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Below is the full text to role.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/role.c#line123]], for example.

Warning! This is the source code from an old release. For the latest release, see Source code

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1.    /*	SCCS Id: @(#)role.c	3.3	1999/11/26	*/
2.    /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985-1999. */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
5.    #include "hack.h"
6.    
7.    
8.    /*** Table of all roles ***/
9.    /* According to AD&D, HD for some classes (ex. Wizard) should be smaller
10.    * (4-sided for wizards).  But this is not AD&D, and using the AD&D
11.    * rule here produces an unplayable character.  Thus I have used a minimum
12.    * of an 10-sided hit die for everything.  Another AD&D change: wizards get
13.    * a minimum strength of 4 since without one you can't teleport or cast
14.    * spells. --KAA
15.    *
16.    * As the wizard has been updated (wizard patch 5 jun '96) their HD can be
17.    * brought closer into line with AD&D. This forces wizards to use magic more
18.    * and distance themselves from their attackers. --LSZ
19.    *
20.    * With the introduction of races, some hit points and energy
21.    * has been reallocated for each race.  The values assigned
22.    * to the roles has been reduced by the amount allocated to
23.    * humans.  --KMH
24.    *
25.    * God names use a leading underscore to flag goddesses.
26.    */
27.   const struct Role roles[] = {
28.   {	{"Archeologist", 0}, {
29.   	{"Digger",      0},
30.   	{"Field Worker",0},
31.   	{"Investigator",0},
32.   	{"Exhumer",     0},
33.   	{"Excavator",   0},
34.   	{"Spelunker",   0},
35.   	{"Speleologist",0},
36.   	{"Collector",   0},
37.   	{"Curator",     0} },
38.   	"Quetzalcoatl", "Camaxtli", "Huhetotl", /* Central American */
39.   	"Arc", "the College of Archeology", "the Tomb of the Toltec Kings",
40.   	PM_ARCHEOLOGIST, NON_PM, NON_PM,
41.   	PM_LORD_CARNARVON, PM_STUDENT, PM_MINION_OF_HUHETOTL,
42.   	NON_PM, PM_HUMAN_MUMMY, S_SNAKE, S_MUMMY,
43.   	ART_ORB_OF_DETECTION,
44.   	MH_HUMAN|MH_DWARF|MH_GNOME | ROLE_MALE|ROLE_FEMALE |
45.   	  ROLE_LAWFUL|ROLE_NEUTRAL,
46.   	/* Str Int Wis Dex Con Cha */
47.   	{   7, 10, 10,  7,  7,  7 },
48.   	{  20, 20, 20, 10, 20, 10 },
49.   	/* Init   Lower  Higher */
50.   	{ 11, 0,  0, 8,  1, 0 },	/* Hit points */
51.   	{  1, 0,  0, 1,  0, 1 },14,	/* Energy */
52.   	10, 5, 0, 2, 10, A_INT, SPE_MAGIC_MAPPING,   -4
53.   },
54.   {	{"Barbarian", 0}, {
55.   	{"Plunderer",   "Plunderess"},
56.   	{"Pillager",    0},
57.   	{"Bandit",      0},
58.   	{"Brigand",     0},
59.   	{"Raider",      0},
60.   	{"Reaver",      0},
61.   	{"Slayer",      0},
62.   	{"Chieftain",   "Chieftainess"},
63.   	{"Conqueror",   "Conqueress"} },
64.   	"Mitra", "Crom", "Set", /* Hyborian */
65.   	"Bar", "the Camp of the Duali Tribe", "the Duali Oasis",
66.   	PM_BARBARIAN, NON_PM, NON_PM,
67.   	PM_PELIAS, PM_CHIEFTAIN, PM_THOTH_AMON,
68.   	PM_OGRE, PM_TROLL, S_OGRE, S_TROLL,
69.   	ART_HEART_OF_AHRIMAN,
70.   	MH_HUMAN|MH_ORC | ROLE_MALE|ROLE_FEMALE |
71.   	  ROLE_NEUTRAL|ROLE_CHAOTIC,
72.   	/* Str Int Wis Dex Con Cha */
73.   	{  16,  7,  7, 15, 16,  6 },
74.   	{  30,  6,  7, 20, 30,  7 },
75.   	/* Init   Lower  Higher */
76.   	{ 14, 0,  0,10,  2, 0 },	/* Hit points */
77.   	{  1, 0,  0, 1,  0, 1 },10,	/* Energy */
78.   	10, 14, 0, 0,  8, A_INT, SPE_HASTE_SELF,      -4
79.   },
80.   {	{"Caveman", "Cavewoman"}, {
81.   	{"Troglodyte",  0},
82.   	{"Aborigine",   0},
83.   	{"Wanderer",    0},
84.   	{"Vagrant",     0},
85.   	{"Wayfarer",    0},
86.   	{"Roamer",      0},
87.   	{"Nomad",       0},
88.   	{"Rover",       0},
89.   	{"Pioneer",     0} },
90.   	"Anu", "_Ishtar", "Anshar", /* Babylonian */
