From 5c88a9d5dd8552af318c9b5585602e79d1822f83 Mon Sep 17 00:00:00 2001 From: jwalz Date: Sat, 5 Jan 2002 21:05:52 +0000 Subject: [PATCH] *** empty log message *** --- src/objects.c | 983 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 983 insertions(+) create mode 100644 src/objects.c diff --git a/src/objects.c b/src/objects.c new file mode 100644 index 000000000..7db3dc55b --- /dev/null +++ b/src/objects.c @@ -0,0 +1,983 @@ +/* SCCS Id: @(#)objects.c 3.3 2000/02/18 */ +/* Copyright (c) Mike Threepoint, 1989. */ +/* NetHack may be freely redistributed. See license for details. */ + +#ifndef OBJECTS_PASS_2_ +/* first pass */ +struct monst { struct monst *dummy; }; /* lint: struct obj's union */ +#include "config.h" +#include "obj.h" +#include "objclass.h" +#include "prop.h" +#include "skills.h" + +#else /* !OBJECTS_PASS_2_ */ +/* second pass */ +# ifdef TEXTCOLOR +#include "color.h" +# define COLOR_FIELD(X) X, +# else +# define COLOR_FIELD(X) /*empty*/ +# endif +#endif /* !OBJECTS_PASS_2_ */ + + +/* objects have symbols: ) [ = " ( % ! ? + / $ * ` 0 _ . */ + +/* + * Note: OBJ() and BITS() macros are used to avoid exceeding argument + * limits imposed by some compilers. The ctnr field of BITS currently + * does not map into struct objclass, and is ignored in the expansion. + * The 0 in the expansion corresponds to oc_pre_discovered, which is + * set at run-time during role-specific character initialization. + */ + +#ifndef OBJECTS_PASS_2_ +/* first pass -- object descriptive text */ +# define OBJ(name,desc) name,desc +# define OBJECT(obj,bits,prp,sym,prob,dly,wt,cost,sdam,ldam,oc1,oc2,nut,color) \ + {obj} + +NEARDATA struct objdescr obj_descr[] = { +#else +/* second pass -- object definitions */ + +# define BITS(nmkn,mrg,uskn,ctnr,mgc,chrg,uniq,nwsh,big,tuf,dir,sub,mtrl) \ + nmkn,mrg,uskn,0,mgc,chrg,uniq,nwsh,big,tuf,dir,mtrl,sub /* SCO ODT 1.1 cpp fodder */ +# define OBJECT(obj,bits,prp,sym,prob,dly,wt,cost,sdam,ldam,oc1,oc2,nut,color) \ + {0, 0, (char *)0, bits, prp, sym, dly, COLOR_FIELD(color) \ + prob, wt, cost, sdam, ldam, oc1, oc2, nut} +# ifndef lint +# define HARDGEM(n) (n >= 8) +# else +# define HARDGEM(n) (0) +# endif + +NEARDATA struct objclass objects[] = { +#endif +/* dummy object[0] -- description [2nd arg] *must* be NULL */ + OBJECT(OBJ("strange object",(char *)0), BITS(1,0,0,0,0,0,0,0,0,0,0,P_NONE,0), + 0, ILLOBJ_CLASS, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), + +/* weapons ... */ +#define WEAPON(name,app,kn,mg,bi,prob,wt,cost,sdam,ldam,hitbon,typ,sub,metal,color) \ + OBJECT( \ + OBJ(name,app), BITS(kn,mg,1,0,0,1,0,0,bi,0,typ,sub,metal), 0, \ + WEAPON_CLASS, prob, 0, \ + wt, cost, sdam, ldam, hitbon, 0, wt, color ) +#define PROJECTILE(name,app,kn,prob,wt,cost,sdam,ldam,hitbon,metal,sub,color) \ + OBJECT( \ + OBJ(name,app), \ + BITS(kn,1,1,0,0,1,0,0,0,0,PIERCE,sub,metal), 0, \ + WEAPON_CLASS, prob, 0, \ + wt, cost, sdam, ldam, hitbon, 0, wt, color ) +#define BOW(name,app,kn,prob,wt,cost,hitbon,metal,sub,color) \ + OBJECT( \ + OBJ(name,app), BITS(kn,0,1,0,0,1,0,0,0,0,0,sub,metal), 0, \ + WEAPON_CLASS, prob, 0, \ + wt, cost, 2, 2, hitbon, 0, wt, color ) + +/* Note: for weapons that don't do an even die of damage (ex. 2-7 or 3-18) + * the extra damage is added on in weapon.c, not here! */ + +#define P PIERCE +#define S SLASH +#define B WHACK + +/* missiles */ +PROJECTILE("arrow", (char *)0, + 1, 55, 1, 2, 6, 6, 0, IRON, -P_BOW, HI_METAL), +PROJECTILE("elven arrow", "runed arrow", + 0, 20, 1, 2, 7, 6, 0, WOOD, -P_BOW, HI_WOOD), +PROJECTILE("orcish arrow", "crude arrow", + 0, 20, 1, 2, 5, 6, 0, IRON, -P_BOW, CLR_BLACK), +PROJECTILE("silver arrow", (char *)0, + 1, 12, 1, 5, 6, 6, 0, SILVER, -P_BOW, HI_SILVER), +PROJECTILE("ya", "bamboo arrow", + 0, 15, 1, 4, 7, 7, 1, METAL, -P_BOW, HI_METAL), +PROJECTILE("crossbow bolt", (char *)0, + 1, 55, 1, 2, 4, 6, 0, IRON, -P_CROSSBOW, HI_METAL), + +WEAPON("dart", (char *)0, + 1, 1, 0, 60, 1, 2, 3, 2, 0, P, -P_DART, IRON, HI_METAL), +WEAPON("shuriken", "throwing star", + 0, 1, 0, 35, 1, 5, 8, 6, 2, P, -P_SHURIKEN, IRON, HI_METAL), +WEAPON("boomerang", (char *)0, + 1, 1, 0, 15, 5, 20, 9, 9, 0, 0, -P_BOOMERANG, WOOD, HI_WOOD), + +/* spears */ +WEAPON("spear", (char *)0, + 1, 1, 0, 50, 30, 3, 6, 8, 0, P, P_SPEAR, IRON, HI_METAL), +WEAPON("elven spear", "runed spear", + 0, 1, 0, 10, 30, 3, 7, 8, 0, P, P_SPEAR, WOOD, HI_WOOD), +WEAPON("orcish spear", "crude spear", + 0, 1, 0, 13, 30, 3, 5, 8, 0, P, P_SPEAR, IRON, CLR_BLACK), +WEAPON("dwarvish spear", "stout spear", + 0, 1, 0, 12, 35, 3, 8, 8, 0, P, P_SPEAR, IRON, HI_METAL), +WEAPON("silver spear", (char *)0, + 1, 1, 0, 2, 36, 40, 6, 8, 0, P, P_SPEAR, SILVER, HI_SILVER), +WEAPON("javelin", "throwing spear", + 0, 1, 0, 10, 20, 3, 6, 6, 0, P, P_JAVELIN, IRON, HI_METAL), + +WEAPON("trident", (char *)0, + 1, 0, 0, 8, 25, 5, 6, 4, 0, P, P_TRIDENT, IRON, HI_METAL), + /* +1 small, +2d4 large */ + +/* blades */ +WEAPON("dagger", (char *)0, + 1, 1, 0, 30, 10, 4, 4, 3, 2, P, P_DAGGER, IRON, HI_METAL), +WEAPON("elven dagger", "runed dagger", + 0, 1, 0, 10, 10, 4, 5, 3, 2, P, P_DAGGER, WOOD, HI_WOOD), +WEAPON("orcish dagger", "crude dagger", + 0, 1, 0, 12, 10, 4, 3, 3, 2, P, P_DAGGER, IRON, CLR_BLACK), +WEAPON("silver dagger", (char *)0, + 1, 1, 0, 3, 12, 40, 4, 3, 2, P, P_DAGGER, SILVER, HI_SILVER), +WEAPON("athame", (char *)0, + 1, 1, 0, 0, 10, 4, 4, 3, 2, S, P_DAGGER, IRON, HI_METAL), +WEAPON("scalpel", (char *)0, + 1, 1, 0, 0, 5, 4, 3, 3, 2, S, P_KNIFE, IRON, HI_METAL), +WEAPON("knife", (char *)0, + 1, 1, 0, 20, 5, 4, 3, 2, 0, P|S, P_KNIFE, IRON, HI_METAL), +WEAPON("stiletto", (char *)0, + 1, 1, 0, 5, 5, 4, 3, 2, 0, P|S, P_KNIFE, IRON, HI_METAL), +WEAPON("worm tooth", (char *)0, + 1, 0, 0, 0, 20, 2, 2, 2, 0, 0, P_KNIFE, 0, CLR_WHITE), +WEAPON("crysknife", (char *)0, + 1, 0, 0, 0, 20,100, 10, 10, 3, P, P_KNIFE, MINERAL, CLR_WHITE), + +WEAPON("axe", (char *)0, + 1, 0, 0, 40, 60, 8, 6, 4, 0, S, P_AXE, IRON, HI_METAL), +WEAPON("battle-axe", "double-headed axe", + 0, 0, 1, 10,120, 40, 8, 6, 0, S, P_AXE, IRON, HI_METAL), + /* "double-bitted" ? */ + +/* swords */ +WEAPON("short sword", (char *)0, + 1, 0, 0, 8, 30, 10, 6, 8, 0, P, P_SHORT_SWORD, IRON, HI_METAL), +WEAPON("elven short sword", "runed short sword", + 0, 0, 0, 2, 30, 10, 8, 8, 0, P, P_SHORT_SWORD, WOOD, HI_WOOD), +WEAPON("orcish short sword", "crude short sword", + 0, 0, 0, 3, 30, 10, 5, 8, 0, P, P_SHORT_SWORD, IRON, CLR_BLACK), +WEAPON("dwarvish short sword", "broad short sword", + 0, 0, 0, 2, 30, 10, 7, 8, 0, P, P_SHORT_SWORD, IRON, HI_METAL), +WEAPON("scimitar", "curved sword", + 0, 0, 0, 15, 40, 15, 8, 8, 0, S, P_SCIMITAR, IRON, HI_METAL), +WEAPON("silver saber", (char *)0, + 1, 0, 0, 6, 40, 75, 8, 8, 0, S, P_SABER, SILVER, HI_SILVER), +WEAPON("broadsword", (char *)0, + 1, 0, 0, 8, 70, 10, 4, 6, 0, S, P_BROAD_SWORD, IRON, HI_METAL), + /* +d4 small, +1 large */ +WEAPON("elven broadsword", "runed broadsword", + 0, 0, 0, 4, 70, 10, 6, 6, 0, S, P_BROAD_SWORD, WOOD, HI_WOOD), + /* +d4 small, +1 large */ +WEAPON("long sword", (char *)0, + 1, 0, 0, 50, 40, 15, 8, 12, 0, S, P_LONG_SWORD, IRON, HI_METAL), +WEAPON("two-handed sword", (char *)0, + 1, 0, 1, 22,150, 50, 12, 6, 0, S, P_TWO_HANDED_SWORD, IRON, HI_METAL), + /* +2d6 large */ +WEAPON("katana", "samurai sword", + 0, 0, 0, 4, 40, 80, 10, 12, 1, S, P_LONG_SWORD, IRON, HI_METAL), +/* special swords set up for artifacts */ +WEAPON("tsurugi", "long samurai sword", + 0, 0, 1, 0, 60,500, 16, 8, 2, S, P_TWO_HANDED_SWORD, METAL, HI_METAL), + /* +2d6 large */ +WEAPON("runesword", "runed broadsword", + 0, 0, 0, 0, 40,300, 4, 6, 0, S, P_BROAD_SWORD, IRON, CLR_BLACK), + /* +d4 small, +1 large */ + /* +5d2 +d8 from level drain */ + +/* polearms */ +/* spear-type */ +WEAPON("partisan", "vulgar polearm", + 0, 0, 1, 5, 80, 10, 6, 6, 0, P, P_POLEARMS, IRON, HI_METAL), + /* +1 large */ +WEAPON("ranseur", "hilted polearm", + 0, 0, 1, 5, 50, 6, 4, 4, 0, P, P_POLEARMS, IRON, HI_METAL), + /* +d4 both */ +WEAPON("spetum", "forked polearm", + 0, 0, 1, 5, 50, 5, 6, 6, 0, P, P_POLEARMS, IRON, HI_METAL), + /* +1 small, +d6 large */ +WEAPON("glaive", "single-edged polearm", + 0, 0, 1, 8, 75, 6, 6, 10, 0, S, P_POLEARMS, IRON, HI_METAL), +WEAPON("lance", (char *)0, + 1, 0, 0, 4,180, 10, 6, 8, 0, P, P_LANCE, IRON, HI_METAL), +/* axe-type */ +WEAPON("halberd", "angled poleaxe", + 0, 0, 1, 8,150, 10, 10, 6, 0, P|S, P_POLEARMS, IRON, HI_METAL), + /* +1d6 large */ +WEAPON("bardiche", "long poleaxe", + 0, 0, 1, 4,120, 7, 4, 4, 0, S, P_POLEARMS, IRON, HI_METAL), + /* +1d4 small, +2d4 large */ +WEAPON("voulge", "pole cleaver", + 0, 0, 1, 4,125, 5, 4, 4, 0, S, P_POLEARMS, IRON, HI_METAL), + /* +d4 both */ +WEAPON("dwarvish mattock", "broad pick", + 0, 0, 1, 13,120, 50, 12, 8,-1, B, P_PICK_AXE, IRON, HI_METAL), + +/* curved/hooked */ +WEAPON("fauchard", "pole sickle", + 0, 0, 1, 6, 60, 5, 6, 8, 0, P|S, P_POLEARMS, IRON, HI_METAL), +WEAPON("guisarme", "pruning hook", + 0, 0, 1, 6, 80, 5, 4, 8, 0, S, P_POLEARMS, IRON, HI_METAL), + /* +1d4 small */ +WEAPON("bill-guisarme", "hooked polearm", + 0, 0, 1, 4,120, 7, 4, 10, 0, P|S, P_POLEARMS, IRON, HI_METAL), + /* +1d4 small */ +/* other */ +WEAPON("lucern hammer", "pronged polearm", + 0, 0, 1, 5,150, 7, 4, 6, 0, B|P, P_POLEARMS, IRON, HI_METAL), + /* +1d4 small */ +WEAPON("bec de corbin", "beaked polearm", + 0, 0, 1, 4,100, 8, 8, 6, 0, B|P, P_POLEARMS, IRON, HI_METAL), + +/* bludgeons */ +WEAPON("mace", (char *)0, + 1, 0, 0, 40, 30, 5, 6, 6, 0, B, P_MACE, IRON, HI_METAL), + /* +1 small */ +WEAPON("morning star", (char *)0, + 1, 0, 0, 12,120, 10, 4, 6, 0, B, P_MORNING_STAR, IRON, HI_METAL), + /* +d4 small, +1 large */ +WEAPON("war hammer", (char *)0, + 1, 0, 0, 15, 50, 5, 4, 4, 0, B, P_HAMMER, IRON, HI_METAL), + /* +1 small */ +WEAPON("club", (char *)0, + 1, 0, 0, 12, 30, 3, 6, 3, 0, B, P_CLUB, WOOD, HI_WOOD), +#ifdef KOPS +WEAPON("rubber hose", (char *)0, + 1, 0, 0, 0, 20, 3, 4, 3, 0, B, P_WHIP, PLASTIC, CLR_BROWN), +#endif +WEAPON("quarterstaff", "staff", + 0, 0, 1, 11, 40, 5, 6, 6, 0, B, P_QUARTERSTAFF, WOOD, HI_WOOD), +/* two-piece */ +WEAPON("aklys", "thonged club", + 0, 0, 0, 8, 15, 4, 6, 3, 0, B, P_CLUB, IRON, HI_METAL), +WEAPON("flail", (char *)0, + 1, 0, 0, 40, 15, 4, 6, 4, 0, B, P_FLAIL, IRON, HI_METAL), + /* +1 small, +1d4 large */ +/* misc */ +WEAPON("bullwhip", (char *)0, + 1, 0, 0, 2, 20, 4, 2, 1, 0, 0, P_WHIP, LEATHER, CLR_BROWN), + +/* bows */ +BOW("bow", (char *)0, 1, 24, 30, 60, 0, WOOD, P_BOW, HI_WOOD), +BOW("elven bow", "runed bow", 0, 12, 30, 60, 0, WOOD, P_BOW, HI_WOOD), +BOW("orcish bow", "crude bow", 0, 12, 30, 60, 0, WOOD, P_BOW, CLR_BLACK), +BOW("yumi", "long bow", 0, 0, 30, 60, 0, WOOD, P_BOW, HI_WOOD), +BOW("sling", (char *)0, 1, 40, 3, 20, 0, LEATHER, P_SLING, HI_LEATHER), +BOW("crossbow", (char *)0, 1, 45, 50, 40, 0, WOOD, P_CROSSBOW, HI_WOOD), + +#undef P +#undef S +#undef B + +#undef WEAPON +#undef PROJECTILE +#undef BOW + +/* armor ... */ +/* IRON denotes ferrous metals, including steel. + * Only IRON weapons and armor can rust. + * Only COPPER (including brass) corrodes. + * Some creatures are vulnerable to SILVER. + */ +#define ARMOR(name,desc,kn,mgc,blk,power,prob,delay,wt,cost,ac,can,sub,metal,c) \ + OBJECT( \ + OBJ(name,desc), BITS(kn,0,1,0,mgc,1,0,0,blk,0,0,sub,metal), power, \ + ARMOR_CLASS, prob, delay, wt, cost, \ + 0, 0, 10 - ac, can, wt, c ) +#define HELM(name,desc,kn,mgc,power,prob,delay,wt,cost,ac,can,metal,c) \ + ARMOR(name,desc,kn,mgc,0,power,prob,delay,wt,cost,ac,can,ARM_HELM,metal,c) +#define CLOAK(name,desc,kn,mgc,power,prob,delay,wt,cost,ac,can,metal,c) \ + ARMOR(name,desc,kn,mgc,0,power,prob,delay,wt,cost,ac,can,ARM_CLOAK,metal,c) +#define SHIELD(name,desc,kn,mgc,blk,power,prob,delay,wt,cost,ac,can,metal,c) \ + ARMOR(name,desc,kn,mgc,blk,power,prob,delay,wt,cost,ac,can,ARM_SHIELD,metal,c) +#define GLOVES(name,desc,kn,mgc,power,prob,delay,wt,cost,ac,can,metal,c) \ + ARMOR(name,desc,kn,mgc,0,power,prob,delay,wt,cost,ac,can,ARM_GLOVES,metal,c) +#define BOOTS(name,desc,kn,mgc,power,prob,delay,wt,cost,ac,can,metal,c) \ + ARMOR(name,desc,kn,mgc,0,power,prob,delay,wt,cost,ac,can,ARM_BOOTS,metal,c) + +/* helmets */ +HELM("elven leather helm", "leather hat", + 0, 0, 0, 6, 1, 3, 8, 9, 0, LEATHER, HI_LEATHER), +HELM("orcish helm", "iron skull cap", + 0, 0, 0, 6, 1, 30, 10, 9, 0, IRON, CLR_BLACK), +HELM("dwarvish iron helm", "hard hat", + 0, 0, 0, 6, 1, 40, 20, 8, 0, IRON, HI_METAL), +HELM("fedora", (char *)0, + 1, 0, 0, 0, 0, 3, 1,10, 0, CLOTH, CLR_BROWN), +HELM("cornuthaum", "conical hat", + 0, 1, CLAIRVOYANT, + 3, 1, 4, 80,10, 2, CLOTH, CLR_BLUE), +HELM("dunce cap", "conical hat", + 0, 1, 0, 3, 1, 4, 1,10, 0, CLOTH, CLR_BLUE), +HELM("dented pot", (char *)0, + 1, 0, 0, 2, 0, 10, 8, 9, 0, IRON, CLR_BLACK), +/* With shuffled appearances... */ +HELM("helmet", "plumed helmet", + 0, 0, 0, 10, 1, 30, 10, 9, 0, IRON, HI_METAL), +HELM("helm of brilliance", "etched helmet", + 0, 1, 0, 6, 1, 50, 50, 9, 0, IRON, CLR_GREEN), +HELM("helm of opposite alignment", "crested helmet", + 0, 1, 0, 6, 1, 50, 50, 9, 0, IRON, HI_METAL), +HELM("helm of telepathy", "visored helmet", + 0, 1, TELEPAT, 2, 1, 50, 50, 9, 0, IRON, HI_METAL), + +/* suits of armor */ +/* + * There is code in polyself.c that assumes (1) and (2). + * There is code in objnam.c, mon.c, read.c that assumes (2). + * + * (1) The dragon scale mails and the dragon scales are together. + * (2) That the order of the dragon scale mail and dragon scales is the + * the same defined in monst.c. + */ +#define DRGN_ARMR(name,power,cost,ac,color) \ + ARMOR(name,(char *)0,1,0,1,power,0,5,40,cost,ac,0,ARM_SUIT,DRAGON_HIDE,color) +DRGN_ARMR("gray dragon scale mail", ANTIMAGIC, 1200, 1, CLR_GRAY), +DRGN_ARMR("silver dragon scale mail", REFLECTING, 1200, 1, SILVER), +#if 0 /* DEFERRED */ +DRGN_ARMR("shimmering dragon scale mail", DISPLACED, 1200, 1, CLR_CYAN), +#endif +DRGN_ARMR("red dragon scale mail", FIRE_RES, 900, 1, CLR_RED), +DRGN_ARMR("white dragon scale mail", COLD_RES, 900, 1, CLR_WHITE), +DRGN_ARMR("orange dragon scale mail", SLEEP_RES, 900, 1, CLR_ORANGE), +DRGN_ARMR("black dragon scale mail", DISINT_RES, 1200, 1, CLR_BLACK), +DRGN_ARMR("blue dragon scale mail", SHOCK_RES, 900, 1, CLR_BLUE), +DRGN_ARMR("green dragon scale mail", POISON_RES, 900, 1, CLR_GREEN), +DRGN_ARMR("yellow dragon scale mail", ACID_RES, 900, 1, CLR_YELLOW), + +/* For now, only dragons leave these. */ +DRGN_ARMR("gray dragon scales", ANTIMAGIC, 700, 7, CLR_GRAY), +DRGN_ARMR("silver dragon scales", REFLECTING, 700, 7, SILVER), +#if 0 /* DEFERRED */ +DRGN_ARMR("shimmering dragon scales", DISPLACED, 700, 7, CLR_CYAN), +#endif +DRGN_ARMR("red dragon scales", FIRE_RES, 500, 7, CLR_RED), +DRGN_ARMR("white dragon scales", COLD_RES, 500, 7, CLR_WHITE), +DRGN_ARMR("orange dragon scales", SLEEP_RES, 500, 7, CLR_ORANGE), +DRGN_ARMR("black dragon scales", DISINT_RES, 700, 7, CLR_BLACK), +DRGN_ARMR("blue dragon scales", SHOCK_RES, 500, 7, CLR_BLUE), +DRGN_ARMR("green dragon scales", POISON_RES, 500, 7, CLR_GREEN), +DRGN_ARMR("yellow dragon scales", ACID_RES, 500, 7, CLR_YELLOW), +#undef DRGN_ARMR + +ARMOR("plate mail", (char *)0, + 1, 0, 1, 0, 44, 5, 450, 600, 3, 2, ARM_SUIT, IRON, HI_METAL), +ARMOR("crystal plate mail", (char *)0, + 1, 0, 1, 0, 10, 5, 450, 820, 3, 2, ARM_SUIT, GLASS, CLR_WHITE), +#ifdef TOURIST +ARMOR("bronze plate mail", (char *)0, + 1, 0, 1, 0, 25, 5, 450, 400, 4, 0, ARM_SUIT, COPPER, HI_COPPER), +#else +ARMOR("bronze plate mail", (char *)0, + 1, 0, 1, 0, 35, 5, 450, 400, 4, 0, ARM_SUIT, COPPER, HI_COPPER), +#endif +ARMOR("splint mail", (char *)0, + 1, 0, 1, 0, 62, 5, 400, 80, 4, 1, ARM_SUIT, IRON, HI_METAL), +ARMOR("banded mail", (char *)0, + 1, 0, 1, 0, 72, 5, 350, 90, 4, 0, ARM_SUIT, IRON, HI_METAL), +ARMOR("dwarvish mithril-coat", (char *)0, + 1, 0, 0, 0, 10, 1, 150, 240, 4, 3, ARM_SUIT, MITHRIL, HI_METAL), +ARMOR("elven mithril-coat", (char *)0, + 1, 0, 0, 0, 15, 1, 150, 240, 5, 3, ARM_SUIT, MITHRIL, HI_METAL), +ARMOR("chain mail", (char *)0, + 1, 0, 0, 0, 72, 5, 300, 75, 5, 1, ARM_SUIT, IRON, HI_METAL), +ARMOR("orcish chain mail", "crude chain mail", + 0, 0, 0, 0, 20, 5, 300, 75, 6, 1, ARM_SUIT, IRON, CLR_BLACK), +ARMOR("scale mail", (char *)0, + 1, 0, 0, 0, 72, 5, 250, 45, 6, 0, ARM_SUIT, IRON, HI_METAL), +ARMOR("studded leather armor", (char *)0, + 1, 0, 0, 0, 72, 3, 200, 15, 7, 1, ARM_SUIT, LEATHER, HI_LEATHER), +ARMOR("ring mail", (char *)0, + 1, 0, 0, 0, 72, 5, 250, 100, 7, 0, ARM_SUIT, IRON, HI_METAL), +ARMOR("orcish ring mail", "crude ring mail", + 0, 0, 0, 0, 20, 5, 250, 80, 8, 1, ARM_SUIT, IRON, CLR_BLACK), +ARMOR("leather armor", (char *)0, + 1, 0, 0, 0, 82, 3, 150, 5, 8, 0, ARM_SUIT, LEATHER, HI_LEATHER), +ARMOR("leather jacket", (char *)0, + 1, 0, 0, 0, 12, 0, 30, 10, 9, 0, ARM_SUIT, LEATHER, CLR_BLACK), + +#ifdef TOURIST +/* shirts */ +ARMOR("Hawaiian shirt", (char *)0, + 1, 0, 0, 0, 8, 0, 5, 3, 10, 0, ARM_SHIRT, CLOTH, CLR_MAGENTA), +ARMOR("T-shirt", (char *)0, + 1, 0, 0, 0, 2, 0, 5, 2, 10, 0, ARM_SHIRT, CLOTH, CLR_WHITE), +#endif + +/* cloaks */ +/* 'cope' is not a spelling mistake... leave it be */ +CLOAK("mummy wrapping", (char *)0, + 1, 0, 0, 0, 0, 3, 2, 10, 1, CLOTH, CLR_GRAY), +CLOAK("elven cloak", "faded pall", + 0, 1, STEALTH, 10, 0, 10, 60, 9, 3, CLOTH, CLR_BLACK), +CLOAK("orcish cloak", "coarse mantelet", + 0, 0, 0, 10, 0, 10, 40, 10, 2, CLOTH, CLR_BLACK), +CLOAK("dwarvish cloak", "hooded cloak", + 0, 0, 0, 10, 0, 10, 50, 10, 2, CLOTH, HI_CLOTH), +CLOAK("oilskin cloak", "slippery cloak", + 0, 0, 0, 10, 0, 10, 50, 9, 3, CLOTH, HI_CLOTH), +CLOAK("robe", (char *)0, + 1, 1, 0, 0, 0, 15, 50, 8, 