view xrogue/init.c @ 264:778938a5c21d

UltraRogue: add location for character files. When using the -n option, UltraRogue will look for character files in a single location, similar to save files. The location is chosen by defining CHRDIR in getplay.c, at least until UltraRogue gets integrated with the build systems.
author John "Elwin" Edwards
date Sun, 19 Feb 2017 19:47:09 -0500
parents f54901b9c39b
children 0250220d8cdd
line wrap: on
line source

/*
    init.c - global variable initializaton
 
    XRogue: Expeditions into the Dungeons of Doom
    Copyright (C) 1991 Robert Pietkivitch
    All rights reserved.
    
    Based on "Advanced Rogue"
    Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
    All rights reserved.

    Based on "Rogue: Exploring the Dungeons of Doom"
    Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
    All rights reserved.
    
    See the file LICENSE.TXT for full copyright and licensing information.
*/ 

#include <curses.h>
#include <ctype.h>
#include <string.h>
#include "rogue.h"
#include "mach_dep.h"

/*
 * If there is any news, put it in a character string and assign it to
 * rogue_news.  Otherwise, assign NULL to rogue_news.
 */

static char *rogue_news = "Enter a number within the minimum and maximum \
range.  When satisfied with your  choices, enter a 'y'.  For help at any \
other time enter a '?' or a '='.";

/* replace the above line with this when descriptions are done  */
/* other time enter a '?' or a '='.         For character and item descriptions \
enter a '\\' on any other screen.";
*/

struct words rainbow[NCOLORS] = {
"Amber",                "Aquamarine",           "Beige",
"Black",                "Blue",                 "Brown",
"Clear",                "Crimson",              "Ecru",
"Gold",                 "Green",                "Grey",
"Indigo",               "Khaki",                "Lavender",
"Magenta",              "Orange",               "Pink",
"Plaid",                "Purple",               "Red",
"Silver",               "Saffron",              "Scarlet",
"Tan",                  "Tangerine",            "Topaz",
"Turquoise",            "Vermilion",            "Violet",
"White",                "Yellow",
};

struct words sylls[NSYLLS] = {
    "a",   "ae",  "ak",  "an",  "ax",  "ach", "ano", "ars", "bha", "bar", "bre",
    "cha", "cre", "cum", "cow", "duh", "dha", "e",   "ea",  "em",  "et",  "ey",
    "eck", "etk", "egg", "exl", "fu",  "fen", "fid", "gan", "gle", "h",   "ha",
    "hr",  "ht",  "how", "hex", "hip", "hoc", "i",   "ia",  "ig",  "it",  "iz",
    "ion", "ink", "ivi", "iss", "je",  "jin", "jha", "jyr", "ka",  "kho", "kal",
    "kli", "lu",  "lre", "lta", "lri", "m",   "ma",  "mh",  "mi",  "mr",  "mar",
    "myr", "moh", "mul", "nep", "nes", "o",   "oc",  "om",  "oq",  "ox",  "orn",
    "oxy", "olm", "ode", "po",  "pie", "pod", "pot", "qar", "que", "ran", "rah",
    "rok", "sa",  "sat", "sha", "sol", "sri", "ti",  "tem", "tar", "tki", "tch",
    "tox", "u",   "ub",  "uh",  "ur",  "uv",  "unk", "uwh", "ugh", "uyr", "va",
    "vil", "vit", "vom", "vux", "wah", "wex", "xu",  "xed", "xen", "ya",  "yep",
    "yih", "zef", "zen", "zil", "zym", "-"
};

struct words stones[NSTONES] = {
        "Agate",                "Alexandrite",          "Amethyst",
        "Azurite",              "Bloodstone",           "Cairngorm",
        "Carnelian",            "Chalcedony",           "Chrysoberyl",
        "Chrysolite",           "Chrysoprase",          "Citrine",
        "Coral",                "Diamond",              "Emerald",
        "Garnet",               "Heliotrope",           "Hematite",
        "Hyacinth",             "Jacinth",              "Jade",
        "Jargoon",              "Jasper",               "Kryptonite",
        "Lapis lazuli",         "Malachite",            "Mocca stone",
        "Moonstone",            "Obsidian",             "Olivine",
        "Onyx",                 "Opal",                 "Pearl",
        "Peridot",              "Quartz",               "Rhodochrosite",
        "Rhodolite",            "Ruby",                 "Sapphire",
        "Sardonyx",             "Serpentine",           "Spinel",
        "Tiger eye",            "Topaz",                "Tourmaline",
        "Turquoise",            "Zircon",
};

