view xrogue/rogue.h @ 162:600873555ec0

Don't swap signal handlers in md_shellescape(). md_shellescape() sets SIGINT and SIGQUIT to be ignored, storing the previous handlers, and restores them after the shell exits. But it mixed up the two handlers. Since the signals were usually handled by the same function, this fix doesn't have much effect, but anything that makes signal code less confusing is a good thing.
author John "Elwin" Edwards
date Mon, 08 Jun 2015 10:01:25 -0400
parents 3e1146666ae5
children f54901b9c39b
line wrap: on
line source

/*
    rogue.h - Rogue definitions and variable declarations
    
    XRogue: Expeditions into the Dungeons of Doom
    Copyright (C) 1991 Robert Pietkivitch
    All rights reserved.
    
    Based on "Advanced Rogue"
    Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
    All rights reserved.

    Based on "Rogue: Exploring the Dungeons of Doom"
    Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
    All rights reserved.
    
    See the file LICENSE.TXT for full copyright and licensing information.
*/ 

#ifdef HAVE_CONFIG_H
#include "config.h"
#endif

/*
 * some compiler don't handle void pointers well so
 */
#include <assert.h>
#define reg  register
#define VOID long
#undef lines
#define ENCREAD encread
#define ENCWRITE encwrite
#undef SCROLL   /* UNIX/370 defines SCROLL for some bizarre reason */
#define exfork fork     /* Standard fork with no paging available */

/*
 * Maximum number of different things
 */

#define MINCOLS         70
#define MINLINES        22
#define MAXROOMS        9
#define MAXTHINGS       9
#define MAXOBJ          9
#define MAXSTATS        74      /* max total of all stats at startup */
#define MAXPACK         27      /* max number of items in pack */
#define MAXDOUBLE       14      /* max number of times exppts is doubled */
#define MAXCONTENTS     20      /* max number of things beaker/book can hold */
#define MAXENCHANT      30      /* max number of enchantments on an item */
#define MAXTREAS        25      /* number monsters/treasure in treasure room */
#define MAXTRAPS        20      /* max number of traps that may be on level */
#define MAXTRPTRY       15      /* attempts/level allowed for setting traps */
#define MAXDOORS        4       /* maximum doors to a room */
#define MAXCHANTS       16      /* maximum number of chants for a druid */
#define MAXPRAYERS      16      /* maximum number of prayers for cleric */
#define MAXSPELLS       16      /* maximum number of spells for magician */
#define MAXQUILL        14      /* scrolls the Quill of Nagrom can write */
#define QUILLCHARGES    300     /* max num of charges in the Quill of Nagrom */
#define NUM_CNAMES      26      /* number of names per character level */
#define NUMMONST        211     /* current number of monsters */
#define NUMUNIQUE       60      /* number of UNIQUEs (minus jacaranda) */
#define NUMDINOS        30      /* number of dinosaurs (for OUTSIDE level) */
#define NLEVMONS        3       /* number of new monsters per level */
#define NUMSCORE        20      /* number of entries in score file */
#define HARDER          40      /* at this level start making things harder */
#define LINELEN         256     /* characters in a buffer */
#define JUG_EMPTY       -1      /* signifys that the alchemy jug is empty */
#define MAXPURCH        (pstats.s_charisma/3) /* num of purchases at t.post */
#define MAXATT          50      /* charactor's attribute maximum number */

/* Movement penalties */
#define BACKPENALTY 3
#define SHOTPENALTY 2           /* In line of sight of missile */
#define DOORPENALTY 1           /* Moving out of current room */

/*
 * these defines are used in calls to get_item() to signify what
 * it is we want
 */

#define ALL             -1
#define WEARABLE        -2
#define CALLABLE        -3
#define WIELDABLE       -4
#define USEABLE         -5
#define IDENTABLE       -6
#define REMOVABLE       -7
#define PROTECTABLE     -8
#define ZAPPABLE        -9
#define READABLE        -10
#define QUAFFABLE       -11

/*
 * stuff to do with encumberance
 */

#define NORMENCB        1400    /* normal encumberance */
#define F_SATIATED       0      /* player's stomach is very full */
#define F_OKAY           1      /* have plenty of food in stomach */
#define F_HUNGRY         2      /* player is hungry */
#define F_WEAK           3      /* weak from lack of food */
#define F_FAINT          4      /* fainting from lack of food */

