-
Notifications
You must be signed in to change notification settings - Fork 9
/
u_init.c
3395 lines (3172 loc) · 116 KB
/
u_init.c
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
/* SCCS Id: @(#)u_init.c 3.4 2002/10/22 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
struct trobj {
short trotyp;
schar trspe;
char trclass;
Bitfield(trquan,6);
Bitfield(trbless,2);
};
STATIC_DCL void FDECL(ini_inv, (struct trobj *));
STATIC_DCL void FDECL(knows_object,(int));
STATIC_DCL void FDECL(knows_class,(CHAR_P));
STATIC_DCL void FDECL(augment_skill_cap,(int, int, int, int));
STATIC_DCL boolean FDECL(restricted_spell_discipline, (int));
#define UNDEF_TYP 0
#define UNDEF_SPE '\177'
#define UNDEF_BLESS 2
/*
* Initial inventory for the various roles.
*/
static struct trobj Archeologist[] = {
#define A_BOOK 4
/* if adventure has a name... idea from tan@uvm-gen */
{ BULLWHIP, 2, WEAPON_CLASS, 1, UNDEF_BLESS },
{ LEATHER_JACKET, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ FEDORA, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ FOOD_RATION, 0, FOOD_CLASS, 3, 0 },
{ UNDEF_TYP, UNDEF_SPE, SPBOOK_CLASS, 1, 1 },
{ UNDEF_TYP, UNDEF_SPE, SCROLL_CLASS, 2, UNDEF_BLESS },
{ PICK_AXE, 0, TOOL_CLASS, 1, UNDEF_BLESS },
{ TINNING_KIT, UNDEF_SPE, TOOL_CLASS, 1, UNDEF_BLESS },
{ TOUCHSTONE, 0, GEM_CLASS, 1, 0 },
{ SACK, 0, TOOL_CLASS, 1, 0 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj Barbarian[] = {
#define B_MAJOR 0 /* two-handed sword or battle-axe */
#define B_MINOR 1 /* matched with axe or short sword */
{ TWO_HANDED_SWORD, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
{ AXE, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
{ RING_MAIL, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ FOOD_RATION, 0, FOOD_CLASS, 2, 0 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj Bard[] = {
#define BARD_INSTR 1
#define BARD_BOOZE 5
#define BARD_WHISTLE 6
{ SILVER_DAGGER, 1, WEAPON_CLASS, 1, UNDEF_BLESS },
{ WOODEN_HARP, UNDEF_SPE, TOOL_CLASS, 1, UNDEF_BLESS },
{ LEATHER_CLOAK, 1, ARMOR_CLASS, 1, UNDEF_BLESS },
{ APPLE, 0, FOOD_CLASS, 3, 0 },
{ ORANGE, 0, FOOD_CLASS, 3, 0 },
{ POT_BOOZE, 0, POTION_CLASS, 1, UNDEF_BLESS },
{ TIN_WHISTLE, 0, TOOL_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
static struct trobj Cave_man[] = {
#define C_AMMO 2
{ CLUB, 1, WEAPON_CLASS, 1, UNDEF_BLESS },
{ SLING, 2, WEAPON_CLASS, 1, UNDEF_BLESS },
{ FLINT, 0, GEM_CLASS, 15, UNDEF_BLESS }, /* quan is variable */
{ ROCK, 0, GEM_CLASS, 3, 0 }, /* yields 18..33 */
{ LEATHER_ARMOR, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
static struct trobj Chef[] = { /* 5lo: New role */
{ KNIFE, 1, WEAPON_CLASS, 1, 1 },
{ LEATHER_ARMOR, 1, ARMOR_CLASS, 1, 1 },
{ DENTED_POT, 2, ARMOR_CLASS, 1, 1 },
{ FOOD_RATION, 0, FOOD_CLASS, 3, 0 },
/* Give him some herbs and spices... */
{ SPRIG_OF_WOLFSBANE, 0, FOOD_CLASS, 1, 0 },
{ CLOVE_OF_GARLIC, 0, FOOD_CLASS, 1, 0 },
{ POT_WATER, UNDEF_SPE, POTION_CLASS, 2, 0 },
{ POT_BOOZE, UNDEF_SPE, POTION_CLASS, 2, UNDEF_BLESS },
{ CAN_OF_GREASE, UNDEF_SPE, TOOL_CLASS, 1, UNDEF_BLESS },
{ TOWEL, UNDEF_SPE, TOOL_CLASS, 1, UNDEF_BLESS },
{ TINNING_KIT, UNDEF_SPE, TOOL_CLASS, 1, 1 },
{ TIN_OPENER, UNDEF_SPE, TOOL_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
static struct trobj Electric_Mage[] = {
#define E_BOOK 9
{ QUARTERSTAFF, 1, WEAPON_CLASS, 1, 1 }, /* for dealing with ghosts */
{ STUDDED_LEATHER_ARMOR, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ FOOD_RATION, 0, FOOD_CLASS, 2, 0 },
{ UNDEF_TYP, UNDEF_SPE, POTION_CLASS, 1, UNDEF_BLESS },
{ UNDEF_TYP, UNDEF_SPE, SCROLL_CLASS, 1, UNDEF_BLESS },
{ WAN_LIGHTNING, UNDEF_SPE, WAND_CLASS, 1, UNDEF_BLESS },
{ UNDEF_TYP, UNDEF_SPE, RING_CLASS, 1, UNDEF_BLESS },
{ SPE_SHOCKING_SPHERE, UNDEF_SPE, SPBOOK_CLASS, 1, 1 },
{ SPE_LIGHTNING, UNDEF_SPE, SPBOOK_CLASS, 1, 1 },
{ UNDEF_TYP, UNDEF_SPE, SPBOOK_CLASS, 1, 1 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj Acid_Mage[] = {
#define ACID_BOOK 9
{ QUARTERSTAFF, 1, WEAPON_CLASS, 1, 1 }, /* for dealing with ghosts */
{ STUDDED_LEATHER_ARMOR, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ FOOD_RATION, 0, FOOD_CLASS, 2, 0 },
{ UNDEF_TYP, UNDEF_SPE, POTION_CLASS, 1, UNDEF_BLESS },
{ UNDEF_TYP, UNDEF_SPE, SCROLL_CLASS, 1, UNDEF_BLESS },
{ WAN_ACID, UNDEF_SPE, WAND_CLASS, 1, UNDEF_BLESS },
{ UNDEF_TYP, UNDEF_SPE, RING_CLASS, 1, UNDEF_BLESS },
{ SPE_ACID_SPHERE, UNDEF_SPE, SPBOOK_CLASS, 1, 1 },
