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authorBardur Arantsson <bardur@scientician.net>2010-01-08 20:28:34 +0100
committerBardur Arantsson <bardur@scientician.net>2010-01-08 23:46:06 +0100
commit6aa48afdd57d03314fdf4be6c9da911c32277c84 (patch)
tree2dc401f9aae2dc6736d2fc3811c8f8099d3eabe6 /src/object.pkg
Import tome-2.3.5.
Diffstat (limited to 'src/object.pkg')
-rw-r--r--src/object.pkg1171
1 files changed, 1171 insertions, 0 deletions
diff --git a/src/object.pkg b/src/object.pkg
new file mode 100644
index 00000000..0141b5f1
--- /dev/null
+++ b/src/object.pkg
@@ -0,0 +1,1171 @@
+/* File: object.pkg */
+
+/*
+ * Purpose: Lua interface defitions for objects.
+ * To be processed by tolua to generate C source code.
+ */
+
+$#include "angband.h"
+
+typedef char* cptr;
+typedef int errr;
+typedef unsigned char bool;
+typedef unsigned char byte;
+typedef signed short s16b;
+typedef unsigned short u16b;
+typedef signed int s32b;
+typedef unsigned int u32b;
+
+/* To make easy object creations */
+$static object_type lua_obj_forge;
+static object_type lua_obj_forge @ obj_forge;
+$static obj_theme lua_obj_theme;
+static obj_theme lua_obj_theme @ theme_forge;
+
+#define TR1_STR 0x00000001L /* STR += "pval" */
+#define TR1_INT 0x00000002L /* INT += "pval" */
+#define TR1_WIS 0x00000004L /* WIS += "pval" */
+#define TR1_DEX 0x00000008L /* DEX += "pval" */
+#define TR1_CON 0x00000010L /* CON += "pval" */
+#define TR1_CHR 0x00000020L /* CHR += "pval" */
+#define TR1_MANA 0x00000040L /* Mana multipler */
+#define TR1_SPELL 0x00000080L /* Spell power increase */
+#define TR1_STEALTH 0x00000100L /* Stealth += "pval" */
+#define TR1_SEARCH 0x00000200L /* Search += "pval" */
+#define TR1_INFRA 0x00000400L /* Infra += "pval" */
+#define TR1_TUNNEL 0x00000800L /* Tunnel += "pval" */
+#define TR1_SPEED 0x00001000L /* Speed += "pval" */
+#define TR1_BLOWS 0x00002000L /* Blows += "pval" */
+#define TR1_CHAOTIC 0x00004000L
+#define TR1_VAMPIRIC 0x00008000L
+#define TR1_SLAY_ANIMAL 0x00010000L
+#define TR1_SLAY_EVIL 0x00020000L
+#define TR1_SLAY_UNDEAD 0x00040000L
+#define TR1_SLAY_DEMON 0x00080000L
+#define TR1_SLAY_ORC 0x00100000L
+#define TR1_SLAY_TROLL 0x00200000L
+#define TR1_SLAY_GIANT 0x00400000L
+#define TR1_SLAY_DRAGON 0x00800000L
+#define TR1_KILL_DRAGON 0x01000000L /* Execute Dragon */
+#define TR1_VORPAL 0x02000000L /* Later */
+#define TR1_IMPACT 0x04000000L /* Cause Earthquakes */
+#define TR1_BRAND_POIS 0x08000000L
+#define TR1_BRAND_ACID 0x10000000L
+#define TR1_BRAND_ELEC 0x20000000L
+#define TR1_BRAND_FIRE 0x40000000L
+#define TR1_BRAND_COLD 0x80000000L
+#define TR1_NULL_MASK 0x00000000L
+
+#define TR2_SUST_STR 0x00000001L
+#define TR2_SUST_INT 0x00000002L
+#define TR2_SUST_WIS 0x00000004L
+#define TR2_SUST_DEX 0x00000008L
+#define TR2_SUST_CON 0x00000010L
+#define TR2_SUST_CHR 0x00000020L
+#define TR2_INVIS 0x00000040L /* Invisibility */
+#define TR2_LIFE 0x00000080L /* Life multiplier */
+#define TR2_IM_ACID 0x00000100L
+#define TR2_IM_ELEC 0x00000200L
+#define TR2_IM_FIRE 0x00000400L
+#define TR2_IM_COLD 0x00000800L
+#define TR2_SENS_FIRE 0x00001000L /* Sensibility to fire */
+#define TR2_REFLECT 0x00002000L /* Reflect 'bolts' */
+#define TR2_FREE_ACT 0x00004000L /* Free Action */
+#define TR2_HOLD_LIFE 0x00008000L /* Hold Life */
+#define TR2_RES_ACID 0x00010000L
+#define TR2_RES_ELEC 0x00020000L
+#define TR2_RES_FIRE 0x00040000L
+#define TR2_RES_COLD 0x00080000L
+#define TR2_RES_POIS 0x00100000L
+#define TR2_RES_FEAR 0x00200000L
+#define TR2_RES_LITE 0x00400000L
+#define TR2_RES_DARK 0x00800000L
+#define TR2_RES_BLIND 0x01000000L
+#define TR2_RES_CONF 0x02000000L
+#define TR2_RES_SOUND 0x04000000L
+#define TR2_RES_SHARDS 0x08000000L
+#define TR2_RES_NETHER 0x10000000L
+#define TR2_RES_NEXUS 0x20000000L
+#define TR2_RES_CHAOS 0x40000000L
+#define TR2_RES_DISEN 0x80000000L
+#define TR2_NULL_MASK 0x00000000L
+
+#define TR3_SH_FIRE 0x00000001L /* Immolation (Fire) */
+#define TR3_SH_ELEC 0x00000002L /* Electric Sheath */
+#define TR3_AUTO_CURSE 0x00000004L /* The obj will recurse itself */
+#define TR3_DECAY 0x00000008L /* Decay */
+#define TR3_NO_TELE 0x00000010L /* Anti-teleportation */
+#define TR3_NO_MAGIC 0x00000020L /* Anti-magic */
+#define TR3_WRAITH 0x00000040L /* Wraithform */
+#define TR3_TY_CURSE 0x00000080L /* The Ancient Curse */
+#define TR3_EASY_KNOW 0x00000100L /* Aware -> Known */
+#define TR3_HIDE_TYPE 0x00000200L /* Hide "pval" description */
+#define TR3_SHOW_MODS 0x00000400L /* Always show Tohit/Todam */
+#define TR3_INSTA_ART 0x00000800L /* Item must be an artifact */
+#define TR3_FEATHER 0x00001000L /* Feather Falling */
+#define TR3_LITE1 0x00002000L /* lite radius 1 */
+#define TR3_SEE_INVIS 0x00004000L /* See Invisible */
+#define TR3_NORM_ART 0x00008000L /* Artifact in k_info */
+#define TR3_SLOW_DIGEST 0x00010000L /* Item slows down digestion */
+#define TR3_REGEN 0x00020000L /* Item induces regeneration */
