Source:NetHack 3.4.3/src/role.c

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Below is the full text to src/role.c from NetHack 3.4.3. To link to a particular line, write [[role.c#line123]], for example.

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/*	SCCS Id: @(#)role.c	3.4	2003/01/08	*/
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985-1999. */
/* NetHack may be freely redistributed.  See license for details. */

The NetHack General Public License applies to screenshots, source code and other content from NetHack.

This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.

#include "hack.h"

Roles

/*** Table of all roles ***/
/* According to AD&D, HD for some classes (ex. Wizard) should be smaller
* (4-sided for wizards).  But this is not AD&D, and using the AD&D
* rule here produces an unplayable character.  Thus I have used a minimum
* of an 10-sided hit die for everything.  Another AD&D change: wizards get
* a minimum strength of 4 since without one you can't teleport or cast
* spells. --KAA
*
* As the wizard has been updated (wizard patch 5 jun '96) their HD can be
* brought closer into line with AD&D. This forces wizards to use magic more
* and distance themselves from their attackers. --LSZ
*
* With the introduction of races, some hit points and energy
* has been reallocated for each race.  The values assigned
* to the roles has been reduced by the amount allocated to
* humans.  --KMH
*
* God names use a leading underscore to flag goddesses.
*/

Archeologist

const struct Role roles[] = {
{	{"Archeologist", 0}, {
	{"Digger",      0},
	{"Field Worker",0},
	{"Investigator",0},
	{"Exhumer",     0},
	{"Excavator",   0},
	{"Spelunker",   0},
	{"Speleologist",0},
	{"Collector",   0},
	{"Curator",     0} },
	"Quetzalcoatl", "Camaxtli", "Huhetotl", /* Central American */
	"Arc", "the College of Archeology", "the Tomb of the Toltec Kings",
	PM_ARCHEOLOGIST, NON_PM, NON_PM,
	PM_LORD_CARNARVON, PM_STUDENT, PM_MINION_OF_HUHETOTL,
	NON_PM, PM_HUMAN_MUMMY, S_SNAKE, S_MUMMY,
	ART_ORB_OF_DETECTION,
	MH_HUMAN|MH_DWARF|MH_GNOME | ROLE_MALE|ROLE_FEMALE |
	  ROLE_LAWFUL|ROLE_NEUTRAL,
	/* Str Int Wis Dex Con Cha */
	{   7, 10, 10,  7,  7,  7 },
	{  20, 20, 20, 10, 20, 10 },
	/* Init   Lower  Higher */
	{ 11, 0,  0, 8,  1, 0 },	/* Hit points */
	{  1, 0,  0, 1,  0, 1 },14,	/* Energy */
	10, 5, 0, 2, 10, A_INT, SPE_MAGIC_MAPPING,   -4
},

Barbarian

{	{"Barbarian", 0}, {
	{"Plunderer",   "Plunderess"},
	{"Pillager",    0},
	{"Bandit",      0},
	{"Brigand",     0},
	{"Raider",      0},
	{"Reaver",      0},
	{"Slayer",      0},
	{"Chieftain",   "Chieftainess"},
	{"Conqueror",   "Conqueress"} },
	"Mitra", "Crom", "Set", /* Hyborian */
	"Bar", "the Camp of the Duali Tribe", "the Duali Oasis",
	PM_BARBARIAN, NON_PM, NON_PM,
	PM_PELIAS, PM_CHIEFTAIN, PM_THOTH_AMON,
	PM_OGRE, PM_TROLL, S_OGRE, S_TROLL,
	ART_HEART_OF_AHRIMAN,
	MH_HUMAN|MH_ORC | ROLE_MALE|ROLE_FEMALE |
	  ROLE_NEUTRAL|ROLE_CHAOTIC,
	/* Str Int Wis Dex Con Cha */
	{  16,  7,  7, 15, 16,  6 },
	{  30,  6,  7, 20, 30,  7 },
	/* Init   Lower  Higher */
	{ 14, 0,  0,10,  2, 0 },	/* Hit points */
	{  1, 0,  0, 1,  0, 1 },10,	/* Energy */
	10, 14, 0, 0,  8, A_INT, SPE_HASTE_SELF,      -4
},

Caveman

{	{"Caveman", "Cavewoman"}, {
	{"Troglodyte",  0},
	{"Aborigine",   0},
	{"Wanderer",    0},
	{"Vagrant",     0},
	{"Wayfarer",    0},
	{"Roamer",      0},
	{"Nomad",       0},
	{"Rover",       0},
	{"Pioneer",     0} },
	"Anu", "_Ishtar", "Anshar", /* Babylonian */
	"Cav", "the Caves of the Ancestors", "the Dragon's Lair",
	PM_CAVEMAN, PM_CAVEWOMAN, PM_LITTLE_DOG,
	PM_SHAMAN_KARNOV, PM_NEANDERTHAL, PM_CHROMATIC_DRAGON,
	PM_BUGBEAR, PM_HILL_GIANT, S_HUMANOID, S_GIANT,
	ART_SCEPTRE_OF_MIGHT,
	MH_HUMAN|MH_DWARF|MH_GNOME | ROLE_MALE|ROLE_FEMALE |
	  ROLE_LAWFUL|ROLE_NEUTRAL,
	/* Str Int Wis Dex Con Cha */
	{  10,  7,  7,  7,  8,  6 },
	{  30,  6,  7, 20, 30,  7 },
	/* Init   Lower  Higher */
	{ 14, 0,  0, 8,  2, 0 },	/* Hit points */
	{  1, 0,  0, 1,  0, 1 },10,	/* Energy */
	0, 12, 0, 1,  8, A_INT, SPE_DIG,             -4
},

Healer

{	{"Healer", 0}, {
	{"Rhizotomist",    0},
	{"Empiric",        0},
	{"Embalmer",       0},
	{"Dresser",        0},
	{"Medicus ossium", "Medica ossium"},
	{"Herbalist",      0},
	{"Magister",       "Magistra"},
	{"Physician",      0},
	{"Chirurgeon",     0} },
	"_Athena", "Hermes", "Poseidon", /* Greek */
	"Hea", "the Temple of Epidaurus", "the Temple of Coeus",
	PM_HEALER, NON_PM, NON_PM,
	PM_HIPPOCRATES, PM_ATTENDANT, PM_CYCLOPS,
	PM_GIANT_RAT, PM_SNAKE, S_RODENT, S_YETI,
	ART_STAFF_OF_AESCULAPIUS,
	MH_HUMAN|MH_GNOME | ROLE_MALE|ROLE_FEMALE | ROLE_NEUTRAL,
	/* Str Int Wis Dex Con Cha */
	{   7,  7, 13,  7, 11, 16 },
	{  15, 20, 20, 15, 25, 5 },
	/* Init   Lower  Higher */
	{ 11, 0,  0, 8,  1, 0 },	/* Hit points */
	{  1, 4,  0, 1,  0, 2 },20,	/* Energy */
	10, 3,-3, 2, 10, A_WIS, SPE_CURE_SICKNESS,   -4
},

