tbamud/src/class.c

2099 lines
59 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",
"\n"
};
const char *pc_class_types[] = {
"Magic User",
"Cleric",
"Thief",
"Warrior",
"\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";
/* 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;
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 */
{ 95, 95, 85, 80 }, /* learned level */
{ 100, 100, 12, 12 }, /* max per practice */
{ 25, 25, 0, 0 }, /* min per practice */
{ SPELL, SPELL, 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. */
struct guild_info_type guild_info[] = {
/* Midgaard */
{ CLASS_MAGIC_USER, 3017, SOUTH },
{ CLASS_CLERIC, 3004, NORTH },
{ CLASS_THIEF, 3027, EAST },
{ CLASS_WARRIOR, 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 69;
case 3: return 68;
case 4: return 67;
case 5: return 66;
case 6: return 65;
case 7: return 63;
case 8: return 61;
case 9: return 60;
case 10: return 59;
case 11: return 57;
case 12: return 55;
case 13: return 54;
case 14: return 53;
case 15: return 53;
case 16: return 52;
case 17: return 51;
case 18: return 50;
case 19: return 48;
case 20: return 46;
case 21: return 45;
case 22: return 44;
case 23: return 42;
case 24: return 40;
case 25: return 38;
case 26: return 36;
case 27: return 34;
case 28: return 32;
case 29: return 30;
case 30: return 28;
case 31: return 0;
case 32: return 0;
case 33: return 0;
case 34: return 0;
case 35: return 0;
case 36: return 0;
case 37: return 0;
case 38: return 0;
case 39: return 0;
case 40: 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 53;
case 3: return 51;
case 4: return 49;
case 5: return 47;
case 6: return 45;
case 7: return 43;
case 8: return 41;
case 9: return 40;
case 10: return 39;
case 11: return 37;
case 12: return 35;
case 13: return 33;
case 14: return 31;
case 15: return 30;
case 16: return 29;
case 17: return 27;
case 18: return 25;
case 19: return 23;
case 20: return 21;
case 21: return 20;
case 22: return 19;
case 23: return 17;
case 24: return 15;
case 25: return 14;
case 26: return 13;
case 27: return 12;
case 28: return 11;
case 29: return 10;
case 30: return 9;
case 31: return 0;
case 32: return 0;
case 33: return 0;
case 34: return 0;
case 35: return 0;
case 36: return 0;
case 37: return 0;
case 38: return 0;
case 39: return 0;
case 40: 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 63;
case 3: return 61;
case 4: return 59;
case 5: return 57;
case 6: return 55;
case 7: return 53;
case 8: return 51;
case 9: return 50;
case 10: return 49;
case 11: return 47;
case 12: return 45;
case 13: return 43;
case 14: return 41;
case 15: return 40;
case 16: return 39;
case 17: return 37;
case 18: return 35;
case 19: return 33;
case 20: return 31;
case 21: return 30;
case 22: return 29;
case 23: return 27;
case 24: return 25;
case 25: return 23;
case 26: return 21;
case 27: return 19;
case 28: return 17;
case 29: return 15;
case 30: return 13;
case 31: return 0;
case 32: return 0;
case 33: return 0;
case 34: return 0;
case 35: return 0;
case 36: return 0;
case 37: return 0;
case 38: return 0;
case 39: return 0;
case 40: 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 73;
case 3: return 71;
case 4: return 69;
case 5: return 67;
case 6: return 65;
case 7: return 63;
case 8: return 61;
case 9: return 60;
case 10: return 59;
case 11: return 57;
case 12: return 55;
case 13: return 53;
case 14: return 51;
case 15: return 50;
case 16: return 49;
case 17: return 47;
case 18: return 45;
case 19: return 43;
case 20: return 41;
case 21: return 40;
case 22: return 39;
case 23: return 37;
case 24: return 35;
case 25: return 33;
case 26: return 31;
case 27: return 29;
case 28: return 27;
case 29: return 25;
case 30: return 23;
case 31: return 0;
case 32: return 0;
case 33: return 0;
case 34: return 0;
case 35: return 0;
case 36: return 0;
case 37: return 0;
case 38: return 0;
case 39: return 0;
case 40: 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 58;
case 3: return 56;
case 4: return 54;
case 5: return 52;
case 6: return 50;
case 7: return 48;
case 8: return 46;
case 9: return 45;
case 10: return 44;
case 11: return 42;
case 12: return 40;
case 13: return 38;
case 14: return 36;
case 15: return 35;
case 16: return 34;
case 17: return 32;
case 18: return 30;
case 19: return 28;
case 20: return 26;
case 21: return 25;
case 22: return 24;
case 23: return 22;
case 24: return 20;
case 25: return 18;
case 26: return 16;
