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/* 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 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[] = {
/* 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 },
{ PICK_AXE, UNDEF_SPE, 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, 1, 0 },
{ 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 Healer[] = {
{ SCALPEL, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
{ LEATHER_GLOVES, 1, ARMOR_CLASS, 1, UNDEF_BLESS },
{ STETHOSCOPE, 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 },
/* always blessed, so it's guaranteed readable */
{ SPE_HEALING, 0, SPBOOK_CLASS, 1, 1 },
{ SPE_EXTRA_HEALING, 0, SPBOOK_CLASS, 1, 1 },
{ SPE_STONE_TO_FLESH, 0, SPBOOK_CLASS, 1, 1 },
{ APPLE, 0, FOOD_CLASS, 5, 0 },
{ 0, 0, 0, 0, 0 }
};
static struct trobj Knight[] = {
{ LONG_SWORD, 1, WEAPON_CLASS, 1, UNDEF_BLESS },
{ LANCE, 1, WEAPON_CLASS, 1, UNDEF_BLESS },
{ RING_MAIL, 1, ARMOR_CLASS, 1, UNDEF_BLESS },
{ HELMET, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ SMALL_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 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 }
};
static struct trobj Priest[] = {
{ MACE, 1, WEAPON_CLASS, 1, 1 },
{ ROBE, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ SMALL_SHIELD, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ POT_WATER, 0, POTION_CLASS, 4, 1 }, /* holy water */
{ CLOVE_OF_GARLIC, 0, FOOD_CLASS, 1, 0 },
{ SPRIG_OF_WOLFSBANE, 0, FOOD_CLASS, 1, 0 },
{ UNDEF_TYP, UNDEF_SPE, SPBOOK_CLASS, 2, UNDEF_BLESS },
{ 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
{ SHORT_SWORD, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
{ DAGGER, 0, WEAPON_CLASS, 10, 0 }, /* quan is variable */
{ LEATHER_ARMOR, 1, ARMOR_CLASS, 1, UNDEF_BLESS },
{ POT_SICKNESS, 0, POTION_CLASS, 1, 0 },
{ LOCK_PICK, 9, TOOL_CLASS, 1, 0 },
{ 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, 10, 0 },
{ POT_EXTRA_HEALING, 0, POTION_CLASS, 2, UNDEF_BLESS },
{ SCR_MAGIC_MAPPING, 0, SCROLL_CLASS, 4, UNDEF_BLESS },
{ HAWAIIAN_SHIRT, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ EXPENSIVE_CAMERA, UNDEF_SPE, TOOL_CLASS, 1, 0 },
{ CREDIT_CARD, 0, TOOL_CLASS, 1, 0 },
{ 0, 0, 0, 0, 0 }
};
#endif
static struct trobj Valkyrie[] = {
{ LONG_SWORD, 1, WEAPON_CLASS, 1, UNDEF_BLESS },
{ DAGGER, 0, WEAPON_CLASS, 1, 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
{ 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 },
{ SPE_FORCE_BOLT, 0, SPBOOK_CLASS, 1, 1 },
{ UNDEF_TYP, UNDEF_SPE, SPBOOK_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
/*
* Optional extra inventory items.
*/
static struct trobj Tinopener[] = {