91.   	"Cav", "the Caves of the Ancestors", "the Dragon's Lair",
92.   	PM_CAVEMAN, PM_CAVEWOMAN, PM_LITTLE_DOG,
93.   	PM_SHAMAN_KARNOV, PM_NEANDERTHAL, PM_CHROMATIC_DRAGON,
94.   	PM_BUGBEAR, PM_HILL_GIANT, S_HUMANOID, S_GIANT,
95.   	ART_SCEPTRE_OF_MIGHT,
96.   	MH_HUMAN|MH_DWARF|MH_GNOME | ROLE_MALE|ROLE_FEMALE |
97.   	  ROLE_LAWFUL|ROLE_NEUTRAL,
98.   	/* Str Int Wis Dex Con Cha */
99.   	{  10,  7,  7,  7,  8,  6 },
100.  	{  30,  6,  7, 20, 30,  7 },
101.  	/* Init   Lower  Higher */
102.  	{ 14, 0,  0, 8,  2, 0 },	/* Hit points */
103.  	{  1, 0,  0, 1,  0, 1 },10,	/* Energy */
104.  	0, 12, 0, 1,  8, A_INT, SPE_DIG,             -4
105.  },
106.  {	{"Healer", 0}, {
107.  	{"Rhizotomist",    0},
108.  	{"Empiric",        0},
109.  	{"Embalmer",       0},
110.  	{"Dresser",        0},
111.  	{"Medici ossium",  0},
112.  	{"Herbalist",      0},
113.  	{"Magister",       0},
114.  	{"Physician",      0},
115.  	{"Chirurgeon",     0} },
116.  	"_Athena", "Hermes", "Poseidon", /* Greek */
117.  	"Hea", "the Temple of Epidaurus", "the Temple of Coeus",
118.  	PM_HEALER, NON_PM, NON_PM,
119.  	PM_HIPPOCRATES, PM_ATTENDANT, PM_CYCLOPS,
120.  	PM_GIANT_RAT, PM_SNAKE, S_RODENT, S_YETI,
121.  	ART_STAFF_OF_AESCULAPIUS,
122.  	MH_HUMAN|MH_GNOME | ROLE_MALE|ROLE_FEMALE | ROLE_NEUTRAL,
123.  	/* Str Int Wis Dex Con Cha */
124.  	{   7,  7, 13,  7, 11, 16 },
125.  	{  15, 20, 20, 15, 25, 10 },
126.  	/* Init   Lower  Higher */
127.  	{ 11, 0,  0, 8,  1, 0 },	/* Hit points */
128.  	{  1, 4,  0, 1,  0, 2 },20,	/* Energy */
129.  	10, 3,-3, 2, 10, A_WIS, SPE_CURE_SICKNESS,   -4
130.  },
131.  {	{"Knight", 0}, {
132.  	{"Gallant",     0},
133.  	{"Esquire",     0},
134.  	{"Bachelor",    0},
135.  	{"Sergeant",    0},
136.  	{"Knight",      0},
137.  	{"Banneret",    0},
138.  	{"Chevalier",   0},
139.  	{"Seignieur",   0},
140.  	{"Paladin",     0} },
141.  	"Lugh", "_Brigit", "Manannan Mac Lir", /* Celtic */
142.  	"Kni", "Camelot Castle", "the Isle of Glass",
143.  	PM_KNIGHT, NON_PM, PM_PONY,
144.  	PM_KING_ARTHUR, PM_PAGE, PM_IXOTH,
145.  	PM_QUASIT, PM_OCHRE_JELLY, S_IMP, S_JELLY,
146.  	ART_MAGIC_MIRROR_OF_MERLIN,
147.  	MH_HUMAN | ROLE_MALE|ROLE_FEMALE | ROLE_LAWFUL,
148.  	/* Str Int Wis Dex Con Cha */
149.  	{  13,  7, 14,  8, 10, 17 },
150.  	{  20, 15, 15, 10, 20, 10 },
151.  	/* Init   Lower  Higher */
152.  	{ 14, 0,  0, 8,  2, 0 },	/* Hit points */
153.  	{  1, 4,  0, 1,  0, 2 },10,	/* Energy */
154.  	10, 8,-2, 0,  9, A_WIS, SPE_TURN_UNDEAD,     -4
155.  },
156.  {	{"Monk", 0}, {
157.  	{"Candidate",                 0},
158.  	{"Novice",                    0},
159.  	{"Initiate",                  0},
160.  	{"Student of the Stone path", 0},
161.  	{"Student of the Waters",     0},
162.  	{"Student of Metals",         0},
163.  	{"Student of the Winds",      0},
164.  	{"Student of Fire",           0},
165.  	{"Master",                    0} },
166.  	"Shan Lai Ching", "Chih Sung-tzu", "Huan Ti", /* Chinese */
167.  	"Mon", "the Monastery of Chan-Sune",
168.  	  "the Monastery of the Earth-Lord",
169.  	PM_MONK, NON_PM, NON_PM,
170.  	PM_GRAND_MASTER, PM_ABBOT, PM_MASTER_KAEN,
171.  	PM_EARTH_ELEMENTAL, PM_XORN, S_ELEMENTAL, S_XORN,
172.  	ART_EYES_OF_THE_OVERWORLD,
173.  	MH_HUMAN | ROLE_MALE|ROLE_FEMALE |
174.  	  ROLE_LAWFUL|ROLE_NEUTRAL|ROLE_CHAOTIC,
175.  	/* Str Int Wis Dex Con Cha */
176.  	{  10,  7,  8,  8,  7,  7 },
177.  	{  25, 10, 20, 20, 15, 10 },
178.  	/* Init   Lower  Higher */
179.  	{ 12, 0,  0, 8,  1, 0 },	/* Hit points */
180.  	{  2, 2,  0, 2,  0, 2 },10,	/* Energy */
181.  	10, 8,-2, 2, 20, A_WIS, SPE_RESTORE_ABILITY, -4
182.  },
183.  {	{"Priest", "Priestess"}, {
184.  	{"Aspirant",    0},
185.  	{"Acolyte",     0},
186.  	{"Adept",       0},
187.  	{"Priest",      "Priestess"},
188.  	{"Curate",      0},
189.  	{"Canon",       "Canoness"},
190.  	{"Lama",        0},
191.  	{"Patriarch",   "Matriarch"},