3, CLOTH, CLR_RED), +CLOAK("alchemy smock", "apron", + 0, 1, POISON_RES, 9, 0, 10, 50, 9, 1, CLOTH, CLR_WHITE), +/* With shuffled appearances... */ +CLOAK("cloak of protection", "tattered cape", + 0, 1, PROTECTION,10, 0, 10, 50, 7, 3, CLOTH, HI_CLOTH), +CLOAK("cloak of invisibility", "opera cloak", + 0, 1, INVIS, 11, 0, 10, 60, 9, 2, CLOTH, CLR_BRIGHT_MAGENTA), +CLOAK("cloak of magic resistance", "ornamental cope", + 0, 1, ANTIMAGIC, 2, 0, 10, 60, 9, 3, CLOTH, CLR_WHITE), +CLOAK("cloak of displacement", "piece of cloth", + 0, 1, DISPLACED, 11, 0, 10, 50, 9, 2, CLOTH, HI_CLOTH), + +/* shields */ +SHIELD("small shield", (char *)0, + 1, 0, 0, 0, 6, 0, 30, 3, 9, 0, WOOD, HI_WOOD), +SHIELD("elven shield", "blue and green shield", + 0, 0, 0, 0, 2, 0, 40, 7, 8, 0, WOOD, CLR_GREEN), +SHIELD("Uruk-hai shield", "white-handed shield", + 0, 0, 0, 0, 2, 0, 50, 7, 9, 0, IRON, HI_METAL), +SHIELD("orcish shield", "red-eyed shield", + 0, 0, 0, 0, 2, 0, 50, 7, 9, 0, IRON, CLR_RED), +SHIELD("large shield", (char *)0, + 1, 0, 1, 0, 7, 0,100, 10, 8, 0, IRON, HI_METAL), +SHIELD("dwarvish roundshield", "large round shield", + 0, 0, 0, 0, 4, 0,100, 10, 8, 0, IRON, HI_METAL), +SHIELD("shield of reflection", "polished silver shield", + 0, 1, 0, REFLECTING, 3, 0, 50, 50, 8, 0, SILVER, HI_SILVER), + +/* gloves */ +/* these have their color but not material shuffled, so the IRON must stay + * CLR_BROWN (== HI_LEATHER) + */ +GLOVES("leather gloves", "old gloves", + 0, 0, 0, 16, 1, 10, 8, 9, 0, LEATHER, HI_LEATHER), +GLOVES("gauntlets of fumbling", "padded gloves", + 0, 1, FUMBLING, 8, 1, 10, 50, 9, 0, LEATHER, HI_LEATHER), +GLOVES("gauntlets of power", "riding gloves", + 0, 1, 0, 8, 1, 30, 50, 9, 0, IRON, CLR_BROWN), +GLOVES("gauntlets of dexterity", "fencing gloves", + 0, 1, 0, 8, 1, 10, 50, 9, 0, LEATHER, HI_LEATHER), + +/* boots */ +BOOTS("low boots", "walking shoes", + 0, 0, 0, 25, 2, 10, 8, 9, 0, LEATHER, HI_LEATHER), +BOOTS("iron shoes", "hard shoes", + 0, 0, 0, 7, 2, 50, 16, 8, 0, IRON, HI_METAL), +BOOTS("high boots", "jackboots", + 0, 0, 0, 15, 2, 20, 12, 8, 0, LEATHER, HI_LEATHER), +/* With shuffled appearances... */ +BOOTS("speed boots", "combat boots", + 0, 1, FAST, 12, 2, 20, 50, 9, 0, LEATHER, HI_LEATHER), +BOOTS("water walking boots", "jungle boots", + 0, 1, WWALKING, 12, 2, 20, 50, 9, 0, LEATHER, HI_LEATHER), +BOOTS("jumping boots", "hiking boots", + 0, 1, JUMPING, 12, 2, 20, 50, 9, 0, LEATHER, HI_LEATHER), +BOOTS("elven boots", "mud boots", + 0, 1, STEALTH, 12, 2, 15, 8, 9, 0, LEATHER, HI_LEATHER), +BOOTS("kicking boots", "buckled boots", + 0, 1, 0, 12, 2, 15, 8, 9, 0, IRON, CLR_BROWN), +BOOTS("fumble boots", "riding boots", + 0, 1, FUMBLING, 12, 2, 20, 30, 9, 0, LEATHER, HI_LEATHER), +BOOTS("levitation boots", "snow boots", + 0, 1, LEVITATION,12, 2, 15, 30, 9, 0, LEATHER, HI_LEATHER), +#undef HELM +#undef CLOAK +#undef SHIELD +#undef GLOVES +#undef BOOTS +#undef ARMOR + +/* rings ... */ +#define RING(name,power,stone,cost,mgc,spec,mohs,metal,color) OBJECT( \ + OBJ(name,stone), \ + BITS(0,0,spec,0,mgc,spec,0,0,0,HARDGEM(mohs),0,P_NONE,metal), \ + power, RING_CLASS, 0, 0, 3, cost, 0, 0, 0, 0, 15, color ) +RING("adornment", ADORNED, "wooden", 100, 1, 1, 2, WOOD, HI_WOOD), +RING("gain strength", 0, "granite", 150, 1, 1, 7, MINERAL, HI_MINERAL), +RING("gain constitution", 0, "opal", 150, 1, 1, 7, MINERAL, HI_MINERAL), +RING("increase accuracy", 0, "clay", 150, 1, 1, 4, MINERAL, CLR_RED), +RING("increase damage", 0, "coral", 150, 1, 1, 4, MINERAL, CLR_ORANGE), +RING("protection", PROTECTION, "black onyx",100, 1, 1, 7, MINERAL, CLR_BLACK), +RING("regeneration", REGENERATION, "moonstone", + 200, 1, 0, 6, MINERAL, HI_MINERAL), +RING("searching", SEARCHING, "tiger eye", 200, 1, 0, 6, GEMSTONE, CLR_BROWN), +RING("stealth", STEALTH, "jade", 100, 1, 0, 6, GEMSTONE, CLR_GREEN), +RING("sustain ability", FIXED_ABIL, "bronze", + 100, 1, 0, 4, COPPER, HI_COPPER), +RING("levitation", LEVITATION, "agate", 200, 1, 0, 7, GEMSTONE, CLR_RED), +RING("hunger", HUNGER, "topaz", 100, 1, 0, 8, GEMSTONE, CLR_CYAN), +RING("aggravate monster", AGGRAVATE_MONSTER, "sapphire", + 150, 1, 0, 9, GEMSTONE, CLR_BLUE), +RING("conflict", CONFLICT, "ruby", 300, 1, 0, 9, GEMSTONE, CLR_RED), +RING("warning", WARNING, "diamond", 100, 1, 0,10, GEMSTONE, CLR_WHITE), +RING("poison resistance", POISON_RES, "pearl", + 150, 1, 0, 4, IRON, CLR_WHITE), +RING("fire resistance", FIRE_RES, "iron", 200, 1, 0, 5, IRON, HI_METAL), +RING("cold resistance", COLD_RES, "brass", 150, 1, 0, 4, COPPER, HI_COPPER), +RING("shock resistance", SHOCK_RES, "copper", + 150, 1, 0, 3, COPPER, HI_COPPER), +RING("free action", FREE_ACTION, "twisted", + 200, 1, 0, 6, IRON, HI_METAL), +RING("slow digestion", SLOW_DIGESTION, "steel", + 200, 1, 0, 8, IRON, HI_METAL), +RING("teleportation", TELEPORT, "silver", 200, 1, 0, 3, SILVER, HI_SILVER), +RING("teleport control", TELEPORT_CONTROL, "gold", + 300, 1, 0, 3, GOLD, HI_GOLD), +RING("polymorph", POLYMORPH, "ivory", 300, 1, 0, 4, BONE, CLR_WHITE), +RING("polymorph control", POLYMORPH_CONTROL, "emerald", + 300, 1, 0, 8, GEMSTONE, CLR_BRIGHT_GREEN), +RING("invisibility", INVIS, "wire", 150, 1, 0, 5, IRON, HI_METAL), +RING("see invisible", SEE_INVIS, "engagement", + 150, 1, 0, 5, IRON, HI_METAL), +RING("protection from shape changers", PROT_FROM_SHAPE_CHANGERS, "shiny", + 100, 1, 0, 5, IRON, CLR_BRIGHT_CYAN), +#undef RING + +/* amulets ... - THE Amulet comes last because it is special */ +#define AMULET(name,desc,power,prob) OBJECT( \ + OBJ(name,desc), BITS(0,0,0,0,1,0,0,0,0,0,0,P_NONE,IRON), power, \ + AMULET_CLASS, prob, 0, 20, 150, 0, 0, 0, 0, 20, HI_METAL ) + +AMULET("amulet of ESP", "circular", TELEPAT, 175), +AMULET("amulet of life saving", "spherical", LIFESAVED, 75), +AMULET("amulet of strangulation", "oval", STRANGLED, 135), +AMULET("amulet of restful sleep", "triangular", SLEEPING, 