struct words wood[NWOOD] = {
        "Avocado wood", "Balsa",        "Banyan",       "Birch",
        "Cedar",        "Cherry",       "Cinnabar",     "Dogwood",
        "Driftwood",    "Ebony",        "Eucalyptus",   "Hemlock",
        "Ironwood",     "Mahogany",     "Manzanita",    "Maple",
        "Oak",          "Pine",         "Redwood",      "Rosewood",
        "Teak",         "Walnut",       "Aloe",         "Sandalwood",
};

struct words metal[NMETAL] = {
        "Aluminium",    "Bone",         "Brass",        "Bronze",
        "Copper",       "Chromium",     "Iron",         "Lead",
        "Magnesium",    "Pewter",       "Platinum",     "Silver",
        "Steel",        "Tin",          "Titanium",     "Zinc",
};

/*
 * make sure all the percentages specified in the tables add up to the
 * right amounts
 */

void
badcheck(char *name, struct magic_item *magic, int bound)
{
    register struct magic_item *end;

    if (magic[bound - 1].mi_prob == 1000)
        return;
    printf("\nBad percentages for %s:\n", name);
    for (end = &magic[bound] ; magic < end ; magic++)
        printf("%4d%% %s\n", magic->mi_prob, magic->mi_name);
    printf(retstr);
    fflush(stdout);
    while (getchar() != '\n')
        continue;
}

/*
 * init_colors:
 *      Initialize the potion color scheme for this time
 */

void
init_colors(void)
{
    register int i;
    register char *str;

    for (i = 0 ; i < MAXPOTIONS ; i++)
    {
        do
            str = rainbow[rnd(NCOLORS)].w_string;
        until (isupper(*str));
        *str = tolower(*str);
        p_colors[i] = str;
        p_know[i] = FALSE;
        p_guess[i] = NULL;
        if (i > 0)
                p_magic[i].mi_prob += p_magic[i-1].mi_prob;
    }
    badcheck("potions", p_magic, MAXPOTIONS);
}

/*
 * do any initialization for food
 */

void
init_foods(void)
{
    register int i;

    for (i=0; i < MAXFOODS; i++) {
        if (i > 0)
            foods[i].mi_prob += foods[i-1].mi_prob;
    }
    badcheck("foods", foods, MAXFOODS);
}

/*
 * init_materials:
 *      Initialize the construction materials for wands and staffs
 */

void
init_materials(void)
{
    register int i;
    register char *str;

    for (i = 0 ; i < MAXSTICKS ; i++)
    {
        do
            if (rnd(100) > 50)
            {
                str = metal[rnd(NMETAL)].w_string;
                if (isupper(*str))
                        ws_type[i] = "wand";
            }
            else
            {
                str = wood[rnd(NWOOD)].w_string;
                if (isupper(*str))
                        ws_type[i] = "staff";
            }
        until (isupper(*str));
        *str = tolower(*str);
        ws_made[i] = str;
        ws_know[i] = FALSE;
        ws_guess[i] = NULL;
        if (i > 0)
                ws_magic[i].mi_prob += ws_magic[i-1].mi_prob;
    }
    badcheck("sticks", ws_magic, MAXSTICKS);
}

/*
 * do any initialization for miscellaneous magic
 */

void
init_misc(void)
{
    register int i;

    for (i=0; i < MAXMM; i++) {
        m_know[i] = FALSE;
        m_guess[i] = NULL;
        if (i > 0)
            m_magic[i].mi_prob += m_magic[i-1].mi_prob;
    }
    badcheck("miscellaneous magic", m_magic, MAXMM);
}