192.  	{"High Priest", "High Priestess"} },
193.  	0, 0, 0,	/* chosen randomly from among the other roles */
194.  	"Pri", "the Great Temple", "the Temple of Nalzok",
195.  	PM_PRIEST, PM_PRIESTESS, NON_PM,
196.  	PM_ARCH_PRIEST, PM_ACOLYTE, PM_NALZOK,
197.  	PM_HUMAN_ZOMBIE, PM_WRAITH, S_ZOMBIE, S_WRAITH,
198.  	ART_MITRE_OF_HOLINESS,
199.  	MH_HUMAN|MH_ELF | ROLE_MALE|ROLE_FEMALE |
200.  	  ROLE_LAWFUL|ROLE_NEUTRAL|ROLE_CHAOTIC,
201.  	/* Str Int Wis Dex Con Cha */
202.  	{   7,  7, 10,  7,  7,  7 },
203.  	{  15, 10, 30, 15, 20, 10 },
204.  	/* Init   Lower  Higher */
205.  	{ 12, 0,  0, 8,  1, 0 },	/* Hit points */
206.  	{  4, 3,  0, 2,  0, 2 },10,	/* Energy */
207.  	0, 3,-2, 2, 10, A_WIS, SPE_REMOVE_CURSE,    -4
208.  },
209.    /* Note:  Rogue precedes Ranger so that use of `-R' on the command line
210.       retains its traditional meaning. */
211.  {	{"Rogue", 0}, {
212.  	{"Footpad",     0},
213.  	{"Cutpurse",    0},
214.  	{"Rogue",       0},
215.  	{"Pilferer",    0},
216.  	{"Robber",      0},
217.  	{"Burglar",     0},
218.  	{"Filcher",     0},
219.  	{"Magsman",     "Magswoman"},
220.  	{"Thief",       0} },
221.  	"Issek", "Mog", "Kos", /* Nehwon */
222.  	"Rog", "the Thieves' Guild Hall", "the Assassins' Guild Hall",
223.  	PM_ROGUE, NON_PM, NON_PM,
224.  	PM_MASTER_OF_THIEVES, PM_THUG, PM_MASTER_ASSASSIN,
225.  	PM_LEPRECHAUN, PM_GUARDIAN_NAGA, S_NYMPH, S_NAGA,
226.  	ART_MASTER_KEY_OF_THIEVERY,
227.  	MH_HUMAN|MH_ORC | ROLE_MALE|ROLE_FEMALE |
228.  	  ROLE_CHAOTIC,
229.  	/* Str Int Wis Dex Con Cha */
230.  	{   7,  7,  7, 10,  7,  6 },
231.  	{  20, 10, 10, 30, 20, 10 },
232.  	/* Init   Lower  Higher */
233.  	{ 10, 0,  0, 8,  1, 0 },	/* Hit points */
234.  	{  1, 0,  0, 1,  0, 1 },11,	/* Energy */
235.  	10, 8, 0, 1,  9, A_INT, SPE_DETECT_TREASURE, -4
236.  },
237.  {	{"Ranger", 0}, {
238.  #if 0	/* OBSOLETE */
239.  	{"Edhel",       "Elleth"},
240.  	{"Edhel",       "Elleth"},      /* elf-maid */
241.  	{"Ohtar",       "Ohtie"},       /* warrior */
242.  	{"Kano",			/* commander (Q.) ['a] */
243.  			"Kanie"},	/* educated guess, until further research- SAC */
244.  	{"Arandur",			/* king's servant, minister (Q.) - guess */
245.  			"Aranduriel"},	/* educated guess */
246.  	{"Hir",         "Hiril"},       /* lord, lady (S.) ['ir] */
247.  	{"Aredhel",     "Arwen"},       /* noble elf, maiden (S.) */
248.  	{"Ernil",       "Elentariel"},  /* prince (S.), elf-maiden (Q.) */
249.  	{"Elentar",     "Elentari"},	/* Star-king, -queen (Q.) */
250.  	"Solonor Thelandira", "Aerdrie Faenya", "Lolth", /* Elven */
251.  #endif
252.  	{"Tenderfoot",    0},
253.  	{"Lookout",       0},
254.  	{"Trailblazer",   0},
255.  	{"Reconnoiterer", "Reconnoiteress"},
256.  	{"Scout",         0},
257.  	{"Arbalester",    0},	/* One skilled at crossbows */
258.  	{"Archer",        0},
259.  	{"Sharpshooter",  0},
260.  	{"Marksman",      "Markswoman"} },
261.  	"Mercury", "_Venus", "Mars", /* Roman/planets */
262.  	"Ran", "Orion's camp", "the cave of the wumpus",
263.  	PM_RANGER, NON_PM, PM_LITTLE_DOG /* Orion & canis major */,
264.  	PM_ORION, PM_HUNTER, PM_SCORPIUS,
265.  	PM_FOREST_CENTAUR, PM_SCORPION, S_CENTAUR, S_SPIDER,
266.  	ART_LONGBOW_OF_ARTEMIS,
267.  	MH_HUMAN|MH_ELF|MH_GNOME|MH_ORC | ROLE_MALE|ROLE_FEMALE |
268.  	  ROLE_NEUTRAL|ROLE_CHAOTIC,
269.  	/* Str Int Wis Dex Con Cha */
270.  	{  13, 13, 13,  9, 13,  7 },
271.  	{  30, 10, 10, 20, 20, 10 },
272.  	/* Init   Lower  Higher */
273.  	{ 13, 0,  0, 6,  1, 0 },	/* Hit points */
274.  	{  1, 0,  0, 1,  0, 1 },12,	/* Energy */
275.  	10, 9, 2, 1, 10, A_INT, SPE_INVISIBILITY,   -4
276.  },
277.  {	{"Samurai", 0}, {
278.  	{"Hatamoto",    0},  /* Banner Knight */
279.  	{"Ronin",       0},  /* no allegiance */
280.  	{"Ninja",       0},  /* secret society */
281.  	{"Joshu",       0},  /* heads a castle */
282.  	{"Ryoshu",      0},  /* has a territory */