135), +AMULET("amulet versus poison", "pyramidal", POISON_RES, 165), +AMULET("amulet of change", "square", 0, 130), + /* POLYMORPH */ +AMULET("amulet of unchanging", "concave", UNCHANGING, 45), +AMULET("amulet of reflection", "hexagonal", REFLECTING, 75), +AMULET("amulet of magical breathing", "octagonal", MAGICAL_BREATHING, 65), +OBJECT(OBJ("cheap plastic imitation of the Amulet of Yendor", + "Amulet of Yendor"), BITS(0,0,1,0,0,0,0,0,0,0,0,0,PLASTIC), 0, + AMULET_CLASS, 0, 0, 20, 0, 0, 0, 0, 0, 1, HI_METAL), +OBJECT(OBJ("Amulet of Yendor", /* note: description == name */ + "Amulet of Yendor"), BITS(0,0,1,0,1,0,1,1,0,0,0,0,MITHRIL), 0, + AMULET_CLASS, 0, 0, 20, 3500, 0, 0, 0, 0, 20, HI_METAL), +#undef AMULET + +/* tools ... */ +/* tools with weapon characteristics come last */ +#define TOOL(name,desc,kn,mrg,mgc,chg,prob,wt,cost,mat,color) \ + OBJECT( OBJ(name,desc), \ + BITS(kn,mrg,chg,0,mgc,chg,0,0,0,0,0,P_NONE,mat), \ + 0, TOOL_CLASS, prob, 0, \ + wt, cost, 0, 0, 0, 0, wt, color ) +#define CONTAINER(name,desc,kn,mgc,chg,prob,wt,cost,mat,color) \ + OBJECT( OBJ(name,desc), \ + BITS(kn,0,chg,1,mgc,chg,0,0,0,0,0,P_NONE,mat), \ + 0, TOOL_CLASS, prob, 0, \ + wt, cost, 0, 0, 0, 0, wt, color ) +#define WEPTOOL(name,desc,kn,mgc,bi,prob,wt,cost,sdam,ldam,hitbon,sub,mat,clr) \ + OBJECT( OBJ(name,desc), \ + BITS(kn,0,1,0,mgc,1,0,0,bi,0,hitbon,sub,mat), \ + 0, TOOL_CLASS, prob, 0, \ + wt, cost, sdam, ldam, hitbon, 0, wt, clr ) +/* containers */ +CONTAINER("large box", (char *)0, 1, 0, 0, 40,350, 8, WOOD, HI_WOOD), +CONTAINER("chest", (char *)0, 1, 0, 0, 35,600, 16, WOOD, HI_WOOD), +CONTAINER("ice box", (char *)0, 1, 0, 0, 5,900, 42, PLASTIC, CLR_WHITE), +CONTAINER("sack", "bag", 0, 0, 0, 35, 15, 2, CLOTH, HI_CLOTH), +CONTAINER("oilskin sack", "bag", 0, 0, 0, 5, 15, 100, CLOTH, HI_CLOTH), +CONTAINER("bag of holding", "bag", 0, 1, 0, 20, 15, 100, CLOTH, HI_CLOTH), +CONTAINER("bag of tricks", "bag", 0, 1, 1, 20, 15, 100, CLOTH, HI_CLOTH), +#undef CONTAINER + +/* lock opening tools */ +TOOL("skeleton key", "key", 0, 0, 0, 0, 80, 3, 10, IRON, HI_METAL), +#ifdef TOURIST +TOOL("lock pick", (char *)0, 1, 0, 0, 0, 60, 4, 20, IRON, HI_METAL), +TOOL("credit card", (char *)0, 1, 0, 0, 0, 15, 1, 10, PLASTIC, CLR_WHITE), +#else +TOOL("lock pick", (char *)0, 1, 0, 0, 0, 75, 4, 20, IRON, HI_METAL), +#endif +/* light sources */ +TOOL("tallow candle", "candle", 0, 1, 0, 0, 20, 2, 10, WAX, CLR_WHITE), +TOOL("wax candle", "candle", 0, 1, 0, 0, 5, 2, 20, WAX, CLR_WHITE), +TOOL("brass lantern", (char *)0,1, 0, 0, 0, 30, 30, 12, COPPER, CLR_YELLOW), +TOOL("oil lamp", "lamp", 0, 0, 0, 0, 45, 20, 10, COPPER, CLR_YELLOW), +TOOL("magic lamp", "lamp", 0, 0, 1, 0, 15, 20, 50, COPPER, CLR_YELLOW), +/* other tools */ +#ifdef TOURIST +TOOL("expensive camera", (char *)0, + 1, 0, 0, 1, 15, 12, 200, PLASTIC, CLR_BLACK), +TOOL("mirror", "looking glass", 0, 0, 0, 0, 45, 13, 10, GLASS, HI_SILVER), +#else +TOOL("mirror", "looking glass", 0, 0, 0, 0, 60, 13, 10, GLASS, HI_SILVER), +#endif +TOOL("crystal ball", "glass orb", + 0, 0, 1, 1, 15,150, 60, GLASS, HI_GLASS), +TOOL("lenses", (char *)0, 1, 0, 0, 0, 5, 3, 80, GLASS, HI_GLASS), +TOOL("blindfold", (char *)0, 1, 0, 0, 0, 50, 2, 20, CLOTH, CLR_BLACK), +TOOL("towel", (char *)0, 1, 0, 0, 0, 50, 2, 50, CLOTH, CLR_MAGENTA), +#ifdef STEED +TOOL("saddle", (char *)0, 1, 0, 0, 0, 5,200, 150, LEATHER, HI_LEATHER), +TOOL("leash", (char *)0, 1, 0, 0, 0, 65, 12, 20, LEATHER, HI_LEATHER), +#else +TOOL("leash", (char *)0, 1, 0, 0, 0, 70, 12, 20, LEATHER, HI_LEATHER), +#endif +TOOL("stethoscope", (char *)0, 1, 0, 0, 0, 25, 4, 75, IRON, HI_METAL), +TOOL("tinning kit", (char *)0, 1, 0, 0, 1, 15,100, 30, IRON, HI_METAL), +TOOL("tin opener", (char *)0, 1, 0, 0, 0, 35, 4, 30, IRON, HI_METAL), +TOOL("can of grease", (char *)0,1, 0, 0, 1, 15, 15, 20, IRON, HI_METAL), +TOOL("figurine", (char *)0, 1, 0, 1, 0, 25, 50, 80, MINERAL, HI_MINERAL), +TOOL("magic marker", (char *)0, 1, 0, 1, 1, 15, 2, 50, PLASTIC, CLR_RED), +/* traps */ +TOOL("land mine",(char *)0, 1, 0, 0, 0, 0,300, 180, IRON, CLR_RED), +TOOL("beartrap", (char *)0, 1, 0, 0, 0, 0,200, 60, IRON, HI_METAL), +/* instruments */ +TOOL("tin whistle", "whistle", 0, 0, 0, 0, 100, 3, 10, METAL, HI_METAL), +TOOL("magic whistle", "whistle",0, 0, 1, 0, 30, 3, 10, METAL, HI_METAL), +/* "If tin whistles are made out of tin, what do they make foghorns out of?" */ +TOOL("wooden flute", "flute", 0, 0, 0, 0, 4, 5, 12, WOOD, HI_WOOD), +TOOL("magic flute", "flute", 0, 0, 1, 1, 2, 5, 36, WOOD, HI_WOOD), +TOOL("tooled horn", "horn", 0, 0, 0, 0, 5, 18, 15, BONE, CLR_WHITE), +TOOL("frost horn", "horn", 0, 0, 1, 1, 2, 18, 50, BONE, CLR_WHITE), +TOOL("fire horn", "horn", 0, 0, 1, 1, 2, 18, 50, BONE, CLR_WHITE), +TOOL("horn of plenty", "horn", 0, 0, 1, 1, 2, 18, 50, BONE, CLR_WHITE), +TOOL("wooden harp", "harp", 0, 0, 0, 0, 4, 30, 50, WOOD, HI_WOOD), +TOOL("magic harp", "harp", 0, 0, 1, 1, 2, 30, 50, WOOD, HI_WOOD), +TOOL("bell", (char *)0, 1, 0, 0, 0, 2, 30, 50, COPPER, HI_COPPER), +TOOL("bugle", (char *)0, 1, 0, 0, 0, 4, 10, 15, COPPER, HI_COPPER), +TOOL("leather drum", "drum", 0, 0, 0, 0, 4, 25, 25, LEATHER, HI_LEATHER), +TOOL("drum of earthquake", "drum", + 0, 0, 1, 1, 2, 25, 25, LEATHER, HI_LEATHER), +/* tools useful as weapons */ +WEPTOOL("pick-axe", (char *)0, + 1, 0, 0, 20, 100, 50, 6, 3, WHACK, P_PICK_AXE, IRON, HI_METAL), +WEPTOOL("grappling hook", "iron hook", + 0, 0, 0, 5, 30, 50, 2, 6, WHACK, P_FLAIL, IRON, HI_METAL), +WEPTOOL("unicorn horn", (char *)0, + 1, 1, 1, 0, 20, 100, 12, 12, PIERCE, P_UNICORN_HORN, BONE, CLR_WHITE), + +/* two special unique artifact "tools" */ +OBJECT(OBJ("Candelabrum of Invocation", "candelabrum"), + BITS(0,0,1,0,1,0,1,1,0,0,0,P_NONE,GOLD), 0, + TOOL_CLASS, 0, 0,10, 3000, 0, 0, 0, 0, 200, HI_GOLD), +OBJECT(OBJ("Bell of Opening", "silver bell"), + BITS(0,0,1,0,1,1,1,1,0,0,0,P_NONE,SILVER), 