tbamud/src/class.c
2025-08-28 10:47:05 -07:00

1499 lines
44 KiB
C

/**************************************************************************
* 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"
/* Names first */
const char *class_abbrevs[] = {
"Mu",
"Cl",
"Th",
"Wa",
"Ba",
"Ra",
"Br",
"Dr",
"\n"
};
const char *pc_class_types[] = {
"Magic User",
"Cleric",
"Thief",
"Warrior",
"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"
" [\t(T\t)]hief\r\n"
" [\t(W\t)]arrior\r\n"
" [\t(M\t)]agic-user\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 'm': return CLASS_MAGIC_USER;
case 'c': return CLASS_CLERIC;
case 'w': return CLASS_WARRIOR;
case 't': return CLASS_THIEF;
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);
}
/* These are definitions which control the guildmasters for each class.
* The first field (top line) controls the highest percentage skill level a
* character of the class is allowed to attain in any skill. (After this
* level, attempts to practice will say "You are already learned in this area."
*
* The second line controls the maximum percent gain in learnedness a character
* is allowed per practice -- in other words, if the random die throw comes out
* higher than this number, the gain will only be this number instead.
*
* The third line controls the minimu percent gain in learnedness a character
* is allowed per practice -- in other words, if the random die throw comes
* out below this number, the gain will be set up to this number.
*
* The fourth line simply sets whether the character knows 'spells' or 'skills'.
* This does not affect anything except the message given to the character when
* trying to practice (i.e. "You know of the following spells" vs. "You know of
* the following skills" */
#define SPELL 0
#define SKILL 1
/* #define LEARNED_LEVEL 0 % known which is considered "learned" */
/* #define MAX_PER_PRAC 1 max percent gain in skill per practice */
/* #define MIN_PER_PRAC 2 min percent gain in skill per practice */
/* #define PRAC_TYPE 3 should it say 'spell' or 'skill'? */
int prac_params[4][NUM_CLASSES] = {
/* MAG CLE THE WAR BAR RAN BARD DRU */
{ 95, 95, 85, 80, 75, 85, 85, 95 }, /* learned level */
{ 100, 100, 12, 12, 11, 12, 13, 90 }, /* max per practice */
{ 25, 25, 0, 0, 0, 0, 25, 25 }, /* min per practice */
{ SPELL, SPELL, SKILL, SKILL, SKILL, SKILL, SKILL, SKILL }, /* prac name */
};
/* The appropriate rooms for each guildmaster/guildguard; controls which types
* of people the various guildguards let through. i.e., the first line shows
* that from room 3017, only MAGIC_USERS are allowed to go south. Don't forget
* to visit spec_assign.c if you create any new mobiles that should be a guild
* master or guard so they can act appropriately. If you "recycle" the
* existing mobs that are used in other guilds for your new guild, then you
* don't have to change that file, only here. Guildguards 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[] = {
/* Midgaard */
{ CLASS_MAGIC_USER, 3017, SOUTH },
{ CLASS_CLERIC, 3004, NORTH },
{ CLASS_THIEF, 3027, EAST },
{ CLASS_WARRIOR, 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}
};
/* Saving throws for : MCTW : PARA, ROD, PETRI, BREATH, SPELL. Levels 0-40. Do
* not forget to change extern declaration in magic.c if you add to this. */
byte saving_throws(int class_num, int type, int level)
{
switch (class_num) {
case CLASS_MAGIC_USER:
switch (type) {
case SAVING_PARA: /* Paralyzation */
switch (level) {
case 0: return 90;
case 1: return 70;
case 2: return 0;
case 3: return 0;
case 4: return 0;
case 5: return 0;
