !defined(POSIX_TYPES)
|
|
(void) time((long *) &ubirthday);
|
|
#else
|
|
(void) time(&ubirthday);
|
|
#endif
|
|
|
|
/*
|
|
* For now, everyone starts out with a night vision range of 1 and
|
|
* their xray range disabled.
|
|
*/
|
|
u.nv_range = 1;
|
|
u.xray_range = -1;
|
|
|
|
/*** Role-specific initializations ***/
|
|
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_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);
|
|
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_SLEEP };
|
|
|
|
Monk[M_BOOK].trotyp = M_spell[rn2(90) / 30]; /* [0..2] */
|
|
ini_inv(Monk);
|
|
if (!rn2(5))
|
|
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:
|
|
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);
|
|
u.umoney0 = 0;
|
|
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;
|
|
case PM_TOURIST:
|
|
Tourist[T_DARTS].trquan = rn1(20, 21);
|
|
u.umoney0 = rnd(1000);
|
|
ini_inv(Tourist);
|
|
if (!rn2(25))
|
|
ini_inv(Tinopener);
|
|
else if (!rn2(25))
|
|
ini_inv(Leash);
|
|
else if (!rn2(25))
|
|
ini_inv(Towel);
|
|
else if (!rn2(25))
|
|
ini_inv(Magicmarker);
|
|
skill_init(Skill_T);
|
|
break;
|
|
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_CLERIC) || 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);
|
|
|
|
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 */
|
|
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 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_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;
|
|
}
|
|
|
|
static void
|
|
ini_inv(trop)
|
|
register struct trobj *trop;
|
|
{
|
|
struct obj *obj;
|
|
int otyp, i;
|
|
|
|
while (trop->trclass) {
|
|
otyp = (int) trop->trotyp;
|
|
if (otyp != UNDEF_TYP) {
|
|
obj = mksobj(otyp, TRUE, FALSE);
|
|
} else { /* UNDEF_TYP */
|
|
int 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(trop->trclass, FALSE);
|
|
otyp = obj->otyp;
|
|
while (otyp == WAN_WISHING || otyp == g.nocreate
|
|
|| otyp == g.nocreate2 || otyp == g.nocreate3
|
|
|| otyp == g.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 > 3
|
|
|| restricted_spell_discipline(otyp)))
|
|
|| otyp == SPE_NOVEL) {
|
|
dealloc_obj(obj);
|
|
obj = mkobj(trop->trclass, FALSE);
|
|
otyp = obj->otyp;
|
|
if (++trycnt > 1000)
|
|
break;
|
|
}
|
|
|
|
/* 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:
|
|
g.nocreate = RIN_POLYMORPH_CONTROL;
|
|
break;
|
|
case RIN_POLYMORPH_CONTROL:
|
|
g.nocreate = RIN_POLYMORPH;
|
|
g.nocreate2 = SPE_POLYMORPH;
|
|
g.nocreate3 = POT_POLYMORPH;
|
|
}
|
|
/* Don't have 2 of the same ring or spellbook */
|
|
if (obj->oclass == RING_CLASS || obj->oclass == SPBOOK_CLASS)
|
|
g.nocreate4 = otyp;
|
|
}
|
|
|
|
if (g.urace.malenum != PM_HUMAN) {
|
|
/* 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 == g.urace.malenum
|
|
&& 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[otyp]));
|
|
otyp = obj->otyp = inv_subs[i].subs_otyp;
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* nudist gets no armor */
|
|
if (u.uroleplay.nudist && obj->oclass == ARMOR_CLASS) {
|
|
dealloc_obj(obj);
|
|
trop++;
|
|
continue;
|
|
}
|
|
|
|
if (trop->trclass == COIN_CLASS) {
|
|
/* no "blessed" or "identified" money */
|
|
obj->quan = u.umoney0;
|
|
} else {
|
|
if (objects[otyp].oc_uses_known)
|
|
obj->known = 1;
|
|
obj->dknown = obj->bknown = obj->rknown = 1;
|
|
if (Is_container(obj) || obj->otyp == STATUE) {
|
|
obj->cknown = obj->lknown = 1;
|
|
obj->otrapped = 0;
|
|
}
|
|
obj->cursed = 0;
|
|
if (obj->opoisoned && u.ualign.type != A_CHAOTIC)
|
|
obj->opoisoned = 0;
|
|
if (obj->oclass == WEAPON_CLASS || obj->oclass == TOOL_CLASS) {
|
|
obj->quan = (long) trop->trquan;
|
|
trop->trquan = 1;
|
|
} else if (obj->oclass == GEM_CLASS && is_graystone(obj)
|
|
&& obj->otyp != FLINT) {
|
|
obj->quan = 1L;
|
|
}
|
|
if (trop->trspe != UNDEF_SPE)
|
|
obj->spe = trop->trspe;
|
|
if (trop->trbless != UNDEF_BLESS)
|
|
obj->blessed = trop->trbless;
|
|
}
|
|
/* defined after setting otyp+quan + blessedness */
|
|
obj->owt = weight(obj);
|
|
obj = addinv(obj);
|
|
|
|
/* Make the type known if necessary */
|
|
if (OBJ_DESCR(objects[otyp]) && obj->known)
|
|
discover_object(otyp, TRUE, FALSE);
|
|
if (otyp == OIL_LAMP)
|
|
discover_object(POT_OIL, TRUE, FALSE);
|
|
|
|
if (obj->oclass == ARMOR_CLASS) {
|
|
if (is_shield(obj) && !uarms && !(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)
|
|
|| otyp == TIN_OPENER || otyp == FLINT || 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);
|
|
|
|
if (--trop->trquan)
|
|
continue; /* make a similar object */
|
|
trop++;
|
|
}
|
|
}
|
|
|
|
/*u_init.c*/
|