1 /*- 2 * Copyright (c) 1988 The Regents of the University of California. 3 * All rights reserved. 4 * 5 * Redistribution and use in source and binary forms, with or without 6 * modification, are permitted provided that the following conditions 7 * are met: 8 * 1. Redistributions of source code must retain the above copyright 9 * notice, this list of conditions and the following disclaimer. 10 * 2. Redistributions in binary form must reproduce the above copyright 11 * notice, this list of conditions and the following disclaimer in the 12 * documentation and/or other materials provided with the distribution. 13 * 3. Neither the name of the University nor the names of its contributors 14 * may be used to endorse or promote products derived from this software 15 * without specific prior written permission. 16 * 17 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND 18 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 19 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 20 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE 21 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL 22 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS 23 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 24 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT 25 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY 26 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF 27 * SUCH DAMAGE. 28 * 29 * @(#)data.c 5.3 (Berkeley) 5/13/91 30 * $FreeBSD: src/games/larn/data.c,v 1.5 1999/11/30 03:48:59 billf Exp $ 31 */ 32 33 /* data.c Larn is copyrighted 1986 by Noah Morgan. */ 34 #define NODEFS 35 #include "header.h" 36 37 /* 38 class[c[LEVEL]-1] gives the correct name of the players experience level 39 */ 40 static char aa1[] = " mighty evil master"; 41 static char aa2[] = "apprentice demi-god"; 42 static char aa3[] = " minor demi-god "; 43 static char aa4[] = " major demi-god "; 44 static char aa5[] = " minor deity "; 45 static char aa6[] = " major deity "; 46 static char aa7[] = " novice guardian "; 47 static char aa8[] = "apprentice guardian"; 48 static char aa9[] = " The Creator "; 49 const char *class[] = { 50 " novice explorer ", "apprentice explorer", " practiced explorer",/* -3 */ 51 " expert explorer ", " novice adventurer", " adventurer ",/* -6 */ 52 "apprentice conjurer", " conjurer ", " master conjurer ",/* -9 */ 53 " apprentice mage ", " mage ", " experienced mage ",/* -12 */ 54 " master mage ", " apprentice warlord", " novice warlord ",/* -15 */ 55 " expert warlord ", " master warlord ", " apprentice gorgon ",/* -18 */ 56 " gorgon ", " practiced gorgon ", " master gorgon ",/* -21 */ 57 " demi-gorgon ", " evil master ", " great evil master ",/* -24 */ 58 aa1, aa1, aa1, /* -27 */ 59 aa1, aa1, aa1, /* -30 */ 60 aa1, aa1, aa1, /* -33 */ 61 aa1, aa1, aa1, /* -36 */ 62 aa1, aa1, aa1, /* -39 */ 63 aa2, aa2, aa2, /* -42 */ 64 aa2, aa2, aa2, /* -45 */ 65 aa2, aa2, aa2, /* -48 */ 66 aa3, aa3, aa3, /* -51 */ 67 aa3, aa3, aa3, /* -54 */ 68 aa3, aa3, aa3, /* -57 */ 69 aa4, aa4, aa4, /* -60 */ 70 aa4, aa4, aa4, /* -63 */ 71 aa4, aa4, aa4, /* -66 */ 72 aa5, aa5, aa5, /* -69 */ 73 aa5, aa5, aa5, /* -72 */ 74 aa5, aa5, aa5, /* -75 */ 75 aa6, aa6, aa6, /* -78 */ 76 aa6, aa6, aa6, /* -81 */ 77 aa6, aa6, aa6, /* -84 */ 78 aa7, aa7, aa7, /* -87 */ 79 aa8, aa8, aa8, /* -90 */ 80 aa8, aa8, aa8, /* -93 */ 81 " earth guardian ", " air guardian ", " fire guardian ",/* -96 */ 82 " water guardian ", " time guardian ", " ethereal guardian ",/* -99 */ 83 aa9, aa9, aa9, /* -102 */ 84 }; 85 86 /* 87 table of experience needed to be a certain level of player 88 skill[c[LEVEL]] is the experience required to attain the next level 89 */ 90 #define MEG 1000000 91 long skill[] = { 