554eb505f8
of the x11 based games. I'm not going to tag the originals with bsd_44_lite and do this in two stages since it's just not worth it for this collection, and I've got directory renames to deal with that way. Bleah. Submitted by: jkh
649 lines
32 KiB
C
649 lines
32 KiB
C
/*-
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* Copyright (c) 1988 The Regents of the University of California.
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* 3. All advertising materials mentioning features or use of this software
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* must display the following acknowledgement:
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* This product includes software developed by the University of
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* California, Berkeley and its contributors.
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* 4. Neither the name of the University nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
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* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
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* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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* SUCH DAMAGE.
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*/
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#ifndef lint
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static char sccsid[] = "@(#)data.c 5.3 (Berkeley) 5/13/91";
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#endif /* not lint */
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/* data.c Larn is copyrighted 1986 by Noah Morgan. */
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#define NODEFS
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#include "header.h"
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/*
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class[c[LEVEL]-1] gives the correct name of the players experience level
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*/
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static char aa1[] = " mighty evil master";
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static char aa2[] = "apprentice demi-god";
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static char aa3[] = " minor demi-god ";
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static char aa4[] = " major demi-god ";
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static char aa5[] = " minor deity ";
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static char aa6[] = " major deity ";
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static char aa7[] = " novice guardian ";
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static char aa8[] = "apprentice guardian";
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static char aa9[] = " The Creator ";
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char *class[]=
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{ " novice explorer ", "apprentice explorer", " practiced explorer",/* -3*/
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" expert explorer ", " novice adventurer", " adventurer ",/* -6*/
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"apprentice conjurer", " conjurer ", " master conjurer ",/* -9*/
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" apprentice mage ", " mage ", " experienced mage ",/* -12*/
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" master mage ", " apprentice warlord", " novice warlord ",/* -15*/
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" expert warlord ", " master warlord ", " apprentice gorgon ",/* -18*/
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" gorgon ", " practiced gorgon ", " master gorgon ",/* -21*/
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" demi-gorgon ", " evil master ", " great evil master ",/* -24*/
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aa1 , aa1 , aa1 ,/* -27*/
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aa1 , aa1 , aa1 ,/* -30*/
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aa1 , aa1 , aa1 ,/* -33*/
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aa1 , aa1 , aa1 ,/* -36*/
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aa1 , aa1 , aa1 ,/* -39*/
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aa2 , aa2 , aa2 ,/* -42*/
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aa2 , aa2 , aa2 ,/* -45*/
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aa2 , aa2 , aa2 ,/* -48*/
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aa3 , aa3 , aa3 ,/* -51*/
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aa3 , aa3 , aa3 ,/* -54*/
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aa3 , aa3 , aa3 ,/* -57*/
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aa4 , aa4 , aa4 ,/* -60*/
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aa4 , aa4 , aa4 ,/* -63*/
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aa4 , aa4 , aa4 ,/* -66*/
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aa5 , aa5 , aa5 ,/* -69*/
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aa5 , aa5 , aa5 ,/* -72*/
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aa5 , aa5 , aa5 ,/* -75*/
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aa6 , aa6 , aa6 ,/* -78*/
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aa6 , aa6 , aa6 ,/* -81*/
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aa6 , aa6 , aa6 ,/* -84*/
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aa7 , aa7 , aa7 ,/* -87*/
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aa8 , aa8 , aa8 ,/* -90*/
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aa8 , aa8 , aa8 ,/* -93*/
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" earth guardian ", " air guardian ", " fire guardian ",/* -96*/
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" water guardian ", " time guardian ", " ethereal guardian ",/* -99*/
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aa9 , aa9 , aa9 ,/* -102*/
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};
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/*
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table of experience needed to be a certain level of player