default:
log("SYSERR: Missing level for mage paralyzation saving throw.");
break;
}
case SAVING_ROD: /* Rods */
switch (level) {
case 0: return 90;
case 1: return 55;
case 2: return 0;
case 3: return 0;
case 4: return 0;
case 5: return 0;
default:
log("SYSERR: Missing level for mage rod saving throw.");
break;
}
case SAVING_PETRI: /* Petrification */
switch (level) {
case 0: return 90;
case 1: return 65;
case 2: return 0;
case 3: return 0;
case 4: return 0;
case 5: return 0;
default:
log("SYSERR: Missing level for mage petrification saving throw.");
break;
}
case SAVING_BREATH: /* Breath weapons */
switch (level) {
case 0: return 90;
case 1: return 75;
case 2: return 0;
case 3: return 0;
case 4: return 0;
case 5: return 0;
default:
log("SYSERR: Missing level for mage breath saving throw.");
break;
}
case SAVING_SPELL: /* Generic spells */
switch (level) {
case 0: return 90;
case 1: return 60;
case 2: return 0;
case 3: return 0;
case 4: return 0;
case 5: return 0;
default:
log("SYSERR: Missing level for mage spell saving throw.");
break;
}
default:
log("SYSERR: Invalid saving throw type.");
break;
}
break;
case CLASS_CLERIC:
switch (type) {
case SAVING_PARA: /* Paralyzation */
switch (level) {
case 0: return 90;
case 1: return 60;
case 2: return 0;
case 3: return 0;
case 4: return 0;
case 5: return 0;
default:
log("SYSERR: Missing level for cleric paralyzation saving throw.");
break;
}
case SAVING_ROD: /* Rods */
switch (level) {
case 0: return 90;
case 1: return 70;
case 2: return 0;
case 3: return 0;
case 4: return 0;
case 5: return 0;
default:
log("SYSERR: Missing level for cleric rod saving throw.");
break;
}
case SAVING_PETRI: /* Petrification */
switch (level) {
case 0: return 90;
case 1: return 65;
case 2: return 0;
case 3: return 0;
case 4: return 0;
case 5: return 0;
default:
log("SYSERR: Missing level for cleric petrification saving throw.");
break;
}
case SAVING_BREATH: /* Breath weapons */
switch (level) {
case 0: return 90;
case 1: return 80;
case 2: return 0;
case 3: return 0;
case 4: return 0;
case 5: return 0;
default:
log("SYSERR: Missing level for cleric breath saving throw.");
break;
}
case SAVING_SPELL: /* Generic spells */
switch (level) {
case 0: return 90;
case 1: return 75;
case 2: return 0;
case 3: return 0;
case 4: return 0;
case 5: return 0;
default:
log("SYSERR: Missing level for cleric spell saving throw.");
break;
}
default:
log("SYSERR: Invalid saving throw type.");
break;
}
break;
case CLASS_THIEF:
switch (type) {
case SAVING_PARA: /* Paralyzation */
switch (level) {
case 0: return 90;
case 1: return 65;
case 2: return 0;
case 3: return 0;
case 4: return 0;
case 5: return 0;
default:
log("SYSERR: Missing level for thief paralyzation saving throw.");
break;
}
case SAVING_ROD: /* Rods */
switch (level) {
case 0: return 90;
case 1: return 70;
case 2: return 0;
case 3: return 0;
case 4: return 0;
case 5: return 0;
default:
log("SYSERR: Missing level for thief rod saving throw.");
break;
}
case SAVING_PETRI: /* Petrification */
switch (level) {
case 0: return 90;
case 1: return 60;
case 2: return 0;
case 3: return 0;
case 4: return 0;
case 5: return 0;
default:
log("SYSERR: Missing level for thief petrification saving throw.");
break;
}
case SAVING_BREATH: /* Breath weapons */
switch (level) {
case 0: return 90;
case 1: return 80;
case 2: return 0;
case 3: return 0;
case 4: return 0;
case 5: return 0;
default:
log("SYSERR: Missing level for thief breath saving throw.");
break;
}
case SAVING_SPELL: /* Generic spells */
switch (level) {
case 0: return 90;
case 1: return 75;
