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u_init.c
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C/C++ Source or Header
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1988-07-26
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14KB
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596 lines
/* SCCS Id: @(#)u_init.c 2.3 88/01/21
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
#include <stdio.h>
#include <signal.h>
#include "hack.h"
#ifdef GENIX
#define void int
#endif
#define Strcpy (void) strcpy
#define Strcat (void) strcat
#define UNDEF_TYP 0
#define UNDEF_SPE '\177'
extern struct obj *addinv();
extern char *eos();
extern char plname[];
#define IS_MAGIC(x) ((x)->olet == WAND_SYM || (x)->olet == POTION_SYM || \
(x)->olet == RING_SYM || (x)->olet == SCROLL_SYM || \
(x)->olet == SPBOOK_SYM)
struct you zerou;
char pl_character[PL_CSIZ];
char *(roles[]) = { /* must all have distinct first letter */
/* roles[4] & [7] may be changed for females */
"Archeologist", "Tourist", "Barbarian", "Knight", "Cave-man",
#ifdef NEWCLASS
"Samurai", "Ninja", "Priest",
#endif
#ifdef KAA
"Valkyrie", "Elf", "Healer",
#endif
"Wizard"
};
#define NR_OF_ROLES SIZE(roles)
char rolesyms[NR_OF_ROLES + 1]; /* filled by u_init() */
struct trobj {
unsigned short trotyp;
schar trspe;
char trolet;
Bitfield(trquan,6);
Bitfield(trknown,1);
};
#ifdef WIZARD
struct trobj Extra_objs[] = {
{ 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0 }
};
#endif
struct trobj Cave_man[] = {
#define C_ARROWS 2
{ CLUB, 1, WEAPON_SYM, 1, 1 },
{ BOW, 1, WEAPON_SYM, 1, 1 },
{ ARROW, 0, WEAPON_SYM, 25, 1 }, /* quan is variable */
{ LEATHER_ARMOR, 0, ARMOR_SYM, 1, 1 },
{ 0, 0, 0, 0, 0}
};
struct trobj Barbarian[] = {
{ TWO_HANDED_SWORD, 0, WEAPON_SYM, 1, 1 },
{ RING_MAIL, 0, ARMOR_SYM, 1, 1 },
{ 0, 0, 0, 0, 0 }
};
struct trobj Knight[] = {
{ LONG_SWORD, 0, WEAPON_SYM, 1, 1 },
{ SPEAR, 2, WEAPON_SYM, 1, 1 },
{ RING_MAIL, 1, ARMOR_SYM, 1, 1 },
{ HELMET, 0, ARMOR_SYM, 1, 1 },
{ SHIELD, 0, ARMOR_SYM, 1, 1 },
{ PAIR_OF_GLOVES, 0, ARMOR_SYM, 1, 1 },
{ 0, 0, 0, 0, 0 }
};
#ifdef KAA
struct trobj Elf[] = {
#define E_ARROWS 2
#define E_ARMOR 3
{ SHORT_SWORD, 0, WEAPON_SYM, 1, 1 },
{ BOW, 0, WEAPON_SYM, 1, 1 },
{ ARROW, 0, WEAPON_SYM, 25, 1 },
{ UNDEF_TYP, 0, ARMOR_SYM, 1, 1 },
{ 0, 0, 0, 0, 0 }
};
struct trobj Valkyrie[] = {
{ LONG_SWORD, 1, WEAPON_SYM, 1, 1 },
{ SHIELD, 3, ARMOR_SYM, 1, 1 },
{ FOOD_RATION, 0, FOOD_SYM, 1, 1 },
{ 0, 0, 0, 0, 0 }
};
struct trobj Healer[] = {
