/************************************************************************** * File: class.c Part of tbaMUD * * Usage: Source file for class-specific code. * * * * All rights reserved. See license for complete information. * * * * Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University * * CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. * **************************************************************************/ /* This file attempts to concentrate most of the code which must be changed * in order for new classes to be added. If you're adding a new class, you * should go through this entire file from beginning to end and add the * appropriate new special cases for your new class. */ #include "conf.h" #include "sysdep.h" #include "structs.h" #include "utils.h" #include "db.h" #include "spells.h" #include "interpreter.h" #include "constants.h" #include "act.h" #include "class.h" #include "species.h" /* Names first */ const char *class_abbrevs[] = { "So", "Cl", "Ro", "Fi", "Ba", "Ra", "Br", "Dr", "\n" }; const char *pc_class_types[] = { "Sorceror", "Cleric", "Rogue", "Fighter", "Barbarian", "Ranger", "Bard", "Druid", "\n" }; /* The menu for choosing a class in interpreter.c: */ const char *class_menu = "\r\n" "Select a class:\r\n" " [\t(C\t)]leric\r\n" " R[\t(o\t)]gue\r\n" " [\t(F\t)]ighter\r\n" " [\t(S\t)]orceror\r\n" " [\t(B\t)]arbarian\r\n" " [\t(R\t)]anger\r\n" " B[\t(a\t)]rd\r\n" " [\t(D\t)]ruid\r\n"; /* The code to interpret a class letter -- used in interpreter.c when a new * character is selecting a class and by 'set class' in act.wizard.c. */ int parse_class(char arg) { arg = LOWER(arg); switch (arg) { case 's': return CLASS_SORCEROR; case 'c': return CLASS_CLERIC; case 'f': return CLASS_FIGHTER; case 'o': return CLASS_ROGUE; case 'b': return CLASS_BARBARIAN; case 'r': return CLASS_RANGER; case 'a': return CLASS_BARD; case 'd': return CLASS_DRUID; default: return CLASS_UNDEFINED; } } /* bitvectors (i.e., powers of two) for each class, mainly for use in do_who * and do_users. Add new classes at the end so that all classes use sequential * powers of two (1 << 0, 1 << 1, 1 << 2, 1 << 3, 1 << 4, 1 << 5, etc.) up to * the limit of your bitvector_t, typically 0-31. */ bitvector_t find_class_bitvector(const char *arg) { size_t rpos, ret = 0; for (rpos = 0; rpos < strlen(arg); rpos++) ret |= (1 << parse_class(arg[rpos])); return (ret); } /* The appropriate rooms for each class gatekeeper; controls which types * of people the various guards let through. i.e., the first line shows * that from room 3017, only SORCERORS are allowed to go south. Don't forget * to visit spec_assign.c if you create any new mobiles that should be a * master or guard so they can act appropriately. If you "recycle" the * existing mobs that are used in other areas for your new one, then you * don't have to change that file, only here. Guards are now implemented * via triggers. This code remains as an example. */ /* TO-DO: Is this necessary anymore now that there are no official guild rooms? */ struct guild_info_type guild_info[] = { /* Main City */ { CLASS_SORCEROR, 3017, SOUTH }, { CLASS_CLERIC, 3004, NORTH }, { CLASS_ROGUE, 3027, EAST }, { CLASS_FIGHTER, 3021, EAST }, { CLASS_BARBARIAN, 3021, EAST }, { CLASS_RANGER, 3021, EAST }, { CLASS_BARD, 3021, EAST }, { CLASS_DRUID, 3021, EAST }, /* Brass Dragon */ { -999 /* all */ , 5065, WEST }, /* this must go last -- add new guards above! */ { -1, NOWHERE, -1} }; /* 5e system saving throws per class*/ bool has_save_proficiency(int class_num, int ability) { switch (class_num) { case CLASS_SORCEROR: return (ability == ABIL_CON || ability == ABIL_CHA); case CLASS_CLERIC: return (ability == ABIL_WIS || ability == ABIL_CHA); case CLASS_ROGUE: return (ability == ABIL_DEX || ability == ABIL_INT); case CLASS_FIGHTER: return (ability == ABIL_STR || ability == ABIL_CON); case CLASS_BARBARIAN: return (ability == ABIL_STR || ability == ABIL_CON); case CLASS_RANGER: return (ability == ABIL_STR || ability == ABIL_DEX); case CLASS_BARD: return (ability == ABIL_DEX || ability == ABIL_CHA); case CLASS_DRUID: return (ability == ABIL_INT || ability == ABIL_WIS); default: return FALSE; } } static void set_real_ability(struct char_data *ch, int ability, int value) { switch (ability) { case ABIL_STR: ch->real_abils.str = value; break; case ABIL_DEX: ch->real_abils.dex = value; break; case ABIL_CON: ch->real_abils.con = value; break; case ABIL_INT: ch->real_abils.intel = value; break; case ABIL_WIS: ch->real_abils.wis = value; break; case ABIL_CHA: ch->real_abils.cha = value; break; } } static void roll_real_abils_preference(struct char_data *ch) { int i, j, temp; int rolls[NUM_ABILITIES]; int sorted[NUM_ABILITIES]; bool used[NUM_ABILITIES] = { FALSE }; bool assigned[NUM_ABILITIES] = { FALSE }; static const int default_order[NUM_ABILITIES] = { ABIL_STR, ABIL_DEX, ABIL_CON, ABIL_INT, ABIL_WIS, ABIL_CHA }; for (i = 0; i < NUM_ABILITIES; i++) { int die[4]; for (j = 0; j < 4; j++) die[j] = rand_number(1, 6); temp = die[0] + die[1] + die[2] + die[3] - MIN(die[0], MIN(die[1], MIN(die[2], die[3]))); rolls[i] = temp; sorted[i] = temp; } for (i = 0; i < NUM_ABILITIES - 1; i++) { for (j = i + 1; j < NUM_ABILITIES; j++) { if (sorted[j] > sorted[i]) { temp = sorted[i]; sorted[i] = sorted[j]; sorted[j] = temp; } } } int pref_count = ch->stat_pref_count; if (pref_count > NUM_ABILITIES) pref_count = NUM_ABILITIES; for (i = 0; i < pref_count; i++) { int ability = ch->stat_pref_order[i]; if (ability < 0 || ability >= NUM_ABILITIES) continue; set_real_ability(ch, ability, sorted[i]); assigned[ability] = TRUE; for (j = 0; j < NUM_ABILITIES; j++) { if (!used[j] && rolls[j] == sorted[i]) { used[j] = TRUE; break; } } } int fifo_idx = 0; for (i = 0; i < NUM_ABILITIES; i++) { int ability = default_order[i]; if (assigned[ability]) continue; while (fifo_idx < NUM_ABILITIES && used[fifo_idx]) fifo_idx++; if (fifo_idx >= NUM_ABILITIES) break; set_real_ability(ch, ability, rolls[fifo_idx]); used[fifo_idx] = TRUE; assigned[ability] = TRUE; fifo_idx++; } if (HAS_VALID_SPECIES(ch)) apply_species_bonuses(ch); else ch->aff_abils = ch->real_abils; ch->stat_pref_use = FALSE; } /* Roll the 6 stats for a character... each stat is made of the sum of the best * 3 out of 4 rolls of a 6-sided die. Each class then decides which priority * will be given for the best to worst stats. */ static void roll_real_abils_classic(struct char_data *ch) { int i, j, k, temp; ubyte table[6]; ubyte rolls[4]; for (i = 0; i < 6; i++) table[i] = 0; for (i = 0; i < 6; i++) { for (j = 0; j < 4; j++) rolls[j] = rand_number(1, 6); temp = rolls[0] + rolls[1] + rolls[2] + rolls[3] - MIN(rolls[0], MIN(rolls[1], MIN(rolls[2], rolls[3]))); for (k = 0; k < 6; k++) if (table[k] < temp) { temp ^= table[k]; table[k] ^= temp; temp ^= table[k]; } } switch (GET_CLASS(ch)) { case CLASS_SORCEROR: ch->real_abils.cha = table[0]; ch->real_abils.intel = table[1]; ch->real_abils.dex = table[2]; ch->real_abils.wis = table[3]; ch->real_abils.con = table[4]; ch->real_abils.str = table[5]; break; case CLASS_CLERIC: ch->real_abils.wis = table[0]; ch->real_abils.intel = table[1]; ch->real_abils.str = table[2]; ch->real_abils.dex = table[3]; ch->real_abils.con = table[4]; ch->real_abils.cha = table[5]; break; case CLASS_ROGUE: ch->real_abils.dex = table[0]; ch->real_abils.str = table[1]; ch->real_abils.con = table[2]; ch->real_abils.intel = table[3]; ch->real_abils.wis = table[4]; ch->real_abils.cha = table[5]; break; case CLASS_FIGHTER: ch->real_abils.str = table[0]; ch->real_abils.dex = table[1]; ch->real_abils.con = table[2]; ch->real_abils.wis = table[3]; ch->real_abils.intel = table[4]; ch->real_abils.cha = table[5]; case CLASS_BARBARIAN: ch->real_abils.str = table[0]; ch->real_abils.con = table[1]; ch->real_abils.dex = table[2]; ch->real_abils.wis = table[3]; ch->real_abils.intel = table[4]; ch->real_abils.cha = table[5]; break; case CLASS_RANGER: ch->real_abils.dex = table[0]; ch->real_abils.con = table[1]; ch->real_abils.str = table[2]; ch->real_abils.wis = table[3]; ch->real_abils.intel = table[4]; ch->real_abils.cha = table[5]; break; case CLASS_BARD: ch->real_abils.cha = table[0]; ch->real_abils.dex = table[1]; ch->real_abils.con = table[2]; ch->real_abils.intel = table[3]; ch->real_abils.wis = table[4]; ch->real_abils.str = table[5]; break; case CLASS_DRUID: ch->real_abils.wis = table[0]; ch->real_abils.dex = table[1]; ch->real_abils.con = table[2]; ch->real_abils.intel = table[3]; ch->real_abils.str = table[4]; ch->real_abils.cha = table[5]; break; } if (HAS_VALID_SPECIES(ch)) apply_species_bonuses(ch); else ch->aff_abils = ch->real_abils; } void roll_real_abils(struct char_data *ch) { if (ch && ch->stat_pref_use) roll_real_abils_preference(ch); else roll_real_abils_classic(ch); } /* Per-class skill caps */ #define DEFAULT_CLASS_SKILL_MAX 90 static int class_skill_maxes[NUM_CLASSES][MAX_SKILLS + 1]; static bool class_skill_caps_ready = FALSE; static int clamp_skill_max(int max) { if (max < 0) return 0; if (max > 100) return 100; return max; } static void apply_class_skill(int chclass, struct char_data *ch, int skill, int start, int max) { if (ch) SET_SKILL(ch, skill, start); if (chclass >= 0 && chclass < NUM_CLASSES && skill >= 0 && skill <= MAX_SKILLS) class_skill_maxes[chclass][skill] = clamp_skill_max(max); } static void apply_class_skills(int chclass, struct char_data *ch) { switch (chclass) { case CLASS_SORCEROR: apply_class_skill(chclass, ch, SPELL_MAGIC_MISSILE, 5, 90); apply_class_skill(chclass, ch, SPELL_DETECT_INVIS, 5, 90); apply_class_skill(chclass, ch, SPELL_DETECT_MAGIC, 5, 90); apply_class_skill(chclass, ch, SPELL_CHILL_TOUCH, 5, 90); apply_class_skill(chclass, ch, SPELL_INFRAVISION, 5, 90); apply_class_skill(chclass, ch, SPELL_INVISIBLE, 5, 90); apply_class_skill(chclass, ch, SPELL_ARMOR, 5, 90); apply_class_skill(chclass, ch, SPELL_BURNING_HANDS, 5, 90); apply_class_skill(chclass, ch, SPELL_LOCATE_OBJECT, 5, 90); apply_class_skill(chclass, ch, SPELL_STRENGTH, 5, 90); apply_class_skill(chclass, ch, SPELL_SHOCKING_GRASP, 5, 90); apply_class_skill(chclass, ch, SPELL_SLEEP, 5, 90); apply_class_skill(chclass, ch, SPELL_LIGHTNING_BOLT, 5, 90); apply_class_skill(chclass, ch, SPELL_BLINDNESS, 5, 90); apply_class_skill(chclass, ch, SPELL_DETECT_POISON, 5, 90); apply_class_skill(chclass, ch, SPELL_COLOR_SPRAY, 5, 90); apply_class_skill(chclass, ch, SPELL_ENERGY_DRAIN, 5, 90); apply_class_skill(chclass, ch, SPELL_CURSE, 5, 90); apply_class_skill(chclass, ch, SPELL_POISON, 5, 90); apply_class_skill(chclass, ch, SPELL_FIREBALL, 5, 90); apply_class_skill(chclass, ch, SPELL_CHARM, 5, 90); apply_class_skill(chclass, ch, SPELL_IDENTIFY, 5, 90); apply_class_skill(chclass, ch, SPELL_FLY, 5, 90); apply_class_skill(chclass, ch, SPELL_ENCHANT_WEAPON, 5, 90); apply_class_skill(chclass, ch, SPELL_CLONE, 5, 90); apply_class_skill(chclass, ch, SKILL_UNARMED, 5, 90); apply_class_skill(chclass, ch, SKILL_ARCANA, 5, 90); apply_class_skill(chclass, ch, SKILL_HISTORY, 5, 90); apply_class_skill(chclass, ch, SKILL_INSIGHT, 5, 90); break; case CLASS_CLERIC: apply_class_skill(chclass, ch, SPELL_CURE_LIGHT, 5, 90); apply_class_skill(chclass, ch, SPELL_ARMOR, 5, 90); apply_class_skill(chclass, ch, SPELL_CREATE_FOOD, 5, 90); apply_class_skill(chclass, ch, SPELL_CREATE_WATER, 5, 90); apply_class_skill(chclass, ch, SPELL_DETECT_POISON, 5, 90); apply_class_skill(chclass, ch, SPELL_DETECT_ALIGN, 5, 90); apply_class_skill(chclass, ch, SPELL_CURE_BLIND, 5, 90); apply_class_skill(chclass, ch, SPELL_BLESS, 5, 90); apply_class_skill(chclass, ch, SPELL_DETECT_INVIS, 5, 90); apply_class_skill(chclass, ch, SPELL_BLINDNESS, 5, 90); apply_class_skill(chclass, ch, SPELL_INFRAVISION, 5, 90); apply_class_skill(chclass, ch, SPELL_PROT_FROM_EVIL, 