case 2: return 0;
case 3: return 0;
case 4: return 0;
case 5: return 0;
default:
log("SYSERR: Missing level for thief spell saving throw.");
break;
}
default:
log("SYSERR: Invalid saving throw type.");
break;
}
break;
case CLASS_WARRIOR:
switch (type) {
case SAVING_PARA: /* Paralyzation */
switch (level) {
case 0: return 90;
case 1: return 70;
case 2: return 0;
case 3: return 0;
case 4: return 0;
case 5: return 0;
default:
log("SYSERR: Missing level for warrior paralyzation saving throw.");
break;
}
case SAVING_ROD: /* Rods */
switch (level) {
case 0: return 90;
case 1: return 80;
case 2: return 0;
case 3: return 0;
case 4: return 0;
case 5: return 0;
default:
log("SYSERR: Missing level for warrior rod saving throw.");
break;
}
case SAVING_PETRI: /* Petrification */
switch (level) {
case 0: return 90;
case 1: return 75;
case 2: return 0;
case 3: return 0;
case 4: return 0;
case 5: return 0;
default:
log("SYSERR: Missing level for warrior petrification saving throw.");
break;
}
case SAVING_BREATH: /* Breath weapons */
switch (level) {
case 0: return 90;
case 1: return 85;
case 2: return 0;
case 3: return 0;
case 4: return 0;
case 5: return 0;
default:
log("SYSERR: Missing level for warrior breath saving throw.");
break;
}
case SAVING_SPELL: /* Generic spells */
switch (level) {
case 0: return 90;
case 1: return 85;
case 2: return 0;
case 3: return 0;
case 4: return 0;
case 5: return 0;
default:
log("SYSERR: Missing level for warrior spell saving throw.");
break;
}
default:
log("SYSERR: Invalid saving throw type.");
break;
}
case CLASS_BARBARIAN:
switch (type) {
case SAVING_PARA: /* Paralyzation */
switch (level) {
case 0: return 80;
case 1: return 60;
case 2: return 0;
case 3: return 0;
case 4: return 0;
case 5: return 0;
default:
log("SYSERR: Missing level for barbarian paralyzation saving throw.");
break;
}
case SAVING_ROD: /* Rods */
switch (level) {
case 0: return 90;
case 1: return 80;
case 2: return 0;
case 3: return 0;
case 4: return 0;
case 5: return 0;
default:
log("SYSERR: Missing level for barbarian rod saving throw.");
break;
}
case SAVING_PETRI: /* Petrification */
switch (level) {
case 0: return 70;
case 1: return 65;
case 2: return 0;
case 3: return 0;
case 4: return 0;
case 5: return 0;
default:
log("SYSERR: Missing level for barbarian petrification saving throw.");
break;
}
case SAVING_BREATH: /* Breath weapons */
switch (level) {
case 0: return 90;
case 1: return 85;
case 2: return 0;
case 3: return 0;
case 4: return 0;
case 5: return 0;
default:
log("SYSERR: Missing level for barbarian breath saving throw.");
break;
}
case SAVING_SPELL: /* Generic spells */
switch (level) {
case 0: return 90;
case 1: return 85;
case 2: return 0;
case 3: return 0;
case 4: return 0;
case 5: return 0;
default:
log("SYSERR: Missing level for barbarian spell saving throw.");
break;
}
default:
log("SYSERR: Invalid saving throw type.");
break;
}
break;
case CLASS_RANGER:
switch (type) {
case SAVING_PARA: /* Paralyzation */
switch (level) {
case 0: return 75;
case 1: return 70;
case 2: return 0;
case 3: return 0;
case 4: return 0;
case 5: return 0;
default:
log("SYSERR: Missing level for ranger paralyzation saving throw.");
break;
}
case SAVING_ROD: /* Rods */
switch (level) {
case 0: return 85;
case 1: return 80;
case 2: return 0;
case 3: return 0;
case 4: return 0;
case 5: return 0;
default:
log("SYSERR: Missing level for ranger rod saving throw.");
break;
}
case SAVING_PETRI: /* Petrification */
switch (level) {
case 0: return 80;
case 1: return 75;
case 2: return 0;
case 3: return 0;
case 4: return 0;