{ STETHOSCOPE, 0, TOOL_SYM, 1, 0 },
{ POT_HEALING, 0, POTION_SYM, 4, 1 },
{ POT_EXTRA_HEALING, 0, POTION_SYM, 4, 1 },
{ APPLE, 0, FOOD_SYM, 5, 0 },
{ 0, 0, 0, 0, 0}
};
#endif /* KAA /**/
struct trobj Archeologist[] = {
{ STUDDED_LEATHER_ARMOR, 0, ARMOR_SYM, 1, 1 },
{ UNDEF_TYP, 0, POTION_SYM, 2, 0 },
{ FOOD_RATION, 0, FOOD_SYM, 3, 1 },
{ PICK_AXE, UNDEF_SPE, TOOL_SYM, 1, 0 },
{ ICE_BOX, 0, TOOL_SYM, 1, 0 },
{ 0, 0, 0, 0, 0}
};
struct trobj Tinopener[] = {
{ CAN_OPENER, 0, TOOL_SYM, 1, 1 },
{ 0, 0, 0, 0, 0 }
};
#ifdef MARKER
struct trobj Magicmarker[] = {
{ MAGIC_MARKER, 50, TOOL_SYM, 1, 0 },
{ 0, 0, 0, 0, 0 }
};
#endif
struct trobj Lamp[] = {
{ LAMP, 5, TOOL_SYM, 1, 0 },
{ 0, 0, 0, 0, 0 }
};
#ifdef WALKIES
struct trobj Leash[] = {
{ LEASH, 0, TOOL_SYM, 1, 0 },
{ 0, 0, 0, 0, 0 }
};
#endif
struct trobj Blindfold[] = {
{ BLINDFOLD, 0, TOOL_SYM, 1, 0 },
{ 0, 0, 0, 0, 0 }
};
struct trobj Tourist[] = {
#define T_DARTS 3
{ UNDEF_TYP, 0, FOOD_SYM, 10, 1 },
{ POT_EXTRA_HEALING, 0, POTION_SYM, 2, 0 },
{ EXPENSIVE_CAMERA, 0, TOOL_SYM, 1, 1 },
{ DART, 2, WEAPON_SYM, 25, 1 }, /* quan is variable */
#ifdef SHIRT
{ HAWAIIAN_SHIRT, 0, ARMOR_SYM, 1, 1 },
#endif
{ 0, 0, 0, 0, 0 }
};
struct trobj Wizard[] = {
#define W_MULTSTART 2
#define W_MULTEND 6
{ ELVEN_CLOAK, 0, ARMOR_SYM, 1, 1 },
{ DAGGER, 0, WEAPON_SYM, 1, 1 }, /* for dealing with ghosts */
{ UNDEF_TYP, UNDEF_SPE, WAND_SYM, 2, 1 },
{ UNDEF_TYP, UNDEF_SPE, RING_SYM, 2, 1 },
{ UNDEF_TYP, UNDEF_SPE, POTION_SYM, 2, 1 },
{ UNDEF_TYP, UNDEF_SPE, SCROLL_SYM, 3, 1 },
#ifdef SPELLS
{ UNDEF_TYP, UNDEF_SPE, SPBOOK_SYM, 3, 1 },
#endif
{ 0, 0, 0, 0, 0 }
};
#ifdef NEWCLASS
struct trobj Samurai[] = {
#define S_ARROWS 3
{ KATANA, 0, WEAPON_SYM, 1, 1 },
{ SHORT_SWORD, 0, WEAPON_SYM, 1, 1 }, /* the wakizashi */
{ BOW, 1, WEAPON_SYM, 1, 1 },
{ ARROW, 0, WEAPON_SYM, 25, 1 }, /* quan is variable */
{ SPLINT_MAIL, 0, ARMOR_SYM, 1, 1},
{ 0, 0, 0, 0, 0 }
};
struct trobj Ninja[] = {
#define N_SHURIKEN 1
{ KATANA, 0, WEAPON_SYM, 1, 1 },
{ SHURIKEN, 0, WEAPON_SYM, 25, 1 }, /* quan is variable */
{ LEATHER_ARMOR, 1, ARMOR_SYM, 1, 1},
{ 0, 0, 0, 0, 0 }
};
struct trobj Priest[] = {
{ CHAIN_MAIL, 0, ARMOR_SYM, 1, 1 },
{ SHIELD, 0, ARMOR_SYM, 1, 1 },
{ MACE, 1, WEAPON_SYM, 1, 1 },
{ POT_HOLY_WATER, 0, POTION_SYM, 4, 1 },
#ifdef SPELLS
{ UNDEF_TYP, UNDEF_SPE, SPBOOK_SYM, 2, 0 },
#endif
{ 0, 0, 0, 0, 0 }
};
#endif /* NEWCLASS /**/
u_init(){
register int i;
char exper = 'y', pc;
extern char readchar();
if(flags.female) { /* should have been set in HACKOPTIONS */
