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/*	$NetBSD: data.c,v 1.13 2008/02/03 20:11:04 dholland Exp $	 */

/*-
 * Copyright (c) 1988 The Regents of the University of California.
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
 * are met:
 * 1. Redistributions of source code must retain the above copyright
 *    notice, this list of conditions and the following disclaimer.
 * 2. Redistributions in binary form must reproduce the above copyright
 *    notice, this list of conditions and the following disclaimer in the
 *    documentation and/or other materials provided with the distribution.
 * 3. Neither the name of the University nor the names of its contributors
 *    may be used to endorse or promote products derived from this software
 *    without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
 * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
 * SUCH DAMAGE.
 */

#include <sys/cdefs.h>
#ifndef lint
#if 0
static char     sccsid[] = "@(#)data.c	5.3 (Berkeley) 5/13/91";
#else
__RCSID("$NetBSD: data.c,v 1.13 2008/02/03 20:11:04 dholland Exp $");
#endif
#endif /* not lint */

/* data.c		Larn is copyrighted 1986 by Noah Morgan. */
/* #define NODEFS */
#include "header.h"
#include "extern.h"

/*
	class[c[LEVEL]-1] gives the correct name of the players experience level
 */
static char     aa1[] = " mighty evil master";
static char     aa2[] = "apprentice demi-god";
static char     aa3[] = "  minor demi-god   ";
static char     aa4[] = "  major demi-god   ";
static char     aa5[] = "    minor deity    ";
static char     aa6[] = "    major deity    ";
static char     aa7[] = "  novice guardian  ";
static char     aa8[] = "apprentice guardian";
static char     aa9[] = "    The Creator    ";
const char   *class[] =
{
	"  novice explorer  ", "apprentice explorer", " practiced explorer",	/* -3 */
	"   expert explorer ", "  novice adventurer", "     adventurer    ",	/* -6 */
	"apprentice conjurer", "     conjurer      ", "  master conjurer  ",	/* -9 */
	"  apprentice mage  ", "        mage       ", "  experienced mage ",	/* -12 */
	"     master mage   ", " apprentice warlord", "   novice warlord  ",	/* -15 */
	"   expert warlord  ", "   master warlord  ", " apprentice gorgon ",	/* -18 */
	"       gorgon      ", "  practiced gorgon ", "   master gorgon   ",	/* -21 */
	"    demi-gorgon    ", "    evil master    ", " great evil master ",	/* -24 */
	aa1, aa1, aa1,		/* -27 */
	aa1, aa1, aa1,		/* -30 */
	aa1, aa1, aa1,		/* -33 */
	aa1, aa1, aa1,		/* -36 */
	aa1, aa1, aa1,		/* -39 */
	aa2, aa2, aa2,		/* -42 */
	aa2, aa2, aa2,		/* -45 */
	aa2, aa2, aa2,		/* -48 */
	aa3, aa3, aa3,		/* -51 */
	aa3, aa3, aa3,		/* -54 */
	aa3, aa3, aa3,		/* -57 */
	aa4, aa4, aa4,		/* -60 */
	aa4, aa4, aa4,		/* -63 */
	aa4, aa4, aa4,		/* -66 */
	aa5, aa5, aa5,		/* -69 */
	aa5, aa5, aa5,		/* -72 */
	aa5, aa5, aa5,		/* -75 */
	aa6, aa6, aa6,		/* -78 */
	aa6, aa6, aa6,		/* -81 */
	aa6, aa6, aa6,		/* -84 */
	aa7, aa7, aa7,		/* -87 */
	aa8, aa8, aa8,		/* -90 */
	aa8, aa8, aa8,		/* -93 */
	"  earth guardian   ", "   air guardian    ", "   fire guardian   ",	/* -96 */
	"  water guardian   ", "  time guardian    ", " ethereal guardian ",	/* -99 */
	aa9, aa9, aa9,		/* -102 */
};