/*
 * actions a player/monster will take
 */

#define A_MOVE          0200    /* normal movement */
#define A_FREEZE        0201    /* frozen in place */
#define A_ATTACK        0202    /* trying to hit */
#define A_SELL          0203    /* trying to sell goods */
#define A_NIL           0204    /* not doing anything */
#define A_BREATHE       0205    /* breathing */
#define A_MISSILE       0206    /* Firing magic missiles */
#define A_SONIC         0207    /* Sounding a sonic blast */
#define A_SUMMON        0210    /* Summoning help */
#define A_USERELIC      0211    /* Monster uses a relic */
#define A_SLOW          0212    /* monster slows the player */
#define A_ZAP           0213    /* monster shoots a wand */
#define A_PICKUP        0214    /* player is picking something up */
#define A_USEWAND       0215    /* monster is shooting a wand */
#define A_THROW         't'
#define C_CAST          'C'
#define C_COUNT         '*'
#define C_DIP           'D'
#define C_DROP          'd'
#define C_EAT           'e'
#define C_PRAY          'p'
#define C_CHANT         'c'
#define C_QUAFF         'q'
#define C_READ          'r'
#define C_SEARCH        's'
#define C_SETTRAP       '^'
#define C_TAKEOFF       'T'
#define C_USE           CTRL('U')
#define C_WEAR          'W'
#define C_WIELD         'w'
#define C_ZAP           'z'

/* Possible ways for the hero to move */

#define H_TELEPORT 0

/*
 * return values for get functions
 */

#define NORM    0       /* normal exit */
#define QUIT    1       /* quit option setting */
#define MINUS   2       /* back up one option */

/* 
 * The character types
 */

#define C_FIGHTER       0
#define C_RANGER        1
#define C_PALADIN       2
#define C_MAGICIAN      3
#define C_CLERIC        4
#define C_THIEF         5
#define C_ASSASSIN      6
#define C_DRUID         7
#define C_MONK          8
#define C_MONSTER       9
#define NUM_CHARTYPES   10

/*
 * define the ability types
 */

#define A_INTELLIGENCE  0
#define A_STRENGTH      1
#define A_WISDOM        2
#define A_DEXTERITY     3
#define A_CONSTITUTION  4
#define A_CHARISMA      5
#define NUMABILITIES    6

/*
 * values for games end
 */

#define UPDATE  -2
#define SCOREIT -1
#define KILLED   0
#define CHICKEN  1
#define WINNER   2

/*
 * definitions for function step_ok:
 *      MONSTOK indicates it is OK to step on a monster -- it
 *      is only OK when stepping diagonally AROUND a monster;
 *      it is also OK if the stepper is a friendly monster and
 *      is in a fighting mood.
 */

#define MONSTOK 1
#define NOMONST 2
#define FIGHTOK 3

/*
 * used for ring stuff
 */

#define LEFT_1          0
#define LEFT_2          1
#define LEFT_3          2
#define LEFT_4          3
#define RIGHT_1         4
#define RIGHT_2         5
#define RIGHT_3         6
#define RIGHT_4         7
#define NUM_FINGERS     8

/*
 * used for micellaneous magic (MM) stuff
 */

#define WEAR_BOOTS      0
#define WEAR_BRACERS    1
#define WEAR_CLOAK      2
#define WEAR_GAUNTLET   3
#define WEAR_JEWEL      4
#define WEAR_NECKLACE   5
#define NUM_MM          6

/*
    How to exit flags:
*/

#define EXIT_CLS        1    /* Clear screen first */
#define EXIT_ENDWIN     2    /* Shutdown Curses    */