5, 90); apply_class_skill(chclass, ch, SPELL_POISON, 5, 90); apply_class_skill(chclass, ch, SPELL_GROUP_ARMOR, 5, 90); apply_class_skill(chclass, ch, SPELL_CURE_CRITIC, 5, 90); apply_class_skill(chclass, ch, SPELL_SUMMON, 5, 90); apply_class_skill(chclass, ch, SPELL_REMOVE_POISON, 5, 90); apply_class_skill(chclass, ch, SPELL_IDENTIFY, 5, 90); apply_class_skill(chclass, ch, SPELL_WORD_OF_RECALL, 5, 90); apply_class_skill(chclass, ch, SPELL_DARKNESS, 5, 90); apply_class_skill(chclass, ch, SPELL_EARTHQUAKE, 5, 90); apply_class_skill(chclass, ch, SPELL_DISPEL_EVIL, 5, 90); apply_class_skill(chclass, ch, SPELL_DISPEL_GOOD, 5, 90); apply_class_skill(chclass, ch, SPELL_SANCTUARY, 5, 90); apply_class_skill(chclass, ch, SPELL_CALL_LIGHTNING, 5, 90); apply_class_skill(chclass, ch, SPELL_HEAL, 5, 90); apply_class_skill(chclass, ch, SPELL_CONTROL_WEATHER, 5, 90); apply_class_skill(chclass, ch, SPELL_SENSE_LIFE, 5, 90); apply_class_skill(chclass, ch, SPELL_HARM, 5, 90); apply_class_skill(chclass, ch, SPELL_GROUP_HEAL, 5, 90); apply_class_skill(chclass, ch, SPELL_REMOVE_CURSE, 5, 90); apply_class_skill(chclass, ch, SKILL_SHIELD_USE, 5, 90); apply_class_skill(chclass, ch, SKILL_ACROBATICS, 5, 90); apply_class_skill(chclass, ch, SKILL_ARCANA, 5, 90); apply_class_skill(chclass, ch, SKILL_RELIGION, 5, 90); break; case CLASS_ROGUE: apply_class_skill(chclass, ch, SKILL_STEALTH, 5, 90); apply_class_skill(chclass, ch, SKILL_TRACK, 5, 90); apply_class_skill(chclass, ch, SKILL_BACKSTAB, 5, 90); apply_class_skill(chclass, ch, SKILL_PICK_LOCK, 5, 90); apply_class_skill(chclass, ch, SKILL_SLEIGHT_OF_HAND, 5, 90); apply_class_skill(chclass, ch, SKILL_UNARMED, 5, 90); apply_class_skill(chclass, ch, SKILL_SHIELD_USE, 5, 90); apply_class_skill(chclass, ch, SKILL_PIERCING_WEAPONS, 5, 90); apply_class_skill(chclass, ch, SKILL_PERCEPTION, 5, 90); apply_class_skill(chclass, ch, SKILL_ACROBATICS, 5, 90); apply_class_skill(chclass, ch, SKILL_DECEPTION, 5, 90); apply_class_skill(chclass, ch, SKILL_INVESTIGATION, 5, 90); break; case CLASS_FIGHTER: apply_class_skill(chclass, ch, SKILL_KICK, 5, 90); apply_class_skill(chclass, ch, SKILL_RESCUE, 5, 90); apply_class_skill(chclass, ch, SKILL_BANDAGE, 5, 90); apply_class_skill(chclass, ch, SKILL_BASH, 5, 90); apply_class_skill(chclass, ch, SKILL_UNARMED, 5, 90); apply_class_skill(chclass, ch, SKILL_SLASHING_WEAPONS, 5, 90); apply_class_skill(chclass, ch, SKILL_PIERCING_WEAPONS, 5, 90); apply_class_skill(chclass, ch, SKILL_BLUDGEONING_WEAPONS, 5, 90); apply_class_skill(chclass, ch, SKILL_SHIELD_USE, 5, 90); apply_class_skill(chclass, ch, SKILL_PERCEPTION, 5, 90); apply_class_skill(chclass, ch, SKILL_ATHLETICS, 5, 90); apply_class_skill(chclass, ch, SKILL_INTIMIDATION, 5, 90); apply_class_skill(chclass, ch, SKILL_SURVIVAL, 5, 90); break; case CLASS_BARBARIAN: apply_class_skill(chclass, ch, SKILL_KICK, 5, 90); apply_class_skill(chclass, ch, SKILL_RESCUE, 5, 90); apply_class_skill(chclass, ch, SKILL_BANDAGE, 5, 90); apply_class_skill(chclass, ch, SKILL_WHIRLWIND, 5, 90); apply_class_skill(chclass, ch, SKILL_UNARMED, 5, 90); apply_class_skill(chclass, ch, SKILL_PIERCING_WEAPONS, 5, 90); apply_class_skill(chclass, ch, SKILL_BLUDGEONING_WEAPONS, 5, 90); apply_class_skill(chclass, ch, SKILL_PERCEPTION, 5, 90); apply_class_skill(chclass, ch, SKILL_ATHLETICS, 5, 90); apply_class_skill(chclass, ch, SKILL_INTIMIDATION, 5, 90); break; case CLASS_RANGER: apply_class_skill(chclass, ch, SKILL_BANDAGE, 5, 90); apply_class_skill(chclass, ch, SKILL_TRACK, 5, 90); apply_class_skill(chclass, ch, SKILL_BASH, 5, 90); apply_class_skill(chclass, ch, SKILL_SLEIGHT_OF_HAND, 5, 90); apply_class_skill(chclass, ch, SKILL_UNARMED, 5, 90); apply_class_skill(chclass, ch, SKILL_SLASHING_WEAPONS, 5, 90); apply_class_skill(chclass, ch, SKILL_PIERCING_WEAPONS, 5, 90); apply_class_skill(chclass, ch, SKILL_SHIELD_USE, 5, 90); apply_class_skill(chclass, ch, SKILL_PERCEPTION, 