Source:NetHack 3.0.0/objects.c

Below is the full text to objects.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/objects.c#line123 ]], for example.

Warning! This is the source code from an old release. For the latest release, see Source code

1.   /*	SCCS Id: @(#)objects.c	3.0	89/04/14 2.   /* NetHack may be freely redistributed. See license for details. */ 3.    /* Copyright (c) Mike Threepoint, 1989 (890110) */ 4.    5.    /* since this file is also used in auxiliary programs, don't include all the 6.    * function declarations for all of nethack 7.    */  8.    #define EXTERN_H 9.   #include "config.h"  10. #include "obj.h" 11. #include "objclass.h" 12. #include "prop.h" 13. 14.  /* objects have letter " % ) ( 0 _ ` [ ! ? / = * + . */  15.    16.   struct objclass objects[] = {  17.    18.   	{ "strange object", NULL, NULL, 1,0,0,0, 0,  19.   		ILLOBJ_SYM, 0, 0, 0, 0, 0, 0, 0 },  20.   /* amulets ... - THE Amulet comes last because it is special */  21.   #define AMULET(name,desc,power,prob,weight)	{ name, desc, NULL,\  22.   		0,0,0,METAL, power, AMULET_SYM, prob, 0, weight, 100, 0, 0, 0 }  23.    24.   	AMULET("amulet of esp", 	  "circular",	TELEPAT,    190, 2),  25.   	AMULET("amulet of life saving",   "spherical",	LIFESAVED,   90, 2),  26.   	AMULET("amulet of strangulation", "oval",	STRANGLED,  150, 2),  27.   	AMULET("amulet of restful sleep", "triangular",	SLEEPING,   150, 2),  28.   	AMULET("amulet versus poison",	  "pyramidal",	POISON_RES, 180, 2),  29.   	AMULET("amulet of change",	  "square",	0,	    150, 2),  30.   								/* POLYMORPH */  31.   	AMULET("amulet of reflection",	  "hexagonal",	REFLECTING,  90, 2), 32.  	{ "Amulet of Yendor", NULL, NULL, 1,0,0,METAL, 0, 33.  		AMULET_SYM, 0, 0, 2, 3500, 0, 0, 0 }, 34.  #undef AMULET 35.   36.   #define FOOD(name,prob,delay,wt,tin,nutrition)	{ name, NULL, NULL, 1,1,0,tin,\ 37.  	    0, FOOD_SYM, prob, delay, wt, nutrition/20 + 5, 0, 0, nutrition } 38.   39.   /* dog eats foods 0-4 but prefers tripe rations above all others */ 40.  /* fortune cookies can be read */ 41.  /* carrots improve your vision */ 42.  /* +0 tins contain monster meat */ 43.  /* +1 tins (of spinach) make you stronger (like Popeye) */ 44.  /* food CORPSE is a cadaver of some type */ 45.   46.   	/* meat */ 47.  #ifdef TOLKIEN 48.  	FOOD("tripe ration",	   145, 1, 2, 0, 200), 49.  #else 50.  	FOOD("tripe ration",	   150, 1, 2, 0, 200), 51.  #endif 52.  	FOOD("dead lizard",	    35, 0, 1, 0,  40), 53.  	FOOD("corpse",		     0, 0, 0, 0,   0), 54.  	FOOD("egg",		    75, 0, 1, 0,  80), 55.  	/* fruits & veggies */ 56.  	FOOD("apple",		    10, 0, 1, 0,  50), 57.  	FOOD("orange",		     7, 0, 1, 0,  80), 58.  	FOOD("pear",		     7, 0, 1, 0,  50), 59.  	FOOD("melon",		     7, 0, 1, 0, 100), 60.  	FOOD("banana",		     7, 0, 1, 0,  80), 61.  	FOOD("slime mold",	    75, 0, 1, 0, 250), 62.  	FOOD("carrot",		    15, 0, 1, 0,  50), 63.  	FOOD("clove of garlic",      5, 0, 1, 0,  40), 64.  	/* human food */ 65.  	FOOD("lump of royal jelly",  0, 0, 1, 0, 200), 66.  	FOOD("cream pie",	    25, 0, 1, 0, 100), 67.  	FOOD("candy bar",	     7, 0, 1, 0, 100), 68.  	FOOD("fortune cookie",	    55, 0, 1, 0,  40), 69.  #ifdef TOLKIEN 70.  	FOOD("pancake", 	    25, 1, 1, 0, 200), 71.  	FOOD("lembas wafer",	    20, 1, 1, 0, 800), 72.  	FOOD("cram ration",	    20, 1, 3, 0, 600), 73.  	FOOD("food ration",	   385, 5, 4, 0, 800), 74.  #else 75.  	FOOD("pancake", 	    40, 1, 1, 0, 200), 76.  	FOOD("food ration",	   405, 5, 4, 0, 800), 77.  #endif 78.  #ifdef ARMY 79.  	FOOD("K-ration",	     0, 1, 1, 0, 400), 80.  	FOOD("C-ration",	     0, 1, 1, 0, 300), 81.  #endif 82.  	FOOD("tin",		    75, 0, 1, METAL, 0), 83.  #undef FOOD 84.   85.   /* weapons ... - ROCK come several at a time */ 86.  /* weapons ... - (DART-1) are shot using idem+(BOW-ARROW) */ 87.  /* weapons AXE, SWORD, KATANA, THSWORD are good for worm-cutting */ 88.  /* weapons (PICK-)AXE, DAGGER, CRYSKNIFE are good for tin-opening */ 89.  #define WEAPON(name,app,kn,mg,bi,prob,wt,cost,sdam,ldam,metal) { name, app, \ 90.  	NULL, kn,mg,bi,metal, 0, WEAPON_SYM, prob, 0, wt, cost, sdam, ldam, 0 } 91.  #define PROJECTILE(name,app,kn,bi,prob,wt,cost,sdam,ldam,metal,prop) { name, \ 92.  	app, NULL, kn,1,bi,metal, 0, WEAPON_SYM, prob, 0, wt, cost, sdam, \ 93.  	ldam, prop } 94.  #define BOW(name,app,kn,bi,prob,wt,cost,sdam,ldam,metal,prop) { name, app, \ 95.  	NULL, kn,0,bi,metal, 0, WEAPON_SYM, prob, 0, wt, cost, sdam, ldam, \ 96.  	-(prop) } 97.   98.   /* Note: for weapons that don't do an even die of damage (i.e. 2-7 or 3-18) 99.   * the extra damage is added on in weapon.c, not here! */ 100.   101.  /* missiles */ 102. #ifdef TOLKIEN 103. PROJECTILE("arrow",		NULL,		1, 0, 45, 0,  2, 6, 6,  104.  		   METAL, WP_BOW), 105. PROJECTILE("elven arrow",	"runed arrow",	0, 0, 10, 0,  2, 7, 6,  106.  		   METAL, WP_BOW), 107. PROJECTILE("orcish arrow",	"black arrow",	0, 0, 11, 0,  2, 5, 6,  108.  		   METAL, WP_BOW), 109. #else 110. PROJECTILE("arrow",		NULL,		1, 0, 66, 0,  2, 6, 6,  111.  		   METAL, WP_BOW), 112. #endif 113. PROJECTILE("crossbow bolt",	NULL,		1, 0, 60, 0,  2, 4, 6,  114.  		   METAL, WP_CROSSBOW), 115.  116.  WEAPON("dart",		NULL,		1, 1, 0, 60, 0,  2, 3, 2, METAL), 117. WEAPON("shuriken",	"throwing star",0, 1, 0, 30, 0,  2, 8, 6, METAL), 118. WEAPON("boomerang",	NULL,		1, 1, 0, 15, 3, 50, 9, 9, WOOD), 119.  120.  /* spears */ 121. #ifdef TOLKIEN 122. WEAPON("spear", 	NULL,		1, 1, 0, 55, 3,  8, 6, 8, METAL), 123. WEAPON("elven spear",	"runed spear",	0, 1, 0, 10, 3,  8, 7, 8, METAL), 124. WEAPON("orcish spear",	"black spear",	0, 1, 0, 13, 3,  8, 5, 8, METAL), 125. WEAPON("dwarvish spear","shiny spear",	0, 1, 0, 12, 3,  8, 8, 8, METAL), 126. #else 127. WEAPON("spear", 	NULL,		1, 1, 0, 90, 3,  8, 6, 8, METAL), 128. #endif 129. WEAPON("javelin",	"throwing spear",0,1, 0, 10, 3,  8, 6, 6, METAL), 130. WEAPON("trident",	NULL,		1, 0, 0,  8, 4,  6, 6, 4, METAL), 131. 						/* +1 small, +2d4 large */ 132. WEAPON("lance", 	NULL,		1, 0, 0,  8, 4, 20, 6, 8, METAL), 133.  134.  /* blades */ 135. #ifdef TOLKIEN 136. WEAPON("dagger",	NULL,		1, 1, 0, 25, 2, 20, 4, 3, METAL), 137. WEAPON("elven dagger",	"large runed knife", 0, 1, 0,  8, 2, 20, 5, 3, METAL), 138. WEAPON("orcish dagger", "large black knife", 0, 1, 0, 10, 2, 20, 3, 3, METAL), 139. #else 140. WEAPON("dagger",	NULL,		1, 1, 0, 43, 2, 20, 4, 3, METAL), 141. #endif 142. WEAPON("scalpel",	NULL,		1, 1, 0,  0, 1, 20, 4, 3, METAL), 143. WEAPON("knife", 	NULL,		1, 1, 0, 25, 2, 15, 3, 3, METAL), 144. WEAPON("axe",		NULL,		1, 0, 0, 50, 3, 50, 6, 4, METAL), 145. #ifdef WORM 146. WEAPON("worm tooth",	NULL,		1, 0, 0,  0, 3,  2, 2, 2, METAL), 147. WEAPON("crysknife",	NULL,		1, 0, 0,  0, 3,100,10,10, METAL), 148. #endif 149.  150.  /* swords */ 151. #ifdef TOLKIEN 152. WEAPON("short sword",		NULL,	1, 0, 0,  6, 3, 80, 6, 8, METAL), 153. WEAPON("elven short sword",	"short runed sword",  154.  					0, 0, 0,  2, 3, 80, 8, 8, METAL), 155. WEAPON("orcish short sword",	"short black sword",  156.  					0, 0, 0,  3, 3, 80, 5, 8, METAL), 157. WEAPON("dwarvish short sword",	"short shiny sword",  158.  					0, 0, 0,  2, 3, 80, 7, 8, METAL), 159. #else 160. WEAPON("short sword",		NULL,	1, 0, 0, 13, 3, 80, 6, 8, METAL), 161. #endif 162. WEAPON("scimitar", "curved sword",	0, 0, 0,  6, 4, 80, 8, 8, METAL), 163. #ifdef TOLKIEN 164. WEAPON("broadsword", "wide sword",	0, 0, 0,  8, 4, 80, 4, 6, METAL), 165. 						/* +d4 small, +1 large */ 166. WEAPON("elven broadsword",	"wide runed sword",  167.  					0, 0, 0,  4, 4, 80, 6, 6, METAL), 168. 						/* +d4 small, +1 large */ 169. #else 170. WEAPON("broadsword", "wide sword",	0, 0, 0, 12, 4, 80, 4, 6, METAL), 171. 						