freebsd-skq/games/hack/hack.u_init.c
jkh 057afceb86 Bring in the 4.4 Lite games directory, modulo man page changes and segregation
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
1994-09-04 04:03:31 +00:00

358 lines
7.9 KiB
C

/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* hack.u_init.c - version 1.0.3 */
#include "hack.h"
#include <stdio.h>
#include <signal.h>
#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 -man */
"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('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("\nAre you an experienced player? [ny] ");
while(!index("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(index("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('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;
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(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;
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 = 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);
}
/* 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 = 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);
}