case 27: return 14;
case 28: return 12;
case 29: return 10;
case 30: return 8;
case 31: return 0;
case 32: return 0;
case 33: return 0;
case 34: return 0;
case 35: return 0;
case 36: return 0;
case 37: return 0;
case 38: return 0;
case 39: return 0;
case 40: 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 59;
case 3: return 48;
case 4: return 46;
case 5: return 45;
case 6: return 43;
case 7: return 40;
case 8: return 37;
case 9: return 35;
case 10: return 34;
case 11: return 33;
case 12: return 31;
case 13: return 30;
case 14: return 29;
case 15: return 27;
case 16: return 26;
case 17: return 25;
case 18: return 24;
case 19: return 23;
case 20: return 22;
case 21: return 21;
case 22: return 20;
case 23: return 18;
case 24: return 15;
case 25: return 14;
case 26: return 12;
case 27: return 10;
case 28: return 9;
case 29: return 8;
case 30: return 7;
case 31: return 0;
case 32: return 0;
case 33: return 0;
case 34: return 0;
case 35: return 0;
case 36: return 0;
case 37: return 0;
case 38: return 0;
case 39: return 0;
case 40: 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 69;
case 3: return 68;
case 4: return 66;
case 5: return 65;
case 6: return 63;
case 7: return 60;
case 8: return 57;
case 9: return 55;
case 10: return 54;
case 11: return 53;
case 12: return 51;
case 13: return 50;
case 14: return 49;
case 15: return 47;
case 16: return 46;
case 17: return 45;
case 18: return 44;
case 19: return 43;
case 20: return 42;
case 21: return 41;
case 22: return 40;
case 23: return 38;
case 24: return 35;
case 25: return 34;
case 26: return 32;
case 27: return 30;
case 28: return 29;
case 29: return 28;
case 30: return 27;
case 31: return 0;
case 32: return 0;
case 33: return 0;
case 34: return 0;
case 35: return 0;
case 36: return 0;
case 37: return 0;
case 38: return 0;
case 39: return 0;
case 40: 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 64;
case 3: return 63;
case 4: return 61;
case 5: return 60;
case 6: return 58;
case 7: return 55;
case 8: return 53;
case 9: return 50;
case 10: return 49;
case 11: return 48;
case 12: return 46;
case 13: return 45;
case 14: return 44;
case 15: return 43;
case 16: return 41;
case 17: return 40;
case 18: return 39;
case 19: return 38;
case 20: return 37;
case 21: return 36;
case 22: return 35;
case 23: return 33;
case 24: return 31;
case 25: return 29;
case 26: return 27;
case 27: return 25;
case 28: return 24;
case 29: return 23;
case 30: return 22;
case 31: return 0;
case 32: return 0;
case 33: return 0;
case 34: return 0;
case 35: return 0;
case 36: return 0;
case 37: return 0;
case 38: return 0;
case 39: return 0;
case 40: 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 79;
case 3: return 78;
case 4: return 76;
case 5: return 75;
case 6: return 73;
case 7: return 70;
case 8: return 67;
case 9: return 65;
case 10: return 64;
case 11: return 63;
case 12: return 61;
case 13: return 60;
case 14: return 59;
case 15: return 57;
case 16: return 56;
case 17: return 55;
case 18: return 54;
case 19: return 53;
case 20: return 52;
case 21: return 51;
case 22: return 50;
case 23: return 48;
case 24: return 45;
case 25: return 44;
case 26: return 42;
case 27: return 40;
case 28: return 39;
case 29: return 38;
case 30: return 37;
case 31: return 0;
case 32: return 0;
case 33: return 0;
case 34: return 0;
case 35: return 0;
case 36: return 0;
case 37: return 0;
case 38: return 0;
case 39: return 0;
case 40: 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 74;
case 3: return 73;
case 4: return 71;
case 5: return 70;
case 6: return 68;
case 7: return 65;
case 8: return 63;
case 9: return 60;
case 10: return 59;
case 11: return 58;
case 12: return 56;
case 13: return 55;
case 14: return 54;
case 15: return 53;
case 16: return 51;
case 17: return 50;
case 18: return 49;
case 19: return 48;
case 20: return 47;
case 21: return 46;
case 22: return 45;
case 23: return 43;
case 24: return 41;
case 25: return 39;
case 26: return 37;
case 27: return 35;
case 28: return 34;
case 29: return 33;
case 30: return 32;
case 31: return 0;
case 32: return 0;
case 33: return 0;
case 34: return 0;
case 35: return 0;
case 36: return 0;
case 37: return 0;
case 38: return 0;
case 39: return 0;
case 40: 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 64;
case 3: return 63;
case 4: return 62;
case 5: return 61;
case 6: return 60;
case 7: return 59;
case 8: return 58;
case 9: return 57;
case 10: return 56;