{ TIN_OPENER, 0, TOOL_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 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 },
{ NON_PM, STRANGE_OBJECT, STRANGE_OBJECT }
};
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_QUARTERSTAFF, P_SKILLED },
{ 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_MATTER_SPELL, P_BASIC},
#ifdef STEED
{ P_RIDING, P_BASIC },
#endif
{ 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_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 },
#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_C[] = {
{ P_DAGGER, P_BASIC }, { P_KNIFE, P_SKILLED },
{ P_AXE, P_SKILLED }, { P_PICK_AXE, P_BASIC },
{ P_CLUB, 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_SKILLED }, { P_SLING, P_EXPERT },
{ P_ATTACK_SPELL, P_BASIC }, { P_MATTER_SPELL, P_SKILLED },
{ P_BOOMERANG, P_EXPERT }, { P_UNICORN_HORN, P_BASIC },
{ P_BARE_HANDED_COMBAT, P_MASTER },
{ P_NONE, 0 }
};
static const struct def_skill Skill_H[] = {
{ P_DAGGER, P_SKILLED }, { P_KNIFE, P_EXPERT },
{ P_SHORT_SWORD, P_SKILLED }, { P_SCIMITAR, P_BASIC },
{ P_SABER, P_BASIC }, { P_CLUB, P_SKILLED },
{ P_MACE, P_BASIC }, { P_QUARTERSTAFF, P_EXPERT },
{ P_POLEARMS, P_BASIC }, { P_SPEAR, P_BASIC },
{ P_JAVELIN, P_BASIC }, { P_TRIDENT, P_BASIC },
{ P_SLING, P_SKILLED }, { P_DART, P_EXPERT },
{ P_SHURIKEN, P_SKILLED }, { P_UNICORN_HORN, P_EXPERT },
{ P_HEALING_SPELL, P_EXPERT },
{ P_BARE_HANDED_COMBAT, P_BASIC },
{ P_NONE, 0 }
};
static const struct def_skill Skill_K[] = {
{ P_DAGGER, P_BASIC }, { P_KNIFE, P_BASIC },
{ P_AXE, P_SKILLED }, { P_PICK_AXE, P_BASIC },
{ P_SHORT_SWORD, P_SKILLED }, { P_BROAD_SWORD, P_SKILLED },
{ P_LONG_SWORD, P_EXPERT }, { P_TWO_HANDED_SWORD, P_SKILLED },
{ P_SCIMITAR, P_BASIC }, { P_SABER, P_SKILLED },
{ P_CLUB, P_BASIC }, { P_MACE, P_SKILLED },
{ P_MORNING_STAR, P_SKILLED }, { P_FLAIL, P_BASIC },
{ P_HAMMER, P_BASIC }, { P_POLEARMS, P_SKILLED },
{ P_SPEAR, P_SKILLED }, { P_JAVELIN, P_SKILLED },
{ P_TRIDENT, P_BASIC }, { P_LANCE, P_EXPERT },
{ P_BOW, P_BASIC }, { P_CROSSBOW, P_SKILLED },
{ P_ATTACK_SPELL, P_SKILLED }, { P_HEALING_SPELL, P_SKILLED },
{ P_CLERIC_SPELL, P_SKILLED },
#ifdef STEED
{ P_RIDING, P_EXPERT },
#endif
{ P_TWO_WEAPON_COMBAT, P_SKILLED },
{ P_BARE_HANDED_COMBAT, P_EXPERT },
{ P_NONE, 0 }
};
static const struct def_skill Skill_Mon[] = {
{ P_QUARTERSTAFF, P_BASIC }, { P_SPEAR, P_BASIC },
{ P_JAVELIN, P_BASIC }, { P_CROSSBOW, P_BASIC },
{ P_SHURIKEN, P_BASIC },
{ P_ATTACK_SPELL, P_BASIC }, { P_HEALING_SPELL, P_EXPERT },
{ P_DIVINATION_SPELL, P_BASIC },{ P_ENCHANTMENT_SPELL, P_BASIC },
{ P_CLERIC_SPELL, P_SKILLED }, { P_ESCAPE_SPELL, P_BASIC },
{ P_MATTER_SPELL, P_BASIC },
