Files
nethack/src/role.c
PatR 75104c69ab fix #K4043 and #K4044 - out of bounds of races[]
character_race() was going out of bounds when scanning the races[]
array, relying on a field value that the fencepost entry didn't set.

This incorporates the previous fix for UNDEFINED_RACE but also changes
character_race() to not care about that anymore.
2023-11-27 16:43:44 -08:00

3002 lines
100 KiB
C

/* NetHack 3.7 role.c $NHDT-Date: 1701132222 2023/11/28 00:43:42 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.94 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985-1999. */
/*-Copyright (c) Robert Patrick Rankin, 2012. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
/*** Table of all roles ***/
/* According to AD&D, HD for some classes (ex. Wizard) should be smaller
* (4-sided for wizards). But this is not AD&D, and using the AD&D
* rule here produces an unplayable character. Thus I have used a minimum
* of an 10-sided hit die for everything. Another AD&D change: wizards get
* a minimum strength of 4 since without one you can't teleport or cast
* spells. --KAA
*
* As the wizard has been updated (wizard patch 5 jun '96) their HD can be
* brought closer into line with AD&D. This forces wizards to use magic more
* and distance themselves from their attackers. --LSZ
*
* With the introduction of races, some hit points and energy
* has been reallocated for each race. The values assigned
* to the roles has been reduced by the amount allocated to
* humans. --KMH
*
* God names use a leading underscore to flag goddesses.
*/
const struct Role roles[NUM_ROLES+1] = {
{ { "Archeologist", 0 },
{ { "Digger", 0 },
{ "Field Worker", 0 },
{ "Investigator", 0 },
{ "Exhumer", 0 },
{ "Excavator", 0 },
{ "Spelunker", 0 },
{ "Speleologist", 0 },
{ "Collector", 0 },
{ "Curator", 0 } },
"Quetzalcoatl", "Camaxtli", "Huhetotl", /* Central American */
"Arc",
"the College of Archeology",
"the Tomb of the Toltec Kings",
PM_ARCHEOLOGIST,
NON_PM,
PM_LORD_CARNARVON,
PM_STUDENT,
PM_MINION_OF_HUHETOTL,
NON_PM,
PM_HUMAN_MUMMY,
S_SNAKE,
S_MUMMY,
ART_ORB_OF_DETECTION,
MH_HUMAN | MH_DWARF | MH_GNOME | ROLE_MALE | ROLE_FEMALE | ROLE_LAWFUL
| ROLE_NEUTRAL,
/* Str Int Wis Dex Con Cha */
{ 7, 10, 10, 7, 7, 7 },
{ 20, 20, 20, 10, 20, 10 },
/* Init Lower Higher */
{ 11, 0, 0, 8, 1, 0 }, /* Hit points */
{ 1, 0, 0, 1, 0, 1 },
14, /* Energy */
10,
5,
0,
2,
10,
A_INT,
SPE_MAGIC_MAPPING,
-4 },
{ { "Barbarian", 0 },
{ { "Plunderer", "Plunderess" },
{ "Pillager", 0 },
{ "Bandit", 0 },
{ "Brigand", 0 },
{ "Raider", 0 },
{ "Reaver", 0 },
{ "Slayer", 0 },
{ "Chieftain", "Chieftainess" },
{ "Conqueror", "Conqueress" } },
"Mitra", "Crom", "Set", /* Hyborian */
"Bar",
"the Camp of the Duali Tribe",
"the Duali Oasis",
PM_BARBARIAN,
NON_PM,
PM_PELIAS,
PM_CHIEFTAIN,
PM_THOTH_AMON,
PM_OGRE,
PM_TROLL,
S_OGRE,
S_TROLL,
ART_HEART_OF_AHRIMAN,
MH_HUMAN | MH_ORC | ROLE_MALE | ROLE_FEMALE | ROLE_NEUTRAL
| ROLE_CHAOTIC,
/* Str Int Wis Dex Con Cha */
{ 16, 7, 7, 15, 16, 6 },
{ 30, 6, 7, 20, 30, 7 },
/* Init Lower Higher */
{ 14, 0, 0, 10, 2, 0 }, /* Hit points */
{ 1, 0, 0, 1, 0, 1 },
10, /* Energy */
10,
14,
0,
0,
8,
A_INT,
SPE_HASTE_SELF,
-4 },
{ { "Caveman", "Cavewoman" },
{ { "Troglodyte", 0 },
{ "Aborigine", 0 },
{ "Wanderer", 0 },
{ "Vagrant", 0 },
{ "Wayfarer", 0 },
{ "Roamer", 0 },
{ "Nomad", 0 },
{ "Rover", 0 },
{ "Pioneer", 0 } },
"Anu", "_Ishtar", "Anshar", /* Babylonian */
"Cav",
"the Caves of the Ancestors",
"the Dragon's Lair",
PM_CAVE_DWELLER,
PM_LITTLE_DOG,
PM_SHAMAN_KARNOV,
PM_NEANDERTHAL,
PM_CHROMATIC_DRAGON,
PM_BUGBEAR,
PM_HILL_GIANT,
S_HUMANOID,
S_GIANT,
ART_SCEPTRE_OF_MIGHT,
MH_HUMAN | MH_DWARF | MH_GNOME | ROLE_MALE | ROLE_FEMALE | ROLE_LAWFUL
| ROLE_NEUTRAL,
/* Str Int Wis Dex Con Cha */
{ 10, 7, 7, 7, 8, 6 },
{ 30, 6, 7, 20, 30, 7 },
/* Init Lower Higher */
{ 14, 0, 0, 8, 2, 0 }, /* Hit points */
{ 1, 0, 0, 1, 0, 1 },
10, /* Energy */
0,
12,
0,
1,
8,
A_INT,
SPE_DIG,
-4 },
{ { "Healer", 0 },
{ { "Rhizotomist", 0 },
{ "Empiric", 0 },
{ "Embalmer", 0 },
{ "Dresser", 0 },
{ "Medicus ossium", "Medica ossium" },
{ "Herbalist", 0 },
{ "Magister", "Magistra" },
{ "Physician", 0 },
{ "Chirurgeon", 0 } },
"_Athena", "Hermes", "Poseidon", /* Greek */
"Hea",
"the Temple of Epidaurus",
"the Temple of Coeus",
PM_HEALER,
NON_PM,
PM_HIPPOCRATES,
PM_ATTENDANT,
PM_CYCLOPS,
PM_GIANT_RAT,
PM_SNAKE,
S_RODENT,
S_YETI,
ART_STAFF_OF_AESCULAPIUS,
MH_HUMAN | MH_GNOME | ROLE_MALE | ROLE_FEMALE | ROLE_NEUTRAL,
/* Str Int Wis Dex Con Cha */
{ 7, 7, 13, 7, 11, 16 },
{ 15, 20, 20, 15, 25, 5 },
/* Init Lower Higher */
{ 11, 0, 0, 8, 1, 0 }, /* Hit points */
{ 1, 4, 0, 1, 0, 2 },
20, /* Energy */
10,
3,
-3,
2,
10,
A_WIS,
SPE_CURE_SICKNESS,
-4 },
{ { "Knight", 0 },
{ { "Gallant", 0 },
{ "Esquire", 0 },
{ "Bachelor", 0 },
{ "Sergeant", 0 },
{ "Knight", 0 },
{ "Banneret", 0 },
{ "Chevalier", "Chevaliere" },
{ "Seignieur", "Dame" },
{ "Paladin", 0 } },
"Lugh", "_Brigit", "Manannan Mac Lir", /* Celtic */
"Kni",
"Camelot Castle",
"the Isle of Glass",
PM_KNIGHT,
PM_PONY,
PM_KING_ARTHUR,
PM_PAGE,
PM_IXOTH,
PM_QUASIT,
PM_OCHRE_JELLY,
S_IMP,
S_JELLY,
ART_MAGIC_MIRROR_OF_MERLIN,
MH_HUMAN | ROLE_MALE | ROLE_FEMALE | ROLE_LAWFUL,
/* Str Int Wis Dex Con Cha */
{ 13, 7, 14, 8, 10, 17 },
{ 30, 15, 15, 10, 20, 10 },
/* Init Lower Higher */
{ 14, 0, 0, 8, 2, 0 }, /* Hit points */
{ 1, 4, 0, 1, 0, 2 },
10, /* Energy */
10,
8,
-2,
0,
9,
A_WIS,
SPE_TURN_UNDEAD,
-4 },
{ { "Monk", 0 },
{ { "Candidate", 0 },
{ "Novice", 0 },
{ "Initiate", 0 },
{ "Student of Stones", 0 },
{ "Student of Waters", 0 },
{ "Student of Metals", 0 },
{ "Student of Winds", 0 },
{ "Student of Fire", 0 },
{ "Master", 0 } },
"Shan Lai Ching", "Chih Sung-tzu", "Huan Ti", /* Chinese */
"Mon",
"the Monastery of Chan-Sune",
"the Monastery of the Earth-Lord",
PM_MONK,
NON_PM,
PM_GRAND_MASTER,
PM_ABBOT,
PM_MASTER_KAEN,
PM_EARTH_ELEMENTAL,
PM_XORN,
S_ELEMENTAL,
S_XORN,
ART_EYES_OF_THE_OVERWORLD,
MH_HUMAN | ROLE_MALE | ROLE_FEMALE | ROLE_LAWFUL | ROLE_NEUTRAL
| ROLE_CHAOTIC,
/* Str Int Wis Dex Con Cha */
{ 10, 7, 8, 8, 7, 7 },
{ 25, 10, 20, 20, 15, 10 },
/* Init Lower Higher */
{ 12, 0, 0, 8, 1, 0 }, /* Hit points */
{ 2, 2, 0, 2, 0, 2 },
10, /* Energy */
10,
8,
-2,
2,
20,
A_WIS,
SPE_RESTORE_ABILITY,
-4 },
{ { "Priest", "Priestess" },
{ { "Aspirant", 0 },
{ "Acolyte", 0 },
{ "Adept", 0 },
{ "Priest", "Priestess" },
{ "Curate", 0 },
{ "Canon", "Canoness" },
{ "Lama", 0 },
{ "Patriarch", "Matriarch" },
{ "High Priest", "High Priestess" } },
0, 0, 0, /* deities from a randomly chosen other role will be used */
"Pri",
"the Great Temple",
"the Temple of Nalzok",
PM_CLERIC,
NON_PM,
PM_ARCH_PRIEST,
PM_ACOLYTE,
PM_NALZOK,
PM_HUMAN_ZOMBIE,
PM_WRAITH,
S_ZOMBIE,
S_WRAITH,
ART_MITRE_OF_HOLINESS,
MH_HUMAN | MH_ELF | ROLE_MALE | ROLE_FEMALE | ROLE_LAWFUL | ROLE_NEUTRAL
| ROLE_CHAOTIC,
/* Str Int Wis Dex Con Cha */
{ 7, 7, 10, 7, 7, 7 },
{ 15, 10, 30, 15, 20, 10 },
/* Init Lower Higher */
{ 12, 0, 0, 8, 1, 0 }, /* Hit points */
{ 4, 3, 0, 2, 0, 2 },
10, /* Energy */
0,
3,
-2,
2,
10,
A_WIS,
SPE_REMOVE_CURSE,
-4 },
/* Note: Rogue precedes Ranger so that use of `-R' on the command line
retains its traditional meaning. */
{ { "Rogue", 0 },
{ { "Footpad", 0 },
{ "Cutpurse", 0 },
{ "Rogue", 0 },
{ "Pilferer", 0 },
{ "Robber", 0 },
{ "Burglar", 0 },
{ "Filcher", 0 },
{ "Magsman", "Magswoman" },
{ "Thief", 0 } },
"Issek", "Mog", "Kos", /* Nehwon */
"Rog",
"the Thieves' Guild Hall",
"the Assassins' Guild Hall",
PM_ROGUE,
NON_PM,
PM_MASTER_OF_THIEVES,
PM_THUG,
PM_MASTER_ASSASSIN,
PM_LEPRECHAUN,
PM_GUARDIAN_NAGA,
S_NYMPH,
S_NAGA,
ART_MASTER_KEY_OF_THIEVERY,
MH_HUMAN | MH_ORC | ROLE_MALE | ROLE_FEMALE | ROLE_CHAOTIC,
/* Str Int Wis Dex Con Cha */
{ 7, 7, 7, 10, 7, 6 },
{ 20, 10, 10, 30, 20, 10 },
/* Init Lower Higher */
{ 10, 0, 0, 8, 1, 0 }, /* Hit points */
{ 1, 0, 0, 1, 0, 1 },
11, /* Energy */
10,
8,
0,
1,
9,
A_INT,
SPE_DETECT_TREASURE,
-4 },
{ { "Ranger", 0 },
{
#if 0 /* OBSOLETE */
{"Edhel", "Elleth"},
{"Edhel", "Elleth"}, /* elf-maid */
{"Ohtar", "Ohtie"}, /* warrior */
{"Kano", "Kanie"}, /* commander (Q.) ['a] educated guess,
until further research- SAC */
{"Arandur"," Aranduriel"}, /* king's servant, minister (Q.) - guess */
{"Hir", "Hiril"}, /* lord, lady (S.) ['ir] */
{"Aredhel", "Arwen"}, /* noble elf, maiden (S.) */
{"Ernil", "Elentariel"}, /* prince (S.), elf-maiden (Q.) */
{"Elentar", "Elentari"}, /* Star-king, -queen (Q.) */
"Solonor Thelandira", "Aerdrie Faenya", "Lolth", /* Elven */
#endif
{ "Tenderfoot", 0 },
{ "Lookout", 0 },
{ "Trailblazer", 0 },
{ "Reconnoiterer", "Reconnoiteress" },
{ "Scout", 0 },
{ "Arbalester", 0 }, /* One skilled at crossbows */
{ "Archer", 0 },
{ "Sharpshooter", 0 },
{ "Marksman", "Markswoman" } },
"Mercury", "_Venus", "Mars", /* Roman/planets */
"Ran",
"Orion's camp",
"the cave of the wumpus",
PM_RANGER,
PM_LITTLE_DOG /* Orion & canis major */,
PM_ORION,
PM_HUNTER,
PM_SCORPIUS,
PM_FOREST_CENTAUR,
PM_SCORPION,
S_CENTAUR,
S_SPIDER,
ART_LONGBOW_OF_DIANA,
MH_HUMAN | MH_ELF | MH_GNOME | MH_ORC | ROLE_MALE | ROLE_FEMALE
| ROLE_NEUTRAL | ROLE_CHAOTIC,
