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nethack/src/role.c
2018-04-25 15:00:13 -04:00

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/* NetHack 3.6 role.c $NHDT-Date: 1463561393 2016/05/18 08:49:53 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.38 $ */
/* 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[] = {
{ { "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,
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,
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_CAVEMAN,
PM_CAVEWOMAN,
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,
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,
NON_PM,
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,
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_PRIEST,
PM_PRIESTESS,
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,
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,
NON_PM,
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,
NON_PM,
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,
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,
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,
NON_PM,
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 */
{ { 0, 0 } }
};
/* The player's role, created at runtime from initial
* choices. This may be munged in role_init().
*/
struct Role urole = {
{ "Undefined", 0 },
{ { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 } },
"L", "N", "C",
"Xxx", "home", "locate",
NON_PM, NON_PM, NON_PM, NON_PM, NON_PM, NON_PM, NON_PM, NON_PM,
0, 0, 0, 0,
/* Str Int Wis Dex Con Cha */
{ 7, 7, 7, 7, 7, 7 },
{ 20, 15, 15, 20, 20, 10 },
/* Init Lower Higher */
{ 10, 0, 0, 8, 1, 0 }, /* Hit points */
{ 2, 0, 0, 2, 0, 3 },
14, /* Energy */
0,
10,
0,
0,
4,
A_INT,
0,
-3
};
/* Table of all races */
const struct Race races[] = {
{
"human",
"human",
"humanity",
"Hum",
{ "man", "woman" },
PM_HUMAN,
NON_PM,
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,
NON_PM,
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,
NON_PM,
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,
NON_PM,
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,
NON_PM,
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 */
{ 0, 0, 0, 0 }
};
/* The player's race, created at runtime from initial
* choices. This may be munged in role_init().
*/
struct Race urace = {
"something",
"undefined",
"something",
"Xxx",
{ 0, 0 },
NON_PM,
NON_PM,
NON_PM,
NON_PM,
0,
0,
0,
0,
/* 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 */
};
/* 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 }
};
/* 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 }
};
/* Filters */
static struct {
boolean roles[SIZE(roles)];
short mask;
} rfilter;
STATIC_DCL int NDECL(randrole_filtered);
STATIC_DCL char *FDECL(promptsep, (char *, int));
STATIC_DCL int FDECL(role_gendercount, (int));
STATIC_DCL int FDECL(race_alignmentcount, (int));
/* used by str2XXX() */
static char NEARDATA randomstr[] = "random";
boolean
validrole(rolenum)
int rolenum;
{
return (boolean) (rolenum >= 0 && rolenum < SIZE(roles) - 1);
}
int
randrole()
{
return rn2(SIZE(roles) - 1);
}
STATIC_OVL int
randrole_filtered()
{
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); ++i)
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();
}
int
str2role(str)
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(rolenum, racenum)
int rolenum, racenum;
{
/* Assumes validrole */
return (boolean) (racenum >= 0 && racenum < SIZE(races) - 1
&& (roles[rolenum].allow & races[racenum].allow
& ROLE_RACEMASK));
}
int
randrace(rolenum)
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(str)
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;
/* 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(rolenum, racenum, gendnum)
int rolenum, racenum, 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(rolenum, racenum)
int rolenum, 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(str)
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(rolenum, racenum, alignnum)
int rolenum, racenum, 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(rolenum, racenum)
int rolenum, 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(str)
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(rolenum, racenum, gendnum, alignnum)
int rolenum, racenum, gendnum, alignnum;
{
int i;
short allow;
if (rolenum >= 0 && rolenum < SIZE(roles) - 1) {
if (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 (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(racenum, gendnum, alignnum, pickhow)
int racenum, gendnum, alignnum, 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_race(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(rolenum, racenum, gendnum, alignnum)
int rolenum, racenum, gendnum, alignnum;
{
int i;
short allow;
if (racenum >= 0 && racenum < SIZE(races) - 1) {
