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author | peterb12 <peterb12@c06c8d41-db1a-0410-9941-cceddc491573> | 2005-07-21 02:34:44 +0000 |
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committer | peterb12 <peterb12@c06c8d41-db1a-0410-9941-cceddc491573> | 2005-07-21 02:34:44 +0000 |
commit | 673bdae75485d14f759af597c3c62b99601f9a43 (patch) | |
tree | 368103f29fe0ce5dcf98060d9b5faa04590085fb /trunk/source/newgame.cc | |
parent | 7e900be770db24b0405fd2162491c405a425873e (diff) | |
download | crawl-ref-673bdae75485d14f759af597c3c62b99601f9a43.tar.gz crawl-ref-673bdae75485d14f759af597c3c62b99601f9a43.zip |
Initial revision
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'trunk/source/newgame.cc')
-rw-r--r-- | trunk/source/newgame.cc | 4430 |
1 files changed, 4430 insertions, 0 deletions
diff --git a/trunk/source/newgame.cc b/trunk/source/newgame.cc new file mode 100644 index 0000000000..1bc895034f --- /dev/null +++ b/trunk/source/newgame.cc @@ -0,0 +1,4430 @@ +/* + * File: newgame.cc + * Summary: Functions used when starting a new game. + * Written by: Linley Henzell + * + * Change History (most recent first): + * + * <16> 19-Jun-2000 GDL changed handle to FILE * + * <15> 06-Mar-2000 bwr changes to berserer, paladin, enchanter + * <14> 10-Jan-2000 DLB class_allowed() lists excluded + * species for all but hunters + * some clean-up of init_player() + * <13> 1/10/2000 BCR Made ogre berserkers get club + * skill, Trolls get unarmed skill + * Halflings can be assasins and + * warpers + * <12> 12/4/99 jmf Gave Paladins more armour skill + a + * long sword (to compensate for + * their inability to use poison). + * Allowed Spriggan Stalkers (since + * that's basically just a venom mage + * + assassin, both of which are now + * legal). + * <11> 11/22/99 LRH Er, re-un-capitalised class + * names (makes them distinguish- + * able in score list) + * <10> 10/31/99 CDL Allow Spriggan Assassins + * Remove some old comments + * <9> 10/12/99 BCR Made sure all the classes are + * capitalized correctly. + * <8> 9/09/99 BWR Changed character selection + * screens look (added sub-species + * menus from Dustin Ragan) + * <7> 7/13/99 BWR Changed assassins to use + * hand crossbows, changed + * rangers into hunters. + * <6> 6/22/99 BWR Added new rangers/slingers + * <5> 6/17/99 BCR Removed some Linux/Mac filename + * weirdness + * <4> 6/13/99 BWR SysEnv support + * <3> 6/11/99 DML Removed tmpfile purging. + * <2> 5/20/99 BWR CRAWL_NAME, new berserk, upped + * troll food consumption, added + * demonspawn transmuters. + * <1> -/--/-- LRH Created + */ + +#include "AppHdr.h" +#include "newgame.h" + +#include <stdlib.h> +#include <stdio.h> +#include <string.h> +#include <ctype.h> +#include <time.h> + +#ifdef DOS +#include <conio.h> +#endif + +#ifdef LINUX +#include <sys/types.h> +#include <fcntl.h> +#include <unistd.h> +#endif + +#ifdef USE_EMX +#include <sys/types.h> +#include <fcntl.h> +#include <unistd.h> +#endif + +#ifdef OS9 +#include <stat.h> +#else +#include <sys/stat.h> +#endif + +#include "externs.h" + +#include "abl-show.h" +#include "dungeon.h" +#include "files.h" +#include "fight.h" +#include "itemname.h" +#include "items.h" +#include "macro.h" +#include "player.h" +#include "randart.h" +#include "skills.h" +#include "skills2.h" +#include "spl-util.h" +#include "stuff.h" +#include "version.h" +#include "wpn-misc.h" + + +#define MIN_START_STAT 1 + +bool class_allowed(unsigned char speci, int char_class); +bool verifyPlayerName(void); +void choose_weapon(void); +void enterPlayerName(bool blankOK); +void give_basic_knowledge(int which_job); +void give_basic_spells(int which_job); +void give_last_paycheck(int which_job); +void init_player(void); +void jobs_stat_init(int which_job); +void openingScreen(void); +void species_stat_init(unsigned char which_species); + +#if 0 +// currently unused -- bwr +static void give_random_wand( int slot ); +static void give_random_scroll( int slot ); +#endif + +static void give_random_potion( int slot ); +static void give_random_secondary_armour( int slot ); +static bool give_wanderer_weapon( int slot, int wpn_skill ); +static void create_wanderer(void); +static void give_items_skills(void); +static bool choose_race(void); +static bool choose_class(void); + +int give_first_conjuration_book() +{ + // Assume the fire/earth book, as conjurations is strong with fire -- bwr + int book = BOOK_CONJURATIONS_I; + + // Conjuration books are largely Fire or Ice, so we'll use + // that as the primary condition, and air/earth to break ties. -- bwr + if (you.skills[SK_ICE_MAGIC] > you.skills[SK_FIRE_MAGIC] + || (you.skills[SK_FIRE_MAGIC] == you.skills[SK_ICE_MAGIC] + && you.skills[SK_AIR_MAGIC] > you.skills[SK_EARTH_MAGIC])) + { + book = BOOK_CONJURATIONS_II; + } + else if (you.skills[SK_FIRE_MAGIC] == 0 && you.skills[SK_EARTH_MAGIC] == 0) + { + // If we're here its because we were going to default to the + // fire/earth book... but we don't have those skills. So we + // choose randomly based on the species weighting, again + // ignoring air/earth which are secondary in these books. -- bwr + if (random2( species_skills( SK_ICE_MAGIC, you.species ) ) + < random2( species_skills( SK_FIRE_MAGIC, you.species ) )) + { + book = BOOK_CONJURATIONS_II; + } + } + + return (book); +} + +static void pick_random_species_and_class( void ) +{ + // + // We pick both species and class at the same time to give each + // valid possibility a fair chance. For proof that this will + // work correctly see the proof in religion.cc:handle_god_time(). + // + int job_count = 0; + + int species = -1; + int job = -1; + + // for each valid (species, class) choose one randomly + for (int sp = SP_HUMAN; sp < NUM_SPECIES; sp++) + { + // we only want draconians counted once in this loop... + // we'll add the variety lower down -- bwr + if (sp >= SP_WHITE_DRACONIAN && sp <= SP_UNK2_DRACONIAN) + continue; + + for (int cl = JOB_FIGHTER; cl < NUM_JOBS; cl++) + { + if (class_allowed(sp, cl)) + { + job_count++; + if (one_chance_in( job_count )) + { + species = sp; + job = cl; + } + } + } + } + + // at least one job must exist in the game else we're in big trouble + ASSERT( species != -1 && job != -1 ); + + // return draconian variety here + if (species == SP_RED_DRACONIAN) + you.species = SP_RED_DRACONIAN + random2(9); + else + you.species = species; + + you.char_class = job; +} + +static bool check_saved_game(void) +{ + FILE *handle; + char char_fil[kFileNameSize]; + +#ifdef LOAD_UNPACKAGE_CMD + // Create the file name base + char name_buff[kFileNameLen]; + + snprintf( name_buff, sizeof(name_buff), + SAVE_DIR_PATH "%s%d", you.your_name, (int) getuid() ); + + char zip_buff[kFileNameLen]; + + strcpy(zip_buff, name_buff); + strcat(zip_buff, PACKAGE_SUFFIX); + + // Create save dir name + strcpy(char_fil, name_buff); + strcat(char_fil, ".sav"); + + handle = fopen(zip_buff, "rb+"); + if (handle != NULL) + { + cprintf(EOL "Loading game..." EOL); + + // Create command + char cmd_buff[1024]; + + snprintf( cmd_buff, sizeof(cmd_buff), LOAD_UNPACKAGE_CMD, name_buff ); + + if (system( cmd_buff ) != 0) + { + cprintf( EOL "Warning: Zip command (LOAD_UNPACKAGE_CMD) returned non-zero value!" EOL ); + } + + fclose(handle); + + // Remove save game package + unlink(zip_buff); + } + else + { +#ifdef DO_ANTICHEAT_CHECKS + // Simple security patch -- must have zip file otherwise invalidate + // the character. Right now this just renames the .sav file to + // .bak, allowing anyone with the appropriate permissions to + // fix a character in the case of a bug. This could be changed + // to unlinking the file(s) which would remove the character. + strcat(name_buff, ".bak"); + rename(char_fil, name_buff); +#endif + } + +#else + strcpy(char_fil, ""); + strncat(char_fil, you.your_name, kFileNameLen); + strcat(char_fil, ".sav"); +#endif + + handle = fopen(char_fil, "rb+"); + + if (handle != NULL) + { + fclose(handle); + return true; + } + return false; +} + +bool new_game(void) +{ + int i, j; // loop variables {dlb} + + //jmf: NEW ASSERTS: we ought to do a *lot* of these + ASSERT(NUM_SPELLS < SPELL_NO_SPELL); + ASSERT(NUM_DURATIONS > DUR_LAST_DUR); + ASSERT(NUM_JOBS < JOB_UNKNOWN); + ASSERT(NUM_ATTRIBUTES < 30); + + init_player(); + + you.exp_available = 25; // now why is this all the way up here? {dlb} + + textcolor(LIGHTGREY); + + // copy name into you.your_name if set from environment -- + // note that you.your_name could already be set from init.txt + // this, clearly, will overwrite such information {dlb} + if (SysEnv.crawl_name) + { + strncpy( you.your_name, SysEnv.crawl_name, kNameLen ); + you.your_name[ kNameLen - 1 ] = '\0'; + } + + openingScreen(); + enterPlayerName(true); + + if (you.your_name[0] != '\0') + { + if (check_saved_game()) + { + textcolor( BROWN ); + cprintf( EOL "Welcome back, " ); + textcolor( YELLOW ); + cprintf( you.your_name ); + cprintf( "!" ); + textcolor( LIGHTGREY ); + + return (false); + } + } + + if (Options.random_pick) + { + pick_random_species_and_class(); + } + else + { + bool keep_going = true; + while (keep_going) + { + if (choose_race()) + keep_going = !choose_class(); + else + keep_going = false; + } + } + + strcpy( you.class_name, get_class_name( you.char_class ) ); + + // new: pick name _after_ race and class choices + if (you.your_name[0] == '\0') + { + clrscr(); + + char spec_buff[80]; + strncpy(spec_buff, species_name(you.species, you.experience_level), 80); + + snprintf( info, INFO_SIZE, "You are a%s %s %s." EOL, + (is_vowel( spec_buff[0] )) ? "n" : "", spec_buff, + you.class_name ); + + cprintf( info ); + + enterPlayerName(false); + + if (check_saved_game()) + { + cprintf(EOL "Do you really want to overwrite your old game?"); + char c = getch(); + if (!(c == 'Y' || c == 'y')) + { + textcolor( BROWN ); + cprintf(EOL EOL "Welcome back, "); + textcolor( YELLOW ); + cprintf(you.your_name); + cprintf("!"); + textcolor( LIGHTGREY ); + + return (false); + } + } + } + + +// ************ round-out character statistics and such ************ + + species_stat_init( you.species ); // must be down here {dlb} + + you.is_undead = ((you.species == SP_MUMMY) ? US_UNDEAD : + (you.species == SP_GHOUL) ? US_HUNGRY_DEAD : US_ALIVE); + + // before we get into the inventory init, set light radius based + // on species vision. currently, all species see out to 8 squares. + you.normal_vision = 8; + you.current_vision = 8; + + jobs_stat_init( you.char_class ); + give_last_paycheck( you.char_class ); + + // randomly boost stats a number of times based on species + // - should be a function {dlb} + unsigned char points_left = (you.species == SP_DEMIGOD + || you.species == SP_DEMONSPAWN) ? 15 : 8; + + // first spend points to get us to the minimum allowed value -- bwr + if (you.strength < MIN_START_STAT) + { + points_left -= (MIN_START_STAT - you.strength); + you.strength = MIN_START_STAT; + } + + if (you.intel < MIN_START_STAT) + { + points_left -= (MIN_START_STAT - you.intel); + you.intel = MIN_START_STAT; + } + + if (you.dex < MIN_START_STAT) + { + points_left -= (MIN_START_STAT - you.dex); + you.dex = MIN_START_STAT; + } + + // now randomly assign the remaining points --bwr + while (points_left > 0) + { + switch (random2( NUM_STATS )) + { + case STAT_STRENGTH: + if (you.strength > 17 && coinflip()) + continue; + + you.strength++; + break; + + case STAT_DEXTERITY: + if (you.dex > 17 && coinflip()) + continue; + + you.dex++; + break; + + case STAT_INTELLIGENCE: + if (you.intel > 17 && coinflip()) + continue; + + you.intel++; + break; + } + + points_left--; + } + + // this function depends on stats being finalized + give_items_skills(); + + // then: adjust hp_max by species {dlb} + if (player_genus(GENPC_DRACONIAN) || player_genus(GENPC_DWARVEN)) + inc_max_hp(1); + else + { + switch (you.species) + { + case SP_CENTAUR: + case SP_OGRE: + case SP_TROLL: + inc_max_hp(3); + break; + + case SP_GHOUL: + case SP_MINOTAUR: + case SP_NAGA: + case SP_OGRE_MAGE: + case SP_DEMIGOD: + inc_max_hp(2); + break; + + case SP_HILL_ORC: + case SP_MUMMY: + case SP_MERFOLK: + inc_max_hp(1); + break; + + case SP_ELF: + case SP_GREY_ELF: + case SP_HIGH_ELF: + dec_max_hp(1); + break; + + case SP_DEEP_ELF: + case SP_GNOME: + case SP_HALFLING: + case SP_KENKU: + case SP_KOBOLD: + case SP_SPRIGGAN: + dec_max_hp(2); + break; + + default: + break; + } + } + + // then: adjust max_magic_points by species {dlb} + switch (you.species) + { + case SP_SPRIGGAN: + case SP_DEMIGOD: + case SP_GREY_ELF: + case SP_DEEP_ELF: + inc_max_mp(1); + break; + + default: + break; + } + + // these need to be set above using functions!!! {dlb} + you.max_dex = you.dex; + you.max_strength = you.strength; + you.max_intel = you.intel; + + if (!you.is_undead) + { + for (i = 0; i < ENDOFPACK; i++) + { + if (!you.inv[i].quantity) + { + you.inv[i].quantity = 1; + you.inv[i].base_type = OBJ_FOOD; + you.inv[i].sub_type = FOOD_BREAD_RATION; + + if (you.species == SP_HILL_ORC || you.species == SP_KOBOLD + || you.species == SP_OGRE || you.species == SP_TROLL) + { + you.inv[i].sub_type = FOOD_MEAT_RATION; + } + + you.inv[i].colour = BROWN; + break; + } + } + } + + for (i = 0; i < ENDOFPACK; i++) + { + if (you.inv[i].quantity) + { + if (you.inv[i].base_type == OBJ_BOOKS) + { + you.had_book[you.inv[i].sub_type] = 1; + if (you.inv[i].sub_type == BOOK_MINOR_MAGIC_I + || you.inv[i].sub_type == BOOK_MINOR_MAGIC_II + || you.inv[i].sub_type == BOOK_MINOR_MAGIC_III) + { + you.had_book[BOOK_MINOR_MAGIC_I] = 1; + you.had_book[BOOK_MINOR_MAGIC_II] = 1; + you.had_book[BOOK_MINOR_MAGIC_III] = 1; + } + if (you.inv[i].sub_type == BOOK_CONJURATIONS_I + || you.inv[i].sub_type == BOOK_CONJURATIONS_II) + { + you.had_book[BOOK_CONJURATIONS_I] = 1; + you.had_book[BOOK_CONJURATIONS_II] = 1; + } + } + + // don't change object type modifier unless it starts plain + if (you.inv[i].base_type <= OBJ_ARMOUR + && cmp_equip_race( you.inv[i], 0 )) // == DARM_PLAIN + { + // now add appropriate species type mod: + switch (you.species) + { + case SP_ELF: + case SP_HIGH_ELF: + case SP_GREY_ELF: + case SP_DEEP_ELF: + case SP_SLUDGE_ELF: + set_equip_race( you.inv[i], ISFLAG_ELVEN ); + break; + + case SP_HILL_DWARF: + case SP_MOUNTAIN_DWARF: + set_equip_race( you.inv[i], ISFLAG_DWARVEN ); + if (you.inv[i].colour == LIGHTCYAN) + you.inv[i].colour = CYAN; + break; + + case SP_HILL_ORC: + set_equip_race( you.inv[i], ISFLAG_ORCISH ); + break; + } + } + } + } + + // must remember to check for already existing colours/combinations + for (i = 0; i < 4; i++) + { + for (j = 0; j < 50; j++) + { + you.item_description[i][j] = 255; + } + } + + you.item_description[IDESC_POTIONS][POT_PORRIDGE] = 153; // "gluggy white" + you.item_description[IDESC_POTIONS][POT_WATER] = 0; // "clear" + + int passout; + + for (i = 0; i < 4; i++) + { + for (j = 0; j < 50; j++) + { + if (you.item_description[i][j] != 255) + continue; + + do + { + passout = 1; + + switch (i) + { + case IDESC_WANDS: // wands + you.item_description[i][j] = random2( 16 * 12 ); + if (coinflip()) + you.item_description[i][j] %= 12; + break; + + case IDESC_POTIONS: // potions + you.item_description[i][j] = random2( 15 * 14 ); + if (coinflip()) + you.item_description[i][j] %= 14; + break; + + case IDESC_SCROLLS: // scrolls + you.item_description[i][j] = random2(151); + you.item_description[IDESC_SCROLLS_II][j] = random2(151); + break; + + case IDESC_RINGS: // rings + you.item_description[i][j] = random2( 13 * 13 ); + if (coinflip()) + you.item_description[i][j] %= 13; + break; + } + + // don't have p < j because some are preassigned + for (int p = 0; p < 50; p++) + { + if (you.item_description[i][p] == you.item_description[i][j] + && j != p) + { + passout = 0; + } + } + } + while (passout == 0); + } + } + + for (i = 0; i < 50; i++) + { + if (!you.skills[i]) + continue; + + // Start with the amount of skill points required for a human... + const int points = skill_exp_needed( you.skills[i] + 1 ); + + you.skill_points[i] = points + 1; + + if (i == SK_SPELLCASTING) + you.skill_points[i] = (points * 130) / 100 + 1; + else if (i == SK_INVOCATIONS || i == SK_EVOCATIONS) + you.skill_points[i] = (points * 75) / 100 + 1; + + // ...and find out what level that earns this character. + const int sp_diff = species_skills( i, you.species ); + you.skills[i] = 0; + + for (int lvl = 1; lvl <= 8; lvl++) + { + if (you.skill_points[i] > (skill_exp_needed(lvl+1) * sp_diff) / 100) + you.skills[i] = lvl; + else + break; + } + } + + calc_total_skill_points(); + + for (i = 0; i < ENDOFPACK; i++) + { + if (you.inv[i].base_type != OBJ_WEAPONS) + { + set_ident_type( you.inv[i].base_type, + you.inv[i].sub_type, ID_KNOWN_TYPE ); + } + + if (you.inv[i].base_type == OBJ_POTIONS + || you.inv[i].base_type == OBJ_WANDS + || you.inv[i].base_type == OBJ_JEWELLERY) + { + item_colour( you.inv[i] ); // set correct special and colour + } + } + + // we calculate hp and mp here; all relevant factors should be + // finalized by now (GDL) + calc_hp(); + calc_mp(); + + // make sure the starting player is fully charged up + set_hp( you.hp_max, false ); + set_mp( you.max_magic_points, false ); + + give_basic_spells(you.char_class); + give_basic_knowledge(you.char_class); + + // tmpfile purging removed in favour of marking + for (int lvl = 0; lvl < MAX_LEVELS; lvl++) + { + for (int dng = 0; dng < MAX_BRANCHES; dng++) + { + tmp_file_pairs[lvl][dng] = false; + } + } + + // places staircases to the branch levels: + for (i = 0; i < 30; i++) + { + you.branch_stairs[i] = 100; + } + + you.branch_stairs[STAIRS_ECUMENICAL_TEMPLE] = 3 + random2(4); // avg: 4.5 + + you.branch_stairs[STAIRS_ORCISH_MINES] = 5 + random2(6); // avg: 7.5 + + you.branch_stairs[STAIRS_ELVEN_HALLS] = + you.branch_stairs[STAIRS_ORCISH_MINES] + (coinflip() ? 4 : 3); // 11.0 + + you.branch_stairs[STAIRS_LAIR] = 7 + random2(6); // avg: 9.5 + + you.branch_stairs[STAIRS_HIVE] = 10 + random2(6); // avg: 12.5 + + you.branch_stairs[STAIRS_SLIME_PITS] = + you.branch_stairs[STAIRS_LAIR] + 3 + random2(4); // avg: 14.0 + + you.branch_stairs[STAIRS_SWAMP] = + you.branch_stairs[STAIRS_LAIR] + 2 + random2(6); // avg: 14.0 + + you.branch_stairs[STAIRS_SNAKE_PIT] = + you.branch_stairs[STAIRS_LAIR] + (coinflip() ? 7 : 6); // avg: 16.0 + + you.branch_stairs[STAIRS_VAULTS] = 13 + random2(6); // avg: 15.5 + + you.branch_stairs[STAIRS_CRYPT] = + you.branch_stairs[STAIRS_VAULTS] + 2 + random2(3); // avg: 18.5 + + you.branch_stairs[STAIRS_HALL_OF_BLADES] = + you.branch_stairs[STAIRS_VAULTS] + 4; // avg: 19.5 + + you.branch_stairs[STAIRS_TOMB] = + you.branch_stairs[STAIRS_CRYPT] + ((coinflip()) ? 3 : 2); // avg: 20.0 + + you.branch_stairs[STAIRS_HALL_OF_ZOT] = 26; // always 26 + + return (true); +} // end of new_game() + +static bool species_is_undead( unsigned char speci ) +{ + return (speci == SP_MUMMY || speci == SP_GHOUL); +} + +bool class_allowed( unsigned char speci, int char_class ) +{ + switch (char_class) + { + case JOB_FIGHTER: + switch (speci) + { + case SP_OGRE_MAGE: + case SP_SPRIGGAN: + return false; + } + return true; + + case JOB_WIZARD: + if (species_is_undead( speci )) + return false; + + switch (speci) + { + case SP_GNOME: + case SP_HALFLING: + case SP_HILL_DWARF: + case SP_HILL_ORC: + case SP_KENKU: + case SP_KOBOLD: + case SP_MINOTAUR: + case SP_OGRE: + case SP_SPRIGGAN: + case SP_TROLL: + return false; + } + return true; + + case JOB_PRIEST: + if (player_genus(GENPC_DRACONIAN, speci)) + return false; + if (species_is_undead( speci )) + return false; + + switch (speci) + { + case SP_CENTAUR: + case SP_DEMIGOD: + case SP_DEMONSPAWN: + case SP_GNOME: + case SP_HALFLING: + case SP_KENKU: + case SP_KOBOLD: + case SP_MINOTAUR: + case SP_NAGA: + case SP_OGRE: + case SP_OGRE_MAGE: + case SP_SPRIGGAN: + case SP_TROLL: + return false; + } + return true; + + case JOB_THIEF: + if (species_is_undead( speci )) + return false; + + switch (speci) + { + case SP_CENTAUR: + case SP_KENKU: + case SP_MINOTAUR: + case SP_OGRE: + case SP_OGRE_MAGE: + case SP_SPRIGGAN: + case SP_TROLL: + return false; + } + return true; + + case JOB_GLADIATOR: + if (player_genus(GENPC_ELVEN, speci)) + return false; + if (species_is_undead( speci )) + return false; + + switch (speci) + { + case SP_GNOME: + case SP_HALFLING: + case SP_KOBOLD: + case SP_NAGA: + case SP_OGRE: + case SP_OGRE_MAGE: + case SP_SPRIGGAN: + case SP_TROLL: + return false; + } + return true; + + case JOB_NECROMANCER: + if (player_genus(GENPC_DWARVEN, speci)) + return false; + if (player_genus(GENPC_DRACONIAN, speci)) + return false; + + switch (speci) + { + case SP_CENTAUR: + case SP_ELF: + case SP_GHOUL: + case SP_GNOME: + case SP_GREY_ELF: + case SP_HALFLING: + case SP_HIGH_ELF: + case SP_MINOTAUR: + case SP_OGRE: + case SP_SPRIGGAN: + case SP_TROLL: + case SP_MERFOLK: + return false; + } + return true; + + case JOB_PALADIN: + switch (speci) + { + case SP_HUMAN: + case SP_MOUNTAIN_DWARF: + case SP_HIGH_ELF: + return true; + } + return false; + + case JOB_ASSASSIN: + if (player_genus(GENPC_DWARVEN, speci)) + return false; + if (player_genus(GENPC_DRACONIAN, speci)) + return false; + + switch (speci) + { + case SP_CENTAUR: + case SP_GHOUL: + case SP_GNOME: + case SP_MINOTAUR: + case SP_OGRE: + case SP_OGRE_MAGE: + case SP_TROLL: + return false; + } + return true; + + case JOB_BERSERKER: + if (player_genus(GENPC_ELVEN, speci)) + return false; + if (player_genus(GENPC_DRACONIAN, speci)) + return false; + if (species_is_undead( speci )) + return false; + + switch (speci) + { + case SP_DEMIGOD: + case SP_GNOME: + case SP_HALFLING: + case SP_KENKU: + case SP_KOBOLD: + case SP_MOUNTAIN_DWARF: + case SP_NAGA: + case SP_OGRE_MAGE: + case SP_SPRIGGAN: + case SP_MERFOLK: + return false; + } + return true; + + case JOB_HUNTER: + if (player_genus(GENPC_DRACONIAN, speci)) // use bows + return true; + if (player_genus(GENPC_DWARVEN, speci)) // use xbows + return true; + + switch (speci) + { + // bows -- + case SP_CENTAUR: + case SP_DEMIGOD: + case SP_DEMONSPAWN: + case SP_ELF: + case SP_GREY_ELF: + case SP_HIGH_ELF: + case SP_HUMAN: + case SP_KENKU: + case SP_MINOTAUR: + case SP_NAGA: + case SP_SLUDGE_ELF: + // xbows -- + case SP_HILL_ORC: + // slings -- + case SP_GNOME: + case SP_HALFLING: + // spear + case SP_MERFOLK: + return true; + } + return false; + + case JOB_CONJURER: + if (species_is_undead( speci )) + return false; + + switch (speci) + { + case SP_CENTAUR: + case SP_GNOME: + case SP_HALFLING: + case SP_KOBOLD: + case SP_MINOTAUR: + case SP_OGRE: + case SP_SPRIGGAN: + case SP_TROLL: + case SP_MERFOLK: + case SP_SLUDGE_ELF: + return false; + } + return true; + + case JOB_ENCHANTER: + if (player_genus(GENPC_DRACONIAN, speci)) + return false; + if (species_is_undead( speci )) + return false; + + switch (speci) + { + case SP_GNOME: + case SP_HILL_ORC: + case SP_KENKU: + case SP_KOBOLD: + case SP_MINOTAUR: + case SP_OGRE: + case SP_TROLL: + case SP_SLUDGE_ELF: + return false; + } + return true; + + case JOB_FIRE_ELEMENTALIST: + if (player_genus(GENPC_DRACONIAN, speci)) + return false; + if (species_is_undead( speci )) + return false; + + switch (speci) + { + case SP_GNOME: + case SP_GREY_ELF: + case SP_HALFLING: + case SP_KOBOLD: + case SP_MINOTAUR: + case SP_NAGA: + case SP_OGRE: + case SP_SPRIGGAN: + case SP_TROLL: + case SP_MERFOLK: + return false; + } + return true; + + case JOB_ICE_ELEMENTALIST: + if (player_genus(GENPC_DWARVEN, speci)) + return false; + if (player_genus(GENPC_DRACONIAN, speci)) + return false; + if (species_is_undead( speci )) + return false; + + switch (speci) + { + case SP_GNOME: + case SP_GREY_ELF: + case SP_HALFLING: + case SP_HILL_ORC: + case SP_KENKU: + case SP_KOBOLD: + case SP_MINOTAUR: + case SP_NAGA: + case SP_OGRE: + case SP_SPRIGGAN: + case SP_TROLL: + return false; + } + return true; + + case JOB_SUMMONER: + if (player_genus(GENPC_DWARVEN, speci)) + return false; + if (species_is_undead( speci )) + return false; + + switch (speci) + { + case SP_CENTAUR: + case SP_GNOME: + case SP_HALFLING: + case SP_MINOTAUR: + case SP_OGRE: + case SP_SPRIGGAN: + case SP_TROLL: + return false; + } + return true; + + case JOB_AIR_ELEMENTALIST: + if (player_genus(GENPC_DWARVEN, speci)) + return false; + if (player_genus(GENPC_DRACONIAN, speci)) + return false; + if (species_is_undead( speci )) + return false; + + switch (speci) + { + case SP_GNOME: + case SP_HALFLING: + case SP_HILL_ORC: + case SP_KOBOLD: + case SP_MINOTAUR: + case SP_NAGA: + case SP_OGRE: + case SP_SPRIGGAN: + case SP_TROLL: + case SP_MERFOLK: + return false; + } + return true; + + case JOB_EARTH_ELEMENTALIST: + if (player_genus(GENPC_DRACONIAN, speci)) + return false; + if (species_is_undead( speci )) + return false; + + switch (speci) + { + case SP_ELF: + case SP_GREY_ELF: + case SP_HALFLING: + case SP_HIGH_ELF: + case SP_KENKU: + case SP_KOBOLD: + case SP_MINOTAUR: + case SP_NAGA: + case SP_OGRE: + case SP_SPRIGGAN: + case SP_TROLL: + case SP_MERFOLK: + return false; + } + return true; + + case JOB_CRUSADER: + if (player_genus(GENPC_DWARVEN, speci)) + return false; + if (species_is_undead( speci )) + return false; + if (player_genus(GENPC_DRACONIAN, speci)) + return false; + + switch (speci) + { + case SP_GNOME: + //case SP_HALFLING: //jmf: they're such good enchanters... + case SP_KENKU: + case SP_KOBOLD: + case SP_MINOTAUR: + case SP_NAGA: + case SP_OGRE: + case SP_SPRIGGAN: + case SP_TROLL: + case SP_MERFOLK: + case SP_SLUDGE_ELF: + return false; + } + return true; + + case JOB_DEATH_KNIGHT: + if (player_genus(GENPC_DWARVEN, speci)) + return false; + + switch (speci) + { + case SP_ELF: + case SP_GHOUL: + case SP_GNOME: + case SP_GREY_ELF: + case SP_HALFLING: + case SP_HIGH_ELF: + // case SP_KOBOLD: + case SP_MINOTAUR: + case SP_OGRE: + case SP_OGRE_MAGE: + case SP_SPRIGGAN: + case SP_TROLL: + case SP_MERFOLK: + return false; + } + return true; + + case JOB_VENOM_MAGE: + if (player_genus(GENPC_DWARVEN, speci)) + return false; + if (species_is_undead( speci )) + return false; + + switch (speci) + { + case SP_CENTAUR: + case SP_ELF: + case SP_GNOME: + case SP_GREY_ELF: + case SP_HALFLING: + case SP_HIGH_ELF: + case SP_MINOTAUR: + case SP_OGRE: + case SP_TROLL: + return false; + } + return true; + + case JOB_CHAOS_KNIGHT: + if (player_genus(GENPC_DWARVEN, speci)) + return false; + if (species_is_undead( speci )) + return false; + + switch (speci) + { + case SP_DEMIGOD: + case SP_GNOME: + case SP_GREY_ELF: + case SP_HALFLING: + case SP_KENKU: + case SP_OGRE: + case SP_OGRE_MAGE: + case SP_SPRIGGAN: + case SP_TROLL: + case SP_MERFOLK: + return false; + } + return true; + + case JOB_TRANSMUTER: + if (species_is_undead( speci )) + return false; + + switch (speci) + { + case SP_HALFLING: + case SP_HILL_DWARF: + case SP_HILL_ORC: + case SP_KENKU: + case SP_MINOTAUR: + case SP_OGRE: + case SP_TROLL: + return false; + } + return true; + + case JOB_HEALER: + if (player_genus(GENPC_DRACONIAN, speci)) + return false; + if (species_is_undead( speci )) + return false; + + switch (speci) + { + case SP_DEMIGOD: + case SP_DEMONSPAWN: + case SP_GNOME: + case SP_HALFLING: + case SP_KENKU: + case SP_KOBOLD: + case SP_MINOTAUR: + case SP_NAGA: + case SP_OGRE: + case SP_OGRE_MAGE: + case SP_SPRIGGAN: + case SP_TROLL: + return false; + } + return true; + + case JOB_REAVER: + if (species_is_undead( speci )) + return false; + + switch (speci) + { + case SP_GNOME: + case SP_GREY_ELF: + case SP_HALFLING: + case SP_HILL_DWARF: + case SP_MINOTAUR: + case SP_MOUNTAIN_DWARF: + case SP_OGRE: + case SP_OGRE_MAGE: + case SP_SPRIGGAN: + case SP_TROLL: + case SP_MERFOLK: + case SP_SLUDGE_ELF: + return false; + } + return true; + + case JOB_STALKER: + if (player_genus(GENPC_DWARVEN, speci)) + return false; + if (player_genus(GENPC_DRACONIAN, speci)) + return false; + if (species_is_undead( speci )) + return false; + + switch (speci) + { + case SP_CENTAUR: + case SP_GNOME: + case SP_HALFLING: + case SP_MINOTAUR: + case SP_OGRE: + case SP_OGRE_MAGE: + case SP_TROLL: + return false; + } + return true; + + case JOB_MONK: + if (species_is_undead( speci )) + return false; + + switch (speci) + { + case SP_CENTAUR: + case SP_GNOME: + case SP_HILL_DWARF: + case SP_KOBOLD: + case SP_NAGA: + case SP_OGRE: + case SP_OGRE_MAGE: + case SP_SPRIGGAN: + case SP_TROLL: + return false; + } + return true; + + case JOB_WARPER: + if (player_genus(GENPC_DWARVEN, speci)) + return false; + if (player_genus(GENPC_DRACONIAN, speci)) + return false; + if (species_is_undead( speci )) + return false; + + switch (speci) + { + case SP_CENTAUR: + case SP_GNOME: + case SP_HILL_ORC: + case SP_HALFLING: + case SP_KENKU: + case SP_MINOTAUR: + case SP_OGRE: + case SP_TROLL: + case SP_MERFOLK: + return false; + } + return true; + + case JOB_WANDERER: + switch (speci) + { + case SP_HUMAN: + case SP_DEMIGOD: + case SP_DEMONSPAWN: + return true; + } + return false; + + case JOB_QUITTER: // shouldn't happen since 'x' is handled specially + default: + return false; + } +} // end class_allowed() + +static char startwep[5] = { WPN_SHORT_SWORD, WPN_MACE, + WPN_HAND_AXE, WPN_SPEAR, WPN_TRIDENT }; + +void choose_weapon( void ) +{ + char wepName[ ITEMNAME_SIZE ]; + unsigned char keyin = 0; + int num_choices = 4; + int temp_rand; // probability determination {dlb} + + if (you.char_class == JOB_CHAOS_KNIGHT) + { + temp_rand = random2(4); + + you.inv[0].sub_type = ((temp_rand == 0) ? WPN_SHORT_SWORD : + (temp_rand == 1) ? WPN_MACE : + (temp_rand == 2) ? WPN_HAND_AXE : WPN_SPEAR); + return; + } + + if (you.char_class == JOB_GLADIATOR || you.species == SP_MERFOLK) + num_choices = 5; + + if (Options.weapon != WPN_UNKNOWN && Options.weapon != WPN_RANDOM + && (Options.weapon != WPN_TRIDENT || num_choices == 5)) + { + you.inv[0].sub_type = Options.weapon; + return; + } + + if (!Options.random_pick && Options.weapon != WPN_RANDOM) + { + clrscr(); + + textcolor( CYAN ); + cprintf(EOL " You have a choice of weapons:" EOL); + textcolor( LIGHTGREY ); + + for(int i=0; i<num_choices; i++) + { + int x = effective_stat_bonus(startwep[i]); + standard_name_weap(startwep[i], wepName); + + snprintf( info, INFO_SIZE, "%c - %s%s" EOL, 'a' + i, wepName, + (x <= -4) ? " (not ideal)" : "" ); + + cprintf(info); + } + + cprintf(EOL "? - Random" EOL); + + do + { + textcolor( CYAN ); + cprintf(EOL "Which weapon? "); + textcolor( LIGHTGREY ); + + keyin = get_ch(); + } + while (keyin != '?' && (keyin < 'a' || keyin > ('a' + num_choices))); + + if (keyin != '?' && effective_stat_bonus(startwep[keyin-'a']) > -4) + cprintf(EOL "A fine choice. " EOL); + } + + if (Options.random_pick || Options.weapon == WPN_RANDOM || keyin == '?') + { + // try to choose a decent weapon + for(int times=0; times<50; times++) + { + keyin = random2(num_choices); + int x = effective_stat_bonus(startwep[keyin]); + if (x > -2) + break; + } + keyin += 'a'; + } + + you.inv[0].sub_type = startwep[keyin-'a']; +} + +void init_player(void) +{ + unsigned char i = 0; // loop variable + + you.birth_time = time( NULL ); + you.real_time = 0; + you.num_turns = 0; + +#ifdef WIZARD + you.wizard = (Options.wiz_mode == WIZ_YES) ? true : false; +#else + you.wizard = false; +#endif + + you.berserk_penalty = 0; + you.berserker = 0; + you.conf = 0; + you.confusing_touch = 0; + you.deaths_door = 0; + you.disease = 0; + you.elapsed_time = 0; + you.exhausted = 0; + you.haste = 0; + you.invis = 0; + you.levitation = 0; + you.might = 0; + you.paralysis = 0; + you.poison = 0; + you.rotting = 0; + you.fire_shield = 0; + you.slow = 0; + you.special_wield = SPWLD_NONE; + you.sure_blade = 0; + you.synch_time = 0; + + you.base_hp = 5000; + you.base_hp2 = 5000; + you.base_magic_points = 5000; + you.base_magic_points2 = 5000; + + you.magic_points_regeneration = 0; + you.strength = 0; + you.max_strength = 0; + you.intel = 0; + you.max_intel = 0; + you.dex = 0; + you.max_dex = 0; + you.experience = 0; + you.experience_level = 1; + you.max_level = 1; + you.char_class = JOB_FIGHTER; + + you.hunger = 6000; + you.hunger_state = HS_SATIATED; + + you.gold = 0; + // you.speed = 10; // 0.75; // unused + + you.burden = 0; + you.burden_state = BS_UNENCUMBERED; + + you.spell_no = 0; + + you.your_level = 0; + you.level_type = LEVEL_DUNGEON; + you.where_are_you = BRANCH_MAIN_DUNGEON; + you.char_direction = DIR_DESCENDING; + + you.prev_targ = MHITNOT; + you.pet_target = MHITNOT; + + you.x_pos = 0; + you.y_pos = 0; + + you.running = 0; + you.run_x = 0; + you.run_y = 0; + for (i = 0; i < 3; i++) + { + you.run_check[i].grid = 0; + you.run_check[i].dx = 0; + you.run_check[i].dy = 0; + } + + you.religion = GOD_NO_GOD; + you.piety = 0; + + you.gift_timeout = 0; + + for (i = 0; i < MAX_NUM_GODS; i++) + { + you.penance[i] = 0; + you.worshipped[i] = 0; + } + + ghost.name[0] = '\0'; + + for (i = 0; i < NUM_GHOST_VALUES; i++) + ghost.values[i] = 0; + + for (i = EQ_WEAPON; i < NUM_EQUIP; i++) + you.equip[i] = -1; + + for (i = 0; i < 25; i++) + you.spells[i] = SPELL_NO_SPELL; + + for (i = 0; i < 52; i++) + { + you.spell_letter_table[i] = -1; + you.ability_letter_table[i] = ABIL_NON_ABILITY; + } + + for (i = 0; i < 100; i++) + you.mutation[i] = 0; + + for (i = 0; i < 100; i++) + you.demon_pow[i] = 0; + + for (i = 0; i < 50; i++) + you.had_book[i] = 0; + + for (i = 0; i < 50; i++) + you.unique_items[i] = UNIQ_NOT_EXISTS; + + for (i = 0; i < NO_UNRANDARTS; i++) + set_unrandart_exist(i, 0); + + for (i = 0; i < 50; i++) + { + you.skills[i] = 0; + you.skill_points[i] = 0; + you.skill_order[i] = MAX_SKILL_ORDER; + you.practise_skill[i] = 1; + } + + you.skill_cost_level = 1; + you.total_skill_points = 0; + + for (i = 0; i < 30; i++) + you.attribute[i] = 0; + + for (i = 0; i < ENDOFPACK; i++) + { + you.inv[i].quantity = 0; + you.inv[i].base_type = OBJ_WEAPONS; + you.inv[i].sub_type = WPN_CLUB; + you.inv[i].plus = 0; + you.inv[i].plus2 = 0; + you.inv[i].special = 0; + you.inv[i].colour = 0; + set_ident_flags( you.inv[i], ISFLAG_IDENT_MASK ); + + you.inv[i].x = -1; + you.inv[i].y = -1; + you.inv[i].link = i; + } + + for (i = 0; i < NUM_DURATIONS; i++) + you.duration[i] = 0; +} + +void give_last_paycheck(int which_job) +{ + switch (which_job) + { + case JOB_HEALER: + case JOB_THIEF: + you.gold = roll_dice( 2, 100 ); + break; + + case JOB_WANDERER: + case JOB_WARPER: + case JOB_ASSASSIN: + you.gold = roll_dice( 2, 50 ); + break; + + default: + you.gold = roll_dice( 2, 20 ); + break; + + case JOB_PALADIN: + case JOB_MONK: + you.gold = 0; + break; + } +} + +// requires stuff::modify_all_stats() and works because +// stats zeroed out by newgame::init_player()... recall +// that demonspawn & demingods get more later on {dlb} +void species_stat_init(unsigned char which_species) +{ + int sb = 0; // strength base + int ib = 0; // intelligence base + int db = 0; // dexterity base + + // Note: The stats in in this list aren't intended to sum the same + // for all races. The fact that Mummies and Ghouls are really low + // is considered acceptable (Mummies don't have to eat, and Ghouls + // are supposted to be a really hard race). Also note that Demigods + // and Demonspawn get seven more random points added later. -- bwr + switch (which_species) + { + default: sb = 6; ib = 6; db = 6; break; // 18 + case SP_HUMAN: sb = 6; ib = 6; db = 6; break; // 18 + case SP_DEMIGOD: sb = 7; ib = 7; db = 7; break; // 21+7 + case SP_DEMONSPAWN: sb = 4; ib = 4; db = 4; break; // 12+7 + + case SP_ELF: sb = 5; ib = 8; db = 8; break; // 21 + case SP_HIGH_ELF: sb = 5; ib = 9; db = 8; break; // 22 + case SP_GREY_ELF: sb = 4; ib = 9; db = 8; break; // 21 + case SP_DEEP_ELF: sb = 3; ib = 10; db = 8; break; // 21 + case SP_SLUDGE_ELF: sb = 6; ib = 7; db = 7; break; // 20 + + case SP_HILL_DWARF: sb = 10; ib = 3; db = 4; break; // 17 + case SP_MOUNTAIN_DWARF: sb = 9; ib = 4; db = 5; break; // 18 + + case SP_TROLL: sb = 13; ib = 2; db = 3; break; // 18 + case SP_OGRE: sb = 12; ib = 3; db = 3; break; // 18 + case SP_OGRE_MAGE: sb = 9; ib = 7; db = 3; break; // 19 + + case SP_MINOTAUR: sb = 10; ib = 3; db = 3; break; // 16 + case SP_HILL_ORC: sb = 9; ib = 3; db = 4; break; // 16 + case SP_CENTAUR: sb = 8; ib = 5; db = 2; break; // 15 + case SP_NAGA: sb = 8; ib = 6; db = 4; break; // 18 + + case SP_GNOME: sb = 6; ib = 6; db = 7; break; // 19 + case SP_MERFOLK: sb = 6; ib = 5; db = 7; break; // 18 + case SP_KENKU: sb = 6; ib = 6; db = 7; break; // 19 + + case SP_KOBOLD: sb = 5; ib = 4; db = 8; break; // 17 + case SP_HALFLING: sb = 3; ib = 6; db = 9; break; // 18 + case SP_SPRIGGAN: sb = 2; ib = 7; db = 9; break; // 18 + + case SP_MUMMY: sb = 7; ib = 3; db = 3; break; // 13 + case SP_GHOUL: sb = 9; ib = 1; db = 2; break; // 13 + + case SP_RED_DRACONIAN: + case SP_WHITE_DRACONIAN: + case SP_GREEN_DRACONIAN: + case SP_GOLDEN_DRACONIAN: + case SP_GREY_DRACONIAN: + case SP_BLACK_DRACONIAN: + case SP_PURPLE_DRACONIAN: + case SP_MOTTLED_DRACONIAN: + case SP_PALE_DRACONIAN: + case SP_UNK0_DRACONIAN: + case SP_UNK1_DRACONIAN: + case SP_UNK2_DRACONIAN: sb = 9; ib = 6; db = 2; break; // 17 + } + + modify_all_stats( sb, ib, db ); +} + +void jobs_stat_init(int which_job) +{ + int s = 0; // strength mod + int i = 0; // intelligence mod + int d = 0; // dexterity mod + int hp = 0; // HP base + int mp = 0; // MP base + + // Note: Wanderers are correct, they're a challenging class. -- bwr + switch (which_job) + { + case JOB_FIGHTER: s = 7; i = 0; d = 3; hp = 15; mp = 0; break; + case JOB_BERSERKER: s = 7; i = -1; d = 4; hp = 15; mp = 0; break; + case JOB_GLADIATOR: s = 6; i = 0; d = 4; hp = 14; mp = 0; break; + case JOB_PALADIN: s = 6; i = 2; d = 2; hp = 14; mp = 0; break; + + case JOB_CRUSADER: s = 4; i = 3; d = 3; hp = 13; mp = 1; break; + case JOB_DEATH_KNIGHT: s = 4; i = 3; d = 3; hp = 13; mp = 1; break; + case JOB_CHAOS_KNIGHT: s = 4; i = 3; d = 3; hp = 13; mp = 1; break; + + case JOB_REAVER: s = 4; i = 4; d = 2; hp = 13; mp = 1; break; + case JOB_HEALER: s = 4; i = 4; d = 2; hp = 13; mp = 1; break; + case JOB_PRIEST: s = 4; i = 4; d = 2; hp = 12; mp = 1; break; + + case JOB_ASSASSIN: s = 2; i = 2; d = 6; hp = 12; mp = 0; break; + case JOB_THIEF: s = 3; i = 2; d = 5; hp = 13; mp = 0; break; + case JOB_STALKER: s = 2; i = 3; d = 5; hp = 12; mp = 1; break; + + case JOB_HUNTER: s = 3; i = 3; d = 4; hp = 13; mp = 0; break; + case JOB_WARPER: s = 3; i = 4; d = 3; hp = 12; mp = 1; break; + + case JOB_MONK: s = 2; i = 2; d = 6; hp = 13; mp = 0; break; + case JOB_TRANSMUTER: s = 2; i = 4; d = 4; hp = 12; mp = 1; break; + + case JOB_WIZARD: s = -1; i = 8; d = 3; hp = 8; mp = 5; break; + case JOB_CONJURER: s = 0; i = 6; d = 4; hp = 10; mp = 3; break; + case JOB_ENCHANTER: s = 0; i = 6; d = 4; hp = 10; mp = 3; break; + case JOB_FIRE_ELEMENTALIST: s = 0; i = 6; d = 4; hp = 10; mp = 3; break; + case JOB_ICE_ELEMENTALIST: s = 0; i = 6; d = 4; hp = 10; mp = 3; break; + case JOB_AIR_ELEMENTALIST: s = 0; i = 6; d = 4; hp = 10; mp = 3; break; + case JOB_EARTH_ELEMENTALIST:s = 0; i = 6; d = 4; hp = 10; mp = 3; break; + case JOB_SUMMONER: s = 0; i = 6; d = 4; hp = 10; mp = 3; break; + case JOB_VENOM_MAGE: s = 0; i = 6; d = 4; hp = 10; mp = 3; break; + case JOB_NECROMANCER: s = 0; i = 6; d = 4; hp = 10; mp = 3; break; + + case JOB_WANDERER: s = 2; i = 2; d = 2; hp = 11; mp = 1; break; + default: s = 0; i = 0; d = 0; hp = 10; mp = 0; break; + } + + modify_all_stats( s, i, d ); + + set_hp( hp, true ); + set_mp( mp, true ); +} + +void give_basic_knowledge(int which_job) +{ + switch (which_job) + { + case JOB_PRIEST: + case JOB_PALADIN: + set_ident_type( OBJ_POTIONS, POT_HEALING, ID_KNOWN_TYPE ); + break; + + case JOB_HEALER: + set_ident_type( OBJ_POTIONS, POT_HEALING, ID_KNOWN_TYPE ); + set_ident_type( OBJ_POTIONS, POT_HEAL_WOUNDS, ID_KNOWN_TYPE ); + break; + + case JOB_ASSASSIN: + case JOB_STALKER: + case JOB_VENOM_MAGE: + set_ident_type( OBJ_POTIONS, POT_POISON, ID_KNOWN_TYPE ); + break; + + case JOB_WARPER: + set_ident_type( OBJ_SCROLLS, SCR_BLINKING, ID_KNOWN_TYPE ); + break; + + case JOB_TRANSMUTER: + set_ident_type( OBJ_POTIONS, POT_WATER, ID_KNOWN_TYPE ); + set_ident_type( OBJ_POTIONS, POT_CONFUSION, ID_KNOWN_TYPE ); + set_ident_type( OBJ_POTIONS, POT_POISON, ID_KNOWN_TYPE ); + break; + + default: + break; + } + + return; +} // end give_basic_knowledge() + +void give_basic_spells(int which_job) +{ + // wanderers may or may not already have a spell -- bwr + if (which_job == JOB_WANDERER) + return; + + unsigned char which_spell = SPELL_NO_SPELL; + + switch (which_job) + { + case JOB_CONJURER: + case JOB_REAVER: + case JOB_WIZARD: + which_spell = SPELL_MAGIC_DART; + break; + case JOB_STALKER: + case JOB_VENOM_MAGE: + which_spell = SPELL_STING; + break; + case JOB_SUMMONER: + which_spell = SPELL_SUMMON_SMALL_MAMMAL; + break; + case JOB_ICE_ELEMENTALIST: + which_spell = SPELL_FREEZE; + break; + case JOB_NECROMANCER: + which_spell = SPELL_PAIN; + break; + case JOB_ENCHANTER: + which_spell = SPELL_BACKLIGHT; + break; + case JOB_FIRE_ELEMENTALIST: + which_spell = SPELL_FLAME_TONGUE; + break; + case JOB_AIR_ELEMENTALIST: + which_spell = SPELL_SHOCK; + break; + case JOB_EARTH_ELEMENTALIST: + which_spell = SPELL_SANDBLAST; + break; + case JOB_DEATH_KNIGHT: + if (you.species == SP_DEMIGOD || you.religion != GOD_YREDELEMNUL) + which_spell = SPELL_PAIN; + break; + + default: + break; + } + + if (which_spell != SPELL_NO_SPELL) + add_spell_to_memory( which_spell ); + + return; +} // end give_basic_spells() + + +/* ************************************************************************ + +// MAKE INTO FUNCTION!!! {dlb} +// randomly boost stats a number of times based on species {dlb} + unsigned char points_left = ( you.species == SP_DEMIGOD || you.species == SP_DEMONSPAWN ) ? 15 : 8; + + do + { + switch ( random2(NUM_STATS) ) + { + case STAT_STRENGTH: + if ( you.strength > 17 && coinflip() ) + continue; + you.strength++; + break; + case STAT_DEXTERITY: + if ( you.dex > 17 && coinflip() ) + continue; + you.dex++; + break; + case STAT_INTELLIGENCE: + if ( you.intel > 17 && coinflip() ) + continue; + you.intel++; + break; + } + points_left--; + } + while (points_left > 0); + +************************************************************************ */ + + +// eventually, this should be something more grand {dlb} +void openingScreen(void) +{ +/* ********************************************** +// this does not work just yet ... {dlb}: + cprintf(EOL "Hello, "); + + if ( you.your_name[0] != '\0' ) + { + cprintf(you.your_name); // better be less than 31 characters :P {dlb} + // of course, invalid names will appear {dlb} + cprintf(", "); + } +********************************************** */ + + textcolor( YELLOW ); + cprintf("Hello, welcome to Dungeon Crawl " VERSION "!"); + textcolor( BROWN ); + cprintf(EOL "(c) Copyright 1997-2002 Linley Henzell"); + cprintf(EOL "Please consult crawl.txt for instructions and legal details." + EOL); + textcolor( LIGHTGREY ); + + return; +} // end openingScreen() + + +void enterPlayerName(bool blankOK) +{ + // temporary 'til copyover to you.your_name {dlb} + // made this rediculously long so that the game doesn't + // crash if a really really long name is entered (argh). {gdl} + char name_entered[200]; + + // anything to avoid goto statements {dlb} + bool acceptable_name = false; + bool first_time = true; + + // first time -- names set through init.txt/environment assumed ok {dlb} + if (you.your_name[0] != '\0') + acceptable_name = true; + + do + { + // prompt for a new name if current one unsatisfactory {dlb}: + if (!acceptable_name) + { + textcolor( CYAN ); + if (blankOK && first_time) + cprintf(EOL "Press <Enter> to answer this after race and class are chosen."EOL); + + first_time = false; + + cprintf(EOL "What is your name today? "); + textcolor( LIGHTGREY ); + get_input_line( name_entered, sizeof( name_entered ) ); + + strncpy( you.your_name, name_entered, kNameLen ); + you.your_name[ kNameLen - 1 ] = '\0'; + } + + // verification begins here {dlb}: + if (you.your_name[0] == '\0') + { + if (blankOK) + return; + + cprintf(EOL "That's a silly name!" EOL); + acceptable_name = false; + } + + // if SAVE_DIR_PATH is defined, userid will be tacked onto the end + // of each character's files, making bones a valid player name. +#ifndef SAVE_DIR_PATH + // this would cause big probs with ghosts + // what would? {dlb} + // ... having the name "bones" of course! The problem comes from + // the fact that bones files would have the exact same filename + // as level files for a character named "bones". -- bwr + else if (stricmp(you.your_name, "bones") == 0) + { + cprintf(EOL "That's a silly name!" EOL); + acceptable_name = false; + } +#endif + else + acceptable_name = verifyPlayerName(); + + } + while (!acceptable_name); +} // end enterPlayerName() + +bool verifyPlayerName(void) +{ +#if defined(DOS) || defined(WIN32CONSOLE) + static int william_tanksley_asked_for_this = 2; + + // quick check for CON -- blows up real good under DOS/Windows + if (stricmp(you.your_name, "con") == 0) + { + cprintf(EOL "Sorry, that name gives your OS a headache." EOL); + return (false); + } + + // quick check for LPTx -- thank you, Mr. Tanksley! ;-) + if (strnicmp(you.your_name, "LPT", 3) == 0) + { + switch (william_tanksley_asked_for_this) + { + case 2: + cprintf(EOL "Hello, William! How is work on Omega going?" EOL); + break; + case 1: + cprintf(EOL "Look, it's just not a legal name." EOL); + break; + case 0: + strcpy(you.your_name, "William"); + return (true); + } // end switch + + william_tanksley_asked_for_this --; + return (false); + } +#endif + + const size_t len = strlen( you.your_name ); + for (unsigned int i = 0; i < len; i++) + { +#if MAC + // the only bad character on Macs is the path seperator + if (you.your_name[i] == ':') + { + cprintf(EOL "No colons, please." EOL); + return (false); + } +#else + // Note that this includes systems which may be using the + // packaging system. The packaging system is very simple + // and doesn't take the time to escape every characters that + // might be a problem for some random shell or OS... so we + // play it very conservative here. -- bwr + if (!isalnum( you.your_name[i] ) && you.your_name[i] != '_') + { + cprintf( EOL "Alpha-numerics and underscores only, please." EOL ); + return (false); + } +#endif + } + +#ifdef SAVE_DIR_PATH + // Until we have a better way to handle the fact that this could lead + // to some confusion with where the name ends and the uid begins. -- bwr + if (isdigit( you.your_name[ len - 1 ] )) + { + cprintf( EOL "Sorry, your name cannot end with a digit." EOL ); + return (false); + } +#endif + + return (true); +} // end verifyPlayerName() + +#if 0 +// currently unused +static void give_random_scroll( int slot ) +{ + you.inv[ slot ].quantity = 1; + you.inv[ slot ].base_type = OBJ_SCROLLS; + you.inv[ slot ].plus = 0; + you.inv[ slot ].special = 0; + you.inv[ slot ].colour = WHITE; + + switch (random2(8)) + { + case 0: + you.inv[ slot ].sub_type = SCR_DETECT_CURSE; + break; + + case 1: + you.inv[ slot ].sub_type = SCR_IDENTIFY; + break; + + case 2: + case 3: + you.inv[ slot ].sub_type = SCR_BLINKING; + break; + + case 4: + you.inv[ slot ].sub_type = SCR_FEAR; + break; + + case 5: + you.inv[ slot ].sub_type = SCR_SUMMONING; + break; + + case 6: + case 7: + default: + you.inv[ slot ].sub_type = SCR_TELEPORTATION; + break; + } +} +#endif + +static void give_random_potion( int slot ) +{ + you.inv[ slot ].quantity = 1; + you.inv[ slot ].base_type = OBJ_POTIONS; + you.inv[ slot ].plus = 0; + you.inv[ slot ].plus2 = 0; + + switch (random2(8)) + { + case 0: + case 1: + case 2: + you.inv[ slot ].sub_type = POT_HEALING; + break; + case 3: + case 4: + you.inv[ slot ].sub_type = POT_HEAL_WOUNDS; + break; + case 5: + you.inv[ slot ].sub_type = POT_SPEED; + break; + case 6: + you.inv[ slot ].sub_type = POT_MIGHT; + break; + case 7: + you.inv[ slot ].sub_type = POT_BERSERK_RAGE; + break; + } +} + +#if 0 +// currently unused +static void give_random_wand( int slot ) +{ + you.inv[ slot ].quantity = 1; + you.inv[ slot ].base_type = OBJ_WANDS; + you.inv[ slot ].special = 0; + you.inv[ slot ].plus2 = 0; + you.inv[ slot ].colour = random_colour(); + + switch (random2(4)) + { + case 0: + you.inv[ slot ].sub_type = WAND_SLOWING; + you.inv[ slot ].plus = 7 + random2(5); + break; + case 1: + you.inv[ slot ].sub_type = WAND_PARALYSIS; + you.inv[ slot ].plus = 5 + random2(4); + break; + case 2: + you.inv[ slot ].sub_type = coinflip() ? WAND_FROST : WAND_FLAME; + you.inv[ slot ].plus = 6 + random2(4); + break; + case 3: + you.inv[ slot ].sub_type = WAND_TELEPORTATION; + you.inv[ slot ].plus = 3 + random2(4); + break; + } +} +#endif + +static void give_random_secondary_armour( int slot ) +{ + you.inv[ slot ].quantity = 1; + you.inv[ slot ].base_type = OBJ_ARMOUR; + you.inv[ slot ].special = 0; + you.inv[ slot ].plus = 0; + you.inv[ slot ].plus2 = 0; + you.inv[ slot ].colour = BROWN; + + switch (random2(4)) + { + case 0: + you.inv[ slot ].sub_type = ARM_CLOAK; + you.equip[EQ_CLOAK] = slot; + break; + case 1: + you.inv[ slot ].sub_type = ARM_BOOTS; + you.equip[EQ_BOOTS] = slot; + break; + case 2: + you.inv[ slot ].sub_type = ARM_GLOVES; + you.equip[EQ_GLOVES] = slot; + break; + case 3: + you.inv[ slot ].sub_type = ARM_HELMET; + you.equip[EQ_HELMET] = slot; + break; + } +} + +// Returns true if a "good" weapon is given +static bool give_wanderer_weapon( int slot, int wpn_skill ) +{ + bool ret = false; + + // Slot's always zero, but we pass it anyways. + + // We'll also re-fill the template, all this for later possible + // safe reuse of code in the future. + you.inv[ slot ].quantity = 1; + you.inv[ slot ].base_type = OBJ_WEAPONS; + you.inv[ slot ].colour = LIGHTCYAN; + you.inv[ slot ].plus = 0; + you.inv[ slot ].plus2 = 0; + you.inv[ slot ].special = 0; + + // Now fill in the type according to the random wpn_skill + switch (wpn_skill) + { + case SK_MACES_FLAILS: + you.inv[ slot ].sub_type = WPN_CLUB; + you.inv[ slot ].colour = BROWN; + break; + + case SK_POLEARMS: + you.inv[ slot ].sub_type = WPN_SPEAR; + break; + + case SK_SHORT_BLADES: + you.inv[ slot ].sub_type = WPN_DAGGER; + break; + + case SK_AXES: + you.inv[ slot ].sub_type = WPN_HAND_AXE; + ret = true; + break; + + case SK_STAVES: + you.inv[ slot ].sub_type = WPN_QUARTERSTAFF; + you.inv[ slot ].colour = BROWN; + ret = true; + break; + + case SK_LONG_SWORDS: + default: + // all long swords are too good for a starting character... + // especially this class where we have to be careful about + // giving away anything good at all. + // We default here if the character only has fighting skill -- bwr + you.inv[ slot ].sub_type = WPN_SHORT_SWORD; + ret = true; + break; + } + + return (ret); +} + +// +// The idea behind wanderers is a class that has various different +// random skills that's a challenge to play... not a class that can +// be continually rerolled to gain the ideal character. To maintain +// this, we have to try and make sure that they typically get worse +// equipment than any other class... this for certain means no +// spellbooks ever, and the bows and xbows down below might be too +// much... so pretty much things should be removed rather than +// added here. -- bwr +// +static void create_wanderer( void ) +{ + const int util_skills[] = + { SK_DARTS, SK_THROWING, SK_ARMOUR, SK_DODGING, SK_STEALTH, + SK_STABBING, SK_SHIELDS, SK_TRAPS_DOORS, SK_UNARMED_COMBAT, + SK_INVOCATIONS, SK_EVOCATIONS }; + const int num_util_skills = sizeof(util_skills) / sizeof(int); + + // Long swords is missing to increae it's rarity because we + // can't give out a long sword to a starting character (they're + // all too good)... Staves is also removed because it's not + // one of the fighter options.