/*
	table of experience needed to be a certain level of player
	skill[c[LEVEL]] is the experience required to attain the next level
 */
#define MEG 1000000
long            skill[] = {
	0, 10, 20, 40, 80, 160, 320, 640, 1280, 2560, 5120,	/* 1-11 */
	10240, 20480, 40960, 100000, 200000, 400000, 700000, 1 * MEG,	/* 12-19 */
	2 * MEG, 3 * MEG, 4 * MEG, 5 * MEG, 6 * MEG, 8 * MEG, 10 * MEG,	/* 20-26 */
	12 * MEG, 14 * MEG, 16 * MEG, 18 * MEG, 20 * MEG, 22 * MEG, 24 * MEG, 26 * MEG, 28 * MEG,	/* 27-35 */
	30 * MEG, 32 * MEG, 34 * MEG, 36 * MEG, 38 * MEG, 40 * MEG, 42 * MEG, 44 * MEG, 46 * MEG,	/* 36-44 */
	48 * MEG, 50 * MEG, 52 * MEG, 54 * MEG, 56 * MEG, 58 * MEG, 60 * MEG, 62 * MEG, 64 * MEG,	/* 45-53 */
	66 * MEG, 68 * MEG, 70 * MEG, 72 * MEG, 74 * MEG, 76 * MEG, 78 * MEG, 80 * MEG, 82 * MEG,	/* 54-62 */
	84 * MEG, 86 * MEG, 88 * MEG, 90 * MEG, 92 * MEG, 94 * MEG, 96 * MEG, 98 * MEG, 100 * MEG,	/* 63-71 */
	105 * MEG, 110 * MEG, 115 * MEG, 120 * MEG, 125 * MEG, 130 * MEG, 135 * MEG, 140 * MEG,	/* 72-79 */
	145 * MEG, 150 * MEG, 155 * MEG, 160 * MEG, 165 * MEG, 170 * MEG, 175 * MEG, 180 * MEG,	/* 80-87 */
	185 * MEG, 190 * MEG, 195 * MEG, 200 * MEG, 210 * MEG, 220 * MEG, 230 * MEG, 240 * MEG,	/* 88-95 */
	250 * MEG, 260 * MEG, 270 * MEG, 280 * MEG, 290 * MEG, 300 * MEG	/* 96-101 */
};
#undef MEG

u_char           *lpbuf, *lpnt, *inbuffer, *lpend;	/* input/output pointers
							 * to the buffers */
struct cel     *cell;		/* pointer to the dungeon storage	 */
short           hitp[MAXX][MAXY];	/* monster hp on level		 */
short           iarg[MAXX][MAXY];	/* arg for the item array	 */
u_char          item[MAXX][MAXY];	/* objects in maze if any	 */
u_char          know[MAXX][MAXY];	/* 1 or 0 if here before	 */
u_char          mitem[MAXX][MAXY];	/* monster item array 		 */
u_char          moved[MAXX][MAXY];	/* monster movement flags  */
u_char          stealth[MAXX][MAXY];	/* 0=sleeping 1=awake monst */
u_char          iven[26];	/* inventory for player			 */
short           ivenarg[26];	/* inventory for player			 */
char            lastmonst[40];	/* this has the name of the current monster	 */
u_char          beenhere[MAXLEVEL + MAXVLEVEL] = {0};	/* 1 if have been on
							 * this level */
char            VERSION = VER;	/* this is the present version # of the
				 * program	 */
char            SUBVERSION = SUBVER;
u_char          nosignal = 0;	/* set to 1 to disable the signals from doing
				 * anything */
u_char          predostuff = 0;	/* 2 means that the trap handling routines
				 * must do a showplayer() after a trap.  0
				 * means don't showplayer() 0 - we are in
				 * create player screen 1 - we are in welcome
				 * screen 2 - we are in the normal game	 */
char            loginname[20];	/* players login name */
char            logname[LOGNAMESIZE];	/* players name storage for scoring				 */
u_char          sex = 1;	/* default is a man  0=woman						 */
u_char          boldon = 1;	/* 1=bold objects  0=inverse objects				 */
u_char          ckpflag = 0;	/* 1 if want checkpointing of game, 0
				 * otherwise	 */
u_char          cheat = 0;	/* 1 if the player has fudged save file			 */
short           level = 0;	/* cavelevel player is on = c[CAVELEVEL]			 */
u_char          wizard = 0;	/* the wizard mode flag							 */
short           lastnum = 0;	/* the number of the monster last hitting
				 * player 	 */
short           hitflag = 0;	/* flag for if player has been hit when
				 * running 	 */
short           hit2flag = 0;	/* flag for if player has been hit when
				 * running 	 */
short           hit3flag = 0;	/* flag for if player has been hit flush
				 * input 	 */
short           playerx, playery;	/* the room on the present level of
					 * the player		 */
short           lastpx, lastpy;	/* 0 --- MAXX-1  or  0 --- MAXY-1					 */
short           oldx, oldy;
short           lasthx = 0, lasthy = 0;	/* location of monster last hit by
					 * player		 */
short           nobeep = 0;	/* true if program is not to beep  					 */
unsigned long   randx = 33601;	/* the random number seed						 */
time_t          initialtime = 0;/* time playing began 							 */
long            gltime = 0;	/* the clock for the game						 */
long            outstanding_taxes = 0;	/* present tax bill from score file 			 */
long            c[100], cbak[100];	/* the character description arrays			 */
int             enable_scroll = 0;	/* constant for enabled/disabled
					 * scrolling regn */
char            aborted[] = " aborted";
struct sphere  *spheres = 0;	/* pointer to linked list for spheres of
				 * annihilation */
const char     *levelname[] =
{" H", " 1", " 2", " 3", " 4", " 5", " 6", " 7", " 8", " 9", "10", "V1", "V2", "V3"};