/* Str Int Wis Dex Con Cha */
{ 13, 13, 13, 9, 13, 7 },
{ 30, 10, 10, 20, 20, 10 },
/* Init Lower Higher */
{ 13, 0, 0, 6, 1, 0 }, /* Hit points */
{ 1, 0, 0, 1, 0, 1 },
12, /* Energy */
10,
9,
2,
1,
10,
A_INT,
SPE_INVISIBILITY,
-4 },
{ { "Samurai", 0 },
{ { "Hatamoto", 0 }, /* Banner Knight */
{ "Ronin", 0 }, /* no allegiance */
{ "Ninja", "Kunoichi" }, /* secret society */
{ "Joshu", 0 }, /* heads a castle */
{ "Ryoshu", 0 }, /* has a territory */
{ "Kokushu", 0 }, /* heads a province */
{ "Daimyo", 0 }, /* a samurai lord */
{ "Kuge", 0 }, /* Noble of the Court */
{ "Shogun", 0 } }, /* supreme commander, warlord */
"_Amaterasu Omikami", "Raijin", "Susanowo", /* Japanese */
"Sam",
"the Castle of the Taro Clan",
"the Shogun's Castle",
PM_SAMURAI,
PM_LITTLE_DOG,
PM_LORD_SATO,
PM_ROSHI,
PM_ASHIKAGA_TAKAUJI,
PM_WOLF,
PM_STALKER,
S_DOG,
S_ELEMENTAL,
ART_TSURUGI_OF_MURAMASA,
MH_HUMAN | ROLE_MALE | ROLE_FEMALE | ROLE_LAWFUL,
/* Str Int Wis Dex Con Cha */
{ 10, 8, 7, 10, 17, 6 },
{ 30, 10, 8, 30, 14, 8 },
/* Init Lower Higher */
{ 13, 0, 0, 8, 1, 0 }, /* Hit points */
{ 1, 0, 0, 1, 0, 1 },
11, /* Energy */
10,
10,
0,
0,
8,
A_INT,
SPE_CLAIRVOYANCE,
-4 },
{ { "Tourist", 0 },
{ { "Rambler", 0 },
{ "Sightseer", 0 },
{ "Excursionist", 0 },
{ "Peregrinator", "Peregrinatrix" },
{ "Traveler", 0 },
{ "Journeyer", 0 },
{ "Voyager", 0 },
{ "Explorer", 0 },
{ "Adventurer", 0 } },
"Blind Io", "_The Lady", "Offler", /* Discworld */
"Tou",
"Ankh-Morpork",
"the Thieves' Guild Hall",
PM_TOURIST,
NON_PM,
PM_TWOFLOWER,
PM_GUIDE,
PM_MASTER_OF_THIEVES,
PM_GIANT_SPIDER,
PM_FOREST_CENTAUR,
S_SPIDER,
S_CENTAUR,
ART_YENDORIAN_EXPRESS_CARD,
MH_HUMAN | ROLE_MALE | ROLE_FEMALE | ROLE_NEUTRAL,
/* Str Int Wis Dex Con Cha */
{ 7, 10, 6, 7, 7, 10 },
{ 15, 10, 10, 15, 30, 20 },
/* Init Lower Higher */
{ 8, 0, 0, 8, 0, 0 }, /* Hit points */
{ 1, 0, 0, 1, 0, 1 },
14, /* Energy */
0,
5,
1,
2,
10,
A_INT,
SPE_CHARM_MONSTER,
-4 },
{ { "Valkyrie", 0 },
{ { "Stripling", 0 },
{ "Skirmisher", 0 },
{ "Fighter", 0 },
{ "Man-at-arms", "Woman-at-arms" },
{ "Warrior", 0 },
{ "Swashbuckler", 0 },
{ "Hero", "Heroine" },
{ "Champion", 0 },
{ "Lord", "Lady" } },
"Tyr", "Odin", "Loki", /* Norse */
"Val",
"the Shrine of Destiny",
"the cave of Surtur",
PM_VALKYRIE,
NON_PM /*PM_WINTER_WOLF_CUB*/,
PM_NORN,
PM_WARRIOR,
PM_LORD_SURTUR,
PM_FIRE_ANT,
PM_FIRE_GIANT,
S_ANT,
S_GIANT,
ART_ORB_OF_FATE,
MH_HUMAN | MH_DWARF | ROLE_FEMALE | ROLE_LAWFUL | ROLE_NEUTRAL,
/* Str Int Wis Dex Con Cha */
{ 10, 7, 7, 7, 10, 7 },
{ 30, 6, 7, 20, 30, 7 },
/* Init Lower Higher */
{ 14, 0, 0, 8, 2, 0 }, /* Hit points */
{ 1, 0, 0, 1, 0, 1 },
10, /* Energy */
0,
10,
-2,
0,
9,
A_WIS,
SPE_CONE_OF_COLD,
-4 },
{ { "Wizard", 0 },
{ { "Evoker", 0 },
{ "Conjurer", 0 },
{ "Thaumaturge", 0 },
{ "Magician", 0 },
{ "Enchanter", "Enchantress" },
{ "Sorcerer", "Sorceress" },
{ "Necromancer", 0 },
{ "Wizard", 0 },
{ "Mage", 0 } },
"Ptah", "Thoth", "Anhur", /* Egyptian */
"Wiz",
"the Lonely Tower",
"the Tower of Darkness",
PM_WIZARD,
PM_KITTEN,
PM_NEFERET_THE_GREEN,
PM_APPRENTICE,
PM_DARK_ONE,
PM_VAMPIRE_BAT,
PM_XORN,
S_BAT,
S_WRAITH,
ART_EYE_OF_THE_AETHIOPICA,
MH_HUMAN | MH_ELF | MH_GNOME | MH_ORC | ROLE_MALE | ROLE_FEMALE
| ROLE_NEUTRAL | ROLE_CHAOTIC,
/* Str Int Wis Dex Con Cha */
{ 7, 10, 7, 7, 7, 7 },
{ 10, 30, 10, 20, 20, 10 },
/* Init Lower Higher */
{ 10, 0, 0, 8, 1, 0 }, /* Hit points */
{ 4, 3, 0, 2, 0, 3 },
12, /* Energy */
0,
1,
0,
3,
10,
A_INT,
SPE_MAGIC_MISSILE,
-4 },
/* Array terminator */
UNDEFINED_ROLE,
};
/* Table of all races */
const struct Race races[] = {
{
"human",
"human",
"humanity",
"Hum",
{ "man", "woman" },
PM_HUMAN,
PM_HUMAN_MUMMY,
PM_HUMAN_ZOMBIE,
MH_HUMAN | ROLE_MALE | ROLE_FEMALE | ROLE_LAWFUL | ROLE_NEUTRAL
| ROLE_CHAOTIC,
MH_HUMAN,
0,
MH_GNOME | MH_ORC,
/* Str Int Wis Dex Con Cha */
{ 3, 3, 3, 3, 3, 3 },
{ STR18(100), 18, 18, 18, 18, 18 },
/* Init Lower Higher */
{ 2, 0, 0, 2, 1, 0 }, /* Hit points */
{ 1, 0, 2, 0, 2, 0 } /* Energy */
},
{
"elf",
"elven",
"elvenkind",
"Elf",
{ 0, 0 },
PM_ELF,
PM_ELF_MUMMY,
PM_ELF_ZOMBIE,
MH_ELF | ROLE_MALE | ROLE_FEMALE | ROLE_CHAOTIC,
MH_ELF,
MH_ELF,
MH_ORC,
/* Str Int Wis Dex Con Cha */
{ 3, 3, 3, 3, 3, 3 },
{ 18, 20, 20, 18, 16, 18 },
/* Init Lower Higher */
{ 1, 0, 0, 1, 1, 0 }, /* Hit points */
{ 2, 0, 3, 0, 3, 0 } /* Energy */
},
{
"dwarf",
"dwarven",
"dwarvenkind",
"Dwa",
{ 0, 0 },
PM_DWARF,
PM_DWARF_MUMMY,
PM_DWARF_ZOMBIE,
MH_DWARF | ROLE_MALE | ROLE_FEMALE | ROLE_LAWFUL,
MH_DWARF,
MH_DWARF | MH_GNOME,
MH_ORC,
/* Str Int Wis Dex Con Cha */
{ 3, 3, 3, 3, 3, 3 },
{ STR18(100), 16, 16, 20, 20, 16 },
/* Init Lower Higher */
{ 4, 0, 0, 3, 2, 0 }, /* Hit points */
{ 0, 0, 0, 0, 0, 0 } /* Energy */
},
{
"gnome",
"gnomish",
"gnomehood",
"Gno",
{ 0, 0 },
PM_GNOME,
PM_GNOME_MUMMY,
PM_GNOME_ZOMBIE,
MH_GNOME | ROLE_MALE | ROLE_FEMALE | ROLE_NEUTRAL,
MH_GNOME,
MH_DWARF | MH_GNOME,
MH_HUMAN,
/* Str Int Wis Dex Con Cha */
{ 3, 3, 3, 3, 3, 3 },
{ STR18(50), 19, 18, 18, 18, 18 },
/* Init Lower Higher */
{ 1, 0, 0, 1, 0, 0 }, /* Hit points */
{ 2, 0, 2, 0, 2, 0 } /* Energy */
},
{
"orc",
"orcish",
"orcdom",
"Orc",
{ 0, 0 },
PM_ORC,
PM_ORC_MUMMY,
PM_ORC_ZOMBIE,
MH_ORC | ROLE_MALE | ROLE_FEMALE | ROLE_CHAOTIC,
MH_ORC,
0,
MH_HUMAN | MH_ELF | MH_DWARF,
/* Str Int Wis Dex Con Cha */
{ 3, 3, 3, 3, 3, 3 },
{ STR18(50), 16, 16, 18, 18, 16 },
/* Init Lower Higher */
{ 1, 0, 0, 1, 0, 0 }, /* Hit points */
{ 1, 0, 1, 0, 1, 0 } /* Energy */
},
/* Array terminator */
UNDEFINED_RACE,
};
/* Table of all genders */
const struct Gender genders[] = {
{ "male", "he", "him", "his", "Mal", ROLE_MALE },
{ "female", "she", "her", "her", "Fem", ROLE_FEMALE },
{ "neuter", "it", "it", "its", "Ntr", ROLE_NEUTER },
/* used by pronoun_gender() when hallucinating */
{ "group", "they", "them", "their", "Grp", 0 },
};
/* Table of all alignments */
const struct Align aligns[] = {
{ "law", "lawful", "Law", ROLE_LAWFUL, A_LAWFUL },
{ "balance", "neutral", "Neu", ROLE_NEUTRAL, A_NEUTRAL },
{ "chaos", "chaotic", "Cha", ROLE_CHAOTIC, A_CHAOTIC },
{ "evil", "unaligned", "Una", 0, A_NONE }
};
static int randrole_filtered(void);
static char *promptsep(char *, int);
static int role_gendercount(int);
static int race_alignmentcount(int);
/* used by str2XXX() */
static char NEARDATA randomstr[] = "random";
boolean
validrole(int rolenum)
{
return (boolean) (rolenum >= 0 && rolenum < SIZE(roles) - 1);
}
int
randrole(boolean for_display)
{
int res = SIZE(roles) - 1;
if (for_display)
res = rn2_on_display_rng(res);
else
res = rn2(res);
return res;
}
static int
randrole_filtered(void)
{
int i, n = 0, set[SIZE(roles)];
/* this doesn't rule out impossible combinations but attempts to
honor all the filter masks */
for (i = 0; i < SIZE(roles) - 1; ++i) /* -1: avoid terminating element */
if (ok_role(i, ROLE_NONE, ROLE_NONE, ROLE_NONE)
&& ok_race(i, ROLE_RANDOM, ROLE_NONE, ROLE_NONE)
&& ok_gend(i, ROLE_NONE, ROLE_RANDOM, ROLE_NONE)
&& ok_align(i, ROLE_NONE, ROLE_NONE, ROLE_RANDOM))
set[n++] = i;
return n ? set[rn2(n)] : randrole(FALSE);
}
int
str2role(const char *str)
{
int i, len;
/* Is str valid? */
if (!str || !str[0])
return ROLE_NONE;
/* Match as much of str as is provided */
len = Strlen(str);
for (i = 0; roles[i].name.m; i++) {
/* Does it match the male name? */
if (!strncmpi(str, roles[i].name.m, len))
return i;
/* Or the female name? */
if (roles[i].name.f && !strncmpi(str, roles[i].name.f, len))
return i;
/* Or the filecode? */
if (!strcmpi(str, roles[i].filecode))
return i;
}
if ((len == 1 && (*str == '*' || *str == '@'))
|| !strncmpi(str, randomstr, len))
return ROLE_RANDOM;
/* Couldn't find anything appropriate */
return ROLE_NONE;
}
boolean
validrace(int rolenum, int racenum)
{
/* Assumes validrole */
return (boolean) (racenum >= 0 && racenum < SIZE(races) - 1
&& (roles[rolenum].allow & races[racenum].allow
& ROLE_RACEMASK));
}
int
randrace(int rolenum)
{
int i, n = 0;
/* Count the number of valid races */
for (i = 0; races[i].noun; i++)
if (roles[rolenum].allow & races[i].allow & ROLE_RACEMASK)
n++;
/* Pick a random race */
/* Use a factor of 100 in case of bad random number generators */
if (n)
n = rn2(n * 100) / 100;
for (i = 0; races[i].noun; i++)
if (roles[rolenum].allow & races[i].allow & ROLE_RACEMASK) {
if (n)
n--;
else
return i;
}
/* This role has no permitted races? */
return rn2(SIZE(races) - 1);
}
int
str2race(const char *str)
{
int i, len;
/* Is str valid? */
if (!str || !str[0])
return ROLE_NONE;
/* Match as much of str as is provided */
len = Strlen(str);
for (i = 0; races[i].noun; i++) {
/* Does it match the noun? */
if (!strncmpi(str, races[i].noun, len))
return i;
/* check adjective too */
if (races[i].adj && !strncmpi(str, races[i].adj, len))
return i;
/* Or the filecode? */
if (!strcmpi(str, races[i].filecode))
return i;
}
if ((len == 1 && (*str == '*' || *str == '@'))
|| !strncmpi(str, randomstr, len))
return ROLE_RANDOM;
/* Couldn't find anything appropriate */
return ROLE_NONE;
}
boolean
validgend(int rolenum, int racenum, int gendnum)
{
/* Assumes validrole and validrace */
return (boolean) (gendnum >= 0 && gendnum < ROLE_GENDERS