{ SPE_ACID_STREAM, UNDEF_SPE, SPBOOK_CLASS, 1, 1 },
{ UNDEF_TYP, UNDEF_SPE, SPBOOK_CLASS, 1, 1 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj Flame_Mage[] = {
#define F_BOOK 9
{ QUARTERSTAFF, 1, WEAPON_CLASS, 1, 1 }, /* for dealing with ghosts */
{ STUDDED_LEATHER_ARMOR, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ FOOD_RATION, 0, FOOD_CLASS, 2, 0 },
{ UNDEF_TYP, UNDEF_SPE, POTION_CLASS, 1, UNDEF_BLESS },
{ UNDEF_TYP, UNDEF_SPE, SCROLL_CLASS, 1, UNDEF_BLESS },
{ WAN_FIRE, UNDEF_SPE, WAND_CLASS, 1, UNDEF_BLESS },
{ UNDEF_TYP, UNDEF_SPE, RING_CLASS, 1, UNDEF_BLESS },
{ SPE_FLAME_SPHERE, UNDEF_SPE, SPBOOK_CLASS, 1, 1 },
{ SPE_FIREBALL, UNDEF_SPE, SPBOOK_CLASS, 1, 1 },
{ UNDEF_TYP, UNDEF_SPE, SPBOOK_CLASS, 1, 1 },
{ 0, 0, 0, 0, 0 }
};
#ifdef CONVICT
static struct trobj Convict[] = {
{ ROCK, 0, GEM_CLASS, 1, 0 },
{ STRIPED_SHIRT, 0, ARMOR_CLASS, 1, 0 },
{ 0, 0, 0, 0, 0 }
};
#endif /* CONVICT */
static struct trobj Lunatic[] = { /* 5lo: Changing to starting objects from Slash 6 Lycanthrope role */
{ ORCISH_SHORT_SWORD, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
{ POT_SICKNESS, 0, POTION_CLASS, 2, 0 },
{ UNDEF_TYP, UNDEF_SPE, SCROLL_CLASS, 2, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
static struct trobj Drunk[] = {
{ RUBBER_HOSE, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
{ POT_BOOZE, UNDEF_SPE, POTION_CLASS, 5, UNDEF_BLESS },
{ UNDEF_TYP, UNDEF_SPE, POTION_CLASS, 5, UNDEF_BLESS },
{ UNDEF_TYP, UNDEF_SPE, POTION_CLASS, 5, UNDEF_BLESS },
{ UNDEF_TYP, UNDEF_SPE, POTION_CLASS, 5, UNDEF_BLESS },
{ 0, 0, 0, 0, 0, }
};
static struct trobj Officer[] = {
{ CLUB, 0, WEAPON_SYM, 1, UNDEF_BLESS },
{ PISTOL, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
#define COP_BULLET 2
{ BULLET, 0, WEAPON_CLASS, 40, 0 },
{ LEATHER_ARMOR, 0, ARMOR_SYM, 1, UNDEF_BLESS },
#if 0 /* 5lo: Removed as these were to simulate firearms in Nethack-- */
{ WAN_MAGIC_MISSILE, UNDEF_SPE, WAND_SYM, 1, UNDEF_BLESS },
{ WAN_STRIKING, UNDEF_SPE, WAND_SYM, 1, UNDEF_BLESS },
#endif
{ DOUGHNUT, 0, FOOD_SYM, 6, 0 },
{ 0, 0, 0, 0, 0, }
};
static struct trobj Musician[] = {
{ FEDORA, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ HAWAIIAN_SHIRT, 2, ARMOR_CLASS, 1, UNDEF_BLESS },
{ MAGIC_FLUTE, UNDEF_SPE, TOOL_CLASS, 1, UNDEF_BLESS },
{ MAGIC_HARP, UNDEF_SPE, TOOL_CLASS, 1, UNDEF_BLESS },
{ DRUM_OF_EARTHQUAKE, UNDEF_SPE, TOOL_CLASS, 1, UNDEF_BLESS },
{ FROST_HORN, UNDEF_SPE, TOOL_CLASS, 1, UNDEF_BLESS },
{ FIRE_HORN, UNDEF_SPE, TOOL_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0, }
};
static struct trobj Undertaker[] = {
{ SCALPEL, 2, WEAPON_CLASS, 1, UNDEF_BLESS },
{ EXPENSIVE_SUIT, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ WAN_UNDEAD_TURNING, UNDEF_SPE, WAND_CLASS, 1, UNDEF_BLESS },
// { WAN_UNDEAD_TURNING, UNDEF_SPE, WAND_CLASS, 1, UNDEF_BLESS },
{ TINNING_KIT, UNDEF_SPE, TOOL_CLASS, 1, UNDEF_BLESS },
{ BRASS_LANTERN, 1, TOOL_CLASS, 1, 0 }, /* Graveyards are dark places */
{ PICK_AXE, 0, TOOL_CLASS, 1, UNDEF_BLESS }, /* They dig graves after all */
{ 0, 0, 0, 0, 0, }
};
static struct trobj Zookeeper[] = {
{ LONG_BULLWHIP, 1, WEAPON_CLASS, 1, UNDEF_BLESS },
{ TRIPE_RATION, 0, FOOD_CLASS, 5, UNDEF_BLESS },
{ ASIAN_PEAR, 0, FOOD_CLASS, 3, 0 },
{ EUCALYPTUS_LEAF, 0, FOOD_CLASS, 1, 0 },
{ SCR_TAMING, UNDEF_SPE, SCROLL_CLASS, 3, 1 },
{ LEASH, 0, TOOL_CLASS, 3, 0 },
{ 0, 0, 0, 0, 0, }
};
static struct trobj Firefighter[] = {
{ AXE, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
{ FIRE_HELMET, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
{ ASBESTOS_JACKET, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ POT_WATER, 0, POTION_CLASS, 5, 0 },
{ SCR_FIRE, UNDEF_SPE, SCROLL_CLASS, 4, UNDEF_BLESS },
{ WAN_FIRE, UNDEF_SPE, WAND_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0, }
};
static struct trobj Locksmith[] = {
{ DAGGER, 0, WEAPON_CLASS, 5, UNDEF_BLESS },
{ WAN_OPENING, UNDEF_SPE, WAND_CLASS, 1, UNDEF_BLESS },
{ WAN_LOCKING, UNDEF_SPE, WAND_CLASS, 1, UNDEF_BLESS },
{ SKELETON_KEY, 0, TOOL_CLASS, 1, 0 },
{ LOCK_PICK, 9, TOOL_CLASS, 1, 0 },
{ SACK, 0, TOOL_CLASS, 1, 0 },
{ 0, 0, 0, 0, 0, }
};
static struct trobj Ninja[] = {
#define NIN_SHURIKEN 1
{ SHORT_SWORD, 0, WEAPON_CLASS, 1, UNDEF_BLESS }, /* the wakizashi */
{ SHURIKEN, 0, WEAPON_CLASS, 9, UNDEF_BLESS }, /* quan is variable */
{ LEATHER_CLOAK, 0, ARMOR_CLASS, 1, 0 },
{ LOW_BOOTS, 0, ARMOR_CLASS, 1, 0 },
{ POT_SICKNESS, 0, POTION_CLASS, 1, 0 },
{ POT_INVISIBILITY, UNDEF_SPE, POTION_CLASS, 1, 1 },