char            objnamelist[] = " ATOP%^F&^+M=%^$$f*OD#~][[)))(((||||||||{?!BC}o:@.<<<<EVV))([[]]](^ [H*** ^^ S tsTLc............................................";
char            monstnamelist[] = " BGHJKOScjtAELNQRZabhiCTYdegmvzFWflorXV pqsyUkMwDDPxnDDuD        ...............................................................";
const char     *objectname[] =
{0, "a holy altar", "a handsome jewel encrusted throne", "the orb", "a pit",
	"a staircase leading upwards", "an elevator going up", "a bubbling fountain",
	"a great marble statue", "a teleport trap", "the college of Larn",
	"a mirror", "the DND store", "a staircase going down", "an elevator going down",
	"the bank of Larn", "the 5th branch of the Bank of Larn",
	"a dead fountain", "gold", "an open door", "a closed door",
	"a wall", "The Eye of Larn", "plate mail", "chain mail", "leather armor",
	"a sword of slashing", "Bessman's flailing hammer", "a sunsword",
	"a two handed sword", "a spear", "a dagger",
	"ring of extra regeneration", "a ring of regeneration", "a ring of protection",
	"an energy ring", "a ring of dexterity", "a ring of strength",
	"a ring of cleverness", "a ring of increase damage", "a belt of striking",
	"a magic scroll", "a magic potion", "a book", "a chest",
	"an amulet of invisibility", "an orb of dragon slaying",
	"a scarab of negate spirit", "a cube of undead control",
	"device of theft prevention", "a brilliant diamond", "a ruby",
	"an enchanting emerald", "a sparkling sapphire", "the dungeon entrance",
	"a volcanic shaft leaning downward", "the base of a volcanic shaft",
	"a battle axe", "a longsword", "a flail", "ring mail", "studded leather armor",
	"splint mail", "plate armor", "stainless plate armor", "a lance of death",
	"an arrow trap", "an arrow trap", "a shield", "your home",
	"gold", "gold", "gold", "a dart trap",
	"a dart trap", "a trapdoor", "a trapdoor", "the local trading post",
	"a teleport trap", "a massive throne",
	"a sphere of annihilation", "a handsome jewel encrusted throne",
	"the Larn Revenue Service", "a fortune cookie", "", "", "", "", "", "",
	"", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", ""
};



/*
 *	for the monster data
 *
 *	array to do rnd() to create monsters <= a given level
 */
u_char          monstlevel[] = {5, 11, 17, 22, 27, 33, 39, 42, 46, 50, 53, 56, 59};

struct monst    monster[] = {
	/*
	 * NAME			LV	AC	DAM	ATT	DEF	GEN
	 * INT GOLD	HP	EXP
	 * -----------------------------------------------------------------
	 */
	{"", 0, 0, 0, 0, 0, 0, 3, 0, 0, 0},
	{"bat", 1, 0, 1, 0, 0, 0, 3, 0, 1, 1},
	{"gnome", 1, 10, 1, 0, 0, 0, 8, 30, 2, 2},
	{"hobgoblin", 1, 14, 2, 0, 0, 0, 5, 25, 3, 2},
	{"jackal", 1, 17, 1, 0, 0, 0, 4, 0, 1, 1},
	{"kobold", 1, 20, 1, 0, 0, 0, 7, 10, 1, 1},