92 0, 10, 20, 40, 80, 160, 320, 640, 1280, 2560, 5120, /* 1-11 */ 93 10240, 20480, 40960, 100000, 200000, 400000, 700000, 1*MEG, /* 12-19 */ 94 2*MEG, 3*MEG, 4*MEG, 5*MEG, 6*MEG, 8*MEG, 10*MEG, /* 20-26 */ 95 12*MEG, 14*MEG, 16*MEG, 18*MEG, 20*MEG, 22*MEG, 24*MEG, 26*MEG, 28*MEG, /* 27-35 */ 96 30*MEG, 32*MEG, 34*MEG, 36*MEG, 38*MEG, 40*MEG, 42*MEG, 44*MEG, 46*MEG, /* 36-44 */ 97 48*MEG, 50*MEG, 52*MEG, 54*MEG, 56*MEG, 58*MEG, 60*MEG, 62*MEG, 64*MEG, /* 45-53 */ 98 66*MEG, 68*MEG, 70*MEG, 72*MEG, 74*MEG, 76*MEG, 78*MEG, 80*MEG, 82*MEG, /* 54-62 */ 99 84*MEG, 86*MEG, 88*MEG, 90*MEG, 92*MEG, 94*MEG, 96*MEG, 98*MEG, 100*MEG,/* 63-71 */ 100 105*MEG,110*MEG,115*MEG,120*MEG, 125*MEG, 130*MEG, 135*MEG, 140*MEG, /* 72-79 */ 101 145*MEG,150*MEG,155*MEG,160*MEG, 165*MEG, 170*MEG, 175*MEG, 180*MEG, /* 80-87 */ 102 185*MEG,190*MEG,195*MEG,200*MEG, 210*MEG, 220*MEG, 230*MEG, 240*MEG, /* 88-95 */ 103 250*MEG,260*MEG,270*MEG,280*MEG, 290*MEG, 300*MEG /* 96-101*/ 104 }; 105 #undef MEG 106 107 char *lpbuf, *lpnt, *inbuffer, *lpend; /* input/output pointers to the buffers */ 108 struct cel *cell; /* pointer to the dungeon storage */ 109 short hitp[MAXX][MAXY]; /* monster hp on level */ 110 short iarg[MAXX][MAXY]; /* arg for the item array */ 111 char item[MAXX][MAXY]; /* objects in maze if any */ 112 char know[MAXX][MAXY]; /* 1 or 0 if here before */ 113 char mitem[MAXX][MAXY]; /* monster item array */ 114 char moved[MAXX][MAXY]; /* monster movement flags */ 115 char stealth[MAXX][MAXY]; /* 0=sleeping 1=awake monst */ 116 char iven[26]; /* inventory for player */ 117 short ivenarg[26]; /* inventory for player */ 118 char lastmonst[40]; /* this has the name of the current monster */ 119 char beenhere[MAXLEVEL + MAXVLEVEL] = { 0 }; /* 1 if have been on this level */ 120 char VERSION = VER; /* this is the present version # of the program */ 121 char SUBVERSION = SUBVER; 122 char nosignal = 0; /* set to 1 to disable the signals from doing anything */ 123 char predostuff = 0; /* 2 means that the trap handling routines must do a 124 showplayer() after a trap. 0 means don't showplayer() 125 0 - we are in create player screen 126 1 - we are in welcome screen 127 2 - we are in the normal game */ 128 char loginname[20]; /* players login name */ 129 char logname[LOGNAMESIZE]; /* players name storage for scoring */ 130 char sex = 1; /* default is a man 0=woman */ 131 char boldon = 1; /* 1=bold objects 0=inverse objects */ 132 char ckpflag = 0; /* 1 if want checkpointing of game, 0 otherwise */ 133 char cheat = 0; /* 1 if the player has fudged save file */ 134 char level = 0; /* cavelevel player is on = c[CAVELEVEL] */ 135 char wizard = 0; /* the wizard mode flag */ 136 short lastnum = 0; /* the number of the monster last hitting player */ 137 short hitflag = 0; /* flag for if player has been hit when running */ 138 short hit2flag = 0; /* flag for if player has been hit when running */ 139 short hit3flag = 0; /* flag for if player has been hit flush input */ 140 short playerx, playery; /* the room on the present level of the player */ 141 short lastpx, lastpy; /* 0 --- MAXX-1 or 0 --- MAXY-1 */ 142 short oldx, oldy; 143 short lasthx = 0, lasthy = 0; /* location of monster last hit by player */ 144 short nobeep = 0; /* true if program is not to beep */ 145 #ifdef MACRORND 146 unsigned long randx = 33601; /* the random number seed */ 147 #endif 148 time_t initialtime = 0; /* time playing began */ 149 long gtime = 0; /* the clock for the game */ 150 long outstanding_taxes = 0; /* present tax bill from score file */ 151 long c[100], cbak[100]; /* the character description arrays */ 152 int enable_scroll = 0; /* constant for enabled/disabled scrolling regn */ 153 char aborted[] = " aborted"; 154 struct sphere *spheres = NULL; /* pointer to linked list for spheres of annihilation */ 155 const char *levelname[] = 156 { " H"," 1"," 2"," 3"," 4"," 5"," 6"," 7"," 8"," 9","10","V1","V2","V3" }; 157 158 char objnamelist[]=" ATOP%^F&^+M=%^$$f*OD#~][[)))(((||||||||{?!BC}o:@.