case 11: return 55;
case 12: return 54;
case 13: return 53;
case 14: return 52;
case 15: return 51;
case 16: return 50;
case 17: return 49;
case 18: return 48;
case 19: return 47;
case 20: return 46;
case 21: return 45;
case 22: return 44;
case 23: return 43;
case 24: return 42;
case 25: return 41;
case 26: return 40;
case 27: return 39;
case 28: return 38;
case 29: return 37;
case 30: return 36;
case 31: return 0;
case 32: return 0;
case 33: return 0;
case 34: return 0;
case 35: return 0;
case 36: return 0;
case 37: return 0;
case 38: return 0;
case 39: return 0;
case 40: 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 68;
case 3: return 66;
case 4: return 64;
case 5: return 62;
case 6: return 60;
case 7: return 58;
case 8: return 56;
case 9: return 54;
case 10: return 52;
case 11: return 50;
case 12: return 48;
case 13: return 46;
case 14: return 44;
case 15: return 42;
case 16: return 40;
case 17: return 38;
case 18: return 36;
case 19: return 34;
case 20: return 32;
case 21: return 30;
case 22: return 28;
case 23: return 26;
case 24: return 24;
case 25: return 22;
case 26: return 20;
case 27: return 18;
case 28: return 16;
case 29: return 14;
case 30: return 13;
case 31: return 0;
case 32: return 0;
case 33: return 0;
case 34: return 0;
case 35: return 0;
case 36: return 0;
case 37: return 0;
case 38: return 0;
case 39: return 0;
case 40: 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 59;
case 3: return 58;
case 4: return 58;
case 5: return 56;
case 6: return 55;
case 7: return 54;
case 8: return 53;
case 9: return 52;
case 10: return 51;
case 11: return 50;
case 12: return 49;
case 13: return 48;
case 14: return 47;
case 15: return 46;
case 16: return 45;
case 17: return 44;
case 18: return 43;
case 19: return 42;
case 20: return 41;
case 21: return 40;
case 22: return 39;
case 23: return 38;
case 24: return 37;
case 25: return 36;
case 26: return 35;
case 27: return 34;
case 28: return 33;
case 29: return 32;
case 30: return 31;
case 31: return 0;
case 32: return 0;
case 33: return 0;
case 34: return 0;
case 35: return 0;
case 36: return 0;
case 37: return 0;
case 38: return 0;
case 39: return 0;
case 40: 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 79;
case 3: return 78;
case 4: return 77;
case 5: return 76;
case 6: return 75;
case 7: return 74;
case 8: return 73;
case 9: return 72;
case 10: return 71;
case 11: return 70;
case 12: return 69;
case 13: return 68;
case 14: return 67;
case 15: return 66;
case 16: return 65;
case 17: return 64;
case 18: return 63;
case 19: return 62;
case 20: return 61;
case 21: return 60;
case 22: return 59;
case 23: return 58;
case 24: return 57;
case 25: return 56;
case 26: return 55;
case 27: return 54;
case 28: return 53;
case 29: return 52;
case 30: return 51;
case 31: return 0;
case 32: return 0;
case 33: return 0;
case 34: return 0;
case 35: return 0;
case 36: return 0;
case 37: return 0;
case 38: return 0;
case 39: return 0;
case 40: 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 73;
case 3: return 71;
case 4: return 69;
case 5: return 67;
case 6: return 65;
case 7: return 63;
case 8: return 61;
case 9: return 59;
case 10: return 57;
case 11: return 55;
case 12: return 53;
case 13: return 51;
case 14: return 49;
case 15: return 47;
case 16: return 45;
case 17: return 43;
case 18: return 41;
case 19: return 39;
case 20: return 37;
case 21: return 35;
case 22: return 33;
case 23: return 31;
case 24: return 29;
case 25: return 27;
case 26: return 25;
case 27: return 23;
case 28: return 21;
case 29: return 19;
case 30: return 17;
case 31: return 0;
case 32: return 0;
case 33: return 0;
case 34: return 0;
case 35: return 0;
case 36: return 0;
case 37: return 0;
case 38: return 0;
case 39: return 0;
case 40: 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 68;
case 3: return 67;
case 4: return 65;
case 5: return 62;
case 6: return 58;
case 7: return 55;
case 8: return 53;
case 9: return 52;
case 10: return 50;
case 11: return 47;
case 12: return 43;
case 13: return 40;
case 14: return 38;
case 15: return 37;
case 16: return 35;
case 17: return 32;
case 18: return 28;
case 19: return 25;
case 20: return 24;
case 21: return 23;
case 22: return 22;
case 23: return 20;
case 24: return 19;
case 25: return 17;
case 26: return 16;
case 27: return 15;
case 28: return 14;
case 29: return 13;
case 30: return 12;
case 31: return 11;
case 32: return 10;
case 33: return 9;