	{"orc", 2, 12, 1, 0, 0, 0, 9, 40, 4, 2},
	{"snake", 2, 15, 1, 0, 0, 0, 3, 0, 3, 1},
	{"giant centipede", 2, 14, 0, 4, 0, 0, 3, 0, 1, 2},
	{"jaculi", 2, 20, 1, 0, 0, 0, 3, 0, 2, 1},
	{"troglodyte", 2, 10, 2, 0, 0, 0, 5, 80, 4, 3},
	{"giant ant", 2, 8, 1, 4, 0, 0, 4, 0, 5, 5},

	/*
	 * NAME			LV	AC	DAM	ATT	DEF	GEN
	 * INT GOLD	HP	EXP
	 * -----------------------------------------------------------------
	 */

	{"floating eye", 3, 8, 1, 0, 0, 0, 3, 0, 5, 2},
	{"leprechaun", 3, 3, 0, 8, 0, 0, 3, 1500, 13, 45},
	{"nymph", 3, 3, 0, 14, 0, 0, 9, 0, 18, 45},
	{"quasit", 3, 5, 3, 0, 0, 0, 3, 0, 10, 15},
	{"rust monster", 3, 4, 0, 1, 0, 0, 3, 0, 18, 25},
	{"zombie", 3, 12, 2, 0, 0, 0, 3, 0, 6, 7},

	{"assassin bug", 4, 9, 3, 0, 0, 0, 3, 0, 20, 15},
	{"bugbear", 4, 5, 4, 15, 0, 0, 5, 40, 20, 35},
	{"hell hound", 4, 5, 2, 2, 0, 0, 6, 0, 16, 35},
	{"ice lizard", 4, 11, 2, 10, 0, 0, 6, 50, 16, 25},
	{"centaur", 4, 6, 4, 0, 0, 0, 10, 40, 24, 45},

	/*
	 * NAME			LV	AC	DAM	ATT	DEF	GEN
	 * INT GOLD	HP	EXP
	 * -----------------------------------------------------------------
	 */

	{"troll", 5, 4, 5, 0, 0, 0, 9, 80, 50, 300},
	{"yeti", 5, 6, 4, 0, 0, 0, 5, 50, 35, 100},
	{"white dragon", 5, 2, 4, 5, 0, 0, 16, 500, 55, 1000},
	{"elf", 5, 8, 1, 0, 0, 0, 15, 50, 22, 35},
	{"gelatinous cube", 5, 9, 1, 0, 0, 0, 3, 0, 22, 45},

	{"metamorph", 6, 7, 3, 0, 0, 0, 3, 0, 30, 40},
	{"vortex", 6, 4, 3, 0, 0, 0, 3, 0, 30, 55},
	{"ziller", 6, 15, 3, 0, 0, 0, 3, 0, 30, 35},
	{"violet fungi", 6, 12, 3, 0, 0, 0, 3, 0, 38, 100},
	{"wraith", 6, 3, 1, 6, 0, 0, 3, 0, 30, 325},
	{"forvalaka", 6, 2, 5, 0, 0, 0, 7, 0, 50, 280},

	/*
	 * NAME			LV	AC	DAM	ATT	DEF	GEN
	 * INT GOLD	HP	EXP
	 * -----------------------------------------------------------------
	 */

	{"lama nobe", 7, 7, 3, 0, 0, 0, 6, 0, 35, 80},
	{"osequip", 7, 4, 3, 16, 0, 0, 4, 0, 35, 100},
	{"rothe", 7, 15, 5, 0, 0, 0, 3, 100, 50, 250},
	{"xorn", 7, 0, 6, 0, 0, 0, 13, 0, 60, 300},
	{"vampire", 7, 3, 4, 6, 0, 0, 17, 0, 50, 1000},
	{"invisible stalker", 7, 3, 6, 0, 0, 0, 5, 0, 50, 350},