<<<<EVV))([[]]](^ [H*** ^^ S tsTLc............................................"; 159 char monstnamelist[]=" BGHJKOScjtAELNQRZabhiCTYdegmvzFWflorXV pqsyUkMwDDPxnDDuD ..............................................................."; 160 const char *objectname[]= { 161 0, "a holy altar", "a handsome jewel encrusted throne", "the orb", "a pit", 162 "a staircase leading upwards", "an elevator going up", "a bubbling fountain", 163 "a great marble statue", "a teleport trap", "the college of Larn", 164 "a mirror", "the DND store", "a staircase going down", "an elevator going down", 165 "the bank of Larn", "the 5th branch of the Bank of Larn", 166 "a dead fountain", "gold", "an open door", "a closed door", 167 "a wall", "The Eye of Larn", "plate mail", "chain mail", "leather armor", 168 "a sword of slashing", "Bessman's flailing hammer", "a sunsword", 169 "a two handed sword", "a spear", "a dagger", 170 "ring of extra regeneration", "a ring of regeneration", "a ring of protection", 171 "an energy ring", "a ring of dexterity", "a ring of strength", 172 "a ring of cleverness", "a ring of increase damage", "a belt of striking", 173 "a magic scroll", "a magic potion", "a book", "a chest", 174 "an amulet of invisibility", "an orb of dragon slaying", 175 "a scarab of negate spirit", "a cube of undead control", 176 "device of theft prevention", "a brilliant diamond", "a ruby", 177 "an enchanting emerald", "a sparkling sapphire", "the dungeon entrance", 178 "a volcanic shaft leaning downward", "the base of a volcanic shaft", 179 "a battle axe", "a longsword", "a flail", "ring mail", "studded leather armor", 180 "splint mail", "plate armor", "stainless plate armor", "a lance of death", 181 "an arrow trap", "an arrow trap", "a shield", "your home", 182 "gold", "gold", "gold", "a dart trap", 183 "a dart trap", "a trapdoor", "a trapdoor", "the local trading post", 184 "a teleport trap", "a massive throne", 185 "a sphere of annihilation", "a handsome jewel encrusted throne", 186 "the Larn Revenue Service", "a fortune cookie", "", "", "", "", "", "", 187 "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "" 188 }; 189 190 /* 191 * for the monster data 192 * 193 * array to do rnd() to create monsters <= a given level 194 */ 195 char monstlevel[] = { 5, 11, 17, 22, 27, 33, 39, 42, 46, 50, 53, 56, 59 }; 196 197 struct monst monster[] = { 198 /* NAME LV AC DAM ATT DEF GEN INT GOLD HP EXP */ 199 200 { "", 0, 0, 0, 0, 0, 0, 3, 0, 0, 0 }, 201 { "bat", 1, 0, 1, 0, 0, 0, 3, 0, 1, 1 }, 202 { "gnome", 1, 10, 1, 0, 0, 0, 8, 30, 2, 2 }, 203 { "hobgoblin", 1, 14, 2, 0, 0, 0, 5, 25, 3, 2 }, 204 { "jackal", 1, 17, 1, 0, 0, 0, 4, 0, 1, 1 }, 205 { "kobold", 1, 20, 1, 0, 0, 0, 7, 10, 1, 1 }, 206 207 { "orc", 2, 12, 1, 0, 0, 0, 9, 40, 4, 2 }, 208 { "snake", 2, 15, 1, 0, 0, 0, 3, 0, 3, 1 }, 209 { "giant centipede", 2, 14, 0, 4, 0, 0, 3, 0, 1, 2 }, 210 { "jaculi", 2, 20, 1, 0, 0, 0, 3, 0, 2, 1 }, 211 { "troglodyte", 2, 10, 2, 0, 0, 0, 5, 80, 4, 3 }, 212 { "giant ant", 2, 8, 1, 4, 0, 0, 4, 0, 5, 5 }, 213 214 /* NAME LV AC DAM ATT DEF GEN INT GOLD HP EXP */ 215 216 { "floating eye", 3, 8, 1, 0, 0, 0, 3, 0, 5, 2 }, 217 { "leprechaun", 3, 3, 0, 8, 0, 0, 3,1500, 13, 45 }, 218 { "nymph", 3, 3, 0, 14, 0, 0, 9, 0, 18, 45 }, 219 { "quasit", 3, 5, 3, 0, 0, 0, 3, 0, 10, 15 }, 220 { "rust monster", 3, 4, 0, 1, 0, 0, 3, 0, 18, 25 }, 221 { "zombie", 3, 12, 2, 0, 0, 0, 3, 0, 6, 7 }, 222 223 { "assassin bug", 4, 9, 3, 0, 0, 0, 