554eb505f8
of the x11 based games. I'm not going to tag the originals with bsd_44_lite and do this in two stages since it's just not worth it for this collection, and I've got directory renames to deal with that way. Bleah. Submitted by: jkh
358 lines
7.9 KiB
C
358 lines
7.9 KiB
C
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* hack.u_init.c - version 1.0.3 */
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#include "hack.h"
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#include <stdio.h>
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#include <signal.h>
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#define Strcpy (void) strcpy
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#define Strcat (void) strcat
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#define UNDEF_TYP 0
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#define UNDEF_SPE '\177'
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extern struct obj *addinv();
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extern char *eos();
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extern char plname[];
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struct you zerou;
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char pl_character[PL_CSIZ];
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char *(roles[]) = { /* must all have distinct first letter */
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/* roles[4] may be changed to -man */
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"Tourist", "Speleologist", "Fighter", "Knight",
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"Cave-man", "Wizard"
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};
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#define NR_OF_ROLES SIZE(roles)
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char rolesyms[NR_OF_ROLES + 1]; /* filled by u_init() */
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struct trobj {
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uchar trotyp;
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schar trspe;
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char trolet;
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Bitfield(trquan,6);
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Bitfield(trknown,1);
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};
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#ifdef WIZARD
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struct trobj Extra_objs[] = {
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{ 0, 0, 0, 0, 0 },
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{ 0, 0, 0, 0, 0 }
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};
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#endif WIZARD
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struct trobj Cave_man[] = {
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{ MACE, 1, WEAPON_SYM, 1, 1 },
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{ BOW, 1, WEAPON_SYM, 1, 1 },
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{ ARROW, 0, WEAPON_SYM, 25, 1 }, /* quan is variable */
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{ LEATHER_ARMOR, 0, ARMOR_SYM, 1, 1 },
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{ 0, 0, 0, 0, 0}
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};
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struct trobj Fighter[] = {
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{ TWO_HANDED_SWORD, 0, WEAPON_SYM, 1, 1 },
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{ RING_MAIL, 0, ARMOR_SYM, 1, 1 },
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{ 0, 0, 0, 0, 0 }
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};
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struct trobj Knight[] = {
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{ LONG_SWORD, 0, WEAPON_SYM, 1, 1 },
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{ SPEAR, 2, WEAPON_SYM, 1, 1 },
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{ RING_MAIL, 1, ARMOR_SYM, 1, 1 },
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{ HELMET, 0, ARMOR_SYM, 1, 1 },
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{ SHIELD, 0, ARMOR_SYM, 1, 1 },
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{ PAIR_OF_GLOVES, 0, ARMOR_SYM, 1, 1 },
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{ 0, 0, 0, 0, 0 }
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};
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struct trobj Speleologist[] = {
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{ STUDDED_LEATHER_ARMOR, 0, ARMOR_SYM, 1, 1 },
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{ UNDEF_TYP, 0, POTION_SYM, 2, 0 },
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{ FOOD_RATION, 0, FOOD_SYM, 3, 1 },
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{ PICK_AXE, UNDEF_SPE, TOOL_SYM, 1, 0 },
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{ ICE_BOX, 0, TOOL_SYM, 1, 0 },
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{ 0, 0, 0, 0, 0}
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};
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struct trobj Tinopener[] = {
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{ CAN_OPENER, 0, TOOL_SYM, 1, 1 },
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{ 0, 0, 0, 0, 0 }
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};
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struct trobj Tourist[] = {
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{ UNDEF_TYP, 0, FOOD_SYM, 10, 1 },
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{ POT_EXTRA_HEALING, 0, POTION_SYM, 2, 0 },
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{ EXPENSIVE_CAMERA, 0, TOOL_SYM, 1, 1 },
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{ DART, 2, WEAPON_SYM, 25, 1 }, /* quan is variable */
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{ 0, 0, 0, 0, 0 }
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};
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struct trobj Wizard[] = {
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{ ELVEN_CLOAK, 0, ARMOR_SYM, 1, 1 },
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{ UNDEF_TYP, UNDEF_SPE, WAND_SYM, 2, 0 },
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{ UNDEF_TYP, UNDEF_SPE, RING_SYM, 2, 0 },
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{ UNDEF_TYP, UNDEF_SPE, POTION_SYM, 2, 0 },
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{ UNDEF_TYP, UNDEF_SPE, SCROLL_SYM, 3, 0 },
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{ 0, 0, 0, 0, 0 }
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};
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u_init(){
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register int i;
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char exper = 'y', pc;
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extern char readchar();
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if(flags.female) /* should have been set in HACKOPTIONS */
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roles[4] = "Cave-woman";
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for(i = 0; i < NR_OF_ROLES; i++)
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rolesyms[i] = roles[i][0];
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rolesyms[i] = 0;
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if(pc = pl_character[0]) {
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if('a' <= pc && pc <= 'z') pc += 'A'-'a';
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if((i = role_index(pc)) >= 0)
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goto got_suffix; /* implies experienced */
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printf("\nUnknown role: %c\n", pc);
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pl_character[0] = pc = 0;
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}
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printf("\nAre you an experienced player? [ny] ");
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while(!index("ynYN \n\004", (exper = readchar())))
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bell();
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if(exper == '\004') /* Give him an opportunity to get out */
