Back in 2000 "Pat Rankin" wrote: > From a user (in a message which had several unrelated things): > > > I think the colour of silver dragon scales / scale mail should not be > > SILVER (which is not a colour), but HI_SILVER. Of course the colour of > > silver dragons would have to be adjusted to match this. > > I don't normally have access to a color display, so I hadn't noticed > that silver dragons are CLR_BRIGHT_CYAN. It is pure coincidence > that material SILVER happens to have the same numeric value as that. > Is bright cyan intentional, to make them distinguishable from gray > dragons (since color HI_SILVER is defined to be the same as CLR_GRAY)? > Or was it done for the monsters just because the corresponding objects > accidentally had the wrong value? It seems to me that they ought to > be the same shade of silver (ie, gray) as other silver things, even > if that makes them look identical to gray dragons. Using the material value SILVER in the "color" field was wrong, no matter what the reason. I suspect it was probably a mistake originally. This patch does not alter the displayed colour for the bug-fix release, but does correct the misuse of the material.
992 lines
49 KiB
C
992 lines
49 KiB
C
/* SCCS Id: @(#)objects.c 3.4 2002/07/31 */
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/* Copyright (c) Mike Threepoint, 1989. */
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/* NetHack may be freely redistributed. See license for details. */
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#ifndef OBJECTS_PASS_2_
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/* first pass */
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struct monst { struct monst *dummy; }; /* lint: struct obj's union */
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#include "config.h"
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#include "obj.h"
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#include "objclass.h"
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#include "prop.h"
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#include "skills.h"
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#else /* !OBJECTS_PASS_2_ */
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/* second pass */
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#include "color.h"
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# define COLOR_FIELD(X) X,
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#endif /* !OBJECTS_PASS_2_ */
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/* objects have symbols: ) [ = " ( % ! ? + / $ * ` 0 _ . */
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/*
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* Note: OBJ() and BITS() macros are used to avoid exceeding argument
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* limits imposed by some compilers. The ctnr field of BITS currently
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* does not map into struct objclass, and is ignored in the expansion.
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* The 0 in the expansion corresponds to oc_pre_discovered, which is
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* set at run-time during role-specific character initialization.
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*/
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#ifndef OBJECTS_PASS_2_
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/* first pass -- object descriptive text */
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# define OBJ(name,desc) name,desc
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# define OBJECT(obj,bits,prp,sym,prob,dly,wt,cost,sdam,ldam,oc1,oc2,nut,color) \
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{obj}
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NEARDATA struct objdescr obj_descr[] = {
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#else
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/* second pass -- object definitions */
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# define BITS(nmkn,mrg,uskn,ctnr,mgc,chrg,uniq,nwsh,big,tuf,dir,sub,mtrl) \
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nmkn,mrg,uskn,0,mgc,chrg,uniq,nwsh,big,tuf,dir,mtrl,sub /* SCO ODT 1.1 cpp fodder */
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# define OBJECT(obj,bits,prp,sym,prob,dly,wt,cost,sdam,ldam,oc1,oc2,nut,color) \
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{0, 0, (char *)0, bits, prp, sym, dly, COLOR_FIELD(color) \
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prob, wt, cost, sdam, ldam, oc1, oc2, nut}
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# ifndef lint
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# define HARDGEM(n) (n >= 8)
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# else
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# define HARDGEM(n) (0)
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# endif
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NEARDATA struct objclass objects[] = {
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#endif
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/* dummy object[0] -- description [2nd arg] *must* be NULL */
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OBJECT(OBJ("strange object",(char *)0), BITS(1,0,0,0,0,0,0,0,0,0,0,P_NONE,0),
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0, ILLOBJ_CLASS, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
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/* weapons ... */
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#define WEAPON(name,app,kn,mg,bi,prob,wt,cost,sdam,ldam,hitbon,typ,sub,metal,color) \
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OBJECT( \
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OBJ(name,app), BITS(kn,mg,1,0,0,1,0,0,bi,0,typ,sub,metal), 0, \
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WEAPON_CLASS, prob, 0, \
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wt, cost, sdam, ldam, hitbon, 0, wt, color )