283.  	{"Kokushu",     0},  /* heads a province */
284.  	{"Daimyo",      0},  /* a samurai lord */
285.  	{"Kuge",        0},  /* Noble of the Court */
286.  	{"Shogun",      0} },/* supreme commander, warlord */
287.  	"_Amaterasu Omikami", "Raijin", "Susanowo", /* Japanese */
288.  	"Sam", "the Castle of the Taro Clan", "the Shogun's Castle",
289.  	PM_SAMURAI, NON_PM, PM_LITTLE_DOG,
290.  	PM_LORD_SATO, PM_ROSHI, PM_ASHIKAGA_TAKAUJI,
291.  	PM_WOLF, PM_STALKER, S_DOG, S_ELEMENTAL,
292.  	ART_TSURUGI_OF_MURAMASA,
293.  	MH_HUMAN | ROLE_MALE|ROLE_FEMALE | ROLE_LAWFUL,
294.  	/* Str Int Wis Dex Con Cha */
295.  	{  10,  8,  7, 10, 17,  6 },
296.  	{  30, 10, 10, 30, 14, 10 },
297.  	/* Init   Lower  Higher */
298.  	{ 13, 0,  0, 8,  1, 0 },	/* Hit points */
299.  	{  1, 0,  0, 1,  0, 1 },11,	/* Energy */
300.  	10, 10, 0, 0,  8, A_INT, SPE_CLAIRVOYANCE,    -4
301.  },
302.  #ifdef TOURIST
303.  {	{"Tourist", 0}, {
304.  	{"Rambler",     0},
305.  	{"Sightseer",   0},
306.  	{"Excursionist",0},
307.  	{"Peregrinator","Peregrinatrix"},
308.  	{"Traveler",    0},
309.  	{"Journeyer",   0},
310.  	{"Voyager",     0},
311.  	{"Explorer",    0},
312.  	{"Adventurer",  0} },
313.  	"Blind Io", "_The Lady", "Offler", /* Discworld */
314.  	"Tou", "Ankh-Morpork", "the Thieves' Guild Hall",
315.  	PM_TOURIST, NON_PM, NON_PM,
316.  	PM_TWOFLOWER, PM_GUIDE, PM_MASTER_OF_THIEVES,
317.  	PM_GIANT_SPIDER, PM_FOREST_CENTAUR, S_SPIDER, S_CENTAUR,
318.  	ART_YENDORIAN_EXPRESS_CARD,
319.  	MH_HUMAN | ROLE_MALE|ROLE_FEMALE | ROLE_NEUTRAL,
320.  	/* Str Int Wis Dex Con Cha */
321.  	{   7, 10,  6,  7,  7, 10 },
322.  	{  15, 10, 10, 15, 30, 20 },
323.  	/* Init   Lower  Higher */
324.  	{  8, 0,  0, 8,  0, 0 },	/* Hit points */
325.  	{  1, 0,  0, 1,  0, 1 },14,	/* Energy */
326.  	0, 5, 1, 2, 10, A_INT, SPE_CHARM_MONSTER,   -4
327.  },
328.  #endif
329.  {	{"Valkyrie", 0}, {
330.  	{"Stripling",   0},
331.  	{"Skirmisher",  0},
332.  	{"Fighter",     0},
333.  	{"Man-at-arms", "Woman-at-arms"},
334.  	{"Warrior",     0},
335.  	{"Swashbuckler",0},
336.  	{"Hero",        "Heroine"},
337.  	{"Champion",    0},
338.  	{"Lord",        "Lady"} },
339.  	"Tyr", "Odin", "Loki", /* Norse */
340.  	"Val", "the Shrine of Destiny", "the cave of Surtur",
341.  	PM_VALKYRIE, NON_PM, NON_PM /*PM_WINTER_WOLF_CUB*/,
342.  	PM_NORN, PM_WARRIOR, PM_LORD_SURTUR,
343.  	PM_FIRE_ANT, PM_FIRE_GIANT, S_ANT, S_GIANT,
344.  	ART_ORB_OF_FATE,
345.  	MH_HUMAN|MH_DWARF | ROLE_FEMALE | ROLE_LAWFUL|ROLE_NEUTRAL,
346.  	/* Str Int Wis Dex Con Cha */
347.  	{  10,  7,  7,  7, 10,  7 },
348.  	{  30,  6,  7, 20, 30,  7 },
349.  	/* Init   Lower  Higher */
350.  	{ 14, 0,  0, 8,  2, 0 },	/* Hit points */
351.  	{  1, 0,  0, 1,  0, 1 },10,	/* Energy */
352.  	0, 10,-2, 0,  9, A_WIS, SPE_CONE_OF_COLD,    -4
353.  },
354.  {	{"Wizard", 0}, {
355.  	{"Evoker",      0},
356.  	{"Conjurer",    0},
357.  	{"Thaumaturge", 0},
358.  	{"Magician",    0},
359.  	{"Enchanter",   "Enchantress"},
360.  	{"Sorcerer",    "Sorceress"},
361.  	{"Necromancer", 0},
362.  	{"Wizard",      0},
363.  	{"Mage",        0} },
364.  	"Ptah", "Thoth", "Anhur", /* Egyptian */
365.  	"Wiz", "the Tower of the Balance", "the Tower of Darkness",
366.  	PM_WIZARD, NON_PM, PM_KITTEN,
367.  	PM_WIZARD_OF_BALANCE, PM_APPRENTICE, PM_DARK_ONE,
368.  	PM_VAMPIRE_BAT, PM_XORN, S_BAT, S_WRAITH,
369.  	ART_EYE_OF_THE_AETHIOPICA,
370.  	MH_HUMAN|MH_ELF|MH_GNOME|MH_ORC | ROLE_MALE|ROLE_FEMALE |
371.  	  ROLE_NEUTRAL|ROLE_CHAOTIC,
372.  	/* Str Int Wis Dex Con Cha */
373.  	{   7, 10,  7,  7,  7,  7 },
374.  	{  10, 30, 10, 20, 20, 10 },
375.  	/* Init   Lower  Higher */
376.  	{ 10, 0,  0, 8,  1, 0 },	/* Hit points */
377.  	{  4, 3,  0, 2,  0, 3 },12,	/* Energy */
378.  	0, 1, 0, 3, 10, A_INT, SPE_MAGIC_MISSILE,   -4
379.  },
380.  /* Array terminator */
381.  {{0, 0}}
382.  };
383.  