Knight

{	{"Knight", 0}, {
	{"Gallant",     0},
	{"Esquire",     0},
	{"Bachelor",    0},
	{"Sergeant",    0},
	{"Knight",      0},
	{"Banneret",    0},
	{"Chevalier",   "Chevaliere"},
	{"Seignieur",   "Dame"},
	{"Paladin",     0} },
	"Lugh", "_Brigit", "Manannan Mac Lir", /* Celtic */
	"Kni", "Camelot Castle", "the Isle of Glass",
	PM_KNIGHT, NON_PM, PM_PONY,
	PM_KING_ARTHUR, PM_PAGE, PM_IXOTH,
	PM_QUASIT, PM_OCHRE_JELLY, S_IMP, S_JELLY,
	ART_MAGIC_MIRROR_OF_MERLIN,
	MH_HUMAN | ROLE_MALE|ROLE_FEMALE | ROLE_LAWFUL,
	/* Str Int Wis Dex Con Cha */
	{  13,  7, 14,  8, 10, 17 },
	{  30, 15, 15, 10, 20, 10 },
	/* Init   Lower  Higher */
	{ 14, 0,  0, 8,  2, 0 },	/* Hit points */
	{  1, 4,  0, 1,  0, 2 },10,	/* Energy */
	10, 8,-2, 0,  9, A_WIS, SPE_TURN_UNDEAD,     -4
},

Monk

{	{"Monk", 0}, {
	{"Candidate",         0},
	{"Novice",            0},
	{"Initiate",          0},
	{"Student of Stones", 0},
	{"Student of Waters", 0},
	{"Student of Metals", 0},
	{"Student of Winds",  0},
	{"Student of Fire",   0},
	{"Master",            0} },
	"Shan Lai Ching", "Chih Sung-tzu", "Huan Ti", /* Chinese */
	"Mon", "the Monastery of Chan-Sune",
	  "the Monastery of the Earth-Lord",
	PM_MONK, NON_PM, NON_PM,
	PM_GRAND_MASTER, PM_ABBOT, PM_MASTER_KAEN,
	PM_EARTH_ELEMENTAL, PM_XORN, S_ELEMENTAL, S_XORN,
	ART_EYES_OF_THE_OVERWORLD,
	MH_HUMAN | ROLE_MALE|ROLE_FEMALE |
	  ROLE_LAWFUL|ROLE_NEUTRAL|ROLE_CHAOTIC,
	/* Str Int Wis Dex Con Cha */
	{  10,  7,  8,  8,  7,  7 },
	{  25, 10, 20, 20, 15, 10 },
	/* Init   Lower  Higher */
	{ 12, 0,  0, 8,  1, 0 },	/* Hit points */
	{  2, 2,  0, 2,  0, 2 },10,	/* Energy */
	10, 8,-2, 2, 20, A_WIS, SPE_RESTORE_ABILITY, -4
},

Priest

{	{"Priest", "Priestess"}, {
	{"Aspirant",    0},
	{"Acolyte",     0},
	{"Adept",       0},
	{"Priest",      "Priestess"},
	{"Curate",      0},
	{"Canon",       "Canoness"},
	{"Lama",        0},
	{"Patriarch",   "Matriarch"},
	{"High Priest", "High Priestess"} },
	0, 0, 0,	/* chosen randomly from among the other roles */
	"Pri", "the Great Temple", "the Temple of Nalzok",
	PM_PRIEST, PM_PRIESTESS, NON_PM,
	PM_ARCH_PRIEST, PM_ACOLYTE, PM_NALZOK,
	PM_HUMAN_ZOMBIE, PM_WRAITH, S_ZOMBIE, S_WRAITH,
	ART_MITRE_OF_HOLINESS,
	MH_HUMAN|MH_ELF | ROLE_MALE|ROLE_FEMALE |
	  ROLE_LAWFUL|ROLE_NEUTRAL|ROLE_CHAOTIC,
	/* Str Int Wis Dex Con Cha */
	{   7,  7, 10,  7,  7,  7 },
	{  15, 10, 30, 15, 20, 10 },
	/* Init   Lower  Higher */
	{ 12, 0,  0, 8,  1, 0 },	/* Hit points */
	{  4, 3,  0, 2,  0, 2 },10,	/* Energy */
	0, 3,-2, 2, 10, A_WIS, SPE_REMOVE_CURSE,    -4
},

Rogue

/* Note:  Rogue precedes Ranger so that use of `-R' on the command line
retains its traditional meaning. */
{	{"Rogue", 0}, {
	{"Footpad",     0},
	{"Cutpurse",    0},
	{"Rogue",       0},
	{"Pilferer",    0},
	{"Robber",      0},
	{"Burglar",     0},
	{"Filcher",     0},
	{"Magsman",     "Magswoman"},
	{"Thief",       0} },
	"Issek", "Mog", "Kos", /* Nehwon */
	"Rog", "the Thieves' Guild Hall", "the Assassins' Guild Hall",
	PM_ROGUE, NON_PM, NON_PM,
	PM_MASTER_OF_THIEVES, PM_THUG, PM_MASTER_ASSASSIN,
	PM_LEPRECHAUN, PM_GUARDIAN_NAGA, S_NYMPH, S_NAGA,
	ART_MASTER_KEY_OF_THIEVERY,
	MH_HUMAN|MH_ORC | ROLE_MALE|ROLE_FEMALE |
	  ROLE_CHAOTIC,
	/* Str Int Wis Dex Con Cha */
	{   7,  7,  7, 10,  7,  6 },
	{  20, 10, 10, 30, 20, 10 },
	/* Init   Lower  Higher */
	{ 10, 0,  0, 8,  1, 0 },	/* Hit points */
	{  1, 0,  0, 1,  0, 1 },11,	/* Energy */
	10, 8, 0, 1,  9, A_INT, SPE_DETECT_TREASURE, -4
},

Ranger

{	{"Ranger", 0}, {
#if 0	/* OBSOLETE */
	{"Edhel",       "Elleth"},
	{"Edhel",       "Elleth"},      /* elf-maid */
	{"Ohtar",       "Ohtie"},       /* warrior */
	{"Kano",			/* commander (Q.) ['a] */
			"Kanie"},	/* educated guess, until further research- SAC */
	{"Arandur",			/* king's servant, minister (Q.) - guess */
			"Aranduriel"},	/* educated guess */
	{"Hir",         "Hiril"},       /* lord, lady (S.) ['ir] */
	{"Aredhel",     "Arwen"},       /* noble elf, maiden (S.) */
	{"Ernil",       "Elentariel"},  /* prince (S.), elf-maiden (Q.) */
	{"Elentar",     "Elentari"},	/* Star-king, -queen (Q.) */
	"Solonor Thelandira", "Aerdrie Faenya", "Lolth", /* Elven */
#endif
	{"Tenderfoot",    0},
	{"Lookout",       0},
	{"Trailblazer",   0},
	{"Reconnoiterer", "Reconnoiteress"},
	{"Scout",         0},
	{"Arbalester",    0},	/* One skilled at crossbows */
	{"Archer",        0},
	{"Sharpshooter",  0},
	{"Marksman",      "Markswoman"} },
	"Mercury", "_Venus", "Mars", /* Roman/planets */
	"Ran", "Orion's camp", "the cave of the wumpus",
	PM_RANGER, NON_PM, PM_LITTLE_DOG /* Orion & canis major */,
	PM_ORION, PM_HUNTER, PM_SCORPIUS,
	PM_FOREST_CENTAUR, PM_SCORPION, S_CENTAUR, S_SPIDER,
	ART_LONGBOW_OF_DIANA,
	MH_HUMAN|MH_ELF|MH_GNOME|MH_ORC | ROLE_MALE|ROLE_FEMALE |
	  ROLE_NEUTRAL|ROLE_CHAOTIC,
	/* Str Int Wis Dex Con Cha */
	{  13, 13, 13,  9, 13,  7 },
	{  30, 10, 10, 20, 20, 10 },
	/* Init   Lower  Higher */
	{ 13, 0,  0, 6,  1, 0 },	/* Hit points */
	{  1, 0,  0, 1,  0, 1 },12,	/* Energy */
	10, 9, 2, 1, 10, A_INT, SPE_INVISIBILITY,   -4
},