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skill[c[LEVEL]] is the experience required to attain the next level
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*/
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#define MEG 1000000
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long skill[] = {
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0, 10, 20, 40, 80, 160, 320, 640, 1280, 2560, 5120, /* 1-11 */
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10240, 20480, 40960, 100000, 200000, 400000, 700000, 1*MEG, /* 12-19 */
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2*MEG,3*MEG,4*MEG,5*MEG,6*MEG,8*MEG,10*MEG, /* 20-26 */
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12*MEG,14*MEG,16*MEG,18*MEG,20*MEG,22*MEG,24*MEG,26*MEG,28*MEG, /* 27-35 */
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30*MEG,32*MEG,34*MEG,36*MEG,38*MEG,40*MEG,42*MEG,44*MEG,46*MEG, /* 36-44 */
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48*MEG,50*MEG,52*MEG,54*MEG,56*MEG,58*MEG,60*MEG,62*MEG,64*MEG, /* 45-53 */
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66*MEG,68*MEG,70*MEG,72*MEG,74*MEG,76*MEG,78*MEG,80*MEG,82*MEG, /* 54-62 */
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84*MEG,86*MEG,88*MEG,90*MEG,92*MEG,94*MEG,96*MEG,98*MEG,100*MEG, /* 63-71 */
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105*MEG,110*MEG,115*MEG,120*MEG, 125*MEG, 130*MEG, 135*MEG, 140*MEG, /* 72-79 */
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145*MEG,150*MEG,155*MEG,160*MEG, 165*MEG, 170*MEG, 175*MEG, 180*MEG, /* 80-87 */
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185*MEG,190*MEG,195*MEG,200*MEG, 210*MEG, 220*MEG, 230*MEG, 240*MEG, /* 88-95 */
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250*MEG,260*MEG,270*MEG,280*MEG, 290*MEG, 300*MEG /* 96-101*/
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};
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#undef MEG
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char *lpbuf,*lpnt,*inbuffer,*lpend; /* input/output pointers to the buffers */
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struct cel *cell; /* pointer to the dungeon storage */
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short hitp[MAXX][MAXY]; /* monster hp on level */
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short iarg[MAXX][MAXY]; /* arg for the item array */
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char item[MAXX][MAXY]; /* objects in maze if any */
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char know[MAXX][MAXY]; /* 1 or 0 if here before */
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char mitem[MAXX][MAXY]; /* monster item array */
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char moved[MAXX][MAXY]; /* monster movement flags */
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char stealth[MAXX][MAXY]; /* 0=sleeping 1=awake monst*/
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char iven[26]; /* inventory for player */
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short ivenarg[26]; /* inventory for player */
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char lastmonst[40]; /* this has the name of the current monster */
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char beenhere[MAXLEVEL+MAXVLEVEL]={0}; /* 1 if have been on this level */
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char VERSION=VER; /* this is the present version # of the program */
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char SUBVERSION=SUBVER;
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char nosignal=0; /* set to 1 to disable the signals from doing anything */
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char predostuff=0; /* 2 means that the trap handling routines must do a
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showplayer() after a trap. 0 means don't showplayer()
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0 - we are in create player screen
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1 - we are in welcome screen
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2 - we are in the normal game */
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char loginname[20]; /* players login name */
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char logname[LOGNAMESIZE]; /* players name storage for scoring */
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char sex=1; /* default is a man 0=woman */
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char boldon=1; /* 1=bold objects 0=inverse objects */
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char ckpflag=0; /* 1 if want checkpointing of game, 0 otherwise */
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char cheat=0; /* 1 if the player has fudged save file */
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char level=0; /* cavelevel player is on = c[CAVELEVEL] */
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char wizard=0; /* the wizard mode flag */
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short lastnum=0; /* the number of the monster last hitting player */
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short hitflag=0; /* flag for if player has been hit when running */
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short hit2flag=0; /* flag for if player has been hit when running */
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short hit3flag=0; /* flag for if player has been hit flush input */
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short playerx,playery; /* the room on the present level of the player */
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short lastpx,lastpy; /* 0 --- MAXX-1 or 0 --- MAXY-1 */
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short oldx,oldy;
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short lasthx=0,lasthy=0; /* location of monster last hit by player */
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short nobeep=0; /* true if program is not to beep */
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unsigned long randx=33601; /* the random number seed */
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long initialtime=0; /* time playing began */