{ P_MARTIAL_ARTS, P_GRAND_MASTER },
{ P_NONE, 0 }
};
static const struct def_skill Skill_P[] = {
{ P_CLUB, P_EXPERT }, { P_MACE, P_EXPERT },
{ P_MORNING_STAR, P_EXPERT }, { P_FLAIL, P_EXPERT },
{ P_HAMMER, P_EXPERT }, { P_QUARTERSTAFF, P_EXPERT },
{ P_POLEARMS, P_SKILLED }, { P_SPEAR, P_SKILLED },
{ P_JAVELIN, P_SKILLED }, { P_TRIDENT, P_SKILLED },
{ P_LANCE, P_BASIC }, { P_BOW, P_BASIC },
{ P_SLING, P_BASIC }, { P_CROSSBOW, P_BASIC },
{ P_DART, P_BASIC }, { P_SHURIKEN, P_BASIC },
{ P_BOOMERANG, P_BASIC }, { P_UNICORN_HORN, P_SKILLED },
{ P_HEALING_SPELL, P_EXPERT }, { P_DIVINATION_SPELL, P_EXPERT },
{ P_CLERIC_SPELL, P_EXPERT },
{ P_BARE_HANDED_COMBAT, P_BASIC },
{ P_NONE, 0 }
};
static const struct def_skill Skill_R[] = {
{ P_DAGGER, P_EXPERT }, { P_KNIFE, P_EXPERT },
{ P_SHORT_SWORD, P_EXPERT }, { P_BROAD_SWORD, P_SKILLED },
{ P_LONG_SWORD, P_SKILLED }, { P_TWO_HANDED_SWORD, P_BASIC },
{ P_SCIMITAR, P_SKILLED }, { P_SABER, P_SKILLED },
{ P_CLUB, P_SKILLED }, { P_MACE, P_SKILLED },
{ P_MORNING_STAR, P_BASIC }, { P_FLAIL, P_BASIC },
{ P_HAMMER, P_BASIC }, { P_POLEARMS, P_BASIC },
{ P_SPEAR, P_BASIC }, { P_CROSSBOW, P_EXPERT },
{ P_DART, P_EXPERT }, { P_SHURIKEN, P_SKILLED },
{ P_DIVINATION_SPELL, P_SKILLED }, { P_ESCAPE_SPELL, P_SKILLED },
{ P_MATTER_SPELL, P_SKILLED },
#ifdef STEED
{ P_RIDING, P_BASIC },
#endif
{ P_TWO_WEAPON_COMBAT, P_EXPERT },
{ P_BARE_HANDED_COMBAT, P_EXPERT },
{ P_NONE, 0 }
};
static const struct def_skill Skill_Ran[] = {
{ P_DAGGER, P_EXPERT }, { P_KNIFE, P_SKILLED },
{ P_AXE, P_SKILLED }, { P_PICK_AXE, P_BASIC },
{ P_SHORT_SWORD, P_BASIC }, { P_MORNING_STAR, P_BASIC },
{ P_FLAIL, P_SKILLED }, { P_HAMMER, P_BASIC },
{ P_QUARTERSTAFF, P_BASIC }, { P_POLEARMS, P_SKILLED },
{ P_SPEAR, P_SKILLED }, { P_JAVELIN, P_EXPERT },
{ P_TRIDENT, P_BASIC }, { P_BOW, P_EXPERT },
{ P_SLING, P_EXPERT }, { P_CROSSBOW, P_EXPERT },
{ P_DART, P_EXPERT }, { P_SHURIKEN, P_SKILLED },
{ P_BOOMERANG, P_EXPERT }, { P_WHIP, P_BASIC },
{ P_HEALING_SPELL, P_BASIC },
{ P_DIVINATION_SPELL, P_EXPERT },
{ P_ESCAPE_SPELL, P_BASIC },
#ifdef STEED
{ P_RIDING, P_BASIC },
#endif
{ P_BARE_HANDED_COMBAT, P_BASIC },
{ P_NONE, 0 }
};
static const struct def_skill Skill_S[] = {
{ P_DAGGER, P_BASIC }, { P_KNIFE, P_SKILLED },
{ P_SHORT_SWORD, P_EXPERT }, { P_BROAD_SWORD, P_SKILLED },
{ P_LONG_SWORD, P_EXPERT }, { P_TWO_HANDED_SWORD, P_EXPERT },
{ P_SCIMITAR, P_BASIC }, { P_SABER, P_BASIC },
{ P_FLAIL, P_SKILLED }, { P_QUARTERSTAFF, P_BASIC },
{ P_POLEARMS, P_SKILLED }, { P_SPEAR, P_BASIC },
{ P_JAVELIN, P_BASIC }, { P_LANCE, P_SKILLED },
{ P_BOW, P_EXPERT }, { P_SHURIKEN, P_EXPERT },
{ P_ATTACK_SPELL, P_SKILLED }, { P_CLERIC_SPELL, P_SKILLED },