Samurai

{	{"Samurai", 0}, {
	{"Hatamoto",    0},  /* Banner Knight */
	{"Ronin",       0},  /* no allegiance */
	{"Ninja",       "Kunoichi"},  /* secret society */
	{"Joshu",       0},  /* heads a castle */
	{"Ryoshu",      0},  /* has a territory */
	{"Kokushu",     0},  /* heads a province */
	{"Daimyo",      0},  /* a samurai lord */
	{"Kuge",        0},  /* Noble of the Court */
	{"Shogun",      0} },/* supreme commander, warlord */
	"_Amaterasu Omikami", "Raijin", "Susanowo", /* Japanese */
	"Sam", "the Castle of the Taro Clan", "the Shogun's Castle",
	PM_SAMURAI, NON_PM, PM_LITTLE_DOG,
	PM_LORD_SATO, PM_ROSHI, PM_ASHIKAGA_TAKAUJI,
	PM_WOLF, PM_STALKER, S_DOG, S_ELEMENTAL,
	ART_TSURUGI_OF_MURAMASA,
	MH_HUMAN | ROLE_MALE|ROLE_FEMALE | ROLE_LAWFUL,
	/* Str Int Wis Dex Con Cha */
	{  10,  8,  7, 10, 17,  6 },
	{  30, 10,  8, 30, 14,  8 },
	/* Init   Lower  Higher */
	{ 13, 0,  0, 8,  1, 0 },	/* Hit points */
	{  1, 0,  0, 1,  0, 1 },11,	/* Energy */
	10, 10, 0, 0,  8, A_INT, SPE_CLAIRVOYANCE,    -4
},

Tourist

#ifdef TOURIST
{	{"Tourist", 0}, {
	{"Rambler",     0},
	{"Sightseer",   0},
	{"Excursionist",0},
	{"Peregrinator","Peregrinatrix"},
	{"Traveler",    0},
	{"Journeyer",   0},
	{"Voyager",     0},
	{"Explorer",    0},
	{"Adventurer",  0} },
	"Blind Io", "_The Lady", "Offler", /* Discworld */
	"Tou", "Ankh-Morpork", "the Thieves' Guild Hall",
	PM_TOURIST, NON_PM, NON_PM,
	PM_TWOFLOWER, PM_GUIDE, PM_MASTER_OF_THIEVES,
	PM_GIANT_SPIDER, PM_FOREST_CENTAUR, S_SPIDER, S_CENTAUR,
	ART_YENDORIAN_EXPRESS_CARD,
	MH_HUMAN | ROLE_MALE|ROLE_FEMALE | ROLE_NEUTRAL,
	/* Str Int Wis Dex Con Cha */
	{   7, 10,  6,  7,  7, 10 },
	{  15, 10, 10, 15, 30, 20 },
	/* Init   Lower  Higher */
	{  8, 0,  0, 8,  0, 0 },	/* Hit points */
	{  1, 0,  0, 1,  0, 1 },14,	/* Energy */
	0, 5, 1, 2, 10, A_INT, SPE_CHARM_MONSTER,   -4
},
#endif

Valkyrie

{	{"Valkyrie", 0}, {
	{"Stripling",   0},
	{"Skirmisher",  0},
	{"Fighter",     0},
	{"Man-at-arms", "Woman-at-arms"},
	{"Warrior",     0},
	{"Swashbuckler",0},
	{"Hero",        "Heroine"},
	{"Champion",    0},
	{"Lord",        "Lady"} },
	"Tyr", "Odin", "Loki", /* Norse */
	"Val", "the Shrine of Destiny", "the cave of Surtur",
	PM_VALKYRIE, NON_PM, NON_PM /*PM_WINTER_WOLF_CUB*/,
	PM_NORN, PM_WARRIOR, PM_LORD_SURTUR,
	PM_FIRE_ANT, PM_FIRE_GIANT, S_ANT, S_GIANT,
	ART_ORB_OF_FATE,
	MH_HUMAN|MH_DWARF | ROLE_FEMALE | ROLE_LAWFUL|ROLE_NEUTRAL,
	/* Str Int Wis Dex Con Cha */
	{  10,  7,  7,  7, 10,  7 },
	{  30,  6,  7, 20, 30,  7 },
	/* Init   Lower  Higher */
	{ 14, 0,  0, 8,  2, 0 },	/* Hit points */
	{  1, 0,  0, 1,  0, 1 },10,	/* Energy */
	0, 10,-2, 0,  9, A_WIS, SPE_CONE_OF_COLD,    -4
},

Wizard

{	{"Wizard", 0}, {
	{"Evoker",      0},
	{"Conjurer",    0},
	{"Thaumaturge", 0},
	{"Magician",    0},
	{"Enchanter",   "Enchantress"},
	{"Sorcerer",    "Sorceress"},
	{"Necromancer", 0},
	{"Wizard",      0},
	{"Mage",        0} },
	"Ptah", "Thoth", "Anhur", /* Egyptian */
	"Wiz", "the Lonely Tower", "the Tower of Darkness",
	PM_WIZARD, NON_PM, PM_KITTEN,
	PM_NEFERET_THE_GREEN, PM_APPRENTICE, PM_DARK_ONE,
	PM_VAMPIRE_BAT, PM_XORN, S_BAT, S_WRAITH,
	ART_EYE_OF_THE_AETHIOPICA,
	MH_HUMAN|MH_ELF|MH_GNOME|MH_ORC | ROLE_MALE|ROLE_FEMALE |
	  ROLE_NEUTRAL|ROLE_CHAOTIC,
	/* Str Int Wis Dex Con Cha */
	{   7, 10,  7,  7,  7,  7 },
	{  10, 30, 10, 20, 20, 10 },
	/* Init   Lower  Higher */
	{ 10, 0,  0, 8,  1, 0 },	/* Hit points */
	{  4, 3,  0, 2,  0, 3 },12,	/* Energy */
	0, 1, 0, 3, 10, A_INT, SPE_MAGIC_MISSILE,   -4
},
/* Array terminator */
<nowiki>{{0, 0}}</nowiki>
};


/* The player's role, created at runtime from initial
* choices.  This may be munged in role_init().
*/
struct Role urole =
{	{"Undefined", 0}, { {0, 0}, {0, 0}, {0, 0},
	{0, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0} },
	"L", "N", "C", "Xxx", "home", "locate",
	NON_PM, NON_PM, NON_PM, NON_PM, NON_PM, NON_PM,
	NON_PM, NON_PM, 0, 0, 0, 0,
	/* Str Int Wis Dex Con Cha */
	{   7,  7,  7,  7,  7,  7 },
	{  20, 15, 15, 20, 20, 10 },
	/* Init   Lower  Higher */
	{ 10, 0,  0, 8,  1, 0 },	/* Hit points */
	{  2, 0,  0, 2,  0, 3 },14,	/* Energy */
	0, 10, 0, 0,  4, A_INT, 0, -3
};

Races

/* Table of all races */
const struct Race races[] = {

Human

{	"human", "human", "humanity", "Hum",
	{"man", "woman"},
	PM_HUMAN, NON_PM, PM_HUMAN_MUMMY, PM_HUMAN_ZOMBIE,
	MH_HUMAN | ROLE_MALE|ROLE_FEMALE |
	  ROLE_LAWFUL|ROLE_NEUTRAL|ROLE_CHAOTIC,
	MH_HUMAN, 0, MH_GNOME|MH_ORC,
	/*    Str     Int Wis Dex Con Cha */
	{      3,      3,  3,  3,  3,  3 },
	{ STR18(100), 18, 18, 18, 18, 18 },
	/* Init   Lower  Higher */
	{  2, 0,  0, 2,  1, 0 },	/* Hit points */
	{  1, 0,  2, 0,  2, 0 }		/* Energy */
},