0, + TOOL_CLASS, 0, 0,10, 1000, 0, 0, 0, 0, 50, HI_SILVER), +#undef TOOL +#undef WEPTOOL + +/* Comestibles ... */ +#define FOOD(name,prob,delay,wt,unk,tin,nutrition,color) OBJECT( \ + OBJ(name,(char *)0), BITS(1,1,unk,0,0,0,0,0,0,0,0,P_NONE,tin), 0, \ + FOOD_CLASS, prob, delay, \ + wt, nutrition/20 + 5, 0, 0, 0, 0, nutrition, color ) +/* all types of food (except tins & corpses) must have a delay of at least 1. */ +/* delay on corpses is computed and is weight dependant */ +/* dog eats foods 0-4 but prefers tripe rations above all others */ +/* fortune cookies can be read */ +/* carrots improve your vision */ +/* +0 tins contain monster meat */ +/* +1 tins (of spinach) make you stronger (like Popeye) */ +/* food CORPSE is a cadaver of some type */ +/* meatballs/sticks/rings are only created from objects via stone to flesh */ + +/* meat */ +FOOD("tripe ration", 140, 2, 10, 0, FLESH, 200, CLR_BROWN), +FOOD("corpse", 0, 1, 0, 0, FLESH, 0, CLR_BROWN), +FOOD("egg", 85, 1, 1, 1, FLESH, 80, CLR_WHITE), +FOOD("meatball", 0, 1, 1, 0, FLESH, 5, CLR_BROWN), +FOOD("meat stick", 0, 1, 1, 0, FLESH, 5, CLR_BROWN), +FOOD("huge chunk of meat", 0,20,400, 0, FLESH,2000, CLR_BROWN), +/* special case because it's not mergable */ +OBJECT(OBJ("meat ring", (char *)0), + BITS(1,0,0,0,0,0,0,0,0,0,0,0,FLESH), + 0, FOOD_CLASS, 0, 1, 5, 1, 0, 0, 0, 0, 5, CLR_BROWN), + +/* fruits & veggies */ +FOOD("kelp frond", 0, 1, 1, 0, VEGGY, 30, CLR_GREEN), +FOOD("eucalyptus leaf", 3, 1, 1, 0, VEGGY, 30, CLR_GREEN), +FOOD("apple", 15, 1, 2, 0, VEGGY, 50, CLR_RED), +FOOD("orange", 10, 1, 2, 0, VEGGY, 80, CLR_ORANGE), +FOOD("pear", 10, 1, 2, 0, VEGGY, 50, CLR_BRIGHT_GREEN), +FOOD("melon", 10, 1, 5, 0, VEGGY, 100, CLR_BRIGHT_GREEN), +FOOD("banana", 10, 1, 2, 0, VEGGY, 80, CLR_YELLOW), +FOOD("carrot", 15, 1, 2, 0, VEGGY, 50, CLR_ORANGE), +FOOD("sprig of wolfsbane", 7, 1, 1, 0, VEGGY, 40, CLR_GREEN), +FOOD("clove of garlic", 7, 1, 1, 0, VEGGY, 40, CLR_WHITE), +FOOD("slime mold", 75, 1, 5, 0, VEGGY, 250, HI_ORGANIC), + +/* people food */ +FOOD("lump of royal jelly", 0, 1, 2, 0, VEGGY, 200, CLR_YELLOW), +FOOD("cream pie", 25, 1, 10, 0, VEGGY, 100, CLR_WHITE), +FOOD("candy bar", 13, 1, 2, 0, VEGGY, 100, CLR_BROWN), +FOOD("fortune cookie", 55, 1, 1, 0, VEGGY, 40, CLR_YELLOW), +FOOD("pancake", 25, 2, 2, 0, VEGGY, 200, CLR_YELLOW), +FOOD("lembas wafer", 20, 2, 5, 0, VEGGY, 800, CLR_WHITE), +FOOD("cram ration", 20, 3, 15, 0, VEGGY, 600, HI_ORGANIC), +FOOD("food ration", 380, 5, 20, 0, VEGGY, 800, HI_ORGANIC), +FOOD("K-ration", 0, 1, 10, 0, VEGGY, 400, HI_ORGANIC), +FOOD("C-ration", 0, 1, 10, 0, VEGGY, 300, HI_ORGANIC), +FOOD("tin", 75, 0, 10, 1, METAL, 0, HI_METAL), +#undef FOOD + +/* potions ... */ +#define POTION(name,desc,mgc,power,prob,cost,color) OBJECT( \ + OBJ(name,desc), BITS(0,1,0,0,mgc,0,0,0,0,0,0,P_NONE,GLASS), power, \ + POTION_CLASS, prob, 0, 20, cost, 0, 0, 0, 0, 10, color ) +POTION("gain ability", "ruby", 1, 0, 42, 300, CLR_RED), +POTION("restore ability", "pink", 1, 0, 40, 100, CLR_BRIGHT_MAGENTA), +POTION("confusion", "orange", 1, CONFUSION, 42, 100, CLR_ORANGE), +POTION("blindness", "yellow", 1, BLINDED, 40, 150, CLR_YELLOW), +POTION("paralysis", "emerald", 1, 0, 42, 300, CLR_BRIGHT_GREEN), +POTION("speed", "dark green", 1, FAST, 42, 200, CLR_GREEN), +POTION("levitation", "cyan", 1, LEVITATION, 42, 200, CLR_CYAN), +POTION("hallucination", "sky blue", 1, HALLUC, 40, 100, CLR_CYAN), +POTION("invisibility", "brilliant blue",1, INVIS, 40, 150, CLR_BRIGHT_BLUE), +POTION("see invisible", "magenta", 1, SEE_INVIS, 42, 50, CLR_MAGENTA), +POTION("healing", "purple-red", 1, 0, 57, 100, CLR_MAGENTA), +POTION("extra healing", "puce", 1, 0, 47, 100, CLR_RED), +POTION("gain level", "milky", 1, 0, 20, 300, CLR_WHITE), +POTION("enlightenment", "swirly", 1, 0, 20, 200, CLR_BROWN), +POTION("monster detection", "bubbly", 1, 0, 40, 150, CLR_WHITE), +POTION("object detection", "smoky", 1, 0, 42, 150, CLR_GRAY), +POTION("gain energy", "cloudy", 1, 0, 42, 150, CLR_WHITE), +POTION("sleeping", "effervescent", 1, 0, 42, 100, CLR_GRAY), +POTION("full healing", "black", 1, 0, 10, 200, CLR_BLACK), +POTION("polymorph", "golden", 1, 0, 10, 200, CLR_YELLOW), +POTION("booze", "brown", 0, 0, 42, 50, CLR_BROWN), +POTION("sickness", "fizzy", 0, 0, 42, 50, CLR_CYAN), +POTION("fruit juice", "dark", 0, 0, 42, 50, CLR_BLACK), +POTION("acid", "white", 0, 0, 10, 250, CLR_WHITE), +POTION("oil", "murky", 0, 0, 30, 250, CLR_BROWN), +POTION("water", "clear", 0, 0, 92, 100, CLR_CYAN), +#undef POTION + +/* scrolls ... */ +#define SCROLL(name,text,mgc,prob,cost) OBJECT( \ + OBJ(name,text), BITS(0,1,0,0,mgc,0,0,0,0,0,0,P_NONE,PAPER), 0, \ + SCROLL_CLASS, prob, 0, 5, cost, 0, 0, 0, 0, 6, HI_PAPER ) + SCROLL("enchant armor", "ZELGO MER", 1, 63, 80), + SCROLL("destroy armor", "JUYED AWK YACC", 1, 45, 100), + SCROLL("confuse monster", "NR 9", 1, 53, 100), + SCROLL("scare monster", "XIXAXA XOXAXA XUXAXA", 1, 35, 100), + SCROLL("remove curse", "PRATYAVAYAH", 1, 65, 80), + SCROLL("enchant weapon", "DAIYEN FOOELS", 1, 80, 60), + SCROLL("create monster", "LEP GEX VEN ZEA", 1, 45, 200), + SCROLL("taming", "PRIRUTSENIE", 1, 15, 200), + SCROLL("genocide", "ELBIB YLOH", 1, 15, 300), + SCROLL("light", "VERR YED HORRE", 1, 90, 50), + SCROLL("teleportation", "VENZAR BORGAVVE", 1, 55, 100), + SCROLL("gold detection", "THARR", 1, 33, 100), + SCROLL("food detection", "YUM YUM", 1, 25, 100), + SCROLL("identify", "KERNOD WEL", 1, 180, 20), + SCROLL("magic mapping", "ELAM EBOW", 1, 45, 100), + SCROLL("amnesia", "DUAM XNAHT", 1, 35, 200), + SCROLL("fire", "ANDOVA BEGARIN", 1, 30, 100), + SCROLL("earth", "KIRJE", 1, 18, 200), + SCROLL("punishment", "VE FORBRYDERNE", 1, 15, 300), + SCROLL("charging", "HACKEM MUCHE", 1, 15, 300), + SCROLL("stinking cloud", "VELOX NEB", 1, 15, 300), + SCROLL((char *)0, "FOOBIE BLETCH", 1, 0, 