case 5: return 0;
default:
log("SYSERR: Missing level for ranger petrification saving throw.");
break;
}
case SAVING_BREATH: /* Breath weapons */
switch (level) {
case 0: return 90;
case 1: return 85;
case 2: return 0;
case 3: return 0;
case 4: return 0;
case 5: return 0;
default:
log("SYSERR: Missing level for ranger breath saving throw.");
break;
}
case SAVING_SPELL: /* Generic spells */
switch (level) {
case 0: return 90;
case 1: return 85;
case 2: return 0;
case 3: return 0;
case 4: return 0;
case 5: return 0;
default:
log("SYSERR: Missing level for ranger spell saving throw.");
break;
}
default:
log("SYSERR: Invalid saving throw type.");
break;
}
break;
case CLASS_BARD:
switch (type) {
case SAVING_PARA: /* Paralyzation */
switch (level) {
case 0: return 90;
case 1: return 70;
case 2: return 0;
case 3: return 0;
case 4: return 0;
case 5: return 0;
default:
log("SYSERR: Missing level for bard paralyzation saving throw.");
break;
}
case SAVING_ROD: /* Rods */
switch (level) {
case 0: return 85;
case 1: return 80;
case 2: return 0;
case 3: return 0;
case 4: return 0;
case 5: return 0;
default:
log("SYSERR: Missing level for bard rod saving throw.");
break;
}
case SAVING_PETRI: /* Petrification */
switch (level) {
case 0: return 85;
case 1: return 75;
case 2: return 0;
case 3: return 0;
case 4: return 0;
case 5: return 0;
default:
log("SYSERR: Missing level for bard petrification saving throw.");
break;
}
case SAVING_BREATH: /* Breath weapons */
switch (level) {
case 0: return 85;
case 1: return 85;
case 2: return 0;
case 3: return 0;
case 4: return 0;
case 5: return 0;
default:
log("SYSERR: Missing level for bard breath saving throw.");
break;
}
case SAVING_SPELL: /* Generic spells */
switch (level) {
case 0: return 85;
case 1: return 80;
case 2: return 0;
case 3: return 0;
case 4: return 0;
case 5: return 0;
default:
log("SYSERR: Missing level for bard spell saving throw.");
break;
}
default:
log("SYSERR: Invalid saving throw type.");
break;
}
break;
case CLASS_DRUID:
switch (type) {
case SAVING_PARA: /* Paralyzation */
switch (level) {
case 0: return 75;
case 1: return 70;
case 2: return 0;
case 3: return 0;
case 4: return 0;
case 5: return 0;
default:
log("SYSERR: Missing level for druid paralyzation saving throw.");
break;
}
case SAVING_ROD: /* Rods */
switch (level) {
case 0: return 80;
case 1: return 80;
case 2: return 0;
case 3: return 0;
case 4: return 0;
case 5: return 0;
default:
log("SYSERR: Missing level for druid rod saving throw.");
break;
}
case SAVING_PETRI: /* Petrification */
switch (level) {
case 0: return 90;
case 1: return 75;
case 2: return 0;
case 3: return 0;
case 4: return 0;
case 5: return 0;
default:
log("SYSERR: Missing level for druid petrification saving throw.");
break;
}
case SAVING_BREATH: /* Breath weapons */
switch (level) {
case 0: return 90;
case 1: return 85;
case 2: return 0;
case 3: return 0;
case 4: return 0;
case 5: return 0;
default:
log("SYSERR: Missing level for druid breath saving throw.");
break;
}
case SAVING_SPELL: /* Generic spells */
switch (level) {
case 0: return 85;
case 1: return 80;
case 2: return 0;
case 3: return 0;
case 4: return 0;
case 5: return 0;
default:
log("SYSERR: Missing level for druid spell saving throw.");
break;
}
default:
log("SYSERR: Invalid saving throw type.");
break;
}
break;
}
/* Should not get here unless something is wrong. */
return 100;
}
/* 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. */
void roll_real_abils(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];
}
}
ch->real_abils.str_add = 0;