5, 90); apply_class_skill(chclass, ch, SKILL_NATURE, 5, 90); apply_class_skill(chclass, ch, SKILL_ANIMAL_HANDLING, 5, 90); apply_class_skill(chclass, ch, SKILL_SURVIVAL, 5, 90); apply_class_skill(chclass, ch, SKILL_ATHLETICS, 5, 90); apply_class_skill(chclass, ch, SKILL_PERSUASION, 5, 90); apply_class_skill(chclass, ch, SKILL_STEALTH, 5, 90); break; case CLASS_BARD: apply_class_skill(chclass, ch, SPELL_ARMOR, 5, 90); apply_class_skill(chclass, ch, SPELL_IDENTIFY, 5, 90); apply_class_skill(chclass, ch, SKILL_BANDAGE, 5, 90); apply_class_skill(chclass, ch, SKILL_TRACK, 5, 90); apply_class_skill(chclass, ch, SKILL_PICK_LOCK, 5, 90); apply_class_skill(chclass, ch, SKILL_SLEIGHT_OF_HAND, 5, 90); apply_class_skill(chclass, ch, SKILL_UNARMED, 5, 90); apply_class_skill(chclass, ch, SKILL_PIERCING_WEAPONS, 5, 90); apply_class_skill(chclass, ch, SKILL_SHIELD_USE, 5, 90); apply_class_skill(chclass, ch, SKILL_PERCEPTION, 5, 90); apply_class_skill(chclass, ch, SKILL_ACROBATICS, 5, 90); apply_class_skill(chclass, ch, SKILL_HISTORY, 5, 90); apply_class_skill(chclass, ch, SKILL_INVESTIGATION, 5, 90); apply_class_skill(chclass, ch, SKILL_SURVIVAL, 5, 90); apply_class_skill(chclass, ch, SKILL_STEALTH, 5, 90); break; case CLASS_DRUID: apply_class_skill(chclass, ch, SPELL_DETECT_INVIS, 5, 90); apply_class_skill(chclass, ch, SPELL_DETECT_MAGIC, 5, 90); apply_class_skill(chclass, ch, SPELL_LOCATE_OBJECT, 5, 90); apply_class_skill(chclass, ch, SKILL_BANDAGE, 5, 90); apply_class_skill(chclass, ch, SKILL_TRACK, 5, 90); apply_class_skill(chclass, ch, SKILL_UNARMED, 5, 90); apply_class_skill(chclass, ch, SKILL_PIERCING_WEAPONS, 5, 90); apply_class_skill(chclass, ch, SKILL_SHIELD_USE, 5, 90); apply_class_skill(chclass, ch, SKILL_PERCEPTION, 5, 90); apply_class_skill(chclass, ch, SKILL_ACROBATICS, 5, 90); apply_class_skill(chclass, ch, SKILL_ARCANA, 5, 90); apply_class_skill(chclass, ch, SKILL_HISTORY, 5, 90); apply_class_skill(chclass, ch, SKILL_INSIGHT, 5, 90); apply_class_skill(chclass, ch, SKILL_INVESTIGATION, 5, 90); apply_class_skill(chclass, ch, SKILL_PERSUASION, 5, 90); apply_class_skill(chclass, ch, SKILL_RELIGION, 5, 90); apply_class_skill(chclass, ch, SKILL_SURVIVAL, 5, 90); break; } } void init_class_skill_caps(void) { int chclass, skill; for (chclass = 0; chclass < NUM_CLASSES; chclass++) { for (skill = 0; skill <= MAX_SKILLS; skill++) class_skill_maxes[chclass][skill] = DEFAULT_CLASS_SKILL_MAX; } for (chclass = 0; chclass < NUM_CLASSES; chclass++) apply_class_skills(chclass, NULL); class_skill_caps_ready = TRUE; } int class_skill_max(int chclass, int skillnum) { if (!class_skill_caps_ready) return DEFAULT_CLASS_SKILL_MAX; if (chclass < 0 || chclass >= NUM_CLASSES) return DEFAULT_CLASS_SKILL_MAX; if (skillnum < 0 || skillnum > MAX_SKILLS) return DEFAULT_CLASS_SKILL_MAX; return class_skill_maxes[chclass][skillnum]; } void grant_class_skills(struct char_data *ch, bool reset) { int i; if (!ch) return; if (reset) for (i = 1; i <= MAX_SKILLS; i++) SET_SKILL(ch, i, 0); if (GET_CLASS(ch) < CLASS_SORCEROR || GET_CLASS(ch) >= NUM_CLASSES) return; apply_class_skills(GET_CLASS(ch), ch); } /* Some initializations for characters, including initial skills */ void do_start(struct char_data *ch) { int base_hit = 90; int base_mana = 100; int base_stamina = 90; GET_LEVEL(ch) = 1; GET_EXP(ch) = 1; roll_real_abils(ch); if (!get_species_base_points(GET_SPECIES(ch), &base_hit, &base_mana, &base_stamina)) { base_hit = 90; base_mana = 100; base_stamina = 90; } GET_MAX_HIT(ch) = base_hit; GET_MAX_MANA(ch) = base_mana; GET_MAX_STAMINA(ch) = base_stamina; grant_class_skills(ch, TRUE); grant_species_skills(ch); advance_level(ch); GET_HIT(ch) = GET_MAX_HIT(ch); GET_MANA(ch) = GET_MAX_MANA(ch); GET_STAMINA(ch) = GET_MAX_STAMINA(ch); GET_COND(ch, THIRST) = 24; GET_COND(ch, HUNGER) = 24; GET_COND(ch, DRUNK) = 0; if (CONFIG_SITEOK_ALL) SET_BIT_AR(PLR_FLAGS(ch), PLR_SITEOK); } /* This