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long gtime=0; /* the clock for the game */
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long outstanding_taxes=0; /* present tax bill from score file */
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long c[100],cbak[100]; /* the character description arrays */
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int enable_scroll=0; /* constant for enabled/disabled scrolling regn */
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char aborted[] = " aborted";
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struct sphere *spheres=0; /*pointer to linked list for spheres of annihilation*/
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char *levelname[]=
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{ " H"," 1"," 2"," 3"," 4"," 5"," 6"," 7"," 8"," 9","10","V1","V2","V3" };
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char objnamelist[]=" ATOP%^F&^+M=%^$$f*OD#~][[)))(((||||||||{?!BC}o:@.<<<<EVV))([[]]](^ [H*** ^^ S tsTLc............................................";
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char monstnamelist[]=" BGHJKOScjtAELNQRZabhiCTYdegmvzFWflorXV pqsyUkMwDDPxnDDuD ...............................................................";
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char *objectname[]=
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{ 0,"a holy altar","a handsome jewel encrusted throne","the orb","a pit",
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"a staircase leading upwards","an elevator going up","a bubbling fountain",
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"a great marble statue","a teleport trap","the college of Larn",
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"a mirror","the DND store","a staircase going down","an elevator going down",
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"the bank of Larn","the 5th branch of the Bank of Larn",
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"a dead fountain","gold","an open door","a closed door",
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"a wall","The Eye of Larn","plate mail","chain mail","leather armor",
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"a sword of slashing","Bessman's flailing hammer","a sunsword",
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"a two handed sword","a spear","a dagger",
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"ring of extra regeneration","a ring of regeneration","a ring of protection",
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"an energy ring","a ring of dexterity","a ring of strength",
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"a ring of cleverness","a ring of increase damage","a belt of striking",
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"a magic scroll","a magic potion","a book","a chest",
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"an amulet of invisibility","an orb of dragon slaying",
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"a scarab of negate spirit","a cube of undead control",
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"device of theft prevention","a brilliant diamond","a ruby",
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"an enchanting emerald","a sparkling sapphire","the dungeon entrance",
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"a volcanic shaft leaning downward","the base of a volcanic shaft",
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"a battle axe","a longsword","a flail","ring mail","studded leather armor",
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"splint mail","plate armor","stainless plate armor","a lance of death",
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"an arrow trap","an arrow trap","a shield","your home",
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"gold","gold","gold","a dart trap",
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"a dart trap","a trapdoor","a trapdoor","the local trading post",
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"a teleport trap", "a massive throne",
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"a sphere of annihilation","a handsome jewel encrusted throne",
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"the Larn Revenue Service","a fortune cookie","","","","","","",
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"","","","","","","","","","","","","","","","","","","",""
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};
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/*
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* for the monster data
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*
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* array to do rnd() to create monsters <= a given level
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*/
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char monstlevel[] = { 5, 11, 17, 22, 27, 33, 39, 42, 46, 50, 53, 56, 59 };
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struct monst monster[] = {
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/* NAME LV AC DAM ATT DEF GEN INT GOLD HP EXP
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----------------------------------------------------------------- */
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{ "", 0, 0, 0, 0, 0, 0, 3, 0, 0, 0 },
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{ "bat", 1, 0, 1, 0, 0, 0, 3, 0, 1, 1 },
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{ "gnome", 1, 10, 1, 0, 0, 0, 8, 30, 2, 2 },
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{ "hobgoblin", 1, 14, 2, 0, 0, 0, 5, 25, 3, 2 },
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{ "jackal", 1, 17, 1, 0, 0, 0, 4, 0, 1, 1 },
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{ "kobold", 1, 20, 1, 0, 0, 0, 7, 10, 1, 1 },
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{ "orc", 2, 12, 1, 0, 0, 0, 9, 40, 4, 2 },
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{ "snake", 2, 15, 1, 0, 0, 0, 3, 0, 3, 1 },
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{ "giant centipede",2, 14, 0, 4, 0, 0, 3, 0, 1, 2 },
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{ "jaculi", 2, 20, 1, 0, 0, 0, 3, 0, 2, 1 },