switch (GET_CLASS(ch)) {
case CLASS_MAGIC_USER:
ch->real_abils.intel = table[0];
ch->real_abils.wis = table[1];
ch->real_abils.dex = table[2];
ch->real_abils.str = table[3];
ch->real_abils.con = table[4];
ch->real_abils.cha = 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_THIEF:
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_WARRIOR:
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];
if (ch->real_abils.str == 18)
ch->real_abils.str_add = rand_number(0, 100);
break;
case CLASS_BARBARIAN:
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_RANGER:
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_BARD:
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_DRUID:
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;
}
ch->aff_abils = ch->real_abils;
}
/* Some initializations for characters, including initial skills */
void do_start(struct char_data *ch)
{
GET_LEVEL(ch) = 1;
GET_EXP(ch) = 1;
set_title(ch, NULL);
roll_real_abils(ch);
GET_MAX_HIT(ch) = 10;
GET_MAX_MANA(ch) = 100;
GET_MAX_MOVE(ch) = 82;
switch (GET_CLASS(ch)) {
case CLASS_MAGIC_USER:
SET_SKILL(ch, SPELL_MAGIC_MISSILE, 5);
SET_SKILL(ch, SPELL_DETECT_INVIS, 5);
SET_SKILL(ch, SPELL_DETECT_MAGIC, 5);
SET_SKILL(ch, SPELL_CHILL_TOUCH, 5);
SET_SKILL(ch, SPELL_INFRAVISION, 5);
SET_SKILL(ch, SPELL_INVISIBLE, 5);
SET_SKILL(ch, SPELL_ARMOR, 5);
SET_SKILL(ch, SPELL_BURNING_HANDS, 5);
SET_SKILL(ch, SPELL_LOCATE_OBJECT, 5);
SET_SKILL(ch, SPELL_STRENGTH, 5);
SET_SKILL(ch, SPELL_SHOCKING_GRASP, 5);
SET_SKILL(ch, SPELL_SLEEP, 5);
SET_SKILL(ch, SPELL_LIGHTNING_BOLT, 5);
SET_SKILL(ch, SPELL_BLINDNESS, 5);
SET_SKILL(ch, SPELL_DETECT_POISON, 5);
SET_SKILL(ch, SPELL_COLOR_SPRAY, 5);
SET_SKILL(ch, SPELL_ENERGY_DRAIN, 5);
SET_SKILL(ch, SPELL_CURSE, 5);
SET_SKILL(ch, SPELL_POISON, 5);
SET_SKILL(ch, SPELL_FIREBALL, 5);
SET_SKILL(ch, SPELL_CHARM, 5);
SET_SKILL(ch, SPELL_IDENTIFY, 5);
SET_SKILL(ch, SPELL_FLY, 5);
SET_SKILL(ch, SPELL_ENCHANT_WEAPON, 5);
SET_SKILL(ch, SPELL_CLONE, 5);
SET_SKILL(ch, SKILL_UNARMED, 5);
break;
case CLASS_CLERIC:
SET_SKILL(ch, SPELL_CURE_LIGHT, 5);
SET_SKILL(ch, SPELL_ARMOR, 5);
SET_SKILL(ch, SPELL_CREATE_FOOD, 5);
SET_SKILL(ch, SPELL_CREATE_WATER, 5);
SET_SKILL(ch, SPELL_DETECT_POISON, 5);
SET_SKILL(ch, SPELL_DETECT_ALIGN, 5);
SET_SKILL(ch, SPELL_CURE_BLIND, 5);
SET_SKILL(ch, SPELL_BLESS, 5);
SET_SKILL(ch, SPELL_DETECT_INVIS, 5);
SET_SKILL(ch, SPELL_BLINDNESS, 5);
SET_SKILL(ch, SPELL_INFRAVISION, 5);
SET_SKILL(ch, SPELL_PROT_FROM_EVIL, 5);
SET_SKILL(ch, SPELL_POISON, 5);
SET_SKILL(ch, SPELL_GROUP_ARMOR, 5);
SET_SKILL(ch, SPELL_CURE_CRITIC, 5);
SET_SKILL(ch, SPELL_SUMMON, 5);
SET_SKILL(ch, SPELL_REMOVE_POISON, 5);
SET_SKILL(ch, SPELL_IDENTIFY, 5);
SET_SKILL(ch, SPELL_WORD_OF_RECALL, 5);
SET_SKILL(ch, SPELL_DARKNESS, 5);
SET_SKILL(ch, SPELL_EARTHQUAKE, 5);
SET_SKILL(ch, SPELL_DISPEL_EVIL, 5);
SET_SKILL(ch, SPELL_DISPEL_GOOD, 5);
SET_SKILL(ch, SPELL_SANCTUARY, 5);
SET_SKILL(ch, SPELL_CALL_LIGHTNING, 5);
SET_SKILL(ch, SPELL_HEAL, 5);
SET_SKILL(ch, SPELL_CONTROL_WEATHER, 5);
SET_SKILL(ch, SPELL_SENSE_LIFE, 5);
SET_SKILL(ch, SPELL_HARM, 5);
SET_SKILL(ch, SPELL_GROUP_HEAL, 5);
SET_SKILL(ch, SPELL_REMOVE_CURSE, 5);
SET_SKILL(ch, SKILL_SHIELD_USE, 5);
break;
case CLASS_THIEF:
SET_SKILL(ch, SKILL_SNEAK, 5);
SET_SKILL(ch, SKILL_HIDE, 5);
SET_SKILL(ch, SKILL_TRACK, 5);
SET_SKILL(ch, SKILL_STEAL, 5);
SET_SKILL(ch, SKILL_BACKSTAB, 5);
SET_SKILL(ch, SKILL_PICK_LOCK, 5);
SET_SKILL(ch, SKILL_UNARMED, 5);
SET_SKILL(ch, SKILL_SHIELD_USE, 5);
SET_SKILL(ch, SKILL_PIERCING_WEAPONS, 5);
SET_SKILL(ch, SKILL_PERCEPTION, 5);
break;