case 34: return 8;
case 35: return 7;
case 36: return 6;
case 37: return 5;
case 38: return 4;
case 39: return 3;
case 40: return 2;
case 41: return 1; /* Some mobiles. */
case 42: return 0;
case 43: return 0;
case 44: return 0;
case 45: return 0;
case 46: return 0;
case 47: return 0;
case 48: return 0;
case 49: return 0;
case 50: 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 78;
case 3: return 77;
case 4: return 75;
case 5: return 72;
case 6: return 68;
case 7: return 65;
case 8: return 63;
case 9: return 62;
case 10: return 60;
case 11: return 57;
case 12: return 53;
case 13: return 50;
case 14: return 48;
case 15: return 47;
case 16: return 45;
case 17: return 42;
case 18: return 38;
case 19: return 35;
case 20: return 34;
case 21: return 33;
case 22: return 32;
case 23: return 30;
case 24: return 29;
case 25: return 27;
case 26: return 26;
case 27: return 25;
case 28: return 24;
case 29: return 23;
case 30: return 22;
case 31: return 20;
case 32: return 18;
case 33: return 16;
case 34: return 14;
case 35: return 12;
case 36: return 10;
case 37: return 8;
case 38: return 6;
case 39: return 5;
case 40: return 4;
case 41: return 3;
case 42: return 2;
case 43: return 1;
case 44: return 0;
case 45: return 0;
case 46: return 0;
case 47: return 0;
case 48: return 0;
case 49: return 0;
case 50: 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 73;
case 3: return 72;
case 4: return 70;
case 5: return 67;
case 6: return 63;
case 7: return 60;
case 8: return 58;
case 9: return 57;
case 10: return 55;
case 11: return 52;
case 12: return 48;
case 13: return 45;
case 14: return 43;
case 15: return 42;
case 16: return 40;
case 17: return 37;
case 18: return 33;
case 19: return 30;
case 20: return 29;
case 21: return 28;
case 22: return 26;
case 23: return 25;
case 24: return 24;
case 25: return 23;
case 26: return 21;
case 27: return 20;
case 28: return 19;
case 29: return 18;
case 30: return 17;
case 31: return 16;
case 32: return 15;
case 33: return 14;
case 34: return 13;
case 35: return 12;
case 36: return 11;
case 37: return 10;
case 38: return 9;
case 39: return 8;
case 40: return 7;
case 41: return 6;
case 42: return 5;
case 43: return 4;
case 44: return 3;
case 45: return 2;
case 46: return 1;
case 47: return 0;
case 48: return 0;
case 49: return 0;
case 50: 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 83;
case 3: return 82;
case 4: return 80;
case 5: return 75;
case 6: return 70;
case 7: return 65;
case 8: return 63;
case 9: return 62;
case 10: return 60;
case 11: return 55;
case 12: return 50;
case 13: return 45;
case 14: return 43;
case 15: return 42;
case 16: return 40;
case 17: return 37;
case 18: return 33;
case 19: return 30;
case 20: return 29;
case 21: return 28;
case 22: return 26;
case 23: return 25;
case 24: return 24;
case 25: return 23;
case 26: return 21;
case 27: return 20;
case 28: return 19;
case 29: return 18;
case 30: return 17;
case 31: return 16;
case 32: return 15;
case 33: return 14;
case 34: return 13;
case 35: return 12;
case 36: return 11;
case 37: return 10;
case 38: return 9;
case 39: return 8;
case 40: return 7;
case 41: return 6;
case 42: return 5;
case 43: return 4;
case 44: return 3;
case 45: return 2;
case 46: return 1;
case 47: return 0;
case 48: return 0;
case 49: return 0;
case 50: 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 83;
case 3: return 82;
case 4: return 80;
case 5: return 77;
case 6: return 73;
case 7: return 70;
case 8: return 68;
case 9: return 67;
case 10: return 65;
case 11: return 62;
case 12: return 58;
case 13: return 55;
case 14: return 53;
case 15: return 52;
case 16: return 50;
case 17: return 47;
case 18: return 43;
case 19: return 40;
case 20: return 39;
case 21: return 38;
case 22: return 36;
case 23: return 35;
case 24: return 34;
case 25: return 33;
case 26: return 31;
case 27: return 30;
case 28: return 29;
case 29: return 28;
case 30: return 27;
case 31: return 25;
case 32: return 23;
case 33: return 21;
case 34: return 19;
case 35: return 17;
case 36: return 15;
case 37: return 13;
case 38: return 11;
case 39: return 9;
case 40: return 7;
case 41: return 6;
case 42: return 5;
case 43: return 4;
case 44: return 3;
case 45: return 2;
case 46: return 1;
case 47: return 0;
case 48: return 0;
case 49: return 0;
case 50: return 0;
default:
log("SYSERR: Missing level for warrior spell saving throw.");
break;
}
default:
log("SYSERR: Invalid saving throw type.");