100), + SCROLL((char *)0, "TEMOV", 1, 0, 100), + SCROLL((char *)0, "GARVEN DEH", 1, 0, 100), + SCROLL((char *)0, "READ ME", 1, 0, 100), + /* these must come last because they have special descriptions */ +#ifdef MAIL + SCROLL("mail", "stamped", 0, 0, 0), +#endif + SCROLL("blank paper", "unlabeled", 0, 28, 60), +#undef SCROLL + +/* spellbooks ... */ +#define SPELL(name,desc,sub,prob,delay,level,mgc,dir,color) OBJECT( \ + OBJ(name,desc), BITS(0,0,0,0,mgc,0,0,0,0,0,dir,sub,PAPER), 0, \ + SPBOOK_CLASS, prob, delay, \ + 50, level*100, 0, 0, 0, level, 20, color ) +SPELL("dig", "parchment", P_MATTER_SPELL, 20, 6, 5, 1, RAY, HI_PAPER), +SPELL("magic missile", "vellum", P_ATTACK_SPELL, 45, 2, 2, 1, RAY, HI_PAPER), +SPELL("fireball", "ragged", P_ATTACK_SPELL, 20, 4, 4, 1, RAY, HI_PAPER), +SPELL("cone of cold", "dog eared", P_ATTACK_SPELL, 10, 7, 4, 1, RAY, HI_PAPER), +SPELL("sleep", "mottled", P_ENCHANTMENT_SPELL, 50, 1, 1, 1, RAY, HI_PAPER), +SPELL("finger of death", "stained", P_ATTACK_SPELL, 5, 10, 7, 1, RAY, HI_PAPER), +SPELL("light", "cloth", P_DIVINATION_SPELL, 45, 1, 1, 1, NODIR, HI_CLOTH), +SPELL("detect monsters", "leather", P_DIVINATION_SPELL, 43, 1, 1, 1, NODIR, HI_LEATHER), +SPELL("healing", "white", P_HEALING_SPELL, 40, 2, 1, 1, IMMEDIATE, CLR_WHITE), +SPELL("knock", "pink", P_MATTER_SPELL, 35, 1, 1, 1, IMMEDIATE, CLR_BRIGHT_MAGENTA), +SPELL("force bolt", "red", P_ATTACK_SPELL, 35, 2, 1, 1, IMMEDIATE, CLR_RED), +SPELL("confuse monster", "orange", P_ENCHANTMENT_SPELL, 30, 2, 2, 1, IMMEDIATE, CLR_ORANGE), +SPELL("cure blindness", "yellow", P_HEALING_SPELL, 25, 2, 2, 1, IMMEDIATE, CLR_YELLOW), +SPELL("drain life", "velvet", P_ATTACK_SPELL, 10, 2, 2, 1, IMMEDIATE, CLR_MAGENTA), +SPELL("slow monster", "light green", P_ENCHANTMENT_SPELL, 30, 2, 2, 1, IMMEDIATE, CLR_BRIGHT_GREEN), +SPELL("wizard lock", "dark green", P_MATTER_SPELL, 30, 3, 2, 1, IMMEDIATE, CLR_GREEN), +SPELL("create monster", "turquoise", P_CLERIC_SPELL, 35, 3, 2, 1, NODIR, CLR_BRIGHT_CYAN), +SPELL("detect food", "cyan", P_DIVINATION_SPELL, 30, 3, 2, 1, NODIR, CLR_CYAN), +SPELL("cause fear", "light blue", P_ENCHANTMENT_SPELL, 25, 3, 3, 1, NODIR, CLR_BRIGHT_BLUE), +SPELL("clairvoyance", "dark blue", P_DIVINATION_SPELL, 15, 3, 3, 1, NODIR, CLR_BLUE), +SPELL("cure sickness", "indigo", P_HEALING_SPELL, 32, 3, 3, 1, NODIR, CLR_BLUE), +SPELL("charm monster", "magenta", P_ENCHANTMENT_SPELL, 20, 3, 3, 1, IMMEDIATE, CLR_MAGENTA), +SPELL("haste self", "purple", P_ESCAPE_SPELL, 33, 4, 3, 1, NODIR, CLR_MAGENTA), +SPELL("detect unseen", "violet", P_DIVINATION_SPELL, 20, 4, 3, 1, NODIR, CLR_MAGENTA), +SPELL("levitation", "tan", P_ESCAPE_SPELL, 20, 4, 4, 1, NODIR, CLR_BROWN), +SPELL("extra healing", "plaid", P_HEALING_SPELL, 27, 5, 3, 1, IMMEDIATE, CLR_GREEN), +SPELL("restore ability", "light brown", P_HEALING_SPELL, 25, 5, 4, 1, NODIR, CLR_BROWN), +SPELL("invisibility", "dark brown", P_ESCAPE_SPELL, 25, 5, 4, 1, NODIR, CLR_BROWN), +SPELL("detect treasure", "gray", P_DIVINATION_SPELL, 20, 5, 4, 1, NODIR, CLR_GRAY), +SPELL("remove curse", "wrinkled", P_CLERIC_SPELL, 25, 5, 3, 1, NODIR, HI_PAPER), +SPELL("magic mapping", "dusty", P_DIVINATION_SPELL, 18, 7, 5, 1, NODIR, HI_PAPER), +SPELL("identify", "bronze", P_DIVINATION_SPELL, 20, 6, 3, 1, NODIR, HI_COPPER), +SPELL("turn undead", "copper", P_CLERIC_SPELL, 16, 8, 6, 1, IMMEDIATE, HI_COPPER), +SPELL("polymorph", "silver", P_MATTER_SPELL, 10, 8, 6, 1, IMMEDIATE, HI_SILVER), +SPELL("teleport away", "gold", P_ESCAPE_SPELL, 15, 6, 6, 1, IMMEDIATE, HI_GOLD), +SPELL("create familiar", "glittering", P_CLERIC_SPELL, 10, 7, 6, 1, NODIR, CLR_WHITE), +SPELL("cancellation", "shining", P_MATTER_SPELL, 15, 8, 7, 1, IMMEDIATE, CLR_WHITE), +SPELL("protection", "dull", P_CLERIC_SPELL, 18, 3, 1, 1, NODIR, HI_PAPER), +SPELL("jumping", "thin", P_ESCAPE_SPELL, 20, 3, 1, 1, IMMEDIATE, HI_PAPER), +SPELL("stone to flesh", "thick", P_HEALING_SPELL, 15, 1, 3, 1, IMMEDIATE, HI_PAPER), +#if 0 /* DEFERRED */ +SPELL("flame sphere", "canvas", P_MATTER_SPELL, 20, 2, 1, 1, NODIR, CLR_BROWN), +SPELL("freeze sphere", "hardcover", P_MATTER_SPELL, 20, 2, 1, 1, NODIR, CLR_BROWN), +#endif +/* blank spellbook must come last because it retains its description */ +SPELL("blank paper", "plain", P_NONE, 18, 0, 0, 0, 0, HI_PAPER), +/* a special, one of a kind, spellbook */ +OBJECT(OBJ("Book of the Dead", "papyrus"), BITS(0,0,1,0,1,0,1,1,0,0,0,P_NONE,PAPER), 0, + SPBOOK_CLASS, 0, 0,20, 3500, 0, 0, 0, 7, 20, HI_PAPER), +#undef SPELL + +/* wands ... */ +#define WAND(name,typ,prob,cost,mgc,dir,metal,color) OBJECT( \ + OBJ(name,typ), BITS(0,0,1,0,mgc,1,0,0,0,0,dir,P_NONE,metal), 0, \ + WAND_CLASS, prob, 0, 7, cost, 0, 0, 0, 0, 30, color ) +WAND("light", "glass", 95, 100, 1, NODIR, GLASS, HI_GLASS), +WAND("secret door detection", "balsa", + 50, 150, 1, NODIR, WOOD, HI_WOOD), +WAND("enlightenment", "crystal", 15, 150, 1, NODIR, GLASS, HI_GLASS), +WAND("create monster", "maple", 45, 200, 1, NODIR, WOOD, HI_WOOD), +WAND("wishing", "pine", 5, 500, 1, NODIR, WOOD, HI_WOOD), +WAND("nothing", "oak", 25, 100, 0, IMMEDIATE, WOOD, HI_WOOD), +WAND("striking", "ebony", 75, 150, 1, IMMEDIATE, WOOD, HI_WOOD), +WAND("make invisible", "marble", 45, 150, 1, IMMEDIATE, MINERAL, HI_MINERAL), +WAND("slow monster", "tin", 50, 150, 1, IMMEDIATE, METAL, HI_METAL), +WAND("speed monster", "brass", 50, 150, 1, IMMEDIATE, COPPER, HI_COPPER), +WAND("undead turning", "copper", 50, 150, 1, IMMEDIATE, COPPER, HI_COPPER), +WAND("polymorph", "silver", 45, 200, 1, IMMEDIATE, SILVER, HI_SILVER), +WAND("cancellation", "platinum", 45, 200, 1, IMMEDIATE, PLATINUM, CLR_WHITE), +WAND("teleportation", "iridium", 45, 200, 1, IMMEDIATE, METAL, CLR_BRIGHT_CYAN), +WAND("opening", "zinc", 25, 150, 1, IMMEDIATE, METAL, HI_METAL), +WAND("locking", "aluminum", 25, 150, 1, IMMEDIATE, METAL, HI_METAL), +WAND("probing", "uranium", 30, 150, 