/*
 * All the fun defines
 */

#define next(ptr) (*ptr).l_next
#define prev(ptr) (*ptr).l_prev
#define ldata(ptr) (*ptr).l_data
#define inroom(rp, cp) (\
    (cp)->x <= (rp)->r_pos.x + ((rp)->r_max.x - 1) && (rp)->r_pos.x <= (cp)->x \
 && (cp)->y <= (rp)->r_pos.y + ((rp)->r_max.y - 1) && (rp)->r_pos.y <= (cp)->y)
#define winat(y, x) (mvwinch(mw, y, x)==' '?mvwinch(stdscr, y, x):winch(mw))
#define debug if (wizard) msg
#define RN (((seed = seed*11109+13849) & 0x7fff) >> 1)
#define unc(cp) (cp).y, (cp).x
#define cmov(xy) move((xy).y, (xy).x)
#define DISTANCE(y1, x1, y2, x2) ((x2 - x1)*(x2 - x1) + (y2 - y1)*(y2 - y1))
#define OBJPTR(what)    (struct object *)((*what).l_data)
#define THINGPTR(what)  (struct thing *)((*what).l_data)
#define DOORPTR(what)   (coord *)((*what).l_data)
#define when break;case
#define otherwise break;default
#define until(expr) while(!(expr))
#define ce(a, b) ((a).x == (b).x && (a).y == (b).y)
#define draw(window) wrefresh(window)
#define newfont(window) if (funfont) wattron(window, A_ALTCHARSET);
#define nofont(window) if (funfont) wattroff(window, A_ALTCHARSET);
#define hero player.t_pos
#define pstats player.t_stats
#define max_stats player.maxstats
#define pack player.t_pack
#define attach(a, b) _attach(&a, b)
#define detach(a, b) _detach(&a, b)
#define o_free_list(a) _o_free_list(&a)
#define r_free_list(a) _r_free_list(&a)
#define t_free_list(a) _t_free_list(&a)
#undef min
#undef max
#define max(a, b) ((a) > (b) ? (a) : (b))
#define min(a, b) ((a) < (b) ? (a) : (b))
#define on(thing, flag) \
    (((thing).t_flags[(flag >> FLAGSHIFT) & FLAGINDEX] & flag) != 0)
#define off(thing, flag) \
    (((thing).t_flags[(flag >> FLAGSHIFT) & FLAGINDEX] & flag) == 0)
#define turn_on(thing, flag) \
    ((thing).t_flags[(flag >> FLAGSHIFT) & FLAGINDEX] |= (flag & ~FLAGMASK))
#define turn_off(thing, flag) \
    ((thing).t_flags[(flag >> FLAGSHIFT) & FLAGINDEX] &= ~flag)

/* define the control character */

#undef CTRL
#define CTRL(ch) (ch & 037)

#define ALLOC(x) malloc((unsigned int) x)
#define FREE(x) free((char *) x)
#define EQSTR(a, b, c)  (strncmp(a, b, c) == 0)
#define EQUAL(a, b)     (strcmp(a, b) == 0)
#define GOLDCALC (rnd(50 + 10 * level) + 2)
#define ISRING(h, r) (cur_ring[h] != NULL && cur_ring[h]->o_which == r)
#define ISWEARING(r)    (ISRING(LEFT_1, r)  || ISRING(LEFT_2, r)  ||\
                         ISRING(LEFT_3, r)  || ISRING(LEFT_4, r)  ||\
                         ISRING(RIGHT_1, r) || ISRING(RIGHT_2, r) ||\
             ISRING(RIGHT_3, r) || ISRING(RIGHT_4, r))
#define newgrp() ++group
#define o_charges o_ac
#define o_kind o_ac
#define ISMULT(type) (type == FOOD)
#define isrock(ch) ((ch == WALL) || (ch == HORZWALL) || (ch == VERTWALL) || (ch == SECRETDOOR))
#define is_stealth(tp) \
    (rnd(25) < (tp)->t_stats.s_dext || (tp == &player && ISWEARING(R_STEALTH)))

#define has_light(rp) (((rp)->r_flags & HASFIRE) || ISWEARING(R_LIGHT))

#define mi_wght mi_worth
#define mi_food mi_curse

/*
 * Ways to die
 */

#define D_PETRIFY       -1
#define D_ARROW         -2
#define D_DART          -3
#define D_POISON        -4
#define D_BOLT          -5
#define D_SUFFOCATION   -6
#define D_POTION        -7
#define D_INFESTATION   -8
#define D_DROWN         -9
#define D_ROT           -10
#define D_CONSTITUTION  -11
#define D_STRENGTH      -12
#define D_SIGNAL        -13
#define D_CHOKE         -14
#define D_STRANGLE      -15
#define D_FALL          -16
#define D_RELIC         -17
#define D_STARVATION    -18
#define D_FOOD_CHOKE    -19
#define D_SCROLL        -20
#define D_FRIGHT        -21
#define D_CRYSTAL       -22
#define D_CARD          -23
#define DEATHNUM         23      /* number of ways to die */

