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/* SCCS Id: @(#)objects.c 3.0 89/04/14 /* NetHack may be freely redistributed. See license for details. */ /* Copyright (c) Mike Threepoint, 1989 (890110) */ /* since this file is also used in auxiliary programs, don't include all the * function declarations for all of nethack */ #define EXTERN_H #include "config.h" #include "obj.h" #include "objclass.h" #include "prop.h" #undef BOW /* objects have letter " % ) ( 0 _ ` [ ! ? / = * + . */ #ifdef C #undef C #endif #ifdef TEXTCOLOR #include "color.h" #define C(n) n #else #define C(n) #endif #if defined(MACOS) && !defined(MAKEDEFS_C) struct objclass *objects; struct small_objclass sm_obj[] = { #else struct objclass objects[] = { #endif #if defined(MACOS) && !defined(MAKEDEFS_C) { "strange object", NULL}, #else { "strange object", NULL, NULL, 1,0,0,0,0, 0, ILLOBJ_SYM, 0, 0, 0, 0, 0, 0, 0, C(0) }, #endif /* amulets ... - THE Amulet comes last because it is special */ #if defined(MACOS) && !defined(MAKEDEFS_C) #define AMULET(name,desc,power,prob,weight) { \ name, desc} #else #define AMULET(name,desc,power,prob,weight) { \ name, desc, NULL, 0,0,0,0,METAL, power, AMULET_SYM, prob, 0, weight, \ 150, 0, 0, 0, C(HI_METAL) } #endif AMULET("amulet of esp", "circular", TELEPAT, 190, 2), AMULET("amulet of life saving", "spherical", LIFESAVED, 90, 2), AMULET("amulet of strangulation", "oval", STRANGLED, 150, 2), AMULET("amulet of restful sleep", "triangular", SLEEPING, 150, 2), AMULET("amulet versus poison", "pyramidal", POISON_RES, 180, 2), AMULET("amulet of change", "square", 0, 150, 2), /* POLYMORPH */ AMULET("amulet of reflection", "hexagonal", REFLECTING, 90, 2), #if defined(MACOS) && !defined(MAKEDEFS_C) { "Amulet of Yendor", NULL}, #else { "Amulet of Yendor", NULL, NULL, 1,0,1,0,METAL, 0, AMULET_SYM, 0, 0, 2, 3500, 0, 0, 0, C(HI_METAL) }, #endif #undef AMULET #if defined(MACOS) && !defined(MAKEDEFS_C) #define FOOD(name,prob,delay,wt,uk,tin,nutrition,color) { \ name, NULL} #else #define FOOD(name,prob,delay,wt,uk,tin,nutrition,color) { \ name, NULL, NULL, 1,1,uk,0,tin, 0, FOOD_SYM, prob, delay, wt, \ nutrition/20 + 5, 0, 0, nutrition, C(color) } #endif /* 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 */ /* meat */ #ifdef TOLKIEN FOOD("tripe ration", 145, 2, 2, 0, 0, 200, BROWN), #else FOOD("tripe ration", 150, 2, 2, 0, 0, 200, BROWN), #endif FOOD("corpse", 0, 1, 0, 0, 0, 0, BROWN), FOOD("egg", 85, 1, 1, 1, 0, 80, WHITE), /* fruits & veggies */ FOOD("apple", 15, 1, 1, 0, 0, 50, RED), FOOD("orange", 10, 1, 1, 0, 0, 80, ORANGE_COLORED), FOOD("pear", 10, 1, 1, 0, 0, 50, GREEN|BRIGHT), FOOD("melon", 10, 1, 1, 0, 0, 100, GREEN|BRIGHT), FOOD("banana", 10, 1, 1, 0, 0, 80, YELLOW), FOOD("carrot", 15, 1, 1, 0, 0, 50, ORANGE_COLORED), FOOD("clove of garlic", 7, 1, 1, 0, 0, 40, WHITE), #ifdef TUTTI_FRUTTI FOOD("slime mold", 75, 1, 1, 0, 0, 250, BROWN), #else FOOD("slice of pizza", 75, 1, 1, 0, 0, 250, RED), #endif /* human food */ FOOD("lump of royal jelly", 0, 1, 1, 0, 0, 200, YELLOW), FOOD("cream pie", 25, 1, 1, 0, 0, 100, WHITE), FOOD("candy bar", 13, 1, 1, 0, 0, 100, BROWN), FOOD("fortune cookie", 55, 1, 1, 0, 0, 40, BROWN), #ifdef TOLKIEN FOOD("pancake", 25, 2, 1, 0, 0, 200, BROWN), FOOD("lembas wafer", 20, 2, 1, 0, 0, 800, WHITE|BRIGHT), FOOD("cram ration", 20, 3, 3, 0, 0, 600, HI_ORGANIC), FOOD("food ration", 385, 5, 4, 0, 0, 800, HI_ORGANIC), #else FOOD("pancake", 40, 1, 1, 0, 0, 200, BROWN), FOOD("food ration", 405, 5, 4, 0, 0, 800, HI_ORGANIC), #endif #ifdef ARMY FOOD("K-ration", 0, 1, 1, 0, 0, 400, HI_ORGANIC), FOOD("C-ration", 0, 1, 1, 0, 0, 300, HI_ORGANIC), #endif FOOD("tin", 75, 0, 1, 1, METAL, 0, HI_METAL), #undef FOOD #if defined(MACOS) && !defined(MAKEDEFS_C) #define WEAPON(name,app,kn,mg,bi,prob,wt,cost,sdam,ldam,metal,color) { \ name, app} #else #define WEAPON(name,app,kn,mg,bi,prob,wt,cost,sdam,ldam,metal,color) { \ name, app, NULL, kn,mg,1,bi,metal, 0, WEAPON_SYM, prob, 0, wt, \ cost, sdam, ldam, 0, C(color) } #endif #if