+#define TR3_XTRA_MIGHT 0x00040000L /* Bows get extra multiplier */
+#define TR3_XTRA_SHOTS 0x00080000L /* Bows get extra shots */
+#define TR3_IGNORE_ACID 0x00100000L /* Item ignores Acid Damage */
+#define TR3_IGNORE_ELEC 0x00200000L /* Item ignores Elec Damage */
+#define TR3_IGNORE_FIRE 0x00400000L /* Item ignores Fire Damage */
+#define TR3_IGNORE_COLD 0x00800000L /* Item ignores Cold Damage */
+#define TR3_ACTIVATE 0x01000000L /* Item can be activated */
+#define TR3_DRAIN_EXP 0x02000000L /* Item drains Experience */
+#define TR3_TELEPORT 0x04000000L /* Item teleports player */
+#define TR3_AGGRAVATE 0x08000000L /* Item aggravates monsters */
+#define TR3_BLESSED 0x10000000L /* Item is Blessed */
+#define TR3_CURSED 0x20000000L /* Item is Cursed */
+#define TR3_HEAVY_CURSE 0x40000000L /* Item is Heavily Cursed */
+#define TR3_PERMA_CURSE 0x80000000L /* Item is Perma Cursed */
+#define TR3_NULL_MASK 0x00000000L
+
+#define TR4_NEVER_BLOW 0x00000001L /* Weapon can't attack */
+#define TR4_PRECOGNITION 0x00000002L /* Like activating the cheat mode */
+#define TR4_BLACK_BREATH 0x00000004L /* Tolkien's Black Breath */
+#define TR4_RECHARGE 0x00000008L /* For artifact Wands and Staffs */
+#define TR4_FLY 0x00000010L /* This one and ONLY this one allow you to fly over trees */
+#define TR4_DG_CURSE 0x00000020L /* The Ancient Morgothian Curse */
+#define TR4_COULD2H 0x00000040L /* Can wield it 2 Handed */
+#define TR4_MUST2H 0x00000080L /* Must wield it 2 Handed */
+#define TR4_LEVELS 0x00000100L /* Can gain exp/exp levels !! */
+#define TR4_CLONE 0x00000200L /* Can clone monsters */
+#define TR4_SPECIAL_GENE 0x00000400L /* The object can only be generated in special conditions like quests, special dungeons, ... */
+#define TR4_CLIMB 0x00000800L /* Allow climbing mountains */
+#define TR4_FAST_CAST 0x00001000L /* Rod is x2 time faster to use */
+#define TR4_CAPACITY 0x00002000L /* Rod can take x2 mana */
+#define TR4_CHARGING 0x00004000L /* Rod recharge faster */
+#define TR4_CHEAPNESS 0x00008000L /* Rod spells are cheaper(in mana cost) to cast */
+#define TR4_FOUNTAIN 0x00010000L /* Available as fountain (for potions) */
+#define TR4_ANTIMAGIC_50 0x00020000L /* Forbid magic */
+#define TR4_ANTIMAGIC_30 0x00040000L /* Forbid magic */
+#define TR4_ANTIMAGIC_20 0x00080000L /* Forbid magic */
+#define TR4_ANTIMAGIC_10 0x00100000L /* Forbid magic */
+#define TR4_EASY_USE 0x00200000L /* Easily activable */
+#define TR4_IM_NETHER 0x00400000L /* Immunity to nether */
+#define TR4_RECHARGED 0x00800000L /* Object has been recharged once */
+#define TR4_ULTIMATE 0x01000000L /* ULTIMATE artifact */
+#define TR4_AUTO_ID 0x02000000L /* Id stuff on floor */
+#define TR4_LITE2 0x04000000L /* lite radius 2 */
+#define TR4_LITE3 0x08000000L /* lite radius 3 */
+#define TR4_FUEL_LITE 0x10000000L /* fuelable lite */
+#define TR4_ART_EXP 0x20000000L /* Will accumulate xp */
+#define TR4_CURSE_NO_DROP 0x40000000L /* The obj wont be dropped */
+#define TR4_NO_RECHARGE 0x80000000L /* Object Cannot be recharged */
+#define TR4_NULL_MASK 0xFFFFFFFCL
+
+#define TR5_TEMPORARY 0x00000001L /* In timeout turns it is destroyed */
+#define TR5_DRAIN_MANA 0x00000002L /* Drains mana */
+#define TR5_DRAIN_HP 0x00000004L /* Drains hp */
+#define TR5_KILL_DEMON 0x00000008L /* Execute Demon */
+#define TR5_KILL_UNDEAD 0x00000010L /* Execute Undead */
+#define TR5_CRIT 0x00000020L /* More critical hits */
+#define TR5_ATTR_MULTI 0x00000040L /* Object shimmer -- only allowed in k_info */
+#define TR5_WOUNDING 0x00000080L /* Wounds monsters */
+#define TR5_FULL_NAME 0x00000100L /* Uses direct name from k_info */
+#define TR5_LUCK 0x00000200L /* Luck += pval */
+#define TR5_IMMOVABLE 0x00000400L /* Cannot move */
+#define TR5_SPELL_CONTAIN 0x00000800L /* Can contain a spell */
+#define TR5_RES_MORGUL 0x00001000L /* Is not shattered by morgul fiends(nazguls) */
+#define TR5_ACTIVATE_NO_WIELD 0x00002000L /* Can be 'A'ctivated without being wielded */
+#define TR5_MAGIC_BREATH 0x00004000L /* Can breath anywere */
+#define TR5_WATER_BREATH 0x00008000L /* Can breath underwater */
+#define TR5_WIELD_CAST 0x00010000L /* Need to be wielded to cast spelsl fomr it(if it can be wiekded) */
+
+#define ESP_ORC 0x00000001L
+#define ESP_TROLL 0x00000002L
+#define ESP_DRAGON 0x00000004L
+#define ESP_GIANT 0x00000008L
+#define ESP_DEMON 0x00000010L
+#define ESP_UNDEAD 0x00000020L
+#define ESP_EVIL 0x00000040L
+#define ESP_ANIMAL 0x00000080L
+#define ESP_THUNDERLORD 0x00000100L
+#define ESP_GOOD 0x00000200L
+#define ESP_NONLIVING 0x00000400L
+#define ESP_UNIQUE 0x00000800L
+#define ESP_SPIDER 0x00001000L
+#define ESP_ALL 0x80000000L
+
+/*
+ * Bit flags for the "get_item" function
+ */
+#define USE_EQUIP 0x01 /* Allow equip items */
+#define USE_INVEN 0x02 /* Allow inven items */
+#define USE_FLOOR 0x04 /* Allow floor items */
+#define USE_EXTRA 0x08 /* Allow extra items */
+
+#define INVEN_WIELD 24 /* 3 weapons -- WEAPONS */