Elf

{	"elf", "elven", "elvenkind", "Elf",
	{0, 0},
	PM_ELF, NON_PM, PM_ELF_MUMMY, PM_ELF_ZOMBIE,
	MH_ELF | ROLE_MALE|ROLE_FEMALE | ROLE_CHAOTIC,
	MH_ELF, MH_ELF, MH_ORC,
	/*  Str    Int Wis Dex Con Cha */
	{    3,     3,  3,  3,  3,  3 },
	{   18,    20, 20, 18, 16, 18 },
	/* Init   Lower  Higher */
	{  1, 0,  0, 1,  1, 0 },	/* Hit points */
	{  2, 0,  3, 0,  3, 0 }		/* Energy */
},

Dwarf

{	"dwarf", "dwarven", "dwarvenkind", "Dwa",
	{0, 0},
	PM_DWARF, NON_PM, PM_DWARF_MUMMY, PM_DWARF_ZOMBIE,
	MH_DWARF | ROLE_MALE|ROLE_FEMALE | ROLE_LAWFUL,
	MH_DWARF, MH_DWARF|MH_GNOME, MH_ORC,
	/*    Str     Int Wis Dex Con Cha */
	{      3,      3,  3,  3,  3,  3 },
	{ STR18(100), 16, 16, 20, 20, 16 },
	/* Init   Lower  Higher */
	{  4, 0,  0, 3,  2, 0 },	/* Hit points */
	{  0, 0,  0, 0,  0, 0 }		/* Energy */
},

Gnome

{	"gnome", "gnomish", "gnomehood", "Gno",
	{0, 0},
	PM_GNOME, NON_PM, PM_GNOME_MUMMY, PM_GNOME_ZOMBIE,
	MH_GNOME | ROLE_MALE|ROLE_FEMALE | ROLE_NEUTRAL,
	MH_GNOME, MH_DWARF|MH_GNOME, MH_HUMAN,
	/*  Str    Int Wis Dex Con Cha */
	{    3,     3,  3,  3,  3,  3 },
	{STR18(50),19, 18, 18, 18, 18 },
	/* Init   Lower  Higher */
	{  1, 0,  0, 1,  0, 0 },	/* Hit points */
	{  2, 0,  2, 0,  2, 0 }		/* Energy */
},

Orc

{	"orc", "orcish", "orcdom", "Orc",
	{0, 0},
	PM_ORC, NON_PM, PM_ORC_MUMMY, PM_ORC_ZOMBIE,
	MH_ORC | ROLE_MALE|ROLE_FEMALE | ROLE_CHAOTIC,
	MH_ORC, 0, MH_HUMAN|MH_ELF|MH_DWARF,
	/*  Str    Int Wis Dex Con Cha */
	{   3,      3,  3,  3,  3,  3 },
	{STR18(50),16, 16, 18, 18, 16 },
	/* Init   Lower  Higher */
	{  1, 0,  0, 1,  0, 0 },	/* Hit points */
	{  1, 0,  1, 0,  1, 0 }		/* Energy */
},
/* Array terminator */
{ 0, 0, 0, 0 }};


/* The player's race, created at runtime from initial
* choices.  This may be munged in role_init().
*/
struct Race urace =
{	"something", "undefined", "something", "Xxx",
	{0, 0},
	NON_PM, NON_PM, NON_PM, NON_PM,
	0, 0, 0, 0,
	/*    Str     Int Wis Dex Con Cha */
	{      3,      3,  3,  3,  3,  3 },
	{ STR18(100), 18, 18, 18, 18, 18 },
	/* Init   Lower  Higher */
	{  2, 0,  0, 2,  1, 0 },	/* Hit points */
	{  1, 0,  2, 0,  2, 0 }		/* Energy */
};

Genders

/* Table of all genders */
const struct Gender genders[] = {
	{"male",	"he",	"him",	"his",	"Mal",	ROLE_MALE},
	{"female",	"she",	"her",	"her",	"Fem",	ROLE_FEMALE},
	{"neuter",	"it",	"it",	"its",	"Ntr",	ROLE_NEUTER}
};

Alignments

/* Table of all alignments */
const struct Align aligns[] = {
	{"law",		"lawful",	"Law",	ROLE_LAWFUL,	A_LAWFUL},
	{"balance",	"neutral",	"Neu",	ROLE_NEUTRAL,	A_NEUTRAL},
	{"chaos",	"chaotic",	"Cha",	ROLE_CHAOTIC,	A_CHAOTIC},
	{"evil",	"unaligned",	"Una",	0,		A_NONE}
};
STATIC_DCL char * FDECL(promptsep, (char *, int));
STATIC_DCL int FDECL(role_gendercount, (int));
STATIC_DCL int FDECL(race_alignmentcount, (int));

/* used by str2XXX() */
static char NEARDATA randomstr[] = "random";

validrole

boolean
validrole(rolenum)
	int rolenum;
{
	return (rolenum >= 0 && rolenum < SIZE(roles)-1);
}

randrole

int
randrole()
{
	return (rn2(SIZE(roles)-1));
}

str2role

int
str2role(str)
	char *str;
{
	int i, len;

	/* Is str valid? */
	if (!str || !str[0])
	    return ROLE_NONE;

	/* Match as much of str as is provided */
	len = strlen(str);
	for (i = 0; roles[i].name.m; i++) {
	    /* Does it match the male name? */
	    if (!strncmpi(str, roles[i].name.m, len))
		return i;
	    /* Or the female name? */
	    if (roles[i].name.f && !strncmpi(str, roles[i].name.f, len))
		return i;
	    /* Or the filecode? */
	    if (!strcmpi(str, roles[i].filecode))
		return i;
	}

	if ((len == 1 && (*str == '*' || *str == '@')) ||
		!strncmpi(str, randomstr, len))
	    return ROLE_RANDOM;

	/* Couldn't find anything appropriate */
	return ROLE_NONE;
}

validrace

boolean
validrace(rolenum, racenum)
	int rolenum, racenum;
{
	/* Assumes validrole */
	return (racenum >= 0 && racenum < SIZE(races)-1 &&
		(roles[rolenum].allow & races[racenum].allow & ROLE_RACEMASK));
}

randrace

int
randrace(rolenum)
	int rolenum;
{
	int i, n = 0;

	/* Count the number of valid races */
	for (i = 0; races[i].noun; i++)
	    if (roles[rolenum].allow & races[i].allow & ROLE_RACEMASK)
	    	n++;

	/* Pick a random race */
	/* Use a factor of 100 in case of bad random number generators */
	if (n) n = rn2(n*100)/100;
	for (i = 0; races[i].noun; i++)
	    if (roles[rolenum].allow & races[i].allow & ROLE_RACEMASK) {
	    	if (n) n--;
	    	else return (i);
	    }

	/* This role has no permitted races? */
	return (rn2(SIZE(races)-1));
}

str2race

int
str2race(str)
	char *str;
{
	int i, len;

	/* Is str valid? */
	if (!str || !str[0])
	    return ROLE_NONE;

	/* Match as much of str as is provided */
	len = strlen(str);
	for (i = 0; races[i].noun; i++) {
	    /* Does it match the noun? */
	    if (!strncmpi(str, races[i].noun, len))
		return i;
	    /* Or the filecode? */
	    if (!strcmpi(str, races[i].filecode))
		return i;
	}

	if ((len == 1 && (*str == '*' || *str == '@')) ||
		!strncmpi(str, randomstr, len))
	    return ROLE_RANDOM;