defined(MACOS) && !defined(MAKEDEFS_C) #define PROJECTILE(name,app,kn,bi,prob,wt,cost,sdam,ldam,metal,prop,color) { \ name, app} #else #define PROJECTILE(name,app,kn,bi,prob,wt,cost,sdam,ldam,metal,prop,color) { \ name, app, NULL, kn,1,1,bi,metal, 0, WEAPON_SYM, prob, 0, wt, \ cost, sdam, ldam, prop, C(color) } #endif #if defined(MACOS) && !defined(MAKEDEFS_C) #define BOW(name,app,kn,bi,prob,wt,cost,sdam,ldam,metal,prop,color) { \ name, app} #else #define BOW(name,app,kn,bi,prob,wt,cost,sdam,ldam,metal,prop,color) { \ name, app, NULL, kn,0,1,bi,metal, 0, WEAPON_SYM, prob, 0, wt, \ cost, sdam, ldam, -(prop), C(color) } #endif /* Note: for weapons that don't do an even die of damage (ex. 2-7 or 3-18) * the extra damage is added on in weapon.c, not here! */ /* missiles */ #ifdef TOLKIEN PROJECTILE("arrow", NULL, 1, 0, 37, 0, 2, 6, 6, METAL, WP_BOW, HI_METAL), PROJECTILE("elven arrow", "runed arrow", 0, 0, 10, 0, 2, 7, 6, METAL, WP_BOW, HI_METAL), PROJECTILE("orcish arrow", "black arrow", 0, 0, 11, 0, 2, 5, 6, METAL, WP_BOW, BLACK), #else PROJECTILE("arrow", NULL, 1, 0, 58, 0, 2, 6, 6, METAL, WP_BOW, HI_METAL), #endif PROJECTILE("silver arrow", NULL, 1, 0, 8, 0, 2, 6, 6, SILVER, WP_BOW, HI_SILVER), PROJECTILE("crossbow bolt", NULL, 1, 0, 60, 0, 2, 4, 6, METAL, WP_CROSSBOW, HI_METAL), WEAPON("dart", NULL, 1, 1, 0, 60, 0, 2, 3, 2, METAL, HI_METAL), WEAPON("shuriken", "throwing star",0, 1, 0, 30, 0, 5, 8, 6, METAL, HI_METAL), WEAPON("boomerang", NULL, 1, 1, 0, 15, 3, 20, 9, 9, WOOD, HI_WOOD), /* spears */ #ifdef TOLKIEN WEAPON("spear", NULL, 1, 1, 0, 55, 3, 5, 6, 8, METAL, HI_METAL), WEAPON("elven spear", "runed spear", 0, 1, 0, 10, 3, 5, 7, 8, METAL, HI_METAL), WEAPON("orcish spear", "black spear", 0, 1, 0, 13, 3, 5, 5, 8, METAL, BLACK), WEAPON("dwarvish spear","shiny spear", 0, 1, 0, 12, 3, 5, 8, 8, METAL, HI_METAL), #else WEAPON("spear", NULL, 1, 1, 0, 90, 3, 5, 6, 8, METAL, HI_METAL), #endif WEAPON("javelin", "throwing spear",0,1, 0, 10, 3, 5, 6, 6, METAL, HI_METAL), WEAPON("trident", NULL, 1, 0, 0, 8, 4, 15, 6, 4, METAL, HI_METAL), /* +1 small, +2d4 large */ WEAPON("lance", NULL, 1, 0, 0, 8, 4, 10, 6, 8, METAL, HI_METAL), /* blades */ #ifdef TOLKIEN WEAPON("dagger", NULL, 1, 1, 0, 25, 2, 4, 4, 3, METAL, HI_METAL), WEAPON("elven dagger", "large runed knife", 0, 1, 0, 8, 2, 4, 5, 3, METAL, HI_METAL), WEAPON("orcish dagger", "large black knife", 0, 1, 0, 10, 2, 4, 3, 3, METAL, BLACK), #else WEAPON("dagger", NULL, 1, 1, 0, 43, 2, 4, 4, 3, METAL, HI_METAL), #endif WEAPON("athame", NULL, 1, 1, 0, 0, 2, 4, 4, 3, METAL, HI_METAL), WEAPON("scalpel", NULL, 1, 1, 0, 0, 1, 4, 4, 3, METAL, HI_METAL), WEAPON("knife", NULL, 1, 1, 0, 25, 2, 4, 3, 3, METAL, HI_METAL), WEAPON("axe", NULL, 1, 0, 0, 50, 3, 8, 6, 4, METAL, HI_METAL), #ifdef WORM WEAPON("worm tooth", NULL, 1, 0, 0, 0, 3, 2, 2, 2, 0, WHITE), WEAPON("crysknife", NULL, 1, 0, 0, 0, 3,100,10,10, METAL, HI_METAL), #endif /* swords */ #ifdef TOLKIEN WEAPON("short sword", NULL, 1, 0, 0, 6, 3, 10, 6, 8, METAL, HI_METAL), WEAPON("elven short sword", "short runed sword", 0, 0, 0, 2, 3, 10, 8, 8, METAL, HI_METAL), WEAPON("orcish short sword", "short black sword", 0, 0, 0, 3, 3, 10, 5, 8, METAL, BLACK), WEAPON("dwarvish short sword", "short shiny sword", 0, 0, 0, 2, 3, 10, 7, 8, METAL, HI_METAL), #else WEAPON("short sword", NULL, 1, 0, 0, 13, 3, 10, 6, 8, METAL, HI_METAL), #endif WEAPON("scimitar", "curved sword", 0, 0, 0, 6, 4, 15, 8, 8, METAL, HI_METAL), #ifdef TOLKIEN WEAPON("broadsword", "wide sword", 0, 0, 0, 8, 4, 10, 4, 6, METAL, HI_METAL), /* +d4 small, +1 large */ WEAPON("elven broadsword", "wide runed sword", 0, 0, 0, 4, 4, 10, 6, 6, METAL, HI_METAL), /* +d4 small, +1 large */ #else WEAPON("broadsword", "wide sword", 0, 0, 0, 12, 4, 10, 4, 6, METAL, HI_METAL), /* +d4 small, +1 large */ #endif WEAPON("long sword", NULL, 1, 0, 0, 60, 4, 15, 8, 12, METAL, HI_METAL), #ifdef TOLKIEN WEAPON("two-handed sword", NULL, 1, 0, 1, 25, 5, 50,12, 6, METAL, HI_METAL), /* +2d6 large */ WEAPON("dwarvish mattock", "huge shiny