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#define PROJECTILE(name,app,kn,prob,wt,cost,sdam,ldam,hitbon,metal,sub,color) \
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OBJECT( \
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OBJ(name,app), \
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BITS(kn,1,1,0,0,1,0,0,0,0,PIERCE,sub,metal), 0, \
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WEAPON_CLASS, prob, 0, \
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wt, cost, sdam, ldam, hitbon, 0, wt, color )
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#define BOW(name,app,kn,prob,wt,cost,hitbon,metal,sub,color) \
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OBJECT( \
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OBJ(name,app), BITS(kn,0,1,0,0,1,0,0,0,0,0,sub,metal), 0, \
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WEAPON_CLASS, prob, 0, \
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wt, cost, 2, 2, hitbon, 0, wt, color )
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/* Note: for weapons that don't do an even die of damage (ex. 2-7 or 3-18)
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* the extra damage is added on in weapon.c, not here! */
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#define P PIERCE
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#define S SLASH
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#define B WHACK
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/* missiles */
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PROJECTILE("arrow", (char *)0,
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1, 55, 1, 2, 6, 6, 0, IRON, -P_BOW, HI_METAL),
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PROJECTILE("elven arrow", "runed arrow",
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0, 20, 1, 2, 7, 6, 0, WOOD, -P_BOW, HI_WOOD),
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PROJECTILE("orcish arrow", "crude arrow",
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0, 20, 1, 2, 5, 6, 0, IRON, -P_BOW, CLR_BLACK),
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PROJECTILE("silver arrow", (char *)0,
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1, 12, 1, 5, 6, 6, 0, SILVER, -P_BOW, HI_SILVER),
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PROJECTILE("ya", "bamboo arrow",
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0, 15, 1, 4, 7, 7, 1, METAL, -P_BOW, HI_METAL),
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PROJECTILE("crossbow bolt", (char *)0,
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1, 55, 1, 2, 4, 6, 0, IRON, -P_CROSSBOW, HI_METAL),
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WEAPON("dart", (char *)0,
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1, 1, 0, 60, 1, 2, 3, 2, 0, P, -P_DART, IRON, HI_METAL),
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WEAPON("shuriken", "throwing star",
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0, 1, 0, 35, 1, 5, 8, 6, 2, P, -P_SHURIKEN, IRON, HI_METAL),
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WEAPON("boomerang", (char *)0,
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1, 1, 0, 15, 5, 20, 9, 9, 0, 0, -P_BOOMERANG, WOOD, HI_WOOD),
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/* spears */
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WEAPON("spear", (char *)0,
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1, 1, 0, 50, 30, 3, 6, 8, 0, P, P_SPEAR, IRON, HI_METAL),
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WEAPON("elven spear", "runed spear",
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0, 1, 0, 10, 30, 3, 7, 8, 0, P, P_SPEAR, WOOD, HI_WOOD),
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WEAPON("orcish spear", "crude spear",
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0, 1, 0, 13, 30, 3, 5, 8, 0, P, P_SPEAR, IRON, CLR_BLACK),
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WEAPON("dwarvish spear", "stout spear",
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0, 1, 0, 12, 35, 3, 8, 8, 0, P, P_SPEAR, IRON, HI_METAL),
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WEAPON("silver spear", (char *)0,
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1, 1, 0, 2, 36, 40, 6, 8, 0, P, P_SPEAR, SILVER, HI_SILVER),
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WEAPON("javelin", "throwing spear",
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0, 1, 0, 10, 20, 3, 6, 6, 0, P, P_JAVELIN, IRON, HI_METAL),
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WEAPON("trident", (char *)0,
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1, 0, 0, 8, 25, 5, 6, 4, 0, P, P_TRIDENT, IRON, HI_METAL),
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/* +1 small, +2d4 large */
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/* blades */
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WEAPON("dagger", (char *)0,
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1, 1, 0, 30, 10, 4, 4, 3, 2, P, P_DAGGER, IRON, HI_METAL),
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WEAPON("elven dagger", "runed dagger",
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0, 1, 0, 10, 10, 4, 5, 3, 2, P, P_DAGGER, WOOD, HI_WOOD),
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WEAPON("orcish dagger", "crude dagger",
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0, 1, 0, 12, 10, 4, 3, 3, 2, P, P_DAGGER, IRON, CLR_BLACK),
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WEAPON("silver dagger", (char *)0,
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1, 1, 0, 3, 12, 40, 4, 3, 2, P, P_DAGGER, SILVER, HI_SILVER),
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WEAPON("athame", (char *)0,
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1, 1, 0, 0, 10, 4, 4, 3, 2, S, P_DAGGER, IRON, HI_METAL),
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WEAPON("scalpel", (char *)0,
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1, 1, 0, 0, 5, 6, 3, 3, 2, S, P_KNIFE, METAL, HI_METAL),