/*
 * init_names:
 *      Generate the names of the various scrolls
 */

void
init_names(void)
{
    register int nsyl;
    register char *cp, *sp;
    register int i, nwords;

    for (i = 0 ; i < MAXSCROLLS ; i++)
    {
        cp = prbuf;
        nwords = rnd(cols/20) + 1 + (cols > 40 ? 1 : 0);
        while(nwords--)
        {
            nsyl = rnd(5)+1;
            while(nsyl--)
            {
                sp = sylls[rnd(NSYLLS)].w_string;
                while(*sp)
                    *cp++ = *sp++;
            }
            *cp++ = ' ';
        }
        *--cp = '\0';
        s_names[i] = (char *) new(strlen(prbuf)+1);
        s_know[i] = FALSE;
        s_guess[i] = NULL;
        strcpy(s_names[i], prbuf);
        if (i > 0)
                s_magic[i].mi_prob += s_magic[i-1].mi_prob;
    }
    badcheck("scrolls", s_magic, MAXSCROLLS);
}

/*
 * init_player:
 *      roll up the rogue
 */

void
init_player(void)
{
    int stat_total, round = 0, minimum, maximum, ch, i, j = 0;
    short do_escape, *our_stats[NUMABILITIES-1];
    struct linked_list  *weap_item, *armor_item, *food_item;
    struct object *obj;

    weap_item = armor_item = food_item = NULL;

    if (char_type == -1) {  /* not set via options */
        /* See what type character will be */
        wclear(hw);
        touchwin(hw);
        wmove(hw,2,0);
        for(i=1; i<=NUM_CHARTYPES-1; i++) {
            wprintw(hw,"[%d] %s\n",i,char_class[i-1].name);
        }
        mvwaddstr(hw, 0, 0, "What character class do you desire? ");
        draw(hw);
        char_type = (wgetch(hw) - '0');
        while (char_type < 1 || char_type > NUM_CHARTYPES-1) {
            wmove(hw,0,0);
            wprintw(hw,"Please enter a character type between 1 and %d: ",
                    NUM_CHARTYPES-1);
            draw(hw);
            char_type = (wgetch(hw) - '0');
        }
        char_type--;
    }
    player.t_ctype = char_type;
    player.t_quiet = 0;
    pack = NULL;

    /* Select the gold */
    purse = 3000;
    switch (player.t_ctype) {
        case C_FIGHTER:
            purse += 200;
        when C_MAGICIAN:
        case C_CLERIC:
        case C_DRUID:
            purse += 100;
        when C_THIEF:
        case C_ASSASSIN:
        purse += 0;
        when C_RANGER:
        case C_PALADIN:
            purse -= 100;
        when C_MONK:
            purse -= 200;
    }
    /* 
     * allow me to describe a super character 
     */
        /* let's lessen the restrictions on this okay? */
    if (wizard && strcmp(getenv("SUPER"),"YES") == 0) {
        pstats.s_str = MAXATT;
        pstats.s_intel = MAXATT;
        pstats.s_wisdom = MAXATT;
        pstats.s_dext = MAXATT;
        pstats.s_const = MAXATT;
        pstats.s_charisma = MAXATT;
        pstats.s_exp = 10000000L;
        pstats.s_lvl = 1;
        pstats.s_lvladj = 0;
        pstats.s_hpt = 500;
        pstats.s_carry = totalenc(&player);
        strcpy(pstats.s_dmg,"4d8");
        check_level();
        wmove(hw,0,0);
        wclrtoeol(hw);
        draw(hw);
        mpos = 0;

    /* set quest item */
    if(player.t_ctype == C_FIGHTER)  quest_item = AXE_AKLAD;
    if(player.t_ctype == C_RANGER)   quest_item = BRIAN_MANDOLIN;
    if(player.t_ctype == C_PALADIN)  quest_item = HEIL_ANKH;
    if(player.t_ctype == C_MAGICIAN) quest_item = STONEBONES_AMULET;
    if(player.t_ctype == C_CLERIC)   quest_item = GERYON_HORN;
    if(player.t_ctype == C_THIEF)    quest_item = MUSTY_DAGGER;
    if(player.t_ctype == C_ASSASSIN) quest_item = EYE_VECNA;
    if(player.t_ctype == C_DRUID)    quest_item = QUILL_NAGROM;
    if(player.t_ctype == C_MONK)     quest_item = EMORI_CLOAK;