sword", 0, 0, 1, 15, 6, 50,12, 8, METAL, HI_METAL), /* +2d6 large */ #else WEAPON("two-handed sword", NULL, 1, 0, 1, 40, 5, 50,12, 6, METAL, HI_METAL), /* +2d6 large */ #endif WEAPON("katana", "samurai sword", 0, 0, 0, 6, 4,100,10, 12, METAL, HI_METAL), /* blunt */ WEAPON("mace", NULL, 1, 0, 0, 40, 4, 8, 6, 6, METAL, HI_METAL), /* +1 small */ WEAPON("morning star", NULL, 1, 0, 0, 12, 4, 10, 4, 6, METAL, HI_METAL), /* +d4 small, +1 large */ WEAPON("war hammer", NULL, 1, 0, 0, 15, 3, 5, 4, 4, METAL, HI_METAL), /* +1 small */ WEAPON("club", NULL, 1, 0, 0, 10, 3, 4, 6, 3, WOOD, HI_WOOD), #ifdef KOPS WEAPON("rubber hose", NULL, 1, 0, 0, 0, 2, 4, 6, 3, 0, BROWN), #endif WEAPON("quarterstaff", "staff", 0, 0, 1, 10, 3, 8, 6, 6, WOOD, HI_WOOD), /* two-piece */ WEAPON("aklys", "thonged club", 0, 0, 0, 8, 3, 4, 6, 3, METAL, HI_METAL), WEAPON("flail", NULL, 1, 0, 0, 40, 3, 4, 6, 4, METAL, HI_METAL), /* +1 small, +1d4 large */ /* whip */ WEAPON("bullwhip", NULL, 1, 0, 0, 5, 2, 4, 2, 1, 0, BROWN), /* polearms */ /* spear-type */ WEAPON("partisan", "vulgar polearm", 0, 0, 1, 10, 3, 10, 6, 6, METAL, HI_METAL), /* +1 large */ WEAPON("ranseur", "hilted polearm", 0, 0, 1, 10, 3, 6, 4, 4, METAL, HI_METAL), /* +d4 both */ WEAPON("spetum", "forked polearm", 0, 0, 1, 10, 3, 5, 6, 6, METAL, HI_METAL), /* +1 small, +d6 large */ WEAPON("glaive", "single-edged polearm", 0, 0, 1, 15, 3, 6, 6,10, METAL, HI_METAL), /* axe-type */ WEAPON("halberd", "angled poleaxe", 0, 0, 1, 16, 3, 10,10, 6, METAL, HI_METAL), /* +1d6 large */ WEAPON("bardiche", "long poleaxe", 0, 0, 1, 8, 3, 7, 4, 4, METAL, HI_METAL), /* +1d4 small, +2d4 large */ WEAPON("voulge", "pole cleaver", 0, 0, 1, 8, 3, 5, 4, 4, METAL, HI_METAL), /* +d4 both */ /* curved/hooked */ WEAPON("fauchard", "pole sickle", 0, 0, 1, 11, 3, 5, 6, 8, METAL, HI_METAL), WEAPON("guisarme", "pruning hook", 0, 0, 1, 11, 3, 5, 4, 8, METAL, HI_METAL), /* +1d4 small */ WEAPON("bill-guisarme","hooked polearm",0, 0, 1, 8, 3, 7, 4,10, METAL, HI_METAL), /* +1d4 small */ /* other */ WEAPON("lucern hammer", "pronged polearm", 0, 0, 1, 10, 3, 7, 4, 6, METAL, HI_METAL), /* +1d4 small */ WEAPON("bec de corbin","beaked polearm",0, 0, 1, 8, 3, 8, 8, 6, METAL, HI_METAL), /* bows */ #ifdef TOLKIEN BOW("bow", NULL, 1, 0, 24, 3, 120, 30, 6, 0, WP_BOW, HI_WOOD), BOW("elven bow", "runed bow", 0, 0, 12, 3, 120, 35, 6, 0, WP_BOW, HI_WOOD), BOW("orcish bow", "black bow", 0, 0, 12, 3, 120, 25, 6, 0, WP_BOW, BLACK), #else BOW("bow", NULL, 1, 0, 48, 3, 120, 30, 6, 0, WP_BOW, HI_WOOD), #endif BOW("sling", NULL, 1, 0, 40, 2, 20, 4, 6, 0, WP_SLING, HI_WOOD), BOW("crossbow", NULL, 1, 0, 45, 3, 40, 35, 6, 0, WP_CROSSBOW, HI_WOOD), #undef WEAPON #undef PROJECTILE #undef BOW /* tools ... - PICK AXE comes last because it has special characteristics */ #if defined(MACOS) && !defined(MAKEDEFS_C) #define TOOL(name,desc,kn,chg,prob,weight,cost,material,color) {\ name, desc} #else #define TOOL(name,desc,kn,chg,prob,weight,cost,material,color) {\ name, desc, NULL, kn,0,chg,chg,material, 0, TOOL_SYM, prob, 0, \ weight, cost, 0, 0, 0, C(color)} #endif #ifdef WALKIES TOOL("leash", NULL, 1, 0, 70, 3, 20, 0, HI_LEATHER), #endif #ifdef MEDUSA TOOL("blindfold", NULL, 1, 0, 55, 2, 20, 0, BLACK), TOOL("mirror", NULL, 1, 0, 50, 3, 40, GLASS, BLUE), #else TOOL("blindfold", NULL, 1, 0, 105, 2, 20, 0, BLACK), #endif TOOL("tinning kit", NULL, 1, 0, 15, 10, 30, METAL, HI_METAL), TOOL("lock pick", NULL, 1, 0, 55, 2, 20, METAL, HI_METAL), TOOL("credit card", NULL, 1, 0, 5, 1, 10, 0, WHITE), #ifdef WALKIES TOOL("key", NULL, 1, 0, 100, 1, 10, METAL, HI_METAL), #else TOOL("key", NULL, 1, 0, 155, 1, 10, METAL, HI_METAL), #endif TOOL("skeleton key", "key", 0, 0, 60, 1, 10, METAL, HI_METAL), TOOL("expensive camera", NULL, 1, 0, 5, 3, 200, 0, BLACK), TOOL("magic marker", NULL, 1, 1, 15, 1, 50, 0, RED), TOOL("stethoscope", NULL, 1, 0, 15, 2, 75, 0, HI_METAL), TOOL("tin opener", NULL, 1, 0, 25, 1, 30, METAL, HI_METAL), #ifdef WALKIES TOOL("lamp", NULL, 1, 1, 90, 10, 50, 0, YELLOW), #else TOOL("lamp", NULL, 