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WEAPON("knife", (char *)0,
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1, 1, 0, 20, 5, 4, 3, 2, 0, P|S, P_KNIFE, IRON, HI_METAL),
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WEAPON("stiletto", (char *)0,
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1, 1, 0, 5, 5, 4, 3, 2, 0, P|S, P_KNIFE, IRON, HI_METAL),
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WEAPON("worm tooth", (char *)0,
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1, 0, 0, 0, 20, 2, 2, 2, 0, 0, P_KNIFE, 0, CLR_WHITE),
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WEAPON("crysknife", (char *)0,
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1, 0, 0, 0, 20,100, 10, 10, 3, P, P_KNIFE, MINERAL, CLR_WHITE),
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WEAPON("axe", (char *)0,
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1, 0, 0, 40, 60, 8, 6, 4, 0, S, P_AXE, IRON, HI_METAL),
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WEAPON("battle-axe", "double-headed axe",
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0, 0, 1, 10,120, 40, 8, 6, 0, S, P_AXE, IRON, HI_METAL),
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/* "double-bitted" ? */
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/* swords */
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WEAPON("short sword", (char *)0,
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1, 0, 0, 8, 30, 10, 6, 8, 0, P, P_SHORT_SWORD, IRON, HI_METAL),
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WEAPON("elven short sword", "runed short sword",
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0, 0, 0, 2, 30, 10, 8, 8, 0, P, P_SHORT_SWORD, WOOD, HI_WOOD),
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WEAPON("orcish short sword", "crude short sword",
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0, 0, 0, 3, 30, 10, 5, 8, 0, P, P_SHORT_SWORD, IRON, CLR_BLACK),
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WEAPON("dwarvish short sword", "broad short sword",
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0, 0, 0, 2, 30, 10, 7, 8, 0, P, P_SHORT_SWORD, IRON, HI_METAL),
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WEAPON("scimitar", "curved sword",
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0, 0, 0, 15, 40, 15, 8, 8, 0, S, P_SCIMITAR, IRON, HI_METAL),
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WEAPON("silver saber", (char *)0,
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1, 0, 0, 6, 40, 75, 8, 8, 0, S, P_SABER, SILVER, HI_SILVER),
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WEAPON("broadsword", (char *)0,
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1, 0, 0, 8, 70, 10, 4, 6, 0, S, P_BROAD_SWORD, IRON, HI_METAL),
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/* +d4 small, +1 large */
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WEAPON("elven broadsword", "runed broadsword",
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0, 0, 0, 4, 70, 10, 6, 6, 0, S, P_BROAD_SWORD, WOOD, HI_WOOD),
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/* +d4 small, +1 large */
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WEAPON("long sword", (char *)0,
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1, 0, 0, 50, 40, 15, 8, 12, 0, S, P_LONG_SWORD, IRON, HI_METAL),
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WEAPON("two-handed sword", (char *)0,
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1, 0, 1, 22,150, 50, 12, 6, 0, S, P_TWO_HANDED_SWORD, IRON, HI_METAL),
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/* +2d6 large */
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WEAPON("katana", "samurai sword",
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0, 0, 0, 4, 40, 80, 10, 12, 1, S, P_LONG_SWORD, IRON, HI_METAL),
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/* special swords set up for artifacts */
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WEAPON("tsurugi", "long samurai sword",
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0, 0, 1, 0, 60,500, 16, 8, 2, S, P_TWO_HANDED_SWORD, METAL, HI_METAL),
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/* +2d6 large */
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WEAPON("runesword", "runed broadsword",
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0, 0, 0, 0, 40,300, 4, 6, 0, S, P_BROAD_SWORD, IRON, CLR_BLACK),
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/* +d4 small, +1 large */
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/* +5d2 +d8 from level drain */
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/* polearms */
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/* spear-type */
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WEAPON("partisan", "vulgar polearm",
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0, 0, 1, 5, 80, 10, 6, 6, 0, P, P_POLEARMS, IRON, HI_METAL),
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/* +1 large */
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WEAPON("ranseur", "hilted polearm",
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0, 0, 1, 5, 50, 6, 4, 4, 0, P, P_POLEARMS, IRON, HI_METAL),
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/* +d4 both */
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WEAPON("spetum", "forked polearm",
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0, 0, 1, 5, 50, 5, 6, 6, 0, P, P_POLEARMS, IRON, HI_METAL),
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/* +1 small, +d6 large */
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WEAPON("glaive", "single-edged polearm",
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0, 0, 1, 8, 75, 6, 6, 10, 0, S, P_POLEARMS, IRON, HI_METAL),
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WEAPON("lance", (char *)0,
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1, 0, 0, 4,180, 10, 6, 8, 0, P, P_LANCE, IRON, HI_METAL),
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/* axe-type */
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WEAPON("halberd", "angled poleaxe",