/* +d4 small, +1 large */ 172. #endif 173. WEAPON("long sword",		NULL,	1, 0, 0, 60, 4, 80, 8, 12, METAL), 174. #ifdef TOLKIEN 175. WEAPON("two-handed sword",	NULL,	1, 0, 1, 25, 5, 80,12,	6, METAL), 176. 						/* +2d6 large */ 177. WEAPON("dwarvish mattock",	"huge shiny sword",  178.  					0, 0, 1, 15, 6, 80,12,	8, METAL), 179. 						/* +2d6 large */ 180. #else 181. WEAPON("two-handed sword",	NULL,	1, 0, 1, 40, 5, 80,12,	6, METAL), 182. 						/* +2d6 large */ 183. #endif 184. WEAPON("katana", "samurai sword",	0, 0, 0,  6, 4,100,10, 12, METAL), 185.  186.  /* blunt */ 187. WEAPON("mace",		NULL,		1, 0, 0, 55, 4, 150, 6, 6, METAL), 188. 						/* +1 small */ 189. WEAPON("morning star",	NULL,		1, 0, 0, 12, 4, 120, 4, 6, METAL), 190. 						/* +d4 small, +1 large */ 191. WEAPON("club",		NULL,		1, 0, 0, 10, 3, 100, 6, 3, WOOD), 192. #ifdef KOPS 193. WEAPON("rubber hose",	NULL,		1, 0, 0,  0, 2, 100, 6, 3, 0), 194. #endif 195. WEAPON("quarterstaff",	"staff",	0, 0, 1, 10, 3, 150, 6, 6, WOOD), 196.  197.  /* two-piece */ 198. WEAPON("aklys", "thonged club", 	0, 0, 0,  8, 3, 30, 6, 3, METAL), 199. WEAPON("flail", 	NULL,		1, 0, 0, 40, 3, 30, 6, 4, METAL), 200. 						/* +1 small, +1d4 large */ 201. /* whip */ 202. WEAPON("bullwhip",	NULL,		1, 0, 0,  5, 2, 20, 2, 1, 0), 203.  204.  /* polearms */ 205. WEAPON("bardiche", "large poleaxe",	0, 0, 1,  8, 3, 70, 4, 4, METAL), 206. 						/* +1d4 small, +2d4 large */ 207. WEAPON("bec de corbin","beaked poleaxe",0, 0, 1,  8, 3, 16, 8, 6, METAL), 208. WEAPON("bill-guisarme","hooked polearm",0, 0, 1,  8, 3, 60, 4,10, METAL), 209. 						/* +1d4 small */ 210. WEAPON("fauchard",	"sickle",	0, 0, 1, 11, 3, 30, 6, 8, METAL), 211. WEAPON("glaive",	"pike", 	0, 0, 1, 15, 3, 60, 6,10, METAL), 212. WEAPON("guisarme",	"pruning hook", 0, 0, 1, 11, 3, 50, 4, 8, METAL), 213. 						/* +1d4 small */ 214. WEAPON("halberd",	"long poleaxe", 0, 0, 1, 16, 3, 90,10, 6, METAL), 215. 						/* +1d6 large */ 216. WEAPON("lucern hammer", "hammerhead polearm", 0, 0, 1, 10, 3, 70, 4, 6, METAL), 217. 						/* +1d4 small */ 218. WEAPON("partisan", "vulgar polearm",	0, 0, 1, 10, 3,100, 6, 6, METAL), 219. 						/* +1 large */ 220. WEAPON("ranseur", "hilted polearm",	0, 0, 1, 10, 3, 40, 4, 4, METAL), 221. 						/* +d4 both */ 222. WEAPON("spetum", "forked polearm",	0, 0, 1, 10, 3, 30, 6, 6, METAL), 223. 						/* +1 small, +d6 large */ 224. WEAPON("voulge", "poleaxe",		0, 0, 1,  8, 3, 20, 4, 4, METAL), 225. 						/* +d4 both */ 226. /* bows */ 227. #ifdef TOLKIEN 228. BOW("bow",	  NULL, 	1, 0, 24, 3, 120, 4, 6, 0, WP_BOW), 229. BOW("elven bow",  "runed bow",	0, 0, 12, 3, 120, 5, 6, 0, WP_BOW), 230. BOW("orcish bow", "black bow",	0, 0, 12, 3, 120, 3, 6, 0, WP_BOW), 231. #else 232. BOW("bow",	  NULL, 	1, 0, 48, 3, 120, 4, 6, 0, WP_BOW), 233. #endif 234. BOW("sling", 	  NULL,	    	1, 0, 40, 2,  20, 6, 6, 0, WP_SLING), 235. BOW("crossbow",	  NULL,		1, 0, 45, 3,  40, 4, 6, 0, WP_CROSSBOW), 236. #undef WEAPON 237. #undef PROJECTILE 238. #undef BOW 239.  240.  /* tools ... - PICK AXE comes last because it has special characteristics */ 241. #define TOOL(name,desc,kn,charge,prob,weight,cost,material) { name, desc, NULL,\ 242. 	kn,0,charge,material, 0, TOOL_SYM, prob, 0, weight, cost, 0, 0, 0 } 243.  244.  #ifdef WALKIES 245. 	TOOL("leash",		NULL,		1, 0,  70,  3,	20, 0), 246. #endif 247. #ifdef MEDUSA 248. 	TOOL("blindfold",	NULL,		1, 0,  55,  2,	20, 0), 249. 	TOOL("mirror",		NULL,		1, 0,  50,  3,	40, GLASS), 250. #else 251. 	TOOL("blindfold",	NULL,		1, 0, 105,  2,	20, 0), 252. #endif 253. 	TOOL("tinning kit",	NULL,		1, 0,  15, 10,	30, METAL), 254. 	TOOL("lock pick",	NULL,		1, 0,  55,  2,	20, METAL), 255. 	TOOL("credit card",	NULL,		1, 0,	5,  1,	10, 0), 256. #ifdef WALKIES 257. 	TOOL("key",		NULL,		1, 0, 100,  1,	10, METAL), 258. #else 259. 	TOOL("key",		NULL,		1, 0, 155,  1,	10, METAL), 260. #endif 261. 	TOOL("skeleton key",	"key",		0, 0,  60,  1,	10, METAL), 262. 	