{ LOCK_PICK, 9, TOOL_CLASS, 1, 0 },
{ GRAPPLING_HOOK, 0, TOOL_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0, }
};
#if 0 /* Deferred */
static struct trobj Pokemon[] = {
{ UNDEF_TYP, UNDEF_SPE, FOOD_CLASS, 5, 0 },
{ WAN_ENLIGHTENMENT, UNDEF_SPE, WAND_CLASS, 1, 0 },
{ 0, 0, 0, 0, 0 }
};
#endif
static struct trobj Hacker[] = {
{ ELECTRIC_SWORD, 1, WEAPON_CLASS, 1, 1},
#define H_IC 1
{ IC, 0, TOOL_CLASS, 7, UNDEF_BLESS }, /* quan is var. */
{ GAUNTLETS_OF_TYPING, 1, ARMOR_CLASS, 1, UNDEF_BLESS },
{ POT_JOLT_COLA, 0, POTION_CLASS, 4, UNDEF_BLESS },
{ HACKER_S_FOOD, 0, FOOD_CLASS, 2, UNDEF_BLESS },
{ PACK_OF_FLOPPIES, 0, TOOL_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
static struct trobj Geek[] = {
{ SHARPENED_PENCIL, 3, WEAPON_CLASS, 1, UNDEF_BLESS },
{ CANDY_BAR, 0, FOOD_CLASS, 5, 0 },
{ EXPENSIVE_CAMERA, UNDEF_SPE, TOOL_CLASS, 1, 0 },
#ifdef NEPHI_PHOTOGRAPHY
{ SPE_PHOTO_ALBUM, 0, SPBOOK_CLASS, 1, 0 },
#endif
{ UGLY_BACKPACK, 0, TOOL_CLASS, 1, 0 },
{ LENSES, 0, TOOL_CLASS, 1, 0 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj Healer[] = {
{ SCALPEL, 1, WEAPON_CLASS, 1, UNDEF_BLESS },
{ RUBBER_GLOVES, 1, ARMOR_CLASS, 1, UNDEF_BLESS },
{ STETHOSCOPE, 0, TOOL_CLASS, 1, 0 },
{ MEDICAL_KIT, 0, TOOL_CLASS, 1, 0 },
{ POT_HEALING, 0, POTION_CLASS, 4, UNDEF_BLESS },
{ POT_EXTRA_HEALING, 0, POTION_CLASS, 4, UNDEF_BLESS },
{ WAN_SLEEP, UNDEF_SPE, WAND_CLASS, 1, UNDEF_BLESS },
/* [Tom] they might as well have a wand of healing, too */
{ WAN_HEALING, UNDEF_SPE, WAND_CLASS, 1, UNDEF_BLESS },
/* always blessed, so it's guaranteed readable */
{ SPE_HEALING, UNDEF_SPE, SPBOOK_CLASS, 1, 1 },
{ SPE_STONE_TO_FLESH, UNDEF_SPE, SPBOOK_CLASS, 1, 1 },
{ APPLE, 0, FOOD_CLASS, 10, 0 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj Ice_Mage[] = {
#define I_BOOK 9
{ QUARTERSTAFF, 1, WEAPON_CLASS, 1, 1 }, /* for dealing with ghosts */
{ STUDDED_LEATHER_ARMOR, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ FOOD_RATION, 0, FOOD_CLASS, 2, 0 },
{ UNDEF_TYP, UNDEF_SPE, POTION_CLASS, 1, UNDEF_BLESS },
{ UNDEF_TYP, UNDEF_SPE, SCROLL_CLASS, 1, UNDEF_BLESS },
{ WAN_COLD, UNDEF_SPE, WAND_CLASS, 1, UNDEF_BLESS },
{ UNDEF_TYP, UNDEF_SPE, RING_CLASS, 1, UNDEF_BLESS },
{ SPE_FREEZE_SPHERE, UNDEF_SPE, SPBOOK_CLASS, 1, 1 },
{ SPE_CONE_OF_COLD, UNDEF_SPE, SPBOOK_CLASS, 1, 1 },
{ UNDEF_TYP, UNDEF_SPE, SPBOOK_CLASS, 1, 1 },
{ 0, 0, 0, 0, 0 }
};
#ifdef JEDI
static struct trobj Jedi[] = {
{ ROBE, 1, ARMOR_CLASS, 1, UNDEF_BLESS },
{ LEATHER_GLOVES, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
static struct trobj GreenSaber[] = {
{ GREEN_LIGHTSABER, 1, WEAPON_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0, }
};
#ifdef D_SABER
static struct trobj BlueSaber[] = {
{ BLUE_LIGHTSABER, 1, WEAPON_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0, }
};
#endif
static struct trobj RedSaber[] = {
{ RED_LIGHTSABER, 1, WEAPON_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0, }
};
#endif
static struct trobj Knight[] = {
{ LONG_SWORD, 1, WEAPON_CLASS, 1, UNDEF_BLESS },
{ LANCE, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
{ PLATE_MAIL, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ HELMET, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ LARGE_SHIELD, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ LEATHER_GLOVES, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ APPLE, 0, FOOD_CLASS, 10, 0 },
{ CARROT, 0, FOOD_CLASS, 10, 0 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj Warrior[] = {
{ BROADSWORD, 1, WEAPON_CLASS, 1, UNDEF_BLESS },
{ CROSSBOW, 1, WEAPON_CLASS, 1, UNDEF_BLESS },
#define WAR_BOLT 2
{ CROSSBOW_BOLT, 0, WEAPON_CLASS, 25, 1 },
{ SCALE_MAIL, 0, ARMOR_CLASS, 1, 0 },
{ LOW_BOOTS, 0, ARMOR_CLASS, 1, 0},
{ SMALL_SHIELD, 0, ARMOR_CLASS, 1, 0 },
{ APPLE, 0, FOOD_CLASS, 7, 0 },
{ CARROT, 0, FOOD_CLASS, 7, 0 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj Monk[] = {
#define M_BOOK 2
{ LEATHER_GLOVES, 2, ARMOR_CLASS, 1, UNDEF_BLESS },
{ ROBE, 1, ARMOR_CLASS, 1, UNDEF_BLESS },
{ UNDEF_TYP, UNDEF_SPE, SPBOOK_CLASS, 1, 1 },
{ UNDEF_TYP, UNDEF_SPE, SCROLL_CLASS, 1, UNDEF_BLESS },
{ POT_HEALING, 0, POTION_CLASS, 3, UNDEF_BLESS },
{ FOOD_RATION, 0, FOOD_CLASS, 3, 0 },
{ APPLE, 0, FOOD_CLASS, 5, UNDEF_BLESS },
{ ORANGE, 0, FOOD_CLASS, 5, UNDEF_BLESS },
/* Yes, we know fortune cookies aren't really from China. They were
* invented by George Jung in Los Angeles, California, USA in 1916.