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0, 0, 1, 8,150, 10, 10, 6, 0, P|S, P_POLEARMS, IRON, HI_METAL),
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/* +1d6 large */
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WEAPON("bardiche", "long poleaxe",
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0, 0, 1, 4,120, 7, 4, 4, 0, S, P_POLEARMS, IRON, HI_METAL),
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/* +1d4 small, +2d4 large */
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WEAPON("voulge", "pole cleaver",
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0, 0, 1, 4,125, 5, 4, 4, 0, S, P_POLEARMS, IRON, HI_METAL),
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/* +d4 both */
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WEAPON("dwarvish mattock", "broad pick",
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0, 0, 1, 13,120, 50, 12, 8,-1, B, P_PICK_AXE, IRON, HI_METAL),
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/* curved/hooked */
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WEAPON("fauchard", "pole sickle",
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0, 0, 1, 6, 60, 5, 6, 8, 0, P|S, P_POLEARMS, IRON, HI_METAL),
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WEAPON("guisarme", "pruning hook",
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0, 0, 1, 6, 80, 5, 4, 8, 0, S, P_POLEARMS, IRON, HI_METAL),
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/* +1d4 small */
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WEAPON("bill-guisarme", "hooked polearm",
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0, 0, 1, 4,120, 7, 4, 10, 0, P|S, P_POLEARMS, IRON, HI_METAL),
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/* +1d4 small */
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/* other */
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WEAPON("lucern hammer", "pronged polearm",
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0, 0, 1, 5,150, 7, 4, 6, 0, B|P, P_POLEARMS, IRON, HI_METAL),
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/* +1d4 small */
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WEAPON("bec de corbin", "beaked polearm",
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0, 0, 1, 4,100, 8, 8, 6, 0, B|P, P_POLEARMS, IRON, HI_METAL),
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/* bludgeons */
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WEAPON("mace", (char *)0,
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1, 0, 0, 40, 30, 5, 6, 6, 0, B, P_MACE, IRON, HI_METAL),
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/* +1 small */
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WEAPON("morning star", (char *)0,
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1, 0, 0, 12,120, 10, 4, 6, 0, B, P_MORNING_STAR, IRON, HI_METAL),
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/* +d4 small, +1 large */
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WEAPON("war hammer", (char *)0,
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1, 0, 0, 15, 50, 5, 4, 4, 0, B, P_HAMMER, IRON, HI_METAL),
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/* +1 small */
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WEAPON("club", (char *)0,
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1, 0, 0, 12, 30, 3, 6, 3, 0, B, P_CLUB, WOOD, HI_WOOD),
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#ifdef KOPS
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WEAPON("rubber hose", (char *)0,
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1, 0, 0, 0, 20, 3, 4, 3, 0, B, P_WHIP, PLASTIC, CLR_BROWN),
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#endif
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WEAPON("quarterstaff", "staff",
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0, 0, 1, 11, 40, 5, 6, 6, 0, B, P_QUARTERSTAFF, WOOD, HI_WOOD),
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/* two-piece */
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WEAPON("aklys", "thonged club",
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0, 0, 0, 8, 15, 4, 6, 3, 0, B, P_CLUB, IRON, HI_METAL),
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WEAPON("flail", (char *)0,
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1, 0, 0, 40, 15, 4, 6, 4, 0, B, P_FLAIL, IRON, HI_METAL),
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/* +1 small, +1d4 large */
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/* misc */
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WEAPON("bullwhip", (char *)0,
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1, 0, 0, 2, 20, 4, 2, 1, 0, 0, P_WHIP, LEATHER, CLR_BROWN),
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/* bows */
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BOW("bow", (char *)0, 1, 24, 30, 60, 0, WOOD, P_BOW, HI_WOOD),
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BOW("elven bow", "runed bow", 0, 12, 30, 60, 0, WOOD, P_BOW, HI_WOOD),
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BOW("orcish bow", "crude bow", 0, 12, 30, 60, 0, WOOD, P_BOW, CLR_BLACK),
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BOW("yumi", "long bow", 0, 0, 30, 60, 0, WOOD, P_BOW, HI_WOOD),
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BOW("sling", (char *)0, 1, 40, 3, 20, 0, LEATHER, P_SLING, HI_LEATHER),
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BOW("crossbow", (char *)0, 1, 45, 50, 40, 0, WOOD, P_CROSSBOW, HI_WOOD),
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#undef P
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#undef S
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#undef B
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#undef WEAPON
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#undef PROJECTILE
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#undef BOW
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/* armor ... */
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/* IRON denotes ferrous metals, including steel.