	{"poltergeist", 8, 1, 4, 0, 0, 0, 3, 0, 50, 450},
	{"disenchantress", 8, 3, 0, 9, 0, 0, 3, 0, 50, 500},
	{"shambling mound", 8, 2, 5, 0, 0, 0, 6, 0, 45, 400},
	{"yellow mold", 8, 12, 4, 0, 0, 0, 3, 0, 35, 250},
	{"umber hulk", 8, 3, 7, 11, 0, 0, 14, 0, 65, 600},

	/*
	 * NAME			LV	AC	DAM	ATT	DEF	GEN
	 * INT GOLD	HP	EXP
	 * -----------------------------------------------------------------
	 */

	{"gnome king", 9, -1, 10, 0, 0, 0, 18, 2000, 100, 3000},
	{"mimic", 9, 5, 6, 0, 0, 0, 8, 0, 55, 99},
	{"water lord", 9, -10, 15, 7, 0, 0, 20, 0, 150, 15000},
	{"bronze dragon", 9, 2, 9, 3, 0, 0, 16, 300, 80, 4000},
	{"green dragon", 9, 3, 8, 10, 0, 0, 15, 200, 70, 2500},
	{"purple worm", 9, -1, 11, 0, 0, 0, 3, 100, 120, 15000},
	{"xvart", 9, -2, 12, 0, 0, 0, 13, 0, 90, 1000},

	{"spirit naga", 10, -20, 12, 12, 0, 0, 23, 0, 95, 20000},
	{"silver dragon", 10, -1, 12, 3, 0, 0, 20, 700, 100, 10000},
	{"platinum dragon", 10, -5, 15, 13, 0, 0, 22, 1000, 130, 24000},
	{"green urchin", 10, -3, 12, 0, 0, 0, 3, 0, 85, 5000},
	{"red dragon", 10, -2, 13, 3, 0, 0, 19, 800, 110, 14000},

	{"type I demon lord", 12, -30, 18, 0, 0, 0, 20, 0, 140, 50000},
	{"type II demon lord", 13, -30, 18, 0, 0, 0, 21, 0, 160, 75000},
	{"type III demon lord", 14, -30, 18, 0, 0, 0, 22, 0, 180, 100000},
	{"type IV demon lord", 15, -35, 20, 0, 0, 0, 23, 0, 200, 125000},
	{"type V demon lord", 16, -40, 22, 0, 0, 0, 24, 0, 220, 150000},
	{"type VI demon lord", 17, -45, 24, 0, 0, 0, 25, 0, 240, 175000},
	{"type VII demon lord", 18, -70, 27, 6, 0, 0, 26, 0, 260, 200000},
	{"demon prince", 25, -127, 30, 6, 0, 0, 28, 0, 345, 300000}

	/*
	 * NAME				LV	AC	DAM	ATT	DEF
	 * GEN INT GOLD	HP	EXP
	 * -------------------------------------------------------------------
	 * --
	 */
};

/* name array for scrolls		 */

const char     *scrollname[] = {"", "", "", "", "", "", "", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "", "", "", "", "", "", ""};

const char     *scrollhide[] = {
	" enchant armor",
	" enchant weapon",
	" enlightenment",
	" blank paper",
	" create monster",
	" create artifact",
	" aggravate monsters",
	" time warp",
	" teleportation",
	" expanded awareness",
	" haste monsters",
	" monster healing",
	" spirit protection",
	" undead protection",
	" stealth",
	" magic mapping",
	" hold monsters",
	" gem perfection",
	" spell extension",
	" identify",
	" remove curse",
	" annihilation",
	" pulverization",
	" life protection",
	"  ",
	"  ",
	"  ",
	"  "
};

const char     *potionname[] = {"", "", "", "", "", "", "", "", "", "", "", "", "", "",
	"", "", "", "", "", "", "", "", "", "", "", "", "", "",
"", "", "", "", "", "", ""};

/* name array for magic potions	 */
const char     *potionhide[] = {
	" sleep",
	" healing",
	" raise level",
	" increase ability",
	" wisdom",
	" strength",
	" raise charisma",
	" dizziness",
	" learning",
	" gold detection",
	" monster detection",
	" forgetfulness",
	" water",
	" blindness",
	" confusion",
	" heroism",
	" sturdiness",
	" giant strength",
	" fire resistance",
	" treasure finding",
	" instant healing",
	" cure dianthroritis",
	" poison",
	" see invisible",
	"  ",
	"  ",
	"  ",
	"  ",
	"  ",
	"  ",
	"  ",
	"  ",
	"  ",
	"  ",
	"  "
};