	/* Couldn't find anything appropriate */
	return ROLE_NONE;
}

validgend

boolean
validgend(rolenum, racenum, gendnum)
	int rolenum, racenum, gendnum;
{
	/* Assumes validrole and validrace */
	return (gendnum >= 0 && gendnum < ROLE_GENDERS &&
		(roles[rolenum].allow & races[racenum].allow &
		 genders[gendnum].allow & ROLE_GENDMASK));
}

randgend

int
randgend(rolenum, racenum)
	int rolenum, racenum;
{
	int i, n = 0;

	/* Count the number of valid genders */
	for (i = 0; i < ROLE_GENDERS; i++)
	    if (roles[rolenum].allow & races[racenum].allow &
	    		genders[i].allow & ROLE_GENDMASK)
	    	n++;

	/* Pick a random gender */
	if (n) n = rn2(n);
	for (i = 0; i < ROLE_GENDERS; i++)
	    if (roles[rolenum].allow & races[racenum].allow &
	    		genders[i].allow & ROLE_GENDMASK) {
	    	if (n) n--;
	    	else return (i);
	    }

	/* This role/race has no permitted genders? */
	return (rn2(ROLE_GENDERS));
}

str2gend

int
str2gend(str)
	char *str;
{
	int i, len;

	/* Is str valid? */
	if (!str || !str[0])
	    return ROLE_NONE;

	/* Match as much of str as is provided */
	len = strlen(str);
	for (i = 0; i < ROLE_GENDERS; i++) {
	    /* Does it match the adjective? */
	    if (!strncmpi(str, genders[i].adj, len))
		return i;
	    /* Or the filecode? */
	    if (!strcmpi(str, genders[i].filecode))
		return i;
	}
	if ((len == 1 && (*str == '*' || *str == '@')) ||
		!strncmpi(str, randomstr, len))
	    return ROLE_RANDOM;

	/* Couldn't find anything appropriate */
	return ROLE_NONE;
}

validalign

boolean
validalign(rolenum, racenum, alignnum)
	int rolenum, racenum, alignnum;
{
	/* Assumes validrole and validrace */
	return (alignnum >= 0 && alignnum < ROLE_ALIGNS &&
		(roles[rolenum].allow & races[racenum].allow &
		 aligns[alignnum].allow & ROLE_ALIGNMASK));
}

randalign

int
randalign(rolenum, racenum)
	int rolenum, racenum;
{
	int i, n = 0;

	/* Count the number of valid alignments */
	for (i = 0; i < ROLE_ALIGNS; i++)
	    if (roles[rolenum].allow & races[racenum].allow &
	    		aligns[i].allow & ROLE_ALIGNMASK)
	    	n++;

	/* Pick a random alignment */
	if (n) n = rn2(n);
	for (i = 0; i < ROLE_ALIGNS; i++)
	    if (roles[rolenum].allow & races[racenum].allow &
	    		aligns[i].allow & ROLE_ALIGNMASK) {
	    	if (n) n--;
	    	else return (i);
	    }

	/* This role/race has no permitted alignments? */
	return (rn2(ROLE_ALIGNS));
}

str2align

int
str2align(str)
	char *str;
{
	int i, len;

	/* Is str valid? */
	if (!str || !str[0])
	    return ROLE_NONE;

	/* Match as much of str as is provided */
	len = strlen(str);
	for (i = 0; i < ROLE_ALIGNS; i++) {
	    /* Does it match the adjective? */
	    if (!strncmpi(str, aligns[i].adj, len))
		return i;
	    /* Or the filecode? */
	    if (!strcmpi(str, aligns[i].filecode))
		return i;
	}
	if ((len == 1 && (*str == '*' || *str == '@')) ||
		!strncmpi(str, randomstr, len))
	    return ROLE_RANDOM;

	/* Couldn't find anything appropriate */
	return ROLE_NONE;
}

/* is rolenum compatible with any racenum/gendnum/alignnum constraints? */

ok_role

boolean
ok_role(rolenum, racenum, gendnum, alignnum)
int rolenum, racenum, gendnum, alignnum;
{
int i;
short allow;

if (rolenum >= 0 && rolenum < SIZE(roles)-1) {
	allow = roles[rolenum].allow;
	if (racenum >= 0 && racenum < SIZE(races)-1 &&
		!(allow & races[racenum].allow & ROLE_RACEMASK))
	    return FALSE;
	if (gendnum >= 0 && gendnum < ROLE_GENDERS &&
		!(allow & genders[gendnum].allow & ROLE_GENDMASK))
	    return FALSE;
	if (alignnum >= 0 && alignnum < ROLE_ALIGNS &&
		!(allow & aligns[alignnum].allow & ROLE_ALIGNMASK))
	    return FALSE;
	return TRUE;
} else {
	for (i = 0; i < SIZE(roles)-1; i++) {
	    allow = roles[i].allow;
	    if (racenum >= 0 && racenum < SIZE(races)-1 &&
		    !(allow & races[racenum].allow & ROLE_RACEMASK))
		continue;
	    if (gendnum >= 0 && gendnum < ROLE_GENDERS &&
		    !(allow & genders[gendnum].allow & ROLE_GENDMASK))
		continue;
	    if (alignnum >= 0 && alignnum < ROLE_ALIGNS &&
		    !(allow & aligns[alignnum].allow & ROLE_ALIGNMASK))
		continue;
	    return TRUE;
	}
	return FALSE;
}
}

pick_role

/* pick a random role subject to any racenum/gendnum/alignnum constraints */
/* If pickhow == PICK_RIGID a role is returned only if there is  */
/* a single possibility */
int
pick_role(racenum, gendnum, alignnum, pickhow)
int racenum, gendnum, alignnum, pickhow;
{
int i;
int roles_ok = 0;

for (i = 0; i < SIZE(roles)-1; i++) {
	if (ok_role(i, racenum, gendnum, alignnum))
	    roles_ok++;
}
if (roles_ok == 0 || (roles_ok > 1 && pickhow == PICK_RIGID))
	return ROLE_NONE;
roles_ok = rn2(roles_ok);
for (i = 0; i < SIZE(roles)-1; i++) {
	if (ok_role(i, racenum, gendnum, alignnum)) {
	    if (roles_ok == 0)
		return i;
	    else
		roles_ok--;
	}
}
return ROLE_NONE;
}

ok_race

/* is racenum compatible with any rolenum/gendnum/alignnum constraints? */
boolean
ok_race(rolenum, racenum, gendnum, alignnum)
int rolenum, racenum, gendnum, alignnum;
{
int i;
short allow;

if (racenum >= 0 && racenum < SIZE(races)-1) {
	allow = races[racenum].allow;
	if (rolenum >= 0 && rolenum < SIZE(roles)-1 &&
		!(allow & roles[rolenum].allow & ROLE_RACEMASK))
	    return FALSE;
	if (gendnum >= 0 && gendnum < ROLE_GENDERS &&
		!(allow & genders[gendnum].allow & ROLE_GENDMASK))
	    return FALSE;
	if (alignnum >= 0 && alignnum < ROLE_ALIGNS &&
		!(allow & aligns[alignnum].allow & ROLE_ALIGNMASK))
	    return FALSE;
	return TRUE;
} else {
	for (i = 0; i < SIZE(races)-1; i++) {
	    allow = races[i].allow;
	    if (rolenum >= 0 && rolenum < SIZE(roles)-1 &&
		    !(allow & roles[rolenum].allow & ROLE_RACEMASK))
		continue;
	    if (gendnum >= 0 && gendnum < ROLE_GENDERS &&
		    !(allow & genders[gendnum].allow & ROLE_GENDMASK))
		continue;
	    if (alignnum >= 0 && alignnum < ROLE_ALIGNS &&
		    !(allow & aligns[alignnum].allow & ROLE_ALIGNMASK))
		continue;
	    return TRUE;
	}
	return FALSE;
}
}