3, 0, 20, 15 }, 224 { "bugbear", 4, 5, 4, 15, 0, 0, 5, 40, 20, 35 }, 225 { "hell hound", 4, 5, 2, 2, 0, 0, 6, 0, 16, 35 }, 226 { "ice lizard", 4, 11, 2, 10, 0, 0, 6, 50, 16, 25 }, 227 { "centaur", 4, 6, 4, 0, 0, 0, 10, 40, 24, 45 }, 228 229 /* NAME LV AC DAM ATT DEF GEN INT GOLD HP EXP */ 230 231 { "troll", 5, 4, 5, 0, 0, 0, 9, 80, 50, 300 }, 232 { "yeti", 5, 6, 4, 0, 0, 0, 5, 50, 35, 100 }, 233 { "white dragon", 5, 2, 4, 5, 0, 0, 16, 500, 55, 1000 }, 234 { "elf", 5, 8, 1, 0, 0, 0, 15, 50, 22, 35 }, 235 { "gelatinous cube", 5, 9, 1, 0, 0, 0, 3, 0, 22, 45 }, 236 237 { "metamorph", 6, 7, 3, 0, 0, 0, 3, 0, 30, 40 }, 238 { "vortex", 6, 4, 3, 0, 0, 0, 3, 0, 30, 55 }, 239 { "ziller", 6, 15, 3, 0, 0, 0, 3, 0, 30, 35 }, 240 { "violet fungi", 6, 12, 3, 0, 0, 0, 3, 0, 38, 100 }, 241 { "wraith", 6, 3, 1, 6, 0, 0, 3, 0, 30, 325 }, 242 { "forvalaka", 6, 2, 5, 0, 0, 0, 7, 0, 50, 280 }, 243 244 /* NAME LV AC DAM ATT DEF GEN INT GOLD HP EXP */ 245 246 { "lama nobe", 7, 7, 3, 0, 0, 0, 6, 0, 35, 80 }, 247 { "osequip", 7, 4, 3, 16, 0, 0, 4, 0, 35, 100 }, 248 { "rothe", 7, 15, 5, 0, 0, 0, 3, 100, 50, 250 }, 249 { "xorn", 7, 0, 6, 0, 0, 0, 13, 0, 60, 300 }, 250 { "vampire", 7, 3, 4, 6, 0, 0, 17, 0, 50, 1000 }, 251 { "invisible stalker", 7, 3, 6, 0, 0, 0, 5, 0, 50, 350 }, 252 253 { "poltergeist", 8, 1, 4, 0, 0, 0, 3, 0, 50, 450 }, 254 { "disenchantress", 8, 3, 0, 9, 0, 0, 3, 0, 50, 500 }, 255 { "shambling mound", 8, 2, 5, 0, 0, 0, 6, 0, 45, 400 }, 256 { "yellow mold", 8, 12, 4, 0, 0, 0, 3, 0, 35, 250 }, 257 { "umber hulk", 8, 3, 7, 11, 0, 0, 14, 0, 65, 600 }, 258 259 /* NAME LV AC DAM ATT DEF GEN INT GOLD HP EXP */ 260 261 { "gnome king", 9, -1, 10, 0, 0, 0, 18,2000, 100, 3000 }, 262 { "mimic", 9, 5, 6, 0, 0, 0, 8, 0, 55, 99 }, 263 { "water lord", 9, -10, 15, 7, 0, 0, 20, 0, 150, 15000 }, 264 { "bronze dragon", 9, 2, 9, 3, 0, 0, 16, 300, 80, 4000 }, 265 { "green dragon", 9, 3, 8, 10, 0, 0, 15, 200, 70, 2500 }, 266 { "purple worm", 9, -1, 11, 0, 0, 0, 3, 100, 120, 15000 }, 267 { "xvart", 9, -2, 12, 0, 0, 0, 13, 0, 90, 1000 }, 268 269 { "spirit naga", 10, -20, 12, 12, 0, 0, 23, 0, 95, 20000 }, 270 { "silver dragon", 10, -1, 12, 3, 0, 0, 20, 700, 100, 10000 }, 271 { "platinum dragon", 10, -5, 15, 13, 0, 0, 22,1000, 130, 24000 }, 272 { "green urchin", 10, -3, 12, 0, 0, 0, 3, 0, 85, 5000 }, 273 { "red dragon", 10, -2, 13, 3, 0, 0, 19, 800, 110, 14000 }, 274 275 { "type I demon lord", 12, -30, 18, 0, 0, 0, 20, 0, 140, 50000 }, 276 { "type II demon lord", 13, -30, 18, 0, 0, 0, 21, 0, 160, 75000 }, 277 { "type III demon lord",14, -30, 18, 0, 0, 0, 22, 0, 180, 100000 }, 278 { "type IV demon lord", 15, -35, 20, 0, 0, 0, 23, 0, 200, 125000 }, 279 { "type V demon lord", 16, -40, 22, 0, 0, 0, 24, 0, 220, 150000 }, 280 { "type VI demon lord", 17, -45, 24, 0, 0, 0, 25, 0, 240, 175000 }, 281 { "type VII demon lord",18, -70, 27, 6, 0, 0, 26, 0, 260, 200000 }, 282 { "demon prince", 25, -127, 30, 6, 0, 0, 28, 0, 345, 300000 } 283 284 /* NAME LV AC DAM ATT DEF GEN INT GOLD HP EXP */ 285 }; 286 287 /* name array for scrolls */ 288 289 const char *scrollname[] = { "","","","","","","","","","","","","","", 290 "","","","","","","","","","","","","","" 291 }; 292 const char *scrollhide[] = { 293 " enchant armor", 294 " enchant weapon", 295 " enlightenment", 296 " blank paper", 297 " create monster", 298 " create artifact", 299 " aggravate monsters", 300 " time warp", 301 " teleportation", 302 " expanded awareness", 303 " haste monsters", 304 " monster healing", 305 " spirit protection", 306 " undead protection", 307 " stealth", 308 " magic mapping", 309 " hold monsters", 310 " gem perfection", 311 " spell extension", 312 " identify", 313 " remove curse", 314 " annihilation", 315 " pulverization", 