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end_of_input();
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printf("%c\n", exper); /* echo */
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if(index("Nn \n", exper)) {
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exper = 0;
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goto beginner;
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}
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printf("\nTell me what kind of character you are:\n");
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printf("Are you");
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for(i = 0; i < NR_OF_ROLES; i++) {
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printf(" a %s", roles[i]);
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if(i == 2) /* %% */
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printf(",\n\t");
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else if(i < NR_OF_ROLES - 2)
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printf(",");
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else if(i == NR_OF_ROLES - 2)
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printf(" or");
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}
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printf("? [%s] ", rolesyms);
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while(pc = readchar()) {
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if('a' <= pc && pc <= 'z') pc += 'A'-'a';
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if((i = role_index(pc)) >= 0) {
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printf("%c\n", pc); /* echo */
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(void) fflush(stdout); /* should be seen */
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break;
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}
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if(pc == '\n')
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break;
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if(pc == '\004') /* Give him the opportunity to get out */
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end_of_input();
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bell();
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}
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if(pc == '\n')
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pc = 0;
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beginner:
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if(!pc) {
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printf("\nI'll choose a character for you.\n");
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i = rn2(NR_OF_ROLES);
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pc = rolesyms[i];
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printf("This game you will be a%s %s.\n",
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exper ? "n experienced" : "",
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roles[i]);
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getret();
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/* give him some feedback in case mklev takes much time */
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(void) putchar('\n');
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(void) fflush(stdout);
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}
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if(exper) {
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roles[i][0] = pc;
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}
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got_suffix:
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(void) strncpy(pl_character, roles[i], PL_CSIZ-1);
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pl_character[PL_CSIZ-1] = 0;
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flags.beginner = 1;
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u = zerou;
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u.usym = '@';
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u.ulevel = 1;
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init_uhunger();
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#ifdef QUEST
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u.uhorizon = 6;
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#endif QUEST
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uarm = uarm2 = uarmh = uarms = uarmg = uwep = uball = uchain =
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uleft = uright = 0;
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switch(pc) {
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case 'c':
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case 'C':
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Cave_man[2].trquan = 12 + rnd(9)*rnd(9);
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u.uhp = u.uhpmax = 16;
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u.ustr = u.ustrmax = 18;
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ini_inv(Cave_man);
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break;
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case 't':
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case 'T':
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Tourist[3].trquan = 20 + rnd(20);
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u.ugold = u.ugold0 = rnd(1000);
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u.uhp = u.uhpmax = 10;
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u.ustr = u.ustrmax = 8;
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ini_inv(Tourist);
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if(!rn2(25)) ini_inv(Tinopener);
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break;
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case 'w':
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case 'W':
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for(i=1; i<=4; i++) if(!rn2(5))
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Wizard[i].trquan += rn2(3) - 1;
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u.uhp = u.uhpmax = 15;
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u.ustr = u.ustrmax = 16;
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ini_inv(Wizard);
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break;
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case 's':
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case 'S':
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Fast = INTRINSIC;
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Stealth = INTRINSIC;
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u.uhp = u.uhpmax = 12;
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u.ustr = u.ustrmax = 10;
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ini_inv(Speleologist);
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if(!rn2(10)) ini_inv(Tinopener);
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break;
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case 'k':
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case 'K':
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u.uhp = u.uhpmax = 12;
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u.ustr = u.ustrmax = 10;
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ini_inv(Knight);
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break;
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case 'f':
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case 'F':
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u.uhp = u.uhpmax = 14;
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u.ustr = u.ustrmax = 17;
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ini_inv(Fighter);
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break;
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default: /* impossible */
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u.uhp = u.uhpmax = 12;
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u.ustr = u.ustrmax = 16;
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}
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find_ac();
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if(!rn2(20)) {
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register int d = rn2(7) - 2; /* biased variation */