function controls the change to maxstamina, maxmana, and maxhp for each * class every time they gain a level. */ void advance_level(struct char_data *ch) { int add_hp, add_mana = 0, add_move = 0, i; if (GET_LEVEL(ch) >= LVL_IMMORT) { GET_MAX_HIT(ch) = 999; GET_MAX_MANA(ch) = 999; GET_MAX_STAMINA(ch) = 999; for (i = 0; i < 3; i++) GET_COND(ch, i) = (char) -1; SET_BIT_AR(PRF_FLAGS(ch), PRF_HOLYLIGHT); snoop_check(ch); save_char(ch); return; } add_hp = GET_ABILITY_MOD(GET_CON(ch)); switch (GET_CLASS(ch)) { case CLASS_SORCEROR: add_hp += rand_number(3, 8); add_mana = rand_number(GET_LEVEL(ch), (int)(1.5 * GET_LEVEL(ch))); add_mana = MIN(add_mana, 10); add_move = rand_number(0, 2); break; case CLASS_CLERIC: add_hp += rand_number(5, 10); add_mana = rand_number(GET_LEVEL(ch), (int)(1.5 * GET_LEVEL(ch))); add_mana = MIN(add_mana, 10); add_move = rand_number(0, 2); break; case CLASS_ROGUE: add_hp += rand_number(7, 13); add_mana = 0; add_move = rand_number(1, 3); break; case CLASS_FIGHTER: add_hp += rand_number(10, 15); add_mana = 0; add_move = rand_number(1, 3); break; case CLASS_BARBARIAN: add_hp += rand_number(12, 18); add_mana = 0; add_move = rand_number(1, 3); break; case CLASS_RANGER: add_hp += rand_number(10, 15); add_mana = 0; add_move = rand_number(2, 4); break; case CLASS_BARD: add_hp += rand_number(7, 13); add_mana = rand_number(GET_LEVEL(ch), (int)(1.5 * GET_LEVEL(ch))); add_mana = MIN(add_mana, 10); add_move = rand_number(1, 3); break; case CLASS_DRUID: add_hp += rand_number(10, 15); add_mana = rand_number(GET_LEVEL(ch), (int)(1.5 * GET_LEVEL(ch))); add_mana = MIN(add_mana, 10); add_move = rand_number(1, 4); break; } ch->points.max_hit += MAX(1, add_hp); ch->points.max_stamina += MAX(1, add_move); if (GET_LEVEL(ch) > 1) ch->points.max_mana += add_mana; if (GET_LEVEL(ch) >= LVL_IMMORT) { for (i = 0; i < 3; i++) GET_COND(ch, i) = (char) -1; SET_BIT_AR(PRF_FLAGS(ch), PRF_HOLYLIGHT); } snoop_check(ch); save_char(ch); } /* This simply calculates the backstab multiplier based on a character's level. * This used to be an array, but was changed to be a function so that it would * be easier to add more levels to your MUD. This doesn't really create a big * performance hit because it's not used very often. */ int backstab_mult(int level) { if (level < LVL_IMMORT) return 2; /* mortal levels */ else return 20; /* immortals */ } /* invalid_class is used by handler.c to determine if a piece of equipment is * usable by a particular class. Class-based anti item flags are no longer * enforced. */ int invalid_class(struct char_data *ch, struct obj_data *obj) { (void) ch; (void) obj; return FALSE; } /* SPELLS AND SKILLS. This area defines which spells are assigned to which * classes, and the minimum level the character must be to use the spell or * skill. */ void init_spell_levels(void) { /* SORCERORS */ spell_level(SPELL_MAGIC_MISSILE, CLASS_SORCEROR, 1); spell_level(SPELL_DETECT_INVIS, CLASS_SORCEROR, 1); spell_level(SPELL_DETECT_MAGIC, CLASS_SORCEROR, 1); spell_level(SPELL_CHILL_TOUCH, CLASS_SORCEROR, 1); spell_level(SPELL_INFRAVISION, CLASS_SORCEROR, 1); spell_level(SPELL_INVISIBLE, CLASS_SORCEROR, 1); spell_level(SPELL_ARMOR, CLASS_SORCEROR, 1); spell_level(SPELL_BURNING_HANDS, CLASS_SORCEROR, 1); spell_level(SPELL_LOCATE_OBJECT, CLASS_SORCEROR, 1); spell_level(SPELL_STRENGTH, CLASS_SORCEROR, 1); spell_level(SPELL_SHOCKING_GRASP, CLASS_SORCEROR, 1); spell_level(SPELL_SLEEP, CLASS_SORCEROR, 1); spell_level(SPELL_LIGHTNING_BOLT, CLASS_SORCEROR, 1); spell_level(SPELL_BLINDNESS, CLASS_SORCEROR, 1); spell_level(SPELL_DETECT_POISON, CLASS_SORCEROR, 1); spell_level(SPELL_COLOR_SPRAY, CLASS_SORCEROR, 1); spell_level(SPELL_ENERGY_DRAIN, CLASS_SORCEROR, 1); spell_level(SPELL_CURSE, CLASS_SORCEROR, 1); spell_level(SPELL_POISON, CLASS_SORCEROR, 1); spell_level(SPELL_FIREBALL, CLASS_SORCEROR, 1); spell_level(SPELL_CHARM, CLASS_SORCEROR, 1); spell_level(SPELL_IDENTIFY, CLASS_SORCEROR, 