TOOL("expensive camera", NULL,		1, 0,	5,  3, 200, 0), 263. 	TOOL("magic marker",	NULL,		1, 1,  15,  1,	50, 0), 264. 	TOOL("stethoscope",	NULL,		1, 0,  15,  2,	80, 0), 265. 	TOOL("tin opener",	NULL,		1, 0,  25,  1,	30, METAL), 266. #ifdef WALKIES 267. 	TOOL("lamp",		NULL,		1, 1,  90, 10,	50, 0), 268. #else 269. 	TOOL("lamp",		NULL,		1, 1, 105, 10,	50, 0), 270. #endif 271. 	TOOL("magic lamp",	"lamp", 	0, 1,  20, 10,	50, 0), 272. 	TOOL("crystal ball",	NULL,		1, 1,  35, 15,	60, GLASS), 273. 	TOOL("figurine",	NULL,		1, 0,  35,  5,	80, MINERAL), 274. 	TOOL("ice box", 	NULL,		1, 0,	5, 40, 400, 0), 275. 	TOOL("large box",	NULL,		1, 0,  40, 40, 400, WOOD), 276. 	TOOL("chest",		NULL,		1, 0,  35, 40, 500, WOOD), 277. 	TOOL("sack",		"bag",		0, 0,  40,  3, 200, 0), 278. 	TOOL("bag of holding",	"bag",		0, 0,  20,  3, 250, 0), 279. 	TOOL("bag of tricks",	"bag",		0, 1,  20,  3, 250, 0), 280. #ifndef MUSIC 281. 	TOOL("whistle", 	NULL,		1, 0, 120,  2,	10, METAL), 282. 	TOOL("magic whistle",	"whistle",	0, 0,  50,  2,	10, METAL), 283. #else 284. 	TOOL("whistle", 	NULL,		1, 0, 105,  2,	10, METAL), 285. 	TOOL("magic whistle",	"whistle",	0, 0,  30,  2,	10, METAL), 286. 	TOOL("flute",		NULL,		1, 0,	6,  3,	12, WOOD), 287. 	TOOL("magic flute",	"flute",	0, 1,	2,  3,	12, WOOD), 288. 	TOOL("horn",		NULL,	 	1, 0,	5,  4,	15, METAL), 289. 	TOOL("frost horn",	"horn", 	0, 1,	2,  4,	15, METAL), 290. 	TOOL("fire horn",	"horn", 	0, 1,	2,  4,	15, METAL), 291. 	TOOL("harp",		NULL,	 	1, 0,	4, 10,	50, METAL), 292. 	TOOL("magic harp",	"harp", 	0, 1,	2, 10,	50, METAL), 293. 	TOOL("bugle",		NULL,		1, 0,	6,  3,	15, METAL), 294. 	TOOL("drum",		NULL,	 	1, 0,	4,  4,	25, 0), 295. 	TOOL("drum of earthquake", "drum",	0, 1,	2,  4,	25, 0), 296. #endif 297. #undef TOOL 298. 	{ "pick-axe", NULL, NULL, 1,0,1,METAL, 0, TOOL_SYM, 20, 299. 						0, 10, 50, 6, 3, 0 },  300.  	{ "blinding venom", "splash of venom", NULL, 0,1,0,0, 0, VENOM_SYM, 500, 301. 						0, 0, 0, 0, 0, 0 },  302.  	{ "acid venom", "splash of venom", NULL, 0,1,0,0, 0, VENOM_SYM, 500, 303. 				0, 0, 0, 6, 6, 0 }, /* +d6 small or large */ 304.  305.  	{ "heavy iron ball", NULL, NULL, 1,0,0,METAL, 0, 306. 		BALL_SYM, 1000, 0, 20, 10, 0, 0, 0 }, 307. 	{ "iron chain", NULL, NULL, 1,0,0,METAL, 0, 308. 		CHAIN_SYM, 1000, 0, 20, 0, 0, 0, 0 }, 309.  310.  	/* Note: boulders and rocks normally do not appear at random; the 311. 	 * probabilities only come into effect when you try to polymorph them. 312. 	 */  313.  	{ "boulder", NULL, NULL, 1,0,0,MINERAL, 0, 314. 		ROCK_SYM, 100, 0, 200 /* > MAX_CARR_CAP */, 0, 20, 20, 0 }, 315. 	{ "statue", NULL, NULL, 1,0,0,MINERAL, 0, 316. 		ROCK_SYM, 900, 0, 250, 0, 20, 20, 0 }, 317.  318.  #define ARMOR(name,desc,kn,blk,power,prob,delay,weight,cost,ac,can,metal)  {\ 319. 	name, desc, NULL, kn,0,blk,metal, power, ARMOR_SYM, prob,\ 320. 	delay, weight, cost, ac, can, 0 } 321. #ifdef TOLKIEN 322. ARMOR("elven leather helm", "leather hat", 0, 0, 0,  6, 1, 2,  10, 9, 0, 0), 323. ARMOR("orcish helm", "black cap",	   0, 0, 0,  6, 1, 3,  10, 9, 0, METAL), 324. ARMOR("dwarvish iron helm", "hard hat",    0, 0, 0,  6, 1, 3,  10, 8, 0, METAL), 325. #else 326. ARMOR("orcish helm", "black cap",	   0, 0, 0, 18, 1, 3,  10, 9, 0, METAL), 327. #endif 328. ARMOR("fedora", NULL,			   1, 0, 0,  0, 1, 1,  10, 9, 0, 0), 329. ARMOR("helmet", "rusty pot",		   0, 0, 0, 12, 1, 2,  10, 9, 0, METAL), 330. ARMOR("helm of brilliance", "plumed hat",	   0, 0, 0,  6, 1, 2,  15, 9, 0, METAL), 331. ARMOR("helm of opposite alignment", "crested helmet",  332.  					   0, 0, 0,  6, 1, 2,  15, 9, 0, METAL), 333. ARMOR("helm of telepathy", "visored helmet",  334.  				0, 0, TELEPAT, 2, 1, 2, 15, 9, 0, METAL), 335.  336.  /* non-metal and (METAL | 1) armors do not rust */ 337. ARMOR("dragon scale mail", NULL,  1, 1, 0,  0, 5, 5,1000, 1, 0, 0), 338. ARMOR("plate mail", NULL,	  1, 1, 0, 44, 5, 9, 400, 3, 2, METAL), 339. ARMOR("crystal plate mail", NULL, 1, 1, 0, 10, 5, 9, 820, 3, 2, 0), 340. #ifdef SHIRT 341. ARMOR("bronze plate mail", NULL,  1, 1, 0, 25, 5, 9, 600, 4, 0, (METAL | 1)), 342. #else 343. ARMOR("bronze plate mail", NULL,  1, 1, 0, 35, 5, 9, 600, 4, 0, (METAL | 1)), 344. #endif 345. ARMOR("splint mail", NULL,	1, 1, 0, 66, 5, 8,  80, 4, 1, METAL), 346. ARMOR("banded mail", NULL,	1, 1, 0, 76, 5, 8,  90, 4, 0, METAL), 347. #ifdef TOLKIEN 348. ARMOR("dwarvish mithril-coat", NULL, 1, 0, 0, 10, 1, 2, 160, 4, 3, (METAL | 1)), 349. ARMOR("elven mithril-coat", NULL, 1, 0, 0, 15, 1, 2, 160, 5, 3, (METAL | 1)), 350. ARMOR("chain mail", NULL,	1, 0, 0, 76, 5, 6,  75, 5, 1, METAL), 351. ARMOR("orcish chain mail", "black chain mail",  352.  					0, 0, 0, 20, 5, 6,  75, 5, 1, METAL), 353. #else 354. ARMOR("dwarvish mithril-coat", NULL, 1, 0, 0, 25, 1, 2, 160, 4, 3, (METAL | 1)), 355. ARMOR("chain mail", NULL,	1, 0, 0, 96, 5, 6,  75, 5, 1, METAL), 356. #endif 357. ARMOR("scale mail", NULL,	1, 0, 0, 76, 5, 5,  45, 6, 0, METAL), 358. ARMOR("studded leather armor", NULL,  359.  					1, 0, 0, 76, 3, 3,  15, 7, 1, 0), 360. #ifdef TOLKIEN 361. ARMOR("ring mail", NULL,	1, 0, 0, 76, 5, 4,  30, 7, 0, METAL), 362. ARMOR("orcish ring mail", "black ring mail",  363.  					0, 0, 0, 20, 5, 5,  75, 8, 1, METAL), 364. #else 365. ARMOR("ring mail", NULL,	1, 0, 0, 96, 5, 4,  30, 7, 0, METAL), 366. #endif 367. ARMOR("leather armor", NULL,	1, 0, 0, 97, 3, 2,   5, 8, 0, 0), 368.  369.  /*  'cope' is not a spelling mistake... leave it be */ 370. ARMOR("mummy wrapping", NULL,  371.  				1, 0, 0,	     0, 0, 2,  5, 10, 2, 0), 372. #ifdef TOLKIEN 373. ARMOR("elven cloak", "ornamental cope",  374.  				0, 0, STEALTH,	    12, 0, 2, 35,  9, 3, 0), 375. ARMOR("orcish cloak", "black mantelet",  376.  				0, 0, 0,	    12, 0, 2, 35, 10, 3, 0), 377. ARMOR("dwarvish cloak", "colorful hooded cloak",  378.  				0, 0, 0,	    12, 0, 2, 35, 10, 3, 0), 379. #else 380. ARMOR("elven cloak", "ornamental cope",  381.  				0, 0, STEALTH,	    36, 0, 2, 35,  9, 3, 0), 382. #endif 383. ARMOR("cloak of protection", "tattered cape",  384.  				0, 0, PROTECTION,   12, 0, 2, 15,  7, 3, 0), 385. ARMOR("cloak of invisibility", "opera hood",  386.  				0, 0, INVIS,	    12, 0, 2, 35,  9, 3, 0), 387. ARMOR("cloak of magic resistance", "faded pall",  388.  				0, 0, ANTIMAGIC,     2, 0, 2, 25,  9, 3, 0), 389. ARMOR("cloak of displacement", "piece of cloth",  390.  				0, 0, DISPLACED,    12, 0, 2, 15,  9, 3, 0), 391.  392.  #ifdef TOLKIEN 393. ARMOR("small shield", NULL,  394.  				1, 0, 0,	   6, 0, 2, 10,  9, 0, METAL), 395. ARMOR("elven shield", "blue and green shield",  396.  				0, 0, 0,	   2, 0, 2, 15,  8, 0, METAL), 397. ARMOR("Uruk-hai shield", "white-handed shield",  398.  				0, 0, 0,	   2, 0, 4, 10,  9, 0, METAL), 399. ARMOR("orcish shield", "red-eyed shield",  400.  				0, 0, 0,	   2, 0, 3, 10,  9, 0, METAL), 401. ARMOR("large shield", NULL,  402.  				1, 1, 0,	   7, 0, 4, 15,  8, 0, METAL), 403. ARMOR("dwarvish roundshield", "large round shield",  404.  				0, 0, 0,	   4, 0, 4, 15,  8, 0, METAL), 405. #else 406. ARMOR("small shield", NULL,  407.  				1, 0, 0,	  12, 0, 2, 10,  9, 0, METAL), 408. ARMOR("large shield", NULL,  409.  				1, 1, 0,	  11, 0, 4, 15,  8, 0, METAL), 410. #endif 411. ARMOR("shield of reflection", "polished silver shield",  412.  				0, 0, REFLECTING,  3, 0, 3, 50, 8, 0, (METAL | 1)), 413.  414.  #ifdef SHIRT 415. ARMOR("Hawaiian shirt", NULL,	1, 0, 0, 10, 0, 2, 5, 10, 0, 0), 416. #endif 417.  418.  ARMOR("leather gloves", "old gloves",  419.  				0, 0, 0,	   16, 1, 2, 10, 9, 0, 0), 420. ARMOR("gauntlets of fumbling", "padded gloves",  421.  				0, 0, FUMBLING,    8, 1, 2, 10, 9, 0, 0), 422. ARMOR("gauntlets of power", "riding gloves",  423.  				0, 0, 0,	   8, 1, 2, 10, 9, 0, METAL), 424. ARMOR("gauntlets of dexterity", "fencing gloves",  425.  				