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* Only IRON weapons and armor can rust.
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* Only COPPER (including brass) corrodes.
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* Some creatures are vulnerable to SILVER.
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*/
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#define ARMOR(name,desc,kn,mgc,blk,power,prob,delay,wt,cost,ac,can,sub,metal,c) \
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OBJECT( \
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OBJ(name,desc), BITS(kn,0,1,0,mgc,1,0,0,blk,0,0,sub,metal), power, \
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ARMOR_CLASS, prob, delay, wt, cost, \
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0, 0, 10 - ac, can, wt, c )
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#define HELM(name,desc,kn,mgc,power,prob,delay,wt,cost,ac,can,metal,c) \
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ARMOR(name,desc,kn,mgc,0,power,prob,delay,wt,cost,ac,can,ARM_HELM,metal,c)
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#define CLOAK(name,desc,kn,mgc,power,prob,delay,wt,cost,ac,can,metal,c) \
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ARMOR(name,desc,kn,mgc,0,power,prob,delay,wt,cost,ac,can,ARM_CLOAK,metal,c)
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#define SHIELD(name,desc,kn,mgc,blk,power,prob,delay,wt,cost,ac,can,metal,c) \
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ARMOR(name,desc,kn,mgc,blk,power,prob,delay,wt,cost,ac,can,ARM_SHIELD,metal,c)
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#define GLOVES(name,desc,kn,mgc,power,prob,delay,wt,cost,ac,can,metal,c) \
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ARMOR(name,desc,kn,mgc,0,power,prob,delay,wt,cost,ac,can,ARM_GLOVES,metal,c)
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#define BOOTS(name,desc,kn,mgc,power,prob,delay,wt,cost,ac,can,metal,c) \
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ARMOR(name,desc,kn,mgc,0,power,prob,delay,wt,cost,ac,can,ARM_BOOTS,metal,c)
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/* helmets */
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HELM("elven leather helm", "leather hat",
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0, 0, 0, 6, 1, 3, 8, 9, 0, LEATHER, HI_LEATHER),
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HELM("orcish helm", "iron skull cap",
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0, 0, 0, 6, 1, 30, 10, 9, 0, IRON, CLR_BLACK),
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HELM("dwarvish iron helm", "hard hat",
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0, 0, 0, 6, 1, 40, 20, 8, 0, IRON, HI_METAL),
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HELM("fedora", (char *)0,
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1, 0, 0, 0, 0, 3, 1,10, 0, CLOTH, CLR_BROWN),
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HELM("cornuthaum", "conical hat",
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0, 1, CLAIRVOYANT,
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3, 1, 4, 80,10, 2, CLOTH, CLR_BLUE),
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HELM("dunce cap", "conical hat",
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0, 1, 0, 3, 1, 4, 1,10, 0, CLOTH, CLR_BLUE),
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HELM("dented pot", (char *)0,
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1, 0, 0, 2, 0, 10, 8, 9, 0, IRON, CLR_BLACK),
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/* With shuffled appearances... */
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HELM("helmet", "plumed helmet",
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0, 0, 0, 10, 1, 30, 10, 9, 0, IRON, HI_METAL),