#ifdef STEED
{ P_RIDING, P_SKILLED },
#endif
{ P_TWO_WEAPON_COMBAT, P_EXPERT },
{ P_MARTIAL_ARTS, P_MASTER },
{ P_NONE, 0 }
};
#ifdef TOURIST
static const struct def_skill Skill_T[] = {
{ 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_BASIC }, { P_TWO_HANDED_SWORD, P_BASIC },
{ P_SCIMITAR, P_SKILLED }, { P_SABER, P_SKILLED },
{ P_MACE, P_BASIC }, { P_MORNING_STAR, P_BASIC },
{ P_FLAIL, P_BASIC }, { P_HAMMER, P_BASIC },
{ P_QUARTERSTAFF, P_BASIC }, { P_POLEARMS, P_BASIC },
{ P_SPEAR, P_BASIC }, { P_JAVELIN, P_BASIC },
{ P_TRIDENT, P_BASIC }, { P_LANCE, P_BASIC },
{ P_BOW, P_BASIC }, { P_SLING, P_BASIC },
{ P_CROSSBOW, P_BASIC }, { P_DART, P_EXPERT },
{ P_SHURIKEN, P_BASIC }, { P_BOOMERANG, P_BASIC },
{ P_WHIP, P_BASIC }, { P_UNICORN_HORN, P_SKILLED },
{ P_DIVINATION_SPELL, P_BASIC }, { P_ENCHANTMENT_SPELL, P_BASIC },
{ P_ESCAPE_SPELL, P_SKILLED },
#ifdef STEED
{ P_RIDING, P_BASIC },
#endif
{ P_TWO_WEAPON_COMBAT, P_SKILLED },
{ P_BARE_HANDED_COMBAT, P_SKILLED },
{ P_NONE, 0 }
};
#endif /* TOURIST */
static const struct def_skill Skill_V[] = {
{ P_DAGGER, P_EXPERT }, { P_AXE, P_EXPERT },
{ P_PICK_AXE, P_SKILLED }, { P_SHORT_SWORD, P_SKILLED },
{ P_BROAD_SWORD, P_SKILLED }, { P_LONG_SWORD, P_EXPERT },
{ P_TWO_HANDED_SWORD, P_EXPERT }, { P_SCIMITAR, P_BASIC },
{ P_SABER, P_BASIC }, { P_HAMMER, P_EXPERT },
{ P_QUARTERSTAFF, P_BASIC }, { P_POLEARMS, P_SKILLED },
{ P_SPEAR, P_SKILLED }, { P_JAVELIN, P_BASIC },
{ P_TRIDENT, P_BASIC }, { P_LANCE, P_SKILLED },
{ P_SLING, P_BASIC },
{ P_ATTACK_SPELL, P_BASIC }, { P_ESCAPE_SPELL, P_BASIC },
#ifdef STEED
{ P_RIDING, P_SKILLED },
#endif
{ P_TWO_WEAPON_COMBAT, P_SKILLED },
{ P_BARE_HANDED_COMBAT, P_EXPERT },
{ P_NONE, 0 }
};
static const struct def_skill Skill_W[] = {
{ P_DAGGER, P_EXPERT }, { P_KNIFE, P_SKILLED },
{ P_AXE, P_SKILLED }, { P_SHORT_SWORD, P_BASIC },
{ P_CLUB, P_SKILLED }, { P_MACE, P_BASIC },
{ P_QUARTERSTAFF, P_EXPERT }, { P_POLEARMS, P_SKILLED },
{ P_SPEAR, P_BASIC }, { P_JAVELIN, P_BASIC },
{ P_TRIDENT, P_BASIC }, { P_SLING, P_SKILLED },
{ P_DART, P_EXPERT }, { P_SHURIKEN, P_BASIC },
{ P_ATTACK_SPELL, P_EXPERT }, { P_HEALING_SPELL, P_SKILLED },
{ P_DIVINATION_SPELL, P_EXPERT }, { P_ENCHANTMENT_SPELL, P_SKILLED },
{ P_CLERIC_SPELL, P_SKILLED }, { P_ESCAPE_SPELL, P_EXPERT },
{ P_MATTER_SPELL, P_EXPERT },
#ifdef STEED
{ P_RIDING, P_BASIC },
#endif
{ P_BARE_HANDED_COMBAT, P_BASIC },
{ P_NONE, 0 }
};
STATIC_OVL void
knows_object(obj)
register int obj;
{
discover_object(obj,TRUE,FALSE);
objects[obj].oc_pre_discovered = 1; /* not a "discovery" */
}
/* Know ordinary (non-magical) objects of a certain class,
* like all gems except the loadstone and luckstone.