1, IMMEDIATE, METAL, HI_METAL), +WAND("digging", "iron", 55, 150, 1, RAY, IRON, HI_METAL), +WAND("magic missile", "steel", 50, 150, 1, RAY, IRON, HI_METAL), +WAND("fire", "hexagonal",40, 175, 1, RAY, IRON, HI_METAL), +WAND("cold", "short", 40, 175, 1, RAY, IRON, HI_METAL), +WAND("sleep", "runed", 50, 175, 1, RAY, IRON, HI_METAL), +WAND("death", "long", 5, 500, 1, RAY, IRON, HI_METAL), +WAND("lightning", "curved", 40, 175, 1, RAY, IRON, HI_METAL), +WAND((char *)0, "forked", 0, 150, 1, 0, WOOD, HI_WOOD), +WAND((char *)0, "spiked", 0, 150, 1, 0, IRON, HI_METAL), +WAND((char *)0, "jeweled", 0, 150, 1, 0, IRON, HI_MINERAL), +#undef WAND + +/* coins ... - so far, gold is all there is */ +#define COIN(name,prob,metal) OBJECT( \ + OBJ(name,(char *)0), BITS(0,1,0,0,0,0,0,0,0,0,0,P_NONE,metal), 0, \ + GOLD_CLASS, prob, 0, 1, 0, 0, 0, 0, 0, 0, HI_GOLD ) + COIN("gold piece", 1000, GOLD), +#undef COIN + +/* gems ... - includes stones and rocks but not boulders */ +#define GEM(name,desc,prob,wt,gval,nutr,mohs,glass,color) OBJECT( \ + OBJ(name,desc), \ + BITS(0,1,0,0,0,0,0,0,0,HARDGEM(mohs),0,-P_SLING,glass), 0, \ + GEM_CLASS, prob, 0, 1, gval, 3, 3, 0, 0, nutr, color ) +#define ROCK(name,desc,kn,prob,wt,gval,sdam,ldam,mgc,nutr,mohs,glass,color) OBJECT( \ + OBJ(name,desc), \ + BITS(kn,1,0,0,mgc,0,0,0,0,HARDGEM(mohs),0,-P_SLING,glass), 0, \ + GEM_CLASS, prob, 0, wt, gval, sdam, ldam, 0, 0, nutr, color ) +GEM("dilithium crystal", "white", 2, 1, 4500, 15, 5, GEMSTONE, CLR_WHITE), +GEM("diamond", "white", 3, 1, 4000, 15, 10, GEMSTONE, CLR_WHITE), +GEM("ruby", "red", 4, 1, 3500, 15, 9, GEMSTONE, CLR_RED), +GEM("jacinth", "orange", 3, 1, 3250, 15, 9, GEMSTONE, CLR_ORANGE), +GEM("sapphire", "blue", 4, 1, 3000, 15, 9, GEMSTONE, CLR_BLUE), +GEM("black opal", "black", 3, 1, 2500, 15, 8, GEMSTONE, CLR_BLACK), +GEM("emerald", "green", 5, 1, 2500, 15, 8, GEMSTONE, CLR_GREEN), +GEM("turquoise", "green", 6, 1, 2000, 15, 6, GEMSTONE, CLR_GREEN), +GEM("citrine", "yellow", 4, 1, 1500, 15, 6, GEMSTONE, CLR_YELLOW), +GEM("aquamarine", "green", 6, 1, 1500, 15, 8, GEMSTONE, CLR_GREEN), +GEM("amber", "yellowish brown", 8, 1, 1000, 15, 2, GEMSTONE, CLR_BROWN), +GEM("topaz", "yellowish brown", 10, 1, 900, 15, 8, GEMSTONE, CLR_BROWN), +GEM("jet", "black", 6, 1, 850, 15, 7, GEMSTONE, CLR_BLACK), +GEM("opal", "white", 12, 1, 800, 15, 6, GEMSTONE, CLR_WHITE), +GEM("chrysoberyl", "yellow", 8, 1, 700, 15, 5, GEMSTONE, CLR_YELLOW), +GEM("garnet", "red", 12, 1, 700, 15, 7, GEMSTONE, CLR_RED), +GEM("amethyst", "violet", 14, 1, 600, 15, 7, GEMSTONE, CLR_MAGENTA), +GEM("jasper", "red", 15, 1, 500, 15, 7, GEMSTONE, CLR_RED), +GEM("fluorite", "violet", 15, 1, 400, 15, 4, GEMSTONE, CLR_MAGENTA), +GEM("obsidian", "black", 9, 1, 200, 15, 6, GEMSTONE, CLR_BLACK), +GEM("agate", "orange", 12, 1, 200, 15, 6, GEMSTONE, CLR_ORANGE), +GEM("jade", "green", 10, 1, 300, 15, 6, GEMSTONE, CLR_GREEN), +GEM("worthless piece of white glass", "white", 77, 1, 0, 6, 5, GLASS, CLR_WHITE), +GEM("worthless piece of blue glass", "blue", 77, 1, 0, 6, 5, GLASS, CLR_BLUE), +GEM("worthless piece of red glass", "red", 77, 1, 0, 6, 5, GLASS, CLR_RED), +GEM("worthless piece of yellowish brown glass", "yellowish brown", + 77, 1, 0, 6, 5, GLASS, CLR_BROWN), +GEM("worthless piece of orange glass", "orange", 76, 1, 0, 6, 5, GLASS, CLR_ORANGE), +GEM("worthless piece of yellow glass", "yellow", 77, 1, 0, 6, 5, GLASS, CLR_YELLOW), +GEM("worthless piece of black glass", "black", 76, 1, 0, 6, 5, GLASS, CLR_BLACK), +GEM("worthless piece of green glass", "green", 77, 1, 0, 6, 5, GLASS, CLR_GREEN), +GEM("worthless piece of violet glass", "violet", 77, 1, 0, 6, 5, GLASS, CLR_MAGENTA), + +ROCK("luckstone", "gray", 0, 10, 10, 60, 3, 3, 1, 10, 7, MINERAL, CLR_GRAY), +ROCK("loadstone", "gray", 0, 10, 500, 1, 3, 3, 1, 10, 6, MINERAL, CLR_GRAY), +ROCK("flint", "gray", 0, 18, 10, 1, 6, 6, 0, 10, 7, MINERAL, CLR_GRAY), +ROCK("rock", (char *)0, 1,100, 10, 0, 3, 3, 0, 10, 7, MINERAL, CLR_GRAY), +#undef GEM +#undef ROCK + +/* miscellaneous ... */ +/* Note: boulders and rocks are not normally created at random; the + * probabilities only come into effect when you try to polymorph them. + * Boulders weigh more than MAX_CARR_CAP; statues use corpsenm to take + * on a specific type and may act as containers (both affect weight). + */ +OBJECT(OBJ("boulder",(char *)0), BITS(1,0,0,0,0,0,0,0,1,0,0,P_NONE,MINERAL), 0, + ROCK_CLASS, 100, 0, 6000, 0, 20, 20, 0, 0, 2000, HI_MINERAL), +OBJECT(OBJ("statue", (char *)0), BITS(1,0,0,1,0,0,0,0,0,0,0,P_NONE,MINERAL), 0, + ROCK_CLASS, 900, 0, 2500, 0, 20, 20, 0, 0, 2500, CLR_WHITE), + +OBJECT(OBJ("heavy iron ball", (char *)0), BITS(1,0,0,0,0,0,0,0,0,0,WHACK,P_NONE,IRON), 0, + BALL_CLASS, 1000, 0, 480, 10, 25, 25, 0, 0, 200, HI_METAL), + /* +d4 when "very heavy" */ +OBJECT(OBJ("iron chain", (char *)0), BITS(1,0,0,0,0,0,0,0,0,0,WHACK,P_NONE,IRON), 0, + CHAIN_CLASS, 1000, 0, 120, 0, 4, 4, 0, 0, 200, HI_METAL), + /* +1 both l & s */ + +OBJECT(OBJ("blinding venom", "splash of venom"), + BITS(0,1,0,0,0,0,0,1,0,0,0,P_NONE,LIQUID), 0, + VENOM_CLASS, 500, 0, 1, 0, 0, 0, 0, 0, 0, HI_ORGANIC), +OBJECT(OBJ("acid venom", "splash of venom"), + BITS(0,1,0,0,0,0,0,1,0,0,0,P_NONE,LIQUID), 0, + VENOM_CLASS, 500, 0, 1, 0, 6, 6, 0, 0, 0, HI_ORGANIC), + /* +d6 small or large */ + +/* fencepost, the deadly Array Terminator -- name [1st arg] *must* be NULL */ + OBJECT(OBJ((char *)0,(char *)0), BITS(0,0,0,0,0,0,0,0,0,0,0,P_NONE,0), 0, + ILLOBJ_CLASS, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0) +}; /* objects[] */ + +#ifndef OBJECTS_PASS_2_ + +/* perform recursive compilation for second structure */ +# undef OBJ +# undef OBJECT +# define OBJECTS_PASS_2_ +#include "objects.c" + +void NDECL(objects_init); + +/* dummy routine used to force linkage */ +void +objects_init() +{ + return; +} + +#endif /* !OBJECTS_PASS_2_ */ + +/*objects.c*/