316 " life protection", 317 " ", 318 " ", 319 " ", 320 " " 321 }; 322 323 /* name array for magic potions */ 324 const char *potionname[] = { "","","","","","","","","","","","","","","","","", 325 "","","","","","","","","","","","","","","","","","" 326 }; 327 const char *potionhide[] = { 328 " sleep", 329 " healing", 330 " raise level", 331 " increase ability", 332 " wisdom", 333 " strength", 334 " raise charisma", 335 " dizziness", 336 " learning", 337 " gold detection", 338 " monster detection", 339 " forgetfulness", 340 " water", 341 " blindness", 342 " confusion", 343 " heroism", 344 " sturdiness", 345 " giant strength", 346 " fire resistance", 347 " treasure finding", 348 " instant healing", 349 " cure dianthroritis", 350 " poison", 351 " see invisible", 352 " ", 353 " ", 354 " ", 355 " ", 356 " ", 357 " ", 358 " ", 359 " ", 360 " ", 361 " ", 362 " " 363 }; 364 365 /* 366 spell data 367 */ 368 char spelknow[SPNUM] = { 0 }; 369 char splev[] = { 1, 4, 9, 14, 18, 22, 26, 29, 32, 35, 37, 37, 37, 37, 37 }; 370 371 const char *spelcode[] = { 372 "pro", "mle", "dex", "sle", "chm", "ssp", 373 "web", "str", "enl", "hel", "cbl", "cre", "pha", "inv", 374 "bal", "cld", "ply", "can", "has", "ckl", "vpr", 375 "dry", "lit", "drl", "glo", "flo", "fgr", 376 "sca", "hld", "stp", "tel", "mfi", /* 31 */ 377 "sph", "gen", "sum", "wtw", "alt", "per" 378 }; 379 380 const char *spelname[] = { 381 "protection", "magic missile", "dexterity", 382 "sleep", "charm monster", "sonic spear", 383 384 "web", "strength", "enlightenment", 385 "healing", "cure blindness", "create monster", 386 "phantasmal forces", "invisibility", 387 388 "fireball", "cold", "polymorph", 389 "cancellation", "haste self", "cloud kill", 390 "vaporize rock", 391 392 "dehydration", "lightning", "drain life", 393 "invulnerability", "flood", "finger of death", 394 395 "scare monster", "hold monster", "time stop", 396 "teleport away", "magic fire", 397 398 "sphere of annihilation", "genocide", "summon demon", 399 "walk through walls", "alter reality", "permanence", 400 "" 401 }; 402 403 const char *speldescript[] = { 404 /* 1 */ 405 "generates a +2 protection field", 406 "creates and hurls a magic missile equivalent to a + 1 magic arrow", 407 "adds +2 to the casters dexterity", 408 "causes some monsters to go to sleep", 409 "some monsters may be awed at your magnificence", 410 "causes your hands to emit a screeching sound toward what they point", 411 /* 7 */ 412 "causes strands of sticky thread to entangle an enemy", 413 "adds +2 to the casters strength for a short term", 414 "the caster becomes aware of things around him", 415 "restores some hp to the caster", 416 "restores sight to one so unfortunate as to be blinded", 417 "creates a monster near the caster appropriate for the location", 418 "creates illusions, and if believed, monsters die", 419 "the caster becomes invisible", 420 /* 15 */ 421 "makes a ball of fire that burns on what it hits", 422 "sends forth a cone of cold which freezes what it touches", 423 "you can find out what this does for yourself", 424 "negates the ability of a monster to use his special abilities", 425 "speeds up the casters movements", 426 "creates a fog of poisonous gas which kills all that is within it", 427 "this changes rock to air", 428 /* 22 */ 429 "dries up water in the immediate vicinity", 430 "your finger will emit a lightning bolt when this spell is cast", 431 "subtracts hit points from both you and a monster", 432 "this globe helps to protect the player from physical attack", 433 "this creates an avalanche of H2O to flood the immediate chamber", 434 "this is a holy spell and calls upon your god to back you up", 435 /* 28 */ 436 "terrifies the monster so that hopefully