break;
}
default:
log("SYSERR: Invalid class saving throw.");
break;
}
/* Should not get here unless something is wrong. */
return 100;
}
/* THAC0 for classes and levels. (To Hit Armor Class 0) */
int thaco(int class_num, int level)
{
switch (class_num) {
case CLASS_MAGIC_USER:
switch (level) {
case 0: return 100;
case 1: return 20;
case 2: return 20;
case 3: return 20;
case 4: return 19;
case 5: return 19;
case 6: return 19;
case 7: return 18;
case 8: return 18;
case 9: return 18;
case 10: return 17;
case 11: return 17;
case 12: return 17;
case 13: return 16;
case 14: return 16;
case 15: return 16;
case 16: return 15;
case 17: return 15;
case 18: return 15;
case 19: return 14;
case 20: return 14;
case 21: return 14;
case 22: return 13;
case 23: return 13;
case 24: return 13;
case 25: return 12;
case 26: return 12;
case 27: return 12;
case 28: return 11;
case 29: return 11;
case 30: return 11;
case 31: return 10;
case 32: return 10;
case 33: return 10;
case 34: return 9;
default:
log("SYSERR: Missing level for mage thac0.");
}
case CLASS_CLERIC:
switch (level) {
case 0: return 100;
case 1: return 20;
case 2: return 20;
case 3: return 20;
case 4: return 18;
case 5: return 18;
case 6: return 18;
case 7: return 16;
case 8: return 16;
case 9: return 16;
case 10: return 14;
case 11: return 14;
case 12: return 14;
case 13: return 12;
case 14: return 12;
case 15: return 12;
case 16: return 10;
case 17: return 10;
case 18: return 10;
case 19: return 8;
case 20: return 8;
case 21: return 8;
case 22: return 6;
case 23: return 6;
case 24: return 6;
case 25: return 4;
case 26: return 4;
case 27: return 4;
case 28: return 2;
case 29: return 2;
case 30: return 2;
case 31: return 1;
case 32: return 1;
case 33: return 1;
case 34: return 1;
default:
log("SYSERR: Missing level for cleric thac0.");
}
case CLASS_THIEF:
switch (level) {
case 0: return 100;
case 1: return 20;
case 2: return 20;
case 3: return 19;
case 4: return 19;
case 5: return 18;
case 6: return 18;
case 7: return 17;
case 8: return 17;
case 9: return 16;
case 10: return 16;
case 11: return 15;
case 12: return 15;
case 13: return 14;
case 14: return 14;
case 15: return 13;
case 16: return 13;
case 17: return 12;
case 18: return 12;
case 19: return 11;
case 20: return 11;
case 21: return 10;
case 22: return 10;
case 23: return 9;
case 24: return 9;
case 25: return 8;
case 26: return 8;
case 27: return 7;
case 28: return 7;
case 29: return 6;
case 30: return 6;
case 31: return 5;
case 32: return 5;
case 33: return 4;
case 34: return 4;
default:
log("SYSERR: Missing level for thief thac0.");
}
case CLASS_WARRIOR:
switch (level) {
case 0: return 100;
case 1: return 20;
case 2: return 19;
case 3: return 18;
case 4: return 17;
case 5: return 16;
case 6: return 15;
case 7: return 14;
case 8: return 14;
case 9: return 13;
case 10: return 12;
case 11: return 11;
case 12: return 10;
case 13: return 9;
case 14: return 8;
case 15: return 7;
case 16: return 6;
case 17: return 5;
case 18: return 4;
case 19: return 3;
case 20: return 2;
case 21: return 1;
case 22: return 1;
case 23: return 1;
case 24: return 1;
case 25: return 1;
case 26: return 1;
case 27: return 1;
case 28: return 1;
case 29: return 1;
case 30: return 1;
case 31: return 1;
case 32: return 1;
case 33: return 1;
case 34: return 1;
default:
log("SYSERR: Missing level for warrior thac0.");
}
default:
log("SYSERR: Unknown class in thac0 chart.");
}
/* Will not get there 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;
}
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:
break;
case CLASS_CLERIC:
break;
case CLASS_THIEF:
SET_SKILL(ch, SKILL_SNEAK, 10);
SET_SKILL(ch, SKILL_HIDE, 5);
SET_SKILL(ch, SKILL_STEAL, 15);
SET_SKILL(ch, SKILL_BACKSTAB, 10);
SET_SKILL(ch, SKILL_PICK_LOCK, 10);
SET_SKILL(ch, SKILL_TRACK, 10);
break;
case CLASS_WARRIOR:
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;
}
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 (IS_MAGIC_USER(ch) || IS_CLERIC(ch))
GET_PRACTICES(ch) += MAX(2, wis_app[GET_WIS(ch)].bonus);
else
GET_PRACTICES(ch) += MIN(2, MAX(1, wis_app[GET_WIS(ch)].bonus));
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 <= 7)
return 2; /* level 1 - 7 */
else if (level <= 13)
return 3; /* level 8 - 13 */
else if (level <= 20)
return 4; /* level 14 - 20 */
else if (level <= 28)
return 5; /* level 21 - 28 */
else if (level < LVL_IMMORT)