&& (roles[rolenum].allow & races[racenum].allow
& genders[gendnum].allow & ROLE_GENDMASK));
}
int
randgend(int rolenum, int racenum)
{
int i, n = 0;
/* Count the number of valid genders */
for (i = 0; i < ROLE_GENDERS; i++)
if (roles[rolenum].allow & races[racenum].allow & genders[i].allow
& ROLE_GENDMASK)
n++;
/* Pick a random gender */
if (n)
n = rn2(n);
for (i = 0; i < ROLE_GENDERS; i++)
if (roles[rolenum].allow & races[racenum].allow & genders[i].allow
& ROLE_GENDMASK) {
if (n)
n--;
else
return i;
}
/* This role/race has no permitted genders? */
return rn2(ROLE_GENDERS);
}
int
str2gend(const char *str)
{
int i, len;
/* Is str valid? */
if (!str || !str[0])
return ROLE_NONE;
/* Match as much of str as is provided */
len = Strlen(str);
for (i = 0; i < ROLE_GENDERS; i++) {
/* Does it match the adjective? */
if (!strncmpi(str, genders[i].adj, len))
return i;
/* Or the filecode? */
if (!strcmpi(str, genders[i].filecode))
return i;
}
if ((len == 1 && (*str == '*' || *str == '@'))
|| !strncmpi(str, randomstr, len))
return ROLE_RANDOM;
/* Couldn't find anything appropriate */
return ROLE_NONE;
}
boolean
validalign(int rolenum, int racenum, int alignnum)
{
/* Assumes validrole and validrace */
return (boolean) (alignnum >= 0 && alignnum < ROLE_ALIGNS
&& (roles[rolenum].allow & races[racenum].allow
& aligns[alignnum].allow & ROLE_ALIGNMASK));
}
int
randalign(int rolenum, int racenum)
{
int i, n = 0;
/* Count the number of valid alignments */
for (i = 0; i < ROLE_ALIGNS; i++)
if (roles[rolenum].allow & races[racenum].allow & aligns[i].allow
& ROLE_ALIGNMASK)
n++;
/* Pick a random alignment */
if (n)
n = rn2(n);
for (i = 0; i < ROLE_ALIGNS; i++)
if (roles[rolenum].allow & races[racenum].allow & aligns[i].allow
& ROLE_ALIGNMASK) {
if (n)
n--;
else
return i;
}
/* This role/race has no permitted alignments? */
return rn2(ROLE_ALIGNS);
}
int
str2align(const char *str)
{
int i, len;
/* Is str valid? */
if (!str || !str[0])
return ROLE_NONE;
/* Match as much of str as is provided */
len = Strlen(str);
for (i = 0; i < ROLE_ALIGNS; i++) {
/* Does it match the adjective? */
if (!strncmpi(str, aligns[i].adj, len))
return i;
/* Or the filecode? */
if (!strcmpi(str, aligns[i].filecode))
return i;
}
if ((len == 1 && (*str == '*' || *str == '@'))
|| !strncmpi(str, randomstr, len))
return ROLE_RANDOM;
/* Couldn't find anything appropriate */
return ROLE_NONE;
}
/* is rolenum compatible with any racenum/gendnum/alignnum constraints? */
boolean
ok_role(int rolenum, int racenum, int gendnum, int alignnum)
{
int i;
short allow;
if (rolenum >= 0 && rolenum < SIZE(roles) - 1) {
if (gr.rfilter.roles[rolenum])
return FALSE;
allow = roles[rolenum].allow;
if (racenum >= 0 && racenum < SIZE(races) - 1
&& !(allow & races[racenum].allow & ROLE_RACEMASK))
return FALSE;
if (gendnum >= 0 && gendnum < ROLE_GENDERS
&& !(allow & genders[gendnum].allow & ROLE_GENDMASK))
return FALSE;
if (alignnum >= 0 && alignnum < ROLE_ALIGNS
&& !(allow & aligns[alignnum].allow & ROLE_ALIGNMASK))
return FALSE;
return TRUE;
} else {
/* random; check whether any selection is possible */
for (i = 0; i < SIZE(roles) - 1; i++) {
if (gr.rfilter.roles[i])
continue;
allow = roles[i].allow;
if (racenum >= 0 && racenum < SIZE(races) - 1
&& !(allow & races[racenum].allow & ROLE_RACEMASK))
continue;
if (gendnum >= 0 && gendnum < ROLE_GENDERS
&& !(allow & genders[gendnum].allow & ROLE_GENDMASK))
continue;
if (alignnum >= 0 && alignnum < ROLE_ALIGNS
&& !(allow & aligns[alignnum].allow & ROLE_ALIGNMASK))
continue;
return TRUE;
}
return FALSE;
}
}
/* pick a random role subject to any racenum/gendnum/alignnum constraints */
/* If pickhow == PICK_RIGID a role is returned only if there is */
/* a single possibility */
int
pick_role(int racenum, int gendnum, int alignnum, int pickhow)
{
int i;
int roles_ok = 0, set[SIZE(roles)];
for (i = 0; i < SIZE(roles) - 1; i++) {
if (ok_role(i, racenum, gendnum, alignnum)
&& ok_race(i, (racenum >= 0) ? racenum : ROLE_RANDOM,
gendnum, alignnum)
&& ok_gend(i, racenum,
(gendnum >= 0) ? gendnum : ROLE_RANDOM, alignnum)
&& ok_align(i, racenum,
gendnum, (alignnum >= 0) ? alignnum : ROLE_RANDOM))
set[roles_ok++] = i;
}
if (roles_ok == 0 || (roles_ok > 1 && pickhow == PICK_RIGID))
return ROLE_NONE;
return set[rn2(roles_ok)];
}
/* is racenum compatible with any rolenum/gendnum/alignnum constraints? */
boolean
ok_race(int rolenum, int racenum, int gendnum, int alignnum)
{
int i;
short allow;
if (racenum >= 0 && racenum < SIZE(races) - 1) {
if (gr.rfilter.mask & races[racenum].selfmask)
return FALSE;
allow = races[racenum].allow;
if (rolenum >= 0 && rolenum < SIZE(roles) - 1
&& !(allow & roles[rolenum].allow & ROLE_RACEMASK))
return FALSE;
if (gendnum >= 0 && gendnum < ROLE_GENDERS
&& !(allow & genders[gendnum].allow & ROLE_GENDMASK))
return FALSE;
if (alignnum >= 0 && alignnum < ROLE_ALIGNS
&& !(allow & aligns[alignnum].allow & ROLE_ALIGNMASK))
return FALSE;
return TRUE;
} else {
/* random; check whether any selection is possible */
for (i = 0; i < SIZE(races) - 1; i++) {
if (gr.rfilter.mask & races[i].selfmask)
continue;
allow = races[i].allow;
if (rolenum >= 0 && rolenum < SIZE(roles) - 1
&& !(allow & roles[rolenum].allow & ROLE_RACEMASK))
continue;
if (gendnum >= 0 && gendnum < ROLE_GENDERS
&& !(allow & genders[gendnum].allow & ROLE_GENDMASK))
continue;
if (alignnum >= 0 && alignnum < ROLE_ALIGNS
&& !(allow & aligns[alignnum].allow & ROLE_ALIGNMASK))
continue;
return TRUE;
}
return FALSE;
}
}
/* Pick a random race subject to any rolenum/gendnum/alignnum constraints.
If pickhow == PICK_RIGID a race is returned only if there is
a single possibility. */
int
pick_race(int rolenum, int gendnum, int alignnum, int pickhow)
{
int i;
int races_ok = 0;
for (i = 0; i < SIZE(races) - 1; i++) {
if (ok_race(rolenum, i, gendnum, alignnum))
races_ok++;
}
if (races_ok == 0 || (races_ok > 1 && pickhow == PICK_RIGID))
return ROLE_NONE;
races_ok = rn2(races_ok);
for (i = 0; i < SIZE(races) - 1; i++) {
if (ok_race(rolenum, i, gendnum, alignnum)) {
if (races_ok == 0)
return i;
else
races_ok--;
}
}
return ROLE_NONE;
}
/* is gendnum compatible with any rolenum/racenum/alignnum constraints? */
/* gender and alignment are not comparable (and also not constrainable) */
boolean
ok_gend(int rolenum, int racenum, int gendnum, int alignnum UNUSED)
{
int i;
short allow;
if (gendnum >= 0 && gendnum < ROLE_GENDERS) {
if (gr.rfilter.mask & genders[gendnum].allow)
return FALSE;
allow = genders[gendnum].allow;
if (rolenum >= 0 && rolenum < SIZE(roles) - 1
&& !(allow & roles[rolenum].allow & ROLE_GENDMASK))
return FALSE;
if (racenum >= 0 && racenum < SIZE(races) - 1
&& !(allow & races[racenum].allow & ROLE_GENDMASK))
return FALSE;
return TRUE;
} else {
/* random; check whether any selection is possible */
for (i = 0; i < ROLE_GENDERS; i++) {
if (gr.rfilter.mask & genders[i].allow)
continue;
allow = genders[i].allow;
if (rolenum >= 0 && rolenum < SIZE(roles) - 1
&& !(allow & roles[rolenum].allow & ROLE_GENDMASK))
continue;
if (racenum >= 0 && racenum < SIZE(races) - 1
&& !(allow & races[racenum].allow & ROLE_GENDMASK))
continue;
return TRUE;
}
return FALSE;
}
}
/* pick a random gender subject to any rolenum/racenum/alignnum constraints */
/* gender and alignment are not comparable (and also not constrainable) */
/* If pickhow == PICK_RIGID a gender is returned only if there is */
/* a single possibility */
int
pick_gend(int rolenum, int racenum, int alignnum, int pickhow)
{
int i;
int gends_ok = 0;
for (i = 0; i < ROLE_GENDERS; i++) {
if (ok_gend(rolenum, racenum, i, alignnum))
gends_ok++;
}
if (gends_ok == 0 || (gends_ok > 1 && pickhow == PICK_RIGID))
return ROLE_NONE;
gends_ok = rn2(gends_ok);
for (i = 0; i < ROLE_GENDERS; i++) {
if (ok_gend(rolenum, racenum, i, alignnum)) {
if (gends_ok == 0)
return i;
else
gends_ok--;
}
}
return ROLE_NONE;
}
/* is alignnum compatible with any rolenum/racenum/gendnum constraints? */
/* alignment and gender are not comparable (and also not constrainable) */
boolean
ok_align(int rolenum, int racenum, int gendnum UNUSED, int alignnum)
{
int i;
short allow;
if (alignnum >= 0 && alignnum < ROLE_ALIGNS) {
if (gr.rfilter.mask & aligns[alignnum].allow)
return FALSE;
allow = aligns[alignnum].allow;
if (rolenum >= 0 && rolenum < SIZE(roles) - 1
&& !(allow & roles[rolenum].allow & ROLE_ALIGNMASK))
return FALSE;
if (racenum >= 0 && racenum < SIZE(races) - 1
&& !(allow & races[racenum].allow & ROLE_ALIGNMASK))
return FALSE;
return TRUE;
} else {
/* random; check whether any selection is possible */
for (i = 0; i < ROLE_ALIGNS; i++) {
if (gr.rfilter.mask & aligns[i].allow)
continue;
allow = aligns[i].allow;
if (rolenum >= 0 && rolenum < SIZE(roles) - 1
&& !(allow & roles[rolenum].allow & ROLE_ALIGNMASK))
continue;
if (racenum >= 0 && racenum < SIZE(races) - 1
&& !(allow & races[racenum].allow & ROLE_ALIGNMASK))
continue;
return TRUE;
}
return FALSE;
}
}
/* Pick a random alignment subject to any rolenum/racenum/gendnum constraints;
alignment and gender are not comparable (and also not constrainable).