roles[4] = "Cave-woman";
#ifdef NEWCLASS
roles[7] = "Priestess";
#endif
}
for(i = 0; i < NR_OF_ROLES; i++)
rolesyms[i] = roles[i][0];
rolesyms[i] = 0;
if(pc = pl_character[0]) {
if('a' <= pc && pc <= 'z') pc += 'A'-'a';
if((i = role_index(pc)) >= 0)
goto got_suffix; /* implies experienced */
printf("\nUnknown role: %c\n", pc);
pl_character[0] = pc = 0;
}
printf("\nShall I pick a character for you (yes, no, or quit) ? [ynq] ");
while(!index("yYnNqQ", (exper = readchar()))) bell();
printf("%c\n", exper); /* echo */
if (index("qQ", exper)) {
clearlocks();
settty((char *) 0);
exit(0);
}
if(index("Yy", exper)) {
exper = 0;
goto beginner;
}
printf("\n Tell me what kind of character you are:\n");
printf(" Are you");
for(i = 0; i < NR_OF_ROLES; i++) {
printf(" %s %s", index("AEIOU",roles[i][0]) ? "an" : "a", roles[i]);
if((((i + 1) % 4) == 0) && (i != NR_OF_ROLES -1)) printf(",\n ");
else if(i < NR_OF_ROLES - 2) printf(",");
if(i == NR_OF_ROLES - 2) printf(" or");
}
printf("? [%s or q(quit)] ", rolesyms);
while(pc = readchar()) {
if (pc == 'q' || pc == 'Q') {
clearlocks();
settty((char *) 0);
exit(0);
}
if('a' <= pc && pc <= 'z') pc += 'A'-'a';
if((i = role_index(pc)) >= 0) {
printf("%c\n", pc); /* echo */
(void) fflush(stdout); /* should be seen */
break;
}
if(pc == '\n') break;
bell();
}
if(pc == '\n') pc = 0;
beginner:
if(!pc) {
i = rn2(NR_OF_ROLES);
pc = rolesyms[i];
printf("\nThis game you will be %s %s%s.\n",
(exper || index("AEIOU", roles[i][0])) ? "an" : "a",
exper ? "experienced " : "", roles[i]);
getret();
/* give him some feedback in case mklev takes much time */
(void) putchar('\n');
(void) fflush(stdout);
}
if(exper) {
roles[i][0] = pc;
}
got_suffix:
(void) strncpy(pl_character, roles[i], PL_CSIZ-1);
pl_character[PL_CSIZ-1] = 0;
flags.beginner = 1;
u = zerou;
u.usym = '@';
u.ulevel = 1;
u.uluck = 0;
init_uhunger();
uarm = uarm2 = uarmh = uarms = uarmg = uwep =
#ifdef SHIRT
uarmu =
#endif
uball = uchain = uleft = uright = 0;
#ifdef SPELLS
u.uen = u.uenmax = 1;
for (i = 0; i <= MAXSPELL; i++) spl_book[i].sp_id = NO_SPELL;
#endif
#ifdef PRAYERS
u.ublesscnt = 300; /* no prayers just yet */
u.ublessed = 0; /* not worthy yet */
u.ugangr = 0; /* gods not angry */
#endif
#ifdef HARD
u.udemigod = u.udg_cnt = 0; /* not a demi-god yet... */
#endif
#ifdef KAA
u.mh = u.mhmax = u.umonnum = u.mtimedone = 0;
#endif
#ifdef QUEST
u.uhorizon = 6;
#endif
/*
* On the AMIGA, this switch would produce a jump table that is too
* large for pc-relative addressing... Besides, pc is in uppercase.