/*
 * Things that appear on the screens
 */

#define WALL            ' '
#define PASSAGE         '#'
#define DOOR            '+'
#define FLOOR           '.'
#define HORZWALL        '-'
#define VERTWALL        '|'
#define VPLAYER         '@'
#define IPLAYER         '_'
#define POST            '^'
#define TRAPDOOR        '>'
#define ARROWTRAP       '{'
#define SLEEPTRAP       '$'
#define BEARTRAP        '}'
#define TELTRAP         '~'
#define DARTTRAP        '`'
#define WORMHOLE        '<'
#define POOL            '"'
#define MAZETRAP        '\''
#define SECRETDOOR      '&'
#define STAIRS          '%'
#define GOLD            '*'
#define POTION          '!'
#define SCROLL          '?'
#define MAGIC           '$'
#define BMAGIC          '>'     /*      Blessed magic   */
#define CMAGIC          '<'     /*      Cursed  magic   */
#define FOOD            ':'
#define WEAPON          ')'
#define MISSILE         '*'     /*      Magic Missile   */
#define ARMOR           ']'
#define MM              ';'
#define RELIC           ','
#define RING            '='
#define STICK           '/'
#define FOREST          '\\'

/*
 * Various constants
 * Crypt() returns a different string on the PC for some silly reason
 */

#define PASSWD          "mT5uKwhm5WDRs"
#define FIGHTBASE       10
#define BEFORE          1
#define AFTER           2
#define ESC             27
#define BOLT_LENGTH     12
#define MARKLEN         20
#define SLEEPTIME       (roll(15, 2))
#define BEARTIME        (roll(15, 2))
#define FREEZETIME      30
#define HEALTIME        40
#define SICKTIME        40
#define MORETIME        80
#define STOMACHSIZE     2100
#define PAINTIME        (roll(15, 2))
#define CLOAK_TIME      (roll(15, 2))
#define CHILLTIME       (roll(15, 2))
#define STONETIME       (roll(15, 2))
#define SMELLTIME       (50+rnd(30))
#define DUSTTIME        (50+rnd(30))
#define STINKTIME       (50+rnd(30))
#define HASTETIME       (50+rnd(30))
#define HUHDURATION     (50+rnd(30))
#define GONETIME        (50+rnd(30)) 
#define SKILLDURATION   (50+rnd(30))
#define SEEDURATION     (150+rnd(50))
#define CLRDURATION     (150+rnd(50))
#define FLYTIME         (150+rnd(50))
#define PHASEDURATION   (150+rnd(50))
#define ALCHEMYTIME     (250+rnd(100))
#define FIRETIME        (180+roll(20, 2))
#define COLDTIME        (180+roll(20, 2))
#define BOLTTIME        (180+roll(20, 2))
#define DAYLENGTH       700
#define LEVEL           700  /* make depth of dungeon equal to DAYLENGTH */
#define WANDERTIME      (max(5, (HARDER+rnd(25))-rnd(vlevel*2)))
#define SPELLTIME       ((max(30-pstats.s_lvl,5)))
#define vlevel          (max(level, turns/LEVEL + 1))

/*
 * Save against things
 */

#define VS_POISON               00
#define VS_PARALYZATION         00
#define VS_DEATH                00
#define VS_PETRIFICATION        01
#define VS_WAND                 02
#define VS_BREATH               03
#define VS_MAGIC                04

/*
 * attributes for treasures in dungeon
 */

#define ISCURSED               01
#define ISKNOW                 02
#define ISPOST                 04       /* object is in a trading post */
#define ISMETAL               010
#define ISPROT                020       /* object is protected */
#define ISBLESSED             040
#define ISPOISON             0100
#define ISMISL             020000
#define ISMANY             040000

/*
 * Various flag bits
 */

#define ISDARK                 01
#define ISGONE                 02
#define ISTREAS                04
#define ISFOUND               010
#define ISTHIEFSET            020
#define FORCEDARK             040

