/* * Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ #ifndef lint static char rcsid[] = "$NetBSD: hack.u_init.c,v 1.4 1995/03/23 08:31:51 cgd Exp $"; #endif /* not lint */ #include "hack.h" #include #include #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[]; struct you zerou; char pl_character[PL_CSIZ]; char *(roles[]) = { /* must all have distinct first letter */ /* roles[4] may be changed to -woman */ "Tourist", "Speleologist", "Fighter", "Knight", "Cave-man", "Wizard" }; #define NR_OF_ROLES SIZE(roles) char rolesyms[NR_OF_ROLES + 1]; /* filled by u_init() */ struct trobj { uchar 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 WIZARD struct trobj Cave_man[] = { { MACE, 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 Fighter[] = { { 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 } }; struct trobj Speleologist[] = { { 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 } }; struct trobj Tourist[] = { { 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 */ { 0, 0, 0, 0, 0 } }; struct trobj Wizard[] = { { ELVEN_CLOAK, 0, ARMOR_SYM, 1, 1 }, { UNDEF_TYP, UNDEF_SPE, WAND_SYM, 2, 0 }, { UNDEF_TYP, UNDEF_SPE, RING_SYM, 2, 0 }, { UNDEF_TYP, UNDEF_SPE, POTION_SYM, 2, 0 }, { UNDEF_TYP, UNDEF_SPE, SCROLL_SYM, 3, 0 }, { 0, 0, 0, 0, 0 } }; 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"; for(i = 0; i < NR_OF_ROLES; i++) rolesyms[i] = roles[i][0]; rolesyms[i] = 0; if(pc = pl_character[0]) { if(islower(pc)) pc = toupper(pc); if((i = role_index(pc)) >= 0) goto got_suffix; /* implies experienced */ printf("\nUnknown role: %c\n", pc); pl_character[0] = pc = 0; } printf("\nAre you an experienced player? [ny] "); while(!strchr("ynYN \n\004", (exper = readchar()))) bell(); if(exper == '\004') /* Give him an opportunity to get out */ end_of_input(); printf("%c\n", exper); /* echo */ if(strchr("Nn \n", exper)) { exper = 0; goto beginner; } printf("\nTell me what kind of character you are:\n"); printf("Are you"); for(i = 0; i < NR_OF_ROLES; i++) { printf(" a %s", roles[i]); if(i == 2) /* %% */ printf(",\n\t"); else if(i < NR_OF_ROLES - 2) printf(","); else if(i == NR_OF_ROLES - 2) printf(" or"); } printf("? [%s] ", rolesyms); while(pc = readchar()) { if(islower(pc)) pc = toupper(pc); if((i = role_index(pc)) >= 0) { printf("%c\n", pc); /* echo */ (void) fflush(stdout); /* should be seen */ break; } if(pc == '\n') break; if(pc == '\004') /* Give him the opportunity to get out */ end_of_input(); bell(); } if(pc == '\n') pc = 0; beginner: if(!pc) { printf("\nI'll choose a character for you.\n"); i = rn2(NR_OF_ROLES); pc = rolesyms[i]; printf("This game you will be a%s %s.\n", exper ? "n experienced" : "", roles[i]); getret(); /* give him some feedback in case mklev takes much time */ (void) putchar('\n'); (void) fflush(stdout); } #if 0 /* Given the above code, I can't see why this would ever change anything; it does core pretty well, though. - cmh 4/20/93 */ if(exper) { roles[i][0] = pc; } #endif 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; init_uhunger(); #ifdef QUEST u.uhorizon = 6; #endif QUEST uarm = uarm2 = uarmh = uarms = uarmg = uwep = uball = uchain = uleft = uright = 0; switch(pc) { case 'c': case 'C': Cave_man[2].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': Tourist[3].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); break; case 'w': case 'W': for(i=1; i<=4; i++) if(!rn2(5)) Wizard[i].trquan += rn2(3) - 1; u.uhp = u.uhpmax = 15; u.ustr = u.ustrmax = 16; ini_inv(Wizard); break; case 's': case 'S': Fast = INTRINSIC; Stealth = INTRINSIC; u.uhp = u.uhpmax = 12; u.ustr = u.ustrmax = 10; ini_inv(Speleologist); if(!rn2(10)) ini_inv(Tinopener); break; case 'k': case 'K': u.uhp = u.uhpmax = 12; u.ustr = u.ustrmax = 10; ini_inv(Knight); break; case 'f': case 'F': u.uhp = u.uhpmax = 14; u.ustr = u.ustrmax = 17; ini_inv(Fighter); break; 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 WIZARD /* 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(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; case ELVEN_CLOAK: if(!uarm2) setworn(obj, W_ARM); break; default: if(!uarm) setworn(obj, W_ARM); } } if(obj->olet == WEAPON_SYM) 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 PYRAMID_BUG 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 = strchr(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); } /* give him a wand of wishing by default */ trop->trotyp = WAN_WISHING; trop->trolet = WAND_SYM; trop->trspe = 20; trop->trknown = 1; trop->trquan = 1; ini_inv(trop); } #endif WIZARD plnamesuffix() { register char *p; if(p = strrchr(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 = strchr(rolesyms, pc)) return(cp - rolesyms); return(-1); }