*/
{ FORTUNE_COOKIE, 0, FOOD_CLASS, 3, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
#if 0 /* Deferred */
static struct trobj Psion[] = {
#define PS_BOOK 2
{ LEATHER_GLOVES, 2, ARMOR_CLASS, 1, UNDEF_BLESS },
{ ROBE, 1, ARMOR_CLASS, 1, UNDEF_BLESS },
{ UNDEF_TYP, UNDEF_SPE, SPBOOK_CLASS, 1, 1 },
{ UNDEF_TYP, UNDEF_SPE, SCROLL_CLASS, 1, UNDEF_BLESS },
{ POT_MONSTER_DETECTION, 0, POTION_CLASS, 3, UNDEF_BLESS },
{ FOOD_RATION, 0, FOOD_CLASS, 3, 0 },
{ APPLE, 0, FOOD_CLASS, 5, UNDEF_BLESS },
{ ORANGE, 0, FOOD_CLASS, 5, UNDEF_BLESS },
/* Yes, we know fortune cookies aren't really from China. They were
* invented by George Jung in Los Angeles, California, USA in 1916.
*/
{ FORTUNE_COOKIE, 0, FOOD_CLASS, 3, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
#endif
static struct trobj Noble[] = {
#define NOB_SHIRT 1
{ RAPIER, 2, WEAPON_CLASS, 1, UNDEF_BLESS },
{ RUFFLED_SHIRT, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ LEATHER_GLOVES, 1, ARMOR_CLASS, 1, UNDEF_BLESS },
{ LEATHER_CLOAK, 1, ARMOR_CLASS, 1, UNDEF_BLESS },
{ UNDEF_TYP, UNDEF_SPE, RING_CLASS, 1, UNDEF_BLESS },
{ APPLE, 0, FOOD_CLASS, 10, 0 },
{ FOOD_RATION, 0, FOOD_CLASS, 3, 0 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj Pirate[] = {
#define PIR_KNIVES 1
#define PIR_SNACK 7
#define PIR_JEWELRY 9
#define PIR_TOOL 10
#define PIR_BULLET 3
{ SCIMITAR, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
{ KNIFE, 1, WEAPON_CLASS, 2, 0 },
{ PISTOL, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
{ BULLET, 0, WEAPON_CLASS, 25, 0 },
{ LEATHER_JACKET, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ HIGH_BOOTS, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ CRAM_RATION, 0, FOOD_CLASS, 2, UNDEF_BLESS },
{ BANANA, 0, FOOD_CLASS, 3, 0 },
{ POT_BOOZE, 0, POTION_CLASS, 3, UNDEF_BLESS },
{ UNDEF_TYP, UNDEF_SPE, RING_CLASS, 1, UNDEF_BLESS },
{ OILSKIN_SACK, 0, TOOL_CLASS, 1, 0 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj Corsair[] = {
{ SCIMITAR, 1, WEAPON_CLASS, 1, UNDEF_BLESS },
{ DAGGER, 1, WEAPON_CLASS, 7, 0 },
{ UNDEF_TYP, UNDEF_SPE, RING_CLASS, 1, UNDEF_BLESS },
{ OILSKIN_SACK, 0, TOOL_CLASS, 1, 0 },
{ POT_BOOZE, 0, POTION_CLASS, 2, UNDEF_BLESS },
{ TIN, 0, FOOD_CLASS, 1, 0 },
{ CRAM_RATION, 0, FOOD_CLASS, 1, 1 },
{ FIGURINE, 0, TOOL_CLASS, 1, 0 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj Gladiator[] = {
{ SILVER_SPEAR, 1, WEAPON_CLASS, 1, UNDEF_BLESS },
{ SHIELD_OF_REFLECTION, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ CRAM_RATION, 0, FOOD_CLASS, 1, 1 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj Diver[] = {
{ KNIFE, 2, WEAPON_CLASS, 1, UNDEF_BLESS },
{ SPEAR, 0, WEAPON_CLASS, 3, UNDEF_BLESS },
{ TRIDENT, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
{ OILSKIN_CLOAK, 1, ARMOR_CLASS, 1, UNDEF_BLESS },
{ CAN_OF_GREASE, UNDEF_SPE, TOOL_CLASS, 1, 1 },
{ TALLOW_CANDLE, 0, TOOL_CLASS, 3, 1 },
{ TOWEL, 0, TOOL_CLASS, 1, 1 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj Necromancer[] = {
#define N_BOOK 8
/* pretty much like Wizard, except with pick-axe instead of magic resist. */
{ QUARTERSTAFF, 1, WEAPON_CLASS, 1, 1 }, /* for dealing with ghosts */
{ UNDEF_TYP, UNDEF_SPE, RING_CLASS, 2, UNDEF_BLESS },
{ UNDEF_TYP, UNDEF_SPE, POTION_CLASS, 3, UNDEF_BLESS },
{ UNDEF_TYP, UNDEF_SPE, SCROLL_CLASS, 3, UNDEF_BLESS },
{ SPE_SUMMON_UNDEAD, 0, SPBOOK_CLASS, 1, 1 },
{ SPE_COMMAND_UNDEAD, 0, SPBOOK_CLASS, 1, 1 },
{ SPE_DRAIN_LIFE, 0, SPBOOK_CLASS, 1, 1 },
/* WAC -- gave him drain life rather than turn undead */
{ WAN_DRAINING, UNDEF_SPE, WAND_CLASS, 1, UNDEF_BLESS },
/* KMH -- ...and the matching wand for the inexperienced */
{ UNDEF_TYP, UNDEF_SPE, SPBOOK_CLASS, 1, 1 },
{ PICK_AXE, 0, TOOL_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
static struct trobj Paladin[] = {
{ SILVER_SHORT_SWORD, 1, WEAPON_CLASS, 1, 1 },
{ RING_MAIL, 1, ARMOR_CLASS, 1, 1 },
{ HELMET, 0, ARMOR_CLASS, 1, 1 },
{ SMALL_SHIELD, 0, ARMOR_CLASS, 1, 1 },
{ LEATHER_GLOVES, 0, ARMOR_CLASS, 1, 1 },
{ POT_WATER, 0, POTION_CLASS, 2, 1 }, /* holy water */
{ CLOVE_OF_GARLIC, 0, FOOD_CLASS, 2, 1 },
{ SPRIG_OF_WOLFSBANE, 0, FOOD_CLASS, 2, 1 },
{ SPE_HEALING, UNDEF_SPE, SPBOOK_CLASS, 1, 1 },
{ UNDEF_TYP, UNDEF_SPE, SCROLL_CLASS, 1, 1 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj Priest[] = {
#define P_BOOK 7
{ MACE, 0, WEAPON_CLASS, 1, 1 },
{ ROBE, 0, ARMOR_CLASS, 1, 1 },
{ SMALL_SHIELD, 2, ARMOR_CLASS, 1, 1 },
{ POT_WATER, 0, POTION_CLASS, 4, 1 }, /* holy water */
{ CLOVE_OF_GARLIC, 0, FOOD_CLASS, 1, 1 },