/*
 * 1st set of creature flags (this might include player)
 */

#define ISBLIND         0x00000001
#define ISINWALL        0x00000002
#define ISRUN           0x00000004
#define ISFLEE          0x00000008
#define ISINVIS         0x00000010
#define ISMEAN          0x00000020
#define ISGREED         0x00000040
#define CANSHOOT        0x00000080
#define ISHELD          0x00000100
#define ISHUH           0x00000200
#define ISREGEN         0x00000400
#define CANHUH          0x00000800
#define CANSEE          0x00001000
#define HASFIRE         0x00002000
#define ISSLOW          0x00004000
#define ISHASTE         0x00008000
#define ISCLEAR         0x00010000
#define CANINWALL       0x00020000
#define ISDISGUISE      0x00040000
#define CANBLINK        0x00080000
#define CANSNORE        0x00100000
#define HALFDAMAGE      0x00200000
#define CANSUCK         0x00400000
#define CANRUST         0x00800000
#define CANPOISON       0x01000000
#define CANDRAIN        0x02000000
#define ISUNIQUE        0x04000000
#define STEALGOLD       0x08000000

/* 
 * Second set of flags 
 */

#define STEALMAGIC      0x10000001
#define CANDISEASE      0x10000002
#define HASDISEASE      0x10000004
#define CANSUFFOCATE    0x10000008
#define DIDSUFFOCATE    0x10000010
#define BOLTDIVIDE      0x10000020
#define BLOWDIVIDE      0x10000040
#define NOCOLD          0x10000080
#define TOUCHFEAR       0x10000100
#define BMAGICHIT       0x10000200
#define NOFIRE          0x10000400
#define NOBOLT          0x10000800
#define CARRYGOLD       0x10001000
#define CANITCH         0x10002000
#define HASITCH         0x10004000
#define DIDDRAIN        0x10008000
#define WASTURNED       0x10010000
#define CANSELL         0x10020000
#define CANBLIND        0x10040000
#define NOACID          0x10080000
#define NOSLOW          0x10100000
#define NOFEAR          0x10200000
#define NOSLEEP         0x10400000
#define NOPARALYZE      0x10800000
#define NOGAS           0x11000000
#define CANMISSILE      0x12000000
#define CMAGICHIT       0x14000000
#define CANPAIN         0x18000000

/* 
 * Third set of flags 
 */

#define CANSLOW         0x20000001
#define CANTUNNEL       0x20000002
#define TAKEWISDOM      0x20000004
#define NOMETAL         0x20000008
#define MAGICHIT        0x20000010
#define CANINFEST       0x20000020
#define HASINFEST       0x20000040
#define NOMOVE          0x20000080
#define CANSHRIEK       0x20000100
#define CANDRAW         0x20000200
#define CANSMELL        0x20000400
#define CANPARALYZE     0x20000800
#define CANROT          0x20001000
#define ISSCAVENGE      0x20002000
#define DOROT           0x20004000
#define CANSTINK        0x20008000
#define HASSTINK        0x20010000
#define ISSHADOW        0x20020000
#define CANCHILL        0x20040000
#define CANHUG          0x20080000
#define CANSURPRISE     0x20100000
#define CANFRIGHTEN     0x20200000
#define CANSUMMON       0x20400000
#define TOUCHSTONE      0x20800000
#define LOOKSTONE       0x21000000
#define CANHOLD         0x22000000
#define DIDHOLD         0x24000000
#define DOUBLEDRAIN     0x28000000

/* 
 * Fourth set of flags 
 */

#define CANBRANDOM      0x30000001      /* Types of breath */
#define CANBACID        0x30000002      /* acid */
#define CANBFIRE        0x30000004      /* Fire */
#define CANBCGAS        0x30000008      /* confusion gas */
#define CANBBOLT        0x30000010      /* lightning bolt */
#define CANBGAS         0x30000020      /* chlorine gas */
#define CANBICE         0x30000040      /* ice */
#define CANBFGAS        0x30000080      /* Fear gas */
#define CANBPGAS        0x30000100      /* Paralyze gas */
#define CANBSGAS        0x30000200      /* Sleeping gas */
#define CANBSLGAS       0x30000400      /* Slow gas */
#define CANBREATHE      0x300007ff      /* Can it breathe at all? */