-- bwr + const int fight_util_skills[] = + { SK_FIGHTING, SK_SHORT_BLADES, SK_AXES, + SK_MACES_FLAILS, SK_POLEARMS, + SK_DARTS, SK_THROWING, SK_ARMOUR, SK_DODGING, SK_STEALTH, + SK_STABBING, SK_SHIELDS, SK_TRAPS_DOORS, SK_UNARMED_COMBAT, + SK_INVOCATIONS, SK_EVOCATIONS }; + const int num_fight_util_skills = sizeof(fight_util_skills) / sizeof(int); + + const int not_rare_skills[] = + { SK_SLINGS, SK_BOWS, SK_CROSSBOWS, + SK_SPELLCASTING, SK_CONJURATIONS, SK_ENCHANTMENTS, + SK_FIRE_MAGIC, SK_ICE_MAGIC, SK_AIR_MAGIC, SK_EARTH_MAGIC, + SK_FIGHTING, SK_SHORT_BLADES, SK_LONG_SWORDS, SK_AXES, + SK_MACES_FLAILS, SK_POLEARMS, SK_STAVES, + SK_DARTS, SK_THROWING, SK_ARMOUR, SK_DODGING, SK_STEALTH, + SK_STABBING, SK_SHIELDS, SK_TRAPS_DOORS, SK_UNARMED_COMBAT, + SK_INVOCATIONS, SK_EVOCATIONS }; + const int num_not_rare_skills = sizeof(not_rare_skills) / sizeof(int); + + const int all_skills[] = + { SK_SUMMONINGS, SK_NECROMANCY, SK_TRANSLOCATIONS, SK_TRANSMIGRATION, + SK_DIVINATIONS, SK_POISON_MAGIC, + SK_SLINGS, SK_BOWS, SK_CROSSBOWS, + SK_SPELLCASTING, SK_CONJURATIONS, SK_ENCHANTMENTS, + SK_FIRE_MAGIC, SK_ICE_MAGIC, SK_AIR_MAGIC, SK_EARTH_MAGIC, + SK_FIGHTING, SK_SHORT_BLADES, SK_LONG_SWORDS, SK_AXES, + SK_MACES_FLAILS, SK_POLEARMS, SK_STAVES, + SK_DARTS, SK_THROWING, SK_ARMOUR, SK_DODGING, SK_STEALTH, + SK_STABBING, SK_SHIELDS, SK_TRAPS_DOORS, SK_UNARMED_COMBAT, + SK_INVOCATIONS, SK_EVOCATIONS }; + const int num_all_skills = sizeof(all_skills) / sizeof(int); + + int skill; + + for (int i = 0; i < 2; i++) + { + do + { + skill = random2( num_util_skills ); + } + while (you.skills[ util_skills[ skill ]] >= 2); + + you.skills[ util_skills[ skill ]] += 1; + } + + for (int i = 0; i < 3; i++) + { + do + { + skill = random2( num_fight_util_skills ); + } + while (you.skills[ fight_util_skills[ skill ]] >= 2); + + you.skills[ fight_util_skills[ skill ]] += 1; + } + + // Spell skills are possible past this point, but we won't + // allow two levels of any of them -- bwr + for (int i = 0; i < 3; i++) + { + do + { + skill = random2( num_not_rare_skills ); + } + while (you.skills[ not_rare_skills[ skill ]] >= 2 + || (not_rare_skills[ skill ] >= SK_SPELLCASTING + && you.skills[ not_rare_skills[ skill ]])); + + you.skills[ not_rare_skills[ skill ]] += 1; + } + + for (int i = 0; i < 2; i++) + { + do + { + skill = random2( num_all_skills ); + } + while (you.skills[all_skills[ skill ]] >= 2 + || (all_skills[ skill ] >= SK_SPELLCASTING + && you.skills[ all_skills[ skill ]])); + + you.skills[ all_skills[ skill ]] += 1; + } + + // Demigods can't use invocations so we'll swap it for something else + if (you.species == SP_DEMIGOD && you.skills[ SK_INVOCATIONS ]) + { + you.skills[ SK_INVOCATIONS ] = 0; + + do + { + skill = random2( num_all_skills ); + } + while (skill == SK_INVOCATIONS && you.skills[all_skills[ skill ]]); + + you.skills[ skill ] = 1; + } + + int wpn_skill = SK_FIGHTING; // prefered weapon type + int wpn_skill_size = 0; // level of skill in prefered weapon type + int num_wpn_skills = 0; // used to choose prefered weapon + int total_wpn_skills = 0; // used to choose template + + // This algorithm is the same as the one used to pick a random + // angry god for retribution, except that whenever a higher skill + // is found than the current one, we automatically take it and + // only consider skills at that level or higher from that point on, + // This should give a random wpn skill from the set of skills with + // the highest value. -- bwr + for (int i = SK_SHORT_BLADES; i <= SK_STAVES; i++) + { + if (you.skills[i] > 0) + { + total_wpn_skills++; + + if (you.skills[i] > wpn_skill_size) + { + // switch to looking in the new set of better skills + num_wpn_skills = 1; // reset to one, because it's a new set + wpn_skill = i; + wpn_skill_size = you.skills[i]; + } + else if (you.skills[i] == wpn_skill_size) + { + // still looking at the old level + num_wpn_skills++; + if (one_chance_in( num_wpn_skills )) + { + wpn_skill = i; + wpn_skill_size = you.skills[i]; + } + } + } + } + + // Let's try to make an appropriate weapon + // Start with a template for a weapon + you.inv[0].quantity = 1; + you.inv[0].base_type = OBJ_WEAPONS; + you.inv[0].sub_type = WPN_KNIFE; + you.inv[0].colour = LIGHTCYAN; + you.inv[0].plus = 0; + you.inv[0].plus2 = 0; + you.inv[0].special = 0; + + // And a default armour template for a robe (leaving slot 1 open for + // a secondary weapon). + you.inv[2].quantity = 1; + you.inv[2].base_type = OBJ_ARMOUR; + you.inv[2].sub_type = ARM_ROBE; + you.inv[2].colour = BROWN; + you.inv[2].plus = 0; + you.inv[2].special = 0; + + // Wanderers have at least seen one type of potion, and if they + // don't get anything else good, they'll get to keep this one... + // Note: even if this is taken away, the knowledge of the potion + // type is still given to the character. + give_random_potion(3); + + if (you.skills[SK_FIGHTING] || total_wpn_skills >= 3) + { + // Fighter style wanderer + if (you.skills[SK_ARMOUR]) + { + you.inv[2].sub_type = ARM_RING_MAIL; + you.inv[2].colour = LIGHTCYAN; + + you.inv[3].quantity = 0; // remove potion + } + else if (you.skills[SK_SHIELDS] && wpn_skill != SK_STAVES) + { + you.inv[4].quantity = 1; + you.inv[4].base_type = OBJ_ARMOUR; + you.inv[4].sub_type = ARM_BUCKLER; + you.inv[4].plus = 0; + you.inv[4].special = 0; + you.inv[4].colour = LIGHTCYAN; + you.equip[EQ_SHIELD] = 4; + + you.inv[3].quantity = 0; // remove potion + } + else + { + give_random_secondary_armour(5); + } + + // remove potion if good weapon is given: + if (give_wanderer_weapon( 0, wpn_skill )) + you.inv[3].quantity = 0; + } +#ifdef USE_SPELLCASTER_AND_RANGER_WANDERER_TEMPLATES + else if (you.skills[ SK_SPELLCASTING ]) + { + // Spellcaster style wanderer + + // Could only have learned spells in common schools... + const int school_list[5] = + { SK_CONJURATIONS, + SK_ENCHANTMENTS, SK_ENCHANTMENTS, + SK_TRANSLOCATIONS, SK_NECROMANCY }; + + //jmf: Two of those spells are gone due to their munchkinicity. + // crush() and arc() are like having good melee capability. + // Therefore giving them to "harder" class makes less-than- + // zero sense, and they're now gone. + const int spell_list[5] = + { SPELL_MAGIC_DART, + SPELL_CONFUSING_TOUCH, SPELL_BACKLIGHT, + SPELL_APPORTATION, SPELL_ANIMATE_SKELETON }; + + // Choose one of the schools we have at random. + int school = SK_SPELLCASTING; + int num_schools = 0; + for (int i = 0; i < 5; i++) + { + if (you.skills[ school_list[ i ]]) + { + num_schools++; + if (one_chance_in( num_schools )) + school = i; + } + } + + // Magic dart is quite a good spell, so if the player only has + // spellcasting and conjurations, we sometimes hold off... and + // treat them like an unskilled spellcaster. + if (school == SK_SPELLCASTING + || (num_schools == 1 && school == SK_CONJURATIONS && coinflip())) + { + // Not much melee potential and no common spell school, + // we'll give the player a dagger. + you.inv[0].sub_type = WPN_DAGGER; + + // ... and a random scroll + give_random_scroll(4); + + // ... and knowledge of another + give_random_scroll(5); + you.inv[5].quantity = 0; + + // ... and a wand. + give_random_wand(6); + } + else + { + // Give them an appropriate spell + add_spell_to_memory( spell_list[ school ] ); + } + } + else if (you.skills[ SK_THROWING ] && one_chance_in(3)) // these are rare + { + // Ranger style wanderer + // Rare since starting with a throwing weapon is very good + + // Create a default launcher template, but the + // quantity may be reset to 0 if we don't want one -- bwr + // thorwing weapons are lowered to -1 to make them + // not as good as the one's hunters get, ammo is + // also much smaller -- bwr + you.inv[1].quantity = 1; + you.inv[1].base_type = OBJ_WEAPONS; + you.inv[1].sub_type = WPN_BOW; + you.inv[1].plus = -1; + you.inv[1].plus2 = -1; + you.inv[1].special = 0; + you.inv[1].colour = BROWN; + + // Create default ammo template (darts) (armour is slot 2) + you.inv[4].base_type = OBJ_MISSILES; + you.inv[4].sub_type = MI_DART; + you.inv[4].quantity = 10 + roll_dice( 2, 6 ); + you.inv[4].plus = 0; + you.inv[4].plus2 = 0; + you.inv[4].special = 0; + you.inv[4].colour = LIGHTCYAN; + + if (you.skills[ SK_SLINGS ]) + { + // slingers get some extra ammo + you.inv[4].quantity += random2avg(20,5); + you.inv[4].sub_type = MI_STONE; + you.inv[4].colour = BROWN; + you.inv[1].sub_type = WPN_SLING; + you.inv[1].plus = 0; // slings aren't so good + you.inv[1].plus2 = 0; // so we'll make them +0 + + you.inv[3].quantity = 0; // remove potion + you.inv[3].base_type = 0; // forget potion + you.inv[3].sub_type = 0; + } + else if (you.skills[ SK_BOWS ]) + { + you.inv[4].sub_type = MI_ARROW; + you.inv[4].colour = BROWN; + you.inv[1].sub_type = WPN_BOW; + + you.inv[3].quantity = 0; // remove potion + you.inv[3].base_type = 0; // forget potion + you.inv[3].sub_type = 0; + } + else if (you.skills[ SK_CROSSBOWS ]) + { + // Hand crossbows want the darts. + you.inv[1].sub_type = WPN_HAND_CROSSBOW; + + you.inv[3].quantity = 0; // remove potion + you.inv[3].base_type = 0; // forget potion + you.inv[3].sub_type = 0; + } + else + { + // little extra poisoned darts for throwers + you.inv[4].quantity += random2avg(10,5); + set_item_ego_type( you.inv[4], OBJ_MISSILES, SPMSL_POISONED ); + + you.inv[0].sub_type = WPN_DAGGER; // up knife to dagger + you.inv[1].quantity = 0; // remove bow + } + } +#endif + else + { + // Generic wanderer + give_wanderer_weapon( 0, wpn_skill ); + give_random_secondary_armour(5); + } + + you.equip[EQ_WEAPON] = 0; + you.equip[EQ_BODY_ARMOUR] = 2; +} + +// choose_race returns true if the player should also pick a class. +// This is done because of the '*' option which will pick a random +// character, obviating the necessity of choosing a class. + +bool choose_race() +{ + char keyn; + + bool printed = false; + if (Options.race != 0) + printed = true; + +spec_query: + if (!printed) + { + clrscr(); + + textcolor( WHITE ); + cprintf("You must be new here!" EOL EOL); + + textcolor( CYAN ); + cprintf("You can be:" EOL EOL); + textcolor( LIGHTGREY ); + + cprintf("a - Human b - Elf" EOL); + cprintf("c - High Elf d - Grey Elf" EOL); + cprintf("e - Deep Elf f - Sludge Elf" EOL); + cprintf("g - Hill Dwarf h - Mountain Dwarf" EOL); + cprintf("i - Halfling j - Hill Orc" EOL); + cprintf("k - Kobold l - Mummy" EOL); + cprintf("m - Naga n - Gnome" EOL); + cprintf("o - Ogre p - Troll" EOL); + cprintf("q - Ogre-Mage r - Draconian" EOL); + cprintf("s - Centaur t - Demigod" EOL); + cprintf("u - Spriggan v - Minotaur" EOL); + cprintf("w - Demonspawn x - Ghoul" EOL); + cprintf("y - Kenku z - Merfolk" EOL); + + textcolor( BROWN ); + cprintf(EOL "? - Random Species * - Random Character" EOL); + cprintf( "X - Quit" EOL); + + textcolor( CYAN ); + cprintf(EOL "Which one? "); + textcolor( LIGHTGREY ); + + printed = true; + } + + if (Options.race != 0) + { + keyn = Options.race; + } + else + { + keyn = getch(); + if (keyn == 0) + { + getch(); + goto spec_query; + } + } + + if (keyn == '?') + keyn = 'a' + random2(26); + else if (keyn == '*') + { + pick_random_species_and_class(); + Options.random_pick = true; // used to give random weapon/god as well + return false; + } + + + switch (keyn) + { + case 'a': + you.species = SP_HUMAN; + break; + case 'b': + you.species = SP_ELF; + break; + case 'c': + you.species = SP_HIGH_ELF; + break; + case 'd': + you.species = SP_GREY_ELF; + break; + case 'e': + you.species = SP_DEEP_ELF; + break; + case 'f': + you.species = SP_SLUDGE_ELF; + break; + case 'g': + you.species = SP_HILL_DWARF; + break; + case 'h': + you.species = SP_MOUNTAIN_DWARF; + break; + case 'i': + you.species = SP_HALFLING; + break; + case 'j': + you.species = SP_HILL_ORC; + break; + case 'k': + you.species = SP_KOBOLD; + break; + case 'l': + you.species = SP_MUMMY; + break; + case 'm': + you.species = SP_NAGA; + break; + case 'n': + you.species = SP_GNOME; + break; + case 'o': + you.species = SP_OGRE; + break; + case 'p': + you.species = SP_TROLL; + break; + case 'q': + you.species = SP_OGRE_MAGE; + break; + case 'r': // draconian + you.species = SP_RED_DRACONIAN + random2(9); // random drac + break; + case 's': + you.species = SP_CENTAUR; + break; + case 't': + you.species = SP_DEMIGOD; + break; + case 'u': + you.species = SP_SPRIGGAN; + break; + case 'v': + you.species = SP_MINOTAUR; + break; + case 'w': + you.species = SP_DEMONSPAWN; + break; + case 'x': + you.species = SP_GHOUL; + break; + case 'y': + you.species = SP_KENKU; + break; + case 'z': + you.species = SP_MERFOLK; + break; + case 'X': + cprintf(EOL "Goodbye!"); + end(0); + break; + default: + if (Options.race != 0) + { + Options.race = 0; + printed = false; + } + goto spec_query; + } + + // set to 0 in case we come back from choose_class() + Options.race = 0; + + return true; +} + +// returns true if a class was chosen, false if we should go back to +// race selection. + +bool choose_class(void) +{ + char keyn; + int i,j; + + bool printed = false; + if (Options.cls != 0) + printed = true; +job_query: + if (!printed) + { + clrscr(); + + textcolor( BROWN ); + cprintf(EOL EOL); + cprintf("Welcome, "); + textcolor( YELLOW ); + if (strlen(you.your_name) > 0) + { + cprintf(you.your_name); + cprintf(" the "); + } + cprintf(species_name(you.species,you.experience_level)); + cprintf("." EOL EOL); + + textcolor( CYAN ); + cprintf("You can be any of the following :" EOL); + textcolor( LIGHTGREY ); + + j = 0; // used within for loop to determine newline {dlb} + + for (i = 0; i < NUM_JOBS; i++) + { + if (!class_allowed(you.species, i)) + continue; + + putch( index_to_letter(i) ); + cprintf( " - " ); + cprintf( get_class_name(i) ); + + if (j % 2) + cprintf(EOL); + else + gotoxy(40, wherey()); + + j++; + } + + if (wherex() >= 40) + cprintf(EOL); + + textcolor( BROWN ); + cprintf(EOL "? - Random; x - Back to species selection; X - Quit" EOL); + + textcolor( CYAN ); + cprintf(EOL "What kind of character are you? "); + textcolor( LIGHTGREY ); + + printed = true; + } + + if (Options.cls != 0) + { + keyn = Options.cls; + } + else + { + keyn = getch(); + if (keyn == 0) + { + getch(); + goto job_query; + } + } + + if (keyn == 'a') + you.char_class = JOB_FIGHTER; + else if (keyn == 'b') + you.char_class = JOB_WIZARD; + else if (keyn == 'c') + you.char_class = JOB_PRIEST; + else if (keyn == 'd') + you.char_class = JOB_THIEF; + else if (keyn == 'e') + you.char_class = JOB_GLADIATOR; + else if (keyn == 'f') + you.char_class = JOB_NECROMANCER; + else if (keyn == 'g') + you.char_class = JOB_PALADIN; + else if (keyn == 'h') + you.char_class = JOB_ASSASSIN; + else if (keyn == 'i') + you.char_class = JOB_BERSERKER; + else if (keyn == 'j') + you.char_class = JOB_HUNTER; + else if (keyn == 'k') + you.char_class = JOB_CONJURER; + else if (keyn == 'l') + you.char_class = JOB_ENCHANTER; + else if (keyn == 'm') + you.char_class = JOB_FIRE_ELEMENTALIST; + else if (keyn == 'n') + you.char_class = JOB_ICE_ELEMENTALIST; + else if (keyn == 'o') + you.char_class = JOB_SUMMONER; + else if (keyn == 'p') + you.char_class = JOB_AIR_ELEMENTALIST; + else if (keyn == 'q') + you.char_class = JOB_EARTH_ELEMENTALIST; + else if (keyn == 'r') + you.char_class = JOB_CRUSADER; + else if (keyn == 's') + you.char_class = JOB_DEATH_KNIGHT; + else if (keyn == 't') + you.char_class = JOB_VENOM_MAGE; + else if (keyn == 'u') + you.char_class = JOB_CHAOS_KNIGHT; + else if (keyn == 'v') + you.char_class = JOB_TRANSMUTER; + else if (keyn == 'w') + you.char_class = JOB_HEALER; + else if (keyn == 'y') + you.char_class = JOB_REAVER; + else if (keyn == 'z') + you.char_class = JOB_STALKER; + else if (keyn == 'A') + you.char_class = JOB_MONK; + else if (keyn == 'B') + you.char_class = JOB_WARPER; + else if (keyn == 'C') + you.char_class = JOB_WANDERER; + else if (keyn == '?') + { + // pick a job at random... see god retribution for proof this + // is uniform. -- bwr + int job_count = 0; + int job = -1; + + for (int i = 0; i < NUM_JOBS; i++) + { + if (class_allowed(you.species, i)) + { + job_count++; + if (one_chance_in( job_count )) + job = i; + } + } + + ASSERT( job != -1 ); // at least one class should have been allowed + you.char_class = job; + } + else if (keyn == 'x' || keyn == ESCAPE) + { + return false; + } + else if (keyn == 'X') + { + cprintf(EOL "Goodbye!"); + end(0); + } + else + { + if (Options.cls != 0) + { + Options.cls = 0; + printed = false; + } + goto job_query; + } + + if (!class_allowed(you.species, you.char_class)) + { + if (Options.cls != 0) + { + Options.cls = 0; + printed = false; + } + goto job_query; + } + + return true; +} + + +void give_items_skills() +{ + char keyn; + int weap_skill = 0; + int to_hit_bonus; // used for assigning primary weapons {dlb} + int choice; // used for third-screen choices + int tmp; + + switch (you.char_class) + { + case JOB_FIGHTER: + you.inv[0].quantity = 1; + you.inv[0].base_type = OBJ_WEAPONS; + you.inv[0].sub_type = WPN_SHORT_SWORD; + you.inv[0].plus = 0; + you.inv[0].plus2 = 0; + you.inv[0].special = 0; + you.inv[0].colour = LIGHTCYAN; + + if (you.species == SP_OGRE || you.species == SP_TROLL + || player_genus(GENPC_DRACONIAN)) + { + you.inv[1].quantity = 1; + you.inv[1].base_type = OBJ_ARMOUR; + you.inv[1].sub_type = ARM_ANIMAL_SKIN; + you.inv[1].plus = 0; + you.inv[1].special = 0; + you.inv[1].colour = BROWN; + + if (you.species == SP_OGRE) + { + you.inv[0].quantity = 1; + you.inv[0].base_type = OBJ_WEAPONS; + you.inv[0].sub_type = WPN_CLUB; + you.inv[0].plus = 0; + you.inv[0].special = 0; + you.inv[0].colour = BROWN; + + } + else if (you.species == SP_TROLL) + { + you.inv[0].quantity = 0; + you.inv[0].base_type = OBJ_WEAPONS; + you.inv[0].sub_type = WPN_CLUB; + you.inv[0].plus = 0; + you.inv[0].special = 0; + you.inv[0].colour = BROWN; + + } + else if (player_genus(GENPC_DRACONIAN)) + { + you.inv[2].quantity = 1; + you.inv[2].base_type = OBJ_ARMOUR; + you.inv[2].sub_type = ARM_SHIELD; + you.inv[2].plus = 0; + you.inv[2].special = 0; + you.inv[2].colour = LIGHTCYAN; + } + } + else if (you.species == SP_GHOUL || you.species == SP_MUMMY) + { + you.inv[1].quantity = 1; + you.inv[1].base_type = OBJ_ARMOUR; + you.inv[1].sub_type = ARM_ROBE; + you.inv[1].plus = 0; + you.inv[1].special = 0; + you.inv[1].colour = WHITE; // grave shroud + + if (you.species == SP_MUMMY) + { + you.inv[2].quantity = 1; + you.inv[2].base_type = OBJ_ARMOUR; + you.inv[2].sub_type = ARM_SHIELD; + you.inv[2].plus = 0; + you.inv[2].special = 0; + you.inv[2].colour = LIGHTCYAN; + } + } + else if (you.species == SP_KOBOLD) + { + you.inv[1].quantity = 1; + you.inv[1].base_type = OBJ_ARMOUR; + you.inv[1].sub_type = ARM_LEATHER_ARMOUR; + you.inv[1].plus = 0; + you.inv[1].special = 0; + you.inv[1].colour = BROWN; + + you.inv[2].base_type = OBJ_MISSILES; + you.inv[2].sub_type = MI_DART; + you.inv[2].quantity = 10 + roll_dice( 2, 10 ); + you.inv[2].plus = 0; + you.inv[2].special = 0; + you.inv[2].colour = LIGHTCYAN; + + } + else + { + you.inv[1].quantity = 1; + you.inv[1].base_type = OBJ_ARMOUR; + you.inv[1].sub_type = ARM_SCALE_MAIL; + you.inv[1].plus = 0; + you.inv[1].special = 0; + you.inv[1].colour = LIGHTCYAN; + + you.inv[2].quantity = 1; + you.inv[2].base_type = OBJ_ARMOUR; + you.inv[2].sub_type = ARM_SHIELD; + you.inv[2].plus = 0; + you.inv[2].special = 0; + you.inv[2].colour = LIGHTCYAN; + + choose_weapon(); + } + + if (you.species != SP_TROLL) + you.equip[EQ_WEAPON] = 0; + + you.equip[EQ_BODY_ARMOUR] = 1; + + if (you.species != SP_KOBOLD && you.species != SP_OGRE + && you.species != SP_TROLL && you.species != SP_GHOUL) + { + you.equip[EQ_SHIELD] = 2; + } + + you.skills[SK_FIGHTING] = 3; + + weap_skill = 2; + + if (you.species == SP_KOBOLD) + { + you.skills[SK_THROWING] = 1; + you.skills[SK_DARTS] = 1; + you.skills[SK_DODGING] = 1; + you.skills[SK_STEALTH] = 1; + you.skills[SK_STABBING] = 1; + you.skills[SK_DODGING + random2(3)] += 1; + } + else if (you.species == SP_OGRE || you.species == SP_TROLL) + { + if (you.species == SP_TROLL) //jmf: these guys get no weapon! + you.skills[SK_UNARMED_COMBAT] += 3; + else + you.skills[SK_FIGHTING] += 2; + + // BWR sez Ogres & Trolls should probably start w/ Dodge 2 -- GDL + you.skills[SK_DODGING] = 3; + } + else + { + // Players get dodging or armour skill depending on their + // starting armour now (note: the armour has to be quiped + // for this function to work) + + you.skills[(player_light_armour()? SK_DODGING : SK_ARMOUR)] = 2; + + you.skills[SK_SHIELDS] = 2; + you.skills[SK_THROWING] = 2; + you.skills[(coinflip() ? SK_STABBING : SK_SHIELDS)]++; + } + break; + + case JOB_WIZARD: + you.inv[0].quantity = 1; + you.inv[0].base_type = OBJ_WEAPONS; + + if (you.species == SP_OGRE_MAGE) + { + you.inv[0].sub_type = WPN_QUARTERSTAFF; + you.inv[0].colour = BROWN; + } + else if (player_genus(GENPC_DWARVEN)) + { + you.inv[0].sub_type = WPN_HAMMER; + you.inv[0].colour = CYAN; + } + else + { + you.inv[0].sub_type = WPN_DAGGER; + you.inv[0].colour = LIGHTCYAN; + } + + you.inv[0].plus = 0; + you.inv[0].plus2 = 0; + you.inv[0].special = 0; + + you.inv[1].quantity = 1; + you.inv[1].base_type = OBJ_ARMOUR; + you.inv[1].sub_type = ARM_ROBE; + you.inv[1].plus = 0; + + switch (random2(7)) + { + case 0: + case 1: + default: + set_equip_desc( you.inv[1], ISFLAG_EMBROIDERED_SHINY ); + break; + case 2: + case 3: + set_equip_desc( you.inv[1], ISFLAG_GLOWING ); + break; + case 4: + case 5: + set_equip_desc( you.inv[1], ISFLAG_RUNED ); + break; + case 6: + set_equip_race( you.inv[1], ISFLAG_ELVEN ); + break; + } + + + you.inv[1].colour = random_colour(); + you.equip[EQ_WEAPON] = 0; + you.equip[EQ_BODY_ARMOUR] = 1; + + // extra items being tested: + you.inv[2].base_type = OBJ_BOOKS; + you.inv[2].sub_type = BOOK_MINOR_MAGIC_I + random2(3); + you.inv[2].quantity = 1; + you.inv[2].plus = 0; // = 127 + you.inv[2].special = 1; + you.inv[2].colour = CYAN; + + you.skills[SK_DODGING] = 1; + you.skills[SK_STEALTH] = 1; + you.skills[(coinflip() ? SK_DODGING : SK_STEALTH)]++; + you.skills[SK_SPELLCASTING] = 2; + you.skills[SK_CONJURATIONS] = 1; + you.skills[SK_ENCHANTMENTS] = 1; + you.skills[SK_SPELLCASTING + random2(3)]++; + you.skills[SK_SUMMONINGS + random2(5)]++; + + if (player_genus(GENPC_DWARVEN)) + you.skills[SK_MACES_FLAILS] = 1; + else + you.skills[SK_SHORT_BLADES] = 1; + + you.skills[SK_STAVES] = 1; + break; + + case JOB_PRIEST: + you.piety = 45; + + you.inv[0].quantity = 1; + you.inv[0].base_type = OBJ_WEAPONS; + you.inv[0].sub_type = WPN_MACE; //jmf: moved from "case 'b'" below + you.inv[0].plus = 0; + you.inv[0].plus2 = 0; + you.inv[0].special = 0; + you.inv[0].colour = LIGHTCYAN; + + you.inv[1].quantity = 1; + you.inv[1].base_type = OBJ_ARMOUR; + you.inv[1].sub_type = ARM_ROBE; + you.inv[1].plus = 0; + you.inv[1].special = 0; + you.inv[1].colour = WHITE; + + you.inv[2].base_type = OBJ_POTIONS; + you.inv[2].sub_type = POT_HEALING; + you.inv[2].quantity = 2; + you.inv[2].plus = 0; + + you.equip[EQ_WEAPON] = 0; + + you.equip[EQ_BODY_ARMOUR] = 1; + + you.skills[SK_FIGHTING] = 2; + you.skills[SK_DODGING] = 1; + you.skills[SK_SHIELDS] = 1; + you.skills[SK_MACES_FLAILS] = 2; + you.skills[SK_STAVES] = 1; + + you.skills[SK_INVOCATIONS] = 4; + + if (Options.priest != GOD_NO_GOD && Options.priest != GOD_RANDOM) + you.religion = Options.priest; + else if (Options.random_pick || Options.priest == GOD_RANDOM) + you.religion = coinflip() ? GOD_YREDELEMNUL : GOD_ZIN; + else + { + clrscr(); + + textcolor( CYAN ); + cprintf(EOL " Which god do you wish to serve?" EOL); + + textcolor( LIGHTGREY ); + cprintf("a - Zin (for traditional priests)" EOL); + cprintf("b - Yredelemnul (for priests of death)" EOL); + + getkey: + keyn = get_ch(); + + switch (keyn) + { + case 'a': + you.religion = GOD_ZIN; + break; + case 'b': + you.religion = GOD_YREDELEMNUL; + break; + default: + goto getkey; + } + } + break; + + case JOB_THIEF: + you.inv[0].quantity = 1; + you.inv[0].base_type = OBJ_WEAPONS; + you.inv[0].sub_type = WPN_SHORT_SWORD; + + you.inv[0].plus = 0; + you.inv[0].plus2 = 0; + you.inv[0].special = 0; + you.inv[0].colour = LIGHTCYAN; + + you.inv[1].quantity = 1; + you.inv[1].base_type = OBJ_WEAPONS; + you.inv[1].sub_type = WPN_DAGGER; + + you.inv[1].plus = 0; + you.inv[1].plus2 = 0; + you.inv[1].special = 0; + you.inv[1].colour = LIGHTCYAN; + + you.inv[2].quantity = 1; + you.inv[2].base_type = OBJ_ARMOUR; + you.inv[2].sub_type = ARM_ROBE; + you.inv[2].plus = 0; + you.inv[2].special = 0; + you.inv[2].colour = BROWN; + + you.inv[3].quantity = 1; + you.inv[3].base_type = OBJ_ARMOUR; + you.inv[3].sub_type = ARM_CLOAK; + you.inv[3].plus = 0; + you.inv[3].special = 0; + you.inv[3].colour = DARKGREY; + + you.inv[4].base_type = OBJ_MISSILES; + you.inv[4].sub_type = MI_DART; + you.inv[4].quantity = 10 + roll_dice( 2, 10 ); + you.inv[4].plus = 0; + you.inv[4].special = 0; + you.inv[4].colour = LIGHTCYAN; + + you.equip[EQ_WEAPON] = 0; + you.equip[EQ_BODY_ARMOUR] = 2; + you.equip[EQ_CLOAK] = 3; + + you.skills[SK_FIGHTING] = 1; + you.skills[SK_SHORT_BLADES] = 2; + you.skills[SK_DODGING] = 2; + you.skills[SK_STEALTH] = 2; + you.skills[SK_STABBING] = 1; + you.skills[SK_DODGING + random2(3)]++; + you.skills[SK_THROWING] = 1; + you.skills[SK_DARTS] = 1; + you.skills[SK_TRAPS_DOORS] = 2; + break; + + case JOB_GLADIATOR: + you.inv[0].quantity = 1; + you.inv[0].base_type = OBJ_WEAPONS; + you.inv[0].sub_type = WPN_SHORT_SWORD; + choose_weapon(); + + you.inv[0].plus = 0; + you.inv[0].plus2 = 0; + you.inv[0].special = 0; + you.inv[0].colour = LIGHTCYAN; + + if (player_genus(GENPC_DRACONIAN)) + { + you.inv[1].quantity = 1; + you.inv[1].base_type = OBJ_ARMOUR; + you.inv[1].sub_type = ARM_ANIMAL_SKIN; + you.inv[1].plus = 0; + you.inv[1].special = 0; + you.inv[1].colour = BROWN; + + you.inv[2].quantity = 1; + you.inv[2].base_type = OBJ_ARMOUR; + you.inv[2].sub_type = ARM_SHIELD; + you.inv[2].plus = 0; + you.inv[2].special = 0; + you.inv[2].colour = LIGHTCYAN; + } + else + { + you.inv[1].quantity = 1; + you.inv[1].base_type = OBJ_ARMOUR; + you.inv[1].sub_type = ARM_RING_MAIL; + you.inv[1].plus = 0; + you.inv[1].special = 0; + you.inv[1].colour = LIGHTCYAN; + + you.inv[2].quantity = 1; + you.inv[2].base_type = OBJ_ARMOUR; + you.inv[2].sub_type = ARM_BUCKLER; + you.inv[2].plus = 0; + you.inv[2].special = 0; + you.inv[2].colour = LIGHTCYAN; + } + + you.equip[EQ_WEAPON] = 0; + you.equip[EQ_BODY_ARMOUR] = 1; + you.equip[EQ_SHIELD] = 2; + + you.skills[SK_FIGHTING] = 3; + weap_skill = 3; + + if (player_genus(GENPC_DRACONIAN)) + you.skills[SK_DODGING] = 2; + else + you.skills[SK_ARMOUR] = 2; + + you.skills[SK_SHIELDS] = 1; + you.skills[SK_UNARMED_COMBAT] = 2; + break; + + + case JOB_NECROMANCER: + you.inv[0].quantity = 1; + you.inv[0].base_type = OBJ_WEAPONS; + you.inv[0].sub_type = WPN_DAGGER; + you.inv[0].plus = 0; + you.inv[0].plus2 = 0; + you.inv[0].special = 0; + you.inv[0].colour = LIGHTCYAN; + you.inv[1].quantity = 1; + you.inv[1].base_type = OBJ_ARMOUR; + you.inv[1].sub_type = ARM_ROBE; + you.inv[1].plus = 0; + you.inv[1].special = 0; + you.inv[1].colour = DARKGREY; + you.equip[EQ_WEAPON] = 0; + you.equip[EQ_BODY_ARMOUR] = 1; + + you.inv[2].base_type = OBJ_BOOKS; + you.inv[2].sub_type = BOOK_NECROMANCY; + you.inv[2].quantity = 1; + you.inv[2].plus = 0; // = 127 + you.inv[2].special = 0; // = 1; + you.inv[2].colour = DARKGREY; + + you.skills[SK_DODGING] = 1; + you.skills[SK_STEALTH] = 1; + you.skills[(coinflip()? SK_DODGING : SK_STEALTH)]++; + you.skills[SK_SPELLCASTING] = 1; + you.skills[SK_NECROMANCY] = 4; + you.skills[SK_SHORT_BLADES] = 1; + you.skills[SK_STAVES] = 1; + break; + + case JOB_PALADIN: + you.religion = GOD_SHINING_ONE; + you.piety = 28; + + you.inv[0].quantity = 1; + you.inv[0].base_type = OBJ_WEAPONS; + you.inv[0].sub_type = WPN_FALCHION; + you.inv[0].plus = 0; + you.inv[0].plus2 = 0; + you.inv[0].special = 0; + you.inv[0].colour = LIGHTCYAN; + + you.inv[1].quantity = 1; + you.inv[1].base_type = OBJ_ARMOUR; + you.inv[1].sub_type = ARM_ROBE; + you.inv[1].plus = 0; + you.inv[1].special = 0; + you.inv[1].colour = WHITE; + + you.inv[2].quantity = 1; + you.inv[2].base_type = OBJ_ARMOUR; + you.inv[2].sub_type = ARM_SHIELD; + you.inv[2].plus = 0; + you.inv[2].special = 0; + you.inv[2].colour = LIGHTCYAN; + + you.equip[EQ_WEAPON] = 0; + you.equip[EQ_BODY_ARMOUR] = 1; + you.equip[EQ_SHIELD] = 2; + + you.inv[3].base_type = OBJ_POTIONS; + you.inv[3].sub_type = POT_HEALING; + you.inv[3].quantity = 1; + you.inv[3].plus = 0; + + you.skills[SK_FIGHTING] = 2; + you.skills[SK_ARMOUR] = 1; + you.skills[SK_DODGING] = 1; + you.skills[(coinflip()? SK_ARMOUR : SK_DODGING)]++; + you.skills[SK_SHIELDS] = 2; + you.skills[SK_LONG_SWORDS] = 3; + you.skills[SK_INVOCATIONS] = 2; + break; + + case JOB_ASSASSIN: + you.inv[0].quantity = 1; + you.inv[0].base_type = OBJ_WEAPONS; + you.inv[0].sub_type = WPN_DAGGER; + to_hit_bonus = random2(3); + you.inv[0].plus = 1 + to_hit_bonus; + you.inv[0].plus2 = 1 + (2 - to_hit_bonus); + you.inv[0].special = 0; + you.inv[0].colour = LIGHTCYAN; + + you.inv[1].quantity = 1; + you.inv[1].base_type = OBJ_WEAPONS; + you.inv[1].sub_type = WPN_BLOWGUN; + you.inv[1].plus = 0; + you.inv[1].plus2 = 0; + you.inv[1].special = 0; + you.inv[1].colour = LIGHTGREY; + + you.inv[2].quantity = 1; + you.inv[2].base_type = OBJ_ARMOUR; + you.inv[2].sub_type = ARM_ROBE; + you.inv[2].plus = 0; + you.inv[2].special = 0; + you.inv[2].colour = DARKGREY; + + you.inv[3].quantity = 1; + you.inv[3].base_type = OBJ_ARMOUR; + you.inv[3].sub_type = ARM_CLOAK; + you.inv[3].plus = 0; + you.inv[3].special = 0; + you.inv[3].colour = DARKGREY; + + you.inv[4].base_type = OBJ_MISSILES; + you.inv[4].sub_type = MI_NEEDLE; + you.inv[4].quantity = 10 + roll_dice( 2, 10 ); + you.inv[4].plus = 0; + you.inv[4].colour = WHITE; + set_item_ego_type( you.inv[4], OBJ_MISSILES, SPMSL_POISONED ); + + // deep elves get hand crossbows, everyone else gets blowguns + // (deep elves tend to suck at melee and need something that + // can do ranged damage) + if (you.species == SP_DEEP_ELF) + { + you.inv[1].sub_type = WPN_HAND_CROSSBOW; + you.inv[1].colour = BROWN; + + you.inv[4].sub_type = MI_DART; + you.inv[4].colour = LIGHTCYAN; + } + + + you.equip[EQ_WEAPON] = 0; + you.equip[EQ_BODY_ARMOUR] = 2; + you.equip[EQ_CLOAK] = 3; + + you.skills[SK_FIGHTING] = 2; + you.skills[SK_SHORT_BLADES] = 2; + you.skills[SK_DODGING] = 1; + you.skills[SK_STEALTH] = 3; + you.skills[SK_STABBING] = 2; + you.skills[SK_THROWING] = 1; + you.skills[SK_DARTS] = 1; + if (you.species == SP_DEEP_ELF) + you.skills[SK_CROSSBOWS] = 1; + else + you.skills[SK_THROWING] += 1; + + break; + + case JOB_BERSERKER: + you.religion = GOD_TROG; + you.piety = 35; + + // WEAPONS + if (you.species == SP_OGRE) + { + you.inv[0].quantity = 1; + you.inv[0].base_type = OBJ_WEAPONS; + you.inv[0].sub_type = WPN_CLUB; + you.inv[0].plus = 0; + you.inv[0].plus2 = 0; + you.inv[0].special = 0; + you.inv[0].colour = LIGHTCYAN; + you.equip[EQ_WEAPON] = 0; + } + else if (you.species == SP_TROLL) + { + you.equip[EQ_WEAPON] = -1; + } + else + { + you.inv[0].quantity = 1; + you.inv[0].base_type = OBJ_WEAPONS; + you.inv[0].sub_type = WPN_HAND_AXE; + you.inv[0].plus = 0; + you.inv[0].plus2 = 0; + you.inv[0].special = 0; + you.inv[0].colour = LIGHTCYAN; + you.equip[EQ_WEAPON] = 0; + + for (unsigned char i = 1; i <= 3; i++) + { + you.inv[i].quantity = 1; + you.inv[i].base_type = OBJ_WEAPONS; + you.inv[i].sub_type = WPN_SPEAR; + you.inv[i].plus = 0; + you.inv[i].plus2 = 0; + you.inv[i].special = 0; + you.inv[i].colour = LIGHTCYAN; + } + } + + // ARMOUR + + if (you.species == SP_OGRE || you.species == SP_TROLL + || player_genus(GENPC_DRACONIAN)) + { + you.inv[1].quantity = 1; + you.inv[1].base_type = OBJ_ARMOUR; + you.inv[1].sub_type = ARM_ANIMAL_SKIN; + you.inv[1].plus = 0; + you.inv[1].special = 0; + you.inv[1].colour = BROWN; + you.equip[EQ_BODY_ARMOUR] = 1; + } + else + { + you.inv[4].quantity = 1; + you.inv[4].base_type = OBJ_ARMOUR; + you.inv[4].sub_type = ARM_LEATHER_ARMOUR; + you.inv[4].plus = 0; + you.inv[4].special = 0; + you.inv[4].colour = BROWN; + you.equip[EQ_BODY_ARMOUR] = 4; + } + + // SKILLS + you.skills[SK_FIGHTING] = 2; + + if (you.species == SP_TROLL) + { + // no wep - give them unarmed. + you.skills[SK_FIGHTING] += 3; + you.skills[SK_DODGING] = 2; + you.skills[SK_UNARMED_COMBAT] = 2; + } + else if (you.species == SP_OGRE) + { + you.skills[SK_FIGHTING] += 3; + you.skills[SK_AXES] = 1; + you.skills[SK_MACES_FLAILS] = 3; + } + else + { + you.skills[SK_AXES] = 3; + you.skills[SK_POLEARMS] = 1; + you.skills[SK_ARMOUR] = 2; + you.skills[SK_DODGING] = 2; + you.skills[SK_THROWING] = 2; + } + break; + + case JOB_HUNTER: + you.inv[0].quantity = 1; + you.inv[0].base_type = OBJ_WEAPONS; + you.inv[0].sub_type = WPN_DAGGER; + you.inv[0].plus = 0; + you.inv[0].plus2 = 0; + you.inv[0].special = 0; + you.inv[0].colour = LIGHTCYAN; + + you.inv[4].quantity = 1; + you.inv[4].base_type = OBJ_ARMOUR; + you.inv[4].sub_type = ARM_LEATHER_ARMOUR; + you.inv[4].plus = 0; + you.inv[4].special = 0; + you.inv[4].colour = BROWN; + + if (you.species != SP_MERFOLK) + { + you.inv[2].quantity = 15 + random2avg(21, 5); + you.inv[2].base_type = OBJ_MISSILES; + you.inv[2].sub_type = MI_ARROW; + you.inv[2].plus = 0; + you.inv[2].plus2 = 0; + you.inv[2].special = 0; + you.inv[2].colour = BROWN; + + you.inv[1].quantity = 1; + you.inv[1].base_type = OBJ_WEAPONS; + you.inv[1].sub_type = WPN_BOW; + you.inv[1].plus = 0; + you.inv[1].plus2 = 0; + you.inv[1].special = 0; + you.inv[1].colour = BROWN; + } + else + { + // Merfolk are spear hunters -- clobber bow, give three spears + for (unsigned char i = 1; i <= 3; i++) + { + you.inv[i].quantity = 1; + you.inv[i].base_type = OBJ_WEAPONS; + you.inv[i].sub_type = WPN_SPEAR; + you.inv[i].plus = 0; + you.inv[i].plus2 = 0; + you.inv[i].special = 0; + you.inv[i].colour = LIGHTCYAN; + } + } + + if (player_genus(GENPC_DRACONIAN)) + { + you.inv[4].sub_type = ARM_ROBE; + you.inv[4].colour = GREEN; + } + + you.equip[EQ_WEAPON] = 0; + you.equip[EQ_BODY_ARMOUR] = 4; + + you.skills[SK_FIGHTING] = 2; + you.skills[SK_THROWING] = 3; + + // Removing spellcasting -- bwr + // you.skills[SK_SPELLCASTING] = 1; + + switch (you.species) + { + case SP_HALFLING: + case SP_GNOME: + you.inv[2].quantity += random2avg(15, 2); + you.inv[2].sub_type = MI_STONE; + you.inv[2].colour = BROWN; + you.inv[1].sub_type = WPN_SLING; + + you.skills[SK_DODGING] = 2; + you.skills[SK_STEALTH] = 2; + you.skills[SK_SLINGS] = 2; + break; + + case SP_HILL_DWARF: + case SP_MOUNTAIN_DWARF: + case SP_HILL_ORC: + you.inv[2].sub_type = MI_BOLT; + you.inv[2].colour = LIGHTCYAN; + you.inv[1].sub_type = WPN_CROSSBOW; + + if (you.species == SP_HILL_ORC) + { + you.inv[0].sub_type = WPN_SHORT_SWORD; + you.skills[SK_SHORT_BLADES] = 1; + } + else + { + you.inv[0].sub_type = WPN_HAND_AXE; + you.skills[SK_AXES] = 1; + } + + you.skills[SK_DODGING] = 1; + you.skills[SK_SHIELDS] = 1; + you.skills[SK_CROSSBOWS] = 2; + break; + + case SP_MERFOLK: + you.inv[0].sub_type = WPN_TRIDENT; + + you.skills[SK_POLEARMS] = 2; + you.skills[SK_DODGING] = 2; + you.skills[SK_THROWING] += 1; + break; + + default: + you.skills[SK_DODGING] = 1; + you.skills[SK_STEALTH] = 1; + you.skills[(coinflip() ? SK_STABBING : SK_SHIELDS)]++; + you.skills[SK_BOWS] = 2; + break; + } + break; + + case JOB_CONJURER: + case JOB_ENCHANTER: + case JOB_SUMMONER: + case JOB_FIRE_ELEMENTALIST: + case JOB_ICE_ELEMENTALIST: + case JOB_AIR_ELEMENTALIST: + case JOB_EARTH_ELEMENTALIST: + case JOB_VENOM_MAGE: + you.inv[0].quantity = 1; + you.inv[0].base_type = OBJ_WEAPONS; + you.inv[0].sub_type = WPN_DAGGER; + you.inv[0].colour = LIGHTCYAN; + you.inv[0].plus = 0; + you.inv[0].plus2 = 0; + you.inv[0].special = 0; + + you.inv[1].quantity = 1; + you.inv[1].base_type = OBJ_ARMOUR; + you.inv[1].sub_type = ARM_ROBE; + you.inv[1].plus = 0; + + if (you.char_class == JOB_ENCHANTER) + { + you.inv[0].plus = 1; + you.inv[0].plus2 = 1; + you.inv[1].plus = 1; + } + + you.inv[1].special = 0; + + you.equip[EQ_WEAPON] = 0; + you.equip[EQ_BODY_ARMOUR] = 1; + you.inv[2].base_type = OBJ_BOOKS; + you.inv[2].sub_type = give_first_conjuration_book(); + you.inv[2].plus = 0; + + switch (you.char_class) + { + case JOB_SUMMONER: + you.inv[2].sub_type = BOOK_CALLINGS; + + you.skills[SK_SUMMONINGS] = 4; + + // gets some darts - this class is difficult to start off with + you.inv[3].base_type = OBJ_MISSILES; + you.inv[3].sub_type = MI_DART; + you.inv[3].quantity = 8 + roll_dice( 2, 8 ); + you.inv[3].plus = 0; + you.inv[3].special = 0; + you.inv[3].colour = LIGHTCYAN; + break; + + case JOB_CONJURER: + you.skills[SK_CONJURATIONS] = 4; + break; + + case JOB_ENCHANTER: + you.inv[2].sub_type = BOOK_CHARMS; + + you.skills[SK_ENCHANTMENTS] = 4; + + // gets some darts - this class is difficult to start off with + you.inv[3].base_type = OBJ_MISSILES; + you.inv[3].sub_type = MI_DART; + you.inv[3].quantity = 8 + roll_dice( 2, 8 ); + you.inv[3].plus = 1; + you.inv[3].special = 0; + you.inv[3].colour = LIGHTCYAN; + + if (you.species == SP_SPRIGGAN) + { + you.inv[0].base_type = OBJ_STAVES; + you.inv[0].sub_type = STAFF_STRIKING; + you.inv[0].colour = BROWN; + } + break; + + case JOB_FIRE_ELEMENTALIST: + you.inv[2].sub_type = BOOK_FLAMES; + + you.skills[SK_CONJURATIONS] = 1; + you.skills[SK_FIRE_MAGIC] = 3; + //you.skills [SK_ENCHANTMENTS] = 1; + break; + + case JOB_ICE_ELEMENTALIST: + you.inv[2].sub_type = BOOK_FROST; + + you.skills[SK_CONJURATIONS] = 1; + you.skills[SK_ICE_MAGIC] = 3; + //you.skills [SK_ENCHANTMENTS] = 1; + break; + + case JOB_AIR_ELEMENTALIST: + you.inv[2].sub_type = BOOK_AIR; + + you.skills[SK_CONJURATIONS] = 1; + you.skills[SK_AIR_MAGIC] = 3; + //you.skills [SK_ENCHANTMENTS] = 1; + break; + + case JOB_EARTH_ELEMENTALIST: + you.inv[2].sub_type = BOOK_GEOMANCY; + + you.inv[3].quantity = random2avg(12, 2) + 6; + you.inv[3].base_type = OBJ_MISSILES; + you.inv[3].sub_type = MI_STONE; + you.inv[3].plus = 0; + you.inv[3].plus2 = 0; + you.inv[3].special = 0; + you.inv[3].colour = BROWN; + + if (you.species == SP_GNOME) + { + you.inv[1].quantity = 1; + you.inv[1].base_type = OBJ_WEAPONS; + you.inv[1].sub_type = WPN_SLING; + you.inv[1].plus = 0; + you.inv[1].plus2 = 0; + you.inv[1].special = 0; + you.inv[1].colour = BROWN; + + you.inv[4].quantity = 1; + you.inv[4].base_type = OBJ_ARMOUR; + you.inv[4].sub_type = ARM_ROBE; + you.inv[4].plus = 0; + you.inv[4].plus2 = 0; + you.inv[4].special = 0; + you.inv[4].colour = BROWN; + you.equip[EQ_BODY_ARMOUR] = 4; + + } + you.skills[SK_TRANSMIGRATION] = 1; + you.skills[SK_EARTH_MAGIC] = 3; + break; + + case JOB_VENOM_MAGE: + you.inv[2].sub_type = BOOK_YOUNG_POISONERS; + you.skills[SK_POISON_MAGIC] = 4; + break; + } + + if (you.species == SP_OGRE_MAGE) + { + you.inv[0].sub_type = WPN_QUARTERSTAFF; + you.inv[0].colour = BROWN; + } + else if (player_genus(GENPC_DWARVEN)) + { + you.inv[0].sub_type = WPN_HAMMER; + you.inv[0].colour = CYAN; + } + + you.inv[2].quantity = 1; + you.inv[2].special = 0; + + switch (you.char_class) + { + case JOB_FIRE_ELEMENTALIST: tmp = RED; break; + case JOB_ICE_ELEMENTALIST: tmp = LIGHTCYAN; break; + case JOB_AIR_ELEMENTALIST: tmp = LIGHTBLUE; break; + case JOB_EARTH_ELEMENTALIST: tmp = BROWN; break; + case JOB_VENOM_MAGE: tmp = GREEN; break; + default: tmp = random_colour(); break; + } + + you.inv[1].colour = tmp; // robe + you.inv[2].colour = tmp; // book + + you.skills[SK_SPELLCASTING] = 1; + + // These summoner races start with polearms and should they + // get their hands on a polearm of reaching they should have + // lots of fun... -- bwr + if (you.char_class == JOB_SUMMONER + && (you.species == SP_MERFOLK || you.species == SP_HILL_ORC || + you.species == SP_KENKU || you.species == SP_MINOTAUR)) + { + if (you.species == SP_MERFOLK) + you.inv[0].sub_type = WPN_TRIDENT; + else + you.inv[0].sub_type = WPN_SPEAR; + + you.skills[SK_POLEARMS] = 1; + } + else if (player_genus(GENPC_DWARVEN)) + { + you.skills[SK_MACES_FLAILS] = 1; + } + else if (you.char_class == JOB_ENCHANTER && you.species == SP_SPRIGGAN) + { + you.skills[SK_EVOCATIONS] = 1; + } + else + { + you.skills[SK_SHORT_BLADES] = 1; + } + + if (you.species == SP_GNOME) + you.skills[SK_SLINGS]++; + else + you.skills[SK_STAVES]++; + + you.skills[SK_DODGING] = 1; + you.skills[SK_STEALTH] = 1; + + if (you.species == SP_GNOME && you.char_class == JOB_EARTH_ELEMENTALIST) + you.skills[SK_THROWING]++; + else + you.skills[ coinflip() ? SK_DODGING : SK_STEALTH ]++; + break; + + case JOB_TRANSMUTER: + // some sticks for sticks to snakes: + you.inv[1].quantity = 6 + roll_dice( 3, 4 ); + you.inv[1].base_type = OBJ_MISSILES; + you.inv[1].sub_type = MI_ARROW; + you.inv[1].plus = 0; + you.inv[1].plus2 = 0; + you.inv[1].special = 0; + you.inv[1].colour = BROWN; + + you.inv[2].base_type = OBJ_ARMOUR; + you.inv[2].sub_type = ARM_ROBE; + you.inv[2].plus = 0; + you.inv[2].special = 0; + you.inv[2].quantity = 1; + you.inv[2].colour = BROWN; + + you.inv[3].base_type = OBJ_BOOKS; + you.inv[3].sub_type = BOOK_CHANGES; + you.inv[3].quantity = 1; + you.inv[3].plus = 0; + you.inv[3].special = 0; + you.inv[3].colour = random_colour(); + + // A little bit of starting ammo for evaporate... don't need too + // much now that the character can make their own. -- bwr + // + // some ammo for evaporate: + you.inv[4].base_type = OBJ_POTIONS; + you.inv[4].sub_type = POT_CONFUSION; + you.inv[4].quantity = 2; + you.inv[4].plus = 0; + + // some more ammo for evaporate: + you.inv[5].base_type = OBJ_POTIONS; + you.inv[5].sub_type = POT_POISON; + you.inv[5].quantity = 1; + you.inv[5].plus = 0; + + you.equip[EQ_WEAPON] = -1; + you.equip[EQ_BODY_ARMOUR] = 2; + + you.skills[SK_FIGHTING] = 1; + you.skills[SK_UNARMED_COMBAT] = 3; + you.skills[SK_THROWING] = 2; + you.skills[SK_DODGING] = 2; + you.skills[SK_SPELLCASTING] = 2; + you.skills[SK_TRANSMIGRATION] = 2; + + if (you.species == SP_SPRIGGAN) + { + you.inv[0].base_type = OBJ_STAVES; + you.inv[0].sub_type = STAFF_STRIKING; + you.inv[0].quantity = 1; + you.inv[0].plus = 0; + you.inv[0].plus2 = 0; + you.inv[0].special = 0; + you.inv[0].colour = BROWN; + + you.skills[SK_EVOCATIONS] = 2; + you.skills[SK_FIGHTING] = 0; + + you.equip[EQ_WEAPON] = 0; + } + break; + + case JOB_WARPER: + you.inv[0].quantity = 1; + you.inv[0].plus = 0; + you.inv[0].plus2 = 0; + you.inv[0].special = 0; + you.inv[0].colour = LIGHTCYAN; + + if (you.species == SP_SPRIGGAN) + { + you.inv[0].base_type = OBJ_STAVES; + you.inv[0].sub_type = STAFF_STRIKING; + you.inv[0].colour = BROWN; + + you.skills[SK_EVOCATIONS] = 3; + } + else + { + you.inv[0].base_type = OBJ_WEAPONS; + you.inv[0].sub_type = WPN_SHORT_SWORD; + + if (you.species == SP_OGRE_MAGE) + { + you.inv[0].sub_type = WPN_QUARTERSTAFF; + you.inv[0].colour = BROWN; + } + + weap_skill = 2; + you.skills[SK_FIGHTING] = 1; + } + + you.inv[1].base_type = OBJ_ARMOUR; + you.inv[1].sub_type = ARM_LEATHER_ARMOUR; + you.inv[1].quantity = 1; + you.inv[1].plus = 0; + you.inv[1].special = 0; + you.inv[1].colour = BROWN; + + if (you.species == SP_SPRIGGAN || you.species == SP_OGRE_MAGE) + you.inv[1].sub_type = ARM_ROBE; + + you.inv[2].base_type = OBJ_BOOKS; + you.inv[2].sub_type = BOOK_SPATIAL_TRANSLOCATIONS; + you.inv[2].quantity = 1; + you.inv[2].plus = 0; + you.inv[2].special = 0; + you.inv[2].colour = random_colour(); + + // one free escape: + you.inv[3].base_type = OBJ_SCROLLS; + you.inv[3].sub_type = SCR_BLINKING; + you.inv[3].quantity = 1; + you.inv[3].plus = 0; + you.inv[3].special = 0; + you.inv[3].colour = WHITE; + + you.inv[4].base_type = OBJ_MISSILES; + you.inv[4].sub_type = MI_DART; + you.inv[4].quantity = 10 + roll_dice( 2, 10 ); + you.inv[4].plus = 0; + you.inv[4].special = 0; + you.inv[4].colour = LIGHTCYAN; + + you.equip[EQ_WEAPON] = 0; + you.equip[EQ_BODY_ARMOUR] = 1; + + you.skills[SK_THROWING] = 1; + you.skills[SK_DARTS] = 2; + you.skills[SK_DODGING] = 2; + you.skills[SK_STEALTH] = 1; + you.skills[SK_SPELLCASTING] = 2; + you.skills[SK_TRANSLOCATIONS] = 2; + break; + + case JOB_CRUSADER: + you.inv[0].quantity = 1; + you.inv[0].base_type = OBJ_WEAPONS; + you.inv[0].sub_type = WPN_SHORT_SWORD; + + //if (you.species == SP_OGRE_MAGE) you.inv_sub_type [0] = WPN_GLAIVE; + + you.inv[0].plus = 0; + you.inv[0].plus2 = 0; + you.inv[0].special = 0; + you.inv[0].colour = LIGHTCYAN; + choose_weapon(); + weap_skill = 2; + you.inv[1].quantity = 1; + you.inv[1].base_type = OBJ_ARMOUR; + you.inv[1].sub_type = ARM_ROBE; + you.inv[1].plus = 0; + you.inv[1].special = 0; + you.inv[1].colour = random_colour(); + + you.inv[2].base_type = OBJ_BOOKS; + you.inv[2].sub_type = BOOK_WAR_CHANTS; + you.inv[2].quantity = 1; + you.inv[2].plus = 0; + you.inv[2].special = 0; + you.inv[2].colour = random_colour(); + + you.equip[EQ_WEAPON] = 0; + you.equip[EQ_BODY_ARMOUR] = 1; + + you.skills[SK_FIGHTING] = 3; + you.skills[SK_ARMOUR] = 1; + you.skills[SK_DODGING] = 1; + you.skills[SK_STEALTH] = 1; + you.skills[SK_SPELLCASTING] = 2; + you.skills[SK_ENCHANTMENTS] = 2; + break; + + + case JOB_DEATH_KNIGHT: + you.inv[0].quantity = 1; + you.inv[0].base_type = OBJ_WEAPONS; + you.inv[0].sub_type = WPN_SHORT_SWORD; + you.inv[0].plus = 0; + you.inv[0].plus2 = 0; + you.inv[0].special = 0; + you.inv[0].colour = LIGHTCYAN; + choose_weapon(); + weap_skill = 2; + + you.inv[1].quantity = 1; + you.inv[1].base_type = OBJ_ARMOUR; + you.inv[1].sub_type = ARM_ROBE; + you.inv[1].plus = 0; + you.inv[1].special = 0; + you.inv[1].colour = DARKGREY; + + you.inv[2].base_type = OBJ_BOOKS; + you.inv[2].sub_type = BOOK_NECROMANCY; + you.inv[2].quantity = 1; + you.inv[2].plus = 0; + you.inv[2].special = 0; + you.inv[2].colour = DARKGREY; + + you.equip[EQ_WEAPON] = 0; + you.equip[EQ_BODY_ARMOUR] = 1; + + choice = DK_NO_SELECTION; + + // order is important here -- bwr + if (you.species == SP_DEMIGOD) + choice = DK_NECROMANCY; + else if (Options.death_knight != DK_NO_SELECTION + && Options.death_knight != DK_RANDOM) + { + choice = Options.death_knight; + } + else if (Options.random_pick || Options.death_knight == DK_RANDOM) + choice = (coinflip() ? DK_NECROMANCY : DK_YREDELEMNUL); + else + { + clrscr(); + + textcolor( CYAN ); + cprintf(EOL " From where do you draw your power?" EOL); + + textcolor( LIGHTGREY ); + cprintf("a - Necromantic magic" EOL); + cprintf("b - the god Yredelemnul" EOL); + + getkey1: + keyn = get_ch(); + + switch (keyn) + { + case 'a': + cprintf(EOL "Very well."); + choice = DK_NECROMANCY; + break; + case 'b': + choice = DK_YREDELEMNUL; + break; + default: + goto getkey1; + } + } + + switch (choice) + { + default: // this shouldn't happen anyways -- bwr + case DK_NECROMANCY: + you.skills[SK_SPELLCASTING] = 1; + you.skills[SK_NECROMANCY] = 2; + break; + case DK_YREDELEMNUL: + you.religion = GOD_YREDELEMNUL; + you.piety = 28; + you.inv[0].plus = 1; + you.inv[0].plus2 = 1; + you.inv[2].quantity = 0; + you.skills[SK_INVOCATIONS] = 3; + break; + } + + you.skills[SK_FIGHTING] = 2; + you.skills[SK_ARMOUR] = 1; + you.skills[SK_DODGING] = 1; + you.skills[SK_STEALTH] = 1; + //you.skills [SK_SHORT_BLADES] = 2; + you.skills[SK_STABBING] = 1; + break; + + case JOB_CHAOS_KNIGHT: + you.piety = 25; // irrelevant for Xom, of course + you.inv[0].quantity = 1; + you.inv[0].base_type = OBJ_WEAPONS; + you.inv[0].sub_type = WPN_SHORT_SWORD; + you.inv[0].plus = random2(3); + you.inv[0].plus2 = random2(3); + you.inv[0].special = 0; + + if (one_chance_in(5)) + set_equip_desc( you.inv[0], ISFLAG_RUNED ); + + if (one_chance_in(5)) + set_equip_desc( you.inv[0], ISFLAG_GLOWING ); + + you.inv[0].colour = LIGHTCYAN; + choose_weapon(); + weap_skill = 2; + you.inv[1].quantity = 1; + you.inv[1].base_type = OBJ_ARMOUR; + you.inv[1].sub_type = ARM_ROBE; + you.inv[1].plus = random2(3); + you.inv[1].special = 0; + you.inv[1].colour = random_colour(); + + you.equip[EQ_WEAPON] = 0; + you.equip[EQ_BODY_ARMOUR] = 1; + + you.skills[SK_FIGHTING] = 3; + you.skills[SK_ARMOUR] = 1; + you.skills[SK_DODGING] = 1; + you.skills[(coinflip()? SK_ARMOUR : SK_DODGING)]++; + you.skills[SK_STABBING] = 1; + + if (Options.chaos_knight != GOD_NO_GOD + && Options.chaos_knight != GOD_RANDOM) + { + you.religion = Options.chaos_knight; + } + else if (Options.random_pick || Options.chaos_knight == GOD_RANDOM) + you.religion = coinflip() ? GOD_XOM : GOD_MAKHLEB; + else + { + clrscr(); + + textcolor( CYAN ); + cprintf(EOL " Which god of chaos do you wish to serve?" EOL); + + textcolor( LIGHTGREY ); + cprintf("a - Xom of Chaos" EOL); + cprintf("b - Makhleb the Destroyer" EOL); + + getkey2: + + keyn = get_ch(); + + switch (keyn) + { + case 'a': + you.religion = GOD_XOM; + break; + case 'b': + you.religion = GOD_MAKHLEB; + break; + default: + goto getkey2; + } + } + + if (you.religion == GOD_XOM) + you.skills[SK_FIGHTING]++; + else // you.religion == GOD_MAKHLEB + you.skills[SK_INVOCATIONS] = 2; + + break; + + case JOB_HEALER: + you.religion = GOD_ELYVILON; + you.piety = 45; + + you.inv[0].quantity = 1; + you.inv[0].base_type = OBJ_WEAPONS; + you.inv[0].sub_type = WPN_QUARTERSTAFF; + you.inv[0].colour = BROWN; + you.inv[0].plus = 0; + you.inv[0].plus2 = 0; + you.inv[0].special = 0; + + // Robe + you.inv[1].quantity = 1; + you.inv[1].base_type = OBJ_ARMOUR; + you.inv[1].sub_type = ARM_ROBE; + you.inv[1].plus = 0; + you.inv[1].special = 0; + you.inv[1].colour = WHITE; + + you.inv[2].base_type = OBJ_POTIONS; + you.inv[2].sub_type = POT_HEALING; + you.inv[2].quantity = 1; + you.inv[2].plus = 0; + + you.inv[3].base_type = OBJ_POTIONS; + you.inv[3].sub_type = POT_HEAL_WOUNDS; + you.inv[3].quantity = 1; + you.inv[3].plus = 0; + + you.equip[EQ_WEAPON] = 0; + you.equip[EQ_BODY_ARMOUR] = 1; + + you.skills[SK_FIGHTING] = 2; + you.skills[SK_DODGING] = 1; + you.skills[SK_SHIELDS] = 1; + you.skills[SK_THROWING] = 2; + you.skills[SK_STAVES] = 3; + you.skills[SK_INVOCATIONS] = 2; + break; + + case JOB_REAVER: + you.inv[0].quantity = 1; + you.inv[0].base_type = OBJ_WEAPONS; + you.inv[0].sub_type = WPN_SHORT_SWORD; + you.inv[0].plus = 0; + you.inv[0].plus2 = 0; + you.inv[0].special = 0; + you.inv[0].colour = LIGHTCYAN; + choose_weapon(); + weap_skill = 3; + + you.inv[1].quantity = 1; + you.inv[1].base_type = OBJ_ARMOUR; + you.inv[1].sub_type = ARM_ROBE; + you.inv[1].plus = 0; + you.inv[1].special = 0; + you.inv[1].colour = RED; + + you.inv[2].base_type = OBJ_BOOKS; + you.inv[2].sub_type = give_first_conjuration_book(); + you.inv[2].quantity = 1; + you.inv[2].plus = 0; // = 127 + you.inv[2].special = 0; + you.inv[2].colour = RED; + + you.equip[EQ_WEAPON] = 0; + you.equip[EQ_BODY_ARMOUR] = 1; + + you.skills[SK_FIGHTING] = 2; + you.skills[SK_ARMOUR] = 1; + you.skills[SK_DODGING] = 1; + + you.skills[SK_SPELLCASTING] = 1; + you.skills[SK_CONJURATIONS] = 2; + break; + + case JOB_STALKER: + you.inv[0].quantity = 1; + you.inv[0].base_type = OBJ_WEAPONS; + you.inv[0].sub_type = WPN_DAGGER; + to_hit_bonus = random2(3); + you.inv[0].plus = 1 + to_hit_bonus; + you.inv[0].plus2 = 1 + (2 - to_hit_bonus); + you.inv[0].special = 0; + you.inv[0].colour = LIGHTCYAN; + + you.inv[1].quantity = 1; + you.inv[1].base_type = OBJ_ARMOUR; + you.inv[1].sub_type = ARM_ROBE; + you.inv[1].plus = 0; + you.inv[1].special = 0; + you.inv[1].colour = GREEN; + + you.inv[2].quantity = 1; + you.inv[2].base_type = OBJ_ARMOUR; + you.inv[2].sub_type = ARM_CLOAK; + you.inv[2].plus = 0; + you.inv[2].special = 0; + you.inv[2].colour = DARKGREY; + + you.inv[3].base_type = OBJ_BOOKS; + //you.inv[3].sub_type = BOOK_YOUNG_POISONERS; + you.inv[3].sub_type = BOOK_STALKING; //jmf: new book! + you.inv[3].quantity = 1; + you.inv[3].plus = 0; + you.inv[3].special = 0; + you.inv[3].colour = GREEN; + + you.equip[EQ_WEAPON] = 0; + you.equip[EQ_BODY_ARMOUR] = 1; + you.equip[EQ_CLOAK] = 2; + + you.skills[SK_FIGHTING] = 1; + you.skills[SK_SHORT_BLADES] = 1; + you.skills[SK_POISON_MAGIC] = 1; + you.skills[SK_DODGING] = 1; + you.skills[SK_STEALTH] = 2; + you.skills[SK_STABBING] = 2; + you.skills[SK_DODGING + random2(3)]++; + //you.skills[SK_THROWING] = 1; //jmf: removed these, added magic below + //you.skills[SK_DARTS] = 1; + you.skills[SK_SPELLCASTING] = 1; + you.skills[SK_ENCHANTMENTS] = 1; + break; + + case JOB_MONK: + you.inv[0].base_type = OBJ_ARMOUR; + you.inv[0].sub_type = ARM_ROBE; + you.inv[0].plus = 0; + you.inv[0].special = 0; + you.inv[0].quantity = 1; + you.inv[0].colour = BROWN; + + you.equip[EQ_WEAPON] = -1; + you.equip[EQ_BODY_ARMOUR] = 0; + + you.skills[SK_FIGHTING] = 3; + you.skills[SK_UNARMED_COMBAT] = 4; + you.skills[SK_DODGING] = 3; + you.skills[SK_STEALTH] = 2; + break; + + case JOB_WANDERER: + create_wanderer(); + break; + } + + if (weap_skill) + you.skills[weapon_skill(OBJ_WEAPONS, you.inv[0].sub_type)] = weap_skill; + + init_skill_order(); + + if (you.religion != GOD_NO_GOD) + { + you.worshipped[you.religion] = 1; + set_god_ability_slots(); + } +} |