+#define INVEN_BOW 27 /* 1 bow -- WEAPON */
+#define INVEN_RING 28 /* 6 rings -- FINGER */
+#define INVEN_NECK 34 /* 2 amulets -- HEAD */
+#define INVEN_LITE 36 /* 1 lite -- TORSO */
+#define INVEN_BODY 37 /* 1 body -- TORSO */
+#define INVEN_OUTER 38 /* 1 cloak -- TORSO */
+#define INVEN_ARM 39 /* 3 arms -- ARMS */
+#define INVEN_HEAD 42 /* 2 heads -- HEAD */
+#define INVEN_HANDS 44 /* 3 hands -- ARMS */
+#define INVEN_FEET 47 /* 2 feets -- LEGS */
+#define INVEN_CARRY 49 /* 1 carried monster -- TORSO */
+#define INVEN_AMMO 50 /* 1 quiver -- TORSO */
+#define INVEN_TOOL 51 /* 1 tool -- ARMS */
+#define INVEN_TOTAL 52
+#define INVEN_EQ (INVEN_TOTAL - INVEN_WIELD)
+
+#define TV_SKELETON 1 /* Skeletons ('s') */
+#define TV_BOTTLE 2 /* Empty bottles ('!') */
+#define TV_BATERIE 4 /* For the Alchemists */
+#define TV_SPIKE 5 /* Spikes ('~') */
+#define TV_MSTAFF 6 /* Mage Staffs */
+#define TV_CHEST 7 /* Chests ('~') */
+#define TV_PARCHMENT 8 /* Parchments from Kamband */
+#define TV_PARCHEMENT 8 /* compatibility define */
+#define TV_CORPSE 9 /* Monster corpses */
+#define TV_EGG 10 /* Monster Eggs */
+#define TV_JUNK 11 /* Sticks, Pottery, etc ('~') */
+#define TV_TOOL 12 /* Tools */
+#define TV_INSTRUMENT 14 /* Musical instruments */
+#define TV_BOOMERANG 15 /* Boomerangs */
+#define TV_SHOT 16 /* Ammo for slings */
+#define TV_ARROW 17 /* Ammo for bows */
+#define TV_BOLT 18 /* Ammo for x-bows */
+#define TV_BOW 19 /* Slings/Bows/Xbows */
+#define TV_DIGGING 20 /* Shovels/Picks */
+#define TV_HAFTED 21 /* Priest Weapons */
+#define TV_POLEARM 22 /* Pikes/Glaives/Spears/etc. */
+#define TV_SWORD 23 /* Edged Weapons */
+#define TV_AXE 24 /* Axes/Cleavers */
+#define TV_BOOTS 30 /* Boots */
+#define TV_GLOVES 31 /* Gloves */
+#define TV_HELM 32 /* Helms */
+#define TV_CROWN 33 /* Crowns */
+#define TV_SHIELD 34 /* Shields */
+#define TV_CLOAK 35 /* Cloaks */
+#define TV_SOFT_ARMOR 36 /* Soft Armor */
+#define TV_HARD_ARMOR 37 /* Hard Armor */
+#define TV_DRAG_ARMOR 38 /* Dragon Scale Mail */
+#define TV_LITE 39 /* Lites (including Specials) */
+#define TV_AMULET 40 /* Amulets (including Specials) */
+#define TV_RING 45 /* Rings (including Specials) */
+#define TV_TRAPKIT 46 /* Trapkits */
+#define TV_TOTEM 54 /* Summoner totems */
+#define TV_STAFF 55
+#define TV_WAND 65
+#define TV_ROD 66
+#define TV_ROD_MAIN 67
+#define TV_SCROLL 70
+#define TV_POTION 71
+#define TV_POTION2 72 /* Second set of potion */
+#define TV_FLASK 77
+#define TV_FOOD 80
+#define TV_HYPNOS 99 /* To wield monsters !:) */
+#define TV_GOLD 100 /* Gold can only be picked up by players */
+#define TV_RANDART 102 /* Random Artifacts */
+#define TV_RUNE1 104 /* Base runes */
+#define TV_RUNE2 105 /* Modifier runes */
+
+#define TV_BOOK 111
+#define TV_SYMBIOTIC_BOOK 112
+#define TV_MUSIC_BOOK 113
+#define TV_DRUID_BOOK 114
+#define TV_DAEMON_BOOK 115
+
+/* The "sval" codes for TV_TOOL */
+#define SV_TOOL_CLIMB 0
+#define SV_PORTABLE_HOLE 1
+
+/* The "sval" codes for TV_MSTAFF */
+#define SV_MSTAFF 1
+
+/* The "sval" codes for TV_SHOT/TV_ARROW/TV_BOLT */
+#define SV_AMMO_LIGHT 0 /* pebbles */
+#define SV_AMMO_NORMAL 1 /* shots, arrows, bolts */
+#define SV_AMMO_HEAVY 2 /* seeker arrows and bolts, mithril shots */
+
+/* The "sval" codes for TV_INSTRUMENT */
+#define SV_DRUM 58
+#define SV_HARP 59
+#define SV_HORN 60
+
+/* The "sval" codes for TV_TRAPKIT */
+#define SV_TRAPKIT_SLING 1
+#define SV_TRAPKIT_BOW 2
+#define SV_TRAPKIT_XBOW 3
+#define SV_TRAPKIT_POTION 4
+#define SV_TRAPKIT_SCROLL 5
+#define SV_TRAPKIT_DEVICE 6
+
+/* The "sval" codes for TV_BOOMERANG */
+#define SV_BOOM_S_WOOD 1 /* 1d4 */
+#define SV_BOOM_WOOD 2 /* 1d9 */
+#define SV_BOOM_S_METAL 3 /* 1d8 */
+#define SV_BOOM_METAL 4 /* 2d4 */
+
+/* The "sval" codes for TV_BOW (note information in "sval") */
+#define SV_SLING 2 /* (x2) */
+#define SV_SHORT_BOW 12 /* (x2) */
+#define SV_LONG_BOW 13 /* (x3) */
+#define SV_LIGHT_XBOW 23 /* (x3) */
+#define SV_HEAVY_XBOW 24 /* (x4) */
+
+/* The "sval" codes for TV_DIGGING */
+#define SV_SHOVEL 1
+#define SV_GNOMISH_SHOVEL 2
+#define SV_DWARVEN_SHOVEL 3
+#define SV_PICK 4
+#define SV_ORCISH_PICK 5
+#define SV_DWARVEN_PICK 6
+#define SV_MATTOCK 7
+
+/* The "sval" values for TV_HAFTED */
+#define SV_CLUB 1 /* 1d4 */
+#define SV_WHIP 2 /* 1d6 */
+#define SV_QUARTERSTAFF 3 /* 1d9 */
+#define SV_NUNCHAKU 4 /* 2d3 */
+#define SV_MACE 5 /* 2d4 */
+#define SV_BALL_AND_CHAIN 6 /* 2d4 */
+#define SV_WAR_HAMMER 8 /* 3d3 */
+#define SV_LUCERN_HAMMER 10 /* 2d5 */
+#define SV_THREE_PIECE_ROD 11 /* 3d3 */
+#define SV_MORNING_STAR 12 /* 2d6 */
+#define SV_FLAIL 13 /* 2d6 */
+#define SV_LEAD_FILLED_MACE 15 /* 3d4 */
+#define SV_TWO_HANDED_FLAIL 18 /* 3d6 */
+#define SV_GREAT_HAMMER 19 /* 4d6 */
+#define SV_MACE_OF_DISRUPTION 20 /* 5d8 */
+#define SV_GROND 50 /* 3d4 */
+
+/* The "sval" values for TV_AXE */
+#define SV_HATCHET 1 /* 1d5 */
+#define SV_CLEAVER 2 /* 2d4 */
+#define SV_LIGHT_WAR_AXE 8 /* 2d5 */