If pickhow == PICK_RIGID an alignment is returned only if there is
a single possibility. */
int
pick_align(int rolenum, int racenum, int gendnum, int pickhow)
{
int i;
int aligns_ok = 0;
for (i = 0; i < ROLE_ALIGNS; i++) {
if (ok_align(rolenum, racenum, gendnum, i))
aligns_ok++;
}
if (aligns_ok == 0 || (aligns_ok > 1 && pickhow == PICK_RIGID))
return ROLE_NONE;
aligns_ok = rn2(aligns_ok);
for (i = 0; i < ROLE_ALIGNS; i++) {
if (ok_align(rolenum, racenum, gendnum, i)) {
if (aligns_ok == 0)
return i;
else
aligns_ok--;
}
}
return ROLE_NONE;
}
void
rigid_role_checks(void)
{
int tmp;
/* Some roles are limited to a single race, alignment, or gender and
* calling this routine prior to XXX_player_selection() will help
* prevent an extraneous prompt that actually doesn't allow
* you to choose anything further. Note the use of PICK_RIGID which
* causes the pick_XX() routine to return a value only if there is one
* single possible selection, otherwise it returns ROLE_NONE.
*
*/
if (flags.initrole == ROLE_RANDOM) {
/* If the role was explicitly specified as ROLE_RANDOM
* via -uXXXX-@ or OPTIONS=role:random then choose the role
* in here to narrow down later choices.
*/
flags.initrole = pick_role(flags.initrace, flags.initgend,
flags.initalign, PICK_RANDOM);
if (flags.initrole < 0)
flags.initrole = randrole_filtered();
}
if (flags.initrace == ROLE_RANDOM
&& (tmp = pick_race(flags.initrole, flags.initgend,
flags.initalign, PICK_RANDOM)) != ROLE_NONE)
flags.initrace = tmp;
if (flags.initalign == ROLE_RANDOM
&& (tmp = pick_align(flags.initrole, flags.initrace,
flags.initgend, PICK_RANDOM)) != ROLE_NONE)
flags.initalign = tmp;
if (flags.initgend == ROLE_RANDOM
&& (tmp = pick_gend(flags.initrole, flags.initrace,
flags.initalign, PICK_RANDOM)) != ROLE_NONE)
flags.initgend = tmp;
if (flags.initrole != ROLE_NONE) {
if (flags.initrace == ROLE_NONE)
flags.initrace = pick_race(flags.initrole, flags.initgend,
flags.initalign, PICK_RIGID);
if (flags.initalign == ROLE_NONE)
flags.initalign = pick_align(flags.initrole, flags.initrace,
flags.initgend, PICK_RIGID);
if (flags.initgend == ROLE_NONE)
flags.initgend = pick_gend(flags.initrole, flags.initrace,
flags.initalign, PICK_RIGID);
}
}
boolean
setrolefilter(const char *bufp)
{
int i;
boolean reslt = TRUE;
if ((i = str2role(bufp)) != ROLE_NONE && i != ROLE_RANDOM)
gr.rfilter.roles[i] = TRUE;
else if ((i = str2race(bufp)) != ROLE_NONE && i != ROLE_RANDOM)
gr.rfilter.mask |= races[i].selfmask;
else if ((i = str2gend(bufp)) != ROLE_NONE && i != ROLE_RANDOM)
gr.rfilter.mask |= genders[i].allow;
else if ((i = str2align(bufp)) != ROLE_NONE && i != ROLE_RANDOM)
gr.rfilter.mask |= aligns[i].allow;
else
reslt = FALSE;
return reslt;
}
boolean
gotrolefilter(void)
{
int i;
if (gr.rfilter.mask)
return TRUE;
for (i = 0; i < SIZE(roles) - 1; ++i)
if (gr.rfilter.roles[i])
return TRUE;
return FALSE;
}
/* create a string like " !Bar !Kni" or " !chaotic" that can be
put back into an RC file by #saveoptions */
char *
rolefilterstring(char *outbuf, int which)
{
int i;
outbuf[0] = outbuf[1] = '\0';
switch (which) {
case RS_ROLE:
for (i = 0; i < SIZE(roles) - 1; ++i) {
if (gr.rfilter.roles[i])
Sprintf(eos(outbuf), " !%.3s", roles[i].name.m);
}
break;
case RS_RACE:
for (i = 0; i < SIZE(races) - 1; ++i) {
if ((gr.rfilter.mask & races[i].selfmask) != 0)
Sprintf(eos(outbuf), " !%s", races[i].noun);
}
break;
case RS_GENDER:
for (i = 0; i < SIZE(genders) - 1; ++i) {
if ((gr.rfilter.mask & genders[i].allow) != 0)
Sprintf(eos(outbuf), " !%s", genders[i].adj);
}
break;
case RS_ALGNMNT:
for (i = 0; i < SIZE(aligns) - 1; ++i) {
if ((gr.rfilter.mask & aligns[i].allow) != 0)
Sprintf(eos(outbuf), " !%s", aligns[i].adj);
}
break;
default:
impossible("rolefilterstring: bad role aspect (%d)", which);
Strcpy(outbuf, " ?");
break;
}
/* constructed with a leading space; drop it */
return &outbuf[1];
}
void
clearrolefilter(int which)
{
int i;
switch (which) {
case RS_filter:
gr.rfilter.mask = 0; /* clear race, gender, and alignment filters */
/*FALLTHRU*/
case RS_ROLE:
for (i = 0; i < SIZE(roles) - 1; ++i)
gr.rfilter.roles[i] = FALSE;
break;
case RS_RACE:
gr.rfilter.mask &= ~ROLE_RACEMASK;
break;
case RS_GENDER:
gr.rfilter.mask &= ~ROLE_GENDMASK;
break;
case RS_ALGNMNT:
gr.rfilter.mask &= ~ROLE_ALIGNMASK;
break;
}
}
static char *
promptsep(char *buf, int num_post_attribs)
{
const char *conjuct = "and ";
if (num_post_attribs > 1 && gr.role_post_attribs < num_post_attribs
&& gr.role_post_attribs > 1)
Strcat(buf, ",");
Strcat(buf, " ");
--gr.role_post_attribs;
if (!gr.role_post_attribs && num_post_attribs > 1)
Strcat(buf, conjuct);
return buf;
}
static int
role_gendercount(int rolenum)
{
int gendcount = 0;
if (validrole(rolenum)) {
if (roles[rolenum].allow & ROLE_MALE)
++gendcount;
if (roles[rolenum].allow & ROLE_FEMALE)
++gendcount;
if (roles[rolenum].allow & ROLE_NEUTER)
++gendcount;
}
return gendcount;
}
static int
race_alignmentcount(int racenum)
{
int aligncount = 0;
if (racenum != ROLE_NONE && racenum != ROLE_RANDOM) {
if (races[racenum].allow & ROLE_CHAOTIC)
++aligncount;
if (races[racenum].allow & ROLE_LAWFUL)
++aligncount;
if (races[racenum].allow & ROLE_NEUTRAL)
++aligncount;
}
return aligncount;
}
char *
root_plselection_prompt(
char *suppliedbuf, int buflen,
int rolenum, int racenum, int gendnum, int alignnum)
{
int k, gendercount = 0, aligncount = 0;
char buf[BUFSZ];
static char err_ret[] = " character's";
boolean donefirst = FALSE;
if (!suppliedbuf || buflen < 1)
return err_ret;
/* initialize these static variables each time this is called */
gr.role_post_attribs = 0;
for (k = 0; k < NUM_BP; ++k)
gr.role_pa[k] = 0;
buf[0] = '\0';
*suppliedbuf = '\0';
/* How many alignments are allowed for the desired race? */
if (racenum != ROLE_NONE && racenum != ROLE_RANDOM)
aligncount = race_alignmentcount(racenum);
if (alignnum != ROLE_NONE && alignnum != ROLE_RANDOM
&& ok_align(rolenum, racenum, gendnum, alignnum)) {
#if 0 /* 'if' and 'else' had duplicate code here; probably a copy+parse
* oversight; if a problem with filtering of random role selection
* crops up, this is probably the place to start looking */
/* if race specified, and multiple choice of alignments for it */
if ((racenum >= 0) && (aligncount > 1)) {
} else {
}
#endif /* the four lines of code below were in both 'if' and 'else' above */
if (donefirst)
Strcat(buf, " ");
Strcat(buf, aligns[alignnum].adj);
donefirst = TRUE;
} else {
/* in case we got here by failing the ok_align() test */
if (alignnum != ROLE_RANDOM)
alignnum = ROLE_NONE;
/* if alignment not specified, but race is specified
and only one choice of alignment for that race then
don't include it in the later list */
if ((((racenum != ROLE_NONE && racenum != ROLE_RANDOM)
&& ok_race(rolenum, racenum, gendnum, alignnum))
&& (aligncount > 1))
|| (racenum == ROLE_NONE || racenum == ROLE_RANDOM)) {
gr.role_pa[BP_ALIGN] = 1;
gr.role_post_attribs++;
}
}
/* <your lawful> */
/* How many genders are allowed for the desired role? */
if (validrole(rolenum))
gendercount = role_gendercount(rolenum);
if (gendnum != ROLE_NONE && gendnum != ROLE_RANDOM) {
if (validrole(rolenum)) {
/* if role specified, and multiple choice of genders for it,
and name of role itself does not distinguish gender */
if ((rolenum != ROLE_NONE) && (gendercount > 1)
&& !roles[rolenum].name.f) {
if (donefirst)
Strcat(buf, " ");
Strcat(buf, genders[gendnum].adj);
donefirst = TRUE;
}
} else {
if (donefirst)
Strcat(buf, " ");
Strcat(buf, genders[gendnum].adj);
donefirst = TRUE;
}
} else {
/* if gender not specified, but role is specified
and only one choice of gender then
don't include it in the later list */
if ((validrole(rolenum) && (gendercount > 1))
|| !validrole(rolenum)) {
gr.role_pa[BP_GEND] = 1;
gr.role_post_attribs++;
}
}
/* <your lawful female> */
if (racenum != ROLE_NONE && racenum != ROLE_RANDOM) {
if (validrole(rolenum)
&& ok_race(rolenum, racenum, gendnum, alignnum)) {
if (donefirst)
Strcat(buf, " ");
Strcat(buf, (rolenum == ROLE_NONE) ? races[racenum].noun
: races[racenum].adj);
donefirst = TRUE;
} else if (!validrole(rolenum)) {
if (donefirst)
Strcat(buf, " ");
Strcat(buf, races[racenum].noun);
donefirst = TRUE;
} else {
gr.role_pa[BP_RACE] = 1;
gr.role_post_attribs++;
}
} else {
gr.role_pa[BP_RACE] = 1;
gr.role_post_attribs++;
}
/* <your lawful female gnomish> || <your lawful female gnome> */
if (validrole(rolenum)) {
if (donefirst)
Strcat(buf, " ");
if (gendnum != ROLE_NONE) {
if (gendnum == 1 && roles[rolenum].name.f)
Strcat(buf, roles[rolenum].name.f);
else
Strcat(buf, roles[rolenum].name.m);
} else {
if (roles[rolenum].name.f) {
Strcat(buf, roles[rolenum].name.m);
Strcat(buf, "/");
Strcat(buf, roles[rolenum].name.f);
} else
Strcat(buf, roles[rolenum].name.m);
}
donefirst = TRUE;
} else if (rolenum == ROLE_NONE) {
gr.role_pa[BP_ROLE] = 1;
gr.role_post_attribs++;
}
if ((racenum == ROLE_NONE || racenum == ROLE_RANDOM)
&& !validrole(rolenum)) {
if (donefirst)
Strcat(buf, " ");
Strcat(buf, "character");
donefirst = TRUE;
}
/* <your lawful female gnomish cavewoman> || <your lawful female gnome>
* || <your lawful female character>
*/
if (buflen > (int) (strlen(buf) + 1)) {
Strcpy(suppliedbuf, buf);
return suppliedbuf;
} else
return err_ret;
}
char *
build_plselection_prompt(
char *buf, int buflen,
int rolenum, int racenum, int gendnum, int alignnum)
{
const char *defprompt = "Shall I pick a character for you? [ynaq] ";
int num_post_attribs = 0;
char tmpbuf[BUFSZ], *p;
if (buflen < QBUFSZ)
return (char *) defprompt;
Strcpy(tmpbuf, "Shall I pick ");
if (racenum != ROLE_NONE || validrole(rolenum))
Strcat(tmpbuf, "your ");
else
Strcat(tmpbuf, "a ");
/* <your> */
(void) root_plselection_prompt(eos(tmpbuf), buflen - Strlen(tmpbuf),
rolenum, racenum, gendnum, alignnum);
/* "Shall I pick a character's role, race, gender, and alignment for you?"