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{ "troglodyte", 2, 10, 2, 0, 0, 0, 5, 80, 4, 3 },
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{ "giant ant", 2, 8, 1, 4, 0, 0, 4, 0, 5, 5 },
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/* NAME LV AC DAM ATT DEF GEN INT GOLD HP EXP
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----------------------------------------------------------------- */
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{ "floating eye", 3, 8, 1, 0, 0, 0, 3, 0, 5, 2 },
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{ "leprechaun", 3, 3, 0, 8, 0, 0, 3,1500, 13, 45 },
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{ "nymph", 3, 3, 0, 14, 0, 0, 9, 0, 18, 45 },
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{ "quasit", 3, 5, 3, 0, 0, 0, 3, 0, 10, 15 },
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{ "rust monster", 3, 4, 0, 1, 0, 0, 3, 0, 18, 25 },
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{ "zombie", 3, 12, 2, 0, 0, 0, 3, 0, 6, 7 },
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{ "assassin bug", 4, 9, 3, 0, 0, 0, 3, 0, 20, 15 },
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{ "bugbear", 4, 5, 4, 15, 0, 0, 5, 40, 20, 35 },
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{ "hell hound", 4, 5, 2, 2, 0, 0, 6, 0, 16, 35 },
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{ "ice lizard", 4, 11, 2, 10, 0, 0, 6, 50, 16, 25 },
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{ "centaur", 4, 6, 4, 0, 0, 0, 10, 40, 24, 45 },
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/* NAME LV AC DAM ATT DEF GEN INT GOLD HP EXP
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----------------------------------------------------------------- */
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{ "troll", 5, 4, 5, 0, 0, 0, 9, 80, 50, 300 },
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{ "yeti", 5, 6, 4, 0, 0, 0, 5, 50, 35, 100 },
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{ "white dragon", 5, 2, 4, 5, 0, 0, 16, 500, 55, 1000},
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{ "elf", 5, 8, 1, 0, 0, 0, 15, 50, 22, 35 },
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{ "gelatinous cube",5, 9, 1, 0, 0, 0, 3, 0, 22, 45 },
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{ "metamorph", 6, 7, 3, 0, 0, 0, 3, 0, 30, 40 },
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{ "vortex", 6, 4, 3, 0, 0, 0, 3, 0, 30, 55 },
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{ "ziller", 6, 15, 3, 0, 0, 0, 3, 0, 30, 35 },
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{ "violet fungi", 6, 12, 3, 0, 0, 0, 3, 0, 38, 100 },
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{ "wraith", 6, 3, 1, 6, 0, 0, 3, 0, 30, 325 },
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{ "forvalaka", 6, 2, 5, 0, 0, 0, 7, 0, 50, 280 },
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/* NAME LV AC DAM ATT DEF GEN INT GOLD HP EXP
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----------------------------------------------------------------- */
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{ "lama nobe", 7, 7, 3, 0, 0, 0, 6, 0, 35, 80 },
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{ "osequip", 7, 4, 3, 16, 0, 0, 4, 0, 35, 100 },
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{ "rothe", 7, 15, 5, 0, 0, 0, 3, 100, 50, 250 },
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{ "xorn", 7, 0, 6, 0, 0, 0, 13, 0, 60, 300 },
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{ "vampire", 7, 3, 4, 6, 0, 0, 17, 0, 50, 1000},
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{ "invisible stalker",7,3, 6, 0, 0, 0, 5, 0, 50, 350 },
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{ "poltergeist", 8, 1, 4, 0, 0, 0, 3, 0, 50, 450 },
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{ "disenchantress", 8, 3, 0, 9, 0, 0, 3, 0, 50, 500 },
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{ "shambling mound",8, 2, 5, 0, 0, 0, 6, 0, 45, 400 },
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{ "yellow mold", 8, 12, 4, 0, 0, 0, 3, 0, 35, 250 },
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{ "umber hulk", 8, 3, 7, 11, 0, 0, 14, 0, 65, 600 },
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/* NAME LV AC DAM ATT DEF GEN INT GOLD HP EXP
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----------------------------------------------------------------- */
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{ "gnome king", 9, -1, 10, 0, 0, 0, 18, 2000, 100,3000 },
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{ "mimic", 9, 5, 6, 0, 0, 0, 8, 0, 55, 99 },
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{ "water lord", 9, -10, 15, 7, 0, 0, 20, 0, 150,15000 },
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{ "bronze dragon", 9, 2, 9, 3, 0, 0, 16, 300, 80, 4000 },
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{ "green dragon", 9, 3, 8, 10, 0, 0, 15, 200, 70, 2500 },
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{ "purple worm", 9, -1, 11, 0, 0, 0, 3, 100, 120,15000 },
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{ "xvart", 9, -2, 12, 0, 0, 0, 13, 0, 90, 1000 },
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{ "spirit naga", 10, -20,12, 12, 0, 0, 23, 0, 95, 20000 },
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{ "silver dragon", 10, -1, 12, 3, 0, 0, 20, 700, 100,10000 },
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{ "platinum dragon",10, -5, 15, 13, 0, 0, 22, 1000, 130,24000 },
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{ "green urchin", 10, -3, 12, 0, 0, 0, 3, 0, 85, 5000 },
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{ "red dragon", 10, -2, 13, 3, 0, 0, 19, 800, 110,14000 },
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{ "type I demon lord", 12,-30, 18, 0, 0, 0, 20, 0, 140,50000 },
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{ "type II demon lord", 13,-30, 18, 0, 0, 0, 21, 0, 160,75000 },
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{ "type III demon lord",14,-30, 18, 0, 0, 0, 22, 0, 180,100000 },
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{ "type IV demon lord", 15,-35, 20, 0, 0, 0, 23, 0, 200,125000 },