+#define SV_BEAKED_AXE 10 /* 2d6 */
+#define SV_BROAD_AXE 11 /* 2d6 */
+#define SV_BATTLE_AXE 22 /* 2d8 */
+#define SV_GREAT_AXE 25 /* 4d4 */
+#define SV_LOCHABER_AXE 28 /* 3d8 */
+#define SV_SLAUGHTER_AXE 30 /* 5d7 */
+
+/* The "sval" values for TV_POLEARM */
+#define SV_SPEAR 2 /* 1d6 */
+#define SV_SICKLE 3 /* 2d3 */
+#define SV_AWL_PIKE 4 /* 1d8 */
+#define SV_TRIDENT 5 /* 1d9 */
+#define SV_FAUCHARD 6 /* 1d10 */
+#define SV_BROAD_SPEAR 7 /* 1d9 */
+#define SV_PIKE 8 /* 2d5 */
+#define SV_GLAIVE 13 /* 2d6 */
+#define SV_HALBERD 15 /* 3d4 */
+#define SV_GUISARME 16 /* 2d5 */
+#define SV_SCYTHE 17 /* 5d3 */
+#define SV_LANCE 20 /* 2d8 */
+#define SV_TRIFURCATE_SPEAR 26 /* 2d9 */
+#define SV_HEAVY_LANCE 29 /* 4d8 */
+#define SV_SCYTHE_OF_SLICING 30 /* 8d4 */
+
+/* The "sval" codes for TV_SWORD */
+#define SV_BROKEN_DAGGER 1 /* 1d1 */
+#define SV_BROKEN_SWORD 2 /* 1d2 */
+#define SV_DAGGER 4 /* 1d4 */
+#define SV_MAIN_GAUCHE 5 /* 1d5 */
+#define SV_RAPIER 7 /* 1d6 */
+#define SV_SMALL_SWORD 8 /* 1d6 */
+#define SV_BASILLARD 9 /* 1d8 */
+#define SV_SHORT_SWORD 10 /* 1d7 */
+#define SV_SABRE 11 /* 1d7 */
+#define SV_CUTLASS 12 /* 1d7 */
+#define SV_KHOPESH 14 /* 2d4 */
+#define SV_TULWAR 15 /* 2d4 */
+#define SV_BROAD_SWORD 16 /* 2d5 */
+#define SV_LONG_SWORD 17 /* 2d5 */
+#define SV_SCIMITAR 18 /* 2d5 */
+#define SV_KATANA 20 /* 3d4 */
+#define SV_BASTARD_SWORD 21 /* 3d4 */
+#define SV_GREAT_SCIMITAR 22 /* 4d5 */
+#define SV_CLAYMORE 23 /* 2d8 */
+#define SV_ESPADON 24 /* 2d9 */
+#define SV_TWO_HANDED_SWORD 25 /* 3d6 */
+#define SV_FLAMBERGE 26 /* 3d7 */
+#define SV_EXECUTIONERS_SWORD 28 /* 4d5 */
+#define SV_ZWEIHANDER 29 /* 4d6 */
+#define SV_BLADE_OF_CHAOS 30 /* 6d5 */
+#define SV_BLUESTEEL_BLADE 31 /* 3d9 */
+#define SV_SHADOW_BLADE 32 /* 4d4 */
+#define SV_DARK_SWORD 33 /* 3d7 */
+
+/* The "sval" codes for TV_SHIELD */
+#define SV_SMALL_LEATHER_SHIELD 2
+#define SV_SMALL_METAL_SHIELD 3
+#define SV_LARGE_LEATHER_SHIELD 4
+#define SV_LARGE_METAL_SHIELD 5
+#define SV_DRAGON_SHIELD 6
+#define SV_SHIELD_OF_DEFLECTION 10
+
+/* The "sval" codes for TV_HELM */
+#define SV_HARD_LEATHER_CAP 2
+#define SV_METAL_CAP 3
+#define SV_IRON_HELM 5
+#define SV_STEEL_HELM 6
+#define SV_DRAGON_HELM 7
+#define SV_IRON_CROWN 10
+#define SV_GOLDEN_CROWN 11
+#define SV_JEWELED_CROWN 12
+#define SV_MORGOTH 50
+
+/* The "sval" codes for TV_BOOTS */
+#define SV_PAIR_OF_SOFT_LEATHER_BOOTS 2
+#define SV_PAIR_OF_HARD_LEATHER_BOOTS 3
+#define SV_PAIR_OF_METAL_SHOD_BOOTS 6
+
+/* The "sval" codes for TV_CLOAK */
+#define SV_CLOAK 1
+#define SV_ELVEN_CLOAK 2
+#define SV_FUR_CLOAK 3
+#define SV_SHADOW_CLOAK 6
+
+/* The "sval" codes for TV_GLOVES */
+#define SV_SET_OF_LEATHER_GLOVES 1
+#define SV_SET_OF_GAUNTLETS 2
+#define SV_SET_OF_CESTI 5
+
+/* The "sval" codes for TV_SOFT_ARMOR */
+#define SV_FILTHY_RAG 1
+#define SV_ROBE 2
+#define SV_PAPER_ARMOR 3 /* 4 */
+#define SV_SOFT_LEATHER_ARMOR 4
+#define SV_SOFT_STUDDED_LEATHER 5
+#define SV_HARD_LEATHER_ARMOR 6
+#define SV_HARD_STUDDED_LEATHER 7
+#define SV_RHINO_HIDE_ARMOR 8
+#define SV_CORD_ARMOR 9 /* 6 */
+#define SV_PADDED_ARMOR 10 /* 4 */
+#define SV_LEATHER_SCALE_MAIL 11
+#define SV_LEATHER_JACK 12
+#define SV_STONE_AND_HIDE_ARMOR 15 /* 15 */
+#define SV_THUNDERLORD_SUIT 16
+
+/* The "sval" codes for TV_HARD_ARMOR */
+#define SV_RUSTY_CHAIN_MAIL 1 /* 14- */
+#define SV_RING_MAIL 2 /* 12 */
+#define SV_METAL_SCALE_MAIL 3 /* 13 */
+#define SV_CHAIN_MAIL 4 /* 14 */
+#define SV_DOUBLE_RING_MAIL 5 /* 15 */
+#define SV_AUGMENTED_CHAIN_MAIL 6 /* 16 */
+#define SV_DOUBLE_CHAIN_MAIL 7 /* 16 */
+#define SV_BAR_CHAIN_MAIL 8 /* 18 */
+#define SV_METAL_BRIGANDINE_ARMOUR 9 /* 19 */
+#define SV_SPLINT_MAIL 10 /* 19 */
+#define SV_PARTIAL_PLATE_ARMOUR 12 /* 22 */
+#define SV_METAL_LAMELLAR_ARMOUR 13 /* 23 */
+#define SV_FULL_PLATE_ARMOUR 15 /* 25 */
+#define SV_RIBBED_PLATE_ARMOUR 18 /* 28 */
+#define SV_MITHRIL_CHAIN_MAIL 20 /* 28+ */
+#define SV_MITHRIL_PLATE_MAIL 25 /* 35+ */
+#define SV_ADAMANTITE_PLATE_MAIL 30 /* 40+ */
+
+/* The "sval" codes for TV_DRAG_ARMOR */
+#define SV_DRAGON_BLACK 1
+#define SV_DRAGON_BLUE 2
+#define SV_DRAGON_WHITE 3
+#define SV_DRAGON_RED 4
+#define SV_DRAGON_GREEN 5
+#define SV_DRAGON_MULTIHUED 6
+#define SV_DRAGON_SHINING 10
+#define SV_DRAGON_LAW 12
+#define SV_DRAGON_BRONZE 14
+#define SV_DRAGON_GOLD 16
+#define SV_DRAGON_CHAOS 18
+#define SV_DRAGON_BALANCE 20
+#define SV_DRAGON_POWER 30
+
+/* The sval codes for TV_LITE */
+#define SV_LITE_TORCH 0
+#define SV_LITE_LANTERN 1
+#define SV_LITE_TORCH_EVER 2
+#define SV_LITE_DWARVEN 3
+#define SV_LITE_FEANORIAN 4
+#define SV_LITE_GALADRIEL 100
+#define SV_LITE_ELENDIL 101
+#define SV_LITE_THRAIN 102
+#define SV_LITE_UNDEATH 103
+#define SV_LITE_PALANTIR 104
+#define SV_ANCHOR_SPACETIME 105
+#define SV_STONE_LORE 106
+
+
+/* The "sval" codes for TV_AMULET */
+#define SV_AMULET_DOOM 0
+#define SV_AMULET_TELEPORT 1
+#define SV_AMULET_ADORNMENT 2