{ SPRIG_OF_WOLFSBANE, 0, FOOD_CLASS, 1, 1 },
{ SPE_HEALING, UNDEF_SPE, SPBOOK_CLASS, 1, 1 },
{ UNDEF_TYP, UNDEF_SPE, SPBOOK_CLASS, 1, 1 },
{ UNDEF_TYP, UNDEF_SPE, SCROLL_CLASS, 1, 1 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj Ranger[] = {
#define RAN_BOW 1
#define RAN_TWO_ARROWS 2
#define RAN_ZERO_ARROWS 3
{ DAGGER, 1, WEAPON_CLASS, 1, UNDEF_BLESS },
{ BOW, 1, WEAPON_CLASS, 1, UNDEF_BLESS },
{ ARROW, 2, WEAPON_CLASS, 50, UNDEF_BLESS },
{ ARROW, 0, WEAPON_CLASS, 30, UNDEF_BLESS },
{ CLOAK_OF_DISPLACEMENT, 2, ARMOR_CLASS, 1, UNDEF_BLESS },
{ CRAM_RATION, 0, FOOD_CLASS, 4, 0 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj Rogue[] = {
#define R_DAGGERS 1
#define R_DARTS 2
{ SHORT_SWORD, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
{ DAGGER, 0, WEAPON_CLASS, 10, 0 }, /* quan is variable */
{ DART, 0, WEAPON_CLASS, 25, UNDEF_BLESS },
{ LEATHER_ARMOR, 1, ARMOR_CLASS, 1, UNDEF_BLESS },
{ POT_SICKNESS, 0, POTION_CLASS, 1, 0 },
{ SCR_GOLD_DETECTION, 0, SCROLL_CLASS, 4, 1 },
{ SCR_TELEPORTATION, 0, SCROLL_CLASS, 4, 1 },
{ LOCK_PICK, 9, TOOL_CLASS, 1, 0 },
{ OILSKIN_SACK, 0, TOOL_CLASS, 1, 0 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj Samurai[] = {
#define S_ARROWS 3
{ KATANA, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
{ SHORT_SWORD, 0, WEAPON_CLASS, 1, UNDEF_BLESS }, /* wakizashi */
{ YUMI, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
{ YA, 0, WEAPON_CLASS, 25, UNDEF_BLESS }, /* variable quan */
{ SPLINT_MAIL, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
#ifdef TOURIST
static struct trobj Tourist[] = {
#define T_DARTS 0
{ DART, 2, WEAPON_CLASS, 25, UNDEF_BLESS }, /* quan is variable */
{ UNDEF_TYP, UNDEF_SPE, FOOD_CLASS, 12, 0 },
{ POT_EXTRA_HEALING, 0, POTION_CLASS, 2, UNDEF_BLESS },
{ SCR_MAGIC_MAPPING, 0, SCROLL_CLASS, 6, UNDEF_BLESS },
{ HAWAIIAN_SHIRT, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ EXPENSIVE_CAMERA, UNDEF_SPE, TOOL_CLASS, 1, 0 },
#ifdef NEPHI_PHOTOGRAPHY
{ SPE_PHOTO_ALBUM, 0, SPBOOK_CLASS, 1, 0 },
#endif
{ CREDIT_CARD, 0, TOOL_CLASS, 1, 0 },
{ 0, 0, 0, 0, 0 }
};
#endif
static struct trobj UndeadSlayer[] = {
#define U_MINOR 1 /* silver spear or whip [Castlevania] 25/25% */
/* crossbow 50% [Buffy] */
#define U_RANGE 2 /* silver daggers or crossbow bolts */
#define U_MISC 3 /* +1 boots [Buffy can kick] or helmet */
#define U_ARMOR 4 /* Tshirt/leather +1 or chain mail */
{ WOODEN_STAKE, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
{ SILVER_SPEAR, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
{ SILVER_DAGGER, 0, WEAPON_CLASS, 5, UNDEF_BLESS },
{ HELMET, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ CHAIN_MAIL, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ CLOVE_OF_GARLIC, 0, FOOD_CLASS, 5, 1 },
{ SPRIG_OF_WOLFSBANE, 0, FOOD_CLASS, 5, 1 },
{ HOLY_WAFER, 0, FOOD_CLASS, 4, 0 },
{ POT_WATER, 0, POTION_CLASS, 4, 1 }, /* holy water */
{ 0, 0, 0, 0, 0 }
};
static struct trobj Valkyrie[] = {
/* { LONG_SWORD, 1, WEAPON_CLASS, 1, UNDEF_BLESS }, */
{ SPEAR, 1, WEAPON_CLASS, 1, UNDEF_BLESS }, /* Traditional Weapon - WAC*/
{ DAGGER, 0, WEAPON_CLASS, 5, UNDEF_BLESS },
{ SMALL_SHIELD, 3, ARMOR_CLASS, 1, UNDEF_BLESS },
{ FOOD_RATION, 0, FOOD_CLASS, 1, 0 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj Wizard[] = {
#define W_MULTSTART 2
#define W_MULTEND 6
#define W_BOOK1 6
#define W_BOOK2 7
#define W_BOOK3 8
#define W_BOOK4 9
{ QUARTERSTAFF, 1, WEAPON_CLASS, 1, 1 },
{ CLOAK_OF_MAGIC_RESISTANCE, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ UNDEF_TYP, UNDEF_SPE, WAND_CLASS, 1, UNDEF_BLESS },
{ UNDEF_TYP, UNDEF_SPE, RING_CLASS, 2, UNDEF_BLESS },
{ UNDEF_TYP, UNDEF_SPE, POTION_CLASS, 3, UNDEF_BLESS },
{ UNDEF_TYP, UNDEF_SPE, SCROLL_CLASS, 3, UNDEF_BLESS },
{ UNDEF_TYP, UNDEF_SPE, SPBOOK_CLASS, 1, 1 },
{ UNDEF_TYP, UNDEF_SPE, SPBOOK_CLASS, 1, 1 },
{ UNDEF_TYP, UNDEF_SPE, SPBOOK_CLASS, 1, 1 },
{ UNDEF_TYP, UNDEF_SPE, SPBOOK_CLASS, 1, 1 },
{ 0, 0, 0, 0, 0 }
};
#ifdef YEOMAN
static struct trobj Yeoman[] = {
{ SHORT_SWORD, 2, WEAPON_CLASS, 1, UNDEF_BLESS },
{ PARTISAN, 1, WEAPON_CLASS, 1, UNDEF_BLESS },
{ LEATHER_ARMOR, 1, ARMOR_CLASS, 1, UNDEF_BLESS },
{ HIGH_BOOTS, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ LEATHER_GLOVES, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ APPLE, 0, FOOD_CLASS, 10, 0 },
{ CARROT, 0, FOOD_CLASS, 10, 0 },
{ POT_WATER, 0, POTION_CLASS, 3, 0 },
{ FISHING_POLE, 0, TOOL_CLASS, 1, 0 },
{ 0, 0, 0, 0, 0 }
};
#endif
/*
* Optional extra inventory items.