384.  
385.  /* The player's role, created at runtime from initial
386.   * choices.  This may be munged in role_init().
387.   */
388.  struct Role urole =
389.  {	{"Undefined", 0}, { {0, 0}, {0, 0}, {0, 0},
390.  	{0, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0} },
391.  	"L", "N", "C", "Xxx", "home", "locate",
392.  	NON_PM, NON_PM, NON_PM, NON_PM, NON_PM, NON_PM,
393.  	NON_PM, NON_PM, 0, 0, 0, 0,
394.  	/* Str Int Wis Dex Con Cha */
395.  	{   7,  7,  7,  7,  7,  7 },
396.  	{  20, 15, 15, 20, 20, 10 },
397.  	/* Init   Lower  Higher */
398.  	{ 10, 0,  0, 8,  1, 0 },	/* Hit points */
399.  	{  2, 0,  0, 2,  0, 3 },14,	/* Energy */
400.  	0, 10, 0, 0,  4, A_INT, 0, -3
401.  };
402.  
403.  
404.  
405.  /* Table of all races */
406.  const struct Race races[] = {
407.  {	"human", "human", "humanity", "Hum",
408.  	{"man", "woman"},
409.  	PM_HUMAN, NON_PM, PM_HUMAN_MUMMY, PM_HUMAN_ZOMBIE,
410.  	MH_HUMAN | ROLE_MALE|ROLE_FEMALE |
411.  	  ROLE_LAWFUL|ROLE_NEUTRAL|ROLE_CHAOTIC,
412.  	MH_HUMAN, 0, MH_GNOME|MH_ORC,
413.  	/*    Str     Int Wis Dex Con Cha */
414.  	{      3,      3,  3,  3,  3,  3 },
415.  	{ STR18(100), 18, 18, 18, 18, 18 },
416.  	/* Init   Lower  Higher */
417.  	{  2, 0,  0, 2,  1, 0 },	/* Hit points */
418.  	{  1, 0,  2, 0,  2, 0 }		/* Energy */
419.  },
420.  {	"elf", "elven", "elvenkind", "Elf",
421.  	{0, 0},
422.  	PM_ELF, NON_PM, PM_ELF_MUMMY, PM_ELF_ZOMBIE,
423.  	MH_ELF | ROLE_MALE|ROLE_FEMALE | ROLE_CHAOTIC,
424.  	MH_ELF, MH_ELF, MH_ORC,
425.  	/*  Str    Int Wis Dex Con Cha */
426.  	{    3,     3,  3,  3,  3,  3 },
427.  	{   18,    20, 20, 18, 16, 18 },
428.  	/* Init   Lower  Higher */
429.  	{  1, 0,  0, 1,  1, 0 },	/* Hit points */
430.  	{  2, 0,  3, 0,  3, 0 }		/* Energy */
431.  },
432.  {	"dwarf", "dwarven", "dwarvenkind", "Dwa",
433.  	{0, 0},
434.  	PM_DWARF, NON_PM, PM_DWARF_MUMMY, PM_DWARF_ZOMBIE,
435.  	MH_DWARF | ROLE_MALE|ROLE_FEMALE | ROLE_LAWFUL,
436.  	MH_DWARF, MH_DWARF|MH_GNOME, MH_ORC,
437.  	/*    Str     Int Wis Dex Con Cha */
438.  	{      3,      3,  3,  3,  3,  3 },
439.  	{ STR18(100), 16, 16, 20, 20, 16 },
440.  	/* Init   Lower  Higher */
441.  	{  4, 0,  0, 3,  2, 0 },	/* Hit points */
442.  	{  0, 0,  0, 0,  0, 0 }		/* Energy */
443.  },
444.  {	"gnome", "gnomish", "gnomehood", "Gno",
445.  	{0, 0},
446.  	PM_GNOME, NON_PM, PM_GNOME_MUMMY, PM_GNOME_ZOMBIE,
447.  	MH_GNOME | ROLE_MALE|ROLE_FEMALE | ROLE_NEUTRAL,
448.  	MH_GNOME, MH_DWARF|MH_GNOME, MH_HUMAN,
449.  	/*  Str    Int Wis Dex Con Cha */
450.  	{    3,     3,  3,  3,  3,  3 },
451.  	{STR18(50),19, 18, 18, 18, 18 },
452.  	/* Init   Lower  Higher */
453.  	{  1, 0,  0, 1,  0, 0 },	/* Hit points */
454.  	{  2, 0,  2, 0,  2, 0 }		/* Energy */
455.  },
456.  {	"orc", "orcish", "orcdom", "Orc",
457.  	{0, 0},
458.  	PM_ORC, NON_PM, PM_ORC_MUMMY, PM_ORC_ZOMBIE,
459.  	MH_ORC | ROLE_MALE|ROLE_FEMALE | ROLE_CHAOTIC,
460.  	MH_ORC, 0, MH_HUMAN|MH_ELF|MH_DWARF,
461.  	/*  Str    Int Wis Dex Con Cha */
462.  	{   3,      3,  3,  3,  3,  3 },
463.  	{STR18(50),16, 16, 18, 18, 16 },
464.  	/* Init   Lower  Higher */
465.  	{  1, 0,  0, 1,  0, 0 },	/* Hit points */
466.  	{  1, 0,  1, 0,  1, 0 }		/* Energy */
467.  },
468.  /* Array terminator */
469.  { 0, 0, 0, 0 }};
470.  