plus " [ynaq] (y)" is a little too long for a conventional 80 columns;
also, "pick a character's <anything>" sounds a bit stilted */
strsubst(tmpbuf, "pick a character", "pick character");
Sprintf(buf, "%s", s_suffix(tmpbuf));
/* don't bother splitting caveman/cavewoman or priest/priestess
in order to apply possessive suffix to both halves, but do
change "priest/priestess'" to "priest/priestess's" */
if ((p = strstri(buf, "priest/priestess'")) != 0
&& p[sizeof "priest/priestess'" - sizeof ""] == '\0')
strkitten(buf, 's');
/* buf should now be:
* <your lawful female gnomish cavewoman's>
* || <your lawful female gnome's>
* || <your lawful female character's>
*
* Now append the post attributes to it
*/
num_post_attribs = gr.role_post_attribs;
if (!num_post_attribs) {
/* some constraints might have been mutually exclusive, in which case
some prompting that would have been omitted is needed after all */
if (flags.initrole == ROLE_NONE && !gr.role_pa[BP_ROLE])
gr.role_pa[BP_ROLE] = ++gr.role_post_attribs;
if (flags.initrace == ROLE_NONE && !gr.role_pa[BP_RACE])
gr.role_pa[BP_RACE] = ++gr.role_post_attribs;
if (flags.initalign == ROLE_NONE && !gr.role_pa[BP_ALIGN])
gr.role_pa[BP_ALIGN] = ++gr.role_post_attribs;
if (flags.initgend == ROLE_NONE && !gr.role_pa[BP_GEND])
gr.role_pa[BP_GEND] = ++gr.role_post_attribs;
num_post_attribs = gr.role_post_attribs;
}
if (num_post_attribs) {
if (gr.role_pa[BP_RACE]) {
(void) promptsep(eos(buf), num_post_attribs);
Strcat(buf, "race");
}
if (gr.role_pa[BP_ROLE]) {
(void) promptsep(eos(buf), num_post_attribs);
Strcat(buf, "role");
}
if (gr.role_pa[BP_GEND]) {
(void) promptsep(eos(buf), num_post_attribs);
Strcat(buf, "gender");
}
if (gr.role_pa[BP_ALIGN]) {
(void) promptsep(eos(buf), num_post_attribs);
Strcat(buf, "alignment");
}
}
Strcat(buf, " for you? [ynaq] ");
return buf;
}
#undef BP_ALIGN
#undef BP_GEND
#undef BP_RACE
#undef BP_ROLE
#undef NUM_BP
void
plnamesuffix(void)
{
char *sptr, *eptr;
int i;
/* some generic user names will be ignored in favor of prompting */
if (sysopt.genericusers) {
if (*sysopt.genericusers == '*') {
gp.plname[0] = '\0';
} else {
/* need to ignore appended '-role-race-gender-alignment';
'plnamelen' is non-zero when dealing with plname[] value that
contains a username with dash(es) in it and is usually 0 */
i = ((eptr = strchr(gp.plname + gp.plnamelen, '-')) != 0)
? (int) (eptr - gp.plname)
: (int) Strlen(gp.plname);
/* look for plname[] in the 'genericusers' space-separated list */
if (findword(sysopt.genericusers, gp.plname, i, FALSE))
/* it's generic; remove it so that askname() will be called */
gp.plname[0] = '\0';
}
if (!gp.plname[0])
gp.plnamelen = 0;
}
do {
if (!gp.plname[0]) {
askname(); /* fill gp.plname[] if necessary, or set defer_plname */
gp.plnamelen = 0; /* plname[] might have -role-race-&c attached */
}
/* Look for tokens delimited by '-' */
sptr = gp.plname + gp.plnamelen;
if ((eptr = strchr(sptr, '-')) != (char *) 0)
*eptr++ = '\0';
while (eptr) {
/* Isolate the next token */
sptr = eptr;
if ((eptr = strchr(sptr, '-')) != (char *) 0)
*eptr++ = '\0';
/* Try to match it to something */
if ((i = str2role(sptr)) != ROLE_NONE)
flags.initrole = i;
else if ((i = str2race(sptr)) != ROLE_NONE)
flags.initrace = i;
else if ((i = str2gend(sptr)) != ROLE_NONE)
flags.initgend = i;
else if ((i = str2align(sptr)) != ROLE_NONE)
flags.initalign = i;
}
} while (!gp.plname[0] && !iflags.defer_plname);
/* commas in the gp.plname confuse the record file, convert to spaces */
(void) strNsubst(gp.plname, ",", " ", 0);
}
/* show current settings for name, role, race, gender, and alignment
in the specified window */
void
role_selection_prolog(int which, winid where)
{
static const char NEARDATA choosing[] = " choosing now",
not_yet[] = " not yet specified",
rand_choice[] = " random";
char buf[BUFSZ];
int r, c, gend, a, allowmask;
r = flags.initrole;
c = flags.initrace;
gend = flags.initgend;
a = flags.initalign;
if (r >= 0) {
allowmask = roles[r].allow;
if ((allowmask & ROLE_RACEMASK) == MH_HUMAN)
c = 0; /* races[human] */
else if (c >= 0 && !(allowmask & ROLE_RACEMASK & races[c].allow))
c = ROLE_RANDOM;
if ((allowmask & ROLE_GENDMASK) == ROLE_MALE)
gend = 0; /* role forces male (hypothetical) */
else if ((allowmask & ROLE_GENDMASK) == ROLE_FEMALE)
gend = 1; /* role forces female (valkyrie) */
if ((allowmask & ROLE_ALIGNMASK) == AM_LAWFUL)
a = 0; /* aligns[lawful] */
else if ((allowmask & ROLE_ALIGNMASK) == AM_NEUTRAL)
a = 1; /* aligns[neutral] */
else if ((allowmask & ROLE_ALIGNMASK) == AM_CHAOTIC)
a = 2; /* alings[chaotic] */
}
if (c >= 0) {
allowmask = races[c].allow;
if ((allowmask & ROLE_ALIGNMASK) == AM_LAWFUL)
a = 0; /* aligns[lawful] */
else if ((allowmask & ROLE_ALIGNMASK) == AM_NEUTRAL)
a = 1; /* aligns[neutral] */
else if ((allowmask & ROLE_ALIGNMASK) == AM_CHAOTIC)
a = 2; /* alings[chaotic] */
/* [c never forces gender] */
}
/* [g and a don't constrain anything sufficiently
to narrow something done to a single choice] */
Sprintf(buf, "%12s ", "name:");
Strcat(buf, (which == RS_NAME) ? choosing
: !*gp.plname ? not_yet : gp.plname);
putstr(where, 0, buf);
Sprintf(buf, "%12s ", "role:");
Strcat(buf, (which == RS_ROLE) ? choosing
: (r == ROLE_NONE) ? not_yet
: (r == ROLE_RANDOM) ? rand_choice
: roles[r].name.m);
if (r >= 0 && roles[r].name.f) {
/* distinct female name [caveman/cavewoman, priest/priestess] */
if (gend == 1)
/* female specified; replace male role name with female one */
Sprintf(strchr(buf, ':'), ": %s", roles[r].name.f);
else if (gend < 0)
/* gender unspecified; append slash and female role name */
Sprintf(eos(buf), "/%s", roles[r].name.f);
}
putstr(where, 0, buf);
Sprintf(buf, "%12s ", "race:");
Strcat(buf, (which == RS_RACE) ? choosing
: (c == ROLE_NONE) ? not_yet
: (c == ROLE_RANDOM) ? rand_choice
: races[c].noun);
putstr(where, 0, buf);
Sprintf(buf, "%12s ", "gender:");
Strcat(buf, (which == RS_GENDER) ? choosing
: (gend == ROLE_NONE) ? not_yet
: (gend == ROLE_RANDOM) ? rand_choice
: genders[gend].adj);
putstr(where, 0, buf);
Sprintf(buf, "%12s ", "alignment:");
Strcat(buf, (which == RS_ALGNMNT) ? choosing
: (a == ROLE_NONE) ? not_yet
: (a == ROLE_RANDOM) ? rand_choice
: aligns[a].adj);
putstr(where, 0, buf);
}
/* add a "pick alignment first"-type entry to the specified menu */
void
role_menu_extra(int which, winid where, boolean preselect)
{
static NEARDATA const char RS_menu_let[] = {
'=', /* name */
'?', /* role */
'/', /* race */
'\"', /* gender */
'[', /* alignment */
};
anything any;
char buf[BUFSZ];
const char *what = 0, *constrainer = 0, *forcedvalue = 0;
int f = 0, r, c, gend, a, i, allowmask;
int clr = NO_COLOR;
r = flags.initrole;
c = flags.initrace;
switch (which) {
case RS_NAME:
what = "name";
break;
case RS_ROLE:
what = "role";
f = r;
for (i = 0; i < SIZE(roles) - 1; ++i)
if (i != f && !gr.rfilter.roles[i])
break;
if (i == SIZE(roles) - 1) {
constrainer = "filter";
forcedvalue = "role";
}
break;
case RS_RACE:
what = "race";
f = flags.initrace;
c = ROLE_NONE; /* override player's setting */
if (r >= 0) {
allowmask = roles[r].allow & ROLE_RACEMASK;
if (allowmask == MH_HUMAN)
c = 0; /* races[human] */
if (c >= 0) {
constrainer = "role";
forcedvalue = races[c].noun;
} else if (f >= 0
&& (allowmask & ~gr.rfilter.mask) == races[f].selfmask) {
/* if there is only one race choice available due to user
options disallowing others, race menu entry is disabled */
constrainer = "filter";
forcedvalue = "race";
}
}
break;
case RS_GENDER:
what = "gender";
f = flags.initgend;
gend = ROLE_NONE;
if (r >= 0) {
allowmask = roles[r].allow & ROLE_GENDMASK;
if (allowmask == ROLE_MALE)
gend = 0; /* genders[male] */
else if (allowmask == ROLE_FEMALE)
gend = 1; /* genders[female] */
if (gend >= 0) {
constrainer = "role";
forcedvalue = genders[gend].adj;
} else if (f >= 0
&& (allowmask & ~gr.rfilter.mask) == genders[f].allow) {
/* if there is only one gender choice available due to user
options disallowing other, gender menu entry is disabled */
constrainer = "filter";
forcedvalue = "gender";
}
}
break;
case RS_ALGNMNT:
what = "alignment";
f = flags.initalign;
a = ROLE_NONE;
if (r >= 0) {
allowmask = roles[r].allow & ROLE_ALIGNMASK;
if (allowmask == AM_LAWFUL)
a = 0; /* aligns[lawful] */
else if (allowmask == AM_NEUTRAL)
a = 1; /* aligns[neutral] */
else if (allowmask == AM_CHAOTIC)
a = 2; /* aligns[chaotic] */
if (a >= 0)
constrainer = "role";
}
if (c >= 0 && !constrainer) {
allowmask = races[c].allow & ROLE_ALIGNMASK;
if (allowmask == AM_LAWFUL)
a = 0; /* aligns[lawful] */
else if (allowmask == AM_NEUTRAL)
a = 1; /* aligns[neutral] */
else if (allowmask == AM_CHAOTIC)
a = 2; /* aligns[chaotic] */
if (a >= 0)
constrainer = "race";
}
if (f >= 0 && !constrainer
&& (ROLE_ALIGNMASK & ~gr.rfilter.mask) == aligns[f].allow) {
/* if there is only one alignment choice available due to user
options disallowing others, algn menu entry is disabled */
constrainer = "filter";
forcedvalue = "alignment";
}
if (a >= 0)
forcedvalue = aligns[a].adj;
break;
}
any = cg.zeroany; /* zero out all bits */
if (constrainer) {
any.a_int = 0;
/* use four spaces of padding to fake a grayed out menu choice */
Sprintf(buf, "%4s%s forces %s", "", constrainer, forcedvalue);
add_menu_str(where, buf);
} else if (what) {
any.a_int = RS_menu_arg(which);
Sprintf(buf, "Pick%s %s first", (f >= 0) ? " another" : "", what);
add_menu(where, &nul_glyphinfo, &any, RS_menu_let[which], 0,
ATR_NONE, clr, buf, MENU_ITEMFLAGS_NONE);
} else if (which == RS_filter) {
char setfiltering[40];
any.a_int = RS_menu_arg(RS_filter);
Sprintf(setfiltering, "%s role/race/&c filtering",
gotrolefilter() ? "Reset" : "Set");
add_menu(where, &nul_glyphinfo, &any, '~', 0, ATR_NONE,
clr, setfiltering, MENU_ITEMFLAGS_NONE);
} else if (which == ROLE_RANDOM) {
any.a_int = ROLE_RANDOM;
add_menu(where, &nul_glyphinfo, &any, '*', 0,
ATR_NONE, clr, "Random",
preselect ? MENU_ITEMFLAGS_SELECTED : MENU_ITEMFLAGS_NONE);
} else if (which == ROLE_NONE) {
any.a_int = ROLE_NONE;
add_menu(where, &nul_glyphinfo, &any, 'q', 0,
ATR_NONE, clr, "Quit",
preselect ? MENU_ITEMFLAGS_SELECTED : MENU_ITEMFLAGS_NONE);
} else {
impossible("role_menu_extra: bad arg (%d)", which);
}
}
/*
* Special setup modifications here:
*
* Unfortunately, this is going to have to be done
* on each newgame or restore, because you lose the permonst mods
* across a save/restore. :-)
*
* 1 - The Rogue Leader is the Tourist Nemesis.