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{ "type V demon lord", 16,-40, 22, 0, 0, 0, 24, 0, 220,150000 },
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{ "type VI demon lord", 17,-45, 24, 0, 0, 0, 25, 0, 240,175000 },
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{ "type VII demon lord",18,-70, 27, 6, 0, 0, 26, 0, 260,200000 },
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{ "demon prince", 25,-127,30, 6, 0, 0, 28, 0, 345,300000 }
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/* NAME LV AC DAM ATT DEF GEN INT GOLD HP EXP
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--------------------------------------------------------------------- */
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};
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/* name array for scrolls */
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char *scrollname[] = {
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"\0enchant armor",
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"\0enchant weapon",
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"\0enlightenment",
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"\0blank paper",
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"\0create monster",
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"\0create artifact",
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"\0aggravate monsters",
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"\0time warp",
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"\0teleportation",
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"\0expanded awareness",
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"\0haste monsters",
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"\0monster healing",
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"\0spirit protection",
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"\0undead protection",
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"\0stealth",
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"\0magic mapping",
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"\0hold monsters",
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"\0gem perfection",
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"\0spell extension",
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"\0identify",
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"\0remove curse",
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"\0annihilation",
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"\0pulverization",
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"\0life protection",
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"\0 ",
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"\0 ",
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"\0 ",
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"\0 "
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};
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/* name array for magic potions */
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char *potionname[] = {
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"\0sleep",
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"\0healing",
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"\0raise level",
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"\0increase ability",
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"\0wisdom",
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"\0strength",
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"\0raise charisma",
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"\0dizziness",
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"\0learning",
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"\0gold detection",
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"\0monster detection",
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"\0forgetfulness",
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"\0water",
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"\0blindness",
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"\0confusion",
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"\0heroism",
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"\0sturdiness",
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"\0giant strength",
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"\0fire resistance",
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"\0treasure finding",
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"\0instant healing",
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" cure dianthroritis",
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"\0poison",
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"\0see invisible",
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"\0 ",
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"\0 ",
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"\0 ",
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"\0 ",
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"\0 ",
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"\0 ",
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"\0 ",
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"\0 ",
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"\0 ",
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"\0 ",
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"\0 "
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};
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/*
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spell data
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*/
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char spelknow[SPNUM]={0};
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char splev[] = { 1, 4, 9, 14, 18, 22, 26, 29, 32, 35, 37, 37, 37, 37, 37 };
|
||
|
||
char *spelcode[]={
|
||
"pro", "mle", "dex", "sle", "chm", "ssp",
|
||
"web", "str", "enl", "hel", "cbl", "cre", "pha", "inv",
|
||
"bal", "cld", "ply", "can", "has", "ckl", "vpr",
|
||
"dry", "lit", "drl", "glo", "flo", "fgr",
|
||
"sca", "hld", "stp", "tel", "mfi", /* 31 */
|
||
"sph", "gen", "sum", "wtw", "alt", "per"
|
||
};
|
||
|
||