*/
STATIC_OVL void
knows_class(sym)
register char sym;
{
register int ct;
for (ct = 1; ct < NUM_OBJECTS; ct++)
if (objects[ct].oc_class == sym && !objects[ct].oc_magic)
knows_object(ct);
}
void
u_init()
{
register int i;
flags.female = flags.initgend;
flags.beginner = 1;
/* zero u, including pointer values --
* necessary when aborting from a failed restore */
(void) memset((genericptr_t)&u, 0, sizeof(u));
u.ustuck = (struct monst *)0;
#if 0 /* documentation of more zero values as desirable */
u.usick_cause[0] = 0;
u.uluck = u.moreluck = 0;
# ifdef TOURIST
uarmu = 0;
# endif
uarm = uarmc = uarmh = uarms = uarmg = uarmf = 0;
uwep = uball = uchain = uleft = uright = 0;
uswapwep = uquiver = 0;
u.twoweap = 0;
u.ublessed = 0; /* not worthy yet */
u.ugangr = 0; /* gods not angry */
u.ugifts = 0; /* no divine gifts bestowed */
# ifdef ELBERETH
u.uevent.uhand_of_elbereth = 0;
# endif
u.uevent.uheard_tune = 0;
u.uevent.uopened_dbridge = 0;
u.uevent.udemigod = 0; /* not a demi-god yet... */
u.udg_cnt = 0;
u.mh = u.mhmax = u.mtimedone = 0;
u.uz.dnum = u.uz0.dnum = 0;
u.utotype = 0;
#endif /* 0 */
u.uz.dlevel = 1;
u.uz0.dlevel = 0;
u.utolev = u.uz;
u.umoved = FALSE;
u.umortality = 0;
u.ugrave_arise = NON_PM;
u.umonnum = u.umonster = (flags.female &&
urole.femalenum != NON_PM) ? urole.femalenum :
urole.malenum;
set_uasmon();
u.ulevel = 0; /* set up some of the initial attributes */
u.uhp = u.uhpmax = newhp();
u.uenmax = urole.enadv.infix + urace.enadv.infix;
if (urole.enadv.inrnd > 0)
u.uenmax += rnd(urole.enadv.inrnd);
if (urace.enadv.inrnd > 0)
u.uenmax += rnd(urace.enadv.inrnd);
u.uen = u.uenmax;
u.uspellprot = 0;
adjabil(0,1);
u.ulevel = u.ulevelmax = 1;
init_uhunger();
for (i = 0; i <= MAXSPELL; i++) spl_book[i].sp_id = NO_SPELL;
u.ublesscnt = 300; /* no prayers just yet */
u.ualignbase[A_CURRENT] = u.ualignbase[A_ORIGINAL] = u.ualign.type =
aligns[flags.initalign].value;
u.ulycn = NON_PM;
#if defined(BSD) && !defined(POSIX_TYPES)
(void) time((long *)&u.ubirthday);
#else
(void) time(&u.ubirthday);
#endif
/*
* For now, everyone starts out with a night vision range of 1 and
* their xray range disabled.
*/
u.nv_range = 1;
u.xray_range = -1;
/*** Role-specific initializations ***/
switch (Role_switch) {
/* rn2(100) > 50 necessary for some choices because some
* random number generators are bad enough to seriously
* skew the results if we use rn2(2)... --KAA
*/
case PM_ARCHEOLOGIST:
ini_inv(Archeologist);
if(!rn2(10)) ini_inv(Tinopener);
else if(!rn2(4)) ini_inv(Lamp);
else if(!rn2(10)) ini_inv(Magicmarker);
knows_object(SACK);
knows_object(TOUCHSTONE);
skill_init(Skill_A);
break;
case PM_BARBARIAN:
if (rn2(100) >= 50) { /* see above comment */
Barbarian[B_MAJOR].trotyp = BATTLE_AXE;
Barbarian[B_MINOR].trotyp = SHORT_SWORD;
}
ini_inv(Barbarian);
if(!rn2(6)) ini_inv(Lamp);
knows_class(WEAPON_CLASS);
knows_class(ARMOR_CLASS);
skill_init(Skill_B);
break;
case PM_CAVEMAN:
Cave_man[C_AMMO].trquan = rn1(11, 10); /* 10..20 */
ini_inv(Cave_man);
skill_init(Skill_C);
break;
case PM_HEALER:
#ifndef GOLDOBJ
u.ugold = u.ugold0 = rn1(1000, 1001);
#else
u.umoney0 = rn1(1000, 1001);
#endif
ini_inv(Healer);
if(!rn2(25)) ini_inv(Lamp);
knows_object(POT_FULL_HEALING);
skill_init(Skill_H);
break;
case PM_KNIGHT:
ini_inv(Knight);
knows_class(WEAPON_CLASS);
knows_class(ARMOR_CLASS);
/* give knights chess-like mobility
* -- idea from wooledge@skybridge.scl.cwru.edu */
HJumping |= FROMOUTSIDE;
skill_init(Skill_K);
break;
case PM_MONK:
switch (rn2(90) / 30) {
case 0: Monk[M_BOOK].trotyp = SPE_HEALING; break;
case 1: Monk[M_BOOK].trotyp = SPE_PROTECTION; break;
case 2: Monk[M_BOOK].trotyp = SPE_SLEEP; break;
}
ini_inv(Monk);
if(!rn2(5)) ini_inv(Magicmarker);
else if(!rn2(10)) ini_inv(Lamp);
knows_class(ARMOR_CLASS);
skill_init(Skill_Mon);
break;
case PM_PRIEST:
ini_inv(Priest);
if(!rn2(10)) ini_inv(Magicmarker);
else if(!rn2(10)) ini_inv(Lamp);
knows_object(POT_WATER);
skill_init(Skill_P);
/* KMH, conduct --
* Some may claim that this isn't agnostic, since they
* are literally "priests" and they have holy water.