pick_race

/* pick a random race subject to any rolenum/gendnum/alignnum constraints */
/* If pickhow == PICK_RIGID a race is returned only if there is  */
/* a single possibility */
int
pick_race(rolenum, gendnum, alignnum, pickhow)
int rolenum, gendnum, alignnum, pickhow;
{
int i;
int races_ok = 0;

for (i = 0; i < SIZE(races)-1; i++) {
	if (ok_race(rolenum, i, gendnum, alignnum))
	    races_ok++;
}
if (races_ok == 0 || (races_ok > 1 && pickhow == PICK_RIGID))
	return ROLE_NONE;
races_ok = rn2(races_ok);
for (i = 0; i < SIZE(races)-1; i++) {
	if (ok_race(rolenum, i, gendnum, alignnum)) {
	    if (races_ok == 0)
		return i;
	    else
		races_ok--;
	}
}
return ROLE_NONE;
}

ok_gend

/* is gendnum compatible with any rolenum/racenum/alignnum constraints? */
/* gender and alignment are not comparable (and also not constrainable) */
boolean
ok_gend(rolenum, racenum, gendnum, alignnum)
int rolenum, racenum, gendnum, alignnum;
{
int i;
short allow;

if (gendnum >= 0 && gendnum < ROLE_GENDERS) {
	allow = genders[gendnum].allow;
	if (rolenum >= 0 && rolenum < SIZE(roles)-1 &&
		!(allow & roles[rolenum].allow & ROLE_GENDMASK))
	    return FALSE;
	if (racenum >= 0 && racenum < SIZE(races)-1 &&
		!(allow & races[racenum].allow & ROLE_GENDMASK))
	    return FALSE;
	return TRUE;
} else {
	for (i = 0; i < ROLE_GENDERS; i++) {
	    allow = genders[i].allow;
	    if (rolenum >= 0 && rolenum < SIZE(roles)-1 &&
		    !(allow & roles[rolenum].allow & ROLE_GENDMASK))
		continue;
	    if (racenum >= 0 && racenum < SIZE(races)-1 &&
		    !(allow & races[racenum].allow & ROLE_GENDMASK))
		continue;
	    return TRUE;
	}
	return FALSE;
}
}

pick_gend

/* pick a random gender subject to any rolenum/racenum/alignnum constraints */
/* gender and alignment are not comparable (and also not constrainable) */
/* If pickhow == PICK_RIGID a gender is returned only if there is  */
/* a single possibility */
int
pick_gend(rolenum, racenum, alignnum, pickhow)
int rolenum, racenum, alignnum, pickhow;
{
int i;
int gends_ok = 0;

for (i = 0; i < ROLE_GENDERS; i++) {
	if (ok_gend(rolenum, racenum, i, alignnum))
	    gends_ok++;
}
if (gends_ok == 0 || (gends_ok > 1 && pickhow == PICK_RIGID))
	return ROLE_NONE;
gends_ok = rn2(gends_ok);
for (i = 0; i < ROLE_GENDERS; i++) {
	if (ok_gend(rolenum, racenum, i, alignnum)) {
	    if (gends_ok == 0)
		return i;
	    else
		gends_ok--;
	}
}
return ROLE_NONE;
}

ok_align

/* is alignnum compatible with any rolenum/racenum/gendnum constraints? */
/* alignment and gender are not comparable (and also not constrainable) */
boolean
ok_align(rolenum, racenum, gendnum, alignnum)
int rolenum, racenum, gendnum, alignnum;
{
int i;
short allow;

if (alignnum >= 0 && alignnum < ROLE_ALIGNS) {
	allow = aligns[alignnum].allow;
	if (rolenum >= 0 && rolenum < SIZE(roles)-1 &&
		!(allow & roles[rolenum].allow & ROLE_ALIGNMASK))
	    return FALSE;
	if (racenum >= 0 && racenum < SIZE(races)-1 &&
		!(allow & races[racenum].allow & ROLE_ALIGNMASK))
	    return FALSE;
	return TRUE;
} else {
	for (i = 0; i < ROLE_ALIGNS; i++) {
	    allow = races[i].allow;
	    if (rolenum >= 0 && rolenum < SIZE(roles)-1 &&
		    !(allow & roles[rolenum].allow & ROLE_ALIGNMASK))
		continue;
	    if (racenum >= 0 && racenum < SIZE(races)-1 &&
		    !(allow & races[racenum].allow & ROLE_ALIGNMASK))
		continue;
	    return TRUE;
	}
	return FALSE;
}
}

pick_align

/* pick a random alignment subject to any rolenum/racenum/gendnum constraints */
/* alignment and gender are not comparable (and also not constrainable) */
/* If pickhow == PICK_RIGID an alignment is returned only if there is  */
/* a single possibility */
int
pick_align(rolenum, racenum, gendnum, pickhow)
int rolenum, racenum, gendnum, pickhow;
{
int i;
int aligns_ok = 0;

for (i = 0; i < ROLE_ALIGNS; i++) {
	if (ok_align(rolenum, racenum, gendnum, i))
	    aligns_ok++;
}
if (aligns_ok == 0 || (aligns_ok > 1 && pickhow == PICK_RIGID))
	return ROLE_NONE;
aligns_ok = rn2(aligns_ok);
for (i = 0; i < ROLE_ALIGNS; i++) {
	if (ok_align(rolenum, racenum, gendnum, i)) {
	    if (aligns_ok == 0)
		return i;
	    else
		aligns_ok--;
	}
}
return ROLE_NONE;
}

rigid_role_checks

void
rigid_role_checks()
{
/* Some roles are limited to a single race, alignment, or gender and
* calling this routine prior to XXX_player_selection() will help
* prevent an extraneous prompt that actually doesn't allow
* you to choose anything further. Note the use of PICK_RIGID which
* causes the pick_XX() routine to return a value only if there is one
* single possible selection, otherwise it returns ROLE_NONE.
*
*/
if (flags.initrole == ROLE_RANDOM) {
	/* If the role was explicitly specified as ROLE_RANDOM
	 * via -uXXXX-@ then choose the role in here to narrow down
	 * later choices. Pick a random role in this case.
	 */
	flags.initrole = pick_role(flags.initrace, flags.initgend,
					flags.initalign, PICK_RANDOM);
	if (flags.initrole < 0)
	    flags.initrole = randrole();
}
if (flags.initrole != ROLE_NONE) {
	if (flags.initrace == ROLE_NONE)
	     flags.initrace = pick_race(flags.initrole, flags.initgend,
						flags.initalign, PICK_RIGID);
	if (flags.initalign == ROLE_NONE)
	     flags.initalign = pick_align(flags.initrole, flags.initrace,
						flags.initgend, PICK_RIGID);
	if (flags.initgend == ROLE_NONE)
	     flags.initgend = pick_gend(flags.initrole, flags.initrace,
						flags.initalign, PICK_RIGID);
}
}

#define BP_ALIGN	0
#define BP_GEND		1
#define BP_RACE		2
#define BP_ROLE		3
#define NUM_BP		4