1, 1, 105, 10, 50, 0, YELLOW), #endif TOOL("magic lamp", "lamp", 0, 1, 20, 10, 50, 0, YELLOW), TOOL("crystal ball", NULL, 1, 1, 35, 15, 60, GLASS, HI_GLASS), TOOL("figurine", NULL, 1, 0, 35, 5, 80, MINERAL, HI_MINERAL), TOOL("ice box", NULL, 1, 0, 5, 40, 30, 0, WHITE), TOOL("large box", NULL, 1, 0, 40, 40, 20, WOOD, HI_WOOD), TOOL("chest", NULL, 1, 0, 35, 40, 20, WOOD, HI_WOOD), TOOL("sack", "bag", 0, 0, 40, 3, 20, 0, HI_CLOTH), TOOL("bag of holding", "bag", 0, 0, 20, 3, 100, 0, HI_CLOTH), TOOL("bag of tricks", "bag", 0, 1, 20, 3, 100, 0, HI_CLOTH), #ifndef MUSIC TOOL("whistle", NULL, 1, 0, 120, 2, 10, METAL, HI_METAL), TOOL("magic whistle","whistle", 0, 0, 50, 2, 10, METAL, HI_METAL), #else TOOL("whistle", NULL, 1, 0, 105, 2, 10, METAL, HI_METAL), TOOL("magic whistle","whistle", 0, 0, 30, 2, 10, METAL, HI_METAL), TOOL("flute", NULL, 1, 0, 6, 3, 12, WOOD, HI_WOOD), TOOL("magic flute", "flute", 0, 1, 2, 3, 12, WOOD, HI_WOOD), TOOL("horn", NULL, 1, 0, 5, 4, 15, METAL, HI_METAL), TOOL("frost horn", "horn", 0, 1, 2, 4, 15, METAL, HI_METAL), TOOL("fire horn", "horn", 0, 1, 2, 4, 15, METAL, HI_METAL), TOOL("harp", NULL, 1, 0, 4, 10, 50, METAL, HI_METAL), TOOL("magic harp", "harp", 0, 1, 2, 10, 50, METAL, HI_METAL), TOOL("bugle", NULL, 1, 0, 6, 3, 15, METAL, HI_METAL), TOOL("drum", NULL, 1, 0, 4, 4, 25, 0, BROWN), TOOL("drum of earthquake", "drum", 0, 1, 2, 4, 25, 0, BROWN), #endif #undef TOOL #if defined(MACOS) && !defined(MAKEDEFS_C) { "pick-axe", NULL}, { "unicorn horn", NULL}, { "blinding venom", "splash of venom"}, { "acid venom", "splash of venom"}, /* +d6 small or large */ { "heavy iron ball", NULL}, { "iron chain", NULL}, #else { "pick-axe", NULL, NULL, 1,0,1,1,METAL, 0, TOOL_SYM, 20, 0, 10, 50, 6, 3, 0, C(HI_METAL)}, { "unicorn horn", NULL, NULL, 1,0,1,1,0, 0, TOOL_SYM, 0, 0, 4, 100, 12, 12, 0, C(WHITE)}, { "blinding venom", "splash of venom", NULL, 0,1,0,0,0, 0, VENOM_SYM, 500, 0, 0, 0, 0, 0, 0, C(HI_ORGANIC)}, { "acid venom", "splash of venom", NULL, 0,1,0,0,0, 0, VENOM_SYM, 500, 0, 0, 0, 6, 6, 0, C(HI_ORGANIC)}, /* +d6 small or large */ { "heavy iron ball", NULL, NULL, 1,0,0,0,METAL, 0, BALL_SYM, 1000, 0, 20, 10, 0, 0, 0, C(HI_METAL)}, { "iron chain", NULL, NULL, 1,0,0,0,METAL, 0, CHAIN_SYM, 1000, 0, 20, 0, 0, 0, 0, C(HI_METAL)}, #endif /* Note: boulders and rocks normally do not appear at random; the * probabilities only come into effect when you try to polymorph them. */ #if defined(MACOS) && !defined(MAKEDEFS_C) { "boulder", NULL}, { "statue", NULL}, #else { "boulder", NULL, NULL, 1,0,0,0,MINERAL, 0, ROCK_SYM, 100, 0, 200 /* > MAX_CARR_CAP */, 0, 20, 20, 0, C(HI_MINERAL)}, { "statue", NULL, NULL, 1,0,0,0,MINERAL, 0, ROCK_SYM, 900, 0, 250, 0, 20, 20, 0, C(HI_MINERAL)}, #endif #if defined(MACOS) && !defined(MAKEDEFS_C) #define ARMOR(name,desc,kn,blk,power,prob,delay,weight,cost,ac,can,metal,c) \ {name, desc} #else #define ARMOR(name,desc,kn,blk,power,prob,delay,weight,cost,ac,can,metal,c) \ {name, desc, NULL, kn,0,1,blk,metal, power, ARMOR_SYM, prob,\ delay, weight, cost, ac, can, 0, C(c)} #endif #ifdef TOLKIEN ARMOR("elven leather helm", "leather hat", 0, 0, 0, 6, 1, 2, 8, 9, 0, 0, HI_LEATHER), ARMOR("orcish helm", "black cap", 0, 0, 0, 6, 1, 3, 10, 9, 0, METAL, BLACK), ARMOR("dwarvish iron helm", "hard hat", 0, 0, 0, 6, 1, 3, 20, 8, 0, METAL, HI_METAL), #else ARMOR("orcish helm", "black cap", 0, 0, 0, 18, 1, 3, 10, 9, 0, METAL, BLACK), #endif ARMOR("fedora", NULL, 1, 0, 0, 0, 1, 1, 8, 9, 0, 0, BROWN), ARMOR("helmet", "rusty pot", 0, 0, 0, 12, 1, 2, 10, 9, 0, METAL, HI_METAL), ARMOR("helm of brilliance", "plumed hat", 0, 0, 0, 6, 1, 2, 50, 9, 0, METAL, GREEN), ARMOR("helm of opposite alignment", "crested helmet", 0, 0, 0, 6, 1, 2, 50, 9, 0, METAL, HI_METAL), ARMOR("helm of telepathy", "visored helmet", 0, 0, TELEPAT, 2, 1, 2, 50, 9, 0, METAL, HI_METAL), /* non-metal and (METAL | 1) armors do not rust */ ARMOR("dragon scale mail", NULL, 1, 1, 0, 0, 5, 5,1000, 1, 0, 0, HI_LEATHER), ARMOR("plate mail", NULL, 1, 1, 0, 44, 5, 9, 