*/
switch(pc) {
/* case 'c': */
case 'C':
Cave_man[C_ARROWS].trquan = 12 + rnd(9)*rnd(9);
u.uhp = u.uhpmax = 16;
u.ustr = u.ustrmax = 18;
ini_inv(Cave_man);
break;
/* case 't': */
case 'T':
#ifdef KAA
objects[POT_EXTRA_HEALING].oc_name_known=1;
#endif
Tourist[T_DARTS].trquan = 20 + rnd(20);
u.ugold = u.ugold0 = rnd(1000);
u.uhp = u.uhpmax = 10;
u.ustr = u.ustrmax = 8;
ini_inv(Tourist);
if(!rn2(25)) ini_inv(Tinopener);
else if(!rn2(4)) ini_inv(Lamp);
#ifdef MARKER
else if(!rn2(25)) ini_inv(Magicmarker);
#endif
#ifdef WALKIES
else if(!rn2(25)) ini_inv(Leash);
#endif
break;
/* case 'w': */
case 'W':
for(i = W_MULTSTART; i <= W_MULTEND; i++)
if(!rn2(5))
Wizard[i].trquan += rn2(3) - 1;
u.uhp = u.uhpmax = 15;
u.ustr = u.ustrmax = 16;
#ifdef SPELLS
u.uen = u.uenmax += rn2(4);
#endif
ini_inv(Wizard);
#ifdef MARKER
if(!rn2(5)) ini_inv(Magicmarker);
#endif
if(!rn2(5)) ini_inv(Blindfold);
break;
/* case 'a': */
case 'A':
Fast = INTRINSIC;
Stealth = INTRINSIC;
u.uhp = u.uhpmax = 12;
u.ustr = u.ustrmax = 10;
ini_inv(Archeologist);
if(!rn2(10)) ini_inv(Tinopener);
#ifdef MARKER
else if(!rn2(10)) ini_inv(Magicmarker);
#endif
break;
#ifdef KAA
/* case 'e': */
case 'E':
Elf[E_ARROWS].trquan = 15+rnd(20);
Elf[E_ARMOR].trotyp = (rn2(2) ? ELFIN_CHAIN_MAIL : ELVEN_CLOAK);
Fast = INTRINSIC;
HSee_invisible = INTRINSIC;
u.uhp = u.uhpmax = 16;
u.ustr = u.ustrmax = 16;
ini_inv(Elf);
if(!rn2(5)) ini_inv(Blindfold);
else if(!rn2(6)) ini_inv(Lamp);
break;
/* case 'v': */
case 'V':
Stealth = INTRINSIC;
HCold_resistance = INTRINSIC;
flags.female = TRUE;
u.uhp = u.uhpmax = 16;
u.ustr = u.ustrmax = 17;
ini_inv(Valkyrie);
if(!rn2(6)) ini_inv(Lamp);
break;
/* case 'h': */
case 'H':
objects[POT_HEALING].oc_name_known=1;
objects[POT_EXTRA_HEALING].oc_name_known=1;
HPoison_resistance = INTRINSIC;
u.uhp = u.uhpmax = 16;
u.ustr = u.ustrmax = 15;
ini_inv(Healer);
if(!rn2(25)) ini_inv(Lamp);
break;
#endif
/* case 'k': */
case 'K':
u.uhp = u.uhpmax = 12;
u.ustr = u.ustrmax = 10;
ini_inv(Knight);
break;
/* case 'b': */
case 'B':
u.uhp = u.uhpmax = 14;
u.ustr = u.ustrmax = 17;
ini_inv(Barbarian);
if(!rn2(6)) ini_inv(Lamp);
break;
#ifdef NEWCLASS
/* case 's': */
case 'S':
Fast = INTRINSIC;
u.uhp = u.uhpmax = 16;
u.ustr = u.ustrmax = 16;
Samurai[S_ARROWS].trquan = 12 + rnd(9)*rnd(9);
ini_inv(Samurai);
break;
/* case 'n': */
case 'N':
Fast = INTRINSIC;
Stealth = INTRINSIC;
u.uhp = u.uhpmax = 15;
u.ustr = u.ustrmax = 10;
Ninja[N_SHURIKEN].trquan = 12 + rnd(9)*rnd(9);
ini_inv(Ninja);
if(!rn2(5)) ini_inv(Blindfold);
break;
/* case 'p': */
case 'P':
u.uhp = u.uhpmax = 13;
u.ustr = u.ustrmax = 15;
# ifdef SPELLS
u.uen = u.uenmax += rn2(4);
# endif
ini_inv(Priest);
# ifdef KAA
uwep->dknown = 1; /* bless his primary weapon */