* But we don't count it as such. Purists can always
* avoid playing priests and/or confirm another player's
* role in their YAAP.
*/
break;
case PM_RANGER:
Ranger[RAN_TWO_ARROWS].trquan = rn1(10, 50);
Ranger[RAN_ZERO_ARROWS].trquan = rn1(10, 30);
ini_inv(Ranger);
skill_init(Skill_Ran);
break;
case PM_ROGUE:
Rogue[R_DAGGERS].trquan = rn1(10, 6);
#ifndef GOLDOBJ
u.ugold = u.ugold0 = 0;
#else
u.umoney0 = 0;
#endif
ini_inv(Rogue);
if(!rn2(5)) ini_inv(Blindfold);
knows_object(SACK);
skill_init(Skill_R);
break;
case PM_SAMURAI:
Samurai[S_ARROWS].trquan = rn1(20, 26);
ini_inv(Samurai);
if(!rn2(5)) ini_inv(Blindfold);
knows_class(WEAPON_CLASS);
knows_class(ARMOR_CLASS);
skill_init(Skill_S);
break;
#ifdef TOURIST
case PM_TOURIST:
Tourist[T_DARTS].trquan = rn1(20, 21);
#ifndef GOLDOBJ
u.ugold = u.ugold0 = rnd(1000);
#else
u.umoney0 = rnd(1000);
#endif
ini_inv(Tourist);
if(!rn2(25)) ini_inv(Tinopener);
else if(!rn2(25)) ini_inv(Leash);
else if(!rn2(25)) ini_inv(Towel);
else if(!rn2(25)) ini_inv(Magicmarker);
skill_init(Skill_T);
break;
#endif
case PM_VALKYRIE:
ini_inv(Valkyrie);
if(!rn2(6)) ini_inv(Lamp);
knows_class(WEAPON_CLASS);
knows_class(ARMOR_CLASS);
skill_init(Skill_V);
break;
case PM_WIZARD:
ini_inv(Wizard);
if(!rn2(5)) ini_inv(Magicmarker);
if(!rn2(5)) ini_inv(Blindfold);
skill_init(Skill_W);
break;
default: /* impossible */
break;
}
/*** Race-specific initializations ***/
switch (Race_switch) {
case PM_HUMAN:
/* Nothing special */
break;
case PM_ELF:
/*
* Elves are people of music and song, or they are warriors.
* Non-warriors get an instrument. We use a kludge to
* get only non-magic instruments.
*/
if (Role_if(PM_PRIEST) || Role_if(PM_WIZARD)) {
static int trotyp[] = {
WOODEN_FLUTE, TOOLED_HORN, WOODEN_HARP,
BELL, BUGLE, LEATHER_DRUM
};
Instrument[0].trotyp = trotyp[rn2(SIZE(trotyp))];
ini_inv(Instrument);
}
/* Elves can recognize all elvish objects */
knows_object(ELVEN_SHORT_SWORD);
knows_object(ELVEN_ARROW);
knows_object(ELVEN_BOW);
knows_object(ELVEN_SPEAR);
knows_object(ELVEN_DAGGER);
knows_object(ELVEN_BROADSWORD);
knows_object(ELVEN_MITHRIL_COAT);
knows_object(ELVEN_LEATHER_HELM);
knows_object(ELVEN_SHIELD);
knows_object(ELVEN_BOOTS);
knows_object(ELVEN_CLOAK);
break;
case PM_DWARF:
/* Dwarves can recognize all dwarvish objects */
knows_object(DWARVISH_SPEAR);
knows_object(DWARVISH_SHORT_SWORD);
knows_object(DWARVISH_MATTOCK);
knows_object(DWARVISH_IRON_HELM);
knows_object(DWARVISH_MITHRIL_COAT);
knows_object(DWARVISH_CLOAK);
knows_object(DWARVISH_ROUNDSHIELD);
break;
case PM_GNOME:
break;
case PM_ORC:
/* compensate for generally inferior equipment */
if (!Role_if(PM_WIZARD))
ini_inv(Xtra_food);
/* Orcs can recognize all orcish objects */
knows_object(ORCISH_SHORT_SWORD);
knows_object(ORCISH_ARROW);
knows_object(ORCISH_BOW);
knows_object(ORCISH_SPEAR);
knows_object(ORCISH_DAGGER);
knows_object(ORCISH_CHAIN_MAIL);
knows_object(ORCISH_RING_MAIL);
knows_object(ORCISH_HELM);
knows_object(ORCISH_SHIELD);
knows_object(URUK_HAI_SHIELD);
knows_object(ORCISH_CLOAK);
break;
default: /* impossible */
break;
}
if (discover)
ini_inv(Wishing);
#ifdef WIZARD
if (wizard)
read_wizkit();
#endif
#ifndef GOLDOBJ
u.ugold0 += hidden_gold(); /* in case sack has gold in it */
#else
if (u.umoney0) ini_inv(Money);
u.umoney0 += hidden_gold(); /* in case sack has gold in it */
#endif
find_ac(); /* get initial ac value */
init_attr(75); /* init attribute values */
max_rank_sz(); /* set max str size for class ranks */
/*
* Do we really need this?