600, 3, 2, METAL, HI_METAL), ARMOR("crystal plate mail", NULL, 1, 1, 0, 10, 5, 9, 820, 3, 2, GLASS, WHITE|BRIGHT), #ifdef SHIRT ARMOR("bronze plate mail", NULL, 1, 1, 0, 25, 5, 9, 400, 4, 0, COPPER, HI_COPPER), #else ARMOR("bronze plate mail", NULL, 1, 1, 0, 35, 5, 9, 400, 4, 0, COPPER, HI_COPPER), #endif ARMOR("splint mail", NULL, 1, 1, 0, 66, 5, 8, 80, 4, 1, METAL, HI_METAL), ARMOR("banded mail", NULL, 1, 1, 0, 76, 5, 8, 90, 4, 0, METAL, HI_METAL), #ifdef TOLKIEN ARMOR("dwarvish mithril-coat", NULL, 1, 0, 0, 10, 1, 2, 240, 4, 3, MITHRIL, HI_METAL), ARMOR("elven mithril-coat", NULL, 1, 0, 0, 15, 1, 2, 240, 5, 3, MITHRIL, HI_METAL), ARMOR("chain mail", NULL, 1, 0, 0, 76, 5, 6, 75, 5, 1, METAL, HI_METAL), ARMOR("orcish chain mail", "black chain mail", 0, 0, 0, 20, 5, 6, 75, 5, 1, METAL, BLACK), #else ARMOR("dwarvish mithril-coat", NULL, 1, 0, 0, 25, 1, 2, 240, 4, 3, MITHRIL, HI_METAL), ARMOR("chain mail", NULL, 1, 0, 0, 96, 5, 6, 75, 5, 1, METAL, HI_METAL), #endif ARMOR("scale mail", NULL, 1, 0, 0, 76, 5, 5, 45, 6, 0, METAL, HI_METAL), ARMOR("studded leather armor", NULL, 1, 0, 0, 76, 3, 3, 15, 7, 1, 0, HI_LEATHER), #ifdef TOLKIEN ARMOR("ring mail", NULL, 1, 0, 0, 76, 5, 4, 100, 7, 0, METAL, HI_METAL), ARMOR("orcish ring mail", "black ring mail", 0, 0, 0, 20, 5, 5, 80, 8, 1, METAL, BLACK), #else ARMOR("ring mail", NULL, 1, 0, 0, 96, 5, 4, 100, 7, 0, METAL, HI_METAL), #endif ARMOR("leather armor", NULL, 1, 0, 0, 97, 3, 2, 5, 8, 0, 0, HI_LEATHER), /* 'cope' is not a spelling mistake... leave it be */ ARMOR("mummy wrapping", NULL, 1, 0, 0, 0, 0, 2, 2, 10, 2, 0, HI_CLOTH), #ifdef TOLKIEN ARMOR("elven cloak", "ornamental cope", 0, 0, STEALTH, 12, 0, 2, 60, 9, 3, 0, HI_CLOTH), ARMOR("orcish cloak", "black mantelet", 0, 0, 0, 12, 0, 2, 40, 10, 3, 0, BLACK), ARMOR("dwarvish cloak", "colorful hooded cloak", 0, 0, 0, 12, 0, 2, 50, 10, 3, 0, HI_CLOTH), #else ARMOR("elven cloak", "ornamental cope", 0, 0, STEALTH, 36, 0, 2, 60, 9, 3, 0, HI_CLOTH), #endif ARMOR("cloak of protection", "tattered cape", 0, 0, PROTECTION, 12, 0, 2, 50, 7, 3, 0, HI_CLOTH), ARMOR("cloak of invisibility", "opera hood", 0, 0, INVIS, 12, 0, 2, 60, 9, 3, 0, HI_CLOTH), ARMOR("cloak of magic resistance", "faded pall", 0, 0, ANTIMAGIC, 2, 0, 2, 60, 9, 3, 0, HI_CLOTH), ARMOR("cloak of displacement", "piece of cloth", 0, 0, DISPLACED, 12, 0, 2, 50, 9, 3, 0, HI_CLOTH), #ifdef TOLKIEN ARMOR("small shield", NULL, 1, 0, 0, 6, 0, 2, 3, 9, 0, METAL, HI_METAL), ARMOR("elven shield", "blue and green shield", 0, 0, 0, 2, 0, 2, 3, 8, 0, METAL, GREEN), ARMOR("Uruk-hai shield", "white-handed shield", 0, 0, 0, 2, 0, 4, 3, 9, 0, METAL, HI_METAL), ARMOR("orcish shield", "red-eyed shield", 0, 0, 0, 2, 0, 3, 3, 9, 0, METAL, RED), ARMOR("large shield", NULL, 1, 1, 0, 7, 0, 4, 7, 8, 0, METAL, HI_METAL), ARMOR("dwarvish roundshield", "large round shield", 0, 0, 0, 4, 0, 4, 7, 8, 0, METAL, HI_METAL), #else ARMOR("small shield", NULL, 1, 0, 0, 12, 0, 2, 3, 9, 0, METAL, HI_METAL), ARMOR("large shield", NULL, 1, 1, 0, 11, 0, 4, 7, 8, 0, METAL, HI_METAL), #endif ARMOR("shield of reflection", "polished silver shield", 0, 0, REFLECTING, 3, 0, 3, 50, 8, 0, SILVER, HI_SILVER), #ifdef SHIRT ARMOR("Hawaiian shirt", NULL, 1, 0, 0, 10, 0, 2, 5, 10, 0, 0, MAGENTA), #endif ARMOR("leather gloves", "old gloves", 0, 0, 0, 16, 1, 2, 8, 9, 0, 0, BROWN), ARMOR("gauntlets of fumbling", "padded gloves", 0, 0, FUMBLING, 8, 1, 2, 50, 9, 0, 0, BROWN), ARMOR("gauntlets of power", "riding gloves", 0, 0, 0, 8, 1, 2, 50, 9, 0, METAL, BROWN), ARMOR("gauntlets of dexterity", "fencing gloves", 0, 0, 0, 8, 1, 2, 50, 9, 0, 0, BROWN), ARMOR("low boots", "walking shoes", 0, 0, 0, 25, 2, 3, 8, 9, 0, 0, BROWN), ARMOR("iron shoes", "hard shoes", 0, 0, 0, 7, 2, 5, 16, 8, 0, METAL, HI_METAL), ARMOR("high boots", "jackboots", 0, 0, 0, 15, 2, 4, 12, 8, 0, 0, BROWN), ARMOR("speed boots", "combat boots", 0, 0, FAST, 12, 2, 4, 50, 9, 0, 0, BROWN), ARMOR("water walking boots", "jungle boots", 0, 0, WWALKING, 12, 2, 4, 50, 9, 0, 0, BROWN), ARMOR("jumping