471.  
472.  /* The player's race, created at runtime from initial
473.   * choices.  This may be munged in role_init().
474.   */
475.  struct Race urace =
476.  {	"something", "undefined", "something", "Xxx",
477.  	{0, 0},
478.  	NON_PM, NON_PM, NON_PM, NON_PM,
479.  	0, 0, 0, 0,
480.  	/*    Str     Int Wis Dex Con Cha */
481.  	{      3,      3,  3,  3,  3,  3 },
482.  	{ STR18(100), 18, 18, 18, 18, 18 },
483.  	/* Init   Lower  Higher */
484.  	{  2, 0,  0, 2,  1, 0 },	/* Hit points */
485.  	{  1, 0,  2, 0,  2, 0 }		/* Energy */
486.  };
487.  
488.  
489.  /* Table of all genders */
490.  const struct Gender genders[] = {
491.  	{"male",	"he",	"him",	"his",	"Mal",	ROLE_MALE},
492.  	{"female",	"she",	"her",	"her",	"Fem",	ROLE_FEMALE},
493.  	{"neuter",	"it",	"it",	"its",	"Ntr",	ROLE_NEUTER}
494.  };
495.  
496.  
497.  /* Table of all alignments */
498.  const struct Align aligns[] = {
499.  	{"law",		"lawful",	"Law",	ROLE_LAWFUL,	A_LAWFUL},
500.  	{"balance",	"neutral",	"Neu",	ROLE_NEUTRAL,	A_NEUTRAL},
501.  	{"chaos",	"chaotic",	"Cha",	ROLE_CHAOTIC,	A_CHAOTIC},
502.  	{"evil",	"unaligned",	"Una",	0,		A_NONE}
503.  };
504.  
505.  
506.  boolean
507.  validrole(rolenum)
508.  	int rolenum;
509.  {
510.  	return (rolenum >= 0 && rolenum < SIZE(roles)-1);
511.  }
512.  
513.  
514.  int
515.  randrole()
516.  {
517.  	return (rn2(SIZE(roles)-1));
518.  }
519.  
520.  
521.  int
522.  str2role(str)
523.  	char *str;
524.  {
525.  	int i, len;
526.  
527.  	/* Is str valid? */
528.  	if (!str || !str[0])
529.  	    return (-1);
530.  
531.  	/* "@" returns a random role */
532.  	if (str[0] == '@')
533.  		return (randrole());
534.  
535.  	/* Match as much of str as is provided */
536.  	len = strlen(str);
537.  	for (i = 0; roles[i].name.m; i++) {
538.  	    /* Does it match the male name? */
539.  	    if (!strncmpi(str, roles[i].name.m, len))
540.  	    	return (i);
541.  	    /* Or the female name? */
542.  	    if (roles[i].name.f && !strncmpi(str, roles[i].name.f, len))
543.  	    	return (i);
544.  	    /* Or the filecode? */
545.  	    if (!strcmpi(str, roles[i].filecode))
546.  	    	return (i);
547.  	}
548.  
549.  	/* Couldn't find anything appropriate */
550.  	return (-1);
551.  }
552.  
553.  
554.  boolean
555.  validrace(rolenum, racenum)
556.  	int rolenum, racenum;
557.  {
558.  	/* Assumes validrole */
559.  	return (racenum >= 0 && racenum < SIZE(races)-1 &&
560.  		(roles[rolenum].allow & races[racenum].allow & ROLE_RACEMASK));
561.  }
562.  
563.  
564.  int
565.  randrace(rolenum)
566.  	int rolenum;
567.  {
568.  	int i, n = 0;
569.  
570.  	/* Count the number of valid races */
571.  	for (i = 0; races[i].noun; i++)
572.  	    if (roles[rolenum].allow & races[i].allow & ROLE_RACEMASK)
573.  	    	n++;
574.  
575.  	/* Pick a random race */
576.  	/* Use a factor of 100 in case of bad random number generators */
577.  	if (n) n = rn2(n*100)/100;
578.  	for (i = 0; races[i].noun; i++)
579.  	    if (roles[rolenum].allow & races[i].allow & ROLE_RACEMASK) {
580.  	    	if (n) n--;
581.  	    	else return (i);
582.  	    }
583.  
584.  	/* This role has no permitted races? */
585.  	return (rn2(SIZE(races)-1));
586.  }
587.  
588.  
589.  int
590.  str2race(str)
591.  	char *str;
592.  {
593.  	int i, len;
594.  
595.  	/* Is str valid? */
596.  	if (!str || !str[0])
597.  	    return (-1);
598.  
599.  	/* Match as much of str as is provided */
600.  	len = strlen(str);
601.  	for (i = 0; races[i].noun; i++) {
602.  	    /* Does it match the noun? */
603.  	    if (!strncmpi(str, races[i].noun, len))
604.  	    	return (i);
605.  	    /* Or the filecode? */
606.  	    if (!strcmpi(str, races[i].filecode))
607.  	    	return (i);
608.  	}
609.  
610.  	/* Couldn't find anything appropriate */
611.  	return (-1);
612.  }
613.  
614.  
615.  boolean
616.  validgend(rolenum, racenum, gendnum)
617.  	int rolenum, racenum, gendnum;
618.  {
619.  	/* Assumes validrole and validrace */
620.  	return (gendnum >= 0 && gendnum < ROLE_GENDERS &&
621.  		(roles[rolenum].allow & races[racenum].allow &
622.  		 genders[gendnum].allow & ROLE_GENDMASK));
623.  }
624.  
625.  
626.  int
627.  randgend(rolenum, racenum)
628.  	int rolenum, racenum;
629.  {
630.  	int i, n = 0;
631.  
