/* ************************************************************************ * File: class.c Part of CircleMUD * * Usage: Source file for class-specific code * * * * All rights reserved. See license.doc 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 "db.h" #include "utils.h" #include "spells.h" #include "interpreter.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" " [C]leric\r\n" " [T]hief\r\n" " [W]arrior\r\n" " [M]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; break; case 'c': return CLASS_CLERIC; break; case 'w': return CLASS_WARRIOR; break; case 't': return CLASS_THIEF; break; default: return CLASS_UNDEFINED; break; } } /* * 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. */ long find_class_bitvector(char arg) { arg = LOWER(arg); switch (arg) { case 'm': return (1 << 0); break; case 'c': return (1 << 1); break; case 't': return (1 << 2); break; case 'w': return (1 << 3); break; default: return 0; break; } } /* * 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 prac */ {25, 25, 0, 0,}, /* min per pac */ {SPELL, SPELL, SKILL, SKILL} /* prac name */ }; /* * ...And 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. */ int guild_info[][3] = { /* Midgaard */ {CLASS_MAGIC_USER, 3017, SCMD_SOUTH}, {CLASS_CLERIC, 3004, SCMD_NORTH}, {CLASS_THIEF, 3027, SCMD_EAST}, {CLASS_WARRIOR, 3021, SCMD_EAST}, /* Brass Dragon */ {-999 /* all */ , 5065, SCMD_WEST}, /* this must go last -- add new guards above! */ {-1, -1, -1}}; /* THAC0 for classes and levels. (To Hit Armor Class 0) */ /* [class], [level] (all) */ const int thaco[NUM_CLASSES][LVL_IMPL + 1] = { /* MAGE */ /* 0 5 10 15 */ {100, 20, 20, 20, 19, 19, 19, 18, 18, 18, 17, 17, 17, 16, 16, 16, 15, 15, 15, 14, 14, 14, 13, 13, 13, 12, 12, 12, 11, 11, 11, 10, 10, 10, 9}, /* 20 25 30 */ /* CLERIC */ /* 0 5 10 15 */ {100, 20, 20, 20, 18, 18, 18, 16, 16, 16, 14, 14, 14, 12, 12, 12, 10, 10, 10, 8, 8, 8, 6, 6, 6, 4, 4, 4, 2, 2, 2, 1, 1, 1, 1}, /* 20 25 30 */ /* THIEF */ /* 0 5 10 15 */ {100, 20, 20, 19, 19, 18, 18, 17, 17, 16, 16, 15, 15, 14, 13, 13, 12, 12, 11, 11, 10, 10, 9, 9, 8, 8, 7, 7, 6, 6, 5, 5, 4, 4, 3}, /* 20 25 30 */ /* WARRIOR */ /* 0 5 10 15 */ {100, 20, 19, 18, 17, 16, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1} /* 20 25 30 */ }; /* * 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] = 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 = number(0, 100); break; } ch->aff_abils = ch->real_abils; } /* Some initializations for characters, including initial skills */ void do_start(struct char_data * ch) { void advance_level(struct char_data * ch); GET_LEVEL(ch) = 1; GET_EXP(ch) = 1; set_title(ch, NULL); roll_real_abils(ch); ch->points.max_hit = 10; 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, FULL) = 24; GET_COND(ch, DRUNK) = 0; ch->player.time.played = 0; ch->player.time.logon = time(0); } /* * 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 = 0, add_mana = 0, add_move = 0, i; extern struct wis_app_type wis_app[]; extern struct con_app_type con_app[]; add_hp = con_app[GET_CON(ch)].hitp; switch (GET_CLASS(ch)) { case CLASS_MAGIC_USER: add_hp += number(3, 8); add_mana = number(GET_LEVEL(ch), (int) (1.5 * GET_LEVEL(ch))); add_mana = MIN(add_mana, 10); add_move = number(0, 2); break; case CLASS_CLERIC: add_hp += number(5, 10); add_mana = number(GET_LEVEL(ch), (int) (1.5 * GET_LEVEL(ch))); add_mana = MIN(add_mana, 10); add_move = number(0, 2); break; case CLASS_THIEF: add_hp += number(7, 13); add_mana = 0; add_move = number(1, 3); break; case CLASS_WARRIOR: add_hp += number(10, 15); add_mana = 0; add_move = 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 (GET_CLASS(ch) == CLASS_MAGIC_USER || GET_CLASS(ch) == CLASS_CLERIC) 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(PRF_FLAGS(ch), PRF_HOLYLIGHT); } save_char(ch, NOWHERE); sprintf(buf, "%s advanced to level %d", GET_NAME(ch), GET_LEVEL(ch)); mudlog(buf, BRF, MAX(LVL_IMMORT, GET_INVIS_LEV(ch)), TRUE); } /* * 