return 6; /* all remaining 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;
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, 2);
spell_level(SPELL_DETECT_MAGIC, CLASS_MAGIC_USER, 2);
spell_level(SPELL_CHILL_TOUCH, CLASS_MAGIC_USER, 3);
spell_level(SPELL_INFRAVISION, CLASS_MAGIC_USER, 3);
spell_level(SPELL_INVISIBLE, CLASS_MAGIC_USER, 4);
spell_level(SPELL_ARMOR, CLASS_MAGIC_USER, 4);
spell_level(SPELL_BURNING_HANDS, CLASS_MAGIC_USER, 5);
spell_level(SPELL_LOCATE_OBJECT, CLASS_MAGIC_USER, 6);
spell_level(SPELL_STRENGTH, CLASS_MAGIC_USER, 6);
spell_level(SPELL_SHOCKING_GRASP, CLASS_MAGIC_USER, 7);
spell_level(SPELL_SLEEP, CLASS_MAGIC_USER, 8);
spell_level(SPELL_LIGHTNING_BOLT, CLASS_MAGIC_USER, 9);
spell_level(SPELL_BLINDNESS, CLASS_MAGIC_USER, 9);
spell_level(SPELL_DETECT_POISON, CLASS_MAGIC_USER, 10);
spell_level(SPELL_COLOR_SPRAY, CLASS_MAGIC_USER, 11);
spell_level(SPELL_ENERGY_DRAIN, CLASS_MAGIC_USER, 13);
spell_level(SPELL_CURSE, CLASS_MAGIC_USER, 14);
spell_level(SPELL_POISON, CLASS_MAGIC_USER, 14);
spell_level(SPELL_FIREBALL, CLASS_MAGIC_USER, 15);
spell_level(SPELL_CHARM, CLASS_MAGIC_USER, 16);
spell_level(SPELL_IDENTIFY, CLASS_MAGIC_USER, 20);
spell_level(SPELL_FLY, CLASS_MAGIC_USER, 22);
spell_level(SPELL_ENCHANT_WEAPON, CLASS_MAGIC_USER, 26);
spell_level(SPELL_CLONE, CLASS_MAGIC_USER, 30);
/* CLERICS */
spell_level(SPELL_CURE_LIGHT, CLASS_CLERIC, 1);
spell_level(SPELL_ARMOR, CLASS_CLERIC, 1);
spell_level(SPELL_CREATE_FOOD, CLASS_CLERIC, 2);
spell_level(SPELL_CREATE_WATER, CLASS_CLERIC, 2);
spell_level(SPELL_DETECT_POISON, CLASS_CLERIC, 3);
spell_level(SPELL_DETECT_ALIGN, CLASS_CLERIC, 4);
spell_level(SPELL_CURE_BLIND, CLASS_CLERIC, 4);
spell_level(SPELL_BLESS, CLASS_CLERIC, 5);
spell_level(SPELL_DETECT_INVIS, CLASS_CLERIC, 6);
spell_level(SPELL_BLINDNESS, CLASS_CLERIC, 6);
spell_level(SPELL_INFRAVISION, CLASS_CLERIC, 7);
spell_level(SPELL_PROT_FROM_EVIL, CLASS_CLERIC, 8);
spell_level(SPELL_POISON, CLASS_CLERIC, 8);
spell_level(SPELL_GROUP_ARMOR, CLASS_CLERIC, 9);
spell_level(SPELL_CURE_CRITIC, CLASS_CLERIC, 9);
spell_level(SPELL_SUMMON, CLASS_CLERIC, 10);
spell_level(SPELL_REMOVE_POISON, CLASS_CLERIC, 10);
spell_level(SPELL_IDENTIFY, CLASS_CLERIC, 11);
spell_level(SPELL_WORD_OF_RECALL, CLASS_CLERIC, 12);
spell_level(SPELL_DARKNESS, CLASS_CLERIC, 12);
spell_level(SPELL_EARTHQUAKE, CLASS_CLERIC, 12);
spell_level(SPELL_DISPEL_EVIL, CLASS_CLERIC, 14);
spell_level(SPELL_DISPEL_GOOD, CLASS_CLERIC, 14);
spell_level(SPELL_SANCTUARY, CLASS_CLERIC, 15);
spell_level(SPELL_CALL_LIGHTNING, CLASS_CLERIC, 15);
spell_level(SPELL_HEAL, CLASS_CLERIC, 16);
spell_level(SPELL_CONTROL_WEATHER, CLASS_CLERIC, 17);
spell_level(SPELL_SENSE_LIFE, CLASS_CLERIC, 18);
spell_level(SPELL_HARM, CLASS_CLERIC, 19);
spell_level(SPELL_GROUP_HEAL, CLASS_CLERIC, 22);
spell_level(SPELL_REMOVE_CURSE, CLASS_CLERIC, 26);
/* THIEVES */
spell_level(SKILL_SNEAK, CLASS_THIEF, 1);
spell_level(SKILL_PICK_LOCK, CLASS_THIEF, 2);
spell_level(SKILL_BACKSTAB, CLASS_THIEF, 3);
spell_level(SKILL_STEAL, CLASS_THIEF, 4);
spell_level(SKILL_HIDE, CLASS_THIEF, 5);
spell_level(SKILL_TRACK, CLASS_THIEF, 6);
/* WARRIORS */
spell_level(SKILL_KICK, CLASS_WARRIOR, 1);
spell_level(SKILL_RESCUE, CLASS_WARRIOR, 3);
spell_level(SKILL_BANDAGE, CLASS_WARRIOR, 7);
spell_level(SKILL_TRACK, CLASS_WARRIOR, 9);
spell_level(SKILL_BASH, CLASS_WARRIOR, 12);
spell_level(SKILL_WHIRLWIND, CLASS_WARRIOR, 16);
}
/* 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 2: return 2500;
case 3: return 5000;
case 4: return 10000;
case 5: return 20000;
case 6: return 40000;
case 7: return 60000;
case 8: return 90000;
case 9: return 135000;
case 10: return 250000;
case 11: return 375000;
case 12: return 750000;
case 13: return 1125000;
case 14: return 1500000;
case 15: return 1875000;
case 16: return 2250000;
case 17: return 2625000;
case 18: return 3000000;
case 19: return 3375000;
case 20: return 3750000;
case 21: return 4000000;
case 22: return 4300000;
case 23: return 4600000;
case 24: return 4900000;
case 25: return 5200000;
case 26: return 5500000;
case 27: return 5950000;
case 28: return 6400000;
case 29: return 6850000;
case 30: return 7400000;
/* add new levels here */
case LVL_IMMORT: return 8000000;
}
break;
case CLASS_CLERIC:
switch (level) {
case 0: return 0;
case 1: return 1;
case 2: return 1500;
case 3: return 3000;
case 4: return 6000;
case 5: return 13000;
case 6: return 27500;
case 7: return 55000;
case 8: return 110000;