boots", "hiking boots", 0, 0, JUMPING, 12, 2, 4, 50, 9, 0, 0, BROWN), ARMOR("elven boots", "mud boots", 0, 0, STEALTH, 12, 2, 3, 8, 9, 0, 0, BROWN), ARMOR("fumble boots", "riding boots", 0, 0, FUMBLING, 12, 2, 4, 30, 9, 0, 0, BROWN), ARMOR("levitation boots", "snow boots", 0, 0, LEVITATION, 12, 2, 4, 30, 9, 0, 0, BROWN), #undef ARMOR #if defined(MACOS) && !defined(MAKEDEFS_C) #define POTION(name,desc,power,prob,cost,color) \ { name, desc} #else #define POTION(name,desc,power,prob,cost,color) \ { name, desc, NULL, 0,1,0,0,0, power,\ POTION_SYM, prob, 0, 2, cost, 0, 0, 0, C(color)} #endif #ifdef SPELLS POTION("fruit juice", "smoky", 0, 45, 50, WHITE), POTION("booze", "bubbly", 0, 45, 50, WHITE), POTION("gain energy", "ebony", 0, 45,150, BLACK), #else POTION("fruit juice", "smoky", 0, 70, 50, WHITE), POTION("booze", "bubbly", 0, 65, 50, WHITE), #endif POTION("gain ability", "swirly", 0, 45,300, WHITE), POTION("restore ability", "pink", 0, 45,100, MAGENTA|BRIGHT), POTION("sickness", "ruby", 0, 45, 50, RED), POTION("confusion", "orange", CONFUSION, 45, 100, ORANGE_COLORED), POTION("blindness", "yellow", BLINDED, 45,150, YELLOW), POTION("paralysis", "emerald", 0, 45,300, GREEN|BRIGHT), POTION("speed", "dark green", FAST, 45,200, GREEN), POTION("levitation", "cyan", LEVITATION, 45,200, CYAN), POTION("hallucination", "brilliant blue", HALLUC, 45,100, BLUE|BRIGHT), POTION("invisibility", "sky blue", INVIS, 45,150, CYAN), POTION("see invisible", "magenta", SEE_INVIS, 45,50, MAGENTA), POTION("healing", "purple", 0, 65,100, MAGENTA), POTION("extra healing", "purple-red", 0, 50,100, MAGENTA), POTION("gain level", "puce", 0, 20,300, MAGENTA|BRIGHT), POTION("enlightenment", "brown", 0, 20,200, BROWN), POTION("monster detection", "white", 0, 45,150, WHITE), POTION("object detection", "glowing", 0, 45,150, WHITE|BRIGHT), POTION("water", "clear", 0, 125,100,CYAN), #undef POTION #if defined(MACOS) && !defined(MAKEDEFS_C) #define SCROLL(name,text,prob,cost) \ { name, text} #else #define SCROLL(name,text,prob,cost) \ { name, text, NULL, 0,1,0,0,0, 0,\ SCROLL_SYM, prob, 0, 3, cost, 0, 0, 0, C(HI_PAPER)} #endif #ifdef MAIL SCROLL("mail", "KIRJE", 0, 0), #endif SCROLL("enchant armor", "ZELGO MER", 63, 80), SCROLL("destroy armor", "JUYED AWK YACC", 45, 100), SCROLL("confuse monster", "NR 9", 53, 100), SCROLL("scare monster", "XIXAXA XOXAXA XUXAXA", 35, 100), SCROLL("blank paper", "READ ME", 28, 60), SCROLL("remove curse", "PRATYAVAYAH", 65, 80), SCROLL("enchant weapon", "DAIYEN FOOELS", 85, 60), SCROLL("create monster", "LEP GEX VEN ZEA", 45, 200), SCROLL("taming", "PRIRUTSENIE", 15, 200), SCROLL("genocide", "ELBIB YLOH", 15, 300), SCROLL("light", "VERR YED HORRE", 95, 50), SCROLL("teleportation", "VENZAR BORGAVVE", 55, 100), SCROLL("gold detection", "THARR", 33, 100), SCROLL("food detection", "YUM YUM", 25, 100), SCROLL("identify", "KERNOD WEL", 185, 20), SCROLL("magic mapping", "ELAM EBOW", 45, 100), SCROLL("amnesia", "DUAM XNAHT", 35, 200), SCROLL("fire", "ANDOVA BEGARIN", 48, 100), SCROLL("punishment", "VE FORBRYDERNE", 15, 300), SCROLL("charging", "HACKEM MUCHE", 15, 300), SCROLL(NULL, "VELOX NEB", 0, 100), SCROLL(NULL, "FOOBIE BLETCH", 0, 100), SCROLL(NULL, "TEMOV", 0, 100), SCROLL(NULL, "GARVEN DEH", 0, 100), #undef SCROLL #if defined(MACOS) && !defined(MAKEDEFS_C) #define WAND(name,typ,prob,cost,flags,metal,c) { \ name, typ} #else #define WAND(name,typ,prob,cost,flags,metal,c) { \ name, typ, NULL, 0,0,1,0,metal, 0, WAND_SYM, \ prob, 0, 3, cost, flags, 0, 0, C(c) } #endif WAND("light", "glass", 95, 100, NODIR, GLASS,HI_GLASS), WAND("secret door detection", "balsa", 50, 150, NODIR, WOOD,HI_WOOD), WAND("create monster", "maple", 45, 200, NODIR, WOOD,HI_WOOD), WAND("wishing", "pine", 5, 500, NODIR, WOOD,HI_WOOD), WAND("striking", "oak", 75, 150, IMMEDIATE,WOOD,HI_WOOD), WAND("nothing", "ebony", 25, 100, IMMEDIATE,WOOD,HI_WOOD), WAND("make invisible", "marble", 45, 150, IMMEDIATE,MINERAL,HI_MINERAL), WAND("slow monster", "tin", 55, 150, IMMEDIATE,METAL,HI_METAL), WAND("speed