/*
	spell data
 */
u_char          spelknow[SPNUM] = {0};
u_char          splev[] = {1, 4, 9, 14, 18, 22, 26, 29, 32, 35, 37, 37, 37, 37, 37};

const char     *spelcode[] = {
	"pro", "mle", "dex", "sle", "chm", "ssp",
	"web", "str", "enl", "hel", "cbl", "cre", "pha", "inv",
	"bal", "cld", "ply", "can", "has", "ckl", "vpr",
	"dry", "lit", "drl", "glo", "flo", "fgr",
	"sca", "hld", "stp", "tel", "mfi",	/* 31 */
	"sph", "gen", "sum", "wtw", "alt", "per"
};

const char     *spelname[] = {
	"protection", "magic missile", "dexterity",
	"sleep", "charm monster", "sonic spear",

	"web", "strength", "enlightenment",
	"healing", "cure blindness", "create monster",
	"phantasmal forces", "invisibility",

	"fireball", "cold", "polymorph",
	"cancellation", "haste self", "cloud kill",
	"vaporize rock",

	"dehydration", "lightning", "drain life",
	"invulnerability", "flood", "finger of death",

	"scare monster", "hold monster", "time stop",
	"teleport away", "magic fire",

	"sphere of annihilation", "genocide", "summon demon",
	"walk through walls", "alter reality", "permanence",
	""
};

const char     *speldescript[] = {
	/* 1 */
	"generates a +2 protection field",
	"creates and hurls a magic missile equivalent to a +1 magic arrow",
	"adds +2 to the caster's dexterity",
	"causes some monsters to go to sleep",
	"some monsters may be awed at your magnificence",
	"causes your hands to emit a screeching sound toward what they point",
	/* 7 */
	"causes strands of sticky thread to entangle an enemy",
	"adds +2 to the caster's strength for a short term",
	"the caster becomes aware of things in the vicinity",
	"restores some hp to the caster",
	"restores sight to one so unfortunate as to be blinded",
	"creates a monster near the caster appropriate for the location",
	"creates illusions, and if believed, monsters die",
	"the caster becomes invisible",
	/* 15 */
	"makes a ball of fire that burns on what it hits",
	"sends forth a cone of cold which freezes what it touches",
	"you can find out what this does for yourself",
	"negates the ability of a monster to use its special abilities",
	"speeds up the caster's movements",
	"creates a fog of poisonous gas which kills all that is within it",
	"this changes rock to air",
	/* 22 */
	"dries up water in the immediate vicinity",
	"your finger will emit a lightning bolt when this spell is cast",
	"subtracts hit points from both you and a monster",
	"this globe helps to protect the player from physical attack",
	"this creates an avalanche of H2O to flood the immediate chamber",
	"this is a holy spell and calls upon your god to back you up",
	/* 28 */
	"terrifies the monster so that hopefully it won't hit the magic user",
	"the monster is frozen in its tracks if this is successful",
	"all movement in the caverns ceases for a limited duration",
	"moves a particular monster around in the dungeon (hopefully away from you)",
	"this causes a curtain of fire to appear all around you",
	/* 33 */
	"anything caught in this sphere is instantly killed.  Warning -- dangerous",
	"eliminates a species of monster from the game -- use sparingly",
	"summons a demon who hopefully helps you out",
	"allows the player to walk through walls for a short period of time",
	"god only knows what this will do",
	"makes a character spell permanent, i. e. protection, strength, etc.",
	""
};

char            spelweird[MAXMONST + 8][SPNUM] = {
	/*
	 * p m d s c s    w s e h c c p i    b c p c h c v    d l d g f f
	 * s h s t m    s g s w a p
	 */
	/*
	 * r l e l h s    e t n e b r h n    a l l a a k p    r i r l l g
	 * c l t e f    p e u t l e
	 */
	/*
	 * o e x e m p    b r l l l e a v    l d y n s l r    y t l o o r
	 * a d p l i    h n m w t r
	 */


	 /* bat */ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* gnome */ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* hobgoblin */ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* jackal */ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* kobold */ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},

	 /* orc */ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* snake */ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* giant centipede */ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* jaculi */ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* troglodyte */ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},