char *spelname[]={
|
||
"protection", "magic missile", "dexterity",
|
||
"sleep", "charm monster", "sonic spear",
|
||
|
||
"web", "strength", "enlightenment",
|
||
"healing", "cure blindness", "create monster",
|
||
"phantasmal forces", "invisibility",
|
||
|
||
"fireball", "cold", "polymorph",
|
||
"cancellation", "haste self", "cloud kill",
|
||
"vaporize rock",
|
||
|
||
"dehydration", "lightning", "drain life",
|
||
"invulnerability", "flood", "finger of death",
|
||
|
||
"scare monster", "hold monster", "time stop",
|
||
"teleport away", "magic fire",
|
||
|
||
"sphere of annihilation", "genocide", "summon demon",
|
||
"walk through walls", "alter reality", "permanence",
|
||
""
|
||
};
|
||
|
||
char *speldescript[]={
|
||
/* 1 */
|
||
"generates a +2 protection field",
|
||
"creates and hurls a magic missile equivalent to a + 1 magic arrow",
|
||
"adds +2 to the casters dexterity",
|
||
"causes some monsters to go to sleep",
|
||
"some monsters may be awed at your magnificence",
|
||
"causes your hands to emit a screeching sound toward what they point",
|
||
/* 7 */
|
||
"causes strands of sticky thread to entangle an enemy",
|
||
"adds +2 to the casters strength for a short term",
|
||
"the caster becomes aware of things around him",
|
||
"restores some hp to the caster",
|
||
"restores sight to one so unfortunate as to be blinded",
|
||
"creates a monster near the caster appropriate for the location",
|
||
"creates illusions, and if believed, monsters die",
|
||
"the caster becomes invisible",
|
||
/* 15 */
|
||
"makes a ball of fire that burns on what it hits",
|
||
"sends forth a cone of cold which freezes what it touches",
|
||
"you can find out what this does for yourself",
|
||
"negates the ability of a monster to use his special abilities",
|
||
"speeds up the casters movements",
|
||
"creates a fog of poisonous gas which kills all that is within it",
|
||
"this changes rock to air",
|
||
/* 22 */
|
||
"dries up water in the immediate vicinity",
|
||
"you finger will emit a lightning bolt when this spell is cast",
|
||
"subtracts hit points from both you and a monster",
|
||
"this globe helps to protect the player from physical attack",
|
||
"this creates an avalanche of H2O to flood the immediate chamber",
|
||
"this is a holy spell and calls upon your god to back you up",
|
||
/* 28 */
|
||
"terrifies the monster so that hopefully he wont hit the magic user",
|
||
"the monster is frozen in his tracks if this is successful",
|
||
"all movement in the caverns ceases for a limited duration",
|
||
"moves a particular monster around in the dungeon (hopefully away from you)",
|
||
"this causes a curtain of fire to appear all around you",
|
||
/* 33 */
|
||
"anything caught in this sphere is instantly killed. Warning -- dangerous",
|
||
"eliminates a species of monster from the game -- use sparingly",
|
||
"summons a demon who hopefully helps you out",
|
||
"allows the player to walk through walls for a short period of time",
|
||
"god only knows what this will do",
|
||
"makes a character spell permanent, i. e. protection, strength, etc.",
|
||
""
|
||
};
|
||
|
||
char spelweird[MAXMONST+8][SPNUM] = {
|
||
/* p m d s c s w s e h c c p i b c p c h c v d l d g f f s h s t m s g s w a p */
|
||
/* r l e l h s e t n e b r h n a l l a a k p r i r l l g c l t e f p e u t l e */
|
||
/* o e x e m p b r l l l e a v l d y n s l r y t l o o r a d p l i h n m w t r */
|
||
|
||
|
||
/* bat */ { 0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0, 0,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/* gnome */ { 0,0,0,0,0,0, 0,0,0,0,0,0,0,5, 0,0,0,0,0,0,0, 0,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/* hobgoblin */ { 0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0, 0,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/* jackal */ { 0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0, 0,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/* kobold */ { 0,0,0,0,0,0, 0,0,0,0,0,0,0,5, 0,0,0,0,0,0,0, 0,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
|
||
/* orc */ { 0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0, 4,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/* snake */ { 0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0, 0,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/*giant centipede */ { 0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0, 0,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/* jaculi */ { 0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0, 0,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/* troglodyte */ { 0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0, 0,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
|
||
/* giant ant */ { 0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0, 0,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/* floating eye */ { 0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0, 0,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/* leprechaun */ { 0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0, 0,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/* nymph */ { 0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0, 0,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/* quasit */ { 0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0, 0,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
|
||
/* rust monster */ { 0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0, 4,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/* zombie */ { 0,0,0,8,0,4, 0,0,0,0,0,0,0,0, 0,0,0,0,0,4,0, 4,0,0,0,0,4, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/* assassin bug */ { 0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0, 0,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/* bugbear */ { 0,0,0,0,0,0, 0,0,0,0,0,0,0,5, 0,0,0,0,0,0,0, 0,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/* hell hound */ { 0,6,0,0,0,0, 12,0,0,0,0,0,0,0, 0,0,0,0,0,0,0, 0,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
|
||