STATIC_VAR char pa[NUM_BP], post_attribs;

promptsep

STATIC_OVL char *
promptsep(buf, num_post_attribs)
char *buf;
int num_post_attribs;
{
	const char *conj = "and ";
	if (num_post_attribs > 1
	    && post_attribs < num_post_attribs && post_attribs > 1)
	 	Strcat(buf, ","); 
	Strcat(buf, " ");
	--post_attribs;
	if (!post_attribs && num_post_attribs > 1) Strcat(buf, conj);
	return buf;
}

role_gendercount

STATIC_OVL int
role_gendercount(rolenum)
int rolenum;
{
	int gendcount = 0;
	if (validrole(rolenum)) {
		if (roles[rolenum].allow & ROLE_MALE) ++gendcount;
		if (roles[rolenum].allow & ROLE_FEMALE) ++gendcount;
		if (roles[rolenum].allow & ROLE_NEUTER) ++gendcount;
	}
	return gendcount;
}

race_alignmentcount

STATIC_OVL int
race_alignmentcount(racenum)
int racenum;
{
	int aligncount = 0;
	if (racenum != ROLE_NONE && racenum != ROLE_RANDOM) {
		if (races[racenum].allow & ROLE_CHAOTIC) ++aligncount;
		if (races[racenum].allow & ROLE_LAWFUL) ++aligncount;
		if (races[racenum].allow & ROLE_NEUTRAL) ++aligncount;
	}
	return aligncount;
}

root_plselection_prompt

char *
root_plselection_prompt(suppliedbuf, buflen, rolenum, racenum, gendnum, alignnum)
char *suppliedbuf;
int buflen, rolenum, racenum, gendnum, alignnum;
{
	int k, gendercount = 0, aligncount = 0;
	char buf[BUFSZ];
	static char err_ret[] = " character's";
	boolean donefirst = FALSE;

	if (!suppliedbuf || buflen < 1) return err_ret;

	/* initialize these static variables each time this is called */
	post_attribs = 0;
	for (k=0; k < NUM_BP; ++k)
		pa[k] = 0;
	buf[0] = '\0';
	*suppliedbuf = '\0';
	
	/* How many alignments are allowed for the desired race? */
	if (racenum != ROLE_NONE && racenum != ROLE_RANDOM)
		aligncount = race_alignmentcount(racenum);

	if (alignnum != ROLE_NONE && alignnum != ROLE_RANDOM) {
		/* if race specified, and multiple choice of alignments for it */
		if ((racenum >= 0) && (aligncount > 1)) {
			if (donefirst) Strcat(buf, " ");
			Strcat(buf, aligns[alignnum].adj);
			donefirst = TRUE;
		} else {
			if (donefirst) Strcat(buf, " ");
			Strcat(buf, aligns[alignnum].adj);
			donefirst = TRUE;
		}
	} else {
		/* if alignment not specified, but race is specified
			and only one choice of alignment for that race then
			don't include it in the later list */
		if ((((racenum != ROLE_NONE && racenum != ROLE_RANDOM) &&
			ok_race(rolenum, racenum, gendnum, alignnum))
		      && (aligncount > 1))
		     || (racenum == ROLE_NONE || racenum == ROLE_RANDOM)) {
			pa[BP_ALIGN] = 1;
			post_attribs++;
		}
	}
	/* <your lawful> */

	/* How many genders are allowed for the desired role? */
	if (validrole(rolenum))
		gendercount = role_gendercount(rolenum);

	if (gendnum != ROLE_NONE  && gendnum != ROLE_RANDOM) {
		if (validrole(rolenum)) {
		     /* if role specified, and multiple choice of genders for it,
			and name of role itself does not distinguish gender */
			if ((rolenum != ROLE_NONE) && (gendercount > 1)
						&& !roles[rolenum].name.f) {
				if (donefirst) Strcat(buf, " ");
				Strcat(buf, genders[gendnum].adj);
				donefirst = TRUE;
			}
	        } else {
			if (donefirst) Strcat(buf, " ");
	        	Strcat(buf, genders[gendnum].adj);
			donefirst = TRUE;
	        }
	} else {
		/* if gender not specified, but role is specified
			and only one choice of gender then
			don't include it in the later list */
		if ((validrole(rolenum) && (gendercount > 1)) || !validrole(rolenum)) {
			pa[BP_GEND] = 1;
			post_attribs++;
		}
	}
	/* <your lawful female> */

	if (racenum != ROLE_NONE && racenum != ROLE_RANDOM) {
		if (validrole(rolenum) && ok_race(rolenum, racenum, gendnum, alignnum)) {
			if (donefirst) Strcat(buf, " "); 
			Strcat(buf, (rolenum == ROLE_NONE) ?
				races[racenum].noun :
				races[racenum].adj);
			donefirst = TRUE;
		} else if (!validrole(rolenum)) {
			if (donefirst) Strcat(buf, " ");
			Strcat(buf, races[racenum].noun);
			donefirst = TRUE;
		} else {
			pa[BP_RACE] = 1;
			post_attribs++;
		}
	} else {
		pa[BP_RACE] = 1;
		post_attribs++;
	}
	/* <your lawful female gnomish> || <your lawful female gnome> */

	if (validrole(rolenum)) {
		if (donefirst) Strcat(buf, " ");
		if (gendnum != ROLE_NONE) {
		    if (gendnum == 1  && roles[rolenum].name.f)
			Strcat(buf, roles[rolenum].name.f);
		    else
			Strcat(buf, roles[rolenum].name.m);
		} else {
			if (roles[rolenum].name.f) {
				Strcat(buf, roles[rolenum].name.m);
				Strcat(buf, "/");
				Strcat(buf, roles[rolenum].name.f);
			} else 
				Strcat(buf, roles[rolenum].name.m);
		}
		donefirst = TRUE;
	} else if (rolenum == ROLE_NONE) {
		pa[BP_ROLE] = 1;
		post_attribs++;
	}
	
	if ((racenum == ROLE_NONE || racenum == ROLE_RANDOM) && !validrole(rolenum)) {
		if (donefirst) Strcat(buf, " ");
		Strcat(buf, "character");
		donefirst = TRUE;
	}
	/* <your lawful female gnomish cavewoman> || <your lawful female gnome>
	 *    || <your lawful female character>
	 */
	if (buflen > (int) (strlen(buf) + 1)) {
		Strcpy(suppliedbuf, buf);
		return suppliedbuf;
	} else
		return err_ret;
}

build_plselection_prompt

char *
build_plselection_prompt(buf, buflen, rolenum, racenum, gendnum, alignnum)
char *buf;
int buflen, rolenum, racenum, gendnum, alignnum;
{
	const char *defprompt = "Shall I pick a character for you? [ynq] ";
	int num_post_attribs = 0;
	char tmpbuf[BUFSZ];
	
	if (buflen < QBUFSZ)
		return (char *)defprompt;

	Strcpy(tmpbuf, "Shall I pick ");
	if (racenum != ROLE_NONE || validrole(rolenum))
		Strcat(tmpbuf, "your ");
	else {
		Strcat(tmpbuf, "a ");
	}
	/* <your> */

	(void)  root_plselection_prompt(eos(tmpbuf), buflen - strlen(tmpbuf),
					rolenum, racenum, gendnum, alignnum);
	Sprintf(buf, "%s", s_suffix(tmpbuf));

	/* buf should now be:
	 * < your lawful female gnomish cavewoman's> || <your lawful female gnome's>
	 *    || <your lawful female character's>
	 *
* Now append the post attributes to it
	 */

	num_post_attribs = post_attribs;
	if (post_attribs) {
		if (pa[BP_RACE]) {
			(void) promptsep(eos(buf), num_post_attribs);
			Strcat(buf, "race");
		}
		if (pa[BP_ROLE]) {
			(void) promptsep(eos(buf), num_post_attribs);
			Strcat(buf, "role");
		}
		if (pa[BP_GEND]) {
			(void) promptsep(eos(buf), num_post_attribs);
			Strcat(buf, "gender");
		}
		if (pa[BP_ALIGN]) {
			(void) promptsep(eos(buf), num_post_attribs);
			Strcat(buf, "alignment");
		}
	}
	Strcat(buf, " for you? [ynq] ");
	return buf;
}