case 9: return 225000;
case 10: return 450000;
case 11: return 675000;
case 12: return 900000;
case 13: return 1125000;
case 14: return 1350000;
case 15: return 1575000;
case 16: return 1800000;
case 17: return 2100000;
case 18: return 2400000;
case 19: return 2700000;
case 20: return 3000000;
case 21: return 3250000;
case 22: return 3500000;
case 23: return 3800000;
case 24: return 4100000;
case 25: return 4400000;
case 26: return 4800000;
case 27: return 5200000;
case 28: return 5600000;
case 29: return 6000000;
case 30: return 6400000;
/* add new levels here */
case LVL_IMMORT: return 7000000;
}
break;
case CLASS_THIEF:
switch (level) {
case 0: return 0;
case 1: return 1;
case 2: return 1250;
case 3: return 2500;
case 4: return 5000;
case 5: return 10000;
case 6: return 20000;
case 7: return 40000;
case 8: return 70000;
case 9: return 110000;
case 10: return 160000;
case 11: return 220000;
case 12: return 440000;
case 13: return 660000;
case 14: return 880000;
case 15: return 1100000;
case 16: return 1500000;
case 17: return 2000000;
case 18: return 2500000;
case 19: return 3000000;
case 20: return 3500000;
case 21: return 3650000;
case 22: return 3800000;
case 23: return 4100000;
case 24: return 4400000;
case 25: return 4700000;
case 26: return 5100000;
case 27: return 5500000;
case 28: return 5900000;
case 29: return 6300000;
case 30: return 6650000;
/* add new levels here */
case LVL_IMMORT: return 7000000;
}
break;
case CLASS_WARRIOR:
switch (level) {
case 0: return 0;
case 1: return 1;
case 2: return 2000;
case 3: return 4000;
case 4: return 8000;
case 5: return 16000;
case 6: return 32000;
case 7: return 64000;
case 8: return 125000;
case 9: return 250000;
case 10: return 500000;
case 11: return 750000;
case 12: return 1000000;
case 13: return 1250000;
case 14: return 1500000;
case 15: return 1850000;
case 16: return 2200000;
case 17: return 2550000;
case 18: return 2900000;
case 19: return 3250000;
case 20: return 3600000;
case 21: return 3900000;
case 22: return 4200000;
case 23: return 4500000;
case 24: return 4800000;
case 25: return 5150000;
case 26: return 5500000;
case 27: return 5950000;
case 28: return 6400000;
case 29: return 6850000;
case 30: return 7400000;
/* add new levels here */
case LVL_IMMORT: return 8000000;
}
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 2: return "the Spell Student";
case 3: return "the Scholar of Magic";
case 4: return "the Delver in Spells";
case 5: return "the Medium of Magic";
case 6: return "the Scribe of Magic";
case 7: return "the Seer";
case 8: return "the Sage";
case 9: return "the Illusionist";
case 10: return "the Abjurer";
case 11: return "the Invoker";
case 12: return "the Enchanter";
case 13: return "the Conjurer";
case 14: return "the Magician";
case 15: return "the Creator";
case 16: return "the Savant";
case 17: return "the Magus";
case 18: return "the Wizard";
case 19: return "the Warlock";
case 20: return "the Sorcerer";
case 21: return "the Necromancer";
case 22: return "the Thaumaturge";
case 23: return "the Student of the Occult";
case 24: return "the Disciple of the Uncanny";
case 25: return "the Minor Elemental";
case 26: return "the Greater Elemental";
case 27: return "the Crafter of Magics";
case 28: return "the Shaman";
case 29: return "the Keeper of Talismans";
case 30: return "the Archmage";
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 2: return "the Attendant";
case 3: return "the Acolyte";
case 4: return "the Novice";
case 5: return "the Missionary";
case 6: return "the Adept";
case 7: return "the Deacon";
case 8: return "the Vicar";
case 9: return "the Priest";
case 10: return "the Minister";
case 11: return "the Canon";
case 12: return "the Levite";
case 13: return "the Curate";
case 14: return "the Monk";
case 15: return "the Healer";
case 16: return "the Chaplain";
case 17: return "the Expositor";
case 18: return "the Bishop";
case 19: return "the Arch Bishop";
case 20: return "the Patriarch";
/* no one ever thought up these titles 21-30 */
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 2: return "the Footpad";
case 3: return "the Filcher";
case 4: return "the Pick-Pocket";
case 5: return "the Sneak";
case 6: return "the Pincher";
case 7: return "the Cut-Purse";
case 8: return "the Snatcher";
case 9: return "the Sharper";
case 10: return "the Rogue";
case 11: return "the Robber";
case 12: return "the Magsman";
