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.
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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 */