1); spell_level(SPELL_FLY, CLASS_SORCEROR, 1); spell_level(SPELL_ENCHANT_WEAPON, CLASS_SORCEROR, 1); spell_level(SPELL_CLONE, CLASS_SORCEROR, 1); spell_level(SKILL_UNARMED, CLASS_SORCEROR, 1); spell_level(SKILL_ARCANA, CLASS_SORCEROR, 1); spell_level(SKILL_HISTORY, CLASS_SORCEROR, 1); spell_level(SKILL_INSIGHT, CLASS_SORCEROR, 1); /* CLERICS */ spell_level(SPELL_CURE_LIGHT, CLASS_CLERIC, 1); spell_level(SPELL_ARMOR, CLASS_CLERIC, 1); spell_level(SPELL_CREATE_FOOD, CLASS_CLERIC, 1); spell_level(SPELL_CREATE_WATER, CLASS_CLERIC, 1); spell_level(SPELL_DETECT_POISON, CLASS_CLERIC, 1); spell_level(SPELL_DETECT_ALIGN, CLASS_CLERIC, 1); spell_level(SPELL_CURE_BLIND, CLASS_CLERIC, 1); spell_level(SPELL_BLESS, CLASS_CLERIC, 1); spell_level(SPELL_DETECT_INVIS, CLASS_CLERIC, 1); spell_level(SPELL_BLINDNESS, CLASS_CLERIC, 1); spell_level(SPELL_INFRAVISION, CLASS_CLERIC, 1); spell_level(SPELL_PROT_FROM_EVIL, CLASS_CLERIC, 1); spell_level(SPELL_POISON, CLASS_CLERIC, 1); spell_level(SPELL_GROUP_ARMOR, CLASS_CLERIC, 1); spell_level(SPELL_CURE_CRITIC, CLASS_CLERIC, 1); spell_level(SPELL_SUMMON, CLASS_CLERIC, 1); spell_level(SPELL_REMOVE_POISON, CLASS_CLERIC, 1); spell_level(SPELL_IDENTIFY, CLASS_CLERIC, 1); spell_level(SPELL_WORD_OF_RECALL, CLASS_CLERIC, 1); spell_level(SPELL_DARKNESS, CLASS_CLERIC, 1); spell_level(SPELL_EARTHQUAKE, CLASS_CLERIC, 1); spell_level(SPELL_DISPEL_EVIL, CLASS_CLERIC, 1); spell_level(SPELL_DISPEL_GOOD, CLASS_CLERIC, 1); spell_level(SPELL_SANCTUARY, CLASS_CLERIC, 1); spell_level(SPELL_CALL_LIGHTNING, CLASS_CLERIC, 1); spell_level(SPELL_HEAL, CLASS_CLERIC, 1); spell_level(SPELL_CONTROL_WEATHER, CLASS_CLERIC, 1); spell_level(SPELL_SENSE_LIFE, CLASS_CLERIC, 1); spell_level(SPELL_HARM, CLASS_CLERIC, 1); spell_level(SPELL_GROUP_HEAL, CLASS_CLERIC, 1); spell_level(SPELL_REMOVE_CURSE, CLASS_CLERIC, 1); spell_level(SKILL_SHIELD_USE, CLASS_CLERIC, 1); spell_level(SKILL_ACROBATICS, CLASS_CLERIC, 1); spell_level(SKILL_ARCANA, CLASS_CLERIC, 1); spell_level(SKILL_RELIGION, CLASS_CLERIC, 1); /* ROGUES */ spell_level(SKILL_PICK_LOCK, CLASS_ROGUE, 1); spell_level(SKILL_BACKSTAB, CLASS_ROGUE, 1); spell_level(SKILL_TRACK, CLASS_ROGUE, 1); spell_level(SKILL_UNARMED, CLASS_ROGUE, 1); spell_level(SKILL_PIERCING_WEAPONS, CLASS_ROGUE, 1); spell_level(SKILL_SHIELD_USE, CLASS_ROGUE, 1); spell_level(SKILL_PERCEPTION, CLASS_ROGUE, 1); spell_level(SKILL_SLEIGHT_OF_HAND, CLASS_ROGUE, 1); spell_level(SKILL_STEALTH, CLASS_ROGUE, 1); spell_level(SKILL_ACROBATICS, CLASS_ROGUE, 1); spell_level(SKILL_DECEPTION, CLASS_ROGUE, 1); spell_level(SKILL_INVESTIGATION, CLASS_ROGUE, 1); /* FIGHTERS */ spell_level(SKILL_KICK, CLASS_FIGHTER, 1); spell_level(SKILL_RESCUE, CLASS_FIGHTER, 1); spell_level(SKILL_BANDAGE, CLASS_FIGHTER, 1); spell_level(SKILL_BASH, CLASS_FIGHTER, 1); spell_level(SKILL_UNARMED, CLASS_FIGHTER, 1); spell_level(SKILL_SLASHING_WEAPONS, CLASS_FIGHTER, 1); spell_level(SKILL_PIERCING_WEAPONS, CLASS_FIGHTER, 1); spell_level(SKILL_BLUDGEONING_WEAPONS, CLASS_FIGHTER, 1); spell_level(SKILL_SHIELD_USE, CLASS_FIGHTER, 1); spell_level(SKILL_PERCEPTION, CLASS_FIGHTER, 1); spell_level(SKILL_ATHLETICS, CLASS_FIGHTER, 1); spell_level(SKILL_INTIMIDATION, CLASS_FIGHTER, 1); spell_level(SKILL_SURVIVAL, CLASS_FIGHTER, 1); /* BARBARIANS */ spell_level(SKILL_KICK, CLASS_BARBARIAN, 1); spell_level(SKILL_RESCUE, CLASS_BARBARIAN, 1); spell_level(SKILL_BANDAGE, CLASS_BARBARIAN, 1); spell_level(SKILL_WHIRLWIND, CLASS_BARBARIAN, 1); spell_level(SKILL_UNARMED, CLASS_BARBARIAN, 1); spell_level(SKILL_PIERCING_WEAPONS, CLASS_BARBARIAN, 1); spell_level(SKILL_BLUDGEONING_WEAPONS, CLASS_BARBARIAN, 1); spell_level(SKILL_PERCEPTION, CLASS_BARBARIAN, 1); spell_level(SKILL_ATHLETICS, CLASS_BARBARIAN, 1); spell_level(SKILL_INTIMIDATION, CLASS_BARBARIAN, 1); /* RANGERS */ spell_level(SKILL_BANDAGE, CLASS_RANGER, 1); spell_level(SKILL_TRACK, CLASS_RANGER, 1); spell_level(SKILL_BASH, CLASS_RANGER, 