632.  	/* Count the number of valid genders */
633.  	for (i = 0; i < ROLE_GENDERS; i++)
634.  	    if (roles[rolenum].allow & races[racenum].allow &
635.  	    		genders[i].allow & ROLE_GENDMASK)
636.  	    	n++;
637.  
638.  	/* Pick a random gender */
639.  	if (n) n = rn2(n);
640.  	for (i = 0; i < ROLE_GENDERS; i++)
641.  	    if (roles[rolenum].allow & races[racenum].allow &
642.  	    		genders[i].allow & ROLE_GENDMASK) {
643.  	    	if (n) n--;
644.  	    	else return (i);
645.  	    }
646.  
647.  	/* This role/race has no permitted genders? */
648.  	return (rn2(ROLE_GENDERS));
649.  }
650.  
651.  
652.  int
653.  str2gend(str)
654.  	char *str;
655.  {
656.  	int i, len;
657.  
658.  	/* Is str valid? */
659.  	if (!str || !str[0])
660.  	    return (-1);
661.  
662.  	/* Match as much of str as is provided */
663.  	len = strlen(str);
664.  	for (i = 0; i < ROLE_GENDERS; i++) {
665.  	    /* Does it match the adjective? */
666.  	    if (!strncmpi(str, genders[i].adj, len))
667.  	    	return (i);
668.  	    /* Or the filecode? */
669.  	    if (!strcmpi(str, genders[i].filecode))
670.  	    	return (i);
671.  	}
672.  
673.  	/* Couldn't find anything appropriate */
674.  	return (-1);
675.  }
676.  
677.  
678.  boolean
679.  validalign(rolenum, racenum, alignnum)
680.  	int rolenum, racenum, alignnum;
681.  {
682.  	/* Assumes validrole and validrace */
683.  	return (alignnum >= 0 && alignnum < ROLE_ALIGNS &&
684.  		(roles[rolenum].allow & races[racenum].allow &
685.  		 aligns[alignnum].allow & ROLE_ALIGNMASK));
686.  }
687.  
688.  
689.  int
690.  randalign(rolenum, racenum)
691.  	int rolenum, racenum;
692.  {
693.  	int i, n = 0;
694.  
695.  	/* Count the number of valid alignments */
696.  	for (i = 0; i < ROLE_ALIGNS; i++)
697.  	    if (roles[rolenum].allow & races[racenum].allow &
698.  	    		aligns[i].allow & ROLE_ALIGNMASK)
699.  	    	n++;
700.  
701.  	/* Pick a random alignment */
702.  	if (n) n = rn2(n);
703.  	for (i = 0; i < ROLE_ALIGNS; i++)
704.  	    if (roles[rolenum].allow & races[racenum].allow &
705.  	    		aligns[i].allow & ROLE_ALIGNMASK) {
706.  	    	if (n) n--;
707.  	    	else return (i);
708.  	    }
709.  
710.  	/* This role/race has no permitted alignments? */
711.  	return (rn2(ROLE_ALIGNS));
712.  }
713.  
714.  
715.  int
716.  str2align(str)
717.  	char *str;
718.  {
719.  	int i, len;
720.  
721.  	/* Is str valid? */
722.  	if (!str || !str[0])
723.  	    return (-1);
724.  
725.  	/* Match as much of str as is provided */
726.  	len = strlen(str);
727.  	for (i = 0; i < ROLE_ALIGNS; i++) {
728.  	    /* Does it match the adjective? */
729.  	    if (!strncmpi(str, aligns[i].adj, len))
730.  	    	return (i);
731.  	    /* Or the filecode? */
732.  	    if (!strcmpi(str, aligns[i].filecode))
733.  	    	return (i);
734.  	}
735.  
736.  	/* Couldn't find anything appropriate */
737.  	return (-1);
738.  }
739.  
740.  
741.  void
742.  plnamesuffix()
743.  {
744.  	char *sptr, *eptr;
745.  	int i;
746.  
747.  	/* Look for tokens delimited by '-' */
748.  	if ((eptr = index(plname, '-')) != (char *) 0)
749.  	    *eptr++ = '\0';
750.  	while (eptr) {
751.  	    /* Isolate the next token */
752.  	    sptr = eptr;
753.  	    if ((eptr = index(sptr, '-')) != (char *)0)
754.  	    	*eptr++ = '\0';
755.  
756.  	    /* Try to match it to something */
757.  	    if ((i = str2role(sptr)) >= 0)
758.  	    	flags.initrole = i;
759.  	    else if ((i = str2race(sptr)) >= 0)
760.  	    	flags.initrace = i;
761.  	    else if ((i = str2gend(sptr)) >= 0)
762.  	    	flags.initgend = i;
763.  	    else if ((i = str2align(sptr)) >= 0)
764.  	    	flags.initalign = i;
765.  	}
766.  	if(!plname[0]) {
767.  	    askname();
768.  	    plnamesuffix();
769.  	}
770.  	return;
771.  }
772.  
773.  
774.  /*
775.   *	Special setup modifications here:
776.   *
777.   *	Unfortunately, this is going to have to be done
778.   *	on each newgame or restore, because you lose the permonst mods
779.   *	across a save/restore.  :-)
780.   *
781.   *	1 - The Rogue Leader is the Tourist Nemesis.
782.   *	2 - Priests start with a random alignment - convert the leader and
783.   *	    guardians here.
784.   *	3 - Elves can have one of two different leaders, but can't work it
785.   *	    out here because it requires hacking the level file data (see
786.   *	    sp_lev.c).
787.   *
788.   * This code also replaces quest_init().
789.   */
790.  void
791.  role_init()
792.  {
793.  	int alignmnt;
794.  
795.  	/* Strip the role letter out of the player name.
796.  	 * This is included for backwards compatibility.
