/* 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 bool remove_curse_object(object_type *o_ptr, bool all);