*/
for(i = 0; i < A_MAX; i++)
if(!rn2(20)) {
register int xd = rn2(7) - 2; /* biased variation */
(void) adjattrib(i, xd, TRUE);
if (ABASE(i) < AMAX(i)) AMAX(i) = ABASE(i);
}
/* make sure you can carry all you have - especially for Tourists */
while (inv_weight() > 0) {
if (adjattrib(A_STR, 1, TRUE)) continue;
if (adjattrib(A_CON, 1, TRUE)) continue;
/* only get here when didn't boost strength or constitution */
break;
}
return;
}
/* skills aren't initialized, so we use the role-specific skill lists */
STATIC_OVL boolean
restricted_spell_discipline(otyp)
int otyp;
{
const struct def_skill *skills;
int this_skill = spell_skilltype(otyp);
switch (Role_switch) {
case PM_ARCHEOLOGIST: skills = Skill_A; break;
case PM_BARBARIAN: skills = Skill_B; break;
case PM_CAVEMAN: skills = Skill_C; break;
case PM_HEALER: skills = Skill_H; break;
case PM_KNIGHT: skills = Skill_K; break;
case PM_MONK: skills = Skill_Mon; break;
case PM_PRIEST: skills = Skill_P; break;
case PM_RANGER: skills = Skill_Ran; break;
case PM_ROGUE: skills = Skill_R; break;
case PM_SAMURAI: skills = Skill_S; break;
#ifdef TOURIST
case PM_TOURIST: skills = Skill_T; break;
#endif
case PM_VALKYRIE: skills = Skill_V; break;
case PM_WIZARD: skills = Skill_W; break;
default: skills = 0; break; /* lint suppression */
}
while (skills->skill != P_NONE) {
if (skills->skill == this_skill) return FALSE;
++skills;
}
return TRUE;
}
STATIC_OVL void
ini_inv(trop)
register struct trobj *trop;
{
struct obj *obj;
int otyp, i;
while (trop->trclass) {
if (trop->trotyp != UNDEF_TYP) {
otyp = (int)trop->trotyp;
if (urace.malenum != PM_HUMAN) {
/* substitute specific items for generic ones */
for (i = 0; inv_subs[i].race_pm != NON_PM; ++i)
if (inv_subs[i].race_pm == urace.malenum &&
otyp == inv_subs[i].item_otyp) {
otyp = inv_subs[i].subs_otyp;
break;
}
}
obj = mksobj(otyp, TRUE, FALSE);
} else { /* UNDEF_TYP */
static NEARDATA short nocreate = STRANGE_OBJECT;
static NEARDATA short nocreate2 = STRANGE_OBJECT;
static NEARDATA short nocreate3 = STRANGE_OBJECT;
static NEARDATA short nocreate4 = STRANGE_OBJECT;
/*
* For random objects, do not create certain overly powerful
* items: wand of wishing, ring of levitation, or the
* polymorph/polymorph control combination. Specific objects,
* i.e. the discovery wishing, are still OK.
* Also, don't get a couple of really useless items. (Note:
* punishment isn't "useless". Some players who start out with
* one will immediately read it and use the iron ball as a
* weapon.)