case CLASS_WARRIOR:
SET_SKILL(ch, SKILL_KICK, 5);
SET_SKILL(ch, SKILL_RESCUE, 5);
SET_SKILL(ch, SKILL_BANDAGE, 5);
SET_SKILL(ch, SKILL_BASH, 5);
SET_SKILL(ch, SKILL_UNARMED, 5);
SET_SKILL(ch, SKILL_SLASHING_WEAPONS, 5);
SET_SKILL(ch, SKILL_PIERCING_WEAPONS, 5);
SET_SKILL(ch, SKILL_BLUDGEONING_WEAPONS, 5);
SET_SKILL(ch, SKILL_SHIELD_USE, 5);
SET_SKILL(ch, SKILL_PERCEPTION, 5);
break;
case CLASS_BARBARIAN:
SET_SKILL(ch, SKILL_KICK, 5);
SET_SKILL(ch, SKILL_RESCUE, 5);
SET_SKILL(ch, SKILL_BANDAGE, 5);
SET_SKILL(ch, SKILL_WHIRLWIND, 5);
SET_SKILL(ch, SKILL_UNARMED, 5);
SET_SKILL(ch, SKILL_PIERCING_WEAPONS, 5);
SET_SKILL(ch, SKILL_BLUDGEONING_WEAPONS, 5);
SET_SKILL(ch, SKILL_PERCEPTION, 5);
break;
case CLASS_RANGER:
SET_SKILL(ch, SKILL_SNEAK, 5);
SET_SKILL(ch, SKILL_HIDE, 5);
SET_SKILL(ch, SKILL_BANDAGE, 5);
SET_SKILL(ch, SKILL_TRACK, 5);
SET_SKILL(ch, SKILL_BASH, 5);
SET_SKILL(ch, SKILL_UNARMED, 5);
SET_SKILL(ch, SKILL_SLASHING_WEAPONS, 5);
SET_SKILL(ch, SKILL_PIERCING_WEAPONS, 5);
SET_SKILL(ch, SKILL_SHIELD_USE, 5);
SET_SKILL(ch, SKILL_PERCEPTION, 5);
break;
case CLASS_BARD:
SET_SKILL(ch, SPELL_ARMOR, 5);
SET_SKILL(ch, SPELL_IDENTIFY, 5);
SET_SKILL(ch, SKILL_BANDAGE, 5);
SET_SKILL(ch, SKILL_TRACK, 5);
SET_SKILL(ch, SKILL_PICK_LOCK, 5);
SET_SKILL(ch, SKILL_UNARMED, 5);
SET_SKILL(ch, SKILL_PIERCING_WEAPONS, 5);
SET_SKILL(ch, SKILL_SHIELD_USE, 5);
SET_SKILL(ch, SKILL_PERCEPTION, 5);
break;
case CLASS_DRUID:
SET_SKILL(ch, SPELL_DETECT_INVIS, 5);
SET_SKILL(ch, SPELL_DETECT_MAGIC, 5);
SET_SKILL(ch, SPELL_LOCATE_OBJECT, 5);
SET_SKILL(ch, SKILL_BANDAGE, 5);
SET_SKILL(ch, SKILL_TRACK, 5);
SET_SKILL(ch, SKILL_UNARMED, 5);
SET_SKILL(ch, SKILL_PIERCING_WEAPONS, 5);
SET_SKILL(ch, SKILL_SHIELD_USE, 5);
SET_SKILL(ch, SKILL_PERCEPTION, 5);
break;
}
advance_level(ch);
GET_HIT(ch) = GET_MAX_HIT(ch);
GET_MANA(ch) = GET_MAX_MANA(ch);
GET_MOVE(ch) = GET_MAX_MOVE(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 maxmove, 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;
add_hp = con_app[GET_CON(ch)].hitp;
switch (GET_CLASS(ch)) {
case CLASS_MAGIC_USER:
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_THIEF:
add_hp += rand_number(7, 13);
add_mana = 0;
add_move = rand_number(1, 3);
break;
case CLASS_WARRIOR:
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_move += 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, based on the ITEM_ANTI_{class} bitvectors. */
int invalid_class(struct char_data *ch, struct obj_data *obj)
{
if (OBJ_FLAGGED(obj, ITEM_ANTI_MAGIC_USER) && IS_MAGIC_USER(ch))
return TRUE;
if (OBJ_FLAGGED(obj, ITEM_ANTI_CLERIC) && IS_CLERIC(ch))
return TRUE;
if (OBJ_FLAGGED(obj, ITEM_ANTI_WARRIOR) && IS_WARRIOR(ch))
return TRUE;
if (OBJ_FLAGGED(obj, ITEM_ANTI_THIEF) && IS_THIEF(ch))
return TRUE;
if (OBJ_FLAGGED(obj, ITEM_ANTI_BARBARIAN) && IS_BARBARIAN(ch))
return TRUE;
if (OBJ_FLAGGED(obj, ITEM_ANTI_RANGER) && IS_RANGER(ch))
return TRUE;
if (OBJ_FLAGGED(obj, ITEM_ANTI_BARD) && IS_BARD(ch))
return TRUE;
if (OBJ_FLAGGED(obj, ITEM_ANTI_DRUID) && IS_DRUID(ch))
return TRUE;
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)
{
/* MAGES */
spell_level(SPELL_MAGIC_MISSILE, CLASS_MAGIC_USER, 1);
spell_level(SPELL_DETECT_INVIS, CLASS_MAGIC_USER, 1);
spell_level(SPELL_DETECT_MAGIC, CLASS_MAGIC_USER, 1);
spell_level(SPELL_CHILL_TOUCH, CLASS_MAGIC_USER, 1);
spell_level(SPELL_INFRAVISION, CLASS_MAGIC_USER, 1);
spell_level(SPELL_INVISIBLE, CLASS_MAGIC_USER, 1);
spell_level(SPELL_ARMOR, CLASS_MAGIC_USER, 1);
spell_level(SPELL_BURNING_HANDS, CLASS_MAGIC_USER, 1);
spell_level(SPELL_LOCATE_OBJECT, CLASS_MAGIC_USER, 1);