/*
 * Fifth set of flags
 */

#define ISUNDEAD        0x40000001
#define CANSONIC        0x40000002
#define TURNABLE        0x40000004
#define TAKEINTEL       0x40000008
#define NOSTAB          0x40000010
#define CANDISSOLVE     0x40000020
#define ISFLY           0x40000040      /* creature can fly */
#define CANTELEPORT     0x40000080      /* creature can teleport */
#define CANEXPLODE      0x40000100      /* creature explodes when hit */
#define CANDANCE        0x40000200      /* creature can make hero "dance" */
#define ISDANCE         0x40000400      /* creature (hero) is dancing */
#define CARRYFOOD       0x40000800
#define CARRYSCROLL     0x40001000
#define CARRYPOTION     0x40002000
#define CARRYRING       0x40004000
#define CARRYSTICK      0x40008000
#define CARRYMISC       0x40010000
#define CARRYMDAGGER    0x40020000      /* Dagger of Musty */
#define CARRYCLOAK      0x40040000      /* Cloak of Emori */
#define CARRYANKH       0x40080000      /* Ankh of Heil */
#define CARRYSTAFF      0x40100000      /* Staff of Ming */
#define CARRYWAND       0x40200000      /* Wand of Orcus */
#define CARRYROD        0x40400000      /* Rod of Asmodeus */
#define CARRYYAMULET    0x40800000      /* Amulet of Yendor */
#define CARRYMANDOLIN   0x41000000      /* Mandolin of Brian */
#define MISSEDDISP      0x42000000      /* Missed Cloak of Displacement */
#define CANBSTAB        0x44000000      /* Can backstab */
#define ISGUARDIAN      0x48000000      /* Guardian of a treasure room */

/*
 * Sixth set of flags
 */

#define CARRYHORN       0x50000001      /* Horn of Geryon */
#define CARRYMSTAR      0x50000002      /* Morning Star of Hruggek */
#define CARRYFLAIL      0x50000004      /* Flail of Yeenoghu */
#define CARRYWEAPON     0x50000008      /* A generic weapon */
#define CANAGE          0x50000010      /* can age you */
#define CARRYDAGGER     0x50000020      /* carry's a dumb old dagger */
#define AREMANY         0x50000040      /* they come in droves */
#define CARRYEYE        0x50000080      /* has the eye of Vecna */
#define HASSUMMONED     0x50000100      /* has already summoned */
#define ISSTONE         0x50000200      /* has been turned to stone */
#define NODETECT        0x50000400      /* detect monster will not show him */
#define NOSTONE         0x50000800      /* creature made its save vrs stone */
#define CARRYQUILL      0x50001000      /* has the quill of Nagrom */
#define CARRYAXE        0x50002000      /* has the axe of Aklad */
#define TOUCHSLOW       0x50004000      /* touch will slow hero */
#define WASDISRUPTED    0x50008000      /* creature was disrupted by player */
#define CARRYARMOR      0x50010000      /* creature will pick up armor */
#define CARRYBAMULET    0x50020000      /* amulet of skoraus stonebones */
#define CARRYSURTURRING 0x50040000      /* ring of Surtur */
#define CARRYCARD       0x50080000      /* carry the card of Alteran */
#define ISCHARMED       0x50100000      /* is the monster charmed? */
#define ISFRIENDLY      0x50100000      /* monster friendly for any reason? */

#define NEEDSTOACT      0x60000001      /* monster ready to act this turn n */
#define ISDEAD          0x60000002      /* monster is dead                  */
#define ISELSEWHERE     0x60000004      /* monster has been whisked away    */

/* Masks for choosing the right flag */

#define FLAGMASK     0xf0000000
#define FLAGINDEX    0x0000000f
#define FLAGSHIFT    28
#define MAXFLAGS     25                 /* max initial flags per creature */

/* 
 * Mask for cancelling special abilities 
 * The flags listed here will be the ones left on after the
 * cancellation takes place
 */