* 2 - Priests start with a random alignment - convert the leader and
* guardians here.
* 3 - Priests also get their set of deities from a randomly chosen role.
* 4 - [obsolete] Elves can have one of two different leaders,
* but can't work it out here because it requires hacking the
* level file data (see sp_lev.c).
*
* This code also replaces quest_init().
*/
void
role_init(void)
{
int alignmnt;
struct permonst *pm;
/* Strip the role letter out of the player name.
* This is included for backwards compatibility.
*/
plnamesuffix();
/* Check for a valid role. Try flags.initrole first. */
if (!validrole(flags.initrole)) {
/* Try the player letter second */
if ((flags.initrole = str2role(gp.pl_character)) < 0)
/* None specified; pick a random role */
flags.initrole = randrole_filtered();
}
/* We now have a valid role index. Copy the role name back. */
/* This should become OBSOLETE */
Strcpy(gp.pl_character, roles[flags.initrole].name.m);
gp.pl_character[PL_CSIZ - 1] = '\0';
/* Check for a valid race */
if (!validrace(flags.initrole, flags.initrace))
flags.initrace = randrace(flags.initrole);
/* Check for a valid gender. If new game, check both initgend
* and female. On restore, assume flags.female is correct. */
if (flags.pantheon == -1) { /* new game */
if (!validgend(flags.initrole, flags.initrace, flags.female))
flags.female = !flags.female;
}
if (!validgend(flags.initrole, flags.initrace, flags.initgend))
/* Note that there is no way to check for an unspecified gender. */
flags.initgend = flags.female;
/* Check for a valid alignment */
if (!validalign(flags.initrole, flags.initrace, flags.initalign))
/* Pick a random alignment */
flags.initalign = randalign(flags.initrole, flags.initrace);
alignmnt = aligns[flags.initalign].value;
/* Initialize gu.urole and gu.urace */
gu.urole = roles[flags.initrole];
gu.urace = races[flags.initrace];
/* Fix up the quest leader */
if (gu.urole.ldrnum != NON_PM) {
pm = &mons[gu.urole.ldrnum];
pm->msound = MS_LEADER;
pm->mflags2 |= (M2_PEACEFUL);
pm->mflags3 |= M3_CLOSE;
pm->maligntyp = alignmnt * 3;
/* if gender is random, we choose it now instead of waiting
until the leader monster is created */
gq.quest_status.ldrgend =
is_neuter(pm) ? 2 : is_female(pm) ? 1 : is_male(pm)
? 0
: (rn2(100) < 50);
}
/* Fix up the quest guardians */
if (gu.urole.guardnum != NON_PM) {
pm = &mons[gu.urole.guardnum];
pm->mflags2 |= (M2_PEACEFUL);
pm->maligntyp = alignmnt * 3;
}
/* Fix up the quest nemesis */
if (gu.urole.neminum != NON_PM) {
pm = &mons[gu.urole.neminum];
pm->msound = MS_NEMESIS;
pm->mflags2 &= ~(M2_PEACEFUL);
pm->mflags2 |= (M2_NASTY | M2_STALK | M2_HOSTILE);
pm->mflags3 &= ~(M3_CLOSE);
pm->mflags3 |= M3_WANTSARTI | M3_WAITFORU;
/* if gender is random, we choose it now instead of waiting
until the nemesis monster is created */
gq.quest_status.nemgend = is_neuter(pm) ? 2 : is_female(pm) ? 1
: is_male(pm) ? 0 : (rn2(100) < 50);
}
/* Fix up the god names */
if (flags.pantheon == -1) { /* new game */
int trycnt = 0;
flags.pantheon = flags.initrole; /* use own gods */
/* unless they're missing */
while (!roles[flags.pantheon].lgod && ++trycnt < 100)
flags.pantheon = randrole(FALSE);
if (!roles[flags.pantheon].lgod) {
int i;
for (i = 0; i < SIZE(roles) - 1; i++)
if (roles[i].lgod) {
flags.pantheon = i;
break;
}
}
}
if (!gu.urole.lgod) {
gu.urole.lgod = roles[flags.pantheon].lgod;
gu.urole.ngod = roles[flags.pantheon].ngod;
gu.urole.cgod = roles[flags.pantheon].cgod;
}
/* 0 or 1; no gods are neuter, nor is gender randomized */
gq.quest_status.godgend = !strcmpi(align_gtitle(alignmnt), "goddess");
#if 0
/*
* Disable this fixup so that mons[] can be const. The only
* place where it actually matters for the hero is in set_uasmon()
* and that can use mons[race] rather than mons[role] for this
* particular property. Despite the comment, it is checked--where
* needed--via instrinsic 'Infravision' which set_uasmon() manages.
*/
/* Fix up infravision */
if (mons[gu.urace.mnum].mflags3 & M3_INFRAVISION) {
/* although an infravision intrinsic is possible, infravision
* is purely a property of the physical race. This means that we
* must put the infravision flag in the player's current race
* (either that or have separate permonst entries for
* elven/non-elven members of each class). The side effect is that
* all NPCs of that class will have (probably bogus) infravision,
* but since infravision has no effect for NPCs anyway we can
* ignore this.
*/
mons[gu.urole.mnum].mflags3 |= M3_INFRAVISION;
}
#endif /*0*/
/* Artifacts are fixed in hack_artifacts() */
/* Success! */
return;
}
const char *
Hello(struct monst* mtmp)
{
switch (Role_switch) {
case PM_KNIGHT:
return "Salutations"; /* Olde English */
case PM_SAMURAI:
return (mtmp && mtmp->data == &mons[PM_SHOPKEEPER])
? "Irasshaimase"
: "Konnichi wa"; /* Japanese */
case PM_TOURIST:
return "Aloha"; /* Hawaiian */
case PM_VALKYRIE:
return
#ifdef MAIL_STRUCTURES
(mtmp && mtmp->data == &mons[PM_MAIL_DAEMON]) ? "Hallo" :
#endif
"Velkommen"; /* Norse */
default:
return "Hello";
}
}
const char *
Goodbye(void)
{
switch (Role_switch) {
case PM_KNIGHT:
return "Fare thee well"; /* Olde English */
case PM_SAMURAI:
return "Sayonara"; /* Japanese */
case PM_TOURIST:
return "Aloha"; /* Hawaiian */
case PM_VALKYRIE:
return "Farvel"; /* Norse */
default:
return "Goodbye";
}
}
/* if pmindex is any player race (not necessarily the hero's),
return a pointer to the races[] entry for it; if pmindex is for some
other type of monster which isn't a player race, return Null */
const struct Race *
character_race(short pmindex)
{
const struct Race *r;
for (r = races; r->noun != NULL; ++r)
if (r->mnum == pmindex)
return r;
return (const struct Race *) NULL;
}
/*--------------------------------------------------------------------------*/
/* potential interface routine */
void
genl_player_selection(void)
{
if (genl_player_setup(0))
return;
/* player cancelled role/race/&c selection, so quit */
nh_terminate(EXIT_SUCCESS);
/*NOTREACHED*/
}
#if defined(TTY_GRAPHICS) || defined(CURSES_GRAPHICS)
/* ['#else' far below] */
static boolean reset_role_filtering(void);
static winid plsel_startmenu(int, int);
static int maybe_skip_seps(int, int);
static void setup_rolemenu(winid, boolean, int, int, int);
static void setup_racemenu(winid, boolean, int, int, int);
static void setup_gendmenu(winid, boolean, int, int, int);
static void setup_algnmenu(winid, boolean, int, int, int);
/* try to reduce clutter in the code below... */
#define ROLE flags.initrole
#define RACE flags.initrace
#define GEND flags.initgend
#define ALGN flags.initalign
/* guts of tty's player_selection() */
int
genl_player_setup(int screenheight)
{
char pbuf[QBUFSZ];
anything any;
int i, k, n, choice, nextpick;
boolean getconfirmation, picksomething;
winid win = WIN_ERR;
menu_item *selected = 0;
int clr = NO_COLOR;
char pick4u = 'n';
int result = 0; /* assume failure (player chooses to 'quit') */
gp.program_state.in_role_selection++; /* affects tty menu cleanup */
/* Used to avoid "Is this ok?" if player has already specified all
* four facets of role.
* Note that rigid_role_checks might force any unspecified facets to
* have a specific value, but that will still require confirmation;
* player can specify the forced ones if avoiding that is demanded.
*/
picksomething = (ROLE == ROLE_NONE || RACE == ROLE_NONE
|| GEND == ROLE_NONE || ALGN == ROLE_NONE);
/* Used for '-@';
* choose randomly without asking for all unspecified facets.
*/
if (flags.randomall && picksomething) {
if (ROLE == ROLE_NONE)
ROLE = ROLE_RANDOM;
if (RACE == ROLE_NONE)
RACE = ROLE_RANDOM;
if (GEND == ROLE_NONE)
GEND = ROLE_RANDOM;
if (ALGN == ROLE_NONE)
ALGN = ROLE_RANDOM;
}
/* prevent unnecessary prompting if role forces race (samurai) or gender
(valkyrie) or alignment (rogue), or race forces alignment (orc), &c */
rigid_role_checks();
if (ROLE == ROLE_NONE || RACE == ROLE_NONE
|| GEND == ROLE_NONE || ALGN == ROLE_NONE) {
char *prompt = build_plselection_prompt(pbuf, QBUFSZ,
ROLE, RACE, GEND, ALGN);
/* prompt[] contains "Shall I pick ... for you? [ynaq] "
y - game picks role,&c then asks player to confirm;
n - player manually chooses via menu selections;
a - like 'y', but skips confirmation and starts game;
q - quit
*/
#if 1
trimspaces(prompt); /* 'prompt' is constructed with trailing space */
/* accept any character and do validation ourselves so that we can
shorten prompt; it will be "Shall I pick ... for you? [ynaq] "
with final space appended by yn_function() [for tty at least] */
do {
pick4u = yn_function(prompt, (char *) 0, '\0', FALSE);
pick4u = lowc(pick4u);
if (pick4u == '\033' || pick4u == 'q') /* handle [q] */
goto setup_done;
if (pick4u == ' ' || pick4u == '\n' || pick4u == '\r')
pick4u = 'y'; /* default */
else if (pick4u == '@' || pick4u == '*')
pick4u = 'a'; /* similar to '-@' on command line */
/* TODO? handle response of '?' */
} while (pick4u != 'y' && pick4u != 'n' && pick4u != 'a'); /* [yna] */
#else /* slightly simpler but more likely to end up being wrapped */
char *p;
/* strip choices off prompt string; yn_function() will show them */
if ((p = strchr(prompt, '[')) != 0)
*p = '\0';
trimspaces(prompt); /* remove trailing space */
/* prompt becomes "Shall I pick ... for you? [ynaq] (y) "
with " [ynaq] (y) " appended by yn_function() which also changes
user's <space> and <return> to 'y', <escape> to 'q' */
pick4u = yn_function(prompt, ynaqchars, 'y', FALSE);
if (pick4u != 'y' && pick4u != 'a' && pick4u != 'n')
goto setup_done; /* bail */
#endif
}
makepicks:
nextpick = RS_ROLE;
do {
if (nextpick == RS_ROLE) {
nextpick = RS_RACE;
/* Select a role, if necessary;
we'll try to be compatible with pre-selected
race/gender/alignment, but may not succeed. */
if (ROLE < 0) {
/* process the choice */
if (pick4u == 'y' || pick4u == 'a' || ROLE == ROLE_RANDOM) {
/* pick a random role */
k = pick_role(RACE, GEND, ALGN, PICK_RANDOM);
if (k < 0) {
pline("Incompatible role!");
k = randrole(FALSE);
}
} else {
/* 'excess' is used to try to avoid tty pagination */
int excess = maybe_skip_seps(screenheight, RS_ROLE);
/* prompt for a role */
win = plsel_startmenu(screenheight, RS_ROLE);
/* populate the menu with role choices */
setup_rolemenu(win, TRUE, RACE, GEND, ALGN);
/* add miscellaneous menu entries */
role_menu_extra(ROLE_RANDOM, win, TRUE);
any = cg.zeroany; /* separator, not a choice */
if (excess < 1 || excess > 2)
add_menu_str(win, "");
role_menu_extra(RS_RACE, win, FALSE);
role_menu_extra(RS_GENDER, win, FALSE);
role_menu_extra(RS_ALGNMNT, win, FALSE);
role_menu_extra(RS_filter, win, FALSE);
role_menu_extra(ROLE_NONE, win, FALSE); /* quit */
Strcpy(pbuf, "Pick a role or profession");
end_menu(win, pbuf);
n = select_menu(win, PICK_ONE, &selected);
/*
* PICK_ONE with preselected choice behaves strangely:
* n == -1 -- <escape>, so use quit choice;
* n == 0 -- explicitly chose preselected entry,
* toggling it off, so use it;
* n == 1 -- implicitly chose preselected entry
* with <space> or <return>;
* n == 2 -- explicitly chose a different entry, so
* both it and preselected one are in list.