*/
static struct trobj HealingBook[] = {
{ SPE_HEALING, 0, SPBOOK_CLASS, 1, 1 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj ForceBook[] = {
{ SPE_FORCE_BOLT, 0, SPBOOK_CLASS, 1, 1 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj ExtraBook[] = {
{ UNDEF_TYP, UNDEF_SPE, SPBOOK_CLASS, 1, 1 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj KoboldItem[] = {
{ DART, 0, WEAPON_CLASS, 10, 0 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj KoboldItemB[] = {
{ ORCISH_DAGGER, 0, WEAPON_CLASS, 3, 0 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj KoboldItemC[] = {
{ ORCISH_SPEAR, 0, WEAPON_CLASS, 2, 0 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj AutomatonItem[] = {
{ POT_OIL, 0, POTION_CLASS, 2, 0 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj TrollItemA[] = {
{ RANSEUR, 0, WEAPON_CLASS, 1, 0 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj TrollItemB[] = {
{ PARTISAN, 0, WEAPON_CLASS, 1, 0 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj TrollItemC[] = {
{ GLAIVE, 0, WEAPON_CLASS, 1, 0 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj TrollItemD[] = {
{ SPETUM, 0, WEAPON_CLASS, 1, 0 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj LostSoulItem[] = {
{ FOOD_RATION, 0, FOOD_CLASS, 5, 0 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj LostSoulItemX[] = {
{ SCR_IDENTIFY, 0, SCROLL_CLASS, 15, 0 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj LostSoulItemY[] = {
{ TORCH, 0, TOOL_CLASS, 3, 0 },
{ 0, 0, 0, 0, 0 }
};
#ifdef EASY_MODE
static struct trobj AlwaysStartItem[] = {
{ POT_HEALING, 0, POTION_CLASS, 5, 0 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj AlwaysStartItemB[] = {
{ SCR_IDENTIFY, 0, SCROLL_CLASS, 2, 0 },
{ 0, 0, 0, 0, 0 }
};
#endif /* EASY_MODE */
static struct trobj UberLostSoulItemA[] = {
{ TALLOW_CANDLE, 0, TOOL_CLASS, 1, 0 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj UberLostSoulItemB[] = {
{ POT_FRUIT_JUICE, 0, POTION_CLASS, 5, 0 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj UberLostSoulItemC[] = {
{ UNDEF_TYP, UNDEF_SPE, POTION_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
static struct trobj UberLostSoulItemD[] = {
{ UNDEF_TYP, UNDEF_SPE, SCROLL_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
static struct trobj UberLostSoulItemE[] = {
{ UNDEF_TYP, UNDEF_SPE, WAND_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
static struct trobj UberLostSoulItemF[] = {
{ UNDEF_TYP, UNDEF_SPE, ARMOR_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
static struct trobj UberLostSoulItemG[] = {
{ UNDEF_TYP, UNDEF_SPE, WEAPON_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
static struct trobj UberLostSoulItemH[] = {
{ UNDEF_TYP, UNDEF_SPE, RING_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
static struct trobj UberLostSoulItemI[] = {
{ UNDEF_TYP, UNDEF_SPE, AMULET_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
static struct trobj UberLostSoulItemJ[] = {
{ UNDEF_TYP, UNDEF_SPE, TOOL_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
static struct trobj UberLostSoulItemK[] = {
{ UNDEF_TYP, UNDEF_SPE, FOOD_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
static struct trobj UberLostSoulItemL[] = {
{ UNDEF_TYP, UNDEF_SPE, SPBOOK_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
static struct trobj UberLostSoulItemM[] = {
{ UNDEF_TYP, UNDEF_SPE, GEM_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
static struct trobj UberLostSoulItemN[] = {
{ UNDEF_TYP, UNDEF_SPE, ROCK_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
static struct trobj UberLostSoulItemO[] = {
{ UNDEF_TYP, UNDEF_SPE, BALL_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
static struct trobj UberLostSoulItemP[] = {
{ UNDEF_TYP, UNDEF_SPE, CHAIN_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
static struct trobj UberLostSoulItemQ[] = {
{ UNDEF_TYP, UNDEF_SPE, VENOM_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
static struct trobj UberLostSoulItemR[] = {
{ UNDEF_TYP, UNDEF_SPE, RANDOM_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
static struct trobj OgreItem[] = {
{ CLUB, 0, WEAPON_CLASS, 1, 0 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj Tinopener[] = {
{ TIN_OPENER, 0, TOOL_CLASS, 1, 0 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj XtraRing[] = {
{ UNDEF_TYP, 0, RING_CLASS, 1, 0 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj Magicmarker[] = {
{ MAGIC_MARKER, UNDEF_SPE, TOOL_CLASS, 1, 0 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj Lamp[] = {
{ OIL_LAMP, 1, TOOL_CLASS, 1, 0 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj Torch[] = {