#define CANC0MASK (     ISBLIND         | ISINWALL      | ISRUN         | \
                        ISFLEE          | ISMEAN        | ISGREED       | \
                        CANSHOOT        | ISHELD        | ISHUH         | \
                        ISSLOW          | ISHASTE       | ISCLEAR       | \
                        ISUNIQUE )
#define CANC1MASK (     HASDISEASE      | DIDSUFFOCATE  | CARRYGOLD     | \
                        HASITCH         | CANSELL       | DIDDRAIN      | \
                        WASTURNED )
#define CANC2MASK (     HASINFEST       | NOMOVE        | ISSCAVENGE    | \
                        DOROT           | HASSTINK      | DIDHOLD )
#define CANC3MASK (     CANBREATHE )
#define CANC4MASK (     ISUNDEAD        | CANSONIC      | NOSTAB        | \
                        ISFLY           | CARRYFOOD     | CANEXPLODE    | \
                        ISDANCE         | CARRYSCROLL   | CARRYPOTION   | \
                        CARRYRING       | CARRYSTICK    | CARRYMISC     | \
                        CARRYMDAGGER    | CARRYCLOAK    | CARRYANKH     | \
                        CARRYSTAFF      | CARRYWAND     | CARRYROD      | \
                        CARRYYAMULET    | CARRYMANDOLIN | ISGUARDIAN )
#define CANC5MASK (     CARRYHORN       | CARRYMSTAR    | CARRYFLAIL    | \
                        CARRYEYE        | CARRYDAGGER   | HASSUMMONED   | \
                        AREMANY         | CARRYWEAPON   | NOSTONE       | \
                        CARRYQUILL      | CARRYAXE      | WASDISRUPTED  | \
                        CARRYARMOR      | CARRYBAMULET  | CARRYSURTURRING )
#define CANC6MASK (     CARRYCARD )
#define CANC7MASK ( 0 )
#define CANC8MASK ( 0 )
#define CANC9MASK ( 0 )
#define CANCAMASK ( 0 )
#define CANCBMASK ( 0 )
#define CANCCMASK ( 0 )
#define CANCDMASK ( 0 )
#define CANCEMASK ( 0 )
#define CANCFMASK ( 0 )

/* types of things */

#define TYP_POTION      0
#define TYP_SCROLL      1
#define TYP_FOOD        2
#define TYP_WEAPON      3
#define TYP_ARMOR       4
#define TYP_RING        5
#define TYP_STICK       6
#define TYP_MM          7
#define TYP_RELIC       8
#define NUMTHINGS       9

/*
 * food types
 */

#define E_RATION        0
#define E_APPLE         1
#define E_BANANA        2
#define E_BLUEBERRY     3
#define E_CANDLEBERRY   4
#define E_CAPRIFIG      5
#define E_DEWBERRY      6
#define E_ELDERBERRY    7
#define E_GOOSEBERRY    8
#define E_GUANABANA     9
#define E_HAGBERRY      10
#define E_JABOTICABA    11
#define E_PEACH         12
#define E_PITANGA       13
#define E_PRICKLEY      14
#define E_RAMBUTAN      15
#define E_SAPODILLA     16
#define E_SOURSOP       17
#define E_STRAWBERRY    18
#define E_SWEETSOP      19
#define E_WHORTLEBERRY  20
#define E_SLIMEMOLD     21
#define MAXFOODS        22

/*
 * Potion types
 */

#define P_CLEAR         0
#define P_ABIL          1
#define P_SEEINVIS      2
#define P_HEALING       3
#define P_MFIND         4
#define P_TFIND         5
#define P_RAISE         6
#define P_HASTE         7
#define P_RESTORE       8
#define P_PHASE         9
#define P_INVIS         10
#define P_FLY           11
#define P_FFIND         12
#define P_SKILL         13
#define P_FIRE          14
#define P_COLD          15
#define P_LIGHTNING     16
#define P_POISON        17
#define MAXPOTIONS      18

/*
 * Scroll types
 */

#define S_CONFUSE       0
#define S_MAP           1
#define S_LIGHT         2
#define S_HOLD          3
#define S_SLEEP         4
#define S_ALLENCH       5
#define S_IDENT         6
#define S_SCARE         7
#define S_GFIND         8
#define S_TELEP         9
#define S_CREATE        10
#define S_REMOVE        11
#define S_PETRIFY       12
#define S_GENOCIDE      13
#define S_CURING        14
#define S_MAKEIT        15
#define S_PROTECT       16
#define S_FINDTRAPS     17
#define S_RUNES         18
#define S_CHARM         19
#define MAXSCROLLS      20

/*
 * Weapon types
 */

#define MACE            0               /* mace */
#define SWORD           1               /* long sword */
#define BOW             2               /* short bow */
#define ARROW           3               /* arrow */
#define DAGGER          4               /* dagger */
#define ROCK            5               /* rocks */
#define TWOSWORD        6               /* two-handed sword */
#define SLING           7               /* sling */
#define DART            8               /* darts */
#define CROSSBOW        9               /* crossbow */
#define BOLT            10              /* crossbow bolt */
#define SPEAR           11              /* spear */
#define TRIDENT         12              /* trident */
#define SPETUM          13              /* spetum */