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 <= 0) return 1; /* level 0 */ else 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 ((IS_OBJ_STAT(obj, ITEM_ANTI_MAGIC_USER) && IS_MAGIC_USER(ch)) || (IS_OBJ_STAT(obj, ITEM_ANTI_CLERIC) && IS_CLERIC(ch)) || (IS_OBJ_STAT(obj, ITEM_ANTI_WARRIOR) && IS_WARRIOR(ch)) || (IS_OBJ_STAT(obj, ITEM_ANTI_THIEF) && IS_THIEF(ch))) return 1; else return 0; } /* * 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_FIREBALL, CLASS_MAGIC_USER, 15); spell_level(SPELL_CHARM, CLASS_MAGIC_USER, 16); spell_level(SPELL_ENCHANT_WEAPON, CLASS_MAGIC_USER, 26); /* 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_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_WORD_OF_RECALL, 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_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_TRACK, CLASS_WARRIOR, 9); spell_level(SKILL_BASH, CLASS_WARRIOR, 12); } /* * 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 class, int level) { if (level > LVL_IMPL || level < 0) { log("SYSERR: Requesting exp for invalid 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 (class) { case CLASS_MAGIC_USER: switch (level) { case 0: return 0; break; case 1: return 1; break; case 2: return 2500; break; case 3: return 5000; break; case 4: return 10000; break; case 5: return 20000; break; case 6: return 40000; break; case 7: return 60000; break; case 8: return 90000; break; case 9: return 135000; break; case 10: return 250000; break; case 11: return 375000; break; case 12: return 750000; break; case 13: return 1125000; break; case 14: return 1500000; break; case 15: return 1875000; break; case 16: return 2250000; break; case 17: return 2625000; break; case 18: return 3000000; break; case 19: return 3375000; break; case 20: return 3750000; break; case 21: return 4000000; break; case 22: return 4300000; break; case 23: return 4600000; break; case 24: return 4900000; break; case 25: return 5200000; break; case 26: return 5500000; break; case 27: return 5950000; break; case 28: return 6400000; break; case 29: return 6850000; break; case 30: return 7400000; break; /* add new levels here */ case LVL_IMMORT: return 8000000; break; } break; case CLASS_CLERIC: switch (level) { case 0: return 0; break; case 1: return 1; break; case 2: return 1500; break; case 3: return 3000; break; case 4: return 6000; break; case 5: return 13000; break; case 6: return 27500; break; case 7: return 55000; break; case 8: return 110000; break; case 9: return 225000; break; case 10: return 450000; break; case 11: return 675000; break; case 12: return 900000; break; case 13: return 1125000; break; case 14: return 1350000; break; case 15: return 1575000; break; case 16: return 1800000; break; case 17: return 2100000; break; case 18: return 2400000; break; case 19: return 2700000; break; case 20: return 3000000; break; case 21: return 3250000; break; case 22: return 3500000; break; case 23: return 3800000; break; case 24: return 4100000; break; case 25: return 4400000; break; case 26: return 4800000; break; case 27: return 5200000; break; case 28: return 5600000; break; case 29: return 6000000; break; case 30: return 6400000; break; /* add new levels here */ case LVL_IMMORT: return 7000000; break; } break; case CLASS_THIEF: switch (level) { case 0: return 0; break; case 1: return 1; break; case 2: return 1250; break; case 3: return 2500; break; case 4: return 5000; break; case 5: return 10000; break; case 6: return 20000; break; case 7: return 30000; break; case 8: return 70000; break; case 9: return 110000; break; case 10: return 160000; break; case 11: return 220000; break; case 12: return 440000; break; case 13: return 660000; break; case 14: return 880000; break; case 15: return 1100000; break; case 16: return 1500000; break; case 17: return 2000000; break; case 18: return 2500000; break; case 19: return 