monster", "brass", 55, 150, IMMEDIATE,COPPER,HI_COPPER), WAND("undead turning", "copper", 55, 150, IMMEDIATE,COPPER,HI_COPPER), WAND("polymorph", "silver", 45, 200, IMMEDIATE,SILVER,HI_SILVER), WAND("cancellation", "platinum", 45, 200, IMMEDIATE,PLATINUM,HI_SILVER|BRIGHT), WAND("teleportation", "iridium", 45, 200, IMMEDIATE,METAL,CYAN|BRIGHT), #ifdef PROBING WAND("opening", "zinc", 25, 150, IMMEDIATE,METAL,HI_METAL), WAND("locking", "aluminum", 25, 150, IMMEDIATE,METAL,HI_METAL), WAND("probing", "uranium", 30, 150, IMMEDIATE,METAL,HI_METAL), #else WAND("opening", "zinc", 40, 150, IMMEDIATE,METAL,HI_METAL), WAND("locking", "aluminum", 40, 150, IMMEDIATE,METAL,HI_METAL), #endif WAND("digging", "iron", 55, 150, RAY, METAL,HI_METAL), WAND("magic missile", "steel", 50, 150, RAY, METAL,HI_METAL), WAND("fire", "hexagonal", 40, 175, RAY, METAL,HI_METAL), WAND("sleep", "runed", 50, 175, RAY, METAL,HI_METAL), WAND("cold", "short", 40, 175, RAY, METAL,HI_METAL), WAND("death", "long", 5, 500, RAY, METAL,HI_METAL), WAND("lightning", "curved", 40, 175, RAY, METAL,HI_METAL), WAND(NULL, "forked", 0, 150, 0, WOOD,HI_WOOD), WAND(NULL, "spiked", 0, 150, 0, METAL,HI_METAL), WAND(NULL, "jeweled", 0, 150, 0, METAL,HI_MINERAL), #undef WAND #ifdef SPELLS /* books */ #if defined(MACOS) && !defined(MAKEDEFS_C) #define SPELL(name,desc,prob,delay,level,flags,color) \ { name, desc} #else #define SPELL(name,desc,prob,delay,level,flags,color) \ { name, desc, NULL, 0,1,0,0,0, 0, SPBOOK_SYM, prob, delay, \ 5, level*100, flags, 0, level, C(color)} #endif SPELL("magic missile", "parchment", 45, 3, 2, RAY, HI_PAPER), SPELL("fireball", "vellum", 20, 6, 4, RAY, HI_PAPER), SPELL("sleep", "dog eared", 50, 1, 1, RAY, HI_PAPER), SPELL("cone of cold", "ragged", 10, 8, 5, RAY, HI_PAPER), SPELL("finger of death", "stained", 5, 10, 7, RAY, HI_PAPER), SPELL("light", "cloth", 45, 1, 1, NODIR, HI_CLOTH), SPELL("detect monsters", "leather", 45, 1, 1, NODIR, HI_LEATHER), SPELL("healing", "white", 40, 2, 1, NODIR, WHITE), SPELL("knock", "pink", 40, 1, 1, IMMEDIATE, MAGENTA|BRIGHT), SPELL("force bolt", "red", 40, 2, 1, IMMEDIATE, RED), SPELL("confuse monster", "orange", 37, 2, 2, IMMEDIATE, ORANGE_COLORED), SPELL("cure blindness", "yellow", 27, 2, 2, IMMEDIATE, YELLOW), SPELL("slow monster", "light green", 37, 2, 2, IMMEDIATE, GREEN|BRIGHT), SPELL("wizard lock", "dark green", 35, 3, 2, IMMEDIATE, GREEN), SPELL("create monster", "turquoise", 37, 3, 2, NODIR, CYAN|BRIGHT), SPELL("detect food", "cyan", 37, 3, 2, NODIR, CYAN), SPELL("cause fear", "light blue", 25, 3, 3, NODIR, BLUE|BRIGHT), SPELL("clairvoyance", "dark blue", 15, 3, 3, NODIR, BLUE), SPELL("cure sickness", "indigo", 32, 3, 3, NODIR, BLUE), SPELL("charm monster", "magenta", 20, 3, 3, IMMEDIATE, MAGENTA), SPELL("haste self", "purple", 33, 4, 3, NODIR, MAGENTA), SPELL("detect unseen", "violet", 25, 4, 3, NODIR, MAGENTA), SPELL("levitation", "tan", 25, 4, 4, NODIR, BROWN), SPELL("extra healing", "plaid", 32, 5, 3, NODIR, GREEN), SPELL("restore ability", "light brown", 25, 5, 4, NODIR, BROWN), SPELL("invisibility", "dark brown", 32, 5, 4, NODIR, BROWN), SPELL("detect treasure", "gray", 25, 5, 4, NODIR, GRAY), SPELL("remove curse", "white", 25, 5, 5, NODIR, WHITE), SPELL("dig", "mottled", 22, 6, 5, RAY, HI_PAPER), SPELL("magic mapping", "rusty", 18, 7, 5, NODIR, RED), SPELL("identify", "bronze", 25, 8, 5, NODIR, HI_COPPER), SPELL("turn undead", "copper", 17, 8, 6, IMMEDIATE, HI_COPPER), SPELL("polymorph", "silver", 12, 8, 6, IMMEDIATE, HI_SILVER), SPELL("teleport away", "gold", 15, 6, 6, IMMEDIATE, HI_GOLD), SPELL("create familiar", "glittering", 10, 7, 6, NODIR, WHITE|BRIGHT), SPELL("cancellation", "shining", 12, 8, 7, IMMEDIATE, WHITE|BRIGHT), SPELL("genocide", "glowing", 5, 10, 7, NODIR, WHITE|BRIGHT), SPELL(NULL, "dull", 0, 0, 0, 0, HI_PAPER), SPELL(NULL, "thin", 0, 0, 0, 0, HI_PAPER), SPELL(NULL, "thick", 0, 0, 0, 0, HI_PAPER), #undef SPELL #endif /* SPELLS /**/ #if defined(MACOS) && !defined(MAKEDEFS_C) #define