# endif
# ifdef MARKER
if(!rn2(10)) ini_inv(Magicmarker);
# endif
else if(!rn2(10)) ini_inv(Lamp);
objects[POT_HOLY_WATER].oc_name_known = 1;
break;
#endif /* NEWCLASS /**/
default: /* impossible */
u.uhp = u.uhpmax = 12;
u.ustr = u.ustrmax = 16;
}
find_ac();
if(!rn2(20)) {
register int d = rn2(7) - 2; /* biased variation */
u.ustr += d;
u.ustrmax += d;
}
#ifdef WIZARD
if (wizard)
wiz_inv();
#endif
/* make sure he can carry all he has - especially for T's */
while(inv_weight() > 0 && u.ustr < 118)
u.ustr++, u.ustrmax++;
}
ini_inv(trop) register struct trobj *trop; {
register struct obj *obj;
extern struct obj *mkobj();
while(trop->trolet) {
obj = mkobj(trop->trolet);
obj->known = trop->trknown;
/* not obj->dknown = 1; - let him look at it at least once */
obj->cursed = 0;
if(obj->olet == WEAPON_SYM){
obj->quan = trop->trquan;
trop->trquan = 1;
}
if(trop->trspe != UNDEF_SPE)
obj->spe = trop->trspe;
if(trop->trotyp != UNDEF_TYP)
obj->otyp = trop->trotyp;
else
if(obj->otyp == WAN_WISHING) /* gitpyr!robert */
obj->otyp = WAN_DEATH;
obj->owt = weight(obj); /* defined after setting otyp+quan */
obj = addinv(obj);
/*
* if a magic item's 'known' bit is on, set its name known
*/
if (IS_MAGIC(obj) && obj->known)
objects[obj->otyp].oc_name_known=1;
if(obj->olet == ARMOR_SYM){
switch(obj->otyp){
case SHIELD:
if(!uarms) setworn(obj, W_ARMS);
break;
case HELMET:
if(!uarmh) setworn(obj, W_ARMH);
break;
case PAIR_OF_GLOVES:
if(!uarmg) setworn(obj, W_ARMG);
break;
#ifdef SHIRT
case HAWAIIAN_SHIRT:
if(!uarmu) setworn(obj, W_ARMU);
break;
#endif
case ELVEN_CLOAK:
if(!uarm2)
setworn(obj, W_ARM);
break;
default:
if(!uarm) setworn(obj, W_ARM);
}
}
/* below changed by GAN 01/09/87 to allow wielding of
* pick-axe or can-opener if there is no weapon
*/
if(obj->olet == WEAPON_SYM || obj->otyp == PICK_AXE ||
obj->otyp == CAN_OPENER)
if(!uwep) setuwep(obj);
#ifndef PYRAMID_BUG
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++;
}
}
#ifdef WIZARD
wiz_inv(){
register struct trobj *trop = &Extra_objs[0];
extern char *getenv();
register char *ep = getenv("INVENT");
register int type;
while(ep && *ep) {
type = atoi(ep);
ep = index(ep, ',');
if(ep) while(*ep == ',' || *ep == ' ') ep++;
if(type <= 0 || type > NROFOBJECTS) continue;
trop->trotyp = type;
trop->trolet = objects[type].oc_olet;
trop->trspe = 4;
trop->trknown = 1;
trop->trquan = 1;
ini_inv(trop);
}
}
#endif /* WIZARD /**/
plnamesuffix() {
register char *p;
if(p = rindex(plname, '-')) {
*p = 0;
pl_character[0] = p[1];
pl_character[1] = 0;
if(!plname[0]) {
askname();
plnamesuffix();
}
}
}
role_index(pc)
char pc;
{ /* must be called only from u_init() */
/* so that rolesyms[] is defined */
register char *cp;
if(cp = index(rolesyms, pc))
return(cp - rolesyms);
return(-1);
}