+#define SV_AMULET_SLOW_DIGEST 3
+#define SV_AMULET_RESIST_ACID 4
+#define SV_AMULET_SEARCHING 5
+#define SV_AMULET_BRILLANCE 6
+#define SV_AMULET_CHARISMA 7
+#define SV_AMULET_THE_MAGI 8
+#define SV_AMULET_REFLECTION 9
+#define SV_AMULET_CARLAMMAS 10
+#define SV_AMULET_INGWE 11
+#define SV_AMULET_DWARVES 12
+#define SV_AMULET_NO_MAGIC 13
+#define SV_AMULET_NO_TELE 14
+#define SV_AMULET_RESISTANCE 15
+#define SV_AMULET_NOTHING 16
+#define SV_AMULET_SERPENT 17
+#define SV_AMULET_TORIS_MEJISTOS 18
+#define SV_AMULET_TRICKERY 23
+#define SV_AMULET_DEVOTION 25
+#define SV_AMULET_WEAPONMASTERY 24
+#define SV_AMULET_WISDOM 28
+#define SV_AMULET_INFRA 26
+#define SV_AMULET_SPELL 27
+
+/* The sval codes for TV_RING */
+#define SV_RING_WOE 0
+#define SV_RING_AGGRAVATION 1
+#define SV_RING_WEAKNESS 2
+#define SV_RING_STUPIDITY 3
+#define SV_RING_TELEPORTATION 4
+#define SV_RING_SPECIAL 5
+#define SV_RING_SLOW_DIGESTION 6
+#define SV_RING_FEATHER_FALL 7
+#define SV_RING_RESIST_FIRE 8
+#define SV_RING_RESIST_COLD 9
+#define SV_RING_SUSTAIN_STR 10
+#define SV_RING_SUSTAIN_INT 11
+#define SV_RING_SUSTAIN_WIS 12
+#define SV_RING_SUSTAIN_DEX 13
+#define SV_RING_SUSTAIN_CON 14
+#define SV_RING_SUSTAIN_CHR 15
+#define SV_RING_PROTECTION 16
+#define SV_RING_ACID 17
+#define SV_RING_FLAMES 18
+#define SV_RING_ICE 19
+#define SV_RING_RESIST_POIS 20
+#define SV_RING_FREE_ACTION 21
+#define SV_RING_SEE_INVIS 22
+#define SV_RING_SEARCHING 23
+#define SV_RING_STR 24
+#define SV_RING_INT 25
+#define SV_RING_DEX 26
+#define SV_RING_CON 27
+#define SV_RING_ACCURACY 28
+#define SV_RING_DAMAGE 29
+#define SV_RING_SLAYING 30
+#define SV_RING_SPEED 31
+#define SV_RING_BARAHIR 32
+#define SV_RING_TULKAS 33
+#define SV_RING_NARYA 34
+#define SV_RING_NENYA 35
+#define SV_RING_VILYA 36
+#define SV_RING_POWER 37
+#define SV_RING_RES_FEAR 38
+#define SV_RING_RES_LD 39
+#define SV_RING_RES_NETHER 40
+#define SV_RING_RES_NEXUS 41
+#define SV_RING_RES_SOUND 42
+#define SV_RING_RES_CONFUSION 43
+#define SV_RING_RES_SHARDS 44
+#define SV_RING_RES_DISENCHANT 45
+#define SV_RING_RES_CHAOS 46
+#define SV_RING_RES_BLINDNESS 47
+#define SV_RING_LORDLY 48
+#define SV_RING_ATTACKS 49
+#define SV_RING_NOTHING 50
+#define SV_RING_PRECONITION 51
+#define SV_RING_FLAR 52
+#define SV_RING_INVIS 53
+#define SV_RING_FLYING 54
+#define SV_RING_WRAITH 55
+#define SV_RING_ELEC 56
+#define SV_RING_CRIT 57
+#define SV_RING_SPELL 58
+
+/* The "sval" codes for TV_STAFF */
+#define SV_STAFF_SCHOOL 1
+#define SV_STAFF_NOTHING 2
+
+/* The "sval" codes for TV_WAND */
+#define SV_WAND_SCHOOL 1
+#define SV_WAND_NOTHING 2
+
+/* The "sval" codes for TV_ROD(Rod Tips) */
+#define SV_ROD_NOTHING 0
+#define SV_ROD_DETECT_DOOR 1
+#define SV_ROD_IDENTIFY 2
+#define SV_ROD_RECALL 3
+#define SV_ROD_ILLUMINATION 4
+#define SV_ROD_MAPPING 5
+#define SV_ROD_DETECTION 6
+#define SV_ROD_PROBING 7
+#define SV_ROD_CURING 8
+#define SV_ROD_HEALING 9
+#define SV_ROD_RESTORATION 10
+#define SV_ROD_SPEED 11
+/* xxx (aimed) */
+#define SV_ROD_TELEPORT_AWAY 13
+#define SV_ROD_DISARMING 14
+#define SV_ROD_LITE 15
+#define SV_ROD_SLEEP_MONSTER 16
+#define SV_ROD_SLOW_MONSTER 17
+#define SV_ROD_DRAIN_LIFE 18
+#define SV_ROD_POLYMORPH 19
+#define SV_ROD_ACID_BOLT 20
+#define SV_ROD_ELEC_BOLT 21
+#define SV_ROD_FIRE_BOLT 22
+#define SV_ROD_COLD_BOLT 23
+#define SV_ROD_ACID_BALL 24
+#define SV_ROD_ELEC_BALL 25
+#define SV_ROD_FIRE_BALL 26
+#define SV_ROD_COLD_BALL 27
+#define SV_ROD_HAVOC 28
+#define SV_ROD_DETECT_TRAP 29
+#define SV_ROD_HOME 30
+
+
+/* The "sval" codes for TV_ROD_MAIN(Rods) */
+/* Note that the sval is the max mana capacity of the rod */
+
+#define SV_ROD_WOODEN 10
+#define SV_ROD_COPPER 20
+#define SV_ROD_IRON 50
+#define SV_ROD_ALUMINIUM 75
+#define SV_ROD_SILVER 100
+#define SV_ROD_GOLDEN 125
+#define SV_ROD_MITHRIL 160
+#define SV_ROD_ADMANTITE 200
+
+
+/* The "sval" codes for TV_SCROLL */
+
+#define SV_SCROLL_DARKNESS 0
+#define SV_SCROLL_AGGRAVATE_MONSTER 1
+#define SV_SCROLL_CURSE_ARMOR 2
+#define SV_SCROLL_CURSE_WEAPON 3
+#define SV_SCROLL_SUMMON_MONSTER 4
+#define SV_SCROLL_SUMMON_UNDEAD 5
+#define SV_SCROLL_SUMMON_MINE 6
+#define SV_SCROLL_TRAP_CREATION 7
+#define SV_SCROLL_PHASE_DOOR 8
+#define SV_SCROLL_TELEPORT 9
+#define SV_SCROLL_TELEPORT_LEVEL 10
+#define SV_SCROLL_WORD_OF_RECALL 11
+#define SV_SCROLL_IDENTIFY 12
+#define SV_SCROLL_STAR_IDENTIFY 13
+#define SV_SCROLL_REMOVE_CURSE 14
+#define SV_SCROLL_STAR_REMOVE_CURSE 15
+#define SV_SCROLL_ENCHANT_ARMOR 16
+#define SV_SCROLL_ENCHANT_WEAPON_TO_HIT 17
+#define SV_SCROLL_ENCHANT_WEAPON_TO_DAM 18
+#define SV_SCROLL_ENCHANT_WEAPON_PVAL 19
+#define SV_SCROLL_STAR_ENCHANT_ARMOR 20
+#define SV_SCROLL_STAR_ENCHANT_WEAPON 21
+#define SV_SCROLL_RECHARGING 22
+#define SV_SCROLL_RESET_RECALL 23
+#define SV_SCROLL_LIGHT 24
+#define SV_SCROLL_MAPPING 25
+#define SV_SCROLL_DETECT_GOLD 26
+#define SV_SCROLL_DETECT_ITEM 27
+#define SV_SCROLL_DETECT_TRAP 28
+#define SV_SCROLL_DETECT_DOOR 29