/* ice lizard */ { 0,0,0,0,0,0, 11,0,0,0,0,0,0,0, 0,15,0,0,0,0,0, 0,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/* centaur */ { 0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0, 0,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/* troll */ { 0,7,0,0,0,0, 0,0,0,0,0,0,0,5, 0,0,0,0,0,0,0, 4,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/* yeti */ { 0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,15,0,0,0,0,0, 0,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/* white dragon */ { 0,0,0,0,0,0, 0,0,0,0,0,0,14,0, 0,15,0,0,0,0,0, 4,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
|
||
/* elf */ { 0,0,0,0,0,0, 0,0,0,0,0,0,14,5, 0,0,0,0,0,0,0, 0,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/*gelatinous cube */ { 0,0,0,0,0,0, 2,0,0,0,0,0,0,0, 0,0,0,0,0,4,0, 0,0,0,0,0,4, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/* metamorph */ { 0,13,0,0,0,0, 2,0,0,0,0,0,0,0, 0,0,0,0,0,4,0, 4,0,0,0,0,4, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/* vortex */ { 0,13,0,0,0,10, 1,0,0,0,0,0,0,0, 0,0,0,0,0,4,0, 4,0,0,0,4,4, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/* ziller */ { 0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0, 0,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
|
||
/* violet fungi */ { 0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0, 0,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/* wraith */ { 0,0,0,8,0,4, 0,0,0,0,0,0,0,0, 0,0,0,0,0,4,0, 4,0,0,0,0,4, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/* forvalaka */ { 0,0,0,0,0,0, 0,0,0,0,0,0,0,5, 0,0,0,0,0,0,0, 0,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/* lama nobe */ { 0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0, 0,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/* osequip */ { 0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0, 0,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
|
||
/* rothe */ { 0,7,0,0,0,0, 0,0,0,0,0,0,0,5, 0,0,0,0,0,0,0, 0,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/* xorn */ { 0,7,0,0,0,0, 0,0,0,0,0,0,0,5, 0,0,0,0,0,0,0, 4,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/* vampire */ { 0,0,0,8,0,4, 0,0,0,0,0,0,0,0, 0,0,0,0,0,4,0, 0,0,0,0,0,4, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/*invisible staker*/ { 0,0,0,0,0,0, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0, 0,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/* poltergeist */ { 0,13,0,8,0,4, 1,0,0,0,0,0,0,0, 0,4,0,0,0,4,0, 4,0,0,0,4,4, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
|
||
/* disenchantress */ { 0,0,0,8,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0, 0,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/*shambling mound */ { 0,0,0,0,0,10, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0, 0,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/* yellow mold */ { 0,0,0,8,0,0, 1,0,0,0,0,0,4,0, 0,0,0,0,0,4,0, 0,0,0,0,0,4, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/* umber hulk */ { 0,7,0,0,0,0, 0,0,0,0,0,0,0,5, 0,0,0,0,0,0,0, 0,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/* gnome king */ { 0,7,0,0,3,0, 0,0,0,0,0,0,0,5, 0,0,9,0,0,0,0, 0,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
|
||
/* mimic */ { 0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0, 0,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/* water lord */ { 0,13,0,8,3,4, 1,0,0,0,0,0,0,0, 0,0,9,0,0,4,0, 0,0,0,0,16,4, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/* bronze dragon */ { 0,7,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0, 0,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/* green dragon */ { 0,7,0,0,0,0, 11,0,0,0,0,0,0,0, 0,0,0,0,0,0,0, 0,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/* purple worm */ { 0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0, 0,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
|
||
/* xvart */ { 0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0, 0,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/* spirit naga */ { 0,13,0,8,3,4, 1,0,0,0,0,0,0,5, 0,4,9,0,0,4,0, 4,0,0,0,4,4, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/* silver dragon */ { 0,6,0,9,0,0, 12,0,0,0,0,0,0,0, 0,0,0,0,0,0,0, 0,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/*platinum dragon */ { 0,7,0,9,0,0, 11,0,0,0,0,0,14,0, 0,0,0,0,0,0,0, 0,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/* green urchin */ { 0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0, 0,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
/* red dragon */ { 0,6,0,0,0,0, 12,0,0,0,0,0,0,0, 0,0,0,0,0,0,0, 0,0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0 },
|
||
|
||
/* p m d s c s w s e h c c p i b c p c h c v d l d g f f s h s t m s g s w a p */
|
||
/* r l e l h s e t n e b r h n a l l a a k p r i r l l g c l t e f p e u t l e */
|
||
/* o e x e m p b r l l l e a v l d y n s l r y t l o o r a d p l i h n m w t r */
|
||
|
||
/* demon lord */ { 0,7,0,4,3,0, 1,0,0,0,0,0,14,5, 0,0,4,0,0,4,0, 4,0,0,0,4,4, 0,0,0,0,0, 9,0,0,0,0,0 },
|
||
/* demon lord */ { 0,7,0,4,3,0, 1,0,0,0,0,0,14,5, 0,0,4,0,0,4,0, 4,0,0,0,4,4, 0,0,0,0,0, 9,0,0,0,0,0 },
|
||
/* demon lord */ { 0,7,0,4,3,0, 1,0,0,0,0,0,14,5, 0,0,4,0,0,4,0, 4,0,0,0,4,4, 0,0,0,0,0, 9,0,0,0,0,0 },
|
||
/* demon lord */ { 0,7,0,4,3,0, 1,0,0,0,0,0,14,5, 0,0,4,0,0,4,0, 4,0,0,0,4,4, 0,0,0,0,0, 9,0,0,0,0,0 },
|
||
/* demon lord */ { 0,7,0,4,3,0, 1,0,0,0,0,0,14,5, 0,0,4,0,0,4,0, 4,0,0,0,4,4, 0,0,0,0,0, 9,0,0,0,0,0 },
|
||
/* demon lord */ { 0,7,0,4,3,0, 1,0,0,0,0,0,14,5, 0,0,4,0,0,4,0, 4,0,0,0,4,4, 0,0,0,0,0, 9,0,0,0,0,0 },
|
||
/* demon lord */ { 0,7,0,4,3,0, 1,0,0,0,0,0,14,5, 0,0,4,0,0,4,0, 4,0,0,0,4,4, 0,0,0,0,0, 9,0,0,0,0,0 },
|
||
/* demon prince */ { 0,7,0,4,3,9, 1,0,0,0,0,0,14,5, 0,0,4,0,0,4,0, 4,0,0,0,4,4, 4,0,0,0,4, 9,0,0,0,0,0 }
|
||
|
||
};
|
||
|
||
char *spelmes[] = { "",
|
||
/* 1 */ "the web had no effect on the %s",
|
||
/* 2 */ "the %s changed shape to avoid the web",
|
||
/* 3 */ "the %s isn't afraid of you",
|
||
/* 4 */ "the %s isn't affected",
|
||
/* 5 */ "the %s can see you with his infravision",
|
||
/* 6 */ "the %s vaporizes your missile",
|
||
/* 7 */ "your missile bounces off the %s",
|
||
/* 8 */ "the %s doesn't sleep",
|
||
/* 9 */ "the %s resists",
|
||
/* 10 */ "the %s can't hear the noise",
|
||
/* 11 */ "the %s's tail cuts it free of the web",
|
||
/* 12 */ "the %s burns through the web",
|
||
/* 13 */ "your missiles pass right through the %s",
|
||
/* 14 */ "the %s sees through your illusions",
|
||
/* 15 */ "the %s loves the cold!",
|
||
/* 16 */ "the %s loves the water!"