	 /* giant ant */ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* floating eye */ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* leprechaun */ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* nymph */ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* quasit */ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},

	 /* rust monster */ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* zombie */ {0, 0, 0, 8, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 4, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* assassin bug */ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* bugbear */ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* hell hound */ {0, 6, 0, 0, 0, 0, 12, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},

	 /* ice lizard */ {0, 0, 0, 0, 0, 0, 11, 0, 0, 0, 0, 0, 0, 0, 0, 15, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* centaur */ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* troll */ {0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* yeti */ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 15, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* white dragon */ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 14, 0, 0, 15, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},

	 /* elf */ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 14, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* gelatinous cube */ {0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* metamorph */ {0, 13, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 4, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* vortex */ {0, 13, 0, 0, 0, 10, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 4, 0, 0, 0, 4, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* ziller */ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},

	 /* violet fungi */ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* wraith */ {0, 0, 0, 8, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 4, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* forvalaka */ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* lama nobe */ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* osequip */ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},

	 /* rothe */ {0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* xorn */ {0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* vampire */ {0, 0, 0, 8, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* invisible staker */ {0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* poltergeist */ {0, 13, 0, 8, 0, 4, 1, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 4, 0, 4, 0, 0, 0, 4, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},

	 /* disenchantress */ {0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* shambling mound */ {0, 0, 0, 0, 0, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* yellow mold */ {0, 0, 0, 8, 0, 0, 1, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* umber hulk */ {0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* gnome king */ {0, 7, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},

	 /* mimic */ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* water lord */ {0, 13, 0, 8, 3, 4, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9, 0, 0, 4, 0, 0, 0, 0, 0, 16, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* bronze dragon */ {0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* green dragon */ {0, 7, 0, 0, 0, 0, 11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* purple worm */ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},

	 /* xvart */ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* spirit naga */ {0, 13, 0, 8, 3, 4, 1, 0, 0, 0, 0, 0, 0, 5, 0, 4, 9, 0, 0, 4, 0, 4, 0, 0, 0, 4, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* silver dragon */ {0, 6, 0, 9, 0, 0, 12, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* platinum dragon */ {0, 7, 0, 9, 0, 0, 11, 0, 0, 0, 0, 0, 14, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* green urchin */ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	 /* red dragon */ {0, 6, 0, 0, 0, 0, 12, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},

	/*
	 * p m d s c s    w s e h c c p i    b c p c h c v    d l d g f f
	 * s h s t m    s g s w a p
	 */
	/*
	 * r l e l h s    e t n e b r h n    a l l a a k p    r i r l l g
	 * c l t e f    p e u t l e
	 */
	/*
	 * o e x e m p    b r l l l e a v    l d y n s l r    y t l o o r
	 * a d p l i    h n m w t r
	 */

	 /* demon lord */ {0, 7, 0, 4, 3, 0, 1, 0, 0, 0, 0, 0, 14, 5, 0, 0, 4, 0, 0, 4, 0, 4, 0, 0, 0, 4, 4, 0, 0, 0, 0, 0, 9, 0, 0, 0, 0, 0},
	 /* demon lord */ {0, 7, 0, 4, 3, 0, 1, 0, 0, 0, 0, 0, 14, 5, 0, 0, 4, 0, 0, 4, 0, 4, 0, 0, 0, 4, 4, 0, 0, 0, 0, 0, 9, 0, 0, 0, 0, 0},
	 /* demon lord */ {0, 7, 0, 4, 3, 0, 1, 0, 0, 0, 0, 0, 14, 5, 0, 0, 4, 0, 0, 4, 0, 4, 0, 0, 0, 4, 4, 0, 0, 0, 0, 0, 9, 0, 0, 0, 0, 0},
	 /* demon lord */ {0, 7, 0, 4, 3, 0, 1, 0, 0, 0, 0, 0, 14, 5, 0, 0, 4, 0, 0, 4, 0, 4, 0, 0, 0, 4, 4, 0, 0, 0, 0, 0, 9, 0, 0, 0, 0, 0},
	 /* demon lord */ {0, 7, 0, 4, 3, 0, 1, 0, 0, 0, 0, 0, 14, 5, 0, 0, 4, 0, 0, 4, 0, 4, 0, 0, 0, 4, 4, 0, 0, 0, 0, 0, 9, 0, 0, 0, 0, 0},
	 /* demon lord */ {0, 7, 0, 4, 3, 0, 1, 0, 0, 0, 0, 0, 14, 5, 0, 0, 4, 0, 0, 4, 0, 4, 0, 0, 0, 4, 4, 0, 0, 0, 0, 0, 9, 0, 0, 0, 0, 0},
	 /* demon lord */ {0, 7, 0, 4, 3, 0, 1, 0, 0, 0, 0, 0, 14, 5, 0, 0, 4, 0, 0, 4, 0, 4, 0, 0, 0, 4, 4, 0, 0, 0, 0, 0, 9, 0, 0, 0, 0, 0},
	 /* demon prince */ {0, 7, 0, 4, 3, 9, 1, 0, 0, 0, 0, 0, 14, 5, 0, 0, 4, 0, 0, 4, 0, 4, 0, 0, 0, 4, 4, 4, 0, 0, 0, 4, 9, 0, 0, 0, 0, 0}