{ TORCH, 0, TOOL_CLASS, 2, 0 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj Blindfold[] = {
{ BLINDFOLD, 0, TOOL_CLASS, 1, 0 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj Instrument[] = {
{ WOODEN_FLUTE, 0, TOOL_CLASS, 1, 0 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj Xtra_food[] = {
{ UNDEF_TYP, UNDEF_SPE, FOOD_CLASS, 2, 0 },
{ 0, 0, 0, 0, 0 }
};
#ifdef TOURIST
static struct trobj Leash[] = {
{ LEASH, 0, TOOL_CLASS, 1, 0 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj Towel[] = {
{ TOWEL, 0, TOOL_CLASS, 1, 0 },
{ 0, 0, 0, 0, 0 }
};
#endif /* TOURIST */
static struct trobj Wishing[] = {
{ WAN_WISHING, 3, WAND_CLASS, 1, 0 },
{ 0, 0, 0, 0, 0 }
};
#ifdef GOLDOBJ
static struct trobj Money[] = {
{ GOLD_PIECE, 0 , COIN_CLASS, 1, 0 },
{ 0, 0, 0, 0, 0 }
};
#endif
/* race-based substitutions for initial inventory;
the weaker cloak for elven rangers is intentional--they shoot better */
static struct inv_sub { short race_pm, item_otyp, subs_otyp; } inv_subs[] = {
{ PM_ELF, DAGGER, ELVEN_DAGGER },
{ PM_ELF, SPEAR, ELVEN_SPEAR },
{ PM_ELF, SHORT_SWORD, ELVEN_SHORT_SWORD },
{ PM_ELF, BOW, ELVEN_BOW },
{ PM_ELF, ARROW, ELVEN_ARROW },
{ PM_ELF, HELMET, ELVEN_LEATHER_HELM },
{ PM_ELF, SMALL_SHIELD, ELVEN_SHIELD },
{ PM_ELF, CLOAK_OF_DISPLACEMENT, ELVEN_CLOAK },
{ PM_ELF, CRAM_RATION, LEMBAS_WAFER },
{ PM_ORC, DAGGER, ORCISH_DAGGER },
{ PM_ORC, SPEAR, ORCISH_SPEAR },
{ PM_ORC, SHORT_SWORD, ORCISH_SHORT_SWORD },
{ PM_ORC, BOW, ORCISH_BOW },
{ PM_ORC, ARROW, ORCISH_ARROW },
{ PM_ORC, HELMET, ORCISH_HELM },
{ PM_ORC, SMALL_SHIELD, ORCISH_SHIELD },
{ PM_ORC, RING_MAIL, ORCISH_RING_MAIL },
{ PM_ORC, CHAIN_MAIL, ORCISH_CHAIN_MAIL },
{ PM_DWARF, SPEAR, DWARVISH_SPEAR },
{ PM_DWARF, SHORT_SWORD, DWARVISH_SHORT_SWORD },
{ PM_DWARF, HELMET, DWARVISH_IRON_HELM },
{ PM_DWARF, SMALL_SHIELD, DWARVISH_ROUNDSHIELD },
{ PM_DWARF, PICK_AXE, DWARVISH_MATTOCK },
{ PM_GNOME, BOW, CROSSBOW },
{ PM_GNOME, ARROW, CROSSBOW_BOLT },
{ PM_GNOME, HELMET, GNOMISH_HELM },
{ PM_GNOME, LOW_BOOTS, GNOMISH_BOOTS },
{ PM_GNOME, HIGH_BOOTS, GNOMISH_BOOTS },
{ PM_GNOME, LEATHER_ARMOR, GNOMISH_SUIT },
{ PM_HUMAN_WEREWOLF,FOOD_RATION, TRIPE_RATION },
{ PM_HUMAN_WEREWOLF,SILVER_SPEAR, SPEAR },
{ PM_HUMAN_WEREWOLF,SILVER_DAGGER, DAGGER },
#ifdef FIREARMS
{ PM_HUMAN_WEREWOLF,SILVER_BULLET, BULLET },
#endif
{ PM_DROW, DAGGER, DARK_ELVEN_DAGGER },
{ PM_DROW, SHORT_SWORD, DARK_ELVEN_SHORT_SWORD},
{ PM_DROW, BOW, DARK_ELVEN_BOW },
{ PM_DROW, ARROW, DARK_ELVEN_ARROW },
{ PM_VAMPIRE, POT_FRUIT_JUICE, POT_BLOOD },
{ PM_VAMPIRE, FOOD_RATION, POT_VAMPIRE_BLOOD },
{ PM_INCANTIFIER,CLOAK_OF_MAGIC_RESISTANCE, ROBE },
{ PM_INCANTIFIER,CLOAK_OF_DISPLACEMENT, ROBE },
{ PM_INCANTIFIER, LEATHER_ARMOR, ROBE },
{ PM_INCANTIFIER, LEATHER_JACKET, ROBE },
{ PM_INCANTIFIER, RING_MAIL, ROBE },
{ PM_INCANTIFIER, SPLINT_MAIL, ROBE },
{ PM_INCANTIFIER, FOOD_RATION, SCR_FOOD_DETECTION },
{ PM_INCANTIFIER, CRAM_RATION, SCR_FOOD_DETECTION },
{ PM_INCANTIFIER, HACKER_S_FOOD, SCR_FOOD_DETECTION },
{ PM_INCANTIFIER, POT_FRUIT_JUICE,SCR_FOOD_DETECTION },
{ PM_INCANTIFIER, BANANA, SCR_FOOD_DETECTION },
{ PM_INCANTIFIER, ORANGE, SCR_FOOD_DETECTION },
{ PM_INCANTIFIER, POT_BOOZE, SCR_FOOD_DETECTION },
{ PM_GHOUL, FOOD_RATION, POT_BLOOD },
{ PM_GHOUL, POT_FRUIT_JUICE, POT_BLOOD },
{ PM_CLOCKWORK_AUTOMATON, FOOD_RATION, POT_OIL },
{ PM_CLOCKWORK_AUTOMATON, CRAM_RATION, POT_OIL },
{ PM_CLOCKWORK_AUTOMATON, POT_FRUIT_JUICE,POT_OIL },
{ PM_CLOCKWORK_AUTOMATON, TRIPE_RATION, POT_OIL },
{ PM_CLOCKWORK_AUTOMATON, BANANA, POT_OIL },
{ PM_CLOCKWORK_AUTOMATON, ORANGE, POT_OIL },
{ PM_CLOCKWORK_AUTOMATON, POT_BOOZE, POT_OIL },
{ NON_PM, STRANGE_OBJECT, STRANGE_OBJECT }
};
/* align-based substitutions for initial inventory */
struct inv_asub { aligntyp align; short item_otyp, subs_otyp; };
static struct inv_asub inv_asubs[] = {
{ A_CHAOTIC, HOLY_WAFER, LEMBAS_WAFER },
{ A_NONE, STRANGE_OBJECT, STRANGE_OBJECT }
};
/* KMH -- Expectations for skills.
* 1. Starting equipment will start as basic, and should have a maximum
* of at least skilled. If you enter the dungeon with it, you should
* know how to use it. See weapon.c, skill_init().
* 2. First and second artifact gifts should have a maximum of at least
* skilled. See artifact.c, init_artifacts().
* 3. Quest artifacts should have a maximum of expert. See artifact.c,
* init_artifacts().
* 4. Races that construct weapons (elf, dwarf, orc) should have
* a maximum of expert in those weapons.
* 5. Spellcasters should get a maximum of at least basic in all spell
* categories.