|
||
};
|
||
|
||
char to_lower[]= /* tolower[character] = lower case converted character */
|
||
{
|
||
0000,0001,0002,0003,0004,0005,0006,0007,0010,0011,0012,0013,0014,0015,0016,0017, /* NUL-SI*/
|
||
0020,0021,0022,0023,0024,0025,0026,0027,0030,0031,0032,0033,0034,0035,0036,0037, /* DLE-US*/
|
||
0040,0041,0042,0043,0044,0045,0046,0047,0050,0051,0052,0053,0054,0055,0056,0057, /* SP-/ */
|
||
0060,0061,0062,0063,0064,0065,0066,0067,0070,0071,0072,0073,0074,0075,0076,0077, /* 0-? */
|
||
0100,0141,0142,0143,0144,0145,0146,0147,0150,0151,0152,0153,0154,0155,0156,0157, /* @-O */
|
||
0160,0161,0162,0163,0164,0165,0166,0167,0170,0171,0172,0133,0134,0135,0136,0137, /* P-_ */
|
||
0140,0141,0142,0143,0144,0145,0146,0147,0150,0151,0152,0153,0154,0155,0156,0157, /* `-o */
|
||
0160,0161,0162,0163,0164,0165,0166,0167,0170,0171,0172,0173,0174,0175,0176,0177, /* p-DEL */
|
||
};
|
||
|
||
char to_upper[]= /* toupper[character] = upper case converted character */
|
||
{
|
||
0000,0001,0002,0003,0004,0005,0006,0007,0010,0011,0012,0013,0014,0015,0016,0017, /* NUL-SI*/
|
||
0020,0021,0022,0023,0024,0025,0026,0027,0030,0031,0032,0033,0034,0035,0036,0037, /* DLE-US*/
|
||
0040,0041,0042,0043,0044,0045,0046,0047,0050,0051,0052,0053,0054,0055,0056,0057, /* SP-/ */
|
||
0060,0061,0062,0063,0064,0065,0066,0067,0070,0071,0072,0073,0074,0075,0076,0077, /* 0-? */
|
||
0100,0101,0102,0103,0104,0105,0106,0107,0110,0111,0112,0113,0114,0115,0116,0117, /* @-O */
|
||
0120,0121,0122,0123,0124,0125,0126,0127,0130,0131,0132,0133,0134,0135,0136,0137, /* P-_ */
|
||
0140,0101,0102,0103,0104,0105,0106,0107,0110,0111,0112,0113,0114,0115,0116,0117, /* `-o */
|
||
0120,0121,0122,0123,0124,0125,0126,0127,0130,0131,0132,0173,0174,0175,0176,0177, /* p-DEL */
|
||
};
|
||
|
||
char is_digit[]= /* isdigit[character] = TRUE || FALSE */
|
||
{
|
||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, /* NUL-SI*/
|
||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, /* DLE-US*/
|
||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, /* SP-/ */
|
||
1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0, /* 0-? */
|
||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, /* @-O */
|
||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, /* P-_ */
|
||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, /* `-o */
|
||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, /* p-DEL */
|
||
};
|
||
|
||
char is_alpha[]= /* isalpha[character] = TRUE || FALSE */
|
||
{
|
||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, /* NUL-SI*/
|
||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, /* DLE-US*/
|
||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, /* SP-/ */
|
||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, /* 0-? */
|
||
0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, /* @-O */
|
||
1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0, /* P-_ */
|
||
0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, /* `-o */
|
||
1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0, /* p-DEL */
|
||
};
|
||
|
||
/*
|
||
* function to create scroll numbers with appropriate probability of
|
||
* occurrence
|
||
*
|
||
* 0 - armor 1 - weapon 2 - enlightenment 3 - paper
|
||
* 4 - create monster 5 - create item 6 - aggravate 7 - time warp
|
||
* 8 - teleportation 9 - expanded awareness 10 - haste monst
|
||
* 11 - heal monster 12 - spirit protection 13 - undead protection
|
||
* 14 - stealth 15 - magic mapping 16 - hold monster
|
||
* 17 - gem perfection 18 - spell extension 19 - identify
|
||
* 20 - remove curse 21 - annihilation 22 - pulverization
|
||
* 23 - life protection
|
||
*/
|
||
char scprob[]= { 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 3, 3,
|
||
3, 3, 3, 4, 4, 4, 5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 7, 7, 7, 7, 8, 8, 8, 9, 9,
|
||
9, 9, 10, 10, 10, 10, 11, 11, 11, 12, 12, 12, 13, 13, 13, 13, 14, 14,
|
||
15, 15, 16, 16, 16, 17, 17, 18, 18, 19, 19, 19, 20, 20, 20, 20, 21, 22,
|
||
22, 22, 23 };
|
||
|
||
/*
|
||
* function to return a potion number created with appropriate probability
|
||
* of occurrence
|
||
*
|
||
* 0 - sleep 1 - healing 2 - raise level
|
||
* 3 - increase ability 4 - gain wisdom 5 - gain strength
|
||
* 6 - charismatic character 7 - dizziness 8 - learning
|
||
* 9 - gold detection 10 - monster detection 11 - forgetfulness
|
||
* 12 - water 13 - blindness 14 - confusion
|
||
* 15 - heroism 16 - sturdiness 17 - giant strength
|
||
* 18 - fire resistance 19 - treasure finding 20 - instant healing
|
||
* 21 - cure dianthroritis 22 - poison 23 - see invisible
|
||
*/
|
||
char potprob[] = { 0, 0, 1, 1, 1, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 9, 9, 9, 10, 10, 10, 11, 11, 12, 12, 13, 14, 15, 16, 17, 18, 19, 19, 20, 20, 22, 22, 23, 23 };
|
||
|
||
char nlpts[] = { 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4, 5, 6, 7 };
|
||
char nch[] = { 0, 0, 0, 1, 1, 1, 2, 2, 3, 4 };
|
||
char nplt[] = { 0, 0, 0, 0, 1, 1, 2, 2, 3, 4 };
|
||
char ndgg[] = { 0, 0, 0, 1, 1, 1, 1, 2, 2, 3, 3, 4, 5 };
|
||
char nsw[] = { 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 3 };
|