*/
obj = mkobj(trop->trclass, FALSE);
otyp = obj->otyp;
while (otyp == WAN_WISHING
|| otyp == nocreate
|| otyp == nocreate2
|| otyp == nocreate3
|| otyp == nocreate4
#ifdef ELBERETH
|| otyp == RIN_LEVITATION
#endif
/* 'useless' items */
|| otyp == POT_HALLUCINATION
|| otyp == POT_ACID
|| otyp == SCR_AMNESIA
|| otyp == SCR_FIRE
|| otyp == SCR_BLANK_PAPER
|| otyp == SPE_BLANK_PAPER
|| otyp == RIN_AGGRAVATE_MONSTER
|| otyp == RIN_HUNGER
|| otyp == WAN_NOTHING
/* Monks don't use weapons */
|| (otyp == SCR_ENCHANT_WEAPON &&
Role_if(PM_MONK))
/* wizard patch -- they already have one */
|| (otyp == SPE_FORCE_BOLT &&
Role_if(PM_WIZARD))
/* powerful spells are either useless to
low level players or unbalancing; also
spells in restricted skill categories */
|| (obj->oclass == SPBOOK_CLASS &&
(objects[otyp].oc_level > 3 ||
restricted_spell_discipline(otyp)))
) {
dealloc_obj(obj);
obj = mkobj(trop->trclass, FALSE);
otyp = obj->otyp;
}
/* Don't start with +0 or negative rings */
if (objects[otyp].oc_charged && obj->spe <= 0)
obj->spe = rne(3);
/* Heavily relies on the fact that 1) we create wands
* before rings, 2) that we create rings before
* spellbooks, and that 3) not more than 1 object of a
* particular symbol is to be prohibited. (For more
* objects, we need more nocreate variables...)
*/
switch (otyp) {
case WAN_POLYMORPH:
case RIN_POLYMORPH:
case POT_POLYMORPH:
nocreate = RIN_POLYMORPH_CONTROL;
break;
case RIN_POLYMORPH_CONTROL:
nocreate = RIN_POLYMORPH;
nocreate2 = SPE_POLYMORPH;
nocreate3 = POT_POLYMORPH;
}
/* Don't have 2 of the same ring or spellbook */
if (obj->oclass == RING_CLASS ||
obj->oclass == SPBOOK_CLASS)
nocreate4 = otyp;
}
#ifdef GOLDOBJ
if (trop->trclass == COIN_CLASS) {
/* no "blessed" or "identified" money */
obj->quan = u.umoney0;
} else {
#endif
obj->dknown = obj->bknown = obj->rknown = 1;
if (objects[otyp].oc_uses_known) obj->known = 1;
obj->cursed = 0;
if (obj->opoisoned && u.ualign.type != A_CHAOTIC)
obj->opoisoned = 0;
if (obj->oclass == WEAPON_CLASS ||
obj->oclass == TOOL_CLASS) {
obj->quan = (long) trop->trquan;
trop->trquan = 1;
} else if (obj->oclass == GEM_CLASS &&
is_graystone(obj) && obj->otyp != FLINT) {
obj->quan = 1L;
}
if (trop->trspe != UNDEF_SPE)
obj->spe = trop->trspe;
if (trop->trbless != UNDEF_BLESS)
obj->blessed = trop->trbless;
#ifdef GOLDOBJ
}
#endif
/* defined after setting otyp+quan + blessedness */
obj->owt = weight(obj);
obj = addinv(obj);
/* Make the type known if necessary */
if (OBJ_DESCR(objects[otyp]) && obj->known)
discover_object(otyp, TRUE, FALSE);
if (otyp == OIL_LAMP)
discover_object(POT_OIL, TRUE, FALSE);
if(obj->oclass == ARMOR_CLASS){
if (is_shield(obj) && !uarms) {
setworn(obj, W_ARMS);
if (uswapwep) setuswapwep((struct obj *) 0);
} else if (is_helmet(obj) && !uarmh)
setworn(obj, W_ARMH);
else if (is_gloves(obj) && !uarmg)
setworn(obj, W_ARMG);
#ifdef TOURIST
else if (is_shirt(obj) && !uarmu)
setworn(obj, W_ARMU);
#endif
else if (is_cloak(obj) && !uarmc)
setworn(obj, W_ARMC);
else if (is_boots(obj) && !uarmf)
setworn(obj, W_ARMF);
else if (is_suit(obj) && !uarm)
setworn(obj, W_ARM);
}
if (obj->oclass == WEAPON_CLASS || is_weptool(obj) ||
otyp == TIN_OPENER || otyp == FLINT || otyp == ROCK) {
if (is_ammo(obj) || is_missile(obj)) {
if (!uquiver) setuqwep(obj);
} else if (!uwep) setuwep(obj);
else if (!uswapwep) setuswapwep(obj);
}
if (obj->oclass == SPBOOK_CLASS &&
obj->otyp != SPE_BLANK_PAPER)
initialspell(obj);
#if !defined(PYRAMID_BUG) && !defined(MAC)
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
trop++;
}
}
/*u_init.c*/