*/
/* 5lo: Reverted skills back to what they were in vanilla, patches, and variants
* that included skills. For the rest, I either copy-pasted skillsets from other
* roles that I felt were similar/close enough, or edited the existing skillset to
* meet a more balanced level */
static const struct def_skill Skill_A[] = {
{ P_DAGGER, P_BASIC }, { P_KNIFE, P_BASIC },
{ P_PICK_AXE, P_EXPERT }, { P_SHORT_SWORD, P_BASIC },
{ P_SCIMITAR, P_SKILLED }, { P_SABER, P_EXPERT },
{ P_CLUB, P_SKILLED }, { P_PADDLE, P_BASIC },
{ P_QUARTERSTAFF, P_SKILLED },
#ifdef FIREARMS
{ P_FIREARM, P_SKILLED },
#endif
{ P_SLING, P_SKILLED }, { P_DART, P_BASIC },
{ P_BOOMERANG, P_EXPERT }, { P_WHIP, P_EXPERT },
{ P_UNICORN_HORN, P_SKILLED },
{ P_ATTACK_SPELL, P_BASIC }, { P_HEALING_SPELL, P_BASIC },
{ P_DIVINATION_SPELL, P_EXPERT }, { P_ENCHANTMENT_SPELL, P_BASIC },
{ P_PROTECTION_SPELL, P_BASIC }, { P_BODY_SPELL, P_BASIC },
{ P_MATTER_SPELL, P_SKILLED },
/*WAC- 'A' knows of all spells from studying, but only really good
at divination class*/
{ P_TWO_WEAPON_COMBAT, P_BASIC },
{ P_BARE_HANDED_COMBAT, P_EXPERT },
{ P_NONE, 0 }
};
static const struct def_skill Skill_B[] = {
{ P_DAGGER, P_BASIC }, { P_AXE, P_EXPERT },
{ P_PICK_AXE, P_SKILLED }, { P_SHORT_SWORD, P_EXPERT },
{ P_BROAD_SWORD, P_SKILLED }, { P_LONG_SWORD, P_SKILLED },
{ P_TWO_HANDED_SWORD, P_EXPERT }, { P_SCIMITAR, P_SKILLED },
{ P_SABER, P_BASIC }, { P_CLUB, P_SKILLED },
{ P_PADDLE, P_SKILLED },
{ P_MACE, P_SKILLED }, { P_MORNING_STAR, P_SKILLED },
{ P_FLAIL, P_BASIC }, { P_HAMMER, P_EXPERT },
{ P_QUARTERSTAFF, P_BASIC }, { P_SPEAR, P_SKILLED },
{ P_TRIDENT, P_SKILLED }, { P_BOW, P_BASIC },
{ P_ATTACK_SPELL, P_SKILLED }, { P_BODY_SPELL, P_SKILLED },
/*WAC - 'B' is good at attack spells and body manipulation spells
-both combat oriented */
#ifdef STEED
{ P_RIDING, P_BASIC },
#endif
{ P_TWO_WEAPON_COMBAT, P_BASIC },
{ P_BARE_HANDED_COMBAT, P_MASTER },
{ P_NONE, 0 }
};
static const struct def_skill Skill_Bard[] = {
/* 5lo: Comes straight from the Bard patch. */
{ P_DAGGER, P_SKILLED }, { P_KNIFE, P_BASIC },
{ P_SHORT_SWORD, P_BASIC }, { P_SCIMITAR, P_BASIC },
{ P_CLUB, P_SKILLED }, { P_FLAIL, P_BASIC },
{ P_QUARTERSTAFF, P_SKILLED }, { P_POLEARMS, P_BASIC },
{ P_JAVELIN, P_SKILLED }, { P_SPEAR, P_BASIC },
{ P_SLING, P_SKILLED }, { P_DART, P_EXPERT },
{ P_ENCHANTMENT_SPELL, P_SKILLED }, { P_BODY_SPELL, P_BASIC },
{ P_BARE_HANDED_COMBAT, P_EXPERT },
{ P_MUSICALIZE, P_EXPERT },
{ P_NONE, 0 }
};
static const struct def_skill Skill_C[] = {
{ P_KNIFE, P_SKILLED },
{ P_AXE, P_SKILLED }, { P_PICK_AXE, P_BASIC },
{ P_CLUB, P_EXPERT }, { P_PADDLE, P_EXPERT },
{ P_MACE, P_EXPERT },
{ P_MORNING_STAR, P_BASIC }, { P_FLAIL, P_SKILLED },
{ P_HAMMER, P_SKILLED }, { P_QUARTERSTAFF, P_EXPERT },
{ P_POLEARMS, P_SKILLED }, { P_SPEAR, P_EXPERT },
{ P_JAVELIN, P_SKILLED }, { P_TRIDENT, P_SKILLED },
{ P_BOW, P_EXPERT }, { P_SLING, P_SKILLED },
{ P_BOOMERANG, P_EXPERT },
{ P_MATTER_SPELL, P_SKILLED }, { P_ENCHANTMENT_SPELL, P_BASIC },
{ P_BODY_SPELL, P_SKILLED },
/*WAC - 'C' is at one with the elements - matter spells, as well as
basic enchantments - removed attack spell basic skill as
it is now "dark" spells*/
{ P_BARE_HANDED_COMBAT, P_MASTER },
{ P_NONE, 0 }
};
static const struct def_skill Skill_Chef[] = {
/* 5lo: This'll be organized better later...*/
{ P_DAGGER, P_SKILLED }, { P_KNIFE, P_EXPERT },
{ P_AXE, P_EXPERT }, { P_DART, P_EXPERT },
{ P_CLUB, P_SKILLED }, { P_PADDLE, P_SKILLED },
{ P_LONG_SWORD, P_BASIC }, { P_FLAIL, P_BASIC },
{ P_SHORT_SWORD, P_SKILLED },
{ P_HAMMER, P_EXPERT }, { P_QUARTERSTAFF, P_SKILLED },
{ P_SABER, P_BASIC}, { P_SLING, P_SKILLED },
{ P_SLING, P_BASIC}, { P_UNICORN_HORN, P_BASIC },
{ P_DIVINATION_SPELL, P_SKILLED }, { P_PROTECTION_SPELL, P_BASIC },
{ P_BARE_HANDED_COMBAT, P_SKILLED }, {P_TWO_WEAPON_COMBAT, P_SKILLED },
{ P_NONE, 0 }
};
static const struct def_skill Skill_F[] = {
/*Style: small-med edged weapons, blunt weapons*/
{ P_DAGGER, P_EXPERT }, { P_KNIFE, P_SKILLED },
{ P_AXE, P_BASIC }, /*{ P_PICK_AXE, P_BASIC },*/
{ P_SHORT_SWORD, P_EXPERT }, /*{ P_BROAD_SWORD, P_BASIC },*/
{ P_LONG_SWORD, P_SKILLED }, /*{ P_TWO_HANDED_SWORD, P_BASIC },*/
{ P_SCIMITAR, P_SKILLED }, { P_SABER, P_SKILLED },
{ P_PADDLE, P_BASIC },