0, 0, 0,	   8, 1, 2, 10, 9, 0, 0), 426.  427.  ARMOR("low boots", "walking shoes",  428.  				0, 0, 0,	   25, 2, 3, 20, 9, 0, 0), 429. ARMOR("iron shoes", "hard shoes",  430.  				0, 0, 0,	    7, 2, 5, 20, 8, 0, METAL), 431. ARMOR("high boots", "jackboots",  432.  				0, 0, 0,	   15, 2, 4, 50, 8, 0, 0), 433. ARMOR("speed boots", "combat boots",  434.  				0, 0, FAST,	   12, 2, 4, 30, 9, 0, 0), 435. ARMOR("water walking boots", "jungle boots",  436.  				0, 0, WWALKING,    12, 2, 4, 30, 9, 0, 0), 437. ARMOR("jumping boots", "hiking boots",  438.  				0, 0, JUMPING,	   12, 2, 4, 30, 9, 0, 0), 439. ARMOR("elven boots", "mud boots",  440.  				0, 0, STEALTH,	   12, 2, 3,  8, 9, 0, 0), 441. ARMOR("fumble boots", "riding boots",  442.  				0, 0, FUMBLING,    12, 2, 4, 15, 9, 0, 0), 443. ARMOR("levitation boots", "snow boots",  444.  				0, 0, LEVITATION,  12, 2, 4, 15, 9, 0, 0), 445. #undef ARMOR 446.  447.  #define POTION(name,color,power,prob)	{ name, color, NULL, 0,1,0,0, power,\ 448. 		POTION_SYM, prob, 0, 2, 100, 0, 0, 0 } 449.  450.  #ifdef SPELLS 451. 	POTION("fruit juice",		"smoky",	0,	45), 452. 	POTION("booze", 		"bubbly",	0,	45), 453. 	POTION("gain energy",		"ebony", 	0,	45), 454. #else 455. 	POTION("fruit juice",		"smoky",	0,	70), 456. 	POTION("booze", 		"bubbly",	0,	65), 457. #endif 458. 	POTION("gain ability",		"swirly",	0,	45), 459. 	POTION("restore ability",	"pink",		0,	45), 460. 	POTION("sickness",		"ruby",		SICK,	45), 461. 	POTION("confusion",		"orange",	CONFUSION, 45), 462. 	POTION("blindness",		"yellow",	BLINDED, 45), 463. 	POTION("paralysis",		"emerald", 	0,	45), 464. 	POTION("speed", 		"dark green", 	FAST,	45), 465. 	POTION("levitation",		"cyan",		LEVITATION, 45), 466. 	POTION("hallucination", 	"brilliant blue", HALLUC, 45), 467. 	POTION("invisibility",		"sky blue",	INVIS,	45), 468. 	POTION("see invisible", 	"magenta",	SEE_INVIS, 45), 469. 	POTION("healing",		"purple", 	0,	65), 470. 	POTION("extra healing", 	"purple-red",	0,	50), 471. 	POTION("gain level",		"puce",	0,	20), 472. 	POTION("enlightenment",		"brown",	0,	20), 473. 	POTION("monster detection",	"white",	0,	45), 474. 	POTION("object detection",	"glowing",	0,	45), 475. 	POTION("water", 		"clear",	0,	125), 476. #undef POTION 477.  478.  #define SCROLL(name,text,prob,cost) { name, text, NULL, 0,1,0,0, 0,\ 479. 		SCROLL_SYM, prob, 0, 3, cost, 0, 0, 0 } 480. #ifdef MAIL 481. 	SCROLL("mail",			"KIRJE",	     0,   0), 482. #endif 483. 	SCROLL("enchant armor", 	"ZELGO MER",	    63,  80), 484. 	SCROLL("destroy armor", 	"JUYED AWK YACC",   45, 100), 485. 	SCROLL("confuse monster",	"NR 9", 	    53, 100), 486. 	SCROLL("scare monster", 	"XIXAXA XOXAXA XUXAXA", 35, 100), 487. 	SCROLL("blank paper",		"READ ME",	    28,  80), 488. 	SCROLL("remove curse",		"PRATYAVAYAH",	    65,  80), 489. 	SCROLL("enchant weapon",	"DAIYEN FOOELS",    85,  60), 490. 	SCROLL("create monster",	"LEP GEX VEN ZEA",  45, 100), 491. 	SCROLL("taming",		"PRIRUTSENIE",	    15, 200), 492. 	SCROLL("genocide",		"ELBIB YLOH",	    15, 200), 493. 	SCROLL("light", 		"VERR YED HORRE",   95,  50), 494. 	SCROLL("teleportation", 	"VENZAR BORGAVVE",  55, 100), 495. 	SCROLL("gold detection",	"THARR",	    33, 100), 496. 	SCROLL("food detection",	"YUM YUM",	    25, 100), 497. 	SCROLL("identify",		"KERNOD WEL",	    185, 20), 498. 	SCROLL("magic mapping", 	"ELAM EBOW",	    45, 100), 499. 	SCROLL("amnesia",		"DUAM XNAHT",	    35, 100), 500. 	SCROLL("fire",			"ANDOVA BEGARIN",   48, 100), 501. 	SCROLL("punishment",		"VE FORBRYDERNE",   15, 200), 502. 	SCROLL("charging",		"HACKEM MUCHE",     15, 200), 503. 	SCROLL(NULL,			"VELOX NEB",	     0, 100), 504. 	SCROLL(NULL,			"FOOBIE BLETCH",     0, 100), 505. 	SCROLL(NULL,			"TEMOV",	     0, 100), 506. 	SCROLL(NULL,			"GARVEN DEH",	     0, 100), 507. #undef SCROLL 508.  509.  #define WAND(name,typ,prob,cost,flags,metal)	{ name, typ, NULL,\ 510. 		