    /* armor */
        if (player.t_ctype == C_THIEF || player.t_ctype == C_ASSASSIN)
            j = STUDDED_LEATHER;
        else if (player.t_ctype == C_MONK) {
        armor_item = spec_item(MM, MM_BRACERS, 20, 0);
        obj = OBJPTR(armor_item);
            obj->o_weight = things[TYP_MM].mi_wght;
        whatis (armor_item);  /* identify it */
            obj->o_flags |= (ISKNOW | ISPROT);
            add_pack(armor_item, TRUE);
            cur_misc[WEAR_BRACERS] = obj;
        goto w_armorjmp; 
    }
        else j =  PLATE_ARMOR;

        armor_item = spec_item(ARMOR, j, 20, 0);
        obj = OBJPTR(armor_item);
        obj->o_weight = armors[j].a_wght;
        obj->o_flags |= (ISKNOW | ISPROT);
        add_pack(armor_item, TRUE);
        cur_armor = obj;

    w_armorjmp:  /* monk doesn't wear armor */

        /* weapons */
        if (player.t_ctype == C_THIEF || player.t_ctype == C_ASSASSIN ||
            player.t_ctype == C_MONK) 
        j = BASWORD;
        else if (player.t_ctype == C_FIGHTER || player.t_ctype == C_RANGER ||
        player.t_ctype == C_PALADIN)
        j = TWOSWORD;
    else j = TRIDENT;

        weap_item = spec_item(WEAPON, j, 20, 20);
        obj = OBJPTR(weap_item);
        obj->o_flags |= (ISKNOW | ISPROT);
        obj->o_weight = weaps[j].w_wght;
        add_pack(weap_item, TRUE);
        cur_weapon = obj;

    /* food */
        food_item = spec_item(FOOD, E_RATION, 0, 0);
        obj = OBJPTR(food_item);
        obj->o_flags |= ISKNOW;
        obj->o_weight = foods[TYP_FOOD].mi_wght;
        add_pack(food_item, TRUE); /* just one */

    /* give wizard plenty gold */
        purse = 50000;
    }
    else 
    /* default attributes checked */
    {
    if (def_attr == TRUE) {  /* "default" option used in ROGUEOPTS */
    switch(player.t_ctype) {
        /* set "default attributes" option and quest items here */
        case C_FIGHTER:
        case C_MONK:
                pstats.s_intel = 7;
                pstats.s_dext = 16;
                pstats.s_charisma = 11;
            if (player.t_ctype == C_FIGHTER) {
                    pstats.s_str = 16;
                    pstats.s_wisdom = 7;
                    pstats.s_const = 17;
                quest_item = AXE_AKLAD;
        }
        else {
                    pstats.s_str = 11;
                    pstats.s_wisdom = 11;
                    pstats.s_const = 18;
                quest_item = EMORI_CLOAK;
        }
        when C_RANGER:
        case C_PALADIN:
                pstats.s_str = 11;
                pstats.s_dext = 16;
                pstats.s_const = 16;
                pstats.s_charisma = 13;
            /* intelligence or wisdom */
            if (player.t_ctype == C_RANGER) {
                    pstats.s_intel = 11;
                    pstats.s_wisdom = 7;
                quest_item = BRIAN_MANDOLIN;
            }
            else {
                    pstats.s_intel = 7;
                    pstats.s_wisdom = 11;
                quest_item = HEIL_ANKH;
            }
        when C_THIEF:
        case C_ASSASSIN:
                pstats.s_intel = 7;
                pstats.s_str = 14;
                pstats.s_wisdom = 7;
                pstats.s_dext = 18;
                pstats.s_const = 17;
                pstats.s_charisma = 11;
            if (player.t_ctype == C_THIEF) 
                quest_item = MUSTY_DAGGER;
            else
                quest_item = EYE_VECNA;
        when C_MAGICIAN:
        case C_CLERIC:
        case C_DRUID:
                pstats.s_str = 10;
                pstats.s_dext = 16;
                pstats.s_const = 15;
                pstats.s_charisma = 12;
            /* intelligence & wisdom */
            if (player.t_ctype == C_MAGICIAN) {
                    pstats.s_intel = 14;
                    pstats.s_wisdom = 7;
            }
            else {
                    pstats.s_intel = 7;
                    pstats.s_wisdom = 14;
            }
            if (player.t_ctype == C_MAGICIAN) 
                quest_item = STONEBONES_AMULET;
            else if (player.t_ctype == C_CLERIC) 
                quest_item = GERYON_HORN;
            else
                quest_item = QUILL_NAGROM;
    }
        /* Intialize */
        pstats.s_exp = 0L;
        pstats.s_lvl = 1;
        pstats.s_lvladj = 0;
        pstats.s_exp = 0L;
        strcpy(pstats.s_dmg,"2d4");
        pstats.s_carry = totalenc(&player);
        check_level();
        wmove(hw,0,0);
        wclrtoeol(hw);
        draw(hw);
        mpos = 0;