he won't hit the magic user", 437 "the monster is frozen in his tracks if this is successful", 438 "all movement in the caverns ceases for a limited duration", 439 "moves a particular monster around in the dungeon (hopefully away from you)", 440 "this causes a curtain of fire to appear all around you", 441 /* 33 */ 442 "anything caught in this sphere is instantly killed. Warning -- dangerous", 443 "eliminates a species of monster from the game -- use sparingly", 444 "summons a demon who hopefully helps you out", 445 "allows the player to walk through walls for a short period of time", 446 "god only knows what this will do", 447 "makes a character spell permanent, i. e. protection, strength, etc.", 448 "" 449 }; 450 451 char spelweird[MAXMONST + 8][SPNUM] = { 452 /* 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 */ 453 /* 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 */ 454 /* 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 */ 455 456 /* 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 }, 457 /* 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 }, 458 /* 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 }, 459 /* 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 }, 460 /* 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 }, 461 462 /* 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 }, 463 /* 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 }, 464 /*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 }, 465 /* 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 }, 466 /* 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 }, 467 468 /* 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 }, 469 /* 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 }, 470 /* 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 }, 471 /* 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 }, 472 /* 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 }, 473 474 /* 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 }, 475 /* 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 }, 476 /* 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 }, 477 /* 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 }, 478 /* 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 }, 479 480 /* 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 }, 481 /* 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 }, 482 /* 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 }, 483 /* 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 }, 484 /* 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 }, 485 486 /* 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 }, 487 /*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 }, 488 /* 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 }, 489 /* 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 }, 490 /* 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 }, 491 492 /* 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 }, 493 /* 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 }, 494 /* 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 }, 495 /* 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 }, 496 /* 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 }, 497 498 /* 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 }, 499 /* 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 }, 500 /* 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 }, 501 /*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 }, 502 /* 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 }, 503 504 /* 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 }, 505 /*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 }, 506 /* 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 }, 507 /* 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 }, 508 /* 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 }, 509 510 /* 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 }, 511 /* 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 }, 512 /* 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 }, 513 /* 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 }, 514 /* 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 }, 515 516 /* 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 }, 517 /* 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 }, 518 /* 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 }, 519 /*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 }, 520 /* 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 }, 521 /* 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 }, 522 523 /* 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 */ 524 /* 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 */ 525 /* 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 */ 526 527 /* 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 }, 528 /* 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 }, 529 /* 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 }, 530 /* 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 }, 531 /* 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 }, 532 /* 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 }, 533 /* 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 }, 534 /* 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 } 535 }; 536 537 const char *spelmes[] = { "", 538 /* 1 */ "the web had no effect on the %s", 539 /* 2 */ "the %s changed shape to avoid the web", 540 /* 3 */ "the %s isn't afraid of you", 541 /* 4 */ "the %s isn't affected", 542 /* 5 */ "the %s can see you with his infravision", 543 /* 6 */ "the %s vaporizes your missile", 544 /* 7 */ "your missile bounces off the %s", 545 /* 8 */ "the %s doesn't sleep", 546 /* 9 */ "the %s resists", 547 /* 10 */ "the %s can't hear the noise", 548 /* 11 */ "the %s's tail cuts it free of the web", 549 /* 12 */ "the %s burns through the web", 550 /* 13 */ "your missiles pass right through the %s", 551 /* 14 */ "the %s sees through your illusions", 552 /* 15 */ "the %s loves the cold!", 553 /* 16 */ "the %s loves the water!" 554 }; 555 556 /* FIXME: replace calls to these with corresponding macro calls */ 557 char to_lower[] = /* tolower[character] = lower case converted character */ 558 { 559 0000,0001,0002,0003,0004,0005,0006,0007,0010,0011,0012,0013,0014,0015,0016,0017, /* NUL-SI*/ 560 0020,0021,0022,0023,0024,0025,0026,0027,0030,0031,0032,0033,0034,0035,0036,0037, /* DLE-US*/ 561 0040,0041,0042,0043,0044,0045,0046,0047,0050,0051,0052,0053,0054,0055,0056,0057, /* SP-/ */ 562 0060,0061,0062,0063,0064,0065,0066,0067,0070,0071,0072,0073,0074,0075,0076,0077, /* 0-? */ 563 0100,0141,0142,0143,0144,0145,0146,0147,0150,0151,0152,0153,0154,0155,0156,0157, /* @-O */ 564 0160,0161,0162,0163,0164,0165,0166,0167,0170,0171,0172,0133,0134,0135,0136,0137, /* P-_ */ 565 0140,0141,0142,0143,0144,0145,0146,0147,0150,0151,0152,0153,0154,0155,0156,0157, /* `-o */ 566 0160,0161,0162,0163,0164,0165,0166,0167,0170,0171,0172,0173,0174,0175,0176,0177, /* p-DEL */ 567 }; 568 569 char to_upper[] = /* toupper[character] = upper case converted character */ 570 { 571 0000,0001,0002,0003,0004,0005,0006,0007,0010,0011,0012,0013,0014,0015,0016,0017, /* NUL-SI*/ 572 0020,0021,0022,0023,0024,0025,0026,0027,0030,0031,0032,0033,0034,0035,0036,0037, /* DLE-US*/ 573 0040,0041,0042,0043,0044,0045,0046,0047,0050,0051,0052,0053,0054,0055,0056,0057, /* SP-/ */ 574 0060,0061,0062,0063,0064,0065,0066,0067,0070,0071,0072,0073,0074,0075,0076,0077, /* 