3000000; break; case 20: return 3500000; break; case 21: return 3650000; break; case 22: return 3800000; break; case 23: return 4100000; break; case 24: return 4400000; break; case 25: return 4700000; break; case 26: return 5100000; break; case 27: return 5500000; break; case 28: return 5900000; break; case 29: return 6300000; break; case 30: return 6650000; break; /* add new levels here */ case LVL_IMMORT: return 7000000; break; } break; case CLASS_WARRIOR: switch (level) { case 0: return 0; break; case 1: return 1; break; case 2: return 2000; break; case 3: return 4000; break; case 4: return 8000; break; case 5: return 16000; break; case 6: return 32000; break; case 7: return 64000; break; case 8: return 125000; break; case 9: return 250000; break; case 10: return 500000; break; case 11: return 750000; break; case 12: return 1000000; break; case 13: return 1250000; break; case 14: return 1500000; break; case 15: return 1850000; break; case 16: return 2200000; break; case 17: return 2550000; break; case 18: return 2900000; break; case 19: return 3250000; break; case 20: return 3600000; break; case 21: return 3900000; break; case 22: return 4200000; break; case 23: return 4500000; break; case 24: return 4800000; break; case 25: return 5150000; break; case 26: return 5500000; break; case 27: return 5950000; break; case 28: return 6400000; break; case 29: return 6850000; break; case 30: return 7400000; break; /* add new levels here */ case LVL_IMMORT: return 8000000; break; } 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 -- so, complete them! */ log("SYSERR: XP tables not set up correctly in class.c!"); return 123456; } /* * Default titles of male characters. */ char *title_male(int class, int level) { if (level <= 0 || level > LVL_IMPL) return "the Man"; if (level == LVL_IMPL) return "the Implementor"; switch (class) { case CLASS_MAGIC_USER: switch (level) { case 1: return "the Apprentice of Magic"; break; case 2: return "the Spell Student"; break; case 3: return "the Scholar of Magic"; break; case 4: return "the Delver in Spells"; break; case 5: return "the Medium of Magic"; break; case 6: return "the Scribe of Magic"; break; case 7: return "the Seer"; break; case 8: return "the Sage"; break; case 9: return "the Illusionist"; break; case 10: return "the Abjurer"; break; case 11: return "the Invoker"; break; case 12: return "the Enchanter"; break; case 13: return "the Conjurer"; break; case 14: return "the Magician"; break; case 15: return "the Creator"; break; case 16: return "the Savant"; break; case 17: return "the Magus"; break; case 18: return "the Wizard"; break; case 19: return "the Warlock"; break; case 20: return "the Sorcerer"; break; case 21: return "the Necromancer"; break; case 22: return "the Thaumaturge"; break; case 23: return "the Student of the Occult"; break; case 24: return "the Disciple of the Uncanny"; break; case 25: return "the Minor Elemental"; break; case 26: return "the Greater Elemental"; break; case 27: return "the Crafter of Magics"; break; case 28: return "the Shaman"; break; case 29: return "the Keeper of Talismans"; break; case 30: return "the Archmage"; break; case LVL_IMMORT: return "the Immortal Warlock"; break; case LVL_GOD: return "the Avatar of Magic"; break; case LVL_GRGOD: return "the God of Magic"; break; default: return "the Mage"; break; } break; case CLASS_CLERIC: switch (level) { case 1: return "the Believer"; break; case 2: return "the Attendant"; break; case 3: return "the Acolyte"; break; case 4: return "the Novice"; break; case 5: return "the Missionary"; break; case 6: return "the Adept"; break; case 7: return "the Deacon"; break; case 8: return "the Vicar"; break; case 9: return "the Priest"; break; case 10: return "the Minister"; break; case 11: return "the Canon"; break; case 12: return "the Levite"; break; case 13: return "the Curate"; break; case 14: return "the Monk"; break; case 15: return "the Healer"; break; case 16: return "the Chaplain"; break; case 17: return "the Expositor"; break; case 18: return "the Bishop"; break; case 19: return "the Arch Bishop"; break; case 20: return "the Patriarch"; break; /* no one ever thought up these titles 21-30 */ case LVL_IMMORT: return "the Immortal Cardinal"; break; case LVL_GOD: return "the Inquisitor"; break; case LVL_GRGOD: return "the God of good and evil"; break; default: return "the Cleric"; break; } break; case CLASS_THIEF: switch (level) { case 1: return "the Pilferer"; break; case 2: return "the Footpad"; break; case 3: return "the Filcher"; break; case 4: return "the Pick-Pocket"; break; case 5: return "the Sneak"; break; case 6: return "the Pincher"; break; case 7: return "the Cut-Purse"; break; case 8: return "the Snatcher"; break; case 9: return "the Sharper"; break; case 10: return "the Rogue"; break; case 11: return "the Robber"; break; case 12: return "the Magsman"; break; case 13: return "the Highwayman"; break; case 14: return "the Burglar"; break; case 15: return "the Thief"; break; case 16: return "the Knifer"; break; case 17: return "the Quick-Blade"; break; case 18: return "the Killer"; break; case 19: return "the Brigand"; break; case 20: return "the Cut-Throat"; break; /* no one ever thought up these titles 21-30 */ case LVL_IMMORT: return "the Immortal Assasin"; break; case LVL_GOD: return "the Demi God of thieves"; break; case LVL_GRGOD: return "the God of thieves and tradesmen"; break; default: return "the Thief"; break; } break; case CLASS_WARRIOR: switch(level) { case 1: return "the Swordpupil"; break; case 2: return "the Recruit"; break; case 3: return "the Sentry"; break; case 4: return "the Fighter"; break; case 5: return "the Soldier"; break; case 6: return "the Warrior"; break; case 7: return "the Veteran"; break; case 8: return "the Swordsman"; break; case 9: return "the Fencer"; break; case 10: return "the Combatant"; break; case 11: return "the Hero"; break; case 12: return "the Myrmidon"; break; case 13: return "the Swashbuckler"; break; case 14: return "the Mercenary"; break; case 15: return "the Swordmaster"; break; case 16: return "the Lieutenant"; break; case 17: return "the Champion"; break; case 18: return "the Dragoon"; break; case 19: return "the Cavalier"; break; case 20: return "the Knight"; break; /* no one ever thought up these titles 21-30 */ case LVL_IMMORT: return "the Immortal Warlord"; break; case LVL_GOD: return "the Extirpator"; break; case LVL_GRGOD: return "the God of war"; break; default: return "the Warrior"; break; } break; } /* Default title for classes which do not have titles defined */ return "the Classless"; } /* * Default titles of female characters. */ char *title_female(int class, int level) { if (level <= 0 || level > LVL_IMPL) return "the Woman"; if (level == LVL_IMPL) return "the Implementress"; switch (class) { case CLASS_MAGIC_USER: switch (level) { case 1: return "the Apprentice of Magic"; break; case 2: return "the Spell Student"; break; case 3: return "the Scholar of Magic"; break; case 4: return "the Delveress in Spells"; break; case 5: return "the Medium of Magic"; break; case 6: return "the Scribess of Magic"; break; case 7: return "the Seeress"; break; case 8: return "the Sage"; break; case 9: return "the Illusionist"; break; case 10: return "the Abjuress"; break; case 11: return "the Invoker"; break; case 12: return "the Enchantress"; break; case 13: return "the Conjuress"; break; case 14: return "the Witch"; break; case 15: return "the Creator"; break; case 16: return "the Savant"; break; case 17: return "the Craftess"; break; case 18: return "the Wizard"; break; case 19: return "the War Witch"; break; case 20: return "the Sorceress"; break; case 21: return "the Necromancress"; break; case 22: return "the Thaumaturgess"; break; case 23: return "the Student of the Occult"; break; case 24: return "the