if (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 (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(rolenum, gendnum, alignnum, pickhow)
int rolenum, gendnum, alignnum, 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(rolenum, racenum, gendnum, alignnum)
int rolenum, racenum, gendnum;
int alignnum UNUSED;
{
int i;
short allow;
if (gendnum >= 0 && gendnum < ROLE_GENDERS) {
if (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 (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(rolenum, racenum, alignnum, pickhow)
int rolenum, racenum, alignnum, 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(rolenum, racenum, gendnum, alignnum)
int rolenum, racenum;
int gendnum UNUSED;
int alignnum;
{
int i;
short allow;
if (alignnum >= 0 && alignnum < ROLE_ALIGNS) {
if (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 (rfilter.mask & aligns[i].allow)
return FALSE;
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(rolenum, racenum, gendnum, pickhow)
int rolenum, racenum, gendnum, 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()
{
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(bufp)
const char *bufp;
{
int i;
boolean reslt = TRUE;
if ((i = str2role(bufp)) != ROLE_NONE && i != ROLE_RANDOM)
rfilter.roles[i] = TRUE;
else if ((i = str2race(bufp)) != ROLE_NONE && i != ROLE_RANDOM)
rfilter.mask |= races[i].selfmask;
else if ((i = str2gend(bufp)) != ROLE_NONE && i != ROLE_RANDOM)
rfilter.mask |= genders[i].allow;
else if ((i = str2align(bufp)) != ROLE_NONE && i != ROLE_RANDOM)
rfilter.mask |= aligns[i].allow;
else
reslt = FALSE;
return reslt;
}
boolean
gotrolefilter()
{
int i;
if (rfilter.mask)
return TRUE;
for (i = 0; i < SIZE(roles); ++i)
if (rfilter.roles[i])
return TRUE;
return FALSE;
}
void
clearrolefilter()
{
int i;
for (i = 0; i < SIZE(roles); ++i)
rfilter.roles[i] = FALSE;
rfilter.mask = 0;
}
#define BP_ALIGN 0
#define BP_GEND 1
#define BP_RACE 2
#define BP_ROLE 3
#define NUM_BP 4
STATIC_VAR char pa[NUM_BP], post_attribs;
STATIC_OVL char *
promptsep(buf, num_post_attribs)
char *buf;
int num_post_attribs;
{
const char *conjuct = "and ";
if (num_post_attribs > 1 && post_attribs < num_post_attribs
&& post_attribs > 1)
Strcat(buf, ",");
Strcat(buf, " ");
--post_attribs;
if (!post_attribs && num_post_attribs > 1)
Strcat(buf, conjuct);
return buf;
}
STATIC_OVL int
role_gendercount(rolenum)
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_OVL int
race_alignmentcount(racenum)
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(suppliedbuf, buflen, rolenum, racenum, gendnum,
alignnum)
char *suppliedbuf;
int buflen, rolenum, racenum, gendnum, 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 */
post_attribs = 0;
for (k = 0; k < NUM_BP; ++k)
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 race specified, and multiple choice of alignments for it */
if ((racenum >= 0) && (aligncount > 1)) {
if (donefirst)
Strcat(buf, " ");
Strcat(buf, aligns[alignnum].adj);
donefirst = TRUE;
} else {
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)) {
pa[BP_ALIGN] = 1;
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)) {
pa[BP_GEND] = 1;
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 {
pa[BP_RACE] = 1;
post_attribs++;
}
} else {
pa[BP_RACE] = 1;
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) {
pa[BP_ROLE] = 1;
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(buf, buflen, rolenum, racenum, gendnum, alignnum)
char *buf;
int buflen, rolenum, racenum, gendnum, 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);
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 = 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 && !pa[BP_ROLE])
pa[BP_ROLE] = ++post_attribs;
if (flags.initrace == ROLE_NONE && !pa[BP_RACE])
pa[BP_RACE] = ++post_attribs;
if (flags.initalign == ROLE_NONE && !pa[BP_ALIGN])
pa[BP_ALIGN] = ++post_attribs;
if (flags.initgend == ROLE_NONE && !pa[BP_GEND])
pa[BP_GEND] = ++post_attribs;
num_post_attribs = post_attribs;
}
if (num_post_attribs) {
if (pa[BP_RACE]) {
(void) promptsep(eos(buf), num_post_attribs);
Strcat(buf, "race");
}
if (pa[BP_ROLE]) {
(void) promptsep(eos(buf), num_post_attribs);
Strcat(buf, "role");
}
if (pa[BP_GEND]) {
(void) promptsep(eos(buf), num_post_attribs);
Strcat(buf, "gender");
}
if (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()
{
char *sptr, *eptr;
int i;
/* some generic user names will be ignored in favor of prompting */
if (sysopt.genericusers) {
if (*sysopt.genericusers == '*') *plname = '\0';
else {
i = (int)strlen(plname);
if ((sptr = strstri(sysopt.genericusers, plname)) != 0
&& (sptr == sysopt.genericusers || sptr[-1] == ' ')
&& (sptr[i] == ' ' || sptr[i] == '\0'))
*plname = '\0'; /* call askname() */
}
}
do {
if (!*plname)
askname(); /* fill plname[] if necessary, or set defer_plname */