+#define SV_SCROLL_DETECT_INVIS 30
+#define SV_SCROLL_DIVINATION 31
+#define SV_SCROLL_SATISFY_HUNGER 32
+#define SV_SCROLL_BLESSING 33
+#define SV_SCROLL_HOLY_CHANT 34
+#define SV_SCROLL_HOLY_PRAYER 35
+#define SV_SCROLL_MONSTER_CONFUSION 36
+#define SV_SCROLL_PROTECTION_FROM_EVIL 37
+#define SV_SCROLL_RUNE_OF_PROTECTION 38
+#define SV_SCROLL_TRAP_DOOR_DESTRUCTION 39
+#define SV_SCROLL_DEINCARNATION 40
+#define SV_SCROLL_STAR_DESTRUCTION 41
+#define SV_SCROLL_DISPEL_UNDEAD 42
+#define SV_SCROLL_MASS_RESURECTION 43
+#define SV_SCROLL_GENOCIDE 44
+#define SV_SCROLL_MASS_GENOCIDE 45
+#define SV_SCROLL_ACQUIREMENT 46
+#define SV_SCROLL_STAR_ACQUIREMENT 47
+#define SV_SCROLL_FIRE 48
+#define SV_SCROLL_ICE 49
+#define SV_SCROLL_CHAOS 50
+#define SV_SCROLL_RUMOR 51
+#define SV_SCROLL_ARTIFACT 52
+#define SV_SCROLL_NOTHING 53
+
+/* The "sval" codes for TV_POTION */
+#define SV_POTION_WATER 0
+#define SV_POTION_APPLE_JUICE 1
+#define SV_POTION_SLIME_MOLD 2
+#define SV_POTION_BLOOD 3
+#define SV_POTION_SLOWNESS 4
+#define SV_POTION_SALT_WATER 5
+#define SV_POTION_POISON 6
+#define SV_POTION_BLINDNESS 7
+#define SV_POTION_INVIS 8
+#define SV_POTION_CONFUSION 9
+#define SV_POTION_MUTATION 10
+#define SV_POTION_SLEEP 11
+#define SV_POTION_LEARNING 12
+#define SV_POTION_LOSE_MEMORIES 13
+/* xxx */
+#define SV_POTION_RUINATION 15
+#define SV_POTION_DEC_STR 16
+#define SV_POTION_DEC_INT 17
+#define SV_POTION_DEC_WIS 18
+#define SV_POTION_DEC_DEX 19
+#define SV_POTION_DEC_CON 20
+#define SV_POTION_DEC_CHR 21
+#define SV_POTION_DETONATIONS 22
+#define SV_POTION_DEATH 23
+#define SV_POTION_INFRAVISION 24
+#define SV_POTION_DETECT_INVIS 25
+#define SV_POTION_SLOW_POISON 26
+#define SV_POTION_CURE_POISON 27
+#define SV_POTION_BOLDNESS 28
+#define SV_POTION_SPEED 29
+#define SV_POTION_RESIST_HEAT 30
+#define SV_POTION_RESIST_COLD 31
+#define SV_POTION_HEROISM 32
+#define SV_POTION_BESERK_STRENGTH 33
+#define SV_POTION_CURE_LIGHT 34
+#define SV_POTION_CURE_SERIOUS 35
+#define SV_POTION_CURE_CRITICAL 36
+#define SV_POTION_HEALING 37
+#define SV_POTION_STAR_HEALING 38
+#define SV_POTION_LIFE 39
+#define SV_POTION_RESTORE_MANA 40
+#define SV_POTION_RESTORE_EXP 41
+#define SV_POTION_RES_STR 42
+#define SV_POTION_RES_INT 43
+#define SV_POTION_RES_WIS 44
+#define SV_POTION_RES_DEX 45
+#define SV_POTION_RES_CON 46
+#define SV_POTION_RES_CHR 47
+#define SV_POTION_INC_STR 48
+#define SV_POTION_INC_INT 49
+#define SV_POTION_INC_WIS 50
+#define SV_POTION_INC_DEX 51
+#define SV_POTION_INC_CON 52
+#define SV_POTION_INC_CHR 53
+/* xxx */
+#define SV_POTION_AUGMENTATION 55
+#define SV_POTION_ENLIGHTENMENT 56
+#define SV_POTION_STAR_ENLIGHTENMENT 57
+#define SV_POTION_SELF_KNOWLEDGE 58
+#define SV_POTION_EXPERIENCE 59
+#define SV_POTION_RESISTANCE 60
+#define SV_POTION_CURING 61
+#define SV_POTION_INVULNERABILITY 62
+#define SV_POTION_NEW_LIFE 63
+
+#define SV_POTION_LAST 63
+
+/* The "sval" codes for TV_POTION2 */
+#define SV_POTION2_MIMIC 1
+#define SV_POTION2_CURE_LIGHT_SANITY 14
+#define SV_POTION2_CURE_SERIOUS_SANITY 15
+#define SV_POTION2_CURE_CRITICAL_SANITY 16
+#define SV_POTION2_CURE_SANITY 17
+#define SV_POTION2_CURE_WATER 18
+
+#define SV_POTION2_LAST 18
+
+/* The "sval" codes for TV_FOOD */
+#define SV_FOOD_POISON 0
+#define SV_FOOD_BLINDNESS 1
+#define SV_FOOD_PARANOIA 2
+#define SV_FOOD_CONFUSION 3
+#define SV_FOOD_HALLUCINATION 4
+#define SV_FOOD_PARALYSIS 5
+#define SV_FOOD_WEAKNESS 6
+#define SV_FOOD_SICKNESS 7
+#define SV_FOOD_STUPIDITY 8
+#define SV_FOOD_NAIVETY 9
+#define SV_FOOD_UNHEALTH 10
+#define SV_FOOD_DISEASE 11
+#define SV_FOOD_CURE_POISON 12
+#define SV_FOOD_CURE_BLINDNESS 13
+#define SV_FOOD_CURE_PARANOIA 14
+#define SV_FOOD_CURE_CONFUSION 15
+#define SV_FOOD_CURE_SERIOUS 16
+#define SV_FOOD_RESTORE_STR 17
+#define SV_FOOD_RESTORE_CON 18
+#define SV_FOOD_RESTORING 19
+/* many missing mushrooms */
+#define SV_FOOD_BISCUIT 32
+#define SV_FOOD_JERKY 33
+#define SV_FOOD_RATION 35
+#define SV_FOOD_SLIME_MOLD 36
+#define SV_FOOD_WAYBREAD 37
+#define SV_FOOD_PINT_OF_ALE 38
+#define SV_FOOD_PINT_OF_WINE 39
+#define SV_FOOD_ATHELAS 40
+#define SV_FOOD_GREAT_HEALTH 41
+#define SV_FOOD_FORTUNE_COOKIE 42
+
+/* The "sval" codes for TV_BATERIE */
+#define SV_BATERIE_POISON 1
+#define SV_BATERIE_EXPLOSION 2
+#define SV_BATERIE_TELEPORT 3
+#define SV_BATERIE_COLD 4
+#define SV_BATERIE_FIRE 5
+#define SV_BATERIE_ACID 6
+#define SV_BATERIE_LIFE 7
+#define SV_BATERIE_CONFUSION 8
+#define SV_BATERIE_LITE 9
+#define SV_BATERIE_CHAOS 10
+#define SV_BATERIE_TIME 11
+#define SV_BATERIE_MAGIC 12
+#define SV_BATERIE_XTRA_LIFE 13
+#define SV_BATERIE_DARKNESS 14
+#define SV_BATERIE_KNOWLEDGE 15
+#define SV_BATERIE_FORCE 16
+#define SV_BATERIE_LIGHTNING 17
+#define SV_BATERIE_MANA 18
+
+/* The "sval" codes for TV_CORPSE */
+#define SV_CORPSE_CORPSE 1
+#define SV_CORPSE_SKELETON 2
+#define SV_CORPSE_HEAD 3
+#define SV_CORPSE_SKULL 4
+#define SV_CORPSE_MEAT 5
+