        /* Get the hit points. */
        pstats.s_hpt = 12 + const_bonus();  /* Base plus bonus */

        /* Add in the component that varies according to class */
        pstats.s_hpt += char_class[player.t_ctype].hit_pts;

        /* dole out some armor */
        if (player.t_ctype == C_THIEF || player.t_ctype == C_ASSASSIN)
        j = STUDDED_LEATHER;
        else if (player.t_ctype == C_FIGHTER || player.t_ctype == C_RANGER ||
             player.t_ctype == C_PALADIN) {
         switch (rnd(4)) {
             case 0:         j = PLATE_ARMOR;
             when 1:         j = PLATE_MAIL;
             when 2: case 3: j = BANDED_MAIL;
        }
    }
        else if (player.t_ctype == C_MONK) {
        if (rnd(3) == 0) j = MM_PROTECT;
        else j = MM_BRACERS;
        armor_item = spec_item(MM, j, rnd(125)/60+3, 0);
        obj = OBJPTR(armor_item);
            obj->o_weight = things[TYP_MM].mi_wght;
        whatis (armor_item);  /* identify it */
            obj->o_flags |= ISKNOW;
            add_pack(armor_item, TRUE);
        goto p_armorjmp;
    }
    else {  /* other characters */
        switch (rnd(7)) {
        case 0:         j = PLATE_MAIL;
        when 1: case 2: j = BANDED_MAIL;
        when 3: case 4: j = SPLINT_MAIL;
        when 5: case 6: j = PADDED_ARMOR;
        }
    }
        armor_item = spec_item(ARMOR, j, rnd(100)/85, 0);
        obj = OBJPTR(armor_item);
        obj->o_weight = armors[j].a_wght;
        obj->o_flags |= ISKNOW;
        add_pack(armor_item, TRUE);

    p_armorjmp:  /* monk doesn't wear armor */

        /* give him a weapon */
        if (player.t_ctype == C_THIEF || player.t_ctype == C_ASSASSIN ||
            player.t_ctype == C_MONK) {
        switch (rnd(5)) {
        case 0:         j = BASWORD;
        when 1: case 2: j = TRIDENT;
        when 3: case 4: j = BARDICHE;
        }
    }
        else if (player.t_ctype == C_FIGHTER || player.t_ctype == C_RANGER ||
        player.t_ctype == C_PALADIN) {
        switch (rnd(5)) {
        case 0:         j= TWOSWORD;
        when 1: case 2: j= TRIDENT;
        when 3: case 4: j= SWORD;
        }
    }
        else {
        switch (rnd(7)) {
        case 0:         j = TRIDENT;
        when 1: case 2: j = SWORD;
        when 3: case 4: j = BARDICHE;
        when 5:         j = MACE;
        when 6:         j = SPETUM;
        }
    }
        weap_item = spec_item(WEAPON, j, rnd(155)/75, rnd(165)/80);
        obj = OBJPTR(weap_item);
        obj->o_weight = weaps[j].w_wght;
        obj->o_flags |= ISKNOW;
        add_pack(weap_item, TRUE);

        /* food rations */
        food_item = spec_item(FOOD, E_RATION, 0, 0);
        obj = OBJPTR(food_item);
        obj->o_weight = foods[TYP_FOOD].mi_wght;
        obj->o_flags |= ISKNOW;
        add_pack(food_item, TRUE);