/* Look for tokens delimited by '-' */
if ((eptr = index(plname, '-')) != (char *) 0)
*eptr++ = '\0';
while (eptr) {
/* Isolate the next token */
sptr = eptr;
if ((eptr = index(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 (!*plname && !iflags.defer_plname);
/* commas in the plname confuse the record file, convert to spaces */
for (sptr = plname; *sptr; sptr++) {
if (*sptr == ',')
*sptr = ' ';
}
}
/* show current settings for name, role, race, gender, and alignment
in the specified window */
void
role_selection_prolog(which, where)
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, g, a, allowmask;
r = flags.initrole;
c = flags.initrace;
g = 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)
g = 0; /* role forces male (hypothetical) */
else if ((allowmask & ROLE_GENDMASK) == ROLE_FEMALE)
g = 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 : !*plname ? not_yet : 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 (g == 1)
/* female specified; replace male role name with female one */
Sprintf(index(buf, ':'), ": %s", roles[r].name.f);
else if (g < 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 : (g == ROLE_NONE)
? not_yet
: (g == ROLE_RANDOM)
? rand_choice
: genders[g].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(which, where, preselect)
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, g, a, i, allowmask;
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); ++i)
if (i != f && !rfilter.roles[i])
break;
if (i == SIZE(roles)) {
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 & ~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;
g = ROLE_NONE;
if (r >= 0) {
allowmask = roles[r].allow & ROLE_GENDMASK;
if (allowmask == ROLE_MALE)
g = 0; /* genders[male] */
else if (allowmask == ROLE_FEMALE)
g = 1; /* genders[female] */
if (g >= 0) {
constrainer = "role";
forcedvalue = genders[g].adj;
} else if (f >= 0
&& (allowmask & ~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 & ~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 = 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(where, NO_GLYPH, &any, 0, 0, ATR_NONE, buf,
MENU_UNSELECTED);
} else if (what) {
any.a_int = RS_menu_arg(which);
Sprintf(buf, "Pick%s %s first", (f >= 0) ? " another" : "", what);
add_menu(where, NO_GLYPH, &any, RS_menu_let[which], 0, ATR_NONE, buf,
MENU_UNSELECTED);
} else if (which == RS_filter) {
any.a_int = RS_menu_arg(RS_filter);
add_menu(where, NO_GLYPH, &any, '~', 0, ATR_NONE,
"Reset role/race/&c filtering", MENU_UNSELECTED);
} else if (which == ROLE_RANDOM) {
any.a_int = ROLE_RANDOM;
add_menu(where, NO_GLYPH, &any, '*', 0, ATR_NONE, "Random",
preselect ? MENU_SELECTED : MENU_UNSELECTED);
} else if (which == ROLE_NONE) {
any.a_int = ROLE_NONE;
add_menu(where, NO_GLYPH, &any, 'q', 0, ATR_NONE, "Quit",
preselect ? MENU_SELECTED : MENU_UNSELECTED);
} 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 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()
{
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(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(pl_character, roles[flags.initrole].name.m);
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 urole and urace */
urole = roles[flags.initrole];
urace = races[flags.initrace];
/* Fix up the quest leader */
if (urole.ldrnum != NON_PM) {
pm = &mons[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 */
quest_status.ldrgend =
is_neuter(pm) ? 2 : is_female(pm) ? 1 : is_male(pm)
? 0
: (rn2(100) < 50);
}
/* Fix up the quest guardians */
if (urole.guardnum != NON_PM) {
pm = &mons[urole.guardnum];
pm->mflags2 |= (M2_PEACEFUL);
pm->maligntyp = alignmnt * 3;
}
/* Fix up the quest nemesis */
if (urole.neminum != NON_PM) {
pm = &mons[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 */
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 */
flags.pantheon = flags.initrole; /* use own gods */
while (!roles[flags.pantheon].lgod) /* unless they're missing */
flags.pantheon = randrole();
}
if (!urole.lgod) {
urole.lgod = roles[flags.pantheon].lgod;
urole.ngod = roles[flags.pantheon].ngod;
urole.cgod = roles[flags.pantheon].cgod;
}
/* 0 or 1; no gods are neuter, nor is gender randomized */
quest_status.godgend = !strcmpi(align_gtitle(alignmnt), "goddess");
/* Fix up infravision */
if (mons[urace.malenum].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[urole.malenum].mflags3 |= M3_INFRAVISION;
if (urole.femalenum != NON_PM)
mons[urole.femalenum].mflags3 |= M3_INFRAVISION;
}
/* Artifacts are fixed in hack_artifacts() */
/* Success! */
return;
}
const char *
Hello(mtmp)
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
(mtmp && mtmp->data == &mons[PM_MAIL_DAEMON]) ? "Hallo" :
#endif
"Velkommen"; /* Norse */
default:
return "Hello";
}
}
const char *
Goodbye()
{
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";
}
}
/* role.c */