+/* The "sval" codes for TV_DAEMON_BOOK */
+#define SV_DEMONBLADE 55
+#define SV_DEMONSHIELD 56
+#define SV_DEMONHORN 57
+
+/*
+ * Special Object Flags
+ */
+#define IDENT_SENSE 0x01 /* Item has been "sensed" */
+#define IDENT_FIXED 0x02 /* Item has been "haggled" */
+#define IDENT_EMPTY 0x04 /* Item charges are known */
+#define IDENT_KNOWN 0x08 /* Item abilities are known */
+#define IDENT_STOREB 0x10 /* Item is storebought !!!! */
+#define IDENT_MENTAL 0x20 /* Item information is known */
+#define IDENT_CURSED 0x40 /* Item is temporarily cursed */
+
+/*
+ * Location of objects when they were found
+ */
+#define OBJ_FOUND_MONSTER 1
+#define OBJ_FOUND_FLOOR 2
+#define OBJ_FOUND_VAULT 3
+#define OBJ_FOUND_SPECIAL 4
+#define OBJ_FOUND_RUBBLE 5
+#define OBJ_FOUND_REWARD 6
+#define OBJ_FOUND_STORE 7
+#define OBJ_FOUND_STOLEN 8
+#define OBJ_FOUND_SELFMADE 9
+
+struct obj_theme
+{
+ byte treasure;
+ byte combat;
+ byte magic;
+ byte tools;
+};
+
+struct object_kind
+{
+ u32b name; /* Name (offset) */
+ u32b text; /* Text (offset) */
+
+ byte tval; /* Object type */
+ byte sval; /* Object sub type */
+
+ s32b pval; /* Object extra info */
+ s32b pval2; /* Object extra info */
+
+ s16b to_h; /* Bonus to hit */
+ s16b to_d; /* Bonus to damage */
+ s16b to_a; /* Bonus to armor */
+
+ s16b ac; /* Base armor */
+
+ byte dd;
+ byte ds; /* Damage dice/sides */
+
+ s32b weight; /* Weight */
+
+ s32b cost; /* Object "base cost" */
+
+ u32b flags1; /* Flags, set 1 */
+ u32b flags2; /* Flags, set 2 */
+ u32b flags3; /* Flags, set 3 */
+ u32b flags4; /* Flags, set 4 */
+ u32b flags5; /* Flags, set 5 */
+
+ byte locale[4]; /* Allocation level(s) */
+ byte chance[4]; /* Allocation chance(s) */
+
+ byte level; /* Level */
+ byte extra; /* Something */
+
+
+ byte d_attr; /* Default object attribute */
+ char d_char; /* Default object character */
+
+
+ byte x_attr; /* Desired object attribute */
+ char x_char; /* Desired object character */
+
+
+ byte flavor; /* Special object flavor (or zero) */
+
+ bool easy_know; /* This object is always known (if aware) */
+
+
+ bool aware; /* The player is "aware" of the item's effects */
+
+ bool tried; /* The player has "tried" one of the items */
+
+ bool know; /* extractable flag for the alchemist */
+
+ u32b esp; /* ESP flags */
+
+ byte btval; /* Become Object type */
+ byte bsval; /* Become Object sub type */
+ bool artifact; /* Is it a normal artifact(already generated) */
+
+ s16b power; /* Power granted(if any) */
+};
+
+struct artifact_type
+{
+ u32b name; /* Name (offset) */
+ u32b text; /* Text (offset) */
+
+ byte tval; /* Artifact type */
+ byte sval; /* Artifact sub type */
+
+ s16b pval; /* Artifact extra info */
+
+ s16b to_h; /* Bonus to hit */
+ s16b to_d; /* Bonus to damage */
+ s16b to_a; /* Bonus to armor */
+
+ s16b ac; /* Base armor */
+
+ byte dd;
+ byte ds; /* Damage when hits */
+
+ s16b weight; /* Weight */
+
+ s32b cost; /* Artifact "cost" */
+
+ u32b flags1; /* Artifact Flags, set 1 */
+ u32b flags2; /* Artifact Flags, set 2 */
+ u32b flags3; /* Artifact Flags, set 3 */
+ u32b flags4; /* Artifact Flags, set 4 */
+ u32b flags5; /* Artifact Flags, set 5 */
+
+ byte level; /* Artifact level */
+ byte rarity; /* Artifact rarity */
+
+ byte cur_num; /* Number created (0 or 1) */
+ byte max_num; /* Unused (should be "1") */
+
+ u32b esp; /* ESP flags */
+
+ s16b power; /* Power granted(if any) */
+};
+
+struct ego_item_type
+{
+ u32b name; /* Name (offset) */
+ u32b text; /* Text (offset) */
+
+ bool before; /* Before or after the object name ? */
+
+ byte tval[6];
+ byte min_sval[6];
+ byte max_sval[6];
+
+ byte rating; /* Rating boost */
+
+ byte level; /* Minimum level */
+ byte rarity; /* Object rarity */
+ byte mrarity; /* Object rarity */
+
+ s16b max_to_h; /* Maximum to-hit bonus */
+ s16b max_to_d; /* Maximum to-dam bonus */
+ s16b max_to_a; /* Maximum to-ac bonus */
+
+ s32b max_pval; /* Maximum pval */
+
+ s32b cost; /* Ego-item "cost" */
+
+ byte rar[5];
+ u32b flags1[5]; /* Ego-Item Flags, set 1 */
+ u32b flags2[5]; /* Ego-Item Flags, set 2 */
+ u32b flags3[5]; /* Ego-Item Flags, set 3 */
+ u32b flags4[5]; /* Ego-Item Flags, set 4 */
+ u32b flags5[5]; /* Ego-Item Flags, set 5 */
+ u32b esp[5]; /* ESP flags */
+ u32b fego[5]; /* ego flags */
+
+ s16b power; /* Power granted(if any) */
+};
+
+struct object_type
+{
+ s16b k_idx; /* Kind index (zero if "dead") */
+
+ byte iy; /* Y-position on map, or zero */
+ byte ix; /* X-position on map, or zero */
+
+ byte tval; /* Item type (from kind) */
+ byte sval; /* Item sub-type (from kind) */
+
+ s32b pval; /* Item extra-parameter */
+ s16b pval2; /* Item extra-parameter for some special
+ items*/
+ s32b pval3; /* Item extra-parameter for some special
+ items*/
+
+ byte discount; /* Discount (if any) */
+
+ byte number; /* Number of items */
+
+ s32b weight; /* Item weight */
+
+ byte elevel; /* Item exp level */
+ s32b exp; /* Item exp */
+
+ byte name1; /* Artifact type, if any */