#undef BP_ALIGN
#undef BP_GEND
#undef BP_RACE
#undef BP_ROLE
#undef NUM_BP

plnamesuffix

void
plnamesuffix()
{
	char *sptr, *eptr;
	int i;

	/* Look for tokens delimited by '-' */
	if ((eptr = index(plname, '-')) != (char *) 0)
	    *eptr++ = '\0';
	while (eptr) {
	    /* Isolate the next token */
	    sptr = eptr;
	    if ((eptr = index(sptr, '-')) != (char *)0)
		*eptr++ = '\0';

	    /* Try to match it to something */
	    if ((i = str2role(sptr)) != ROLE_NONE)
		flags.initrole = i;
	    else if ((i = str2race(sptr)) != ROLE_NONE)
		flags.initrace = i;
	    else if ((i = str2gend(sptr)) != ROLE_NONE)
		flags.initgend = i;
	    else if ((i = str2align(sptr)) != ROLE_NONE)
		flags.initalign = i;
	}
	if(!plname[0]) {
	    askname();
	    plnamesuffix();
	}

	/* commas in the plname confuse the record file, convert to spaces */
	for (sptr = plname; *sptr; sptr++) {
		if (*sptr == ',') *sptr = ' ';
	}
}


/*
*	Special setup modifications here:
*
*	Unfortunately, this is going to have to be done
*	on each newgame or restore, because you lose the permonst mods
*	across a save/restore.  :-)
*
*	1 - The Rogue Leader is the Tourist Nemesis.
*	2 - Priests start with a random alignment - convert the leader and
*	    guardians here.
*	3 - Elves can have one of two different leaders, but can't work it
*	    out here because it requires hacking the level file data (see
*	    sp_lev.c).
*
* This code also replaces quest_init().
*/

role_init

void
role_init()
{
	int alignmnt;

	/* Strip the role letter out of the player name.
	 * This is included for backwards compatibility.
	 */
	plnamesuffix();

	/* Check for a valid role.  Try flags.initrole first. */
	if (!validrole(flags.initrole)) {
	    /* Try the player letter second */
	    if ((flags.initrole = str2role(pl_character)) < 0)
	    	/* None specified; pick a random role */
	    	flags.initrole = randrole();
	}

	/* We now have a valid role index.  Copy the role name back. */
	/* This should become OBSOLETE */
	Strcpy(pl_character, roles[flags.initrole].name.m);
	pl_character[PL_CSIZ-1] = '\0';

	/* Check for a valid race */
	if (!validrace(flags.initrole, flags.initrace))
	    flags.initrace = randrace(flags.initrole);

	/* Check for a valid gender.  If new game, check both initgend
	 * and female.  On restore, assume flags.female is correct. */
	if (flags.pantheon == -1) {	/* new game */
	    if (!validgend(flags.initrole, flags.initrace, flags.female))
		flags.female = !flags.female;
	}
	if (!validgend(flags.initrole, flags.initrace, flags.initgend))
	    /* Note that there is no way to check for an unspecified gender. */
	    flags.initgend = flags.female;

	/* Check for a valid alignment */
	if (!validalign(flags.initrole, flags.initrace, flags.initalign))
	    /* Pick a random alignment */
	    flags.initalign = randalign(flags.initrole, flags.initrace);
	alignmnt = aligns[flags.initalign].value;

	/* Initialize urole and urace */
	urole = roles[flags.initrole];
	urace = races[flags.initrace];

	/* Fix up the quest leader */
	if (urole.ldrnum != NON_PM) {
	    mons[urole.ldrnum].msound = MS_LEADER;
	    mons[urole.ldrnum].mflags2 |= (M2_PEACEFUL);
	    mons[urole.ldrnum].mflags3 |= M3_CLOSE;
	    mons[urole.ldrnum].maligntyp = alignmnt * 3;
	}

	/* Fix up the quest guardians */
	if (urole.guardnum != NON_PM) {
	    mons[urole.guardnum].mflags2 |= (M2_PEACEFUL);
	    mons[urole.guardnum].maligntyp = alignmnt * 3;
	}

	/* Fix up the quest nemesis */
	if (urole.neminum != NON_PM) {
	    mons[urole.neminum].msound = MS_NEMESIS;
	    mons[urole.neminum].mflags2 &= ~(M2_PEACEFUL);
	    mons[urole.neminum].mflags2 |= (M2_NASTY|M2_STALK|M2_HOSTILE);
	    mons[urole.neminum].mflags3 |= M3_WANTSARTI | M3_WAITFORU;
	}

	/* Fix up the god names */
	if (flags.pantheon == -1) {		/* new game */
	    flags.pantheon = flags.initrole;	/* use own gods */
	    while (!roles[flags.pantheon].lgod)	/* unless they're missing */
		flags.pantheon = randrole();
	}
	if (!urole.lgod) {
	    urole.lgod = roles[flags.pantheon].lgod;
	    urole.ngod = roles[flags.pantheon].ngod;
	    urole.cgod = roles[flags.pantheon].cgod;
	}

	/* Fix up infravision */
	if (mons[urace.malenum].mflags3 & M3_INFRAVISION) {
	    /* although an infravision intrinsic is possible, infravision
	     * is purely a property of the physical race.  This means that we
	     * must put the infravision flag in the player's current race
	     * (either that or have separate permonst entries for
	     * elven/non-elven members of each class).  The side effect is that
	     * all NPCs of that class will have (probably bogus) infravision,
	     * but since infravision has no effect for NPCs anyway we can
	     * ignore this.
	     */
	    mons[urole.malenum].mflags3 |= M3_INFRAVISION;
	    if (urole.femalenum != NON_PM)
	    	mons[urole.femalenum].mflags3 |= M3_INFRAVISION;
	}

	/* Artifacts are fixed in hack_artifacts() */

	/* Success! */
	return;
}

Hello

const char *
Hello(mtmp)
struct monst *mtmp;
{
	switch (Role_switch) {
	case PM_KNIGHT:
	    return ("Salutations"); /* Olde English */
	case PM_SAMURAI:
	    return (mtmp && mtmp->data == &mons[PM_SHOPKEEPER] ?
	    		"Irasshaimase" : "Konnichi wa"); /* Japanese */
#ifdef TOURIST
	case PM_TOURIST:
	    return ("Aloha");       /* Hawaiian */
#endif
	case PM_VALKYRIE:
	    return (
#ifdef MAIL
	    		mtmp && mtmp->data == &mons[PM_MAIL_DAEMON] ? "Hallo" :
#endif
	    		"Velkommen");   /* Norse */
	default:
	    return ("Hello");
	}
}

Main article: Welcome message

Goodbye

const char *
Goodbye()
{
	switch (Role_switch) {
	case PM_KNIGHT:
	    return ("Fare thee well");  /* Olde English */
	case PM_SAMURAI:
	    return ("Sayonara");        /* Japanese */
#ifdef TOURIST
	case PM_TOURIST:
	    return ("Aloha");           /* Hawaiian */
#endif
	case PM_VALKYRIE:
	    return ("Farvel");          /* Norse */
	default:
	    return ("Goodbye");
	}
}

Main article: Welcome message#Goodbye message

/* role.c */