0,0,0,metal, 0, WAND_SYM, prob, 0, 3, cost, flags, 0, 0 } 511.  512.  	WAND("light",		"glass",	95, 100, NODIR,     GLASS), 513. 	WAND("secret door detection", "balsa",	50, 150, NODIR,     WOOD), 514. 	WAND("create monster",	"maple",	45, 200, NODIR,     WOOD), 515. 	WAND("wishing", 	"pine",		 5, 500, NODIR,     WOOD), 516. 	WAND("striking",	"oak",	 	75, 150, IMMEDIATE, WOOD), 517. 	WAND("nothing", 	"ebony",	25, 100, IMMEDIATE, WOOD), 518. 	WAND("make invisible",	"marble",	45, 150, IMMEDIATE, MINERAL), 519. 	WAND("slow monster",	"tin",		55, 150, IMMEDIATE, METAL), 520. 	WAND("speed monster",	"brass",	55, 150, IMMEDIATE, METAL), 521. 	WAND("undead turning",	"copper",	55, 150, IMMEDIATE, METAL), 522. 	WAND("polymorph",	"silver",	45, 200, IMMEDIATE, METAL), 523. 	WAND("cancellation",	"platinum",	45, 200, IMMEDIATE, METAL), 524. 	WAND("teleportation",	"iridium", 	45, 200, IMMEDIATE, METAL), 525. #ifdef PROBING 526. 	WAND("probing", 	"uranium",	30, 150, IMMEDIATE, METAL), 527. 	WAND("opening", 	"zinc",		25, 150, IMMEDIATE, METAL), 528. 	WAND("locking", 	"aluminum",	25, 150, IMMEDIATE, METAL), 529. #else 530. 	WAND("opening", 	"zinc",		40, 150, IMMEDIATE, METAL), 531. 	WAND("locking", 	"aluminum",	40, 150, IMMEDIATE, METAL), 532. #endif 533. 	WAND("digging", 	"iron", 	55, 150, RAY,	    METAL), 534. 	WAND("magic missile",	"steel",	50, 150, RAY,	    METAL), 535. 	WAND("fire",		"hexagonal",	40, 175, RAY,	    METAL), 536. 	WAND("sleep",		"runed",	50, 175, RAY,	    METAL), 537. 	WAND("cold",		"short",	40, 175, RAY,	    METAL), 538. 	WAND("death",		"long", 	 5, 500, RAY,	    METAL), 539. 	WAND("lightning",	"curved",	40, 175, RAY,	    METAL), 540. 	WAND(NULL,		"forked",	 0, 150, 0,	    METAL), 541. 	WAND(NULL,		"spiked",	 0, 150, 0,	    METAL), 542. 	WAND(NULL,		"jeweled",	 0, 150, 0,	    METAL), 543. #undef WAND 544.  545.  #ifdef SPELLS 546. /* books */ 547. #define SPELL(name,desc,prob,delay,level,flags) { name, desc, NULL,\ 548. 	0,1,0,0, 0, SPBOOK_SYM, prob, delay, 5, level*100, flags, 0, level } 549.  550.  	SPELL("magic missile",	 "parchment",	45,  3, 2, RAY), 551. 	SPELL("fireball",	 "vellum",	20,  6, 4, RAY), 552. 	SPELL("sleep",		 "dog eared",	50,  1, 1, RAY), 553. 	SPELL("cone of cold",	 "ragged",	10,  8, 5, RAY), 554. 	SPELL("finger of death", "stained",	 5, 10, 7, RAY), 555. 	SPELL("light",		 "cloth",	45,  1, 1, NODIR), 556. 	SPELL("detect monsters", "leather", 	45,  1, 1, NODIR), 557. 	SPELL("healing",	 "white",	40,  2, 1, NODIR), 558. 	SPELL("knock",		 "pink",	40,  1, 1, IMMEDIATE), 559. 	SPELL("force bolt",	 "red",		40,  2, 1, IMMEDIATE), 560. 	SPELL("confuse monster", "orange",	37,  2, 2, IMMEDIATE), 561. 	SPELL("cure blindness",  "yellow", 	27,  2, 2, IMMEDIATE), 562. 	SPELL("slow monster",	 "light green",	37,  2, 2, IMMEDIATE), 563. 	SPELL("wizard lock",	 "dark green",	35,  3, 2, IMMEDIATE), 564. 	SPELL("create monster",  "turquoise",	37,  3, 2, NODIR), 565. 	SPELL("detect food",	 "cyan",	37,  3, 2, NODIR), 566. 	SPELL("cause fear",	 "light blue",	25,  3, 3, NODIR), 567. 	SPELL("clairvoyance",	 "dark blue",	15,  3, 3, NODIR), 568. 	SPELL("cure sickness",	 "indigo",	32,  3, 3, NODIR), 569. 	SPELL("charm monster",	 "magenta",	20,  3, 3, IMMEDIATE), 570. 	SPELL("haste self",	 "purple",	33,  4, 3, NODIR), 571. 	SPELL("detect unseen",	 "violet",	25,  4, 3, NODIR), 572. 	SPELL("levitation",	 "tan",		25,  4, 4, NODIR), 573. 	SPELL("extra healing",	 "plaid",	32,  5, 3, NODIR), 574. 	SPELL("restore ability", "light brown",	25,  5, 4, NODIR), 575. 	SPELL("invisibility",	 "dark brown",	32,  5, 4, NODIR), 576. 	SPELL("detect treasure", "grey",	25,  5, 4, NODIR), 577. 	SPELL("remove curse",	 "black",	25,  5, 5, NODIR), 578. 	SPELL("dig",		 "mottled",	22,  6, 5, RAY), 579. 	SPELL("magic mapping",	 "rusty",	18,  7, 5, NODIR), 580. 	SPELL("identify",	 "bronze",	25,  8, 5, NODIR), 581. 	