+ s16b name2; /* Ego-Item type, if any */
+ s16b name2b; /* Second Ego-Item type, if any */
+
+ byte xtra1; /* Extra info type */
+ s16b xtra2; /* Extra info index */
+
+ s16b to_h; /* Plusses to hit */
+ s16b to_d; /* Plusses to damage */
+ s16b to_a; /* Plusses to AC */
+
+ s16b ac; /* Normal AC */
+
+ byte dd;
+ byte ds; /* Damage dice/sides */
+
+ s16b timeout; /* Timeout Counter */
+
+ byte ident; /* Special flags */
+
+ byte marked; /* Object is marked */
+
+ u16b note; /* Inscription index */
+ u16b art_name; /* Artifact name (random artifacts) */
+
+ u32b art_flags1; /* Flags, set 1 Alas, these were necessary */
+ u32b art_flags2; /* Flags, set 2 for the random artifacts of*/
+ u32b art_flags3; /* Flags, set 3 Zangband */
+ u32b art_flags4; /* Flags, set 4 PernAngband */
+ u32b art_flags5; /* Flags, set 5 PernAngband */
+ u32b art_esp; /* Flags, set esp PernAngband */
+
+ s16b next_o_idx; /* Next object in stack (if any) */
+
+ s16b held_m_idx; /* Monster holding us (if any) */
+
+ byte sense; /* Pseudo-id status */
+
+ byte found; /* How did we find it */
+ s16b found_aux1; /* Stores info for found */
+ s16b found_aux2; /* Stores info for found */
+};
+
+/* Pseudo-id defines */
+#define SENSE_NONE 0
+#define SENSE_CURSED 1
+#define SENSE_AVERAGE 2
+#define SENSE_GOOD_LIGHT 3
+#define SENSE_GOOD_HEAVY 4
+#define SENSE_EXCELLENT 5
+#define SENSE_WORTHLESS 6
+#define SENSE_TERRIBLE 7
+#define SENSE_SPECIAL 8
+#define SENSE_BROKEN 9
+#define SENSE_UNCURSED 10
+
+extern object_type o_list[max_o_idx];
+extern object_kind k_info[max_k_idx];
+extern char *k_name;
+extern char *k_text;
+extern artifact_type a_info[max_a_idx];
+extern char *a_name;
+extern char *a_text;
+extern header *e_head;
+extern ego_item_type e_info[max_e_idx];
+extern char *e_name;
+extern char *e_text;
+
+extern s16b m_bonus(int max, int level);
+extern s16b wield_slot_ideal(object_type *o_ptr, bool ideal);
+extern s16b wield_slot(object_type *o_ptr);
+extern void object_flags(object_type *o_ptr, u32b *f1 = 0, u32b *f2 = 0, u32b *f3 = 0, u32b *f4 = 0, u32b *f5 = 0, u32b *esp = 0);
+extern char *lua_object_desc @ object_desc(object_type *o_ptr, int pref, int mode);
+extern bool object_out_desc(object_type *o_ptr, FILE *fff, bool trim_down, bool wait_for_it);
+extern void inven_item_describe(int item);
+extern void inven_item_increase(int item, int num);
+extern bool inven_item_optimize(int item);
+extern void floor_item_describe(int item);
+extern void floor_item_increase(int item, int num);
+extern void floor_item_optimize(int item);
+extern void delete_object_idx(int o_idx);
+extern s16b o_pop(void);
+extern errr get_obj_num_prep(void);
+extern bool ident_all(void);
+extern s16b get_obj_num(int level);
+extern s16b lookup_kind(int tval, int sval);
+extern void object_wipe(object_type *o_ptr);
+extern void object_prep(object_type *o_ptr, int k_idx);
+extern void object_copy(object_type *o_ptr, object_type *j_ptr);
+extern bool inven_carry_okay(object_type *o_ptr);
+extern void apply_magic(object_type *o_ptr, int lev, bool okay, bool good, bool great);
+extern bool make_object(object_type *j_ptr, bool good, bool great, obj_theme theme);
+extern s16b drop_near(object_type *o_ptr, int chance, int y, int x);
+extern object_type *get_object(int item);
+extern object_type *new_object();
+extern void end_object(object_type *o_ptr);
+extern bool get_item @ get_item_aux(int *cp, cptr pmt, cptr str, int mode);
+extern void lua_set_item_tester(int tval, char *fct);
+extern bool is_magestaff();
+extern void identify_pack_fully(void);
+extern s16b inven_carry(object_type *o_ptr, bool final);
+extern s32b calc_total_weight(void);
+extern int get_slot(int slot);
+extern bool is_blessed(object_type *o_ptr);
+extern cptr sense_desc[1000]; /* 1000 is just a hack for tolua */
+extern void object_pickup(int this_o_idx);
+
+$static bool lua_is_artifact(object_type *o_ptr) { return artifact_p(o_ptr); }
+static bool lua_is_artifact@is_artifact(object_type *o_ptr);
+
+$static bool lua_is_aware(object_type *o_ptr) { return object_aware_p(o_ptr); }
+static bool lua_is_aware@is_aware(object_type *o_ptr);
+
+$static bool lua_is_known(object_type *o_ptr) { return object_known_p(o_ptr); }
+static bool lua_is_known@is_known(object_type *o_ptr);
+
+$static void lua_set_aware(object_type *o_ptr) { object_aware(o_ptr); }
+static void lua_set_aware@set_aware(object_type *o_ptr);
+
+$static void lua_set_known(object_type *o_ptr) { object_known(o_ptr); }
+static void lua_set_known@set_known(object_type *o_ptr);
+
+extern byte value_check_aux1(object_type *o_ptr);
+extern byte value_check_aux1_magic(object_type *o_ptr);
+extern byte value_check_aux2(object_type *o_ptr);
+extern byte value_check_aux2_magic(object_type *o_ptr);
+extern byte select_sense(object_type *o_ptr, bool ok_combat, bool ok_magic);
+extern bool psychometry(void);
+
+extern bool remove_curse_object(object_type *o_ptr, bool all);