Disciple of the Uncanny"; break; case 25: return "the Minor Elementress"; break; case 26: return "the Greater Elementress"; break; case 27: return "the Crafter of Magics"; break; case 28: return "Shaman"; break; case 29: return "the Keeper of Talismans"; break; case 30: return "Archwitch"; break; case LVL_IMMORT: return "the Immortal Enchantress"; break; case LVL_GOD: return "the Empress of Magic"; break; case LVL_GRGOD: return "the Goddess of Magic"; break; default: return "the Witch"; break; } break; case CLASS_CLERIC: switch (level) { case 1: return "the Believer"; break; case 2: return "the Attendant"; break; case 3: return "the Acolyte"; break; case 4: return "the Novice"; break; case 5: return "the Missionary"; break; case 6: return "the Adept"; break; case 7: return "the Deaconess"; break; case 8: return "the Vicaress"; break; case 9: return "the Priestess"; break; case 10: return "the Lady Minister"; break; case 11: return "the Canon"; break; case 12: return "the Levitess"; break; case 13: return "the Curess"; break; case 14: return "the Nunne"; break; case 15: return "the Healess"; break; case 16: return "the Chaplain"; break; case 17: return "the Expositress"; break; case 18: return "the Bishop"; break; case 19: return "the Arch Lady of the Church"; break; case 20: return "the Matriarch"; break; /* no one ever thought up these titles 21-30 */ case LVL_IMMORT: return "the Immortal Priestess"; break; case LVL_GOD: return "the Inquisitress"; break; case LVL_GRGOD: return "the Goddess of good and evil"; break; default: return "the Cleric"; break; } break; case CLASS_THIEF: switch (level) { case 1: return "the Pilferess"; break; case 2: return "the Footpad"; break; case 3: return "the Filcheress"; break; case 4: return "the Pick-Pocket"; break; case 5: return "the Sneak"; break; case 6: return "the Pincheress"; break; case 7: return "the Cut-Purse"; break; case 8: return "the Snatcheress"; break; case 9: return "the Sharpress"; break; case 10: return "the Rogue"; break; case 11: return "the Robber"; break; case 12: return "the Magswoman"; break; case 13: return "the Highwaywoman"; break; case 14: return "the Burglaress"; break; case 15: return "the Thief"; break; case 16: return "the Knifer"; break; case 17: return "the Quick-Blade"; break; case 18: return "the Murderess"; break; case 19: return "the Brigand"; break; case 20: return "the Cut-Throat"; break; case 34: return "the Implementress"; break; /* no one ever thought up these titles 21-30 */ case LVL_IMMORT: return "the Immortal Assasin"; break; case LVL_GOD: return "the Demi Goddess of thieves"; break; case LVL_GRGOD: return "the Goddess of thieves and tradesmen"; break; default: return "the Thief"; break; } break; case CLASS_WARRIOR: switch(level) { case 1: return "the Swordpupil"; break; case 2: return "the Recruit"; break; case 3: return "the Sentress"; break; case 4: return "the Fighter"; break; case 5: return "the Soldier"; break; case 6: return "the Warrior"; break; case 7: return "the Veteran"; break; case 8: return "the Swordswoman"; break; case 9: return "the Fenceress"; break; case 10: return "the Combatess"; break; case 11: return "the Heroine"; break; case 12: return "the Myrmidon"; break; case 13: return "the Swashbuckleress"; break; case 14: return "the Mercenaress"; break; case 15: return "the Swordmistress"; break; case 16: return "the Lieutenant"; break; case 17: return "the Lady Champion"; break; case 18: return "the Lady Dragoon"; break; case 19: return "the Cavalier"; break; case 20: return "the Lady Knight"; break; /* no one ever thought up these titles 21-30 */ case LVL_IMMORT: return "the Immortal Lady of War"; break; case LVL_GOD: return "the Queen of Destruction"; break; case LVL_GRGOD: return "the Goddess of war"; break; default: return "the Warrior"; break; } break; } /* Default title for classes which do not have titles defined */ return "the Classless"; }