    /* give him some fruit - coose from those w/o special effects */
    switch (rnd(6)) {
        case 0: j = E_BANANA;
        when 1: j = E_BLUEBERRY;
        when 2: j = E_ELDERBERRY;
        when 3: j = E_GUANABANA;
        when 4: j = E_CAPRIFIG;
        when 5: j = E_GOOSEBERRY;
    }
        food_item = spec_item(FOOD, j, 0, 0);
        obj = OBJPTR(food_item);
        obj->o_weight = foods[TYP_FOOD].mi_wght;
        obj->o_flags |= ISKNOW;
        add_pack(food_item, TRUE);

    /* adjust purse */
    purse = 2000;
    }
    else {  /* select attibutes */
        switch(player.t_ctype) {
            case C_FIGHTER:     round = A_STRENGTH;
            when C_RANGER:      round = A_CHARISMA;
            when C_PALADIN:     round = A_CHARISMA;
            when C_MAGICIAN:    round = A_INTELLIGENCE;
            when C_CLERIC:      round = A_WISDOM;
            when C_THIEF:       round = A_DEXTERITY;
            when C_ASSASSIN:    round = A_DEXTERITY;
            when C_DRUID:       round = A_WISDOM;
            when C_MONK:        round = A_CONSTITUTION;
        }

        do {
            wclear(hw);

            /* If there is any news, display it */
            if (rogue_news) {
                register int i;

                /* Print a separator line */
                wmove(hw, 12, 0);
                for (i=0; i<cols; i++) waddch(hw, '-');

                /* Print the news */
                mvwaddstr(hw, 14, 0, rogue_news);
            }

            stat_total = MAXSTATS;
            do_escape = FALSE;  /* No escape seen yet */

            /* Initialize abilities */
            pstats.s_intel = 0;
            pstats.s_str = 0;
            pstats.s_wisdom = 0;
            pstats.s_dext = 0;
            pstats.s_const = 0;
            pstats.s_charisma = 0;

            /* Initialize pointer into abilities */
            our_stats[A_INTELLIGENCE] = &pstats.s_intel;
            our_stats[A_STRENGTH] = &pstats.s_str;
            our_stats[A_WISDOM] = &pstats.s_wisdom;
            our_stats[A_DEXTERITY] = &pstats.s_dext;
            our_stats[A_CONSTITUTION] = &pstats.s_const;

            /* Let player distribute attributes */
            for (i=0; i<NUMABILITIES-1; i++) {
                wmove(hw, 2, 0);
                wprintw(hw, "You are creating a %s with %2d attribute points.",
                                char_class[player.t_ctype].name, stat_total);

                /*
                 * Player must have a minimum of 7 in any attribute and 11 in
                 * the player's primary attribute.
                 */
                minimum = (round == i ? 11 : 7);

                /* Subtract out remaining minimums */
                maximum = stat_total - (7 * (NUMABILITIES-1 - i));

                /* Subtract out remainder of profession minimum (11 - 7) */
                if (round > i) maximum -= 4;

                /* Maximum can't be greater than 18 */
                if (maximum > 18) maximum = 18;

                wmove(hw, 4, 0);
                wprintw(hw,
                   "Minimum: %2d;  Maximum: %2d  (%s corrects previous entry)",
                   minimum, maximum, unctrl('\b'));

                wmove(hw, 6, 0);
                wprintw(hw, "    Int: %-2d", pstats.s_intel);
                wprintw(hw, "    Str: %-2d", pstats.s_str);
                wprintw(hw, "    Wis: %-2d", pstats.s_wisdom); 
                wprintw(hw, "    Dex: %-2d", pstats.s_dext);
                wprintw(hw, "    Con: %-2d", pstats.s_const);
                wprintw(hw, "    Cha: %-2d", pstats.s_charisma);
                wclrtoeol(hw);
                wmove(hw, 6, 11*i + 9);
                if (do_escape == FALSE) draw(hw);

                /* Get player's input */
                if (do_escape || maximum == minimum) {
                    *our_stats[i] = maximum;
                    stat_total -= maximum;
                }
                else for (;;) {
                    ch = wgetch(hw);
                    if (ch == '\b') {   /* Backspace */
                        if (i == 0) continue;   /* Can't move back */
                        else {
                            stat_total += *our_stats[i-1];
                            *our_stats[i] = 0;
                            *our_stats[i-1] = 0;
                            i -= 2;     /* Back out */
                            break;
                        }
                    }
                    if (ch == '\033') { /* Escape */
                        /*
                         * Escape will result in using all maximums for
                         * remaining abilities.
                         */
                        do_escape = TRUE;
                        *our_stats[i] = maximum;
                        stat_total -= maximum;
                        break;
                    }