case 13: return "the Highwayman";
case 14: return "the Burglar";
case 15: return "the Thief";
case 16: return "the Knifer";
case 17: return "the Quick-Blade";
case 18: return "the Killer";
case 19: return "the Brigand";
case 20: return "the Cut-Throat";
/* no one ever thought up these titles 21-30 */
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 2: return "the Recruit";
case 3: return "the Sentry";
case 4: return "the Fighter";
case 5: return "the Soldier";
case 6: return "the Warrior";
case 7: return "the Veteran";
case 8: return "the Swordsman";
case 9: return "the Fencer";
case 10: return "the Combatant";
case 11: return "the Hero";
case 12: return "the Myrmidon";
case 13: return "the Swashbuckler";
case 14: return "the Mercenary";
case 15: return "the Swordmaster";
case 16: return "the Lieutenant";
case 17: return "the Champion";
case 18: return "the Dragoon";
case 19: return "the Cavalier";
case 20: return "the Knight";
/* no one ever thought up these titles 21-30 */
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";
}
}
/* 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 2: return "the Spell Student";
case 3: return "the Scholar of Magic";
case 4: return "the Delveress in Spells";
case 5: return "the Medium of Magic";
case 6: return "the Scribess of Magic";
case 7: return "the Seeress";
case 8: return "the Sage";
case 9: return "the Illusionist";
case 10: return "the Abjuress";
case 11: return "the Invoker";
case 12: return "the Enchantress";
case 13: return "the Conjuress";
case 14: return "the Witch";
case 15: return "the Creator";
case 16: return "the Savant";
case 17: return "the Craftess";
case 18: return "the Wizard";
case 19: return "the War Witch";
case 20: return "the Sorceress";
case 21: return "the Necromancress";
case 22: return "the Thaumaturgess";
case 23: return "the Student of the Occult";
case 24: return "the Disciple of the Uncanny";
case 25: return "the Minor Elementress";
case 26: return "the Greater Elementress";
case 27: return "the Crafter of Magics";
case 28: return "Shaman";
case 29: return "the Keeper of Talismans";
case 30: return "Archwitch";
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 2: return "the Attendant";
case 3: return "the Acolyte";
case 4: return "the Novice";
case 5: return "the Missionary";
case 6: return "the Adept";
case 7: return "the Deaconess";
case 8: return "the Vicaress";
case 9: return "the Priestess";
case 10: return "the Lady Minister";
case 11: return "the Canon";
case 12: return "the Levitess";
case 13: return "the Curess";
case 14: return "the Nunne";
case 15: return "the Healess";
case 16: return "the Chaplain";
case 17: return "the Expositress";
case 18: return "the Bishop";
case 19: return "the Arch Lady of the Church";
case 20: return "the Matriarch";
/* no one ever thought up these titles 21-30 */
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 2: return "the Footpad";
case 3: return "the Filcheress";
case 4: return "the Pick-Pocket";
case 5: return "the Sneak";
case 6: return "the Pincheress";
case 7: return "the Cut-Purse";
case 8: return "the Snatcheress";
case 9: return "the Sharpress";
case 10: return "the Rogue";
case 11: return "the Robber";
case 12: return "the Magswoman";
case 13: return "the Highwaywoman";
case 14: return "the Burglaress";
case 15: return "the Thief";
case 16: return "the Knifer";
case 17: return "the Quick-Blade";
case 18: return "the Murderess";
case 19: return "the Brigand";
case 20: return "the Cut-Throat";
/* no one ever thought up these titles 21-30 */
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 2: return "the Recruit";
case 3: return "the Sentress";
case 4: return "the Fighter";
case 5: return "the Soldier";
case 6: return "the Warrior";
case 7: return "the Veteran";
case 8: return "the Swordswoman";
case 9: return "the Fenceress";
case 10: return "the Combatess";
case 11: return "the Heroine";
case 12: return "the Myrmidon";
case 13: return "the Swashbuckleress";
case 14: return "the Mercenaress";
case 15: return "the Swordmistress";
case 16: return "the Lieutenant";
case 17: return "the Lady Champion";
case 18: return "the Lady Dragoon";
case 19: return "the Cavalier";
case 20: return "the Lady Knight";
/* no one ever thought up these titles 21-30 */
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";
}
}
/* Default title for classes which do not have titles defined */
return "the Classless";
}