spell_level(SPELL_STRENGTH, CLASS_MAGIC_USER, 1);
spell_level(SPELL_SHOCKING_GRASP, CLASS_MAGIC_USER, 1);
spell_level(SPELL_SLEEP, CLASS_MAGIC_USER, 1);
spell_level(SPELL_LIGHTNING_BOLT, CLASS_MAGIC_USER, 1);
spell_level(SPELL_BLINDNESS, CLASS_MAGIC_USER, 1);
spell_level(SPELL_DETECT_POISON, CLASS_MAGIC_USER, 1);
spell_level(SPELL_COLOR_SPRAY, CLASS_MAGIC_USER, 1);
spell_level(SPELL_ENERGY_DRAIN, CLASS_MAGIC_USER, 1);
spell_level(SPELL_CURSE, CLASS_MAGIC_USER, 1);
spell_level(SPELL_POISON, CLASS_MAGIC_USER, 1);
spell_level(SPELL_FIREBALL, CLASS_MAGIC_USER, 1);
spell_level(SPELL_CHARM, CLASS_MAGIC_USER, 1);
spell_level(SPELL_IDENTIFY, CLASS_MAGIC_USER, 1);
spell_level(SPELL_FLY, CLASS_MAGIC_USER, 1);
spell_level(SPELL_ENCHANT_WEAPON, CLASS_MAGIC_USER, 1);
spell_level(SPELL_CLONE, CLASS_MAGIC_USER, 1);
spell_level(SKILL_UNARMED, CLASS_MAGIC_USER, 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);
/* THIEVES */
spell_level(SKILL_SNEAK, CLASS_THIEF, 1);
spell_level(SKILL_PICK_LOCK, CLASS_THIEF, 1);
spell_level(SKILL_BACKSTAB, CLASS_THIEF, 1);
spell_level(SKILL_STEAL, CLASS_THIEF, 1);
spell_level(SKILL_HIDE, CLASS_THIEF, 1);
spell_level(SKILL_TRACK, CLASS_THIEF, 1);
spell_level(SKILL_UNARMED, CLASS_THIEF, 1);
spell_level(SKILL_PIERCING_WEAPONS, CLASS_THIEF, 1);
spell_level(SKILL_SHIELD_USE, CLASS_THIEF, 1);
spell_level(SKILL_PERCEPTION, CLASS_THIEF, 1);
/* WARRIORS */
spell_level(SKILL_KICK, CLASS_WARRIOR, 1);
spell_level(SKILL_RESCUE, CLASS_WARRIOR, 1);
spell_level(SKILL_BANDAGE, CLASS_WARRIOR, 1);
spell_level(SKILL_BASH, CLASS_WARRIOR, 1);
spell_level(SKILL_UNARMED, CLASS_WARRIOR, 1);
spell_level(SKILL_SLASHING_WEAPONS, CLASS_WARRIOR, 1);
spell_level(SKILL_PIERCING_WEAPONS, CLASS_WARRIOR, 1);
spell_level(SKILL_BLUDGEONING_WEAPONS, CLASS_WARRIOR, 1);
spell_level(SKILL_SHIELD_USE, CLASS_WARRIOR, 1);
spell_level(SKILL_PERCEPTION, CLASS_WARRIOR, 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_SLASHING_WEAPONS, CLASS_BARBARIAN, 1);
spell_level(SKILL_BLUDGEONING_WEAPONS, CLASS_BARBARIAN, 1);
spell_level(SKILL_PERCEPTION, CLASS_BARBARIAN, 1);
/* RANGERS */
spell_level(SKILL_SNEAK, CLASS_RANGER, 1);
spell_level(SKILL_HIDE, CLASS_RANGER, 1);
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);
/* 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);
/* 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);
}
/* 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_MAGIC_USER:
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_THIEF:
switch (level) {
case 0: return 0;
case 1: return 1;
case LVL_IMMORT: return 9999999;
}
break;
case CLASS_WARRIOR:
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;
}
/* Default titles of male characters. */
const char *title_male(int chclass, int level)
{
if (level <= 0 || level > LVL_IMPL)
return "the Man";
if (level == LVL_IMPL)
return "the Implementor";
switch (chclass) {
case CLASS_MAGIC_USER:
switch (level) {
case 1: return "the Apprentice of Magic";
case LVL_IMMORT: return "the Immortal Warlock";
case LVL_GOD: return "the Avatar of Magic";
case LVL_GRGOD: return "the God of Magic";
default: return "the Mage";
}
case CLASS_CLERIC:
switch (level) {
case 1: return "the Believer";
case LVL_IMMORT: return "the Immortal Cardinal";
case LVL_GOD: return "the Inquisitor";
case LVL_GRGOD: return "the God of Good and Evil";
default: return "the Cleric";
}
case CLASS_THIEF:
switch (level) {
case 1: return "the Pilferer";
case LVL_IMMORT: return "the Immortal Assassin";
case LVL_GOD: return "the Demi God of Thieves";
case LVL_GRGOD: return "the God of Thieves and Tradesmen";