*/
if (n > 0) {
choice = selected[0].item.a_int;
if (n > 1 && choice == ROLE_RANDOM)
choice = selected[1].item.a_int;
} else
choice = (n == 0) ? ROLE_RANDOM : ROLE_NONE;
if (selected)
free((genericptr_t) selected), selected = 0;
destroy_nhwindow(win), win = WIN_ERR;
if (choice == ROLE_NONE) {
goto setup_done; /* selected quit */
} else if (choice == RS_menu_arg(RS_ALGNMNT)) {
ALGN = k = ROLE_NONE;
nextpick = RS_ALGNMNT;
} else if (choice == RS_menu_arg(RS_GENDER)) {
GEND = k = ROLE_NONE;
nextpick = RS_GENDER;
} else if (choice == RS_menu_arg(RS_RACE)) {
RACE = k = ROLE_NONE;
nextpick = RS_RACE;
} else if (choice == RS_menu_arg(RS_filter)) {
ROLE = k = ROLE_NONE;
(void) reset_role_filtering();
nextpick = RS_ROLE;
} else if (choice == ROLE_RANDOM) {
k = pick_role(RACE, GEND, ALGN, PICK_RANDOM);
if (k < 0)
k = randrole(FALSE);
} else {
k = choice - 1;
}
}
ROLE = k;
} /* needed role */
} /* picking role */
if (nextpick == RS_RACE) {
nextpick = (ROLE < 0) ? RS_ROLE : RS_GENDER;
/* Select a race, if necessary;
force compatibility with role, try for compatibility
with pre-selected gender/alignment. */
if (RACE < 0 || !validrace(ROLE, RACE)) {
/* no race yet, or pre-selected race not valid */
if (pick4u == 'y' || pick4u == 'a' || RACE == ROLE_RANDOM) {
k = pick_race(ROLE, GEND, ALGN, PICK_RANDOM);
if (k < 0) {
pline("Incompatible race!");
k = randrace(ROLE);
}
} else { /* pick4u == 'n' */
/* Count the number of valid races */
n = 0; /* number valid */
k = 0; /* valid race */
for (i = 0; races[i].noun; i++)
if (ok_race(ROLE, i, GEND, ALGN)) {
n++;
k = i;
}
if (n == 0) {
for (i = 0; races[i].noun; i++)
if (validrace(ROLE, i)) {
n++;
k = i;
}
}
/* Permit the user to pick, if there is more than one */
if (n > 1) {
win = plsel_startmenu(screenheight, RS_RACE);
any = cg.zeroany; /* zero out all bits */
/* populate the menu with role choices */
setup_racemenu(win, TRUE, ROLE, GEND, ALGN);
/* add miscellaneous menu entries */
role_menu_extra(ROLE_RANDOM, win, TRUE);
any.a_int = 0; /* separator, not a choice */
add_menu_str(win, "");
role_menu_extra(RS_ROLE, win, FALSE);
role_menu_extra(RS_GENDER, win, FALSE);
role_menu_extra(RS_ALGNMNT, win, FALSE);
role_menu_extra(RS_filter, win, FALSE);
role_menu_extra(ROLE_NONE, win, FALSE); /* quit */
Strcpy(pbuf, "Pick a race or species");
end_menu(win, pbuf);
n = select_menu(win, PICK_ONE, &selected);
if (n > 0) {
choice = selected[0].item.a_int;
if (n > 1 && choice == ROLE_RANDOM)
choice = selected[1].item.a_int;
} else
choice = (n == 0) ? ROLE_RANDOM : ROLE_NONE;
if (selected)
free((genericptr_t) selected), selected = 0;
destroy_nhwindow(win), win = WIN_ERR;
if (choice == ROLE_NONE) {
goto setup_done; /* selected quit */
} else if (choice == RS_menu_arg(RS_ALGNMNT)) {
ALGN = k = ROLE_NONE;
nextpick = RS_ALGNMNT;
} else if (choice == RS_menu_arg(RS_GENDER)) {
GEND = k = ROLE_NONE;
nextpick = RS_GENDER;
} else if (choice == RS_menu_arg(RS_ROLE)) {
ROLE = k = ROLE_NONE;
nextpick = RS_ROLE;
} else if (choice == RS_menu_arg(RS_filter)) {
RACE = k = ROLE_NONE;
if (reset_role_filtering())
nextpick = RS_ROLE;
else
nextpick = RS_RACE;
} else if (choice == ROLE_RANDOM) {
k = pick_race(ROLE, GEND, ALGN, PICK_RANDOM);
if (k < 0)
k = randrace(ROLE);
} else {
k = choice - 1;
}
}
}
RACE = k;
} /* needed race */
} /* picking race */
if (nextpick == RS_GENDER) {
nextpick = (ROLE < 0) ? RS_ROLE : (RACE < 0) ? RS_RACE
: RS_ALGNMNT;
/* Select a gender, if necessary;
force compatibility with role/race, try for compatibility
with pre-selected alignment. */
if (GEND < 0 || !validgend(ROLE, RACE, GEND)) {
/* no gender yet, or pre-selected gender not valid */
if (pick4u == 'y' || pick4u == 'a' || GEND == ROLE_RANDOM) {
k = pick_gend(ROLE, RACE, ALGN, PICK_RANDOM);
if (k < 0) {
pline("Incompatible gender!");
k = randgend(ROLE, RACE);
}
} else { /* pick4u == 'n' */
/* Count the number of valid genders */
n = 0; /* number valid */
k = 0; /* valid gender */
for (i = 0; i < ROLE_GENDERS; i++)
if (ok_gend(ROLE, RACE, i, ALGN)) {
n++;
k = i;
}
if (n == 0) {
for (i = 0; i < ROLE_GENDERS; i++)
if (validgend(ROLE, RACE, i)) {
n++;
k = i;
}
}
/* Permit the user to pick, if there is more than one */
if (n > 1) {
win = plsel_startmenu(screenheight, RS_GENDER);
any = cg.zeroany; /* zero out all bits */
/* populate the menu with gender choices */
setup_gendmenu(win, TRUE, ROLE, RACE, ALGN);
/* add miscellaneous menu entries */
role_menu_extra(ROLE_RANDOM, win, TRUE);
any.a_int = 0; /* separator, not a choice */
add_menu_str(win, "");
role_menu_extra(RS_ROLE, win, FALSE);
role_menu_extra(RS_RACE, win, FALSE);
role_menu_extra(RS_ALGNMNT, win, FALSE);
role_menu_extra(RS_filter, win, FALSE);
role_menu_extra(ROLE_NONE, win, FALSE); /* quit */
Strcpy(pbuf, "Pick a gender or sex");
end_menu(win, pbuf);
n = select_menu(win, PICK_ONE, &selected);
if (n > 0) {
choice = selected[0].item.a_int;
if (n > 1 && choice == ROLE_RANDOM)
choice = selected[1].item.a_int;
} else
choice = (n == 0) ? ROLE_RANDOM : ROLE_NONE;
if (selected)
free((genericptr_t) selected), selected = 0;
destroy_nhwindow(win), win = WIN_ERR;
if (choice == ROLE_NONE) {
goto setup_done; /* selected quit */
} else if (choice == RS_menu_arg(RS_ALGNMNT)) {
ALGN = k = ROLE_NONE;
nextpick = RS_ALGNMNT;
} else if (choice == RS_menu_arg(RS_RACE)) {
RACE = k = ROLE_NONE;
nextpick = RS_RACE;
} else if (choice == RS_menu_arg(RS_ROLE)) {
ROLE = k = ROLE_NONE;
nextpick = RS_ROLE;
} else if (choice == RS_menu_arg(RS_filter)) {
GEND = k = ROLE_NONE;
if (reset_role_filtering())
nextpick = RS_ROLE;
else
nextpick = RS_GENDER;
} else if (choice == ROLE_RANDOM) {
k = pick_gend(ROLE, RACE, ALGN, PICK_RANDOM);
if (k < 0)
k = randgend(ROLE, RACE);
} else {
k = choice - 1;
}
}
}
GEND = k;
} /* needed gender */
} /* picking gender */
if (nextpick == RS_ALGNMNT) {
nextpick = (ROLE < 0) ? RS_ROLE : (RACE < 0) ? RS_RACE : RS_GENDER;
/* Select an alignment, if necessary;
force compatibility with role/race/gender. */
if (ALGN < 0 || !validalign(ROLE, RACE, ALGN)) {
/* no alignment yet, or pre-selected alignment not valid */
if (pick4u == 'y' || pick4u == 'a' || ALGN == ROLE_RANDOM) {
k = pick_align(ROLE, RACE, GEND, PICK_RANDOM);
if (k < 0) {
pline("Incompatible alignment!");
k = randalign(ROLE, RACE);
}
} else { /* pick4u == 'n' */
/* Count the number of valid alignments */
n = 0; /* number valid */
k = 0; /* valid alignment */
for (i = 0; i < ROLE_ALIGNS; i++)
if (ok_align(ROLE, RACE, GEND, i)) {
n++;
k = i;
}
if (n == 0) {
for (i = 0; i < ROLE_ALIGNS; i++)
if (validalign(ROLE, RACE, i)) {
n++;
k = i;
}
}
/* Permit the user to pick, if there is more than one */
if (n > 1) {
win = plsel_startmenu(screenheight, RS_ALGNMNT);
any = cg.zeroany; /* zero out all bits */
setup_algnmenu(win, TRUE, ROLE, RACE, GEND);
role_menu_extra(ROLE_RANDOM, win, TRUE);
any.a_int = 0; /* separator, not a choice */
add_menu_str(win, "");
role_menu_extra(RS_ROLE, win, FALSE);
role_menu_extra(RS_RACE, win, FALSE);
role_menu_extra(RS_GENDER, win, FALSE);
role_menu_extra(RS_filter, win, FALSE);
role_menu_extra(ROLE_NONE, win, FALSE); /* quit */
Strcpy(pbuf, "Pick an alignment or creed");
end_menu(win, pbuf);
n = select_menu(win, PICK_ONE, &selected);
if (n > 0) {
choice = selected[0].item.a_int;
if (n > 1 && choice == ROLE_RANDOM)
choice = selected[1].item.a_int;
} else
choice = (n == 0) ? ROLE_RANDOM : ROLE_NONE;
if (selected)
free((genericptr_t) selected), selected = 0;
destroy_nhwindow(win), win = WIN_ERR;
if (choice == ROLE_NONE) {
goto setup_done; /* selected quit */
} else if (choice == RS_menu_arg(RS_GENDER)) {
GEND = k = ROLE_NONE;
nextpick = RS_GENDER;
} else if (choice == RS_menu_arg(RS_RACE)) {
RACE = k = ROLE_NONE;
nextpick = RS_RACE;
} else if (choice == RS_menu_arg(RS_ROLE)) {
ROLE = k = ROLE_NONE;
nextpick = RS_ROLE;
} else if (choice == RS_menu_arg(RS_filter)) {
ALGN = k = ROLE_NONE;
if (reset_role_filtering())
nextpick = RS_ROLE;
else
nextpick = RS_ALGNMNT;
} else if (choice == ROLE_RANDOM) {
k = pick_align(ROLE, RACE, GEND, PICK_RANDOM);
if (k < 0)
k = randalign(ROLE, RACE);
} else {
k = choice - 1;
}
}
}
ALGN = k;
} /* needed alignment */
} /* picking alignment */
} while (ROLE < 0 || RACE < 0 || GEND < 0 || ALGN < 0);
/*
* Role, race, &c have now been determined;
* ask for confirmation and maybe go back to choose all over again.
