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159 lines (123 loc) · 5.63 KB
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/*
classes.cpp for Legend of Saladir
(C)1997/1998 Erno Tuomainen
*/
#include "saladir.h"
#include "output.h"
#include "inventor.h"
#include "birth.h"
#include "classes.h"
void init_rogue(Tskillpointer *skills, Tinventory *inv, _statpack *stats, _hpslot *hpp);
void init_fighter(Tskillpointer *skills, Tinventory *inv, _statpack *stats, _hpslot *hpp);
void init_hunter(Tskillpointer *skills, Tinventory *inv, _statpack *stats, _hpslot *hpp);
void init_ninja(Tskillpointer *skills, Tinventory *inv, _statpack *stats, _hpslot *hpp);
void init_knight(Tskillpointer *skills, Tinventory *inv, _statpack *stats, _hpslot *hpp);
void init_merchant(Tskillpointer *skills, Tinventory *inv, _statpack *stats, _hpslot *hpp);
void init_mage(Tskillpointer *skills, Tinventory *inv, _statpack *stats, _hpslot *hpp);
Tclassdef classes[]=
{
/* first class is for classless monsters */
{ "", NULL },
{ "ninja", init_ninja },
{ "fighter", init_fighter },
{ "knight", init_knight },
{ "mage", init_mage },
{ "priest", NULL },
{ "paladin", NULL },
{ "shaman", NULL },
{ "necromancer", NULL },
{ "caveman", NULL },
{ "ranger", NULL },
{ "farmer", NULL },
{ "rogue", init_rogue},
{ "merchant", init_merchant },
{ "tourist", NULL },
{ "healer", NULL },
{ "hunter", init_hunter },
{ NULL }
};
/* 80 points to distribute between weapon skills ?? */
void init_mage(Tskillpointer *skills, Tinventory *inv, _statpack *stats, _hpslot *hpp)
{
/* fighter, good weapon skills */
skill_addnew(skills, SKILLGRP_WEAPON, SKILL_DAGGER, 25);
skill_addnew(skills, SKILLGRP_WEAPON, SKILL_HAND, 25);
skill_addnew(skills, SKILLGRP_WEAPON, SKILL_STAFF, 30);
birth_giveskillweapon(inv, *skills);
}
void init_fighter(Tskillpointer *skills, Tinventory *inv, _statpack *stats, _hpslot *hpp)
{
/* fighter, good weapon skills */
skill_addnew(skills, SKILLGRP_WEAPON, SKILL_SWORD, 25);
skill_addnew(skills, SKILLGRP_WEAPON, SKILL_AXE, 15);
skill_addnew(skills, SKILLGRP_WEAPON, SKILL_HAND, 15);
skill_addnew(skills, SKILLGRP_WEAPON, SKILL_2HWEAP, 15);
skill_addnew(skills, SKILLGRP_WEAPON, SKILL_1HWEAP, 10);
birth_giveskillweapon(inv, *skills);
}
void init_rogue(Tskillpointer *skills, Tinventory *inv, _statpack *stats, _hpslot *hpp)
{
skill_addnew(skills, SKILLGRP_WEAPON, SKILL_DAGGER, 25);
skill_addnew(skills, SKILLGRP_WEAPON, SKILL_SWORD, 10);
skill_addnew(skills, SKILLGRP_WEAPON, SKILL_HAND, 20);
skill_addnew(skills, SKILLGRP_WEAPON, SKILL_2WEAPCOMB, 10);
skill_addnew(skills, SKILLGRP_WEAPON, SKILL_1HWEAP, 15);
if(RANDU(100) < 50)
inv_additem(inv, IS_WEAPON1H, WEAPONS_TANTO, 2, MAT_IRON);
else
inv_additem(inv, IS_WEAPON1H, WEAPONS_DAGGER, 2, MAT_IRON);
inv_additem(inv, IS_WEAPON1H, WEAPONS_SHORTSWORD, 1, MAT_IRON);