0-? */ 575 0100,0101,0102,0103,0104,0105,0106,0107,0110,0111,0112,0113,0114,0115,0116,0117, /* @-O */ 576 0120,0121,0122,0123,0124,0125,0126,0127,0130,0131,0132,0133,0134,0135,0136,0137, /* P-_ */ 577 0140,0101,0102,0103,0104,0105,0106,0107,0110,0111,0112,0113,0114,0115,0116,0117, /* `-o */ 578 0120,0121,0122,0123,0124,0125,0126,0127,0130,0131,0132,0173,0174,0175,0176,0177, /* p-DEL */ 579 }; 580 581 char is_digit[] = /* isdigit[character] = TRUE || FALSE */ 582 { 583 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, /* NUL-SI*/ 584 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, /* DLE-US*/ 585 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, /* SP-/ */ 586 1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0, /* 0-? */ 587 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, /* @-O */ 588 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, /* P-_ */ 589 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, /* `-o */ 590 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, /* p-DEL */ 591 }; 592 593 char is_alpha[] = /* isalpha[character] = TRUE || FALSE */ 594 { 595 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, /* NUL-SI*/ 596 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, /* DLE-US*/ 597 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, /* SP-/ */ 598 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, /* 0-? */ 599 0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, /* @-O */ 600 1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0, /* P-_ */ 601 0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, /* `-o */ 602 1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0, /* p-DEL */ 603 }; 604 605 /* 606 * function to create scroll numbers with appropriate probability of 607 * occurrence 608 * 609 * 0 - armor 1 - weapon 2 - enlightenment 3 - paper 610 * 4 - create monster 5 - create item 6 - aggravate 7 - time warp 611 * 8 - teleportation 9 - expanded awareness 10 - haste monst 612 * 11 - heal monster 12 - spirit protection 13 - undead protection 613 * 14 - stealth 15 - magic mapping 16 - hold monster 614 * 17 - gem perfection 18 - spell extension 19 - identify 615 * 20 - remove curse 21 - annihilation 22 - pulverization 616 * 23 - life protection 617 */ 618 char scprob[]= { 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 3, 3, 619 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, 620 9, 9, 10, 10, 10, 10, 11, 11, 11, 12, 12, 12, 13, 13, 13, 13, 14, 14, 621 15, 15, 16, 16, 16, 17, 17, 18, 18, 19, 19, 19, 20, 20, 20, 20, 21, 22, 622 22, 22, 23 623 }; 624 625 /* 626 * function to return a potion number created with appropriate probability 627 * of occurrence 628 * 629 * 0 - sleep 1 - healing 2 - raise level 630 * 3 - increase ability 4 - gain wisdom 5 - gain strength 631 * 6 - charismatic character 7 - dizziness 8 - learning 632 * 9 - gold detection 10 - monster detection 11 - forgetfulness 633 * 12 - water 13 - blindness 14 - confusion 634 * 15 - heroism 16 - sturdiness 17 - giant strength 635 * 18 - fire resistance 19 - treasure finding 20 - instant healing 636 * 21 - cure dianthroritis 22 - poison 23 - see invisible 637 */ 638 char potprob[] = { 0, 0, 1, 1, 1, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 9, 9, 9, 10, 10, 639 10, 11, 11, 12, 12, 13, 14, 15, 16, 17, 18, 19, 19, 20, 20, 22, 22, 23, 23 640 }; 641 642 char nlpts[] = { 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4, 5, 6, 7 }; 643 char nch[] = { 0, 0, 0, 1, 1, 1, 2, 2, 3, 4 }; 644 char nplt[] = { 0, 0, 0, 0, 1, 1, 2, 2, 3, 4 }; 645 char ndgg[] = { 0, 0, 0, 1, 1, 1, 1, 2, 2, 3, 3, 4, 5 }; 646 char nsw[] = { 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 3 }; 647