*
* Uses ynaq for familiarity, although 'a' is usually a
* superset of 'y' but here is an alternate form of 'n'.
* Menu layout:
* title: Is this ok? [ynaq]
* blank:
* text: $name, $alignment $gender $race $role
* blank:
* menu: y + yes; play
* n - no; pick again
* maybe: a - no; rename hero
* q - quit
* (end)
*/
getconfirmation = (picksomething && pick4u != 'a' && !flags.randomall);
while (getconfirmation) {
win = plsel_startmenu(screenheight, RS_filter); /* filter: not ROLE */
any = cg.zeroany; /* zero out all bits */
/* [ynaq] menu choices */
any.a_int = 1;
add_menu(win, &nul_glyphinfo, &any, 'y', 0,
ATR_NONE, clr, "Yes; start game", MENU_ITEMFLAGS_SELECTED);
any.a_int = 2;
add_menu(win, &nul_glyphinfo, &any, 'n', 0,
ATR_NONE, clr, "No; choose role again", MENU_ITEMFLAGS_NONE);
if (iflags.renameallowed) {
any.a_int = 3;
add_menu(win, &nul_glyphinfo, &any, 'a', 0, ATR_NONE,
clr, "Not yet; choose another name", MENU_ITEMFLAGS_NONE);
}
any.a_int = -1;
add_menu(win, &nul_glyphinfo, &any, 'q', 0,
ATR_NONE, clr, "Quit", MENU_ITEMFLAGS_NONE);
Sprintf(pbuf, "Is this ok? [yn%sq]", iflags.renameallowed ? "a" : "");
end_menu(win, pbuf);
n = select_menu(win, PICK_ONE, &selected);
/* [pick-one menus with a preselected entry behave oddly...] */
choice = (n > 0) ? selected[n - 1].item.a_int : (n == 0) ? 1 : -1;
if (selected)
free((genericptr_t) selected), selected = 0;
destroy_nhwindow(win);
switch (choice) {
default: /* 'q' or ESC */
goto setup_done; /* quit */
break;
case 3: { /* 'a' */
/*
* TODO: what, if anything, should be done if the name is
* changed to or from "wizard" after port-specific startup
* code has set flags.debug based on the original name?
*/
int saveROLE, saveRACE, saveGEND, saveALGN;
iflags.renameinprogress = TRUE; /* affects main() in unixmain.c */
/* plnamesuffix() can change any or all of ROLE, RACE,
GEND, ALGN; we'll override that and honor only the name */
saveROLE = ROLE, saveRACE = RACE, saveGEND = GEND, saveALGN = ALGN;
gp.plname[0] = '\0';
plnamesuffix(); /* calls askname() when gp.plname[] is empty */
ROLE = saveROLE, RACE = saveRACE, GEND = saveGEND, ALGN = saveALGN;
break; /* getconfirmation is still True */
}
case 2: /* 'n' */
/* start fresh, but bypass "shall I pick everything for you?"
step; any partial role selection via config file, command
line, or name suffix is discarded this time */
pick4u = 'n';
ROLE = RACE = GEND = ALGN = ROLE_NONE;
goto makepicks;
break;
case 1: /* 'y' or Space or Return/Enter */
/* success; drop out through end of function */
getconfirmation = FALSE;
break;
}
} /* while 'getconfirmation' */
/* Success! */
result = 1;
setup_done:
gp.program_state.in_role_selection--;
return result;
}
static boolean
reset_role_filtering(void)
{
winid win;
int i, n;
char filterprompt[QBUFSZ];
menu_item *selected = 0;
win = create_nhwindow(NHW_MENU);
start_menu(win, MENU_BEHAVE_STANDARD);
/* no extra blank line preceding this entry; end_menu supplies one */
add_menu_str(win, "Unacceptable roles");
setup_rolemenu(win, FALSE, ROLE_NONE, ROLE_NONE, ROLE_NONE);
add_menu_str(win, "");
add_menu_str(win, "Unacceptable races");
setup_racemenu(win, FALSE, ROLE_NONE, ROLE_NONE, ROLE_NONE);
add_menu_str(win, "");
add_menu_str(win, "Unacceptable genders");
setup_gendmenu(win, FALSE, ROLE_NONE, ROLE_NONE, ROLE_NONE);
add_menu_str(win, "");
add_menu_str(win, "Unacceptable alignments");
setup_algnmenu(win, FALSE, ROLE_NONE, ROLE_NONE, ROLE_NONE);
Sprintf(filterprompt, "Pick all that apply%s",
gotrolefilter() ? " and/or unpick any that no longer apply" : "");
end_menu(win, filterprompt);
n = select_menu(win, PICK_ANY, &selected);
if (n >= 0) { /* n==0: clear current filters and don't set new ones */
clearrolefilter(RS_filter);
for (i = 0; i < n; i++)
setrolefilter(selected[i].item.a_string);
ROLE = RACE = GEND = ALGN = ROLE_NONE;
}
if (selected)
free((genericptr_t) selected), selected = 0;
destroy_nhwindow(win);
return (n > 0) ? TRUE : FALSE;
}
/* the change in format when this extended role selection was converted from
tty-only to tty+curses+? made the role selection menu require two pages
on a traditional 24-line tty; that wasn't fair to tty, so squeeze out
some blank separator lines from the menu if that will make it fit on one */
static int
maybe_skip_seps(int rows, int aspect)
{
int i, n = 0;
/* not much point to generalizing this to other aspects */
if (aspect != RS_ROLE)
return 0;
/*
* If there are one or two excess lines, setup_rolemenu() will omit
* the separator between 'random' and 'pick race first'. If there are
* two, plsel_startmenu() will omit the one between role info so far
* ("<role> <race> ...") and the set of role entries.
*/
n += 4; /* title and ensuing separator, role info so far and separator */
for (i = 0; roles[i].name.m; ++i)
if (ok_role(i, RACE, GEND, ALGN) && ok_race(i, RACE, GEND, ALGN)
&& ok_gend(i, RACE, GEND, ALGN) && ok_align(i, RACE, GEND, ALGN))
++n;
n += 2; /* 'random' and separator */
n += 5; /* race 1st, gender 1st, alignment 1st, reset filter, quit */
n += 1; /* footer/prompt */
if (rows > 0 && n > rows)
return n - rows;
return 0;
}
/* start a menu; show role aspects specified so far as a header line */
static winid
plsel_startmenu(int ttyrows, int aspect)
{
char qbuf[QBUFSZ];
winid win;
const char *rolename;
/* whatever aspect was just chosen might force others (Orc => chaotic,
Samurai => Human+lawful, Valkyrie => female) */
rigid_role_checks();
rolename = (ROLE < 0) ? "<role>"
: (GEND == 1 && roles[ROLE].name.f) ? roles[ROLE].name.f
: roles[ROLE].name.m;
if (!gp.plname[0] || ROLE < 0 || RACE < 0 || GEND < 0 || ALGN < 0) {
/* "<role> <race.noun> <gender> <alignment>" */
Sprintf(qbuf, "%.20s %.20s %.20s %.20s",
rolename,
(RACE < 0) ? "<race>" : races[RACE].noun,
(GEND < 0) ? "<gender>" : genders[GEND].adj,
(ALGN < 0) ? "<alignment>" : aligns[ALGN].adj);
} else {
/* "<name> the <alignment> <gender> <race.adjective> <role>" */
Sprintf(qbuf, "%.20s the %.20s %.20s %.20s %.20s",
gp.plname,
aligns[ALGN].adj,
genders[GEND].adj,
races[RACE].adj,
rolename);
}
win = create_nhwindow(NHW_MENU);
if (win == WIN_ERR)
panic("could not create role selection window");
start_menu(win, MENU_BEHAVE_STANDARD);
add_menu_str(win, qbuf);
if (maybe_skip_seps(ttyrows, aspect) != 2)
add_menu_str(win, "");
return win;
}
#undef ROLE
#undef RACE
#undef GEND
#undef ALGN
/* add entries a-Archeologist, b-Barbarian, &c to menu being built in 'win' */
static void
setup_rolemenu(
winid win,
boolean filtering, /* True => exclude filtered roles;
* False => filter reset */
int race, int gend, int algn) /* all ROLE_NONE for !filtering case */
{
anything any;
int i;
boolean role_ok;
char thisch, lastch = '\0', rolenamebuf[50];
int clr = NO_COLOR;
any = cg.zeroany; /* zero out all bits */
for (i = 0; roles[i].name.m; i++) {
/* role can be constrained by any of race, gender, or alignment */
role_ok = (ok_role(i, race, gend, algn)
&& ok_race(i, race, gend, algn)
&& ok_gend(i, race, gend, algn)
&& ok_align(i, race, gend, algn));
if (filtering && !role_ok)
continue;
if (filtering)
any.a_int = i + 1;
else
any.a_string = roles[i].name.m;
thisch = lowc(*roles[i].name.m);
if (thisch == lastch)
thisch = highc(thisch);
Strcpy(rolenamebuf, roles[i].name.m);
if (roles[i].name.f) {
/* role has distinct name for female (C,P) */
if (gend == 1) {
/* female already chosen; replace male name */
Strcpy(rolenamebuf, roles[i].name.f);
} else if (gend < 0) {
/* not chosen yet; append slash+female name */
Strcat(rolenamebuf, "/");
Strcat(rolenamebuf, roles[i].name.f);
}
}
/* !filtering implies reset_role_filtering() where we want to
mark this role as preseleted if current filter excludes it */
add_menu(win, &nul_glyphinfo, &any, thisch, 0,
ATR_NONE, clr, an(rolenamebuf),
(!filtering && !role_ok)
? MENU_ITEMFLAGS_SELECTED : MENU_ITEMFLAGS_NONE);
lastch = thisch;
}
}
static void
setup_racemenu(
winid win,
boolean filtering,
int role, int gend, int algn)
{
anything any;
boolean race_ok;
int i;
char this_ch;
int clr = NO_COLOR;
any = cg.zeroany;
for (i = 0; races[i].noun; i++) {
/* no ok_gend(); race isn't constrained by gender */
race_ok = (ok_race(role, i, gend, algn)
&& ok_role(role, i, gend, algn)
&& ok_align(role, i, gend, algn));
if (filtering && !race_ok)
continue;
if (filtering)
any.a_int = i + 1;
else
any.a_string = races[i].noun;
this_ch = *races[i].noun;
/* filtering: picking race, so choose by first letter, with
capital letter as unseen accelerator;
!filtering: resetting filter rather than picking, choose by
capital letter since lowercase role letters will be present */
add_menu(win, &nul_glyphinfo, &any,
filtering ? this_ch : highc(this_ch),
filtering ? highc(this_ch) : 0,
ATR_NONE, clr, races[i].noun,
(!filtering && !race_ok)
? MENU_ITEMFLAGS_SELECTED : MENU_ITEMFLAGS_NONE);
}
}
static void
setup_gendmenu(
winid win,
boolean filtering,
int role, int race, int algn)
{
anything any;
boolean gend_ok;
int i;
char this_ch;
int clr = NO_COLOR;
any = cg.zeroany;
for (i = 0; i < ROLE_GENDERS; i++) {
/* no ok_align(); gender isn't constrained by alignment */
gend_ok = (ok_gend(role, race, i, algn)
&& ok_role(role, race, i, algn)
&& ok_race(role, race, i, algn));
if (filtering && !gend_ok)
continue;
if (filtering)
any.a_int = i + 1;
else
any.a_string = genders[i].adj;
this_ch = *genders[i].adj;
/* (see setup_racemenu for explanation of selector letters
and setup_rolemenu for preselection) */
add_menu(win, &nul_glyphinfo, &any,
filtering ? this_ch : highc(this_ch),
filtering ? highc(this_ch) : 0,
ATR_NONE, clr, genders[i].adj,
(!filtering && !gend_ok)
? MENU_ITEMFLAGS_SELECTED : MENU_ITEMFLAGS_NONE);
}
}
static void
setup_algnmenu(
winid win,
boolean filtering,
int role, int race, int gend)
{
anything any;
boolean algn_ok;
int i;
char this_ch;
int clr = NO_COLOR;
any = cg.zeroany;
for (i = 0; i < ROLE_ALIGNS; i++) {
/* no ok_gend(); alignment isn't constrained by gender */
algn_ok = (ok_align(role, race, gend, i)
&& ok_role(role, race, gend, i)
&& ok_race(role, race, gend, i));
if (filtering && !algn_ok)
continue;
if (filtering)
any.a_int = i + 1;
else
any.a_string = aligns[i].adj;
this_ch = *aligns[i].adj;
/* (see setup_racemenu for explanation of selector letters
and setup_rolemenu for preselection) */
add_menu(win, &nul_glyphinfo, &any,
filtering ? this_ch : highc(this_ch),
filtering ? highc(this_ch) : 0,
ATR_NONE, clr, aligns[i].adj,
(!filtering && !algn_ok)
? MENU_ITEMFLAGS_SELECTED : MENU_ITEMFLAGS_NONE);
}
}
#else /* !TTY_GRAPHICS */
int
genl_player_setup(int screenheight UNUSED)
{
return 0;
}
#endif /* ?TTY_GRAPHICS */
/* role.c */