}
void init_hunter(Tskillpointer *skills, Tinventory *inv, _statpack *stats, _hpslot *hpp)
{
skill_addnew(skills, SKILLGRP_WEAPON, SKILL_BOW, 25);
skill_addnew(skills, SKILLGRP_WEAPON, SKILL_POLEARM, 15);
skill_addnew(skills, SKILLGRP_WEAPON, SKILL_THROW, 20);
skill_addnew(skills, SKILLGRP_WEAPON, SKILL_SWORD, 10);
skill_addnew(skills, SKILLGRP_WEAPON, SKILL_1HWEAP, 10);
inv_additem(inv, IS_WEAPON1H, WEAPONS_DAGGER, 2, MAT_IRON);
inv_additem(inv, IS_WEAPON1H, WEAPONS_SHORTBOW, 1, MAT_ELVEN);
inv_additem(inv, IS_WEAPON1H, WEAPONS_ARROW, 10+RANDU(15), MAT_ELVEN);
inv_additem(inv, IS_ARMOR, ARMOR_PANTS, 1, MAT_NOMATERIAL);
inv_additem(inv, IS_ARMOR, ARMOR_SHIRT, 1, MAT_NOMATERIAL);
}
void init_ninja(Tskillpointer *skills, Tinventory *inv, _statpack *stats, _hpslot *hpp)
{
skill_addnew(skills, SKILLGRP_WEAPON, SKILL_HAND, 30);
skill_addnew(skills, SKILLGRP_WEAPON, SKILL_SWORD, 15);
skill_addnew(skills, SKILLGRP_WEAPON, SKILL_2HWEAP, 15);
skill_addnew(skills, SKILLGRP_WEAPON, SKILL_THROW, 10);
skill_addnew(skills, SKILLGRP_WEAPON, SKILL_DAGGER, 10);
inv_additem(inv, IS_WEAPON1H, WEAPONS_KATANA, 1, MAT_IRON);
inv_additem(inv, IS_WEAPON1H, WEAPONS_SHORTBOW, 1, MAT_WOOD);
inv_additem(inv, IS_WEAPON1H, WEAPONS_ARROW, 10+RANDU(15), MAT_WOOD);
inv_additem(inv, IS_ARMOR, ARMOR_SANDALS, 1, MAT_NOMATERIAL);
inv_additem(inv, IS_ARMOR, ARMOR_HOODEDCLOAK, 1, MAT_NOMATERIAL);
}
void init_knight(Tskillpointer *skills, Tinventory *inv, _statpack *stats, _hpslot *hpp)
{
skill_addnew(skills, SKILLGRP_WEAPON, SKILL_SWORD, 25);
skill_addnew(skills, SKILLGRP_WEAPON, SKILL_AXE, 15);
skill_addnew(skills, SKILLGRP_WEAPON, SKILL_HAND, 15);
skill_addnew(skills, SKILLGRP_WEAPON, SKILL_2HWEAP, 15);
skill_addnew(skills, SKILLGRP_WEAPON, SKILL_1HWEAP, 10);
inv_additem(inv, IS_WEAPON1H, WEAPONS_CLAYMORE, 1, MAT_IRON);
inv_additem(inv, IS_ARMOR, ARMOR_HELMET, 1, MAT_CHAIN);
inv_additem(inv, IS_ARMOR, ARMOR_CUIRASS, 1, MAT_CHAIN);
inv_additem(inv, IS_ARMOR, ARMOR_GREAVES, 1, MAT_CHAIN);
inv_additem(inv, IS_ARMOR, ARMOR_PAULDRONL, 1, MAT_CHAIN);
inv_additem(inv, IS_ARMOR, ARMOR_PAULDRONR, 1, MAT_CHAIN);
}
void init_merchant(Tskillpointer *skills, Tinventory *inv, _statpack *stats, _hpslot *hpp)
{
skill_addnew(skills, SKILLGRP_WEAPON, SKILL_BOW, 75);
skill_addnew(skills, SKILLGRP_WEAPON, SKILL_POLEARM, 15);
skill_addnew(skills, SKILLGRP_WEAPON, SKILL_THROW, 60);
skill_addnew(skills, SKILLGRP_WEAPON, SKILL_SWORD, 45);
skill_addnew(skills, SKILLGRP_WEAPON, SKILL_1HWEAP, 10);
inv_additem(inv, IS_WEAPON1H, WEAPONS_DAGGER, 2, MAT_IRON);
// inv_additem(inv, IS_WEAPON1H, WEAPONS_SHORTBOW, 1, MAT_ELVEN);
inv_additem(inv, IS_WEAPON1H, WEAPONS_ARROW, 25+RANDU(25), MAT_ELVEN);
inv_additem(inv, IS_ARMOR, ARMOR_PANTS, 1, MAT_NOMATERIAL);
inv_additem(inv, IS_ARMOR, ARMOR_SHIRT, 1, MAT_NOMATERIAL);
}