797.  	 */
798.  	plnamesuffix();
799.  
800.  	/* Check for a valid role.  Try flags.initrole first. */
801.  	if (!validrole(flags.initrole)) {
802.  	    /* Try the player letter second */
803.  	    if ((flags.initrole = str2role(pl_character)) < 0)
804.  	    	/* None specified; pick a random role */
805.  	    	flags.initrole = randrole();
806.  	}
807.  
808.  	/* We now have a valid role index.  Copy the role name back. */
809.  	/* This should become OBSOLETE */
810.  	Strcpy(pl_character, roles[flags.initrole].name.m);
811.  	pl_character[PL_CSIZ-1] = '\0';
812.  
813.  	/* Check for a valid race */
814.  	if (!validrace(flags.initrole, flags.initrace))
815.  	    flags.initrace = randrace(flags.initrole);
816.  
817.  	/* Check for a valid gender.  Try flags.igend first. */
818.  	if (!validgend(flags.initrole, flags.initrace, flags.initgend))
819.  	    /* Use flags.female second.  Note that there is no way
820.  	     * to check for an unspecified gender.
821.  	     */
822.  	    flags.initgend = flags.female;
823.  	/* Don't change flags.female; this may be a restore */
824.  
825.  	/* Check for a valid alignment */
826.  	if (!validalign(flags.initrole, flags.initrace, flags.initalign))
827.  	    /* Pick a random alignment */
828.  	    flags.initalign = randalign(flags.initrole, flags.initrace);
829.  	alignmnt = aligns[flags.initalign].value;
830.  
831.  	/* Initialize urole and urace */
832.  	urole = roles[flags.initrole];
833.  	urace = races[flags.initrace];
834.  
835.  	/* Fix up the quest leader */
836.  	if (urole.ldrnum != NON_PM) {
837.  	    mons[urole.ldrnum].msound = MS_LEADER;
838.  	    mons[urole.ldrnum].mflags2 |= (M2_PEACEFUL);
839.  	    mons[urole.ldrnum].mflags3 = M3_CLOSE;
840.  	    mons[urole.ldrnum].maligntyp = alignmnt * 3;
841.  	}
842.  
843.  	/* Fix up the quest guardians */
844.  	if (urole.guardnum != NON_PM) {
845.  	    mons[urole.guardnum].mflags2 |= (M2_PEACEFUL);
846.  	    mons[urole.guardnum].maligntyp = alignmnt * 3;
847.  	}
848.  
849.  	/* Fix up the quest nemesis */
850.  	if (urole.neminum != NON_PM) {
851.  	    mons[urole.neminum].msound = MS_NEMESIS;
852.  	    mons[urole.neminum].mflags2 &= ~(M2_PEACEFUL);
853.  	    mons[urole.neminum].mflags2 |= (M2_NASTY|M2_STALK|M2_HOSTILE);
854.  	    mons[urole.neminum].mflags3 = M3_WANTSARTI | M3_WAITFORU;
855.  	}
856.  
857.  	/* Fix up the god names */
858.  	if (flags.pantheon == -1) {		/* new game */
859.  	    flags.pantheon = flags.initrole;	/* use own gods */
860.  	    while (!roles[flags.pantheon].lgod)	/* unless they're missing */
861.  		flags.pantheon = randrole();
862.  	}
863.  	if (!urole.lgod) {
864.  	    urole.lgod = roles[flags.pantheon].lgod;
865.  	    urole.ngod = roles[flags.pantheon].ngod;
866.  	    urole.cgod = roles[flags.pantheon].cgod;
867.  	}
868.  
869.  	/* Fix up infravision */
870.  	if (mons[urace.malenum].mflags3 & M3_INFRAVISION) {
871.  	    /* although an infravision intrinsic is possible, infravision
872.  	     * is purely a property of the physical race.  This means that we
873.  	     * must put the infravision flag in the player's current race
874.  	     * (either that or have separate permonst entries for
875.  	     * elven/non-elven members of each class).  The side effect is that
876.  	     * all NPCs of that class will have (probably bogus) infravision,
877.  	     * but since infravision has no effect for NPCs anyway we can
878.  	     * ignore this.
879.  	     */
880.  	    mons[urole.malenum].mflags3 |= M3_INFRAVISION;
881.  	    if (urole.femalenum != NON_PM)
882.  	    	mons[urole.femalenum].mflags3 |= M3_INFRAVISION;
883.  	}
884.  
885.  	/* Artifacts are fixed in hack_artifacts() */
886.  
887.  	/* Success! */
888.  	return;
889.  }
890.  
891.  const char *
892.  Hello()
893.  {
894.  	switch (Role_switch) {
895.  	case PM_KNIGHT:
896.  	    return ("Salutations"); /* Olde English */
897.  	case PM_SAMURAI:
898.  	    return ("Konnichi wa"); /* Japanese */
899.  #ifdef TOURIST
900.  	case PM_TOURIST:
901.  	    return ("Aloha");       /* Hawaiian */
902.  #endif
903.  	case PM_VALKYRIE:
904.  	    return ("Velkommen");   /* Norse */
905.  	default:
906.  	    return ("Hello");
907.  	}
908.  }
909.  
910.  const char *
911.  Goodbye()
912.  {
913.  	switch (Role_switch) {
914.  	case PM_KNIGHT:
915.  	    return ("Fare thee well");  /* Olde English */
916.  	case PM_SAMURAI:
917.  	    return ("Sayonara");        /* Japanese */
918.  #ifdef TOURIST
919.  	case PM_TOURIST:
920.  	    return ("Aloha");           /* Hawaiian */
921.  #endif
922.  	case PM_VALKYRIE:
923.  	    return ("Farvel");          /* Norse */
924.  	default:
925.  	    return ("Goodbye");
926.  	}
927.  }
928.  
929.  /* role.c */

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