                    /* Do we have a legal digit? */
                    if (ch >= '0' && ch <= '9') {
                        ch -= '0';      /* Convert it to a number */
                        *our_stats[i] = 10 * *our_stats[i] + ch;

                        /* Is the number in range? */
                        if (*our_stats[i] >= minimum &&
                            *our_stats[i] <= maximum) {
                            stat_total -= *our_stats[i];
                            break;
                        }

                        /*
                         * If it's too small, get more - 1x is the only
                         * allowable case.
                         */
                        if (*our_stats[i] < minimum && *our_stats[i] == 1) {
                            /* Print the player's one */
                            waddch(hw, '1');
                            draw(hw);
                            continue;
                        }
                    }

                    /* Error condition */
                    putchar('\007');
                    *our_stats[i] = 0;
                    i--;        /* Rewind */
                    break;
                }
            }

            /* Discard extra points over 18 */
            if (stat_total > 18) stat_total = 18;

            /* Charisma gets what's left */
            pstats.s_charisma = stat_total;

            /* Intialize constants */
            pstats.s_lvl = 1;
            pstats.s_lvladj = 0;
            pstats.s_exp = 0L;
            strcpy(pstats.s_dmg,"2d4");
            pstats.s_carry = totalenc(&player);

            /* Get the hit points. */
            pstats.s_hpt = 12 + const_bonus();  /* Base plus bonus */

            /* Add in the component that varies according to class */
            pstats.s_hpt += char_class[player.t_ctype].hit_pts;

            /* Display the character */
            wmove(hw, 2, 0);
            wprintw(hw,"You are creating a %s.",
                        char_class[player.t_ctype].name);
            wclrtoeol(hw);

            /* Get rid of max/min line */
            wmove(hw, 4, 0);
            wclrtoeol(hw);

            wmove(hw, 6, 0);
            wprintw(hw, "    Int: %2d", pstats.s_intel);
            wprintw(hw, "    Str: %2d", pstats.s_str);
            wprintw(hw, "    Wis: %2d", pstats.s_wisdom); 
            wprintw(hw, "    Dex: %2d", pstats.s_dext);
            wprintw(hw, "    Con: %2d", pstats.s_const);
            wprintw(hw, "    Cha: %2d", pstats.s_charisma);
            wclrtoeol(hw);

            wmove(hw, 8, 0);
            wprintw(hw, "    Hp: %2d", pstats.s_hpt);
            wclrtoeol(hw);

            wmove(hw, 10, 0);
            wprintw(hw, "    Gold: %ld", purse);

            mvwaddstr(hw, 0, 0, "Is this character okay? ");
            draw(hw);
        } while(wgetch(hw) != 'y');
      }
    }
    pstats.s_arm = 10;
    max_stats = pstats;
    /* Set up initial movement rate */
    player.t_action = A_NIL;
    player.t_movement = 6;
    player.t_no_move = 0;
    player.t_using = NULL;
    wclear(hw);
}

/*
 * init_stones:
 *      Initialize the ring stone setting scheme for this time
 */

void
init_stones(void)
{
    register int i;
    register char *str;

    for (i = 0 ; i < MAXRINGS ; i++)
    {
        do
            str = stones[rnd(NSTONES)].w_string;
        until (isupper(*str));
        *str = tolower(*str);
        r_stones[i] = str;
        r_know[i] = FALSE;
        r_guess[i] = NULL;
        if (i > 0)
                r_magic[i].mi_prob += r_magic[i-1].mi_prob;
    }
    badcheck("rings", r_magic, MAXRINGS);
}

/*
 * init_things
 *      Initialize the probabilities for types of things
 */

void
init_things(void)
{
    register struct magic_item *mp;

    for (mp = &things[1] ; mp < &things[NUMTHINGS] ; mp++)
        mp->mi_prob += (mp-1)->mi_prob;
    badcheck("things", things, NUMTHINGS);
}