};

const char     *spelmes[] = {"",
	 /* 1 */ "the web had no effect on the %s",
	 /* 2 */ "the %s changed shape to avoid the web",
	 /* 3 */ "the %s isn't afraid of you",
	 /* 4 */ "the %s isn't affected",
	 /* 5 */ "the %s can see you with his infravision",
	 /* 6 */ "the %s vaporizes your missile",
	 /* 7 */ "your missile bounces off the %s",
	 /* 8 */ "the %s doesn't sleep",
	 /* 9 */ "the %s resists",
	 /* 10 */ "the %s can't hear the noise",
	 /* 11 */ "the %s's tail cuts it free of the web",
	 /* 12 */ "the %s burns through the web",
	 /* 13 */ "your missiles pass right through the %s",
	 /* 14 */ "the %s sees through your illusions",
	 /* 15 */ "the %s loves the cold!",
	 /* 16 */ "the %s loves the water!"
};

/*
 *	function to create scroll numbers with appropriate probability of
 *	occurrence
 *
 *	0 - armor			1 - weapon		2 - enlightenment	3 - paper
 *	4 - create monster	5 - create item	6 - aggravate		7 - time warp
 *	8 - teleportation	9 - expanded awareness				10 - haste monst
 *	11 - heal monster	12 - spirit protection		13 - undead protection
 *	14 - stealth		15 - magic mapping			16 - hold monster
 *	17 - gem perfection 18 - spell extension		19 - identify
 *	20 - remove curse	21 - annihilation			22 - pulverization
 *  23 - life protection
 */
u_char          scprob[] = {0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 3, 3,
	3, 3, 3, 4, 4, 4, 5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 7, 7, 7, 7, 8, 8, 8, 9, 9,
	9, 9, 10, 10, 10, 10, 11, 11, 11, 12, 12, 12, 13, 13, 13, 13, 14, 14,
	15, 15, 16, 16, 16, 17, 17, 18, 18, 19, 19, 19, 20, 20, 20, 20, 21, 22,
22, 22, 23};

/*
 *	function to return a potion number created with appropriate probability
 *	of occurrence
 *
 *	0 - sleep				1 - healing					2 - raise level
 *	3 - increase ability	4 - gain wisdom				5 - gain strength
 *	6 - charismatic character	7 - dizziness			8 - learning
 *	9 - gold detection		10 - monster detection		11 - forgetfulness
 *	12 - water				13 - blindness				14 - confusion
 *	15 - heroism			16 - sturdiness				17 - giant strength
 *	18 - fire resistance	19 - treasure finding		20 - instant healing
 *	21 - cure dianthroritis	22 - poison					23 - see invisible
 */
u_char          potprob[] = {0, 0, 1, 1, 1, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 9, 9, 9, 10, 10, 10, 11, 11, 12, 12, 13, 14, 15, 16, 17, 18, 19, 19, 20, 20, 22, 22, 23, 23};

u_char          nlpts[] = {0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4, 5, 6, 7};
u_char          nch[] = {0, 0, 0, 1, 1, 1, 2, 2, 3, 4};
u_char          nplt[] = {0, 0, 0, 0, 1, 1, 2, 2, 3, 4};
u_char          ndgg[] = {0, 0, 0, 1, 1, 1, 1, 2, 2, 3, 3, 4, 5};
u_char          nsw[] = {0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 3};