1); spell_level(SKILL_UNARMED, CLASS_RANGER, 1); spell_level(SKILL_SLASHING_WEAPONS, CLASS_RANGER, 1); spell_level(SKILL_PIERCING_WEAPONS, CLASS_RANGER, 1); spell_level(SKILL_SHIELD_USE, CLASS_RANGER, 1); spell_level(SKILL_PERCEPTION, CLASS_RANGER, 1); spell_level(SKILL_SLEIGHT_OF_HAND, CLASS_RANGER, 1); spell_level(SKILL_STEALTH, CLASS_RANGER, 1); spell_level(SKILL_NATURE, CLASS_RANGER, 1); spell_level(SKILL_ANIMAL_HANDLING, CLASS_RANGER, 1); spell_level(SKILL_SURVIVAL, CLASS_RANGER, 1); spell_level(SKILL_ATHLETICS, CLASS_RANGER, 1); spell_level(SKILL_PERSUASION, CLASS_RANGER, 1); /* BARDS */ spell_level(SPELL_ARMOR, CLASS_BARD, 1); spell_level(SPELL_IDENTIFY, CLASS_BARD, 1); spell_level(SKILL_BANDAGE, CLASS_BARD, 1); spell_level(SKILL_TRACK, CLASS_BARD, 1); spell_level(SKILL_PICK_LOCK, CLASS_BARD, 1); spell_level(SKILL_UNARMED, CLASS_BARD, 1); spell_level(SKILL_PIERCING_WEAPONS, CLASS_BARD, 1); spell_level(SKILL_SHIELD_USE, CLASS_BARD, 1); spell_level(SKILL_PERCEPTION, CLASS_BARD, 1); spell_level(SKILL_SLEIGHT_OF_HAND, CLASS_BARD, 1); spell_level(SKILL_ACROBATICS, CLASS_BARD, 1); spell_level(SKILL_HISTORY, CLASS_BARD, 1); spell_level(SKILL_INVESTIGATION, CLASS_BARD, 1); spell_level(SKILL_SURVIVAL, CLASS_BARD, 1); spell_level(SKILL_STEALTH, CLASS_BARD, 1); /* DRUIDS */ spell_level(SPELL_DETECT_INVIS, CLASS_DRUID, 1); spell_level(SPELL_DETECT_MAGIC, CLASS_DRUID, 1); spell_level(SPELL_LOCATE_OBJECT, CLASS_DRUID, 1); spell_level(SKILL_BANDAGE, CLASS_DRUID, 1); spell_level(SKILL_TRACK, CLASS_DRUID, 1); spell_level(SKILL_UNARMED, CLASS_DRUID, 1); spell_level(SKILL_PIERCING_WEAPONS, CLASS_DRUID, 1); spell_level(SKILL_SHIELD_USE, CLASS_DRUID, 1); spell_level(SKILL_PERCEPTION, CLASS_DRUID, 1); spell_level(SKILL_ACROBATICS, CLASS_DRUID, 1); spell_level(SKILL_ARCANA, CLASS_DRUID, 1); spell_level(SKILL_HISTORY, CLASS_DRUID, 1); spell_level(SKILL_INSIGHT, CLASS_DRUID, 1); spell_level(SKILL_INVESTIGATION, CLASS_DRUID, 1); spell_level(SKILL_PERSUASION, CLASS_DRUID, 1); spell_level(SKILL_RELIGION, CLASS_DRUID, 1); spell_level(SKILL_SURVIVAL, CLASS_DRUID, 1); } /* This is the exp given to implementors -- it must always be greater than the * exp required for immortality, plus at least 20,000 or so. */ #define EXP_MAX 10000000 /* Function to return the exp required for each class/level */ int level_exp(int chclass, int level) { if (level > LVL_IMPL || level < 0) { log("SYSERR: Requesting exp for invalid level %d!", level); return 0; } /* Gods have exp close to EXP_MAX. This statement should never have to * changed, regardless of how many mortal or immortal levels exist. */ if (level > LVL_IMMORT) { return EXP_MAX - ((LVL_IMPL - level) * 1000); } /* Exp required for normal mortals is below */ switch (chclass) { case CLASS_SORCEROR: switch (level) { case 0: return 0; case 1: return 1; case LVL_IMMORT: return 9999999; } break; case CLASS_CLERIC: switch (level) { case 0: return 0; case 1: return 1; case LVL_IMMORT: return 9999999; } break; case CLASS_ROGUE: switch (level) { case 0: return 0; case 1: return 1; case LVL_IMMORT: return 9999999; } break; case CLASS_FIGHTER: switch (level) { case 0: return 0; case 1: return 1; case LVL_IMMORT: return 9999999; } break; case CLASS_BARBARIAN: switch (level) { case 0: return 0; case 1: return 1; case LVL_IMMORT: return 9999999; } break; case CLASS_RANGER: switch (level) { case 0: return 0; case 1: return 1; case LVL_IMMORT: return 9999999; } break; case CLASS_BARD: switch (level) { case 0: return 0; case 1: return 1; case LVL_IMMORT: return 9999999; } break; case CLASS_DRUID: switch (level) { case 0: return 0; case 1: return 1; case LVL_IMMORT: return 9999999; } break; } /* This statement should never be reached if the exp tables in this function * are set up properly. If you see exp of 123456 then the tables above are * incomplete. */ log("SYSERR: XP tables not set up correctly in class.c!"); return 123456; }