freebsd-skq/games/hack/hack.u_init.c
Jordan K. Hubbard 554eb505f8 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);
}