default: return "the Thief";
}
case CLASS_WARRIOR:
switch(level) {
case 1: return "the Swordpupil";
case LVL_IMMORT: return "the Immortal Warlord";
case LVL_GOD: return "the Extirpator";
case LVL_GRGOD: return "the God of War";
default: return "the Warrior";
}
case CLASS_BARBARIAN:
switch(level) {
case 1: return "the Savage";
case LVL_IMMORT: return "the Immortal Conquerer";
case LVL_GOD: return "the Primal";
case LVL_GRGOD: return "the God of Blood and Thunder";
default: return "the Barbarian";
}
case CLASS_RANGER:
switch(level) {
case 1: return "the Pathfinder";
case LVL_IMMORT: return "the Immortal Trapmaster";
case LVL_GOD: return "the Wanderer";
case LVL_GRGOD: return "the God of the Hunt";
default: return "the Ranger";
}
case CLASS_BARD:
switch(level) {
case 1: return "the Singer";
case LVL_IMMORT: return "the Immortal Songwriter";
case LVL_GOD: return "the Musician";
case LVL_GRGOD: return "the God of Ballads";
default: return "the Bard";
}
case CLASS_DRUID:
switch(level) {
case 1: return "the Communer";
case LVL_IMMORT: return "the Immortal Augur";
case LVL_GOD: return "the Naturophile";
case LVL_GRGOD: return "the God of Nature";
default: return "the Druid";
}
}
/* Default title for classes which do not have titles defined */
return "the Classless";
}
/* Default titles of female characters. */
const char *title_female(int chclass, int level)
{
if (level <= 0 || level > LVL_IMPL)
return "the Woman";
if (level == LVL_IMPL)
return "the Implementress";
switch (chclass) {
case CLASS_MAGIC_USER:
switch (level) {
case 1: return "the Apprentice of Magic";
case LVL_IMMORT: return "the Immortal Enchantress";
case LVL_GOD: return "the Empress of Magic";
case LVL_GRGOD: return "the Goddess of Magic";
default: return "the Witch";
}
case CLASS_CLERIC:
switch (level) {
case 1: return "the Believer";
case LVL_IMMORT: return "the Immortal Priestess";
case LVL_GOD: return "the Inquisitress";
case LVL_GRGOD: return "the Goddess of Good and Evil";
default: return "the Cleric";
}
case CLASS_THIEF:
switch (level) {
case 1: return "the Pilferess";
case LVL_IMMORT: return "the Immortal Assassin";
case LVL_GOD: return "the Demi Goddess of Thieves";
case LVL_GRGOD: return "the Goddess of Thieves and Tradesmen";
default: return "the Thief";
}
case CLASS_WARRIOR:
switch(level) {
case 1: return "the Swordpupil";
case LVL_IMMORT: return "the Immortal Lady of War";
case LVL_GOD: return "the Queen of Destruction";
case LVL_GRGOD: return "the Goddess of War";
default: return "the Warrior";
}
case CLASS_BARBARIAN:
switch(level) {
case 1: return "the Savage";
case LVL_IMMORT: return "the Immortal Conquerer";
case LVL_GOD: return "the Primal";
case LVL_GRGOD: return "the Goddess of Blood and Thunder";
default: return "the Barbarian";
}
case CLASS_RANGER:
switch(level) {
case 1: return "the Pathfinder";
case LVL_IMMORT: return "the Immortal Trapmaster";
case LVL_GOD: return "the Wanderer";
case LVL_GRGOD: return "the Goddess of the Hunt";
default: return "the Ranger";
}
case CLASS_BARD:
switch(level) {
case 1: return "the Singer";
case LVL_IMMORT: return "the Immortal Songwriter";
case LVL_GOD: return "the Musician";
case LVL_GRGOD: return "the Goddess of Ballads";
default: return "the Bard";
}
case CLASS_DRUID:
switch(level) {
case 1: return "the Communer";
case LVL_IMMORT: return "the Immortal Augur";
case LVL_GOD: return "the Naturophile";
case LVL_GRGOD: return "the Goddess of Nature";
default: return "the Druid";
}
}
/* Default title for classes which do not have titles defined */
return "the Classless";
}