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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 obj.h, 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,mgc,power,cost,ac,color) \
|
|
ARMOR(name,(char *)0,1,mgc,1,power,0,5,40,cost,ac,0,ARM_SUIT,DRAGON_HIDE,color)
|
|
/* 3.4.1: dragon scale mail reclassified as "magic" since magic is
|
|
needed to create them */
|
|
DRGN_ARMR("gray dragon scale mail", 1, ANTIMAGIC, 1200, 1, CLR_GRAY),
|
|
DRGN_ARMR("silver dragon scale mail", 1, REFLECTING, 1200, 1, DRAGON_SILVER),
|
|
#if 0 /* DEFERRED */
|
|
DRGN_ARMR("shimmering dragon scale mail", 1, DISPLACED, 1200, 1, CLR_CYAN),
|
|
#endif
|
|
DRGN_ARMR("red dragon scale mail", 1, FIRE_RES, 900, 1, CLR_RED),
|
|
DRGN_ARMR("white dragon scale mail", 1, COLD_RES, 900, 1, CLR_WHITE),
|
|
DRGN_ARMR("orange dragon scale mail", 1, SLEEP_RES, 900, 1, CLR_ORANGE),
|
|
DRGN_ARMR("black dragon scale mail", 1, DISINT_RES, 1200, 1, CLR_BLACK),
|
|
DRGN_ARMR("blue dragon scale mail", 1, SHOCK_RES, 900, 1, CLR_BLUE),
|
|
DRGN_ARMR("green dragon scale mail", 1, POISON_RES, 900, 1, CLR_GREEN),
|
|
DRGN_ARMR("yellow dragon scale mail", 1, ACID_RES, 900, 1, CLR_YELLOW),
|
|
|
|
/* For now, only dragons leave these. */
|
|
/* 3.4.1: dragon scales left classified as "non-magic"; they confer
|
|
magical properties but are produced "naturally" */
|
|
DRGN_ARMR("gray dragon scales", 0, ANTIMAGIC, 700, 7, CLR_GRAY),
|
|
DRGN_ARMR("silver dragon scales", 0, REFLECTING, 700, 7, DRAGON_SILVER),
|
|
#if 0 /* DEFERRED */
|
|
DRGN_ARMR("shimmering dragon scales", 0, DISPLACED, 700, 7, CLR_CYAN),
|
|
#endif
|
|
DRGN_ARMR("red dragon scales", 0, FIRE_RES, 500, 7, CLR_RED),
|
|
DRGN_ARMR("white dragon scales", 0, COLD_RES, 500, 7, CLR_WHITE),
|
|
DRGN_ARMR("orange dragon scales", 0, SLEEP_RES, 500, 7, CLR_ORANGE),
|
|
DRGN_ARMR("black dragon scales", 0, DISINT_RES, 700, 7, CLR_BLACK),
|
|
DRGN_ARMR("blue dragon scales", 0, SHOCK_RES, 500, 7, CLR_BLUE),
|
|
DRGN_ARMR("green dragon scales", 0, POISON_RES, 500, 7, CLR_GREEN),
|
|
DRGN_ARMR("yellow dragon scales", 0, 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, 8, 0, 10, 60, 9, 3, CLOTH, CLR_BLACK),
|
|
CLOAK("orcish cloak", "coarse mantelet",
|
|
0, 0, 0, 8, 0, 10, 40, 10, 2, CLOTH, CLR_BLACK),
|
|
CLOAK("dwarvish cloak", "hooded cloak",
|
|
0, 0, 0, 8, 0, 10, 50, 10, 2, CLOTH, HI_CLOTH),
|
|
CLOAK("oilskin cloak", "slippery cloak",
|
|
0, 0, 0, 8, 0, 10, 50, 9, 3, CLOTH, HI_CLOTH),
|
|
CLOAK("robe", (char *)0,
|
|
1, 1, 0, 3, 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),
|
|
CLOAK("leather cloak", (char *)0,
|
|
1, 0, 0, 8, 0, 15, 40, 9, 1, LEATHER, CLR_BROWN),
|
|
/* With shuffled appearances... */
|
|
CLOAK("cloak of protection", "tattered cape",
|
|
0, 1, PROTECTION, 9, 0, 10, 50, 7, 3, CLOTH, HI_CLOTH),
|
|
CLOAK("cloak of invisibility", "opera cloak",
|
|
0, 1, INVIS, 10, 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, 10, 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, 30000, 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),
|
|
/* 3.4.1: unicorn horn left classified as "magic" */
|
|
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, 5000, 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, 5000, 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, 10000, 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,worth) OBJECT( \
|
|
OBJ(name,(char *)0), BITS(0,1,0,0,0,0,0,0,0,0,0,P_NONE,metal), 0, \
|
|
COIN_CLASS, prob, 0, 1, worth, 0, 0, 0, 0, 0, HI_GOLD )
|
|
COIN("gold piece", 1000, GOLD,1),
|
|
#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),
|
|
|
|
/* Placement note: there is a wishable subrange for
|
|
* "gray stones" in the o_ranges[] array in objnam.c
|
|
* that is currently everything between luckstones and flint (inclusive).
|
|
*/
|
|
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("touchstone", "gray", 0, 8, 10, 45, 3, 3, 1, 10, 6, MINERAL, CLR_GRAY),
|
|
ROCK("flint", "gray", 0, 10, 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*/
|