RING(name,stone,power,cost,spec,metal,color) \ { name, stone} #else #define RING(name,stone,power,cost,spec,metal,color) \ { name, stone, NULL, 0,0,spec,spec,metal, \ power, RING_SYM, 0, 0, 1, cost, 0, 0, 0, C(color)} #endif RING("adornment", "wooden", ADORNED, 100, 1, WOOD, HI_WOOD), RING("gain strength", "granite", 0, 150, 1, MINERAL, HI_MINERAL), RING("increase damage", "coral", 0, 150, 1, MINERAL, RED|BRIGHT), RING("protection", "black onyx", PROTECTION, 100, 1, MINERAL, BLACK), RING("regeneration", "moonstone", REGENERATION, 200, 0, MINERAL, HI_MINERAL), RING("searching", "tiger eye", SEARCHING, 200, 0, MINERAL, BROWN), RING("stealth", "jade", STEALTH, 100, 0, MINERAL, GREEN), RING("levitation", "agate", LEVITATION, 200, 0, MINERAL, RED), RING("hunger", "topaz", HUNGER, 100, 0, MINERAL, CYAN), RING("aggravate monster", "sapphire", AGGRAVATE_MONSTER, 150, 0, METAL, BLUE), RING("conflict", "ruby", CONFLICT, 300, 0, METAL, RED), RING("warning", "diamond", WARNING, 100, 0, METAL, WHITE|BRIGHT), RING("poison resistance", "pearl", POISON_RES, 150, 0, METAL, WHITE), RING("fire resistance", "iron", FIRE_RES, 200, 0, METAL, HI_METAL), RING("cold resistance", "brass", COLD_RES, 150, 0, COPPER, HI_COPPER), RING("shock resistance", "copper", SHOCK_RES, 150, 0, COPPER, HI_COPPER), RING("teleportation", "silver", TELEPORT, 200, 0, SILVER, HI_SILVER), RING("teleport control", "gold", TELEPORT_CONTROL, 300, 0, GOLD, HI_GOLD), #ifdef POLYSELF RING("polymorph", "ivory", POLYMORPH, 300, 0, 0, WHITE), RING("polymorph control","emerald", POLYMORPH_CONTROL, 300, 0, METAL, GREEN|BRIGHT), #endif RING("invisibility", "wire", INVIS, 150, 0, METAL, HI_METAL), RING("see invisible", "engagement", SEE_INVIS, 150, 0, METAL, HI_METAL), RING("protection from shape changers", "shining", PROT_FROM_SHAPE_CHANGERS, 100, 0, METAL, HI_METAL|BRIGHT), #undef RING /* gems ************************************************************/ #if defined(MACOS) && !defined(MAKEDEFS_C) #define GEM(name,desc,prob,wt,gval,glass, color) \ { name, desc} #else #define GEM(name,desc,prob,wt,gval,glass, color) \ { name, desc, NULL, 0,1,0,0,glass, 0,\ GEM_SYM, prob, 0, wt, gval, 3, 3, WP_SLING, C(color)} #endif GEM("dilithium crystal", "white", 3, 1, 4500, MINERAL, WHITE), GEM("diamond", "white", 4, 1, 4000, MINERAL, WHITE), GEM("ruby", "red", 5, 1, 3500, MINERAL, RED), GEM("sapphire", "blue", 6, 1, 3000, MINERAL, BLUE), GEM("emerald", "green", 7, 1, 2500, MINERAL, GREEN), GEM("turquoise", "green", 8, 1, 2000, MINERAL, GREEN), GEM("aquamarine", "green", 10, 1, 1500, MINERAL, GREEN), GEM("amber", "yellowish brown", 11, 1, 1000, MINERAL, BROWN), GEM("topaz", "yellowish brown", 13, 1, 900, MINERAL, BROWN), GEM("opal", "white", 15, 1, 800, MINERAL, WHITE), GEM("garnet", "red", 17, 1, 700, MINERAL, RED), GEM("amethyst", "violet", 19, 1, 600, MINERAL, MAGENTA), GEM("jasper", "red", 21, 1, 500, MINERAL, RED), GEM("fluorite", "violet", 22, 1, 400, MINERAL, MAGENTA), GEM("jade", "green", 23, 1, 300, MINERAL, GREEN), GEM("worthless piece of white glass", "white", 131, 1, 0, GLASS, WHITE), GEM("worthless piece of blue glass", "blue", 131, 1, 0, GLASS, BLUE), GEM("worthless piece of red glass", "red", 131, 1, 0, GLASS, RED), GEM("worthless piece of yellowish brown glass", "yellowish brown", 131, 1, 0, GLASS, BROWN), GEM("worthless piece of green glass", "green", 131, 1, 0, GLASS, GREEN), GEM("worthless piece of violet glass", "violet",131, 1, 0, GLASS, MAGENTA), GEM("luckstone", "gray", 10, 1, 60, MINERAL, GRAY), GEM("loadstone", "gray", 10, 50, 1, MINERAL, GRAY), #if defined(MACOS) && !defined(MAKEDEFS_C) { "rock", NULL}, #else { "rock", NULL, NULL, 1,1,0,0,MINERAL, 0, GEM_SYM, 10, 0, 1, 0, 3, 3, WP_SLING, C(HI_MINERAL)}, #endif #undef GEM #if defined(MACOS) && !defined(MAKEDEFS_C) { NULL, NULL} #else { NULL, NULL, NULL, 0,0,0,0,0, 0, ILLOBJ_SYM, 0, 0, 0, 0, 0, 0, 0, C(0) } #endif }; #undef C
These are the contents of the former NiCE NeXT User Group NeXTSTEP/OpenStep software archive, currently hosted by Netfuture.ch.