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u.ustr += d;
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u.ustrmax += d;
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}
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#ifdef WIZARD
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if(wizard) wiz_inv();
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#endif WIZARD
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/* make sure he can carry all he has - especially for T's */
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while(inv_weight() > 0 && u.ustr < 118)
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u.ustr++, u.ustrmax++;
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}
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ini_inv(trop) register struct trobj *trop; {
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register struct obj *obj;
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extern struct obj *mkobj();
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while(trop->trolet) {
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obj = mkobj(trop->trolet);
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obj->known = trop->trknown;
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/* not obj->dknown = 1; - let him look at it at least once */
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obj->cursed = 0;
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if(obj->olet == WEAPON_SYM){
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obj->quan = trop->trquan;
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trop->trquan = 1;
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}
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if(trop->trspe != UNDEF_SPE)
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obj->spe = trop->trspe;
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if(trop->trotyp != UNDEF_TYP)
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obj->otyp = trop->trotyp;
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else
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if(obj->otyp == WAN_WISHING) /* gitpyr!robert */
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obj->otyp = WAN_DEATH;
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obj->owt = weight(obj); /* defined after setting otyp+quan */
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obj = addinv(obj);
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if(obj->olet == ARMOR_SYM){
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switch(obj->otyp){
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case SHIELD:
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if(!uarms) setworn(obj, W_ARMS);
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break;
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case HELMET:
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if(!uarmh) setworn(obj, W_ARMH);
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break;
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case PAIR_OF_GLOVES:
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if(!uarmg) setworn(obj, W_ARMG);
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break;
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case ELVEN_CLOAK:
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if(!uarm2)
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setworn(obj, W_ARM);
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break;
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default:
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if(!uarm) setworn(obj, W_ARM);
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}
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}
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if(obj->olet == WEAPON_SYM)
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if(!uwep) setuwep(obj);
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#ifndef PYRAMID_BUG
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if(--trop->trquan) continue; /* make a similar object */
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#else
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if(trop->trquan) { /* check if zero first */
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--trop->trquan;
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if(trop->trquan)
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continue; /* make a similar object */
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}
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#endif PYRAMID_BUG
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trop++;
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}
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}
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#ifdef WIZARD
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wiz_inv(){
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register struct trobj *trop = &Extra_objs[0];
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extern char *getenv();
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register char *ep = getenv("INVENT");
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register int type;
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while(ep && *ep) {
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type = atoi(ep);
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ep = index(ep, ',');
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if(ep) while(*ep == ',' || *ep == ' ') ep++;
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if(type <= 0 || type > NROFOBJECTS) continue;
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trop->trotyp = type;
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trop->trolet = objects[type].oc_olet;
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trop->trspe = 4;
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trop->trknown = 1;
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trop->trquan = 1;
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ini_inv(trop);
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}
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/* give him a wand of wishing by default */
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trop->trotyp = WAN_WISHING;
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trop->trolet = WAND_SYM;
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trop->trspe = 20;
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trop->trknown = 1;
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trop->trquan = 1;
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ini_inv(trop);
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}
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#endif WIZARD
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plnamesuffix() {
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register char *p;
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if(p = rindex(plname, '-')) {
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*p = 0;
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pl_character[0] = p[1];
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pl_character[1] = 0;
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if(!plname[0]) {
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askname();
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plnamesuffix();
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}
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}
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}
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role_index(pc)
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char pc;
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{ /* must be called only from u_init() */
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/* so that rolesyms[] is defined */
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register char *cp;
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if(cp = index(rolesyms, pc))
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return(cp - rolesyms);
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return(-1);
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}
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