SPELL("turn undead",	 "copper",	17,  8, 6, IMMEDIATE), 582. 	SPELL("polymorph",	 "silver",	12,  8, 6, IMMEDIATE), 583. 	SPELL("teleport away",	 "gold",	15,  6, 6, IMMEDIATE), 584. 	SPELL("create familiar", "glittering", 	10,  7, 6, NODIR), 585. 	SPELL("cancellation",	 "shining",	12,  8, 7, IMMEDIATE), 586. 	SPELL("genocide",	 "glowing",	 5, 10, 7, NODIR), 587. 	SPELL(NULL,		 "dull",	 0,  0, 0, 0), 588. 	SPELL(NULL,		 "thin",	 0,  0, 0, 0), 589. 	SPELL(NULL,		 "thick",	 0,  0, 0, 0), 590. #undef SPELL 591. #endif /* SPELLS /**/ 592.  593.  #define RING(name,stone,power,spec,metal) { name, stone, NULL, 0,0,spec,metal,\ 594. 		power, RING_SYM, 0, 0, 1, 100, spec, 0, 0 } 595.  596.  	RING("adornment",	"wooden",	ADORNED,	1, WOOD), 597. 	RING("gain strength",	"granite",	0,		1, MINERAL), 598. 	RING("increase damage", "hematite",	0,		1, MINERAL), 599. 	RING("protection",	"black onyx",	PROTECTION,	1, MINERAL), 600. 	RING("regeneration",	"moonstone",	REGENERATION,	0, MINERAL), 601. 	RING("searching",	"tiger eye",	SEARCHING,	0, MINERAL), 602. 	RING("stealth", 	"jade",		STEALTH,	0, MINERAL), 603. 	RING("levitation",	"agate",	LEVITATION,	0, MINERAL), 604. 	RING("hunger",		"topaz",	HUNGER, 	0, MINERAL), 605. 	RING("aggravate monster", "sapphire",	AGGRAVATE_MONSTER, 0, METAL), 606. 	RING("conflict",	"ruby", 	CONFLICT,	0, METAL), 607. 	RING("warning", 	"diamond", 	WARNING,	0, METAL), 608. 	RING("poison resistance", "pearl",	POISON_RES,	0, METAL), 609. 	RING("fire resistance", "iron",		FIRE_RES,	0, METAL), 610. 	RING("cold resistance", "brass",	COLD_RES,	0, METAL), 611. 	RING("shock resistance", "copper",	SHOCK_RES,	0, METAL), 612. 	RING("teleportation",	"silver",	TELEPORT,	0, METAL), 613. 	RING("teleport control", "gold",	TELEPORT_CONTROL, 0, METAL), 614. #ifdef POLYSELF 615. 	RING("polymorph",	"ivory",	POLYMORPH,	0, 0), 616. 	RING("polymorph control","blackened",	POLYMORPH_CONTROL, 0, METAL), 617. #endif 618. 	RING("invisibility",	"wire",	INVIS,		0, METAL), 619. 	RING("see invisible",	"engagement",	SEE_INVIS,	0, METAL), 620. 	RING("protection from shape changers", "shining",  621.  					PROT_FROM_SHAPE_CHANGERS, 0, METAL), 622. #undef RING 623.  624.  /* gems ************************************************************/ 625. #define GEM(name,color,prob,wt,gval,glass) { name, color, NULL, 0,1,0,glass, 0,\ 626. 		GEM_SYM, prob, 0, wt, gval, 3, 3, WP_SLING } 627. 	GEM("dilithium crystal", "white",	 3, 1, 4500, MINERAL), 628. 	GEM("diamond", "white", 		 4, 1, 4000, MINERAL), 629. 	GEM("ruby", "red",			 5, 1, 3500, MINERAL), 630. 	GEM("sapphire", "blue", 		 6, 1, 3000, MINERAL), 631. 	GEM("emerald", "green", 		 7, 1, 2500, MINERAL), 632. 	GEM("turquoise", "green",		 8, 1, 2000, MINERAL), 633. 	GEM("aquamarine", "green",		10, 1, 1500, MINERAL), 634. 	GEM("amber", "yellowish brown", 	11, 1, 1000, MINERAL), 635. 	GEM("topaz", "yellowish brown", 	13, 1,	900, MINERAL), 636. 	GEM("opal", "white",			15, 1,	800, MINERAL), 637. 	GEM("garnet", "red",			17, 1,	700, MINERAL), 638. 	GEM("amethyst", "violet",		18, 1,	600, MINERAL), 639. 	GEM("jasper", "red",			20, 1,	500, MINERAL), 640. 	GEM("fluorite", "violet",		21, 1,	400, MINERAL), 641. 	GEM("jade", "green",			22, 1,	300, MINERAL), 642. 	GEM("worthless piece of white glass", "white",	158, 1, 0, GLASS), 643. 	GEM("worthless piece of blue glass", "blue",	158, 1, 0, GLASS), 644. 	GEM("worthless piece of red glass", "red",	158, 1, 0, GLASS), 645. 	GEM("worthless piece of yellowish brown glass", "yellowish brown",  646.  						158, 1, 0, GLASS), 647. 	GEM("worthless piece of green glass", "green",	158, 1, 0, GLASS), 648. 	GEM("luckstone", "grey",		 10, 1,  60, MINERAL), 649. 	GEM("loadstone", "grey",		 10, 50,  1, MINERAL), 650. 	{ "rock", NULL, NULL, 1,1,0,MINERAL, 0, 651. 		GEM_SYM, 10, 0, 1, 0, 3, 3, WP_SLING }, 652. #undef GEM 653.  654.  	{ NULL, NULL, NULL, 0,0,0,0, 0, ILLOBJ_SYM, 0, 0, 0, 0, 0, 0, 0 } 655. };